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Chapter I: The Awakening

Paradise Cove was always meant to be safe. Long before its walls had names, a wandering people — the Hen Ichaer — forged a relic called The Tablet: not a weapon, but a safeguard, a quiet aura that let nature and settlement live side by side. For a time, it held. Then the Cove grew, greed outweighed restraint, and the Tablet shattered. Its fragments were stolen and sealed deep underground. Now the giant bees press closer every season, and the hum gets louder. You arrive a nameless newcomer. By the end of this chapter, you'll be the Cove's new watcher.

This is the full walkthrough for Chapter I — every quest in order, who to talk to, where to go, what to do, and what you earn. Each quest also teaches you a part of the server, so following the story is the fastest way to learn how everything works. Stuck on a step? Find it below.

How the questline flows

Talk to the highlighted NPC, follow the objective at the side of your screen, and return when it's done. Each quest hands you to the next NPC automatically. After the finale, play freely for ~30 minutes and the next chapter will reach out to you.

The quest board
The quest board — track where you are in the Founders' Trials.

Quick Reference

#QuestTalk toWhat you doKey reward
1A Warm WelcomeJasonGet welcomed to the CoveHatchling Kit, 1,000 Gold
2City PlanningKieranDeliver a letter to Alfred1,200 Gold, 5 Nectar
3Getting BuzzyAlfredTake a job, return1,400 Gold, 5 Nectar
4Banking on BeesBeatriceBank your Gold1,500 Gold, 10 Nectar
5Aura FarmingEliasOpen /skills, pick a path1,600 Gold, 10 Nectar
6Path of the FarmerAdamFarming Lv3, rank to Farmer, 16 bone meal2,800 Gold, Common Key
7The Badger's MarkThe BadgerHear him out1,600 Gold, 1 JartonCoin
8Honey on the MarketCharlotteSell on /ah1,700 Gold, 20 Nectar
9Civic DutiesKieranHelp 3 Cove workers1,800 Gold
10Miner's RhythmCodyMine 64 cobblestone1,800 Gold, Refined Pickaxe
11Lumber OrderColtChop 64 oak logs1,900 Gold, Quicksplit Axe
12Path of the WandererAlfredRank up to Wanderer3,200 Gold, Common Key
13Defend the WallSilasSurvive 3 waves at the wall2,000 Gold, 25 Nectar
14Defend the CoveSilasRepel the invasion, douse firesMedal of Courage, Honed Edge
15Hero's AdmirationKieranShow Kieran the medal1,300 Gold
16Honeycrisp BakeryIrisBring 10 wheat, 2 eggs, 1 milkSuper Cake, 1,600 Gold
17Path of the ExplorerAlfredRank up to Explorer4,400 Gold, Common Key
18Builder's GraceVaisePlace 250 blocks in your claim2,000 Gold
19Angler's PeaceCarlosCatch 20 cod or salmonCovecaster rod, 2,000 Gold
20Scholar's RequestJasonCollect 5 scattered papersMyra's Journal, 2,200 Gold
21Scholar's AnalysisFelixQuestion Felix, carry a parcel2,400 Gold, 1 JartonCoin
22Truth AwakensKieranDeliver the parcelLore book, 3,000 Gold
23The Weight of What RemainsSilasHear the truth, take the key1,900 Gold, 15 Nectar
24The Deep DarkMacrinusClear the Abandoned Mine, recover the FragmentAncient Fragment + Chapter complete

The Walkthrough

Q1 · A Warm Welcome

Who & where: Jason — his voice calls from inside Jason's House at spawn.

Jason at his house in spawn
Jason — outside Jason's House at spawn.

A man steps out, arms full of books. He saw you arrive — most settlers stride off the docks straight for the trees, eager to mine and claim and build. They see opportunity. But this Cove has a past that never quite stayed hidden, and if you're going to survive here, you deserve to understand what you've stepped into. He gets you settled and waves Kieran over.

What to do: Talk to Jason and follow him in. He hands you off to Kieran.

Rewards: Hatchling Kit · 1,000 Gold · 1 JartonCoin

You start as a Hatchling

Every player begins at the bottom rank, Hatchling, and climbs from there. JartonCoins are your Battle Pass currency — bank them.

Q2 · City Planning

Who & where: Kieran, the city planner.

Kieran the city planner
Kieran, the city planner.

"You're new to the Cove, right?" Out here there's strength in numbers, so instead of claiming wild land alone, you join a town and build something together. As you adventure you climb the ranks — and once you reach Wanderer, you can found your own town. He needs a letter taken to Alfred. (And don't ask about the map — the little ones think it's funny to mess with it.)

