Glossary:
Mana: Mana refers to the fundamental energy that flows through all living things in the world. It is the life force that powers magical and supernatural abilities, and it is also the basis of a character's spiritual and mystical power. Characters can cultivate and manipulate their mana through various means, such as meditation, training, and magical rituals.
Essence: Essence is the divine counterpart to Mana, a metaphysical resource that deities draw upon to exert their divine powers. It is the fuel for their abilities, the source of their miracles, and the medium through which they interact with the cosmos.
While it allows deities to perform incredible feats, such as manipulating elements, healing the wounded, or even temporarily altering reality, it has its limitations. Permanent alterations to reality, such as creating new objects, beings, or lasting changes to worlds, are beyond the scope of Essence. For such monumental tasks, deities must expend Quintessence.
Quintessence: Quintessence is a special type of Essence that is linked to destiny and the fabric of reality itself. Quintessence is considered to be the purest and most powerful form of Essence, and it is associated with the gods and other entities that are deeply connected to the universe. Beings who possess Quintessence are believed to have a special destiny or purpose, and their actions are often seen as part of a greater cosmic plan.
The gods themselves are beings of pure Quintessence. They are the embodiment of the power of creation, and their very existence is linked to the flow of Quintessence through the cosmos. The more powerful a god is, the greater their reserve of Quintessence, but even the mightiest deities must rely on the prayers and devotion of their followers to maintain their power.
Gods derive and replenish Quintessence from the belief and faith of sentient beings. When mortals pray to a god and offer up their devotion, they generate a flow of Quintessence that is directed towards the deity. This energy is then absorbed by the god, adding to their reserve of power.
However, not all prayers and offerings are created equal. The strength of a mortal's connection to the divine, the sincerity of their devotion, and the purity of their intentions can all affect the potency of the Quintessence generated by their prayers. A devout follower who spends their life in service to a god and offers up their prayers with pure intent will generate far more Quintessence than a casual worshipper who only prays when they need something.
Powerful creatures such as dragons, elementals, and other supernatural beings have Quintessence. The energy generated by these entities can be harnessed by the gods, allowing them to tap into new reserves of power.
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Character Stats at the start of Volume 2
image [https://i.imgur.com/W3EKg7H.png]
Character Name: Ebonheim
Divinity Type: Terrestrial God (Artificial)
Divine Rank: Lesser God - Zenith Stage
Health: 725/725 (Increased by 200 from Elemental Keystone)
Essence: 795/795 (Increased by 200 from Elemental Keystone)
Passive Health Regen: 36 per hour (5% of max Health)
Passive Essence Regen: 40 per hour (5% of max Essence)
Attributes:
* Intelligence: 34 (Increased by 10 from Elemental Keystone)
* Perception: 35 (Increased by 5 from Elemental Keystone)
* Resilience: 34 (Increased by 10 from Elemental Keystone)
* Strength: 23
* Agility: 36
* Endurance: 26
* Charisma: 36
* Manipulation: 10
* Wits: 22
Base Combat Stats:
* Divine Attack: 34 (Increased due to increased RES and PER from Elemental Keystone)
* Divine Defense: 30 (Increased due to increased END and RES from Elemental Keystone, +32 vs Fire/Cold/Electric Damage from Elemental Keystone)
* Melee Attack: 29
* Ranged Attack: 35 (Increased due to increased AGI and PER from Elemental Keystone)
