The ink is barely dry on the parchment before the morning mist threatens to claim it. I sit here, wrapped in my heavy woolen cloak, the stone walls of this abandoned outpost providing little comfort against the chill of the Aethelgard dawn. Today marks the fifteenth of June, in the year 2026, though the calendar matters little when one is as deep in the wilds as I am. The air here tastes different—metallic, like the scent of blood on a blade, or perhaps the ozone that precedes a lightning strike. It is a taste I have come to associate with the darker corners of this realm.
I have not slept soundly since leaving Highwatch. The dreams are getting worse, not clearer. I had hoped that distancing myself from the bustling arcane markets would quiet the noise in my head, but if anything, the silence here only amplifies it. The whispers are back, threading through the wind like a needle through silk. They speak of the Spire. They speak of a door that should not be opened. I am Hermes, a seeker of lost truths, but I wonder if some truths are lost for a reason.
The Long Road to the Weald
Leaving the city was a relief, though the road was treacherous. The cobblestones of Highwatch gave way to the hard-packed earth of the trade routes, and eventually, to the gnarled roots of the Whispering Weald. I remember standing at the edge of the forest, looking back at the smoke rising from the city chimneys, feeling a strange sense of detachment. That life—the politics, the endless posturing of the Mage Guilds—feels like a lifetime ago. Out here, survival is not negotiated; it is taken.
The journey took three days longer than I anticipated. The rains in the east have been relentless, turning the usually manageable paths into quagmires of mud and decay. My boots are ruined, caked in layers of filth that refuse to scrape off, but my spirits remain high. Or perhaps, resilient is the better word. There is a clarity in the struggle. When your primary concern is keeping a fire lit in a deluge, you don’t have the bandwidth to worry about the existential dread of your destiny.
The Merchant’s Warning
Before I crossed the threshold into the Weald proper, I encountered an old merchant at the crossroads. His cart had lost a wheel, spilling barrels of preserved apples and salted pork onto the mud. He looked at me with eyes that were clouded with cataracts but sharp with suspicion. He asked where I was headed. When I mentioned the Obsidian Spire, his face drained of color.
“That place is a grave, traveler,” he rasped, leaning heavily on his walking stick. “Not for the dead, but for the living. Men go there to find power and come back… hollow. If they come back at all.”
I offered to help him fix his wheel, a gesture of goodwill that he accepted with a grunt. We worked in silence for an hour, the rain drumming a steady rhythm against the wood. As I finished tightening the last bolt, he pressed a small, leather-bound pouch into my hand. Inside were three dried elderberries, shriveled and black. “For the visions,” he said. “They’ll help you tell the difference between what’s real and what the Spire wants you to see.”
I thanked him and moved on. I haven’t touched the berries yet, but I keep them close. It is rare to find kindness on these roads without a price, but I sensed no malice in him. Only fear.
The Silence of the Trees
Entering the Weald is like stepping into a vacuum. The usual sounds of the forest—the chattering of squirrels, the rustle of deer, the distant cry of hawks—vanish instantly. The trees here are ancient, towering giants with bark like iron plate and leaves that shimmer with a faint, sickly violet bioluminescence. It is beautiful, in a haunting sort of way, but it is wrong. Nature should not be this quiet.
I traveled for hours under the canopy, guided only by the occasional break in the clouds above. The ground was littered with the wreckage of previous expeditions. I saw a rusted breastplate, half-swallowed by tree roots, and a leather satchel containing nothing but dust. It serves as a grim reminder that I am not the first to seek the secrets of this land, and I likely won’t be the last to fail. The pressure in the air builds the deeper you go, a physical weight pressing against the chest. I had to stop several times just to catch my breath, leaning against the cold, unyielding trunks of the Weald trees.
The Obsidian Spire Beckons
Yesterday evening, I finally cleared the tree line. The sight stole the breath from my lungs, more effectively than the altitude or the exertion ever could. There it was—the Obsidian Spire. It does not look like a natural formation. It juts out of the earth like a shard of black glass, piercing the sky. It stands apart from the surrounding mountains, a solitary needle of absolute darkness. Even from miles away, I could feel the hum of its energy. It vibrates in the teeth, a low-frequency thrum that sets the nerves on edge.
I made camp on a ridge overlooking the approach to the Spire. I dare not venture closer in the dark. The shadows around the base of the tower seem to move of their own accord, detaching themselves from the ground and slithering like snakes. I watched them through my spyglass for an hour. They aren’t animals. They aren’t even beasts. They are manifestations of the void, given just enough form to tear apart the curious.
My fire is low now, reduced to glowing embers that fight a losing battle against the encroaching cold. I am writing this by the light of a luminescent moss I scraped off a rock earlier. It casts a pale, green light over the page, making my handwriting look jagged and frantic. Perhaps I am frantic. The closer I get, the more I feel the pull. It’s not just a magnetic attraction; it’s a voice. It knows my name. It knows I am here.
The Glyphs of Power
While setting up my perimeter wards, I noticed something peculiar about the rock face near my camp. Hidden beneath a layer of grey lichen were carvings—glyphs similar to the ones I studied in the archives of Highwatch, but older. Much older. The script of the First Ones. I spent the better part of the afternoon carefully clearing the debris to reveal them.
The text is fragmented, worn down by millennia of weather, but I could make out a phrase: “When the sky bleeds, the lock turns.” I’m not sure what it means. The sky here is perpetually overcast, a bruised purple and grey, but I haven’t seen it bleed. Not yet. However, the prophecy suggests a celestial event. I checked my star charts. There is a convergence coming—a lunar eclipse interlaced with a comet’s passing. If my calculations are correct, that event is due in two nights.
It changes everything. If the Spire is only accessible—or perhaps vulnerable—during this celestial alignment, then I am not just exploring; I am racing. I am not alone out here. I’ve seen tracks in the mud—boot prints that are too fresh to belong to the merchant or his kind. There are others who know the prophecy. Rivals from the Guild? Scavengers from the Borderlands? It doesn’t matter. They will find the same thing I found: that the Spire does not welcome guests.
Preparing for the Ascent
Tomorrow, I will make the descent into the valley. I have prepared my spells, reinforcing my mental barriers against the psychic assault I know is coming. I have sharpened my blade, though I suspect steel will do little against what guards the entrance. I rely more on my wits and my magic. The air is thick mana here, rich and dangerous. Drawing on it is like drinking fire; it burns, but it keeps you warm.
I am afraid. I will not deny it. Any man who claims to fear nothing in Aethelgard is a liar, or a fool. But fear is a tool. It sharpens the senses. It keeps you awake when you want to sleep. I will use that fear. I will channel it into the focus I need to survive the ascent.
If I do not write in this journal again, know that I did not go quietly into that dark night. I went with eyes open, seeking the light of knowledge. But if the gods are kind, and if my luck holds, the next entry will be written from the top of the Spire, looking down at the world I intend to change.
The wind is picking up. The shadows are lengthening. It is time to rest.
– Hermes