In The Land of Niseb
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Royal family wants the adventurer help through a courier. Representatives of May-She-I is aware of their great donation of this aristocratic family.
	Family's name is the Covington family in Eben. They have become wealthy from mining prospects through the Ainlem Spine.
Covington family is in Eben city. Must go to Eben to find.
Dukue, temple of May-She-I: "I have a new quest for you. As you might already be aware, we survive from a series of benefactors who give consistent donations over the cert. One of these families is the Covington family located in Eben.  Eben is a smaller town situated on an island in the Eastern Province settled by the Gragoran. It has a port that directly take you into the Gragoran forest.  There, in Eben, you can find the Covington family who live in a mansion named Covingfort. The Covington family pays us handsomly and consistently, and it appears they have sent a letter requiring a series of adventurers who have some experience under their belt." -he looks at the adventurers-

"Find out what they want, do their bidding, do not come back to me for payment, for the Covingtons would pay you better than I could."

Waiting in line to get a ticket to go to Eben, end up speaking with a birdkhan:
	Name: Maminthe
	Race: Female Birdkhan Adventurer
	Level: 1
	Wealth: Average
	Profession: Adventurer
	Knuckles
	
Ticketmaster:
	Name: Aiode
	Race: Male Unpossessed Demon Adventurer
	Level: 1
	Wealth: Average
	Profession: Adventurer
	
Entering Eben:
	As the boat glides gracefully towards Eben city, the first thing that catches the eye is the picturesque setting of the island. Towering trees cloak the mainland in a verdant embrace, their foliage rustling in the gentle breeze. The island itself is a tapestry of greens and browns, dotted with quaint buildings and winding cobblestone streets. The robust port comes into view, bustling with activity as ships of various sizes dock and unload their cargo.

	As the boat eases into the harbor, the salty scent of the sea mingles with the earthy fragrance of the surrounding forest. Seagulls wheel overhead, their cries echoing across the water as they search for scraps left by the fishermen. A wooden pier stretches out towards the shore, where a crowd of merchants, sailors, and travelers bustles about, their voices rising and falling in a symphony of activity.

	Beyond the port, the heart of Eben city beckons with its charm and character. Colorful buildings with sloping roofs line the streets, their facades adorned with flower boxes overflowing with vibrant blooms. Market stalls overflow with fresh produce and exotic wares, while the sound of laughter and music drifts through the air from bustling taverns and inns.
	

Located in the wealthy district named "Opulentos", a series of 15 mansions. The mansion's name is Covingfort Manor.
	The other names of the mansions including Covingfort: 
	• Willowbrook Manor:  Owned by Lord Cedric Evergreen, a renowned botanist and herbalist who amassed his wealth through trading rare and exotic plants. Willowbrook Manor is famous for its lush gardens and extensive greenhouse collections.
	• Rosewood Hall:  Lady Eleanor Rosewood inherited the mansion from her ancestors, who were esteemed diplomats and peacemakers known for brokering treaties and fostering alliances among rival factions.
	• Maple Grove: Sir Alden Maplewood is a skilled artisan and master carpenter who built his fortune through his craftsmanship and expertise in woodworking. Maple Grove Estate is renowned for its intricately carved furnishings and architectural details.
	• Lavender Hills Estate:  Lady Victoria Lavender is a talented perfumer and apothecary who established a successful business creating luxury fragrances and herbal remedies. Lavender Hills Mansion is known for its fragrant gardens and lavender fields.
	• Meadowview: Lord William Meadowview is a respected scholar and historian who inherited his wealth from generations of scholars and intellectuals. Meadowview Manor houses an extensive library and serves as a center for academic pursuits and intellectual discourse.
	• Oakleaf: Lady Amelia Oakleaf is an accomplished adventurer now grown old in her years. She retired off having amassed great wealth through various discoveries in the Aarkmonkchule Ruins.
	• Sunflower Villa: Sir Henry Sunflower is a successful merchant and entrepreneur who built his wealth through international trade and commerce. Sunflower Villa serves as a luxurious retreat for Sir Henry and his esteemed guests, showcasing his extravagant taste and opulent lifestyle.
	• Cedarcrest Castle: Lady Isabella Cedarcrest is a philanthropist and patron of the arts who inherited her wealth from her family's lucrative shipping and trading business. Cedarcrest Castle hosts lavish gatherings and cultural events, supporting artists and musicians from across the realm.
	• Jasmine Gardens: Lord Athur Jasmine is a visionary architect and urban planner who transformed barren lands into thriving communities through his innovative designs and sustainable development projects. Jasmine Gardens Manor is a testament to his commitment to environmental stewardship and aesthetic beauty.
	• Ivygate Hall: Lady Elizabeth Ivygate is a renowned healer and physician who earned her wealth through her medical practice and expertise in herbal medicine. Ivygate Hall serves as a sanctuary for healing and wellness, offering holistic treatments and remedies to those in need.
	• Peachtree Palace: Sir Thomas Peachtree is a skilled agriculturist and landowner who built his fortune through successful farming and agricultural ventures. Peachtree Palace is surrounded by vast orchards and vineyards, producing an abundance of fruits and wines that are highly sought after throughout the realm.
	• Tranquil Haven Estate: Lady Margaret Tranquil is a respected diplomat and peacemaker who dedicated her life to fostering harmony and understanding among warring factions. Tranquil Haven Estate serves as a neutral ground for diplomatic negotiations and peace conferences, symbolizing Lady Margaret's commitment to reconciliation and diplomacy.
	• Lilypond:  Lord Frederick Lilypond is a renowned artist and sculptor who gained fame and fortune through his masterful creations and artistic talents. Lilypond Manor is adorned with exquisite artworks and sculptures, showcasing Lord Frederick's creative genius and aesthetic sensibility.
	• Serenity Hills: Lady Charlotte Serenity is a beloved philanthropist and humanitarian who dedicated her wealth to charitable causes and social welfare programs. Serenity Hills Mansion serves as a refuge for the less fortunate, offering shelter, sustenance, and support to those in need, embodying Lady Charlotte's compassion and generosity.