* Physical Defense: 31
* Block: 35 (Increased due to increased AGI and PER from Elemental Keystone)
* Evasion: 35 (Increased due to increased AGI and PER from Elemental Keystone)
Innate Abilities:
* Manifestation (Rank III)
* Demanifestation (Rank III)
* Divine Sight (Rank IV)
* Domain Administration (Rank III)
* Domain Knowledge (Rank III)
Active Abilities:
* Ailment Cleansing Pulse (Rank III)
* Vines of the Bramble King (Rank IV)
* Divine Cantrip
* Element-Resisting Aura (Rank III)
* Fecundity of Creation (Rank III)
* Pest-Repelling Prana
* Verdant Craftmanship (Rank III)
* (Specialty) Enchanted Essence Bolt (Rank MAX)
* Forest’s Call (Rank IV)
* Tempest of the Grove (Rank IV)
* Blazing Essence Bolt (Rank IV)
* Arboreal Stride (Rank IV)
* Path of the Earthen Passage
* Charm Animals (Rank III)
* Divine Aura (Rank II)
* Mystic Roots of Foundation (Rank IV)
* Crystalline Veil of Knowledge (Rank IV)
* Luminous Grace of the Moonlit Shadow (Rank IV)
* Immutable Pillar of Serenity (Rank IV)
* Rites of the Empyreal Confluence (Rank IV)
* Legacy of the Boundless Ether (Rank IV)
* Aura Inversion
Passive Bonuses:
* Forest stride
* +75% Health
* +75% Essence
* Elemental Keystone absorbed
* +5% Critical Chance (from Elemental Keystone)
Skills:
* Athletics: Intermediate Rank (+8 Modifier)
* Awareness: Intermediate Rank (+8 Modifier)
* Craft(Bow): Intermediate Rank (+8 Modifier)
* Lore: Novice Rank (+4 Modifier)
* Melee Proficiency (Sword): Intermediate Rank (+8 Modifier)
* Ranged Proficiency (Bow): Expert Rank (+12 Modifier)
* Stealth: Novice Rank (+4 Modifier)
* Socialize: Intermediate Rank (+8 Modifier)
* Survival: Intermediate Rank (+8 Modifier)
* Investigation: Intermediate Rank (+8 Modifier)
* Bureaucracy: Novice Rank (+4 Modifier)
* Performance: Novice Rank (+4 Modifier)
* Presence: Intermediate Rank (+8 Modifier)
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image [https://i.imgur.com/X4Do5lh.png]
Name: Thorsten Gustafsson
Class: Ulfhendar Warrior
Ancestry: Human
Age: 39
Date of Birth: 5th Day of Raincrown, 1329
Health: 305/305
Mana: 210/210
Attributes:
Intelligence: 18
Perception: 21
Resilience: 24
Strength: 27
Agility: 19
Endurance: 25
Charisma: 19
Manipulation: 11
Wits: 15
Base Combat Stats:
Melee Attack: 23
Ranged Attack: 20
Physical Defense: 30 (22 Base, +8 from Passive)
Block: 20
Evasion: 20
Active Abilities:
Wildheart Defiance: +5 Arcane Defense, +5 Physical Defense, 5 Damage Reduction (Kinetic), +30 Health (temporary); Duration: 2 Minutes; Cost: 20 Mana
Berserker's Fury: +8 to Melee Attack, +6 to Strength, -5 to Arcane Defense, -5 Physical Defense, -8 to Evasion, -5 to Block; Duration: 2 Minutes; Cost: 15 Mana
Wolf's Instinct: +8 to Perception, +5 to Evasion, +5 to Block; Duration: 2 Minutes; Cost: 20 Mana
Ulfhendar's Roar: Inflicts Fear status on enemies within a 10-meter radius. -4 Melee Attack, -4 Ranged Attack, -5 Block, -5 Evasion, and reduces their Hit Chance by 12%; Duration: 1 Minute; Cost: 30 Mana
Predator's Vigor: Regenerate 20 Health per minute for the next 5 minutes. Cost: 25 Mana. Bloodlust: The next four attacks deal an additional +10 damage. Duration: Until expended or 2 minutes pass; Cost: 30 Mana.
Berserker's Fury: Attacks have a +10% chance to critically hit for the next minute. Cost: 25 Mana.
Pack Leader's Command: All allies within 10 meters receive +8 to their next Melee Damage. Cost: 20 Mana.
Passive Bonuses:
+60 Health from Class
+8 to Physical Defense from Class
9 Damage Reduction (Cold)
Weapon:
Greataxe 'Galdraslag' Base Damage: 15 (Kinetic), 4 (Arcane) Melee Attack: 40 (23 Base, +12 from Skill Rank, +5 bonus from Weapon Quality) Block: 32 (20 Base, +12 from Skill Rank)
Special Abilities:
* Blood Moon Fury: Twice per day, the wielder can throw the axe at an enemy to deal 60 Arcane Damage.