What to do:

  1. Take Kieran's envelope.
  2. Deliver it to Alfred at the apple stand.

Rewards: 1,200 Gold · 5 Nectar

Feature: Towns & Ranks

Join a town the moment you're a Hatchling. Use /rankup to climb — each rank grants real perks (more homes, more claim space, new commands). At Wanderer you can create your own town with /town create, go solo or invite friends, and share the land.

Q3 · Getting Buzzy

Who & where: Alfred, the apple seller. "Apples, apples, apples — come and get 'em while they're fresh!"

Alfred the apple seller
Alfred — at his apple stand.

Alfred takes one look at you and decides the world makes more sense when your hands are busy. Before you go chasing favours, start with honest work — and with so many folk swamped because of the bees, there's plenty going. Take a job from one of the townspeople, then come back. Steady coin now means steady experience too — so head to the bank afterward and open an account.

What to do:

  1. Find a Job NPC at spawn and pick up a job.
  2. Return to Alfred.

Rewards: 1,400 Gold · 5 Nectar

Feature: Jobs

Open /jobs and sign on. You get paid for things you're already doing — mining, farming, chopping, fishing, fighting — turning everyday work into steady Gold and XP. Your rank decides how many jobs you can hold at once.

Q4 · Banking on Bees

Who & where: Beatrice, the bank teller. "Gold comes and goes — want it to keep? Bank it with me."

Beatrice the bank teller
Beatrice — behind the counter at the bank.

Beatrice has seen too many jingling pockets get lightened. Kieran's grandfather built this bank so folk could walk the streets without fear. The lesson is simple: gold in your pocket is a risk; gold in the bank is a promise. Die out there undeposited and you lose a slice of it — banked coin stays asleep, safe from death and thieves alike.

What to do: Visit the banking terminals and deposit your Gold.

Rewards: 1,500 Gold · 10 Nectar

Feature: Banking & the death penalty

Deposit Gold at the bank terminals to protect it — carried Gold can be lost on death. Running a town? Use /town deposit and /town withdraw to manage the town's shared account. Bank before any risky trip; the bees aren't the only things that sting.

Q5 · Aura Farming

Who & where: Elias. "You look like someone trying to do everything at once. Good instinct. Bad planning."

Elias
Elias — the jack-of-all-trades who teaches you Skills.

Elias never specialised in one thing, and that's exactly why he's still alive — "mastery's for peaceful times; survival needs range." Where Jobs pay you to focus, Skills keep you alive when focus isn't enough. And you don't train them by thinking — you train by doing. Mine, chop, farm, fish, build, fight. He sends you to Adam to put it into practice.

What to do:

  1. Open /skills and pick a skill that suits how you play.
  2. Go do that activity to feel it level.
  3. Move on to Adam in the fields.

Rewards: 1,600 Gold · 10 Nectar

Feature: Skills

  • You level by doing — every action feeds its matching skill.
  • Each level grants a point. Spend points in /skills to unlock perks.
  • Two kinds of perks: most are passive (hit harder, move easier, waste less); some are active abilities you trigger yourself.
  • Abilities cost mana, which refills on its own — use it when it counts.
  • /skills profile shows your totals and weak spots. /skills top ranks the whole server.

Q6 · Path of the Farmer

Who & where: Adam, in the wheat fields. "Barely made a dent in the wheat…"

Adam in the wheat fields
Adam — out in the wheat fields.

Adam won't be impressed by a title alone — "titles don't grow crops." Prove your hands know the work, then he'll trust you with the real problem: something's wrong with the soil and growth has slowed. He needs someone who actually knows what they're doing to fix it.

What to do:

  1. Reach Farming Level 3.
  2. /rankup to Farmer.
  3. Craft and bring 16 bone meal.

Rewards: 2,800 Gold · 15 Nectar · 1 Common Crate Key

Feature: Crates

Crate keys open the Cove's reward crates. There are several tiers — Common, Rare, Epic, and Jartonite — earned through quests, ranking up, voting, and dungeons. Take your Common Key to the crate area to spin it.

Q7 · The Badger's Mark

Who & where: The Badger, lurking near the town centre. "Hey, you! Over here! Look down."

The Badger near the town centre
The Badger — keeps to the shadows near the town centre.

He's a badger. He also talks — because he wasn't always a badger. A witch he loved cursed him into this shape, and somewhere out there is an artifact that might undo it. Bitter as he is, he still does his old job: handing out badges for the things players accomplish. He points you toward Charlotte for trade tips.

What to do: Hear the Badger out, then go find Charlotte.