Covingfort Manor is owned by the Covington family. They have established their wealth through heavy mining prospects scattered through the Ainlem's Spine. Having found a large deposit of gold ensured investors to pour their money into the funds of further mining prospects. Through the use of mages to find various veigns of precious gems and metals, the Covingtons own a large portion of mines across the Ainlem's Spine.

Description of the Covingfort Manor:
	Nestled amidst the rolling hills, the manor commands attention with its imposing facade and meticulous attention to detail.

	Its exterior boasts sturdy stone walls, meticulously crafted by skilled artisans of yore. Towering turrets adorned with intricate carvings punctuate the skyline, lending an air of majestic charm. Delicate stained glass windows, depicting scenes from ancient lore, catch the sunlight and cast colorful hues across the landscape.

	Approaching the manor, one is greeted by a sweeping driveway, flanked by meticulously manicured gardens and tall, swaying trees. The expansive lawn stretches out before the manor, a verdant carpet punctuated by bursts of vibrant blooms and meticulously trimmed shrubbery.

	The main entrance, framed by ornate pillars and a sweeping staircase, welcomes visitors into a grand foyer adorned with rich tapestries and fine artwork. 

Enter into Covingfort Manor:
	Greeted by Forest Imp male named Kino. Dressed in a shiny garb suitable for a butler of opulence. They walk with grace though they possess the legs of a goat. They lead on to meet with the doctor of the Covington family.

Doctor Uufan, Elve of great age and large glasses. His tall, slender frame is adorned with flowing robes of deep azure, embroidered with intricate patterns that seem to shimmer with ancient magic.
Doctor talks to adventurers, beloved daughter (named Erulia Covington) is fading away of an illness and is likely not curable unless they find a legendary "Poet Mage" by the name of Ducaske (Pronounced: Doo-kawsk)

From Doctor Uufan:
	"Welcome, brave souls," he begins, his voice carrying a weight of both wisdom and concern. "I have heard of your quest, and I fear the challenge before you is of the utmost importance. Erulia Covington, beloved daughter of the Covingfort family, is fading under the grip of a relentless illness, one that defies conventional remedies."

	His gaze shifts between each adventurer, assessing their resolve before continuing, "But there is hope. Legends speak of a being known as the Poet Mage, Ducaske, a wielder of magic intertwined with the very essence of verse and rhyme. It is said that his power knows no bounds when it comes to healing afflictions that elude ordinary means."
	

The Docks:
	You make your way to the docks in the southwest, finding yourself in front of a ferry that appears to move through magic alone. It appears to be made of an ancient and weathered oak tree with several intricate carvings, even the carvings and etching of adventurer and merchant alike.  The hull has been smoothed by the journeys back and forth across misty waters, glimmering a faint iridescence. You see what appears to be many other types already loading in and what appears to be a male elve who is moving the adventurers along. He appears to be in a cantankerous mood.