Skills:
Athletics: Intermediate Rank (+8 Modifier)
Awareness: Intermediate Rank (+8 Modifier)
Bureaucracy: Novice Rank (+2 Modifier)
Melee Proficiency (Sword): Expert (+12 Modifier)
Melee Proficiency (Axe): Expert (+12 Modifier)
Melee Proficiency (Hammer): Expert (+12 Modifier)
Profession (Weaponsmith): Expert (+12 Modifier)
Ranged Proficiency (Bow): Intermediate Rank (+8 Modifier)
Resistance: Intermediate Rank (+8 Modifier)
Sailing: Intermediate Rank (+8 Modifier)
Survival: Expert Rank (+12 Modifier)
Unarmed Proficiency: Intermediate Rank (+8 Modifier)
War: Intermediate Rank (+8 Modifier)
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image [https://i.imgur.com/tjf8lag.png]
Name: Bjorn Hjelmstad
Class: Hersir
Ancestry: Human
Age: 47
Date of Birth: 11th Day of Withergrasp, 1321
Health: 285/285
Mana: 230/230
Attributes:
Intelligence: 21
Perception: 24
Resilience: 25
Strength: 24
Agility: 20
Endurance: 24
Charisma: 23
Manipulation: 17
Wits: 23
Base Combat Stats:
Melee Attack: 22
Ranged Attack: 23
Physical Defense: 27 (22 Base, +5 from Class)
Block: 22
Evasion: 22
Active Abilities:
Rune of the Ancestors: +10 Physical Defense, +10 Arcane Defense; Duration: 2 Minutes; Cost: 20 Mana. The Hersir calls upon the power of ancient runes, invoking the protection of their ancestors to bolster their defenses against divine and arcane attacks.
Warrior's Challenge: Forces target to focus attacks on the Hersir; Duration: 1 Minute; Cost: 15 Mana. The Hersir issues a challenge that cannot be ignored, forcing an enemy to direct their attacks towards them and away from their allies.
Shield of the North: +12 Arcane/Physical Defense, 10 Damage Reduction (All types); Duration: 2 Minutes; Cost: 30 Mana. The Hersir summons a spectral shield of ice and wind, increasing their physical defense and reducing all incoming damage.
Warrior's Resolve: +8 Strength, +8 Endurance, +30 Health (temporary); Duration: 2 Minutes; Cost: 30 Mana. The Hersir taps into their inner warrior, increasing their physical strength and endurance.
Raven's Sight: +10 Perception, reveals hidden enemies within a 20-foot radius; Duration: 5 Minutes; Cost: 20 Mana. The Hersir borrows the sight of the raven, enhancing their perception and revealing hidden enemies.
Frostbite Blade: Adds 5-10 Cold Damage to Melee Attacks, slows enemy movement by 20%; Duration: 2 Minutes; Cost: 30 Mana. The Hersir imbues their weapon with the biting cold of the north, adding cold damage to their attacks and slowing their enemies.
Passive Bonuses:
+40 Health from Class
+5 to Physical Defense from Class
Weapon:
Rune-etched Claymore: Base Damage: 17 (Kinetic), 4 (Arcane) Melee Attack: 44 (22 Base, +18 from Skill Rank, +4 bonus from Weapon Quality) Block: 42 (22 Base, +18 from Skill Rank, +2 bonus from Weapon Quality) Special Abilities:
* Hersir's Command: This ability grants +4 to the wielder's Charisma and +4 to their Manipulation, enhancing their leadership abilities on the battlefield. This effect lasts for three hours and can be used once per day.
* +4% Critical Chance
Skills:
Athletics: Intermediate Rank (+8 Modifier)
Awareness: Intermediate Rank (+8 Modifier)
Bureaucracy: Intermediate Rank (+8 Modifier)
Integrity: Intermediate Rank (+8 Modifier)
Melee Proficiency (Sword): Renowned (+18 Modifier)
Melee Proficiency (Axe): Expert (+12 Modifier)
Melee Proficiency (Hammer): Expert (+12 Modifier)
Presence: Expert Rank (+12 Modifier)
Profession (Blacksmith): Expert (+12 Modifier)
Ranged Proficiency (Bow): Intermediate Rank (+8 Modifier)
Resistance: Intermediate Rank (+8 Modifier)
Sailing: Novice Rank (+4 Modifier) Socialize: Novice Rank (+4 Modifier)
Survival: Intermediate Rank (+8 Modifier)
Unarmed Proficiency: Novice Rank (+4 Modifier)
War: Renowned Rank (+18 Modifier)
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image [https://i.imgur.com/N0AEhTS.png]
Name: Serrandyl
Class: Pugilist
Ancestry: Leonine Beastkin
Age: 24
Date of Birth: 22nd Day of Highglow, 1344
Health: 265/265
Mana: 180/180
Attributes:
Intelligence: 12
Perception: 20
Resilience: 24
Strength: 25 (47 with Gauntlets of the Storm Giant)
Agility: 24
Endurance: 21
Charisma: 22
Manipulation: 10
Wits: 13
Base Combat Stats:
Melee Attack: 24
Physical Defense: 22
Block: 22
Evasion: 24 (22 Base, 2 Modifier)
Active Abilities:
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Spirit Claw: Her claws are imbued with Spirit energy, causing her next two attacks to bypass barriers and deal 15 additional Spirit damage. Cost: 20 Mana.
