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The Accounts Of Eden
57 Episodes
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Four unlikely heroes were bound together by the eccentric wizard Moti and sent north to investigate a mysterious threat in the distant town of Notbear. Leaving the safety of Godfrey’s Mansion behind, the party boards an enormous moth to carry them across the skies of Bayon. But before they depart, they encounter another enigmatic wizard who equips them with strange magical tools meant to help them track any unknown evil. As they travel, the vast landscape of Bayon reveals troubling signs: mysterious caravans moving north, rare and valuable trees being uprooted, and dragons flying in unusual numbers. Their journey takes a darker turn when an ancient dragon, Gayle the Dread, passes overhead, a living legend whose immense shadow reminds them that the world may be far more dangerous than they imagined. By nightfall the party reaches the riverside town of Notbear, where nervous guards, quiet streets, and an air of tension. Somewhere within this town the white-haired wizard Sir Algud waits to be found.
My first entry in the journal will exist only because the preface has told me it should. The dream I had seems to have wiped all recent memories and only left me with the heavy knowledge that the world has ended. Myself and three others are trying to survive in what's left.
I am Seditious Rex and I am going on a journey. While I am on this journey I will keep account of what I see. Before I go I will collect my thoughts. They will be the preface to the work.
It all started when a group of four strangers found themselves in the great halls of Godfrey’s Mansion. Knowing little about its history or the people inside it. They followed drifting moth light deeper into the estate, where they encountered a peculiar wizard named Moti. With equal parts charm and urgency, he convinced them to take up the mantle of the Ladies of the Knight and investigate dire claims made by the wizard Algood. It seems doom will soon takeover all of Beyon. What began as a simple meeting soon quickly turned into something more. Now Ieth, Lark, Bryagh, and Starla must prepare for what lies ahead.
Delta Team reconvenes accompanied by banter, blurred identities, and the lingering weight of unfinished business in NightVeil. Logan and Eugene are sent on a morally gray errand that becomes a near-flawless bank heist for the sake of starving farmers while the rest of the group quietly pursues answers about Fenris and his terrifying ability to step outside of time. As plans unfold, Eugene slips away in the night to confront his past directly, severing his pact with Fenris at a steep personal cost and returning changed, weary, and finally free. What follows is a raw, reflective conversation about strength, family, philosophy, and whether compassion can rival power, as revelations about chained demons, cursed bloodlines, and broken brothers force the party to confront not the evils they have chosen to fight.
A worried citizen of Olfri writes down their fears and heads out to summon heroes.
The party wakes to a lavish breakfast and crushing emotional weight as long-buried tensions finally surface. With Fenris still looming and allies gathering, the heroes are forced to confront broken trust, dangerous bargains with gods, and what it really means to choose your own fate. Confessions, revelations, and hard questions about loyalty and autonomy turn a quiet morning into a pivotal crossroads. They must figure out if they can stand together and what new risks they’re willing to take to save their world.
Tensions erupt as the party confronts a seductive assassin whose dangerous bargains, cryptic insights, and unsettling charm push the heroes toward choices they can’t take back. A lesson in Reaper magic reveals more than Izbei expects, sparking a desperate attempt to reach an ally in peril and sending the trio hurtling into the unknown. Secrets, temptation, and a shocking sacrifice set the stage for one of the campaign’s most dramatic turning points—dive in to see where fate pulls them next.
War has come to NightVeil. A prophet appeared, and the king went mad. Destruction followed. Now, a fractured resistance calls on anyone left to make a final push to victory. Image generated by Fotor:Soundtrack: Sad heaven piano #3 by PSOVOD
Eugene does what he can to save a friend.
Wedding bells are ringing in the kingdom of Poubella. For most, this is a happy occasion, but for those in the kitchen, it is not. Those bells foretell madness and high expectations. Chef Croissant must call on his Chef D'elite to prepare for the feast.
Inar and his steed depart from their duel with Fenris and return to Omni-Repair. Logan and Eugene battle the demi-god Egar. Inar regains his faculties and takes Volk with him to aid his companions. While all this transpires Oz, Sabine, and Izbei track down the invisible poisoner.
Things escalate quickly when Eugene tells Fenris where the Fang is. The Dead Wolf makes his way to NightVeil. Meurita warns Izbei of the approaching.
The party scrambles to to deal with the ensuing chaos.
The party finds the Fang of Fenrir. It is hidden in a secret room under the mansion of the head of the guild. Izbei is overcome with grief when she sees the artifact attached to her long lost uncle. He is being kept alive by powerful magic. Eugene's pact sphere tries to kill him.
Delta team tries to come up with a plan to protect the artifact but things are never simple in NightVeil.
The party drops of their parcel with the "authorities" and receives instructions on how to find and speak with someone who knows the location of the Fang of Fenrir.
When they find this individual he reveals so much more than they expected.
The party makes their way into the Citrine Tabby's hideout and immediately leaves to complete a favor for a favor. If they are successful the leader of the Tabby's will set up a meeting with Kob, the Guilds highest authority. The party quickly discovers how troublesome favors can be.
The party heads into the sewers of NightVeil to find more than just the entrance of the Thieves Guild.
After some time waiting Delta Team finally gets a lead on the Fang of Fenrir. It comes in the form of a letter from Fuine, an ally long thought to be dead. The information in the letter leads them on a quest to gain access to the Thieves Guild.
The party continues their adventures separately and reunite at Omni -Repair to wait for their next mission.
Deep in the Foret de Jeune Arbre tensions are high as Mineral town is faced with a choice. Stop destroying the forest or else.