Ducaske is located in Bern. Must find.
Travel to Bern - 7 potential encounters (assuming a cart), many more encounters needed if not using a cart.
	1(must be first encounter). Entrance of the Gragoran. You look forward and see various signs of other adventurers having left off their messages in common, magi, and even a few impan signs.  The signs read as follows:
		Impan: The elves have teeth. Watch out for them, those who read.
		Common: Bring food, turn back if you havent.
		Common: Dekraan was here (picture of a fireball) just kidding its just me, Dufan
		Symbol of a skull and crossbones crudely etched into the sign
		Common: Beware, lots of dark even in day
		Magi: To those who may read this, there are tiny men with red eyes. Squash them with magics, though they are not arcane.
			-Following the magi's comment in common: Fuck this guy in particular
		
		Looking further in, you can see the forest is indeed somewhat paved from various adventurers, but the path is dark and foreboding. The thicket gets darker and rougher as you peer further in. You will find yourself stuck in this forest for days, thinking to yourself, should you go further.
	2. The traveling philosopher and company.
		Band of 3 adventurers assisting a natural born in crossing the Gragoran into Eben, eventually to Vuuhkrai. You see them walking on foot, a flag of some university that you don't know where it could be from, and three strong looking adventurers. 
		
			Name: Sidi
			Race: Elve female
			Level/Class: 3 TTB Beast Summoner
			
			Name: Aivawe
			Race: Magi female
			Level/Class: 4 TTB Beast Summoner
			
			Name: Aininwin
			Race: Human male
			Level/Class: 4 TTB Grand Light Ranger
			
			Then the natural born Poer of the University of the Warrior's Village in the north, Male Warrior who wishes to ask them philosophical questions.
				"Why do you adventure?"
				"Why do you think you were put here, is there a reason?"
				"Do you have purpose?"
	3. The Frog-Lizard
			Description: Lizard-like body that has a neck that can become bulbous as a frog. It is about 10 feet long and quite strong. It can camouflage to its surroundings and can stay still for days. Perception will determine whether or not player see this monstrosity.
			
			Lizard-frog (lizard with giant legs of a frog and gaping mouth with frog eyes)
				.4 poison
				.2 phys def
				.1 magus def
				.3 earth
				Cloak (1trn)(1/2ch.)(Attempt to hide self, cannot be targeted without spending an action trying to find it)
				Lash (tongue comes out of the mouth of the lizard frog and attempts to lash at you dealing x damage poison)
				Bulbous Bulwark (make the bulb of the neck huge, charge forward 5 blocks dealing x earth damage)
				Toxic secretion(1trn)(release a toxic line of goo on the floor where you walk for next 3trn, if player starts turn with goo underneath them, they take x damage poison)
				Gulp (lunge forward 3 blocks, attempt to gulp at foe, if you hit foe with gulp, foe becomes swallowed by the lizard-frog and can only be saved by another player, must spend 2 actions saving player, for every turn foe is gulped, loses x poison damage)
	4. Mysterious wall
		You find that there is an old dilapidated stone that has been fashioned into a block. On it has written in common: "Hello?"
			Players solution is to write back and find that it is magic from the "Natives-of-the-Wood", little jet black colored creatures with large red eyes wandering. They possess magic that sometimes helps or harms. this one helps. Should they respond back and make a good conversation, then it leads to a haste ring:  Blade of Truths (n)(legendary)(This blade speaks to you in a whispering tone only truth. Ask questions to receive the truth)
			"Speak truth to me and find truth itself." said the writing.
			Players must write something true and the writing will write back the location of the artifact and a series of motions you must do to make it appear.
			"The world is filled with lies, and you are no liar. Go behind the stone and find the forest which lies, place your fingers along your forehead and speak the magic words: "Aerandar Nativus, Seedaraep Seil" -Aerendar Native, Dissapear Lies translated.
			
			On performing the quick ritual, the illusion will disappear and show a sword that lay on a stone with a beautiful light coming from the treetops showing the glean of jewels.
	5. Aarkmonkchule - He will call himself "Arthur."
		You find a man who appears to you all as you are settling in for camp. You looking away, they were sitting calmly eating an apple looking back with a grin. He has a calm looking demeanor and some raggedy clothes. No armor on him or adventurer's equipment. He smiles and is eating on an apple sitting at your resting place. He is merely curious and would not reveal himself. But he is an omni-powerful God with great strength and even more terrifying magics. Should the party answer him negatively in any way would find quick demise, but, should they entertain him or offer good company, then he would give a decent bounty. He will be very vague at how old he is, what he is doing in the forest, or any questions trying to find detail about him. He is far above the adventurers in terms of power. He will be nonchalant and casually joke with the party.		"Well, adventurers. How are you?" (You can have a full conversation with the party asking their story)
		
