1. Journals

Session 28: Westward Bound

November 29, 2025

With unrest still lingering in Midgard and no immediate answers to be found within its walls, the party decided to travel west toward Vanaheim. Their hope was to consult the scholars and druids there—both to learn more about the Bifröst Isles themselves and to uncover any signs of magical disturbances that might be linked to the scattered fragment of the Blackstaff.

Preparations in Midgard


Before departing, the party made a few final arrangements. Quertex ventured out to purchase provisions, returning with sausages and a ham on the bone. While shopping, he quietly asked around about Pufflin meat, but found no one willing—or able—to sell such a thing.

Not eager to cross the Isles entirely on foot, Tinnitus sought out a farmer to haggle for a mount and cart. After some negotiation, he settled on a single Wartusk with a droopy mouth and an awkward gait—clearly disliked by the other animals. The farmer, initially suspicious of these outsiders, eventually agreed to sell the Wartusk along with a half-broken cart, an old saddle, and worn reins.

Unimpressed with the farmer, Quertex subtly enchanted one of the gold coins used in payment with an eternal alarm spell. Each night at midnight, the coin would emit a piercing scream—an unseen consequence left behind as the party prepared to leave.

As they departed westward from Midgard, a small group of Goliaths watched them go, waving farewell with puzzled expressions—unused to travellers who did not belong to one of the Isles’ clans.

On the Road to Vanaheim


During a rest stop near a half-frozen river, the party attempted to scavenge for food. Nithgrea gathered a handful of herbs she believed to be edible, while Quertex encountered a Frostback Turtle. Attempting to scare it off with a punch proved ineffective—and painful—leaving him nursing a sore hand.

That evening, the party made camp using their newly acquired cart as a raised shelter to avoid the worst of the cold. Thanks to Geisje, Nithgrea’s Geyserhorn steed, the group managed to keep warm enough to endure the night.

The Stone Circle


During their journey west, the party came upon a massive stone circle rising from the snow—ancient, weather-worn, and etched with unfamiliar runes. Though the structure appeared dormant, the air around it felt heavy and charged.

When Nithgrea stepped forward and placed her hand upon one of the stones, the Sword of Zariel at her side vibrated sharply, like a great bell struck once. A deep, resonant tone rolled through the circle as the runes beneath her palm flared with cold, glacial light.

The world fell away.

In the vision, towering Giants stood around a blazing circle of runes, their voices rising and falling in a thunderous chant. Storm and magma flowed through the stones at their command—lightning arcing skyward as the land itself answered their call. At the edge of the vision, partially veiled by frost and wind, stood a radiant armored figure: Zariel, watching in silence. Her presence carried no malice—only curiosity.

A spiral of runes dominated the vision, one sigil glowing brighter than all others. It felt like a mark of opening—of passage.

When the vision ended, Nithgrea found herself briefly understanding fragments of Giant rune-craft, the meaning of certain sigils lingering in her mind like an echo. The Sword’s hum faded, but did not fully disappear.

The Crystal in the Dark


During the night watch, a bright, pulsing light was spotted far off toward the ocean. Investigating the glow, the party discovered a massive, icy crystal formation. It emitted a slow rhythm of light and a soft, almost resonant sound, giving the unsettling impression of something alive.

Unsure of its nature, the party initially chose caution—but not before attempting to break off one of its branches. When struck, the crystal released a piercing, high-pitched tone that caused the party physical pain. Almost immediately, they heard similar sounds echoing back from far away, as if distant formations were responding.

Realizing they may have provoked something far larger than themselves, the party withdrew and left the formation undisturbed.

Ambush on the Road


The following day, the party came across a broken-down cart along the road. While investigating the wreckage, they were ambushed by an Unknown, a Blink Wolf, and three additional wolves.

Geisje held off the lesser wolves while the party focused on the greater threats. During the chaos of battle, Punko misfired a spell—an unfortunate mistake that caused his teeth to fall out mid-fight. Despite this, the party managed to overcome their attackers.

Afterward, they looted what they could from the ruined cart and harvested hides from the fallen beasts before pressing onward.

The Lantern Cabin


As darkness fell once more, the party spotted a small cabin beside the road and chose to take shelter for the night. Outside stood a simple firepit, and hanging from the cabin was an ornate lantern—one strikingly similar to those seen throughout Midgard.

Quertex volunteered to take the first watch, settling beside a small bonfire in the firepit as the rest of the party turned in for the night.


The road to Vanaheim stretched onward—quiet, cold, and increasingly strange.

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