In The Land of Niseb
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A courier comes to the party and says: "Saviors of Parsan and company yes?  I have a message for you from the king, appears to be a summons of sort! Seems important."

You go to the local lordship in Parsan, where the king resides. You see that it is a large gate as well as a pathway leading up a cliff face with a large green lawn and symmetrical trees.  There are two guards that stand at the gate. A birdkhan and a human.

You walk up the enterance and find the pathway is surprisingly long, passing several perfectly symmetrical trees adjacent to one another in straight line. You see there is a long and tall set of doors which are also rather narrow for their height. There stands two statues, one of a bear, and the other an owl appearing menacing.

There stands a keeper of the door, who appears to be some sort of a human dressed in fancy clothing, raising a brow. "Ah yes, saviors of Parsan, come this way, Lorde Jaaren has been expecting you."

He leads you into a regal palace filled with marble, gold, tapestry, rugs, candelabras and great paintings of olde, and even some artifacts looking like they belonged more to a museum than a lorde.  He walked forward and took a sudden left turn into the west wing. "Come this way please."

You look around and peer at a large statue beside you, a falcon with a deathly glare over it and claws extended.

You walk past a long red rug with many other paintings, this time of family member, including one of Jage, lord of Gatin Island in his familiar miserable mug.  He opens a set of doors and has them opened and propped up with a couple of smaller statues to keep the doors open.
"Introducing his lordeship, ruler of Parsan, younger brother of Jage, Lord of Gatin Island! Jaaren! Come forward adventurers of Parsan for Jaaren himself has summoned you."

Jaaren, who couldn't be older than 15, sitting on a throne far too big for him, and a large coat covering him well as well as snacks around him and empty platters, yet he looks frail and skinny.
"Come this way, King is Jaaren, brother of Jage, lord of Gatin Island."



Ressurecting a dragon
	local tribe of men that wants to resurrect an ice dragon
		"Peer upon this."  He shows you a large tooth that has runes painted all throughout it. "Do you know what this is?"
		"These runes are of necromancers. You can see that here, here, and here.  Not only that, the paint being mixed in blood is a good indicator as well.  Now why do you think this would be?"
		
	tribe must be stopped, lest that we enter a new winter of death till it is vanquished
		"Ice dragon's tooth is an ice dragon because it possesses no char along the tooth but in fact abrasion, as if it had been impacted with great ice storms inside its mouth."
	Must make a trip to Mystonia to find out where the tribe is.  Go speak to the King of Mystonia, Fangur.
	King of Parsan writes a writ of demand to speak with the King of Mystonia, Fangur about the tribe's location of the ice dragon.
	"Do you take me for some peon incapable of seeing my plight? Certainly our families will pay hansomly for this favor. But no hand giveth lest ye show your worth."
	"Bertraan, escort them out! Afterword, I am hungry, and could use a bottle of Elvish Port, 10937."
	Go to Mystonia and find Fangur:
		You make your way to a beautiful port town, much larger than other port towns seen in the past, with exception of Argonia, witness tall and towering blue buildings with banners flowing in the wind. The background contains a tall single spire of stone, grey and piercing into the air, appearing to be quite the distance away past the walls of Mystonia itself.  Surrounding even past the spire, exists a long chain of mountains that extend out into the horizon.  You find that the buildings are made of stone, painted and kept in good condition, even the shrubbery well kept.  People are coming and going around you.  Welcome to Mystonia.
		
		You head up a tall and winding hill that appears almost cliff like with houses and store peppered around this side passage of the city.  Banners that have a large insignia and beautiful blue ribbons flowing surrounding the path lead you to a grandiose castle of great blue and yellow tapestry and foreign plants around you that you have yet to recognize before.  There exists two stone spires that seem to somewhat resemble the spire beyond the walls but before the mountains.
		
		You go into a large chamber surrounded in grey stone pillars with blue tapestry where in the center, the king sits on a tall stone throne. He appears much cheerier than other human kings you have witnessed.
		
		"Greetings adventurers! Here on quest, or on pilgrimage, or maybe even, pardon? I am Fangur, king of Mystonia."
		
	don't know where the tribe is.
		have to locate this tribe.  must find a tribe of blood which is known who will help for a task.
		From Reret, king of Mystonia in a letter: "Go Saviors of Parsan. Find the tribe of blood. They will have your answer to the elusive Dragon tribe, those who none yet know, other than other unscrupulous characters.  There they will tell you where they are, and you can find them directly west of the Elf Totema temple along the line of the jungle. There they should be worshipping, and should not attack you on sight, lest you disrespect them. Do not do so, for they are some of the only types who would know the location of the Dragon tribe. Be careful, they have power to magicks most do not understand."
		
	16 nodes (8 on cart) to get from Mystonia to the western part of Elf Totema Temple:
	
		Node encounter: You hear a stomping on the ground, and you can even see a nearby puddle that seems to ripple every 4 seconds or so.  There is a small cliff face to the side that is blocking your vision, but you can hear it off to the south. 
		Potential related noun: guidance, blame
			Cyclops herding 7 owl-wolves
			Cyclops
				Smash (1trn)(slam down club on the ground causing aoe x damage, those within a 3x3 of hit zone take y damage, only target can counter)
				Gaze (1trn)(gaze at foe, if cyclops is hit, damage is prevented by a magical block (counts as block), if this triggers, foe loses 1 action next counter or turn)
				Stomp, stomp, stomp! (jump up and down stomping on the ground moving 2 blocks every stomp dealing x, y, z damage, only primary target can counter)
				Grabby boi (grab owl-wolf (must be near owl wolf) and throw it at foe, if hit, x damage and takes bleeding damage -y damage bleeding for next 3trn)
			Owl-Wolf
				Double claw (strike foe with claws dealing x damage, then y damage.  If hit on the first hit, foe is bleeding dealing z damage for next 3 trn)
				Tackle (jump at foe up to 5 spaces away and if connected, tackle down dealing x damage, foe is knocked down and must spend next action getting up.  If owl wolf is on top, 1/2ch to push off owl-wolf to get up. On success: owl wolf is pulled off and you get up. On fail, owl wolf continues clawing dealing y damage)
				Fly (fly in air 22ft, counts as a dodge and goes up in the air avoiding melee range)
				Dive (1trn)(dive down at foe dealing x damage, must be flying and cannot be countered, Owl-wolf is no longer flying after dive)
			
				
		
		Node encounter: Competition travelling, fishers fishery.
		Potential related noun: second, quit
		Party awareness: Party is aware, but with no advantage.
			You walk by and see that there is a large lake to your east.  By the east, you find that there is a set of banners and tents that have been set up with groups of people cheering and howling to the lake.
			
			You go up to them and find that there are a group of people cheering on a single animal sapien: "Over 33 pounds! A new record! Amazing!  3 cheers for the new champion of the annual Fisherman's Guild of Mystonia!  HURRAH! * HURRAH! * HURRAH!"
			
			"A fish, a fish, to here, to there!
			Coax the creature from the lair!
			Through net, through hook
			We fish and then we cook!
			Fisherman's Guild!
			Fisherman's Guild!
			We fish together, and eat forever!
			And with 3 cheers we sing!
			HURRAH! HURRAH! HURRAH!"
			They knock all of their steins together in unison spilling beer and cheering.
			eeeeeyyy!!"
			