	6. Elves of the wood seem to avoid the party, there was a fire just off the forest that has now been abandoned. Can find a left over bow worth good money and a small amount of food and water. Everything appeared packed up in haste.
		Elvish Rope(s)(39L)-3
		Bow of air damage (n)(43L)(Lvl 3)(+8 air damage)
	7. Spiders and Spiderling
			You are traveling along the path and see a peculiar portion of the ground that is slightly blue in color compared to the rest (blue color is the spider trap)
		Forest spider
			(Forest spider is hidden inside a trap hole preventing getting hit. when the players get close, the spider will lunge out and attack in an ambush)
			.3 phys def
			.4 mag def
			.2 phys dam
			.1 poison dam
			Web (1trn)(Trap foe in a web, cannot go free unless another player rescues them. Must have something sharp to cut the web)
			Poison Stab (stab foe dealing x damage physical, if hit, foe has 1/2ch. to be paralyzed unable to move for 3trn)
			2x strike (strike foe dealing x damage, then y damage)
			Web shot (shoot web orb at foe dealing x earth damage, if hit, foe cannot move for next turn)
			Jump (jump into the trees and become untargetable, must spend action trying to find the spider 1/2ch. to see the spider in the trees)
			
		10 Spiderling
			.3 phys def
			.3 magus def
			.2 poison dam
			.2 phys dam
			Bite flurry (strike foe dealing x damage phys, if hit, y damage poison)
			Scurry (move 2 blocks and lunge back dealing x damage poison)
			Climb (climb onto foe causing 1/2ch to not be hit, then biting dealing x damage physical)
			Web (1trn)(Heal self x health)
			
	Final Encounter: 
	Bern: the village of Bern is a picturesque hamlet of rustic charm and tranquil beauty. With no more than 500 houses scattered among rolling hills and verdant meadows, it exudes an aura of simplicity and serenity that belies its rich history.

	As you approach Bern from the south, a winding cobblestone road leads you through fields of golden wheat and sun-kissed wildflowers, painting a scene of idyllic pastoral beauty. The air is filled with the melodious chirping of birds and the gentle rustle of leaves, lending the village a sense of timeless tranquility.

	The houses of Bern are quaint and cozy, constructed from weathered timber and local stone, their sloping roofs adorned with thatched straw and ivy. Each dwelling boasts a small garden filled with colorful blooms and aromatic herbs, tended to with care by the villagers.

(make your way to Ducaske)
You make your way to the Damanesque Inn for Warriors and find yourself looking upon a door that is little more than 5 foot tall, easily capable of hitting your head from any adventurer, save for the little warriors. You see a warrior rushing past you with a couple of friends.

"Excuse me, adventurer."

Ducaske to be found frequenting an inn called the Damanesque Inn for Warriors, getting free drinks by writing on pages various symbols. Ducaske is very dangerous as a mage with a paper and pen.
	As you enter through the creaking wooden door, the aroma of hearth-baked bread and spiced cider fills the air, mingling with the sound of lively conversation and the gentle strumming of a lute in the corner. The common room is cozy and inviting, with worn wooden tables and mismatched chairs gathered around a crackling fireplace, where a pot of stew simmers over the flames.

	Behind the bar stands the innkeeper, a warrior walking around swiftly, a grizzled beard streaked with gray and a twinkle of mischief in his eyes.
	
	Dukaske is an old man with thin glasses barely clung to his nose almost falling off. Along the sides of the spectacles was a small fine chain that prevented the glasses falling down any further. He has a set of tired yet caring eyes plastered through his face. He has reddened cheeks from years of drinking and a mustache that extends straight out from his visage. You can observe the mustache moves as he notices you, looking up. "Ah, there you are. I have your shipment here." 
		Note: Dukaske is mistaking the adventurers as people coming to buy his renowned magical poems.
Ducaske is to come back to Eben among the Covingtons to help cure their daughter.

	1. The Mourning Druid
		You look to the side and see an overlook that you had missed in the past. This overlook appears to be bright and visible to a beautiful sun. Seeing it, perhaps a moment of respite in enjoying the sun would be beneficial for the morale of the team.
		
		You peer upon a derelict building, yet among stones that have been carved out, nature slowly overtaking it. There is a path leading upward and you can see the swaying bush and shrub, it is quite calming in this location, an area of serenity in the midst of a deep and dark wood.
		
