Forbidden Lands Session Two

The travelers were almost deafened as they came up to the village walls of Werk. A bellowing creature or man could be heard inside exhorting the villages over some perceived offense.

“I ask you all for so little, and this is how you repay me?!” The creature uttered. “I have kept you safe from all manner of beast and bandits and these scraps are the offerings you give in return?!”

The travelers walked through the gates of the village, now seeing what was causing the ruckus — an ogre with a large wooden club was screaming at the townsfolk that had gathered in front of a farmhouse inn.

Kristov, sensing the unease amongst the downtrodden sods, seized the moment and confidently answered the ogre’s ravings.

“Well met my lord!” Kristov said while brandishing the blood tatters of one of the bandit’s armor. “My fellows here and I encountered some of those bandits on the road and saved you some trouble. How will the villagers pay us if they give YOU all their supplies.”

The ogre turned in astonishment as some of the villagers laughed. But seeing his angry glare, a silence fell upon the ground. The silence hovered for a moment before being broken by the booming laughter of the ogre.

“You have my thanks traveler!” The ogre said. “I am Undrue the Unmoveable, and how might you be? I would share a drink with the man who saved me a day’s labor.”

Seeing the ogre’s foul mood broken, the townspeople returned to work, visibly more at ease. Undrue motions to the trio, “Come inside my tavern here and we’ll talk about you doing some work for me.”

Undrue brings the travelers inside the aging farmhouse. In the main hall, Brock, Kristov, and Jabari can see a makeshift bar with a keg on one side, a fireplace with a pot of gruel stewing, and a ramshackle “throne” in one corner. The large seat is festooned with animal hides and filth, it is undoubtedly where Undrue lives, sleeps, and eats.

“You wouldn’t believe the hassle those ingrates cause me,” Undrue complains. “I’ve protected them for years, and all I ask for is a bit of food and a roof over my head in return.”

A loud snort from another room gives away the presence of the innkeeper.

“Bert, is that your lazy ass?” Undrue yells. “Bring some drinks for our traveler friends, and not that bilge water you serve the villagers.”

Jabari asks the ogre, “What brought you to this town? Surely someone with the moniker ‘Unmoveable’ is meant for bigger surroundings and fame.”

Undrue gives a droll smile in response. “I never meant to stay here, I started traveling after the blood mists lifted. Just happened to save these louts from some bandits a few years back and never saw fit to leave when I don’t have to work much.”

Jabari wasn’t convinced and asked another question, “Why do they call you Undrue the Unmoveable then?”

The ogre tells an outlandish store of stopping a bandit’s horse and cart in its tracks, causing the cart to flip while he suffered no damage.

Kristov uses the moment to engage the ogre on his stewardship, using his crafty trader wiles, he bends the ogre to his will.

“Surely someone as renowned as you should build your legend further, this village holds no more challenge for you. Isn’t it time to move on to bigger and better things,” Kristov asks. “We’ve grown weary from our travels, we would be happy to guard the town.”

Undrue ponders the thought for a moment, finishes his drink, and says, “The old man with the sack is correct. I’ve had enough of this dung heap. It’s time to move on. They’re almost out of money anyway.”

Kristov pushes him further, “Surely such a momentous occasion is cause for celebration! The village should hold a party in your honor!”

The ogre is taken with the idea and orders Berk the Tavernkeep of Werk to organize a feast, not realizing that he has played right into Kristov’s hands.

Before the trio leaves the inn, Undrue motions them closer. “Before I leave, I’ll give you a reward better than silver for your troubles with the bandits. When I first came here, I was chasing tales of a treasure nearby. It took time, but I think I’ve heard all the tales this town has to tell of it. I’ll share them with you now.

The legend goes, “In the Age of the Blood Mist, there was a determined princess who sought a monster and its hoard out of greed. She traveled to an island tower a few day’s journey from the village. It is said the monster had taken over a tower on an island in a large lake to guard its treasure. It is not know what happened to the princess, but some believe she still searches for the treasure on the island, and no one has ventured there to find out in centuries.

After the ogre goes back to drinking, Berk confirms much of the account. However, he adds, “The part of him being ‘Unmoveable’ is somewhat true. We only call him that because he never gets off his ass to do any real work.”

With much work to be done before heading on their travels, Jabari and Kristov leave Brock to keep watch over the ogre. They meet with Vladimir the Blacksmith to trade and make repairs. Jabari attempts to get lessons in armor craft for free in light of the bandit fight, but Vladimir rebuffs him.

Worried for what will happen to the villagers after Undrue moves on, the pair press Vladimir on the village organization. He is adamant that their walls will hold, and that they have “Willa the Huntress” to lead them if trouble finds them.

Willa turns out to be a fiery young woman with red hair and quick eyes. She helps confirm some of the layout of the plains around Werk, and that a river about a day’s journey to the west might lead to the lake of legend.

Walking back to the tavern, Kristov notices the children eyeing his satchel and egging each other on to look inside. He asks, “What ho young ones? Do you wish to trade with Kristov?”

The children all grin sheepishly and ask him for trinkets or tales of the outside world. Kristov reaches into his sack and tells them, “Here, I will teach you how to play a game I learned in a village far, far away, It’s called ‘batch ball.’”

He proceeds to pull many bats and balls out of the satchel, handing them to the children, “It goes like this. There are three teams; one on offense, one on defense, and the other on support. The goal of the game is to get all the bats and hit all the balls.”

Kristov teaches the children many rules, all of which seem to contradict each other. Still, the children are overjoyed and begin playing “batch ball” immediately. The village mothers are not impressed and give Kristov a scornful look, no doubt imaging the many black eyes and injuries they will see in the coming days.

The villagers do hold a celebration “in honor” of Undrue, and cheerfully toast his leaving when out of earshot of the ogre. The travelers are met with toast after toast. Eventually, the village elders come forth and bid to barter with the trio. Kristov sells most of the weaponry taken from the bandits to help arm the peasants. In return, the trio is laden with supplies, and are even given a tiny heirloom sapphire.

That morning, the townsfolk discover that Undrue has left, but not before stealing a cart and many supplies, including half a butchered cow. Still, they are happy the tyrant is gone and bid the travelers safe journey. Brock opts to stay behind and recover his injuries, promising to rejoin the party should they come back to Werk after investigating the legend.

It is well into the evening as Jabari and Kristov continue their journey. Unfortunately a misstep from the wolfskin causes a rockslide, injuring him. The pair is forced to make

camp while he recovers. They hope nothing finds them in the night as the embers of the fire run low….

Leave a comment