Savage Maul: She delivers a flurry of attacks with her claws, dealing significant damage. This ability adds +10 to Melee Attack and deals an additional 20 Kinetic Damage. Cost: 12 Mana.
Primal Instinct: Her senses sharpen, increasing her evasion and hit chance. This ability adds +10 to Evasion and +10 to Hit Chance for 1 minute. Cost: 14 Mana.
Leonine Majesty: She exudes an aura of command and power, boosting the morale and effectiveness of her allies. This ability provides +5 to all Attacks for all allies within 20 meters for 2 minutes. Cost: 15 Mana.
Passive Bonuses:
+40 Health bonus from Ancestry
+2 to Evasion from Ancestry
+8% Hit Chance (from Gauntlets of the Storm Giant)
+4% Critical Chance (from Gauntlets of the Storm Giant)
+20 Arcane/Divine Defense vs Electrical Damage (from Gauntlets of the Storm Giant)
Weapon:
Claws: Weapon Damage: 5 (Kinetic) Melee Attack: 32 (24 Base, +8 from Skill Rank) Block: 30 (22 Base, +8 from Skill Rank)
Gauntlets of the Storm Giant: Weapon Damage: 12 (Kinetic), 10 (Electrical) Melee Attack: 43 (35 Base, +8 from Skill Rank) Block: 30 (22 Base, +8 from Skill Rank)
Skills:
Athletics: Intermediate Rank (+8 Modifier)
Awareness: Intermediate Rank (+8 Modifier)
Melee Proficiency (Natural Weapons): Intermediate Rank (+8 Modifier)
Performance: Novice Rank (+4 Modifier)
Presence: Novice Rank (+4 Modifier)
Resistance: Novice Rank (+4 Modifier)
Stealth: Intermediate Rank (+8 Modifier)
Survival: Intermediate Rank (+8 Modifier)
Unarmed Proficiency: Intermediate Rank (+8 Modifier)
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image [https://i.imgur.com/qPa9tWx.png]
Name: Lira
Class: Druid
Ancestry: Human
Age: 29
Date of Birth: 1st Day of Rimewake, 1339
Health: 185/185
Mana: 250/250
Attributes:
Intelligence: 21
Perception: 20
Resilience: 19
Strength: 16
Agility: 20
Endurance: 18
Charisma: 21
Manipulation: 18
Wits: 21
Base Combat Stats:
Arcane Attack: 20
Arcane Defense: 20
Melee Attack: 18
Physical Defense: 19
Block: 20
Evasion: 20
Druid Abilities:
Able to cast up to Fourth-Circle Druid spells.
