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Chapter 4: Eyes from the Forest

  Chapter 4: Eyes from the Forest

  You retreat slightly back into the fringe of the forest, finding a thick cluster of bushes and young trees on the slope overlooking the village. From here, screened by leaves and branches, you have a clear view down into the settlement while remaining concealed. You settle in, watching and listening.

  The village sits nestled in the shallow valley, looking peaceful enough from a distance. The wooden palisade surrounding the main cluster of perhaps twenty houses seems well-maintained but basic – sharpened logs driven into the earth, probably more effective against wild animals or small raiding parties than a determined assault. Outside the walls, another ten or so dwellings and workshops are scattered, blending into the cultivated fields.

  The people you see appear to be entirely human. They are dressed simply, in practical, earth-toned clothing made of rough-spun cloth – tunics, trousers, simple dresses. Most wear soft leather boots or are barefoot. Their complexions are generally fair, suggesting a temperate climate. They seem hardy, accustomed to physical labor.

  Activity is focused and purposeful. In the fields closest to you, several men and women are working with hand tools – hoes and sickles – tending rows of green crops you don't recognize. Further out, a man guides a large, ox-like creature pulling a simple wooden plow. The rhythmic thwack of an axe originates from near the edge of the village proper, where a man is steadily chopping logs into firewood, stacking them neatly. Near the center of the village, women are carrying buckets (presumably water from a well you can't see), and a few small children chase a scruffy-looking dog down the main track, their laughter carrying faintly on the breeze. You spot a couple of individuals who seem slightly better equipped – perhaps wearing boiled leather vests over their tunics – patrolling slowly along the inside of the palisade wall, spears resting on their shoulders. They look alert but not overly tense.

  The overall impression is one of a simple, hardworking agricultural community. They seem poor by modern standards – no advanced technology is visible, tools are basic, clothing functional rather than fashionable – but the fields look reasonably tended, and the people don't appear cowed or starving. There's a sense of quiet routine, of people getting on with the business of survival. You see no obvious signs of recent trouble, despite the overturned cart you found earlier. Perhaps that incident happened further away, or they dealt with it efficiently.

  You remain hidden, observing the flow of village life. They seem like ordinary folk trying to make a living. The question now is how to approach them. Strolling in dressed as you are might cause alarm or suspicion.

  As you continue observing the villagers, the differences become starker. It's not just your clothes – your black athletic gear against their homespun wool and linen – but your features too. You realize with a jolt that everyone you can clearly see has fair skin, lighter hair colors ranging from blond to brown, and more angular facial structures. Your own East Asian heritage – darker hair, different eye shape, complexion – will likely make you stand out immediately, perhaps even more than your strange attire.

  A new worry surfaces: language. What if you can't understand them? What if your attempts to communicate just mark you as an outsider, potentially hostile? How do you even begin to ask for help or trade if you can't speak the language?

  Just as this concern begins to solidify into anxiety, Oracle's voice cuts into your thoughts, calm and reassuring as ever.

  << Language analysis complete. Passive monitoring of ambient conversations confirms the local dialect as Common Tongue (Regional Variant: Greenvale). Linguistic matrix integrated. You will comprehend spoken Common Tongue automatically. When you attempt to speak, your vocalizations will be translated seamlessly into the appropriate dialect. No conscious effort is required on your part. >>

  You blink, momentarily stunned by yet another incredible feature. It just... listened in and figured out the language? And will translate for you automatically? The sheer utility of Oracle continues to astound you. That removes a massive barrier, though the visual differences remain.

  A direct approach still feels risky. Blending in is impossible right now. Maybe finding a temporary, discreet base of operations first is smarter. A place to rest properly, maybe cook those roots, and observe a bit longer before making contact. You scan the periphery of the village, the area outside the main palisade where the fields meet the forest edge and the scattered outer dwellings stand. Are there any buildings that look unused, dilapidated, or isolated enough to slip into unnoticed?

  "Oracle," you think, "Scan the outskirts, specifically the buildings outside the main wall. Are any of them currently unoccupied or appearing abandoned?"

  The world doesn't freeze this time – Oracle seems capable of passive environmental analysis without halting time, unless a deep simulation is needed.

  This content has been misappropriated from Royal Road; report any instances of this story if found elsewhere.

  << Scanning designated area... Analyzing structural integrity, signs of recent activity, heat signatures, and localized life forms... >>

  Information flows into your mind, overlaying your view of the village outskirts.

  << Several structures identified: >>

  


      
  • << Outhouse (Communal): Occupied intermittently. High traffic.


  •   
  • << Woodshed (Attached to occupied dwelling): Active use.


