"Ugh...
I-I don't know... who are you?"
+1, most likely not.
+1
+1
+1
Since I lost track of what has been happening i'm just going to +1 what everyone else thinks is a good idea.
"Ugh... I-I don't know. Who are you?""Alridh."He crouches down until your feet touch the ground before lowering you off of his shoulder.
"If you don't know, then try."You gingerly put weight onto your left leg and almost fall over. By leaning heavily on Alridh, you're able to hobble slowly along, though. Nothing seems to be broken, just bruised. You continue along the path, keenly aware that this man tried to kill you less than a day ago.
"So, uh. Where are we going right now?""Fremminster.""...Which is...?""Nearest town. Safety."Well, that's fortunate. You walk in silence for a time. Your leg muscles seem to be less stiff now, and you're able to (mildly painfully) walk on your own.
"What was that thing last night?"Alridh glances down at you and then back forward at the path.
"A child of Maradin." He takes a deep breath and exhales.
"A reason to stay behind walls at night.""And Maradin is...""Cat spirit.""And the whole..." You make a mock ferocious gesture with your hands and fake a snarl.
"...crazy berserk thing?""A better reason to stay behind walls."You get the impression that you're not making much progress with this line of questioning.
After half an hour of walking, the town's walls come into sight. Alridh stops walking and faces you.
"This is where we part. Once you're inside the town's walls, seek out Sean Oathend, the chaplain in the Cathedral of Freyen. He'll tend to your wounds and give better answers than mine." He turns back towards the forest.
"Wait, where are you going instead?""Back. For my weapons and the corpse. Certain people need to see it." He looks down and then back at you.
"Dark things are stirring. Keep your eyes open." He set off at a run and rapidly disappears from sight under the cover of the trees.
After a moment, you turn back towards the town walls and approach the gates. A guard calls down to the gatekeeper to open the massive wooden doors, which slowly creak inwards and grant you entry to Fremminster.
The town is larger than you expected. Pedestrians hurry through the streets and the sounds of civilization echo through the chilly morning air: the murmur of voices, the braying of animals, the clinking of hammers on metal and wood. Soldiers patrol along the walls and a banner you don't recognize - a yellow sword and bow on a green background - hangs from a post near the guard tower.