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Uktar 15-16, 1492

Woodland Walk

by Flicker Greenridge

This is literally the opposite direction -
 
But do I want to go to Thundertree with them anyway? Reidoth might not like so much company all at once.
 
Every part of this makes me uneasy. But...strong wind, stronger trees and all that.
 
-
 
Yikes. Wolf? Eh! Wolf! What's he doing? What IS that?
 
Nevermind trees, I was right the first time....EVERY part of this makes me uneasy.
 
-
 
Why won't the seed grow? Life being drained so quickly we don't see growth? Or a deadzone?
 
-
 
I don't like the idea of keeping those things. They're obscene.
 
Did their creators find a teacher and commune with the natural world with this all in mind? Or were they corrupted later in life? How does that happen?
 
....how do I ensure that doesn't happen?
 
-
 
The trails, Mari - Mar - Marzipan? Amy? Armadillo? Ha, she'd actually kill me. Just..Amarille. Scary, but in a quiet and respectable way. Hm, wonder - no, Focus. Amarille said at least two sets of footprints. With all the other info and based on where we are, Reidoth isn't the totem making boar shifting talos following ecoterrorist we're after. He's not involved. Qeline isn't in any danger for associating with him. I didn't mess up leaving him that message. We won't be in any danger if we do visit him as a group - Though it might be unwelcome.
 
I'm not gonna get very far on my own. Suppose the hunter will kill me in any form, the spellcasters won't see me as friendly, there's plenty of rumors about other things in these woods that are unnatural and not within my control, and besides all that - the whole point is to get stronger with help. Can't happen if I go off on my own. But to stay the night here...so close to that thing... it's...it's fine. Don't think about it right now.
 
Watch with Wolf will calm my mind.
 
---
 
Calm my left foot.
 
Were we in it's territory? Did it have young? Was it sickly? What would make a beast like that - a monster like that even, think to take on a group our size? Couldn't be hunger alone, surely. May it now rest better than we have so far tonight.
 
---
 
Ah, so that's a manse. Pretty run down looking. Wouldn't be hard to burn I bet. But haunted or not, wouldn't want to disturb the surrounding wood.
 
What are we doing? Lure out small groups or send someone in to 'chat' ?
 
Sefilwyn said stealth won't be of help here. Stealth is always of help, I say. 'Cept when it's not. She's suggesting the reconnaissance though, so, seems we're of the same mind. She qualified her question about my shifts. So much propriety. Admirable in certain settings. I like that she questions.
 
The Rat? Alright, Algae, do yo-oof. Short lived mission there.
 
Maybe my friend can be of service again. It's nice to have their company. I should look for more excuses to bring em out. Are those excuses to ignore the others? Should I stop doing that? Things are getting messy. That to-do list of Keth's is daunting. Focus.
 
---
 
Can't see enough.
 
Risky to get closer.
 
Send the others away. Keep them safe.
 
Still have at least two life debts to repay.
 
At least.
 
Gourds, how did things get so complicated?
 
Maybe I should name you, friend.
 
"The Owl" will do for now. Go on, safely, silently.
 
---
 
Grotesque
 
Imma be sick.
 
I can't focus if I'm sick.
 
Keep it down. Keep it in. Keep it together. Keep them safe. Keep looking.
 
Doors don't appear locked.
 
Can't find the chatty ones.
 
Maybe around this cor-
 
-
 
Bloody stirge.
 
At least there's no alarm sounded.
 
So few to be seen. Practically empty.
 
There were none coming by the trails last night and hardly any inside.
 
How long could they hold form as boars? Maybe I ought to tell the others to keep watch longer. Should have camped here.
 
Should haves don't help. Focus. Report to the others. Make a plan.
 
Be Brave.
 

Continue reading...

  1. Every Time
    Marpenoth 29, 1492
  2. Poor Judgement
    Marpenoth 30, 1492
  3. Second Thoughts
    Uktar 1, 1492
  4. Being Present
    Uktar 2, 1492 - day
  5. Getting Through
    Uktar 2, 1492 - night
  6. Organizing Ideas
    Uktar 3, 1492 - part 1
  7. Strange Happenings
    Uktar 3, 1492 - part 2
  8. More Surprises
    Uktar 3, 1492 - part 3
  9. Shell Games
    Uktar 3, 1492 - part 4
  10. Clipped Notes
    Uktar 4-6, 1492
  11. Logging Camp
    Uktar 6, 1492
  12. Years Ago
    Years Ago
  13. During Watch
    Uktar 7, 1492
  14. The Band
    Marpenoth 2, 1492
  15. Of Apples
    Uktar 8, 1492
  16. In Town
    Uktar 9-11, 1492
  17. Meeting Falcon
    Night of Uktar 11 - Night of Uktar 14
  18. Woodland Walk
    Uktar 15-16, 1492
  19. Mad Manse
    Uktar 16, 1492
  20. Still Up
    Night of Uktar 16, 1492
  21. Processing Change
    Late Uktar 16/early Uktar 17, 1492
  22. Three Down
    Uktar 17, 1492
  23. New Debt
    Uktar 18, 1492
  24. To Return
    Uktar 19-20, 1492
  25. Kindling Papers
    Morning of Uktar 21, 1492
  26. Light(ning) House
    Uktar 21, 1492
  27. Cloudy Mind
    Morning of Uktar 23, 1492
  28. Pip Stonehill
    Uktar 24 1492
  29. Herbal Teas
    Marpenoth 10, 1485
  30. Ice Wall
    Uktar 26, 1492
  31. Going Back
    Uktar 28, 1492
  32. An Ending
    Feast of the Moon, 1492