Passive Bonuses:
+50 Mana from Class
Weapon:
Quarterstaff: Weapon Damage: 5 (Kinetic) Melee Attack: 24 (20 Base, +4 from Skill Rank) Block: 24 (20 Base, +4 from Skill Rank)
Skills:
Athletics: Novice Rank (+4 Modifier)
Awareness: Intermediate Rank (+8 Modifier)
Investigation: Intermediate Rank (+8 Modifier)
Integrity: Novice Rank (+4 Modifier)
Melee Proficiency (Staff): Novice Rank (+4 Modifier)
Performance: Novice Rank (+4 Modifier)
Presence: Novice Rank (+4 Modifier)
Profession (Herbalist): Intermediate Rank (+8 Modifier)
Profession (Veterinarian): Intermediate Rank (+8 Modifier)
Resistance: Novice Rank (+4 Modifier)
Stealth: Novice Rank (+4 Modifier)
Survival: Intermediate Rank (+8 Modifier)
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image [https://i.imgur.com/gwV2ONO.png]
Name: Th'maine
Class: Arcanist
Ancestry: Human
Age: 62
Date of Birth: 23rd Day of Amberfall, 1307
Health: 185/185
Mana: 385/385
Attributes:
Intelligence: 27
Perception: 24
Resilience: 20
Strength: 15
Agility: 13
Endurance: 17
Charisma: 16
Manipulation: 21
Wits: 24
Base Combat Stats:
Arcane Attack: 27
Arcane Defense: 24
Melee Attack: 18
Physical Defense: 19
Block: 20
Evasion: 20
Arcanist Abilities:
Able to cast up to Sixth-Circle Arcanist spells.
Passive Bonuses:
+150 Mana from Class
+5 Arcane Defense
+2 Arcane Attack
+2 Arcane Defense
Weapon:
Quarterstaff: Weapon Damage: 5 (Kinetic) Melee Attack: 22 (20 Base, +8 from Skill Rank) Block: 26 (18 Base, +8 from Skill Rank)
Skills:
Awareness: Expert Rank (+12 Modifier)
Bureaucracy: Intermediate Rank (+8 Modifier)
Investigation: Expert Rank (+12 Modifier)
Integrity: Expert Rank (+12 Modifier)
Lore: Renowned (+18 Modifier)
Melee Proficiency(Staff): Intermediate Rank (+8 Modifier)
Profession (Scribe): Expert Rank (+12 Modifier)
Profession (Alchemy): Expert Rank (+12 Modifier)
Resistance: Intermediate Rank (+8 Modifier)
Survival: Intermediate Rank (+8 Modifier)
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Artifacts
image [https://i.imgur.com/W2L6U5J.png]
[Name] Elemental Keystone
[Item Type] Legendary Artifact
[Appearance] The Elemental Keystone is a large, multifaceted crystal of resplendent design, standing about two feet tall and one foot wide. The crystal boasts a myriad of colors, each facet flickering with hues that correspond to one of the elemental planes - azure for water, ember-red for fire, stone-grey for earth, and zephyr-white for air.
[Effects] The Elemental Keystone has two primary effects: When absorbed into the user, it grants the following bonuses: +10 INT, +10 RES, +5 PER, +200 Health, +200 Essence, +32 Arcane/Divine Defense vs Fire/Cold/Electric Damage, +5% Crit Chance.
When not absorbed, the Elemental Keystone can be activated to manipulate the alignment of the elemental planes and mend any tears in the fabric of their connection to the mortal world. It has the power to absorb and redirect elemental energies, effectively dispelling any elemental anomalies or infestations from the world.
[Prerequisites] Activating the Keystone requires knowledge of an ancient arcane ritual, known only to a select few. If the ritual is conducted correctly, the Elemental Keystone pulses with energy and projects an ethereal light that is capable of drawing elementals towards it before sending them back to their respective planes.
[Durability] The Elemental Keystone is indestructible under normal conditions. However, its power can be depleted if used excessively, requiring a period of recharge that varies depending on the severity of the elemental disruptions it has resolved.
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image [https://i.imgur.com/MbKAI68.jpg]
[Name] Gauntlets of the Storm Giant
[Item Type] Epic Artifact
[Base Weapon Damage] 12 Kinetic, 10 Electrical
[Effects] The wearer acquires: +22 Strength, +8% Hit Chance (Unarmed, Natural Weapons), +4% Critical Hit Chance, +20 Arcane/Divine Defense vs Electric Damage
Storm Summoning: The wearer of the gauntlets can summon a fierce, raging storm in a five-kilometer radius, which lasts for three hours. After its activation, the power cannot be used again until a week has passed.
Lightning Control: The gauntlets provide the wearer precise control over lightning, allowing them to direct lightning strikes against specific targets during a storm. Each lightning bolt has an Arcane Attack rating of 35 and deals 80 Electrical Damage. Only one lightning bolt can be conjured every five minutes.
