Chapter 7: Chapter 7 – The Path to Knowledge
Author's Note:
(This chapter is long and covers all the basic details essential for understanding the story. Don't skip it!)
The lively hum of the Ironspire Guild hall surrounded Raj as he sat at a corner table, his eyes scanning the bustling room. Adventurers exchanged stories, discussed their next contracts, and indulged in hearty meals. Yet, Raj's thoughts were elsewhere.
Information.
He needed information—about this world, its power structure, the Gem Paths, and the dangers lurking beyond the town. Without knowledge, every step would be a gamble, and Raj wasn't the type to leave things to chance.
Dorian plopped down across from him, a tankard of ale in hand. "So, what do you think of the guild so far?"
"It's… resourceful," Raj replied thoughtfully. "I have a question. Does the guild have a library?"
Dorian raised an eyebrow. "A library? Well, yes, but it's not exactly what you'd find in a grand city like Vorthaven. Most folks here don't care much for books. They prefer blades and brawls."
Raj nodded, a faint smile tugging at the corner of his lips. "Still, I'd like to see it."
Dorian chuckled. "Figures. You've got the look of someone who enjoys burying his nose in ancient tomes. I'll show you the way."
The two made their way down a dim corridor at the back of the guild. The noise of the main hall faded as they descended a spiral staircase into the lower levels of the guild.
"Here we are," Dorian said, pushing open a heavy wooden door. "The Ironspire Archives. It's not much, but it might have what you're looking for."
"The library might not be grand, but it's packed with valuable information," Dorian said, pushing open a heavy oak door. "You'll find maps, books on the Gem Paths, old scrolls—pretty much everything you need to know about this world, if you've got the patience to read."
Raj stepped into the room, and his breath caught. The library wasn't large, but it had an undeniable charm. Rows of ancient shelves stretched toward the ceiling, filled with leather-bound books and scrolls. Dim lanterns cast a soft glow, illuminating the dust dancing in the air.
"This will do nicely," Raj said, his eyes gleaming with anticipation.
Dorian smirked. "Enjoy. I'll be in the main hall if you need me."
Raj wasted no time. He walked down the nearest aisle, his fingers brushing against the spines of books. His heart raced as he pulled out a thick tome titled The Foundations of the Gem Path.
The language was unfamiliar at first glance, but as he focused on the text, something strange happened. His archaeologist instincts kicked in, and the symbols began to make sense. It was as if his mind was piecing together a forgotten puzzle.
I can read this, he realized. It's a mix of ancient languages—Sanskrit, Old Norse, and… something else entirely.
He sat at a nearby table, opened the book, and began to read.
The Gem Path System
The Gem Path is the foundation of power in the world of Eryndral. Every individual has the potential to awaken a Path, which defines their abilities, growth, and destiny. This system is not just a measure of strength; it is a way of life. From birth, people are categorized by their affinity with different Path and Gems, which determines their future roles in society.
Awakening ceremony
Awakening ceremony is the first step in one's journey. Most people awaken their path between the ages of 12 and 18 through a special ritual conducted in temples, academies, or guilds. However, not everyone succeeds—some remain ordinary, without the power of a Gem.
His heart skipped a beat. That was it. The reason behind his new, youthful body was clear.
"The Gem Path requires a body within the awakening age," he whispered, his thoughts racing. "If I had stayed in my old body, I would never have been able to awaken a Path... I would've been powerless in this world."
The Artifiact had given him more than a second chance—it had ensured he could still seize power in this world. His age wasn't a setback. It was an opportunity.
Raj closed the book, his eyes gleaming with renewed purpose. "Fifteen... the perfect age to begin again."
Those who awaken their path are guided by mentors or organizations to develop their abilities. The strength and rarity of the Gem determine their status in society.
Common Gems: These are the most widespread and reliable, with clear progression paths.
Rare Gems: These are harder to awaken but offer unique powers. They are often pursued by ambitious individuals despite the risks.
Forgotten or Hybrid Gems: These are remnants of ancient times, with unpredictable and dangerous abilities. They are almost impossible to control without extensive knowledge.
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Each Gem belongs to a specific Path. The most well-known paths include:
1. Warrior Path – Focuses on physical strength and combat.
Specializations: Swordmaster, Berserker, Shieldbearer.