			They can join in and attempt.  If they fish they must pay 30L.  When they catch a fish they must do the following actions correctly:
				Options: reel in, turn to the left, turn to the right, give it slack
					fish are anywhere between 3-6 reels in (keep counter set)
					fish can resist (give it slack)
					fish can lose resistance (reel in)
					if fish move to the left, they must go to the right (must say if it is tought or not.)
					if fish move to the right, must go to the left (must say if it is tought or not.)
					if they catch a fish, they roll a 1/20.
						1-6: small fish. worthless, but good for a meal
						7-12: sizeable. You make your money back
						13-19: big fish! You make 60L from the fishing guild.
						20: biggest fish! It beats the record, which is a 34 pounder, 5k is awarded.
					
		
		Node encounter: Slayer of dragon travelling (level 4). Grand beastmaster travelling(level 8). Defense knight travelling(level 4). 
		They like the party.
		Potential related noun: son, guard
		Party awareness: Party is able to kill one of the encounters with advantage.
			You come in and see a knight wielding a large shield and huge armor walking along and a mace.  They appear to be human.  There behind is a well equipped wielding what appears to be very powerful light armor travelling with a falcon on her shoulders. It is a forest imp.  Then finally a warrior with a large spear and what appears to be spiky looking armor.
			Defense knight: human: Danden
			Slayer of dragon: warrior: Thessar
			Grand Beastmaster: forest imp: Poi-aar.
		
		Node encounter: Fight
		Potential related noun: childhood, principle
		Party awareness: Unaware, but possibility of becoming aware if astute.
			You see that there is a child who is currently tied to a tree yelling out for help.  You can see the child is an animal sapien trying to struggle free from the tree in ropes and chains.
			Roll 1/20 dice to determine what happens:
				1-18: You approach them to help free them and find out that the child's mouth opens wide where a huge tentacle comes out and lashes at you, grabbing you by the arm pulling you in, then pores appear across the child's skin and the body begins to twist with more tenacles and large teeth appearing over a cavity of the animal sapien's chest. A tongue juts out of the chest cavity and sticks to your body like glue trapping you and takes a huge chomp out of your body leaving only your feet on the ground and a couple parts of your arms.
				19-20: tentacles begin to come out and you realize that it is no child, and you quickly attack it back chopping the head off, the child begins to coagulate and fall apart into a bloody mass.
		
		Node encounter: Company of adventurers travel by. They like the party.
		Potential related noun: prize, spirit
		Party awareness: Unaware, but possibility of becoming aware if astute.
			Vigo, female forest imp adventurer (frugal) level 4
			Kole: male animal sapien adventurer: level 1
			Leaf-wei: female magi level 7 with 5 feathers (good citizen)
			
		Node encounter: Totemas show up on pilgremage.
		Potential related noun: device, display
		Party awareness: Unaware, but possibility of becoming aware if astute.
			You see there are 3 totema being paraded around by groups of people all disciples in red.  each look different from one another, being covered in reathes and streams of cloth flowing off of them, being held by servants of Totema and desciple.  They do not like the party as most of them are dark.  
		

		Node encounter: Fight
		Potential related noun: stage, hole
		Party awareness: Party has advantage, knows what is going on but did not kill anyone.
		Giant Ground Beetle
			35 phys dam.
			45 phys def.
			22 magus def.
			Underground (1trn)(dig into the ground and dissapear from sight. Becomes untargetable underground.  at the start of next turn, if players are on soil and not rock, they feel a shockwave at their feet dealing x damage)
			Charge (choose 1 target for counter if needed. charge forward 10 blocks with mandibles wide open charging forward.  blocks to the left and the right of beetle are also damage x physical)
			Poisonous shot (spray acid forward shooting up to 10 blocks away dealing x damage. If hit, -y damage every turn poison)
			Bash (bash foe, if blocked, weapon is broken unless blocked with shield.  If hit -x damage)
			
		Pass by the Elf Totema Temple
			You walk past a large church-like building with plinth heavily adorned of many stone sculpture of totema holding the plinth beams, holding up a Bengal roof.  There is a triplet archway, the two on the left much smaller than the one on the middle.  The door is tall and narrow, heavily adorned with great decoration much to detailed to examine from your position.  There are 2 totema standing by not in unison, but appear to be still enjoying the grass and sky.  Most of the people surrounding the building happen to be elves as well as traders here and there offering goods and services.
		
		Node: [find the tribe of blood]
		
	
	Find the tribe of blood west of the Elf Totema temple along the line of the jungle.
		You head west through the grassy gnolls, leaving the path and temple behind you, having been already in the afternoon, moving more toward the evening as you kept on the cart dragged along by two birdard.  You see a series of large red ribbons that are strung together through tall rocks.  You are still a good distance away, so you cannot see much yet.
		"Teer-ah-eeehmmmm. Ura-deno~ Vemii tenedaaar~"
		You see a group of people in a circle, praying, many of which with barely any clothing at all, some with caked on blood that has long since coagulated, as well as bodies freely on the ground of human and elve alike disembowled in the grass. The grass itself, though green, is caked in blood and carcasses. THere lies a figure in the middle who is stabbing at one of the disembowled corpses.
		The one with the blade walks towards you: "You aren't supposed to be here adventurer, we've had enough of your kind! Leave us!"  He is walking toward you with the blade gripped in hand.
		"You are on Jetin Ataar's lands.  He will judge you and deem you worthy or swallow you hole."
	
		There you find a male human who appears to be some kind of adventurer, he carries a giant blade along his back along with a chair.  He sets the chair down and whistles. Alongside are two adventurers who look much weaker, a wielder of halberd and one with a whip and a large shield.
		-whistle-
		
		Borien - Claymore wielder
			Spinning strike (choose 1 target, spin in a circle dealing x physical damage around self. Blocks around are affected)
			Grapple (1/2ch)(if successful, pull foe in with a chain and drag them in)
			Mighty Bladeshield (block foe with blade, if hit anyway, -x damage)
			Pound (strike foe with the flat of the blade, dealing x damage, if hit, foe loses 1 action)
			Chair (1trn)(balance on chair healing self for 35 health, if hit, get knocked off of chair)
			
		Pennard - Wielder of Shield - male warrior
			Push forward (block with shield, then move forward 5 blocks, if hit, drag foe back dealing x damage)
			Whip-strike (strike foe with whip on leg dealing x damage, if hit, 1/2ch. to force foe to be fallen. must spend 1 action getting up)
			SHield slam (slam foe with end of shield dealing x damage, 1/2ch it hits neck, if it hits neck, foe is silenced for 1 action)
			2x strike (strike with whip dealing x damage, then y damage)
		
		Ahira - Wielder of halberd - female warrior
			2x strike (strike with halberd dealing x damage, then y damage)
			Great Stab (strike forward up to 3 blocks away with point of halberd dealing x damage)
			Strike of blood (strike foe with blade dealing x damage, if hit, bleeding damage y damage per trn)
			flight (spin halberd causing self to fly in air 15ft, counts as a dodge, can move in one direction up to 5 blocks)
	
	The tribe of blood need more blood, and ask if they can go kill an Ice Giant in Summer Ice.
	"Ah, the dragon tribe.  We know of them, as similar pact.  You may notice that there are many tribes that are subjugated by evil adventurers such as yourselves, gladly slaughtering man, woman, and child so long it gives the Lichen."
	
	"The death, the separation, the life, the binding, which ultimately leads to the blood.  It all encircles around the blood, your life essense.  We believe in giving, but for every action must require sacrifice, and for us to help you, you must help us in turn."
	
	"The one thing we need is blood, and lots of it, for our gods drink it by the waterfall.  I see you have a cart, capable of storing great beasts.  We can think of one type of beast which would be suitable for much blood which we, and our gods favor."
	
	Men of the tribe wish to travel with to collect the ice giant.
	
