The Shepherd King, #1
One Dark Window
by Rachel Gillig
Contents
Chapter Seventeen
Overview
Ravyn returns to Castle Yew and reconnects uneasily with Elspeth, whose bond with the Nightmare is becoming more intrusive and dangerous. In the old castle ruins, the Nightmare’s reaction to the doorless chamber and dark window hints at a deeper connection to the Spirit of the Wood and to Yew’s haunted past.
Ravyn reveals more about the Mirror and the Nightmare Card, clarifying that Card magic carries personal psychological costs. The chapter then shifts the story back into action as Ravyn gathers Elspeth and his allies to steal Wayland Pine’s Iron Gate Card.
Summary
Ravyn returns to Castle Yew the next morning, and Elspeth instinctively hides from him in the wild gardens. As she wanders, Elspeth reflects that the Nightmare has grown stronger in her mind since she has relied on his help; Elspeth can sense the Nightmare’s emotions and perceptions more clearly, though the Nightmare still keeps secrets.
Ravyn finds Elspeth among the brambles and gently cuts a single red rose for her, placing it in her willow crown after asking permission. Their conversation is careful but intimate, and Ravyn tells Elspeth that her crow’s foot charm is unnecessary because the mist does not catch people who already carry strange magic. Ravyn then offers to show Elspeth the wildest part of the estate.
Ravyn leads Elspeth through the overgrown garden to the ruins of the original castle, where one moss-covered, doorless stone chamber remains beneath an ancient yew tree. The Nightmare becomes intensely interested in the chamber and urges Elspeth to enter through its dark window, saying that a window was all the Spirit of the Wood ever required. Elspeth realizes the Nightmare knows the place and resists the Nightmare’s demand, even as the Nightmare reacts with anger.
Ravyn, unaware of Elspeth’s inner struggle, demonstrates the Mirror Card by vanishing into the landscape. Elspeth asks about invisibility and about the effects of using the Nightmare Card. Ravyn explains that the Nightmare Card does not show him a creature; instead, when used too long, it makes him hear his own voice repeating his worst fears and telling him he will fail.
After the tour, Ravyn’s true purpose becomes clear: he has returned to retrieve Elspeth so she can help identify and steal Wayland Pine’s Iron Gate Card. Jespyr’s information from the Pine women has allowed Ravyn and Elm to map Pine’s route from Stone, and the group plans to ambush his carriage on the forest road before nightfall. Ravyn brings Elspeth to the armory so she can have protection, where she finds Jespyr, Prince Renelm, Jon Thistle, and the Ivy brothers prepared as a band of outlaws.
Who Appears
- Elspeth Spindlenarrator; avoids Ravyn, resists the Nightmare, and prepares to help steal the Iron Gate.
- Ravyn YewCaptain of the Destriers; returns, shows Elspeth the ruins, and organizes Pine’s ambush.
- The Nightmarevoice in Elspeth’s mind; grows stronger and fixates on the dark-windowed chamber.
- Jespyr YewRavyn’s sister; helped uncover Pine’s route and joins the armed group in the armory.
- Prince RenelmRavyn’s cousin, called Elm; helps plan the interception of Wayland Pine.
- Jon ThistleCastle Yew servant and ally; welcomes Elspeth to the assembled outlaw party.
- Wik Ivyone of the Ivy brothers; present among Ravyn’s armed allies in the armory.
- Petyr IvyWik Ivy’s brother; joins the group preparing for the highway ambush.
- Wayland PineIron Gate bearer; target of Ravyn’s planned carriage ambush on the forest road.