		(do not tell player this part, but to know, you must play the part of the druid who mourns.)
		The Druid: He is here giving chocolates as sacrifice to his dead ally and friend and hero to the elves of the wood. The Druid's name is "Adal-ban (pronounced Ae-dul-bon), Friend of Native and Elves" who lived a life knowing and learning the wood and beckoning the creatures of the wood to bend to him. Be it the spider, the dragon, pixies, birds, snakes, the Druid was friend to the wood and those that resided in it. Though, the druid is contemptuous towards adventurers having killed his allies, both elve and animal. He questions what adventurers are there for, and often in favor of trinkets made by kings of olde for control, Lichen (gold of Niseb). He hates the contempt of the adventurer that kills aggressive animals simply operating on their nature alone.  He assisted a nearby tribe of elves that frequent the wood, and speak the language unknown to any, even other elves.  The tribes of elves had fought in the past due to both territorial, resources, and cultural dispute, but through the knowledge of Adal-ban, now known as Friend and Native of Elves took their strife and provided the bounty of the wood.
		
		He solved this as an outsider that proved himself to each tribe, speaking the word of the forest, yet he himself was a foreigner. He has resided into a life of service to the Gragoran and those that live within it. Yet he mourns his friend, Shaman Guide Efiin (Pronounced Eh-feen), killed by adventurers as a natural born, now in a grave in the middle of the Gragoran for those to mourn. Adal-ban has contempt toward adventurers, and should adventurers fight, they would find themselves in quite the difficult battle.
		
		If they do not fight:
			Adal-ban will request to place honor and rememberance to Efiin, telling the story of Efiin, creator of potion, mender of wounds, and savior to prophecy, helping both creature and elve alike alongside Adal-ban. Upon such rememberance, the crows of the wood will gift one gift for the next three nodes till they exit the Gragoran.
			
			"Efiin was my friend, and one who helped bridge the divide from the Lagaan and the Lemba-tyur, elves of the wood, you see. For if it were not for him, I likely would not have been able to hear the song of the wood, and what it was telling me. Through that, I could commune through the trees, the animals. You know not this song, nor would I expect you to, foreign and aggressive to strangers. We spent many cert in these woods, the darkness turning to comfort. The spiders showing you their ways, parts of a cycle. Efiin showed me these things, and while it would take many cert to show you, perhaps it is best we give offering to him now, knowing he died to dark men, of which you are not."

			
		If they fight:
			Bees x 3
				.5 poison damage
				.2 physical damage
				.3 phys def
				Sting(sting foe dealing x damage, if hit -x damage per turn poison)
				Dissapate (bees move away from one another avoiding an attack, counts as a dodge, if dodge successfully, they re-emerge and strike foe dealing x damage physical)
				Fly (move 5 blocks)
				2x strike (strike foe dealing x damage physical, then y damage poison)
				
			Wisp x 2
				(Cannot be harmed unless you first freeze them to solidify them with a blizzard attack)
				.5 phys damage
				.5 magus damage
				Flare (1trn)(cannot be countered)(Foes within 3 blocks get hit (1/2ch) dealing x light damage. If hit, foes have 1/2ch. to become blinded (foe cannot see for next turn))
				Slice (Slice foe going forward 3 blocks dealing x damage blizzard to foes within the movement of Wisp)
				Lies (can only perform if next to target)(Whisper lies to the foe, 1/2ch. to cause confusion on next 1 action. On their turn, will roll to see if they target self, others, or monster in their party)
				Clash (dissapear and reappear 3 blocks away, foe within one block is stricken with blast of light dealing x damage light)
				
			Giant Ferret x 2
				.5 phys damage
				.4 phys def
				.1 magus def
				Ferret Strike (lunge forward dealing x damage, then y damage physical with claws)
				Bite (grip onto foe dealing x damage physical, upon bitten, foe has 1/2ch. to be dealt this damage again at begin of foe turn bleeding)
				Dig (Counts as a move, dig underground preventing being hit, then reappear up to 3 blocks away. If within 1 block of foe, deal x physical damage w/ claws)
				Defensive strike (dodge backward 2 blocks, then lunge back at the foe dealing x damage physical)
	
	2. Stuck in the rain
		The cart gets stuck in the rain and an effort must be made to get it out.  If there is no cart, try a player getting stuck in mud.  It is currently raining and it is dark and miserable. Good chance at roleplay here.
		