	Encounter: Posies (30ft tall)
		You are walking forward and you can see there are a series of giant tulips which are in the middle of the pathway
		5 posies come up and the property is that when they die, 2 more ocme in its place. Do not act with them with violence as they will make more and attack back if you do.
		-Munch (slam down posie dealing x damage, then attempt to bite dealing y damage)
		-thorns (choose a target. 1 target can counter. thorns shoot out from stem.  Anybody within 4 block radius takes x damage)
		-swipe (swipe large tulip on ground in a 3 block row in front of the tulip)
		-acid spit (spit acid at foe dealing x damage.  if hit, -y damage per trn for 3 trn)
	
	Encounter:
		Group of villagers travelling south.
		13 of them
			4 warrior
			1 human
			4 elves
			3 birdkhan
			1 magi
			
			"don't stop. Certainly they are close behind."
		
			"I wouldn't waste your time. You cannot defeat them. at least not yet.  One of them is of great power wielding a large javelin.  The other, a knight of shield, they escort a lady of lordeship.  They've destroyed our entire village, and they'll kill you too."
	
	
	The air mage engineer -- name of Pratibha
	You walk up the path and witness a person that appears to be next to a contraption working on it.  You don't know what the contraption is.
	It appears to be a Birdkhan who is tinkering with some sort of a magical machine.
	"I am an air wizard, ever heard of one?" He is wielding a set of large glasses with multiple lenses hanging off of the side that can be turned to cover his eyes.  He wields a small wand in his right hand and has sets of baubles and reaths indicating some sort of powerful education at some unnamed college.
	
	"Check it out!"
	he holds his wand out as it suddenly extended about 25 feet from where he held it, now a giant pole with a sharp metal tip at the end.
	"You know, it is funny. How do you kill what you cannot reach? Did you know with enough special air you can float with no mana?"
	He pulls out what appears to be some sort of animal skin, pursing his lips around it and suddenly blowing a huge amount of air, so much so that it appeared magical, a balloon expanding to a giant size, roughly 10 feet in diameter, placing it inside the contraption. There appears to be something that holds the baloon in place as he hops into the contraption, to where he begins to float in front of you.  He floats up a bit as he seems to add a little weight, now floating 20 feet above you stationary.
	
	"No hard feelings adventurers but I need you for further reagents! Fight or die!"
	
	--combat is he stays up in the air 20 feet and can move 5 blocks.  His spear-wand is 25 feet in length and is enough to stab at you. Starts with 5 balloons.
	
	Air(1trn)(Cast air at foe dealing x air damage. cannot be countered. Can target balloon if in inventory.)
	Stabby-stab cant touch or grab (stab at foe dealing x damage, if miss, try to stab again dealing y damage)
	Air Blast (target foe, blast air at foe in a 5x3(longways) area dealing x air damage. move back 5 blocks. Counts as an attack and a move)
	Who says you need Magus? (choose 1 target, toss a bomb.  anyone within a 2 block radius is hit dealing x damage fire, and y damage physical, counts as 1 hit)
	Woop! (dodge flying upward suddenly pushing air downward. Anyone below within a 2 block radius takes x damage air, balloon goes up about 10 feet and comes back down shortly after)

Noob adventurers
	4 adventurers
	Name: Quway
	Race: Magi female
	Level/Class: 1 TTB Light Desciple
	
	Name: Yallan
	Race: Human female
	Level/Class: 1 TTB Magus Ranger
	
	Name: Dimnar
	Race: Magi male
	Level/Class: 1 TTB High Dark Summoner
	
	Name: Yuger
	Race: Warrior male
	Level/Class: 1 TTB Curr Desciple
	
	They want advice and ask the adventurers all sorts of questions.
	
Sealed treasurebox in the middle of the road.
	There is an old geezer Tumu the animal sapien.  He will cast great doubt upon the adventurers in opening it, saying there is most likely a mimic, or something that has been enchanted.
	"Don't touch it!  Why else is there a chest there in the middle of the road? No doubt a courageous mimic, or perhaps a mage, or a trap that would guarantee death!  Who knows, perhaps it even fills the road with noxious poison clouds that dissolve the living's bodies?  I've been warning adventurers for days to not touch it!"
	Inside the chest should the adventurers doubt the old geezer Tumu:
		Cape of Flames (b)(legendary)(negate fire damage)

	
Guards travelling to the next town.  They want to check the party for contraband.
	Name: Moke
	Race: Unpossessed Demon male
	Level/Class: 6 TTB Great Slayer of Dragon

	Name: Jaxerow
	Race: Magi female
	Level/Class: 5 TTB Light Summoner
	
	Name: Hipyar
	Race: Unpossessed Demon male
	Level/Class: 5 TTB Great Assassin

	
	
		go to the edges of summer ice and must try to track an Ice Giant.
			Can find a guide to find. Can use skills, anything that is feasable.
			Ice Giant exists by one of the spires of Shirra.
			
			The Ice Giant - Glacial Death
			Effect of the battle: Ice giant has a protective coating that is only defeated with fire. After the flame is applied, then comes the fight with the ice giant's skin, who is now no longer hardened from the frost to be able to be hit.

				40 physical defense
				30 magus defense
				35 physical damage
				40 magus damage
				
				Frost (1trn)(cannot be countered)(spray frost in a large cone in a 5x8 block line. If inside the frost, x blizzard damage is applied)
				Slam of Onyx (strike down at ground, if miss, anything within a 2x3 block radius takes x physical damage)
				Ice spear (form ice spear from hand, throw the ice spear forward dealing x blizzard damage. If hit, -y blizzard damage per turn unless if you can spend a turn "warming back up" with a heat source)
				Block of frost (block with forearm preventing magus or melee from hitting damage, if hit with the frost, onyx comes out of the arm of the ice giant dealing x damage)
				Grip (grip foe, if hit, foe is dealt x damage physical, and is now injured, can only walk 2 blocks instead of 5)
				Doom (1trn)(select target, jump in the air and hit the ground on your bum, if foe is within the 3x3 area of where they once stood, foe is killed, can only be used after the ice giant's protective coating has worn off)
	
	
	Node encounter: Fighter of hammer travelling. They like the party.
	Potential related noun: valuable, commission
	Party awareness: Unaware, but possibility of becoming aware if astute.
		A fighter of hammer is sitting by a campfire and caravan,
			Name: Thovin
			Race: Unpossessed Demon male
			Level/Class: 4
			
			Name: Kaul
			Race: Unpossessed Demon male
			Level/Class: 9 TTB Great Fighter of Axe
			
			Name: Setalson
			Race: Magi male
			Level/Class: 10 TTB High Elemental Dark Mage
	
		===========================================================
		Air Wizard returns with new machination -- Pratibha
		The air wizard who is holding a bag around his shoulder in what appears to be garbage.
			"I think I know where I screwed up now that I think about it. I didn't like what you did to me and my machine back there, do you have any idea how much multa that took to make? Bah. Anyway, I have something interesting for you. Lets see how you handle this!"
			
			The birdkhan air wizard holds out the bag and then opens it up, it has a pungent odor about it as you try to open it. 
			
			"This is my waste! You know how they say that another man's waste is another's boon, or something you laymen say!"
			
			He blows into the bag as it suddenly expands into a giant shape to reveal a giant golem made out of the waste of fruit, vegetables, and metal shards. It stands there for a moment only to move and writhe, coughing outward expelling a gem of onyx, to where the golem picks it up and throws it to the north.  It roars hurling out noxious trash smell and fluid prepared to fight.
			