Lightning Blast: Outside a storm, the wearer can discharge a bolt of lightning from the gauntlet with an Arcane Attack rating of 30 and dealing 40 Electrical Damage. The gauntlets stores five charges before requiring a week to recharge.
Wind Warden: Once per day, the wearer can evoke gale-forced winds, either as a concentrated blast or a wide-area effect. These winds can deflect projectiles, granting an 18 Damage Reduction against Ranged Kinetic Damage for ten minutes, push back enemies, or triple the wearer's jump and leaping distance for one hour.
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image [https://i.imgur.com/DSVrk0p.jpg]
[Name] Chalice of the Eternal Nectar
[Item Type] Legendary Artifact
[Effect] Consuming the elixir provides the following effects: Restores all health lost to full, regenerates all bodily injuries, cures all non-magical ailments, increases Endurance by four, and increases lifespan by twenty years.
[Limitation] The chalice can only be used up to twenty times per year. The recipient can only benefit from its effects once every twenty years. Each subsequent consumption after the first use will have a cumulative two-percent chance of acquiring an addiction to the elixir.
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The Ebon Trees
image [https://i.imgur.com/ZgYWskB.png]
The Ebon tree towers above the surrounding forest, its tall and slender trunk stretching up towards the sky like a pitch-black spear. Its bark is a deep, glossy black that seems to absorb all light that touches it, giving the tree an almost ethereal appearance in the moonlight. The branches of the Ebon tree are long and slender, reaching outwards like skeletal fingers, each one tipped with sharp, needle-like leaves that glint darkly in the sunlight.
Despite its dark color, the Ebon tree seems to radiate a kind of inner light, as if it were imbued with an otherworldly energy. The leaves and branches seem to move of their own accord, swaying gently in the breeze even when the air is perfectly still. At the base of the tree, the roots twist and writhe like serpents, seemingly alive with their own dark energy.
One of the most striking features of the Ebon tree is its resilience.
Unlike other trees, which are vulnerable to fire and damage from weapons, the Ebon tree seems almost impervious to harm. Its bark is thick and tough, able to withstand even the hottest flames, and its wood is dense and hard, making it almost impossible to cut through. Even lightning seems to have little effect on the Ebon tree, as if the tree were somehow protected by a powerful, divine force.
Despite its eerie appearance, the Ebon tree is not malevolent or dangerous to those who approach it with respect. Many people believe that the tree is sacred, imbued with a kind of primal wisdom that can only be gained through communion with the natural world.
To stand beneath the shadow of the Ebon tree is to feel a sense of awe and reverence, as if one were standing in the presence of something ancient and powerful, something that has stood watch over the forest for centuries.
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Months of the World:
January - Whitehelm
February - Rimewake
March - Frostflee
April - Raincrown
May - Sunswell
June - Dayhelm
July - Highglow
August - Lustertide
September - Amberfall
October - Scarlettide
November - Withergrasp
December - Darkhelm
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Story Timeline
25 Dayhelm, 1363
* A group of settlers arrive at the Eldergrove Valley and start setting up to live there.
14 Wintergrasp, 1363
* Elders of the village convene and decide to pay homage to their own deity.
* They named the deity Ebonheim, and they also named the village Ebonheim.
8 Highglow, 1366
* Ebonheim manifests and reveals herself to the villagers.
* She gets captured by Thorsten and interrogated by Engin but manages to escape.
* She encounters two Kungwans who chase after her into the village.
* Bjorn, Ebonheim, and a few village guards fight the Kungwan but were on the verge of losing when Hilda arrives to save them.
* Ebonheim tries to convince the elders that she is the one they had envisioned.
* Eventually, she allows them to fell an Ebon tree to show proof of her divinity and manages to convince them.
8 Lustertide, 1366
* Ebonheim sees the village's stats screen
* Ebonheim trains with Bjorn and Hilda to develop her skills
12 Scarlettide, 1366
* Lira and the miners encounter a Qliphothic Remnant in the iron mines.
* Ebonheim fights and manages to defeat the Qliphothic Remnant.
20 Wintergrasp, 1366
* A merchant named Roderick and his bodyguard Simon arrive at the village.
* Roderick learns of the Ebonwood. He then suggests that the village expand and take up more residents. He volunteers to find like-minded people to migrate to the village.
15 Whitehelm, 1367
* Ebonheim creates a road that connects her village to the western entrance of the Eldergrove valley.