	3. Where is the path?
		For a moment, you guys are continuing along and find yourself along an area where the path seemed to have hidden itself. You are in the middle of the forest. You were on the path, but for whatever reason, no longer on it. Must use their investigation, and if they go backward will still have to find this as it gradually disappears. it is possible to investigate a bit to reveal the path underneath the shrub and wind.
		
			4 pieces of treasure on the map.
		
	4. The Cave
		You find alongside the path, covered in vines a cave. There could be either monster, or treasure.
			(Roll to find if it could contain monster or treasure. On even, treasure, on odd, monster.)
			Monsters:
				Elve Native Mage Archer
					.9 magus dam
					.1 magus def
					Base magus spells
					Rain of Arrows (throw bundle of arrows hitting a 3x3 block)
					Slice and Dice (slide to the side going 4 blocks shooting arrows at foe dealing x phys damage)
					Magical Arrow (Strike foe with an arrow of magic that has 1/2ch. to hit anyway if it was dodged dealing x damage)
					Bubble Shield (Create shield that blocks x damage if hit anyway, counted as a block)
			
				Elven Light Magus
					.4 light damage
					.4 light healing
					.1 phys def
					.1 magus def
					Base Healing Spells
					Blessing (1trn)(Place 3x3 healing block healing for x health at beginning of turn of allies inside)
					Lles Strike (1trn)(No counter)(Strike foe with light strike dealing x damage)
					Bear's Strength (1trn)(Buff ally x physical damage for 3trn)
					Owl's Strength (1trn)(Buff ally x magus damage for 3trn)
					
				Elven Fighter of Axe
					.8 phys damage
					.1 earth
					.1 phys def
					2x Strike (strike foe dealing x damage, then y damage physical)
					Blooded Strike (Strike foe with axe, if hit, foe is dealt x damage blood for 3trn)
					Bludgen (Jump forward 4 blocks and strike at foe dealing x damage physical and y damage earth in a 3x3 where Elven Fighter lands)
	
		Treasure:
			Items hidden
			
	End: The Port.
		You make your way to the docks in the southwest, finding yourself in front of a ferry that appears to move through magic alone. It appears to be made of an ancient and weathered oak tree with several intricate carvings, even the carvings and etching of adventurer and merchant alike.  The hull has been smoothed by the journeys back and forth across misty waters, glimmering a faint iridescence. You see what appears to be many other types already loading in and what appears to be a male elve who is moving the adventurers along. He appears to be in a cantankerous mood.
		
		
	As the adventurers stir from their slumber, they find themselves surrounded by a bustling crowd gathered around their cart, eager to board the first ferry across the river. The once serene ferry port is now alive with activity, as travelers from all walks of life clamor for passage to the other side. Merchants haggle over goods, families wrangle children, and weary travelers exchange tales of their journeys. The air is thick with anticipation, filled with the scent of freshly baked bread from nearby vendors and the sound of vendors hawking their wares. The adventurers quickly realize that their peaceful night's rest has been interrupted by the hustle and bustle of the morning rush
	
Into Eben:
	As the boat glides gracefully towards Eben city, the first thing that catches the eye is the picturesque setting of the island. Towering trees cloak the mainland in a verdant embrace, their foliage rustling in the gentle breeze. The island itself is a tapestry of greens and browns, dotted with quaint buildings and winding cobblestone streets. The robust port comes into view, bustling with activity as ships of various sizes dock and unload their cargo.

	As the boat eases into the harbor, the salty scent of the sea mingles with the earthy fragrance of the surrounding forest. Seagulls wheel overhead, their cries echoing across the water as they search for scraps left by the fishermen. A wooden pier stretches out towards the shore, where a crowd of merchants, sailors, and travelers bustles about, their voices rising and falling in a symphony of activity.

	Beyond the port, the heart of Eben city beckons with its charm and character. Colorful buildings with sloping roofs line the streets, their facades adorned with flower boxes overflowing with vibrant blooms. Market stalls overflow with fresh produce and exotic wares, while the sound of laughter and music drifts through the air from bustling taverns and inns.
	
Description of the Covingfort Manor:
	Nestled amidst the rolling hills, the manor commands attention with its imposing facade and meticulous attention to detail.

	Its exterior boasts sturdy stone walls, meticulously crafted by skilled artisans of yore. Towering turrets adorned with intricate carvings punctuate the skyline, lending an air of majestic charm. Delicate stained glass windows, depicting scenes from ancient lore, catch the sunlight and cast colorful hues across the landscape.

	Approaching the manor, one is greeted by a sweeping driveway, flanked by meticulously manicured gardens and tall, swaying trees. The expansive lawn stretches out before the manor, a verdant carpet punctuated by bursts of vibrant blooms and meticulously trimmed shrubbery.