			Trash Golem
				(NOTE: Property is that the trash golem is invulnerable until you destroy the onyx gem. Onyx gem shows up on map immediately but far away from the party)
				Gut Punch (if hit, return the hit by punching foe in the gut dealing x damage)
				Lobbing Trash (lob trash at foe up to 10 blocks away, if dodge, hits if within a 3x3 radius of location dealing x physical damage)
				Nanner peel (toss banana peel at foe causing them to fall, if hit while fallen, get dealt additional x damage, must spend 1 action getting back up and can only move 2 blocks instead of five while still fallen)
				Noxious Miasma (anyone within 3 block radius of Trash golem is hit with noxious fumes dealing x damage physical)
				Sludge (goo moves around and causes foe to reappear nearby up to 5 blocks away, if within 1 block of foe, foe is dealt x d. poison around self)
				
			Weaker monster:
				Giant Cockroach
					2x strike (strike foe dealing x damage, then y damage)
					Predictive antennae (1trn)(know what foe will do if it is their turn, must post second ability preemptively)
					Acid spit (spit acid at foe up to 10 blocks away dealing 0d. then x damage per turn on foe turn for 3 trn)
					Scuttle (run forward 5 blocks and if near foe, deal x damage)
					Bite (bite foe dealing x damage, if bitten, foe is grappled. must spend action to become free 1/2ch.)
					
					
				
				upon defeat:
					
				
				you can choose to kill the air wizard or not, if you decide to kill the air wizard, he will fight to the death, but if you leave him alone, he will run away with his tail between his legs after defeat of the trash golem.
			=======================================	
			
			Light Magus and company are travelling along. they love the party and want to teach a useful skill to Nutton.
				Name: Vae
				Race: Unpossessed Demon male
				Level/Class: 9 TTB Great Paladin
				
				Name: Sumarjce
				Race: Unpossessed Demon male
				Level/Class: 2 TTB Great Knight of Shield
				
				Name: Nabe
				Race: Magi female with 7 feathers
				Level/Class: 6 TTB Light Desciple
				
			=========================================
			4/22/2023 -- continuing here.
			Writer who seeks to understand adventurers and wants to write of one of the adventures. He wishes to know the truth and offer tea.
			
			"You. Are you the one speaking the way of the boulder?"
			
			Name: Sumapki (non natural born)
			Race: Male Animal Sapien Adventurer
			Level: 5
			Wealth: Peasent
			Profession: Adventurer
			Disposition: They like you. You have a higher disposition and will look at you favorably. They will give slightly better prices.
			
			You see in the distance an animal sapien that looks to be in fancy robes as well as sets of feather pens in a pocket with papers.  There are 3 sitting ontop of the cart as well.
			
			Name: Licre
			Race: Elve male
			Level/Class: 10 TTB High Elemental Dark Mage
			
			Name: Siroe
			Race: Birdkhan male
			Level/Class: 10 TTB Grand Knife Ranger
			
			Name: Yiplene
			Race: Warrior male
			Level/Class: 4 TTB Grand Longbow Ranger
			
			
			
			
			=========================================
			Travelling merchant, sells one legendary item if they give a donation of 1k
				selling the legendary item for 10k
				Ring of Haste (t)(legendary)(haste +1, get 1 extra move in turn order)

				Guards:
					Name: Moope
					Race: Animal Sapien female
					Level/Class: 10 TTB Grand Light Ranger

					Name: Wigolwol
					Race: Human male
					Level/Class: 9 TTB Beast Summoner
				
				Merchant:
					Name: Duviagi
					Race: Human male
					Level/Class: 2 TTB High Light Magus

				
		===========================================================
		You find a group of people who appear to be pointing in the distance.
		Name: Aukh
		Race: Birdkhan male
		Level/Class: 3 TTB Grand Beastmaster
		
		Name: Zitinvel
		Race: Forest Imp female
		Level/Class: 4 TTB Grand Knife Ranger
		
		Name: Yiplene
		Race: Warrior male
		Level/Class: 4 TTB Grand Longbow Ranger
		
		Name: Juore
		Race: Female Human Citizen
		Level: 3
		Wealth: Average
		Profession: Winemaker
		Disposition: They like you. You have a higher disposition and will look at you favorably. They will give slightly better prices.
		
		Eventually get the ice giant back (hauled by the blood worshippers)
			Rejoice and see a nightmarish blood ceremony where they bathe in blood.
			You return as a single human in red looks over, then turns to head toward the larger hut. Shortly after, you hear a low and humming horn with the animal sapien shaman stepping out. You then see several people exiting their huts and steps out in bare feet looking out toward the giant you managed to bring back. There are several surrounding you including a curious animal sapien child who has dried blood over his face with a toothy grin.
			
			"You come back? You come with blood then? It's been a long time." 
			
			He walks over and inspects it for a moment, and as an animal sapien, he smells closely, leaning nearby expecting a rotting smell. He looks up and around and smiles. "it appears to have plenty blood, though coagulated, Jetin Ataar will be pleased."
			
			The people cheer knowing they would have blood for many multa.
			
			
		The ritual:
			You find there are groups of people, birdkhan, magi, human, elve, warrior, unpossessed demon alike, all grouping together wielding large copper bowls, others wielding large knives, slicing the huge corpse in. You smell a pungent decay in the air as they begin working and bloodletting from the giant. They are quick in providing bowls and pouring it into large clay urns. The giant red ribbons strewn throughout the tall stones around the ritual site flow in the wind as you can hear the rejoicing of the group, clearly in glee speaking and laughing. They spend the time with one naked human bathing in blood with the clay pots being tilted and poured over them ontop of a plinth.
			
		Blood priest smiles upon them and gives the information as to the whereabouts of the tribe of the ice dragon.
			The blood priest, while the celebration continued behind him, with men and child alike covering themselves in blood and rejoicing in the plentiful blood that has been brought; the priest approaches the group.  "Now, I am amazed you have done what you have been requested, and brought me what my tribe wanted. So, what was it that you needed from me, something of the ice dragon tribe, information, yes?"
			"you will find them along the outskirts of Airim in Tacta.  You must head to the peninsula in Tacta to find them. Yet beware, there are far too many for you to fight. I would approach with great caution as they would most likely kill you if they found out what you were up to."
			inside the hut to go to sleep, the priest approaches holding blood sausages as well as beer. You are not sure how they got a hold of beer out this far. "Do you plan to fight them? You aren't strong enough."
			"On the delta able to fight? at least 50, minimum in terms of adventurers, and that isn't even all of them, certainly a much larger force in different parts of the land scattered."
	Ice dragon tribe is found on the outskirts of Airim in Tacta. Must go to the river delta to find them.
	
	Node encounters:
		Giant butterfly
			Beam of Green (cast beam of energy at foe dealing x damage poison)
			Flight (fly in the air 20 feet above the ground)
			Cloud of silencing (1trn)(Create 5x7 cloud, if foe begins turn in cloud, they are silenced for that turn, lasts for 2 self turn)
			Land (land on ground, if hit while on ground first attack is countered and reflected back as poison damage)
			
		Bees
			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)
			
	Shirt seller:
		Name: Vothe
		Race: Male Unpossessed Demon Citizen
		Level: 3
		Wealth: Beggar/Dreg
		Profession: Swordsmith
		Disposition: They like you. You have a higher disposition and will look at you favorably. They will give slightly better prices.
		
		They sell a few shirts at max variants:
			Shirt of Magiian Protection (n)(1.2k)(+10 magus defense)
			Shirt of strength (n)(1.2k)(+10 physical damage)
			Shirt of Mercantile (legendary)(n)(10% better prices buying or selling, but only 1 per encounter) -- 10k
			Shirt of Magiian Strength (n)(1.2K)(+10 magus damage)
			
			Or level 1 equivalent:
				Shirt of Magiian Protection (n)(20L)(+3 magus defense)
				Shirt of strength (n)(20L)(+3 physical damage)
				Shirt of Magiian Strength (n)(20L)(+3 magus damage)
				
		
				
	Node encounter: An angel travelling along on pilgremage seeking demons to vanquish. They do not like the party for not being pure enough.
	Potential related noun: section, bit
	Party awareness: Party is aware, but with no advantage.
	