Rewards: 1,600 Gold · 5 Nectar · 1 JartonCoin

Feature: Badges

Open /badges to see milestones you can earn across the server. Unlock one, click its coin, and claim the reward. They're a running checklist of achievements — and bragging rights.

Q8 · Honey on the Market

Who & where: Charlotte, at the marketplace. "This place is the heart of the Cove. When coin moves, the town breathes."

Charlotte at the marketplace
Charlotte — at the heart of the Cove's trade.
The marketplace
The marketplace — Charlotte's domain and the heart of Cove trade.

With the bees pushing trade routes out of shape, markets matter more than ever — and Charlotte intends to keep goods moving. She wants you to learn the system first-hand: list something and make a sale. "Coin keeps you stable, but reputation keeps you afloat."

What to do: List an item on the Auction House and sell it (earn 1,000 Gold through /ah).

Rewards: 1,700 Gold · 20 Nectar

Feature: Selling — Auction House & Stalls

Got a few things to sell? Type /ah anywhere (or talk to the Auctioneer), post your item, set a price, and the coin finds you. Want a permanent storefront? Reach Merchant rank and you can rent a market stall to sell bulk crops, loot, and crafted goods face-to-face.

Q9 · Civic Duties

Who & where: Kieran.

Kieran the city planner
Kieran — back with another job for you.

Kieran levels with you: that buzzing isn't normal bees, and hasn't been for years. Every time the hive pushes closer, something stops working — fields abandoned, mines stalled, supply routes gone quiet. You're not just passing through anymore; you're one of the Cove now. Help where you're needed and people remember.

What to do: Help 3 Cove workers with their tasks (the next quests count).

Rewards: 1,800 Gold

Q10 · Miner's Rhythm

Who & where: Cody, at the quarry. "Today's been quite the day…"

Cody at the quarry
Cody — hard at work at the quarry.

The bees swarmed Cody's dig and he had to flee, leaving him behind on his quota with a foreman breathing down his neck. Help him catch up. In thanks, he presses his father's old, upgraded pickaxe into your hands — take good care of it.

What to do: Mine and bring 64 cobblestone to Cody.

Rewards: 1,800 Gold · Refined Pickaxe

Q11 · Lumber Order

Who & where: Colt, by the grove. "Were you the one who helped Cody?"

Colt by the grove
Colt — working the tree grove.

Word travels — Colt's family even used some of that stone to patch their home. Now the bees have chased him clear out of the grove with nothing to show for the day. Clear his backlog and he'll hand you his Quicksplit axe — fast for lumber runs, but it won't last forever, so use it wisely.

What to do: Chop 64 oak logs and bring them to Colt. (Watch the treetops — the hives are everywhere.)

Rewards: 1,900 Gold · 20 Nectar · Quicksplit (Logger's Axe)

Q12 · Path of the Wanderer

Who & where: Alfred.

Alfred the apple seller
Alfred — back at his apple stand with the next step for you.

Alfred's noticed you never stick to one corner — always moving, always learning. That's not just being busy; that's a Wanderer's way of living. Make it official. He also has a quiet worry: Silas hasn't been himself, watching the arena like he's waiting for something. Go check on him — see what he says, and what he doesn't.

What to do:

  1. /rankup to Wanderer.
  2. Go find Silas.

Rewards: 3,200 Gold · 20 Nectar · 1 Common Crate Key

Q13 · Defend the Wall

Who & where: Silas, head of defence. "—Ah! …Sorry. For a moment, I thought you were one of them."

Silas at the wall
Silas — head of the Cove's defence, posted at the wall.

Silas has faced vampires and ancient sand-worms, but the bees unnerve even him — they don't stalk, they don't warn, they swarm. He won't abandon his post, but he needs a moment to steady himself. Hold the wall in his place. This is your first dungeon.

What to do:

  1. Board the ship at spawn to sail out to the wall.
  2. Speak to Silas at the wall to begin the defence.
  3. You're dropped at the wall on PvP Islandsurvive 3 waves of enemies and keep them from getting inside.
The ship at spawn
Board the ship at spawn to reach the wall.

Rewards: 2,000 Gold · 25 Nectar

Feature: Dungeons

Type /dungeons to browse the Cove's instanced challenges — story battles, key bosses, and more. Many can be run with a party. Clearing them drops crate keys, gear, and loot; check /rewards for anything unclaimed.

Q14 · Defend the Cove

Who & where: Silas, on the PvP docks — starts the moment the waves end.

The wall was a distraction; the real attack is on the Cove itself. Silas catches his breath and, for the first time, chooses to be brave. You take the boat back together to fight the invasion head-on.