	The main entrance, framed by ornate pillars and a sweeping staircase, welcomes visitors into a grand foyer adorned with rich tapestries and fine artwork. 

Enter into Covingfort Manor:
	Greeted by Forest Imp male named Kino. Dressed in a shiny garb suitable for a butler of opulence. They walk with grace though they possess the legs of a goat. 
	

You walk your way along a set of winding hallways, tapestry, and marble tile flooring. You can hear the soft clatter of the hooves of Kino, who leads you along. You walk down an especially long hallway, making your way past several doors, closed, yet, made of a beautiful dark wood polished and individually varnished with patterns of various animals, some of which you yet not recognize. Kino pauses and stops in front of you.

"You are about to meet the esteemed Aura Covington. She possesses great power. You must give her the utmost respect for her mourning to her daughter and additionally, with reverence.  She is the heiress to the Covington fortune.  Address her as if she could jail you with the snap of her finger.  She is quick to give, and also, quick to punish. Please, allow her the utmost reverence, especially in her time of dire need."

Kino opens a fancy set of double doors of the same opulent wood to reveal a well dressed, Victorian human of curly hair and white makeup face.  She looks over and you can observe streaks of black paint underneath her eyes from her sorrow.

"To all, Heiress of the Covingtone Fortune, Madame Aura Covington. These adventurers have business with you."

The madame is in an especially bad mood and can change the fate of the adventurers in an instant. Should they remain polite, she will be gratuitous in her reward, but, should they have an ill-gotten reverence, they would find themselves jailed for 10 cert for their arrogance and lose all reward for the quest.


Attempt to resurrect Erulia back from the void reveals a deadly spirit that has hold of her in the void.

	You come up to another set of double doors, intricately carved like before, opening and revealing what appears to be a small bed with several tapestries, stuffed animals, Aura Covington holding her daughters hand and crying, alongside Ducaske who appears to be looking toward the daughter who appears to be very sick, barely clinging onto life.
	
	Kino looks over at the party. "This is Erulia Covington. Please, if you could, whatever happens must happen, know this. Take Ducaske at their word, for they would know more of their magics than you or Madame Aura."
	
	You can see now that Kino walks over to Aura and gently leads her out, consoling her as they leave, leaving Ducaske, the adventurers, and Madame Erulia Covington, sick and barely alive.
	
	(leave adventurers to decide what to do)
	
	Ducaske: "This is it adventurers. I can see that she is quite sick, and so, I will examine what is wrong."
	
	Ducaske writes a quick poem, reading out loud in tongues, and his head turning to the side, and even Ducaske now crying and wiping his tears away. "We have ourselves a huge problem on our hands adventurers..."
	
	"I am certain you have a demon on your hands. She is clearly possessed. Though, I fear it may be too late for poor Erulia, find the best way, use your cunning, for I will not be present to see what you will do."
	
	Ducaske speaks his words while writing at the very same time: 
		"In the shadows deep, where darkness reigns,
A portal whispers secrets, calls, and strains.
Beneath the moon's pale, eerie light,
Lies a realm where demons dance in the night.

Step through the veil, if you dare,
But beware, mortal, of what lies there.
For in the heart of the abyss's lair,
A demon's chambers await, filled with despair.

Tread softly, lest you catch its eye,
And risk your soul, as it passes by.
The air grows heavy, thick with dread,
In the demon's realm, where nightmares are fed.

So if you seek adventure, heed this call,
But know the price may be your all.
For once you enter, there's no turning back,
Into the demon's chambers, dark and black."
	
	"Go ahead and approach Erulia, adventurers." said Dukaske.
	

Should the adventurers choose to fight the spirit, Erulia will die. But if they leave her, she will be in torment for the foreseeable future, but the daughter will survive.

You approach Erulia Covington and find yourself approaching blackness, and then, a light at the end, do you continue walking?
	If they do not:
		They can choose to return, or remain in blackness, nothing interesting would happen should they choose this.
	If they do continue through the tunnel:
		You walk past the black void, walking along and feeling the opulent tile floor beneath you turn to grass, you can feel an odd tranquility as the light gets bigger, seeing a serene ruin on grass in a beautiful sunny day. You look forward and can see a crystal to your right.
			they are to navigate a map of a grassy ruin to find Erulia covington who will be at the end in fetters and chains to the demon. The demon will speak:
			
			You come across a black creature that stands by Erulia, who is hovering above a bed in her fancy dress. The black void speaks to you.
			