	
	Angel is level 5: 
		Lles (light) dam: 100
		physical dam: 100
		physical def: 100
		magus def: 176
		immune to light
		
	Slice of Woe (slice forward with blade dealing 75d. Lles damage in 5 boxes facing forward in an energy wave)
	Shirra Cura (dome of energy in a 3x3 range, +75 healing)
	Piercing Gaze (stare at foe and cause them to stumble if they are attacking, strike back dealing 75d light in a wave)
	Pierce (throw claymore at foe up to 10 blocks away, afterwords, blade comes back, dealing 45d, then 35d)
	
	Light Wisp level 1:
		12 phys damage
		10 magus defense
		
	Light Blast (blast foe with light beam dealing 19 Lles Damage)
	2x strike (strike foe with light wisp dealing 10d. then 10d. physical)
	Blind (if hit, deflect damage and flash light at foe causing them to be unable to dodge or block for 1trn, must spend an action rubbing eyes to get blind to dissapate next turn)
	Jut (jut forward 5 blocks dealing 19 physical damage in a straight line)
	

	
	Name: Vejorkvo
	Race: Warrior male
	Level/Class: 1 TTB Great Fighter of Halberd
	Very wealthy merchant. sells and buys general goods.
	
	
	Node encounter: You can see there appears to be a small settlement of tents in the distance, and even what appears to be a much larger tent in the shape of a box containing much embroidery around it and many people (22) congregating around the large tent.
	
	A holy matrimony of May-She-I binding two together in spirit, they are to wed Tode a Human male tailor and Duis, human female jeweler. They are together in celebration. Should the party decide to join in on the festivities, there is a point where they throw money and hide items to sell. One will find a custom drop.  Other items include:
		Sickle of light damage (n)(L)(+x light damage)
		Giant Shield of magus defense (b)(L)(+x magus defense)
		Lichen
		Lichen
		Lichen
		
	People at the party (all level 1 citizens):
		Name: Jeake
		Race: Human male
		
		Name: Jeul
		Race: Human female
		
		Name: Sami
		Race: Animal Sapien female
		
		Name: Sozaly
		Race: Warrior female
		
		Name: Wiviage
		Race: Human male
		
		Name: Wuwin
		Race: Animal Sapien female
	
	Potential related noun:  skirt, white
	Party awareness: Unaware, but possibility of becoming aware if astute.
	
	
	Node encounter: Fight
	Fairies (can have multiple)
			Illusion(cause someone to become confused as to where they are, 1/2ch. at end of turn that they attack themselves with their own attacks)
			Wing Slice(slice foe with flurry of wings dealing x damage, if hit, magic is stunted for x damage)
			Magus Destroyer (if hit with magus, -x damage reflected back at foe who dealt the magus)
			Bubble shield (create magus shield around fairy, if hit with melee, is still hit)
			
	Light Fairy Wing (t)(L)(sell at an apothecary for full price)
	Lichen
	Fairy Dust (t)(L)(sell at an apothecary for full price)
	Longbow of light damage (b)(L)(+x light damage)
	Crossbow of poison damage (s)(L)(+x poison damage)
	Fairy Silk (t)(L)(Sell at an apothecary for full price)

============================	(6/7/2023)
	Node encounter: Fight with advantage
	Potential related noun:  sun, weight
	Party awareness: Party has advantage, knows what is going on but did not kill anyone.
	
	Name: Dipa
	Race: Elve male
	Level/Class: 1 TTB Grand Knife Ranger
	
	Dipa, a melee with knives approaches the party: "You must be careful, up ahead is a great flame. It appears to be unnatural and quite powerful. It is consuming all in its path, do be careful."
	
	If you fight the great sun:
		It is a giant ball of flame in the middle of the pathway, it drags along the ground slowly and comes up to a tall tree, it turns itself and grips onto the tree licking it with the flames tongue. The entire tree begins to engulf as the giant ball of flame consumes it.
		
		Moves:
			(immune to physical damage, double water damage)
			Flame (1trn)(create flame around self up to 4 blocks away, at the beginning of foe turn, take x damage fire)
			Consume (counts as a move, approach foe up to 5 blocks attempting to consume the foe, if hit, foe is consumed: x fire damage, spend 2 trn absorbed in great sun, each turn foe is dealt y fire damage and spit out after 2 trn. Foe cannot move out of ball until spit out)
			Fire beam (cast beam of flame at foe dealing x damage)
			Heat (1trn)(heat up self body increasing damage of flame by x)
			
		Minor flames:
			Small flames spew out of the large sun-like object and create new smaller flames:
		
			Moves:
				Dekraan Fire (Explosion in a 2x2 block situated how the player decides dealing x damage)
				Slice (make a slicing motion attacking all within a 1x5 block line)
				Dissapate (dissapate if attacked and reappear behind foe dealing x fire damage)
				Superheat (increase heat of body, if hit with weapon, foe deals damage but has a 1/2ch of breaking weapon)
				
		Drops:
			Parasol Blade of fire damage (b)(L)(+x fire damage)
			Heavy Boots of healing (n)(L)(+x healing)
			Lichen
			Armored Cape of mana cost (n)(L)(-x mana cost)
			Katana of mana cost (n)(L)(-x mana cost)
			Effigy of flame (t)(L)(sell to shaman for full price)
			
	
============================
	Node encounter: Fighter of halberd travelling. Neutral to the party.
	Potential related noun:  spare, difficulty
	Party awareness: Unaware, but possibility of becoming aware if astute.
	Name: Jothe
	Race: Female Human Citizen
	Level: 3
	Wealth: Average
	
	Disposition: They dislike you. You are a frustration at best. They may want to disengage and talk to someone else. What a nuisance.
	
	They are travelling with an engineer who they are escorting.
	Name: Kisusim
	Race: Animal Sapien male
	profession: engineer
	
	Roll probability:
		1-7: Send these adventurers away!
		8-12: Hello adventurer.
		12-15: I bet you I can make your items slightly more valuable by converting it. (Make item more valuable)
		16-19: Change the attribute of an already known item into something more favorable.
		20: The engineer finds interest in the party and wishes to make a custom drop for them.
============================	
	Node encounter: Totema shows up with troupe taking an important body to Necroton.
	Potential related noun:  judge, look
	Party awareness: Party has advantage, knows what is going on but did not kill anyone.
	
	The totema is walking along with desciples carrying a gorgeous looking throne-like cart that is filled with flowers, embroidery, red tapestry with golden steps that are lifted above the ground. Roughly 10 or so disciples are carrying the large object.  It appears to be a glorified coffin, where it is moving past you.
	
	If adventurer's ask:
	"This is Leyaski, great merchant of Mystonia and owner of many homes in the districts, has created great wealth and glory bestowed to the royalty. We are transporting his body to Necroton, where it can be remembered, as his 100 cert has completed as of 10904C, 52nd of [day]"
	
	
============================
	
	Need to go to Mystonia as there are too many to fight.
		Mystonia has a troupe of Forest Imps who can accompany the party and help stop the worshippers.	
		
		They must see someone in command, if need be, the king of Mystonia by creating an appointment.
		