The ship at the arena
Board the ship at the arena to sail back to Paradise Cove.

What to do:

  1. Board the ship at the arena to take the boat back to the marketplace.
  2. Speak to Silas on the Paradise Cove docks when you land.
  3. Kill the invading mobs and assist the townsfolk.
  4. Douse the fires — grab a bucket from the well and click the burning spots to put them out.
Silas on the Paradise Cove docks
Silas — waiting on the Paradise Cove docks.

Rewards: 2,400 Gold · Medal of Courage · Honed Edge (a blade that repels most creatures after a single strike)

Q15 · Hero's Admiration

Who & where: Kieran.

Kieran the city planner
Kieran — he goes still when he sees the medal.

You didn't hesitate and you didn't run. Kieran goes still when he sees the medal — it's older than most of the docks still standing, forged when the Hive first reached these waters and no one knew if the Cove would last the season. Every name that's ever worn one tipped the scales. Silas doesn't give them for bravery alone; he gives them when he believes someone can handle what comes next.

What to do: Bring the Medal of Courage to Kieran.

Rewards: 1,300 Gold

Q16 · Honeycrisp Bakery

Who & where: Iris, at the bakery. "I was hoping you'd stop by today."

Iris at the bakery
Iris — behind the counter at the Honeycrisp Bakery.
The Honeycrisp Bakery
The Honeycrisp Bakery.

Iris has been wanting to thank you properly for keeping the town safe — most folk don't notice how much safer it feels now, but she does. She'll bake you a cake on the house, if you can cover the ingredients she's short on. When it's done, she sends an extra portion out to Alfred (who, predictably, is already hungry).

What to do:

  1. Bring Iris 10 wheat, 2 eggs, and 1 bucket of milk.
  2. Deliver the spare meal to Alfred outside.

Rewards: Super Cake · 1,600 Gold

Q17 · Path of the Explorer

Who & where: Alfred.

Alfred the apple seller
Alfred — sending you on to the next rung of the ladder.

Over cake, Alfred says you remind him of his younger self — light on your feet, always curious, the kind of spirit that doesn't belong fenced in. Your feet are quick, but your road's still forming. Take the next step.

What to do: /rankup to Explorer, then return to Alfred. He points you to Vaise to learn how the Cove is built.

Rewards: 4,400 Gold · 30 Nectar · 1 Common Crate Key

Q18 · Builder's Grace

Who & where: Vaise, the town builder.

Vaise the town builder
Vaise — the builder who keeps the Cove's walls standing.
Vaise's workshop
Vaise's workshop — where the Cove's builds take shape.

Vaise's family has kept the Cove's walls standing for generations — every wall rebuilt, reinforced, reshaped. "That's what keeps a place alive." The real proving ground is out in the mainland colonies, where travellers join forces and grow stronger. Your task is simple: leave something behind.

What to do: Place 250 blocks inside your claim — stone, wood, anything. It's not about what you build; it's proving you're willing to build at all.

Rewards: 2,000 Gold

Q19 · Angler's Peace

Who & where: Carlos, the fisherman, down at the docks. "If it swims in these waters, I'll reel it in."

Carlos the fisherman at the docks
Carlos — casting a line down at the docks.

Not every battle is won with speed. Carlos teaches the strength found in patience — listening to the tide, watching the line. The hive hasn't claimed the sea; out here, the waves drown out the buzzing. Find your rhythm on the water and he'll show you what patience earns.

What to do: Catch 20 cod or salmon.

Rewards: Covecaster (a superior fishing rod) · 2,000 Gold

Feature: Fishing

Fishing levels your Fishing skill and pays out through your job. Better rods like the Old Rod and the Covecaster carry special properties that make catches easier and more valuable — patience genuinely pays here.

Q20 · Scholar's Request

Who & where: Jason. "My notes on Paradise Cove's history are scattered…"

Jason the scholar
Jason — back to ask for help recovering his notes.

Jason was studying outside when a giant bee swept past on its way to the hive and scattered his notes everywhere. He needs every detail to finish his chronicle — "one must know the past to avoid repeating its mistakes." Help him recover them.

What to do: Collect 5 scattered papers from around the Cove and return them to Jason.

Rewards: 2,200 Gold · 20 Nectar · Myra's Journal (see the Lore Codex below)

Q21 · Scholar's Analysis

Who & where: Felix, keeper of the Cove's secrets. (Talk to Jason, then Felix.)

Felix, keeper of secrets
Felix — the careful keeper of the Cove's secrets.
The Cove's library
The library — Felix's domain, where the Cove's records are kept.