			"She is in fetters, tied to her very essense, the poor thing."
			
			"You must understand, Demons live a very difficult life. They are tormented, forced to be chained, reborn, tortured, reborn again, defeated by adventurers such as yourselves.  So, clever demons manage to crawl their way out of their pit and tie themselves to this plane, to avoid falling again. Erulia is but one of many who got too close to the bindings of my world, and so, many clamored for her platform to avoid torment. And so, here I am."
			
			"Though, I am not worried. You cannot save her. You have two choices, adventurers. You could certainly kill me. But, my essence is tied with hers permanently. I also have no intention of severing this connection. So, should you fight me and win, Erulia, natural born, will perish, and you will live a life knowing you are the progenitor of slaying innocent children. Or, you leave her be, within an inch of her life, to suffer, albeit, alive, for many cert to come. I have this tranquil environment for you to reflect and think of your choices, adventurers, as you will be the ones to live with it."
			
			Adventurers have 3 options:
				The Good Option:
					They avoid harming the demon, and instead, place their entire focus on defeating the 7 crystals binding the demon to Erulia, effectively saving Erulia and sending the demon back. They would be transported back to Erulia's room, who, still sick, but, now conscious and Aura Covington clutches. As soon as one of the crystals is attacked, the demon will freak out: 
					
					"DO NOT TOUCH MY BINDINGS. We will not let you!"
					Summon 12 Shadow Imps:
					Shadow Imp
						.4 mag def
						.6 arcane damage
						Arcanum base spell
						Shadow Barrier (block magical spell, except for light with a shadow barrier. If hit anyway, -x damage except for light)
						Aesunamin (Dissapear, reappear 5 blocks away and shoot magical arcane darts dealing x damage arcane)
						Climb (be able to climb a wall with 1 action)
						Jump (Jump up to 3 blocks and attack foe dealing x damage arcane)
					
					
					Amun Thaar - Shadow Demon (immune to arcane)
						.9 arcane damage
						.1 magus def
						Arcanum base spell (stronger than the shadow imps)
						Arcanus Argumentum (1trn)(Increase arcane damage x damage for 3trn)
						Slight(1trn)(if hit, dissapear and reappear within 3 blocks striking foe with a beam of arcane energy dealing x damage arcane)
						Depression (1trn)(Foes within 3 blocks of target location can only move 2 blocks instead of 5)
						Chains (create chains of shadow forcing foe to stay in place for 1trn, can be broken by spending an action breaking it 1/2ch. if unsuccessful, chain breaks at end of turn instead of that action)
					
				The Mid Option:
					Leave the demon be. Turn around and walk back. The adventurers allow Erulia to live, but, the demon forever torments Erulia for his selfish gain, and yet, though if nothing were to happen, at least Erulia lives.
					
				The Bad Option:
					Fighting the demon. The demon will fight to the bitter end, and be easily defeated. Erulia will then die, and the adventurers will still receive reward for their deeds, but sadly go the rest of their days knowing they killed a child.
					
				

Pay given by the Lady Aura Covington, heiress to the Covington fortune for either.
	
			Fail option:
				When the players fail they are reborn in the last village they were in. Eben. You wake up by the town square of Eben, you shake your head and find yourself getting up and looking at your group and are faced with a sudden ominous feeling that Erulia Covington is dead. Though, as you are all dusting yourself off, you find a courier who looks at you four.
				
				"This is the adventuers of the Covington Family, yes? I have a letter for you, from Ducaske himself."
				
				"Dear adventurers,
				
					It comes with great sadness that I have witness Madam Erulia Covington has passed away. Yet, do not feel as this is your fault, for the demon had grown strong with its grip, and I felt her pain, her sorrow, and eventual death. Madame Aura Covington was quick to anger, yet I had desired her to place the blame on me, and with consoling, she has retired in her manor.  Madame Erulia is dead, yet, you adventurers must live on. Such is the sorrow of the adventurer, witness of those who receive inner peace, only for the adventurer to live on in their experiences.
					
					Yet, there is light at the end of this tunnel, for the adventurer is strong and possesseth a flame of oil, one that does not go out. Truly, adventurers, I wish you luck on your next adventure, for with weeping, there is joy, and where there is anger, there is solace. Breath deep, get up, dust your armor off, unwrinkle your hats, fill your bellies full of delicious birdard, and see yourselves through.
					
					Ducaske, Poet Mage of Bern."
					Additionally, there is a bag of gold. You look inside and see it has the crest of the Covington Family: "For Bringing Ducaske" (50k per player)