		You head up a tall and winding hill that appears almost cliff like with houses and store peppered around this side passage of the city.  Banners that have a large insignia and beautiful blue ribbons flowing surrounding the path lead you to a grandiose castle of great blue and yellow tapestry and foreign plants around you that you have yet to recognize before.  There exists two stone spires that seem to somewhat resemble the spire beyond the walls but before the mountains.
		
		You go into a large chamber surrounded in grey stone pillars with blue tapestry where in the center, the king sits on a tall stone throne. He appears much cheerier than other human kings you have witnessed.
		
		"Greetings adventurers! Here on quest, or on pilgrimage, or maybe even, pardon? I am Fangur, king of Mystonia."
		
		the king grants 20 forest imp to the party and a ship ride to Airim.
		
		"You will find your ship docked in the northern most port. A beautiful bright blue ship, and of course, 20 forest imp, ready at your command as you find necessary, but do not betray them, for they will kill you at nearest sight lest you betray them."
		
==============================		
		
	Find out that the worshippers are to the east of Mystonia Peak along the ocean.  They begin worshipping at the base and have been doing so for several cert to bring back Glaciesa:
	An elderly forest imp accompanying the party since Mystonia approaches the group: "If I may speak. I am Joklemier. Beastmaster, at your service. I think I may have some information for you."  The forest imp reaches down and pets his beast, an owl wolf who looked gnarled, but fiercely loyal to the elderly forest imp, the hair on his legs more matted and more grey than the others, limp skin.
		"Glaciesa. I have not heard that name in a very long time. Glaciesa has long since been dead, naught hundreds of cert ago, if the oral song of olde among forest imp speak truth.  It came to the world in a torrent, from underworlds we yet not know, it blew its breath of biting death and settled in Misty falls for a few cert, turning it into a foggy landscape, drawing power from the ground itself. Afterwords she flew west and eventually to what is now known as the Icy Plains.  It drew power from the infamous ice core and no creature could get as close as Glaciesa did. It reveled in it like Feerei bathing in the sunlight.  It blew its ice and expounded the strength of the icy plains leaving it in desolation extending from lake and destroying more of Gensho, similar to Armagheddon itself.
		
		Then it settled in the peak of Mystonia, driving it into a deathly chill capable of dousing even brightest flame.  Brave adventurers, names of Hotalth, great warrior and grand longbow ranger; Urien, animal sapien and great assassin; and unlikely, and often forgotten Forest Imp, Vaho, grand longbow ranger all worked together to destroy Glaciesa.
		
		With great knowledge lifted in tomes of olde, now in mere pages scattered across the kingdoms, they had the knowledge to defeat Glaciesa, now of which I'm certain we will not have. If Glaciesa were to rise again, certainly the death would be incalculable. All of Mystonian civilizations would be subject to the bite.  We must stop them at all costs adventurers.  They must be attempting some sort of resurrection as we speak, and we are days from Mystonia Peak!"
		
		Forest Imps:
		Name: Dulu
		Race: Forest Imp male
		Level/Class: 6 TTB Grand Crossbow Ranger
		
		Name: Joklemier. Beastmaster
		Race: Forest Imp female (elderly who tells the story of Glaciesa)
		Level/Class: 2 TTB Beastmaster
		
		Name: Vuwe
		Race: Forest Imp female
		Level/Class: 5 TTB Grand Javilneer
		
		Name: Visilvhi
		Race: Forest Imp male
		Level/Class: 2 TTB Grand Knife Ranger

		Name: Wefe
		Race: Forest Imp male
		Level/Class: 2 TTB Magus Ranger

		Name: Lelivne
		Race: Forest Imp male
		Level/Class: 2 TTB Grand Knife Ranger

		Name: Viginko
		Race: Forest Imp female
		Level/Class: 2 TTB Grand Javilneer

		Name: Varicda
		Race: Forest Imp female
		Level/Class: 4 TTB Grand Javilneer

		Name: Geryonem
		Race: Forest Imp female
		Level/Class: 1 TTB Grand Longbow Ranger

		Name: Mivirs
		Race: Forest Imp male
		Level/Class: 5 TTB Grand Knife Ranger

		Name: Thicre
		Race: Forest Imp male
		Level/Class: 1 TTB Magus Ranger

		Name: Julamul
		Race: Forest Imp female
		Level/Class: 4 TTB Grand Crossbow Ranger

		Name: Jivalsil
		Race: Forest Imp male
		Level/Class: 5 TTB Grand Knife Ranger

		Name: Fejo
		Race: Forest Imp male
		Level/Class: 3 TTB Grand Longbow Ranger

		Name: Vajo
		Race: Forest Imp female
		Level/Class: 3 TTB Grand Knife Ranger

		Name: Favalga
		Race: Forest Imp female
		Level/Class: 5 TTB Grand Longbow Ranger

		Name: Miviajo
		Race: Forest Imp female
		Level/Class: 2 TTB Grand Longbow Ranger

		Name: Zisaimel
		Race: Forest Imp male
		Level/Class: 5 TTB Grand Light Ranger

		Name: Savalt
		Race: Forest Imp male
		Level/Class: 4 TTB Grand Knife Ranger

		Name: Juue
		Race: Forest Imp female
		Level/Class: 3 TTB Grand Knife Ranger
===============================
	You find yourself in a town that has settled upon a slowly inclining hill facing the ocean. It has a robust port, though much smaller and more sparse than the avidly populous Mystonia. The homes appear to be made of a white stone, dotted with shells along the moldings, tropical plants and beautiful blue roofs half-circle in shape.  You can see up above where the end of the city walls were, and many shops, some of which 2 stories or higher.  You walk into town with the hoard of forest imp, many take notice of you. Welcome to Airim.

	Blood worshippers are there, wielding great blood to gift to the worshippers.
	Must interrogate them or kill them, can avoid a fight if needed.
		If fight: must kill them and grab the information that they have been performing worship to resurrect Glaciesa, great ice dragon.
==========================
On Fight:
Heavy Knight: 
	x of phys def
	y magus def
	z phys dam
	Great Defense (block attack, and if hit -x damage, if foe uses physical damage, block all damage even if hit)
	Spear (spear foe with halberd up to 3 blocks away dealing x phys damage)
	Charge (charge at foe dealing x phys damage while blocking charging forward 5 blocks)
	Crater (stomp on ground dealing xd. (ground deals damage) in up to 2 blocks away from self. If foe is hit, foe becomes fallen: must spend 1 action getting up or scrambles movement 2 blocks)
	
Mage:
	x magus dam
	y phys def
	z magus def
	
	Dekraan Fire/Water/Thun/Bliz (Explosion in a 2x2 block situated how the player decides dealing xd)
	Barrier (block w/ magical barrier, if damage is magus, reflect damage back at foe dealing x damage, if it is physical, -xd if hit)
	Teleport (teleport away up to 10 blocks)
	2x strike (strike foe dealing xd, then yd. in fire/water/thun/blizz bolt)
	
Archer:
	x phys damage
	y magus damage
	z phys def
	aa magus def
	Dekraan Fire/Water/Thun/Bliz (explosion in a 2x2 block situated how the player decides dealing x)
	Dodging Strike (dodge back 3 blocks and shoot at foe dealing x physical)

Thief (haste):
	x phys damage
	y phys def
	z magus def
	Steal (steal from foe taking anywhere between [variants] coins)
	3x strike (strike foe dealing x, then y, then z)
	Jump (jump up to 15 feet in the air up to 3 blocks)
	Jumping strike (dodge foe by jumping 10 feet in the air and strike back dealing x)
===========================
	If convince: allowed to get the information with great intimidation or great favor.
===========================
Worshippers of Glaciesa are using rituals of blood to bring them back.
	Must travel to Mystonia Peak and stop Glaciesa from being animated.
===========================
If players lose the fight they will spawn in Mystonia and then meet up with the forest imp Dulu.
"They fight like demons, what have we learned?"
"They're summoning the ice dragon. That I am sure. Glaciesa, I know."
===========================
If players win the fight:
	You come across a barely alive leader mage who is on the floor blooded. You have a chance to interrogate him and he will give the answers necessary.
	"You are bastards. But. You are too late though, even if you destroy the urns of blood, there are others, and you will still be dead."
	Dulu: "My troupe is no doubt in Mystonia now licking their wounds. We must head back and stop the ice tribe. I have a feeling we have a problem. How did you know it was Glaciesa?"
===========================
Node encounters: 
=========================
Back in Mystonia you meet with the dead forest imp adventurers, the adventurers desire rest, but know that they cannot at command of the king.  Should you adhere to their desire of rest, then it will be too late to save Mystonia and Mystonia  and the area around Mystonia Peak will become an endless desolation.  Mystonia village and Tacta will be an uninhabitable hellscape.