2. Mage Path – Harnesses elemental magic and arcane power.
Specializations: Pyromancer (fire), Hydromancer (water), Stormcaller (lightning).
3. Rogue Path – Emphasizes stealth, agility, and assassination.
Specializations: Shadowblade, Nightstalker, Poisoner.
4. Scholar Path – Focuses on knowledge, ancient rituals, and magic through understanding rather than raw power.
Specializations: Rune Master, Archivist, Ritualist.
5. Beastmaster Path – Allows bonding with beasts and nature spirits.
Specializations: Beastcaller, Shapeshifter, Wildheart.
6. Monk Path – Focuses on body and soul tempering.
Specializations: Fist of Iron, Windwalker, Spiritseer.
Each Path has unique progression requirements and abilities. For example, the Warrior Path may focus on physical tempering and weapon skills, while the Scholar Path enhances understanding of ancient languages, rituals, and knowledge-based magic.
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The Gem Path system is based on levels. Every 10 levels, an individual must undergo a Gem Advancement to upgrade their Gem and unlock higher abilities. This advancement is a dangerous process—failure can result in injury, regression, or even death.
Levels 1–10: The Novice Stage—Basic abilities, limited power.
Levels 11–20: The Adept Stage—Skills become stronger, and new abilities are unlocked.
Levels 21–30: The Advanced Stage—The Gem's true power begins to show.
Levels 31 and beyond: The stages beyond are shrouded in mystery, with only legendary figures having reached those heights.
Each Gem Path has its own Advancement Trials, which often include dangerous tests, rare materials, or combat challenges.
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In the world of Eryndral, your Gem Path defines your role in society.
Warriors and Mages: Typically serve as protectors, mercenaries, or members of noble households.
Scholars: Often act as advisors, researchers, and keepers of ancient knowledge. Though less physically powerful, their abilities can alter the course of history.
Beastmasters and Rogues: Found in the wilds or working as scouts, hunters, or assassins.
Monks: Rare and often reclusive, they live in monasteries or serve as wandering sages.
In large cities like Vorthaven, guilds and academies are dedicated to training individuals along their Gem Path. These institutions control much of the continent's power, often vying for political influence.
A strange sense of familiarity washed over him. The rows of knowledge, the careful arrangement of information—it all reminded him of his time as an archaeologist. His eyes caught the Geography of Eryndral, a massive tome resting atop a carved stone pedestal. Without hesitation, he approached it.
"If I'm going to survive in this world, I need to know its land, its people… and its powers."
He flipped open the tome, the pages crackling under his fingers, revealing intricately drawn maps and meticulously recorded details.
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The Geography of Eryndral
Raj's eyes scanned the text, absorbing every detail with the precision of a scholar.
World Name: Eryndral
A vast world steeped in magic and history. It is said to be formed from the remnants of an ancient, forgotten realm. The balance of power lies in its diverse regions and the natural energy flowing through its lands.
Current Continent Name: Zaryndra
Zaryndra is the largest and most politically divided continent of Eryndral.
To the north, the harsh and frozen lands of Duskspire are ruled by warlords and nomadic tribes. Survival is the only law here.
The central region, known as Vorthaven Plains, is the political heart of Zaryndra. The city of Vorthaven, where nobles and scholars alike gather, is a hub of commerce, politics, and magic.
Southern Zaryndra is a place of lush forests and ancient ruins, often rumored to be haunted by forgotten spirits. The small town of Ravendale, where Raj now stood, sat at the edge of these forests.
To the east, the Obsidian Coast is a realm of merchants and sea raiders. Its black cliffs rise above stormy seas, hiding countless secrets.
In the west, the Ashen Highlands are home to mystic clans and ancient temples dedicated to forgotten deities.
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Raj turned the page, his curiosity growing. He quickly realized that this world was not just defined by geography but by the factions that fought for dominance.
The Sacred Church of Radiance:
The most dominant religious power, controlling vast territories. The Church worships the Sun God and maintains order across Zaryndra through its Paladins and priests.
The Twilight Inquisition:
A secretive order dedicated to hunting down forbidden magic and ancient artifacts. Ruthless and efficient, they leave no stone unturned in their search for power.
