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Story⬡ MapDavid · 5e-Compatible
The Waking EarthYour ship docks at the imperial outpost of Amber's Reach just as the ground groans and a chasm swallows the eastern gate—the forest floor is rising. You and your companion Seras, a disgraced knight with a hollow stare and an unbreakable oath, are escorting a guilt-ridden guild envoy carrying a reliquary that supposedly can calm the Waking Earth, a colossal earth elemental that churns the land in fits of rage. The core problem is a tense parley: reach the elemental's core at the Ever-root and either offer the reliquary or break it. The adversary is a force of nature provoked by imperial mining—it wants to collapse the empire's deepest amber mine, and only the forest's own roots hold it back. Stakes: a war between guilds and the Imperial throne. The bond: Seras swore to protect the envoy's life; you swore to protect Seras from herself.