"Well you see, me and my men have been travelling for a good long while, and many of them have expressed concern in having to travel much further to Mystonia Peak. We figure we take just a day to rest, and perhaps you could do the same. Wouldn't that be worth while? You know, like a beer, a cot, a full meal, and then we can all go."

You headed into the inn and find that there is a beautiful wooden embroidery surrounding. The imps picked a human's inn, one of great festivities and laughter.  There the imps look over and all yell out holding drinks: "eeeeyyyy!" they all exclaim as you three walked in, you find that there is a tender who is a human female. (Bowila)  "Ah, so this is your army. Must have cost you a pretty penny."



If adventurers defeated puu'sar in previous badger god quest, Joklemier should approach:
	Name: Joklemier. Beastmaster
		Race: Forest Imp female (elderly who tells the story of Glaciesa)
		Level/Class: 2 TTB Beastmaster
		
	"You have no idea what you walk into, do you, saviors of Parsan?  That is right, I know of your tale, ye who have defeated Puu'sar the demon, or known back then as the Badger God.  I heard it from the king of Mystonia.  This is no demon worshipped by unworldly folk who claims to keep human land safe while eating away at it. Oh no, not even close.  You peer upon the power of gods beyond comprehension.  The ice dragon tribe worship real gods.  Glaciesa is death, no other way to speak of it.  Should we fail, the ground you stand on and nought for hundreds of miles will become a desolation where nothing will grow, not a single leaf will fall upon the icy death. Not for 1000 cert will it be reversed, should we fail, that much I can assure you."
=========================
	Blood tribe people
		You see a cart in front travelling slower than you going the direction you are going. You can see that there is a mage that appears dressed in blue sitting in the back, as well as several large urns inside the cart being dragged along by two birdard.
		Can potentially get by without a fight. Blood tribe might assist players as they are in the midst of shipping blood.
		
		Fire Mage:
			Base Spell Fire
			Barrier of flame (block attack with wall of flame, if foe is within 2 blocks of wall of flame, flame deals damage equivalent to damage dealt to it)
			Triple Fireball (throw fireballs at foe dealing x damage, then y damage, then z damage)
			Blink (blink forward 10 blocks dealing fire damage to everyone in the way)
		Water Mage:
			Base Spell Water
			Water Wave (select target,create 2x1 wave that moves outward 8 blocks dealing x damage water)
			Embrace of Wend (cover self or ally in water dealing x water damage, if ally is dealt water damage, ally receives water barrier negating next attack)
			Splash (splash out at foe in water bullets dealing x damage around self up to 3 blocks away)
			
		(potential lower level)
		Apprentice:
			2x strike (strike foe dealing x damage, then y damage)
			Poison blade (strike foe with blade dealing x damage, if hit, -y damage per foe turn poison for next 3 turns)
			Shuriken (throw shuriken at foe dealing x damage)
			Run (run forward 5 blocks)
			
			Loot:
				Lichen
				Lichen
				Hat of Wennd (n)(L)(+x water damage)(+x life drain(only life drains buff effect not full damage))(+x thunder damage)(+x fire damage)
				Staff of physical defense (b)(L)(+x physical defense)(+x blizzard defense)(+x light defense)(+x physical damage)
				Hand-blade of thunder damage (n)(L)(+x thunder damage)(+x thunder defense)(+x physical damage)(+x light damage)
=========================
	Adventurers travelling opposite with cart.
	Name: Thafo
	Race: Warrior male
	Level/Class: 3 TTB High Elemental Dark Mage
	
	Name: Wumeadkh
	Race: Unpossessed Demon male
	Level/Class: 3 TTB Great Fighter of Axe
	
	Name: Gogu
	Race: Magi female
	Level/Class: 3 TTB High monk

	Name: Limeadga
	Race: Warrior female
	Level/Class: 2 TTB Beast Summoner

Node encounter: Merchant wishes to buy at preference of the party.
Potential related noun:  today, jury
Party awareness: Party is aware, but with no advantage.
Name: Riil-que
Race: Male Forest Imp Citizen
Level: 1
Wealth: Wealthy
You witness in the distance a long red flag with two red Vs on it that have in common RQ over the two red V shapes behind a white banner.  Forest imps seem to be in a bit of excitement behind you.
Dulu approaches.
"That is the banner of Riil-que, a very wealthy merchant, and famous one at that. It seems that he has heard of us and wants to wish us well. He is a great and powerful merchant, I would give him respect, as he is seen as quite the supplier between Empaiga, Elven Village, Gatin, and even the lesser known but great city known as Icanig. He would likely sell you supplies."

As you approach, you find about 4 different bards who are using an instrument playing a song representing the honorance of Riil-que.
Riil-que:
"Greetings, slayers of Glaciesa! Or at least, hopefully!  I wish you all luck, and wish to bring you as much luck as I possibly can give you. I have many supplies that may be of use when fighting Glaciesa.  Should you need anything, I recommend getting it now; I will even sell to you at a steep discount too! We fight for the lands together adventurers, and I wish to do my part!"
He opens up his caravan that unfolds and expounds on many different products, from supplies, reagents, magical artifacts, armor, weapons, clothing, leather. He is almost his own general store in the middle of nowhere.
=========================
	You cross a grassy area as you get closer and closer to Mystonia Peak. Dulu approaches.
	"We eat quick. We speak, and anything we need, we can try to help.  This is going to be an issue adventurers. I will prompt that you may speak to my troupe of forest imp, since we have travelled quite some time now, they should not be so unfriendly."
=========================
	
	Calm node.  You are walking through the path and find it is quiet, the grass is rustling and the birds chirping, rivers bubbling beside you and the soft pitter patter of birdard moving their feet are a soft comfort to you, for this noise meant that you weren't fighting. You peer toward the ominous mountain you travel toward and understand it is a calm before a storm.
	
=========================
Name: Siul
Race: Warrior female
Level/Class: 1 TTB Great Knight of Shield
You are heading up the path heading upward across stone. You find that there is an ice dragon tribesman that immediately turns around and runs.
=========================

	All forest imps fight the worshippers of Glaciesa and the blood tribe.
	Adventurers must stop the animation of Glaciesa
	
You go up the mountain of ice, it appearing much colder, yet at the very same time, you are all ready for combat, ready to see what is to be, you go up an icy path where you hear the commotion of battle. You see forest imp and hired adventurers fighting groups of unknown individuals with light blue painted on face and armor. You peer upon a huge corpse of a dragon exhumed from ice. It has a skin like opal and a silver frilled sail on its back with ragged hair that has a silver-like sheen.  You can see an unmoving ice gargoyle in front of you.
"Adventurers. I am afraid you are too late, even with all of your troops, it is all for naught, and the ice dragon tribe will resurrect our God, Glaciesa."
	