The Mystic Tower:
The center of magical research. Mages from across Zaryndra gather here to pursue knowledge and unlock the mysteries of the Gem Path system.
The Warlords of Duskspire:
Ruthless rulers of the north. They respect strength above all and are constantly at war with one another, though they unite when a threat to their lands arises.
The Merchant Guilds of the Obsidian Coast:
Wealthy and cunning, these merchants control the trade routes and wield significant political influence through their gold.
Hidden Secrets and Ancient Lands
Raj's eyes scanned the brittle parchment before him, his fingers brushing against the aged map of Eryndral. The ink had faded over time, yet the outlines of vast continents and intricate borders were still visible, whispering forgotten tales of ancient glory and bloodshed. His archaeologist instincts kicked in immediately, piecing together the history buried beneath layers of myths and half-truths.
Eryndral, as the text described, was a sprawling world of countless mysteries. It was divided into four major continents, each one teeming with unique cultures, landscapes, and ancient ruins waiting to be unearthed.
Zaryndra, the heart of the known world, was the cradle of civilization. It housed Vorthaven, the largest city, and was governed by a delicate balance of powerful factions—the Sacred Church of Radiance, the Mystic Tower, and the ever-suspicious Twilight Inquisition. Its landscape was diverse, ranging from lush forests to arid deserts, and it was said to be the birthplace of many ancient legends.
Kaelenmar, the northern continent, was a harsh, frozen wasteland, ruled by warlords and clans. Few ventured into its icy reaches, but those who did spoke of hidden fortresses and ancient tombs locked in eternal frost. Its skies were often dark, the auroras glowing like ghostly flames above the mountains.
Eshara, the eastern continent, was a land of endless jungles, vast rivers, and treacherous swamps. It was home to forgotten cities swallowed by nature—cities that Raj found eerily similar to the ruins he once explored in the Amazon. The text hinted at powerful artifacts hidden deep within its heart, protected by ancient curses.
Saekorr, the western continent, was a land of storms and volcanic plains. It was known for its nomadic tribes and volcanic forges, where legendary weapons were said to be crafted. Ancient texts spoke of the Obsidian Gates, mysterious structures that no one had yet unlocked.
The text also made references to hidden realms—dimensions that existed parallel to Eryndral. These realms, it claimed, were connected through spatial rifts, some naturally occurring, while others were created by powerful beings.
Raj leaned closer, his pulse quickening as he read about the Vales of the Forgotten, an ancient land said to have vanished from all maps centuries ago. Legends told of an unknown power that once ruled there, a power that many had sought but none had found.
The more he read, the more pieces began to fall into place. The strange energy that had brought him to this world—could it be tied to one of these ancient places? Could it be the reason his arrival had caused such a stir among the world's most powerful factions?
Raj closed the book, his mind racing. This world was far more layered than he had imagined, and its history was not just a story—it was a puzzle waiting to be solved.
And Raj Darkthrone was determined to solve it.
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As Raj closed the weathered tome, a strange calm settled over him—a fleeting pause before the storm that his thoughts were becoming. He leaned back in the chair, his eyes drifting to the high windows of the library, where soft beams of light filtered through stained glass, casting golden patterns on the floor.
For the first time since his arrival, the weight of his situation truly hit him. This world—Eryndral—wasn't just a place he had stumbled into. Its ancient geography, its hidden realms, its countless mysteries… it all felt interconnected. He was no longer just Raj Darkthrone, the archaeologist on his last expedition. He was part of something far greater, something woven into the very fabric of this world's history.
His mind replayed the countless expeditions he had led back on Earth. Every lost city, every ancient artifact, every forgotten script—they had been pieces of a puzzle he hadn't even known existed. He had always believed he was chasing knowledge for its own sake, but what if all those years of relentless searching had been preparing him for this? For Eryndral?
He exhaled slowly, fingers tracing the edge of the book's cover.
I know the signs. I've seen them before. Forgotten places, ancient power, veiled histories… it's all here. I was an archaeologist then, and I'm still one now.
But this time, he wasn't just uncovering the past. He was living it, surrounded by it, and if he played his cards right, he might even shape the future.
Raj stood, a newfound determination burning in his chest. The world was full of answers, and this library was only the beginning. He needed to know more. About Eryndral. About the Gem Paths. About everything.