* Ebonheim encounters Elmsworth, an ancient ent whose territory borders Ebonheim's.
* Elmsworth tasks her with cleansing a grove of corruption.
* Ebonheim learns of Aelindra's plight and manages to dispel the corruption and takes the magitech device that was embedded within the dryad.
14 Frostflee, 1367
* Ebonheim ascends to the next divine rank: Lesser God - Ascendant Stage
8 Raincrown, 1367
* Ebonheim enters the Sanctum of the Divine Mandala and participates in the Divine Auciton.
* She meets and interacts with the gods Aetheron, Ariastra, and Nephri.
* She learns that gods purchased their powers and items through the Divine Auction.
21 Raincrown, 1367
* A group of beastkin led by Serrandyl raid the village for food and supplies.
* The raid is thwarted by Ebonheim and the village guards and eventually Serrandyl and the beastkin were captured.
* Ebonheim decides to meet with the leader of the Aslankoyash tribe, Argoran, and negotiate an alliance.
8 Highglow, 1367
* An Elemental Conflux manifests within the Eldergrove valley.
* Ebonheim seeks out Elmsworth for answers while others go out to investigate the cause.
* Elmsworth tells her of a cave that houses an artifact that can be used to dispel the conflux.
* Ebonheim meets with the 'Ancients' that guard the Elemental Keystone. After they teach her how to use it, Ebonheim absorbs the keystone afterwards.
* Later, Ebonheim uses the Elemental Keystone to dispel the conflux.
4 Scarlettide, 1367
* Ebonheim meets with Th'maine and he asks her questions about her origin and the nature of the Akashic System.
13 Scarlettide, 1367
* Ebonheim meets with the lords of the Eldrgrove: Elmsworth, Calyxia, Liselotte, and Nillen. They discuss the happenings of the grove within the past year.
* Eventually they play a game of four-player chess, which Ebonheim wins in the end.
9 Withergrasp, 1367
* Thorsten issues a survival challenge of willing participants. They must learn to set up camp, forage for food, and survive the cold winter in order.
* A Winter Wolf attacks during the training. Thorsten vanquishes it in the end.
9 Frostflee, 1368
* Engin, Bjorn, and Thorsten leave to sell the gold that was mined. Ebonheim is left in charge of managing the village.
* Th'maine approaches her once again to discuss about the Akashic System. He presents his theories while Ebonheim reveals a little bit of how the System works.
8 Raincrown, 1368
* Ebonheim returns to the Sanctum of the Divine Manadala and interacts with Syntris and Xellos.
* She acquires the Gauntlets of the Storm Giant and the Chalice of Eternal Nectar.
* Aftwards, she visits and tours Ariastra's city 'Byllais'.
* They talk about what it means to be a deity and their relationship with their worshippers.
10 Raincrown, 1368
* Ebonheim and the villagers debate about the use of the Chalice of Eternal Nectar.
* Afterwards, an arm wrestling tournament takes place. The winner receives the Gauntlets of the Storm Giant.
* Serrandyl wins the tournament.
13 Sunwell, 1368
* Calyxia and the Seraphidae plan for a war against the Kungwan.
16 Sunwell, 1368
* Calyxia requests Ebonheim's aid in the war.
* Ebonheim seeks counsel with the elders of the village.
20 Sunwell, 1368
* Ebonheim arrives at the Seraphidae settlement and joins their war against the Kungwan.
21 Sunwell, 1368
* Bjorn, Th'maine, Lira, and Serrandyl journey to the Kungwan territory to find out how they are acquiring host bodies for their brood.
22 Sunwell, 1368
* Ebonheim and Calyxia start their battle against the Kungwan forces.
* Bjorn and his party enter Kelzryn's lair and discover a magitech portal that abducts humans from different regions. They also discover the dragon imprisoned.
23 Sunwell, 1368
* Ebonheim and Calyxia continue to do battle against the Kungwan.
* Eventually, the Kungwans are defeated.
24 Sunwell, 1368
* Ebonheim, with the help of Calyxia, manages to free Kelzryn from his imprisonment. However, Ebonheim's form gets destroyed from the backlash of absorbing the draconic Quintessence.
24 Dayhelm, 1368
* Ebonheim revives from the ordeal, her followers by her side.