	===================================================
	Mechanics of Glaciesa Fight.  Fight only lasts for 20 rotations. place a counter at end of full rotation of everyone's turns + hastes. Should they not defeat the ice gargoyle in time to stop the ritual, glaciesa is born and kills everyone on the top of the mountain and it is observed that the mountain turns to ice.
		(on fail: You wake up in [village insert] having felt a quick and intense cold. You stand there with your party and the forest imps who are suddenly next to you back in the village. You visually can see the mystonian peak turn a powerful white. The ice has poured out from the edge and you can witness a sudden chill in the air. You realize that you have failed. Glaciesa has been born, and no amount of power will allow you to defeat her, lest you become gods yourselves.)
	
	Ice Shard (blizzard/fire/water/thunder/physical/poison)
		Ice shards have half the full health of a regular monster to variants. Must destroy the ice shard of corresponding damage to remove the barrier around ice gargoyle.
		Ice Gargoyle is invulnerable to all of these effects unless you kill an ice shard.
		After Ice Shard is destroyed for 2 trn, it regenerates the shield.
	
	Ice zombie
			Blizzard/ara/aga base spell
			Follow (1trn)(Run at foe up to 5 blocks healing self for x)
			Bite (bite foe dealing x damage and absorbing life healing for y health)
			Ice Spears (spears of ice appear in front of self within 3x4 block dealing x blizzard damage)
		Ice gargoyle
			(aura: -x damage blizzard if next to ice gargoyle)
			Whip (strike with whip 2x8 blocks on foe x damage blizzard)
			Grapple (1/2ch)(grapple onto foe with magical chain that pulls foe in and deals x damage physical)
			Fly (1trn)(fly in air, should he be hit in the air roll 1/2ch. to not be hit, move up to 10 blocks and strike down at foe dealing x damage physical)
			Wing Shield (block with wing and strike back with wing dealing x damage, if hit anyway -y damage blizzard`)
			3x claw (strike foe with claws dealing x damage, y damage, then z damage physical)
			Paralyze (1/2ch)(Paralyze foe in place for 1trn, foe cannot dodge or move for 1trn)
			
	Loot: 
		Ice Core Fragments (t)(L)-20
		Light Legs of blood damage (b)(L)(+x blood damage)(+x physical defense)(+x physical defense)(+x water defense)
		Lichen
		Lichen
		Leather Belt of blizzard damage (n)(L)(+x blizzard damage)(+x water damage)(+x summoning defense)(+x thunder damage)
		Heavy Spaulders of life drain (b)(L)(+x life drain(only life drains buff effect not full damage))(+x poison damage)(+x blood damage)(+x summoning damage)
		Heavy Bracers of physical defense (n)(L)(+x physical defense)(+x magus defense)(+x physical damage)(+x blizzard defense)
		Spell Ball of physical defense (s)(L)(+x physical defense)(+x arcane defense)(+x fire damage)(+x healing)
		Lichen
		Ice Tooth (n)(L)-3
		Ring of Haste(t)(legendary)(+1 turn order)
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	Glaciesa slowly grows and animates as the adventurers try to stop it before it is too late
	So if they fail, the Glaciesa is born and creates great ice and decay upon the region.
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	On Victory:
		You look upon the battle in front of you and witness the forest imps who are slaying the last few of the ice tribe. They look over, now only 6 in number where there were 20, and begin resurrecting their bretherin and tending to wound. "Truly, it were fate that we save the world," cried Dulu. "May-she-i would not allow for it." You can see the forest imps gathering and beginning to prepare to leave. "Our task is done here, adventurers. We leave for other lands, and you have a meeting with the king of Mystonia; that is all certain."
		
	Nodes back:
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	You come across what appears to be a cross shaped claymore that is dug into the ground a good ways above the path. The sword appears familiar being huge with some totemic runes on it, a red ribbon along the hilt and a 3 circled tips of the hilt and a long handle.
	
	Witness the legendary angel who looked upon the party with great disdain (level 5) simply watching and saying nothing.
	
	You walk up to the sword and as you walk forward the angel appears in front of you between you and the sword.  He looks upon you with a strong brow and crossed arms and wings lowered.  "What are you doing with my sword black mage? Simply touching it will surely kill you."
	
	Angel is level 5: 
		Lles (light) dam: 100
		physical dam: 100
		physical def: 100
		magus def: 176
		immune to light
		
	Slice of Woe (slice forward with blade dealing 75d. Lles damage in 5 boxes facing forward in an energy wave)
	Shirra Cura (dome of energy in a 3x3 range, +75 healing)
	Piercing Gaze (stare at foe and cause them to stumble if they are attacking, strike back dealing 75d light in a wave)
	Pierce (throw claymore at foe up to 10 blocks away, afterwords, blade comes back, dealing 45d, then 35d)
	
	Light Wisp level 2:
		30 phys damage
		20 lles damage
		20 magus defense
		
	Light Blast (blast foe with light beam dealing 12 Lles Damage)
	2x strike (strike foe with light wisp dealing 5d. then 6d. physical)
	Blind (if hit, deflect damage and flash light at foe causing them to be unable to dodge or block for 1trn, must spend an action rubbing eyes to get blind to dissapate next turn)
	Jut (jut forward 5 blocks dealing 12 physical damage in a straight line)
	
	Cherub:
		2x strike (strike foe dealing 2d. then 3d.)
		Flight (fly in the air 15 feet and strike back down at foe dealing 5d)
		Lles strike (strike foe with beam of light dealing 5d Lles)
		Moving flight (fly in the air and move up to 6 blocks)
		
	Potential Loot (level 5 attuned):
		Blade of Woe (b)(90L)(+14 light damage)(+14 summoning defense)
		Ring of Angels (t)(1.9K)(-14 mana cost)(+14 water damage)
		Heavy Gloves of Glaciesa (n)(1.4k)(+12 blizzard defense)(+12 light defense)
		Booties of fire damage (n)(60L)(+6 fire damage)
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	Node encounter: High beast summoner travelling. They dislike the party.
	Potential related noun:  construction, total
	Party awareness: Party is aware, but with no advantage.
	"You've beaten the ice dragon tribe with forest imp? Why not be able to do it on your own, or maybe collect creatures more honorable, such as elve or Magi?"
	
	Name: Thenin
	Race: Animal Sapien female
	Level/Class: 4 TTB Grand Beastmaster
	
	Name: Figa
	Race: Human male
	Level/Class: 2 TTB Great Thief of Speed
	
	Name: Lumapthi
	Race: Unpossessed Demon male
	Level/Class: 2 TTB Great Thief of Speed
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	Node encounter: Fight
	Potential related noun:  obligation, solid
	Party awareness: Party has advantage, knows what is going on but did not kill anyone.
	you are travelling along and can see that there are a group of rats that pass by you along the path in a line.  Looking toward the way they were going, it appeared to be a small broken down cobblestone home that has long since been overgrown.
	Rat lord (humanoid rat that commands rats)
			Rat Summon (summon hoard of rats that run at foe up to 10 blocks attacking all in the way, total of x rats dealing individual y damage)
			Whistle (collect rats together to carry self 7 blocks)
			Rat Burial (bury foe in rubble of rats dealing x damage, then y damage blood)
			Bleeding bite (bite foe dealing x damage, if bitten, y damage blood for 3trn)
	
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	Return to the King of Parsan or Mystonia will give them a title "Dragon Slayer" and be given skill: Preferred (be given preferable prices 20% off in any area in Mystonia)
	Given 1M coin each.