  •   
  • << Chicken Coop: Occupied (avian life forms).


  •   
  • << Small Stone Silo: Sealed, likely storing grain.


  •   
  • << Dilapidated Hut (Location: Furthest edge, near forest line, west side): Structure appears weathered, roof partially collapsed on one side, door slightly ajar. No heat signatures detected within. Minimal signs of recent external activity (overgrown path). Probability of current occupation: Low (<5%). Potential uses: Temporary shelter. Risks: Structural instability, potential nesting place for vermin, visibility from adjacent field during daylight hours. >>


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  << Scan complete. One structure matching low-occupancy parameters identified: the dilapidated hut. >>

  Your eyes are drawn to the building Oracle highlighted – a small, sad-looking hut sitting alone at the far western edge of the cleared land, almost swallowed by the encroaching forest line. It looks like it hasn't been maintained in years. It's isolated, which is good for discretion, but also potentially more dangerous if something finds you there. Still, it's the only option presented. It might offer a few hours of relative privacy and shelter.

  You maintain your hidden position, the foliage providing excellent cover as you meticulously observe the village life unfold through the afternoon.

  Guards: The two guards you saw earlier continue their slow patrol along the inner walkway of the palisade. They don't seem overly concerned, occasionally chatting with each other or villagers passing by. Their equipment remains basic: spears, simple leather vests over tunics, perhaps a short sword or club at their belts. You don't see any guards posted outside the walls, suggesting the palisade is their primary defense line, likely secured at night. They seem more like a local watch than professional soldiers, capable against beasts or opportunistic raiders, perhaps, but likely not a trained fighting force.

  Inn: You scan the buildings within the walls, looking for something that stands out. Most structures are simple, functional dwellings or workshops (you identify what looks like a smithy by the sound of a hammer on metal starting up later in the afternoon). There is one building slightly larger than the others near what appears to be the main gate, with a wider doorway and perhaps more foot traffic than a typical house. There's no visible sign, but it seems the most likely candidate for a public house or inn, if one exists. It could just as easily be a village hall or the home of a headman.

  Cart Reaction: As the hours pass, you watch closely for any signs of distress or searching parties related to the overturned cart. Nothing. The villagers continue their routines without apparent concern for anyone overdue on the path you traveled. This suggests a few possibilities: the cart didn't belong to anyone from this village, its owner isn't expected back today, or perhaps incidents like that are common enough not to cause immediate widespread alarm unless reported directly. The lack of reaction reinforces the feeling that this village might be quite isolated.

  First Contact Scenarios: Your mind keeps turning over the best way to approach. Walking in still feels too risky given your appearance. Waiting for bandits feels like relying on chance, and potentially dangerous chance at that. What if they're too strong? What if saving the villagers just makes them afraid of me instead of grateful? You acknowledge your superior stats give you an edge, but provoking trouble seems unwise. The idea of sneaking into the dilapidated hut later, under cover of darkness, feels increasingly like the most prudent first step. Secure shelter, observe more, then perhaps try a controlled approach – maybe offering to trade the roots you found, or approaching someone working alone in the outer fields early tomorrow morning.

  Passage of Time: The sun arcs across the sky, casting longer shadows as the afternoon wears on. The heat lessens slightly. Workers begin trickling back from the fields, carrying their tools. The sound of the axe stops, replaced by the murmur of conversations and the sounds of evening preparations. More smoke curls from chimneys as evening meals are cooked. Children are called indoors. The guards continue their patrol, perhaps looking a bit more vigilant as dusk approaches.

  Just as the sun dips below the horizon, painting the sky in hues of orange and purple, a sudden commotion erupts near the main gate of the village. Shouts echo through the twilight air – sharp cries of alarm, not laughter. You focus intently, peering through the gloom. Figures are rushing towards the gate inside the palisade. The two guards you'd been watching are suddenly tense, spears leveled outwards.

  Then you hear it – a low, guttural howling from the forest edge, not far from where the path you used emerges. It's not the sound of wolves; it's deeper, more menacing. More shouts from the village, cries of "Goblins! At the east gate!"

  A wave of figures – small, hunched, and fast-moving – bursts from the tree line near the path, heading straight for the main gate. You count quickly... five, six, seven... at least eight goblins, armed with crude clubs, axes, and torches. They move with a feral quickness, their screeches and howls filling the air. Some villagers near the gate scramble back inside, while the two guards brace themselves. A couple more villagers, likely militia, rush to join them, armed with pitchforks and axes. It looks like a small, determined raid.

  This is exactly the kind of trouble you were contemplating. It's happening now, under the fading light.

  Time: Dusk (Approx 6:30 PM)

  Date: 01/05/1042

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