The Chronicle of Epic Words

Oil painting of a young stablehand outside a weathered timber stable in warm afternoon light, standing square in a scuffed brown leather vest over a loose grey shirt with rolled sleeves, tan work trousers and tall mud-stained boots, an unhappy set to his brow. A chestnut horse with a white blaze leans out over the half-door of its stall to his right; a rolled notice hangs on the boards behind him, a pitchfork lies in the straw at his feet, and wildflowers grow along a low stone wall to the left.
Tomas, the Stablehand · I (The Greenway Road)

Tomas, the Stablehand

Locked out of his own stable, and far too proud about it.

At a glance

Old enough to run the stalls without anyone checking his work. Young enough to still take a locked door as a personal insult.

Home
Aldren's Rest
Kingdom
I (The Greenway Road)
Faction
Common Folk · Stablehand
I don't need money. I need a KEY.

Tomas, to a traveler who offered him coin instead

Tomas will not tell you his troubles, because Tomas does not, as a rule, tell anyone anything. He is a broad, deliberate man who moves at the speed of a task and no faster, and the first thing you'll ever know about him is that he is standing outside a building he is supposed to be inside, wearing the particular expression of someone whose whole afternoon has narrowed to a single closed door. The stable at Aldren's Rest is his. So is the problem. He's been locked out of the former the better part of an hour, and he's taking it about as well as you'd expect from a man whose usual answer to an obstacle is to pick it up and move it somewhere else.

The place he keeps is a leftover. Aldren's Rest was raised as a proper coaching inn back when the eastern post-road still ran secure and busy. Then the road quieted, the patrols drew back to the Duke's gatehouse, and the travelers thinned to a trickle — so now the rafters gather more cobwebs than horses, and the painted name-board over the door has weathered until it reads ALDREN'S RES in cheerful, half-finished blue, the last letter long since flaked off into the weeds below. Tomas is a keeper of a thing that used to matter more, which is a common enough condition in this vale, and one he'd never think to describe out loud.

What he is good at, and it is a real and unglamorous thing, is the work. He knows his animals the way other men know their own moods — which one favors a foreleg, which one bites out of boredom, which one won't take water from a strange hand. He is not clever with locks and he'd be the first to say so, if saying so weren't itself a kind of talking he avoids; his instinct with a stuck door is to find where it's weakest and lean on it until something gives, an approach that works far more often than it has any right to and produces, on this particular afternoon, no result whatsoever. The lock is a good one. Tomas is a great many admirable things, but a locksmith is not among them, and he has reached the end of what leaning can accomplish.

His pride is the plain kind, easily wounded and easily mended. Offer him money to send for someone who can pick the lock and you'll get the closest thing he has to a temper — not shouting, just a slow, deliberate correction, delivered word by careful word, in case the coin has confused you about the situation. He doesn't need money. He needs a key. He is entirely correct, and being entirely correct while stuck uselessly outside his own stable is, if anything, making it worse. He'd take help forcing the hasp — has, in fact, and will speak of the fence post to no one — but what he actually wants borders on the comic in its simplicity: the door open, the horses seen to, the afternoon returned to its proper order.

And if you happen to be carrying the answer — a small brass key, notched near the bow in the old style of a locksmith who cut keys at Calligrapher's Green before the guilds there were disbanded and the trade left to memory — then you'll see the other side of Tomas, the one that makes people remember him fondly long after he's forgotten they exist. He takes the key without a speech. The lock opens with a small, satisfied sigh. And behind a loose board inside, where someone tucked it and forgot it, there's a pouch of coin and a boar-tusk charm on a cord — which he hands you both, at once, without a flicker of hesitation. "Finder's right," he says, as though that settled it, because to him it does. Then he's through the door and inside among the stalls, checking on his horses, already three-quarters of the way to forgetting your face and the whole of the way to forgetting your name — but he will remember, in the vague and permanent manner of decent people, that a stranger was kind to him once, on a bad afternoon, at a stable with a letter missing from its sign.

You'll cross the vale in the same hour you meet him, and pass others working the same fading road — Pell, the Duke's earnest junior courier, apologizing to a signpost a mile on; and, should your business carry you toward the halls whose name his crooked stable-board still half-spells, Duke Aldren himself. Tomas thinks about none of that. He's thinking about a gelding's water and a door that ought never to have closed on him, and he'd thank you — briefly, gruffly, and then not at all — to help him get back to it.

Tales & Rumors

The sign over the door reads ALDREN'S RES — the final letter flaked off its blue paint some winter years back, and the horses have never once complained about the omission. Tomas has. He spent a solid twenty minutes kicking through the gravel below the board hunting for the fallen 'T,' on the not-unreasonable theory that a thing that came off could go back on, and gave up only when the light did. It is somewhere in the weeds to this day, and it bothers him more than he lets on.

Offer Tomas coin to fetch a locksmith and you will watch a large, methodical man arrive at a specific edge. 'I don't need money,' he says — and then, in case the shape of the problem escaped you, he says it again, one word at a time, the way you'd explain a thing to a horse that keeps walking into the same gatepost: 'I need a KEY.' It is the most heated he gets. He is right, which does not improve his mood.

He tends the horses before he tends himself, every time — the moment a stall door opens, whatever grievance he was nursing on the wrong side of it evaporates and he's inside checking hocks and water before he thinks to say goodbye. It is why the kindest thing anyone can do for Tomas is simply the useful thing. He has no gift for gratitude and no patience for ceremony. He'd just like the door open, please, and his animals seen to.

How They Measure Up

Even a stablehand keeps a tally — mostly of horses, and only occasionally of himself.

Strength17 / 20

Hauls water, hay, and the occasional stubborn gelding without complaint. Would gladly fight the lock, if he could only work out where to punch it.

Dexterity8 / 20

Twelve full minutes to pop a hasp with a fence post, and he'd rather not discuss the fence post. Fine work is not what these hands are for.

Constitution16 / 20

Stood outside a locked door the better part of an hour without sitting down once. Then spent twenty minutes kicking gravel for a letter that fell off years ago.

Intelligence9 / 20

Reads a lock the way he reads the weather — patiently, and without ever quite arriving at a plan. Knows horses cold; knows nothing about hinges he can't lift off.

Wisdom12 / 20

Understands, better than most, that a problem with one answer has exactly one answer. He needs a key. He has said so, clearly, several times.

Charisma10 / 20

Gruff going in, warm coming out — the firm-handshake sort. Will remember your kindness for a decade and your name for roughly none of it.

Signature Trait

Finder's Righthis whole moral code in two words. Whatever turns up in a place belongs to whoever turns it up — so the pouch of coin and the boar-tusk charm behind the loose board go to the person who opened the door, no hesitation, no haggling. He'd think it strange to do otherwise, and stranger still to be thanked for it.

Where you'll meet him

You'll find Tomas in your very first hour on the road, in Kingdom I (The Greenway Road) — planted outside the stable at Aldren's Rest, a short walk from the warmth of The Hearthmark, and locked out of it. The lock is a good one, which is precisely the trouble; he's been standing there the better part of an hour, methodically running out of ideas. Offer him money and he'll tell you, very clearly, that money is not the shape of his problem. Offer to force it with a fence post and he'll take the help, grudgingly. But if a certain small brass key found its way into your pocket somewhere back down the road, this is the argument it was waiting to finish.

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