Derelict Shack
Tyr, Rathgar
Upon close inspection, you find dirt-encrusted labels tied to the containers. However, the writing is both horribly sloppy and faded with extreme age. Even if you knew the language, it would be difficult to read. Further investigation around the rubble strewn room yields no great bounty, but you do find six small metal coins of ambiguous worth. Everything else on the floor is trash: pieces of splintered wood, worn out torches, tarnished paper, and occasional bones of small game.
There are five containers, all roughly the same size and containing god knows what.
Middle Path
Nix
The thing jumps a good three feet off the ground when you call to it. It scurries around madly, but seems torn between staying with the pile and running into the woods. As you get closer, you see how truly revolting it is. Patches of thin hair dot its taught, pale hide, and its remotely human face is punctuated with two beady, close-set eyes. It is far too timid to be a goblinoid, and not near confident enough to be even a lesser demon.
"Um, yes! Many men live here, and I am too. We own these trees and things, and as the law of man goes, you cannot come closer!" He stands as tall as he can, revealing a emaciated, pathetic form. You note that he stands close to the pile, unwilling to move away.
Shrine Junction
Kat
The writing on the shrine, while mostly crude, is definitely of a unified tongue. It's not a language you know, but most regional dialects descend from a common tongue shared in the old world, many of which you've been familiarized with in your travels. Still, reading a language and speaking one is very different. Lucky for you that your discipline affords you some skill in the area.
Many of the runes are too hastily constructed to decipher, but the fine writing of the ground and around the central basin give you some clues. The most distinct of the runes bear a subtle resemblance to those in the 'formal' tongue used by the lairds and mainland civilization. They represent concepts like movement, protection, travel, and luck. After some time, you see a resemblance in the structure of the writing and in the shrine as a whole to make a reliable guess: this is a wayshrine, or a shrine used to protect travelers. Though the nuances of this specific shrine are impossible to know without consulting the locals, the idea of protecting travelers and vagrants is universal. The basin in the centre, house to some rotting thing at the moment, is likely meant to receive sacrifice in exchange for good luck.
Most notable of your findings, though, are specific runes placed around the basin. You've never seen them before, and they lack any kind of familiarity. Normally, one would assume some divergence in dialect was to blame, but when you focus on the runes, you feel a slight wave of nausea pass. It only happens once, though.
After a small while of study, you feel a gauntlet lay on your shoulder. You turn to find Pesc, who bore an awkward, concerned look. "Careful, miss, you can't be too careful around... things like this. And the rot... Not meant for your senses." He moves closer to the shrine, close enough to see how badly his face is scarred. "I'd like to apologize, miss. It wasn't my idea to bring you and the other girl along. The wizard insisted, you see. This is dangerous work, meant for men with constitution. You'll forgive me, I hope." He keeps his eyes on the shrine, and stays a little too close to you.