The recovered notes contradict each other: journals from a founder named Myra say the giant hive has been here since the very beginning, against the story that the bees migrated in from nowhere. Jason wants answers; Felix is far more careful with them. He'll help — but only so far, and only to Jason, because "knowledge is power, and misused power is how we ended up in this mess." He trusts you with a parcel for Kieran.

What to do:

  1. Ask Felix about the hive's origins.
  2. Carry his parcel to Kieran.

Rewards: 2,400 Gold · 1 JartonCoin

Q22 · Truth Awakens

Who & where: Kieran. "You look troubled. What weighs on you?"

Kieran the city planner
Kieran — he unwraps Felix's parcel and hands you the lore book.

Kieran weighs Felix's caution against Jason's impatience and admits there's value in both — silence has its purpose, and so does knowledge. You came carrying questions, not chasing power, and that's the difference. He unwraps the parcel and hands you the lore book "Whispers Beneath the Wax." When the Tablet is finally uncovered, you'll understand why Felix was afraid. Read it, then speak to Silas.

What to do: Deliver the parcel, take the lore book, then go to Silas.

Rewards: "Whispers Beneath the Wax" (lore book) · 3,000 Gold

Q23 · The Weight of What Remains

Who & where: Silas. "Keiran told me you'd be stopping by."

Silas, head of defence
Silas — ready to tell you the rest of the truth.

You've seen enough that Silas won't hold anything back. Before the founders, before the Cove had walls, the Hen Ichaer — a nomadic clan sworn to walk the ley lines and mend places where balance faltered — forged The Tablet as a safeguard. For a time it brought peace. Then people pushed for more, and the rest "is not a story for here, or now." He gives you a worn key to the old excavations and sends you to Macrinus.

What to do: Hear Silas out, take the Skeleton Key, and find Macrinus at the mines.

Rewards: 1,900 Gold · 15 Nectar · Skeleton Key

Q24 · The Deep Dark — Chapter Finale

Who & where: Macrinus, at the mines.

The Abandoned Mine entrance
The Abandoned Mine — where Chapter I reaches its end.

Macrinus fills in what Silas wouldn't. When greed and fear finally outweighed restraint, the Tablet didn't vanish — it shattered, and its fragments were stolen and sealed where no one would find them by accident. Beyond the wall lies the Abandoned Mining Site, once the backbone of the Cove's progress, now just shadows, echoes, and things that learned to live in them. The tunnels are wrong. The dust never settles. And something down there listens — a presence that commands the dark and bends the tunnels around itself. This is no simple monster hunt. If you're going to call yourself an Explorer, this is where the title earns its weight.

What to do:

  1. Enter the Abandoned Mine via /dungeons.
  2. Survive the depths, beat the boss, and recover the Core Fragment.
  3. Bring the Fragment back to Macrinus. (Check /rewards for any unclaimed dungeon loot.)

Rewards: Chapter I Complete! · Ancient Fragment (lore artifact) · "When the Wax Could No Longer Hold" (lore book) · Abandoned Mines dungeon unlocked · 3,200 Gold · 35 Nectar · 1 JartonCoin

You are the watcher now

The Tablet won't stir until every fragment is found — and the others won't stay buried for long. Before the Tablet broke, the Hen Ichaer left a watcher to protect it and keep the balance. For now, that role falls to you. Rest. Greater trials lie ahead — but tonight, the Cove breathes easier because of you.


Lore Codex

Collectible in-game, gathered here for the curious.

The library
The library — where the Cove's written history is kept.

"…The hive grows, but not as we once feared. Yet still… its reach is clever, patient. Folks say refinement is key — taming every comb, every cell — but I worry we push too far. Too much meddling, and the honey loses its strength. The bees are not ours to command entirely; they protect their own as fiercely as we try to protect them. I must remember: preservation first, refinement second… or all we build may crumble beneath our hands."

  • Whispers Beneath the Wax — Kieran's gift after you prove yourself trustworthy. It teaches how the Cove remembers, and why some memories were deliberately buried.
  • When the Wax Could No Longer Hold — recovered from the deep, sealed away with the first Tablet fragment.

What Comes Next — Chapter II (coming soon)

The story doesn't end at the mines. After Chapter I, play freely for a while and the next thread finds you. Octavius, the last scholar who still listens to the old world, uncovers an awakened scroll — and to reopen the path you'll have to seek out the Four Founders of the Cove and pass their trials:

  • Cassian, the Gladiator — a trial of will, won in the Gladiator Arena.
  • Myra, the Nectar Keeper — a trial of resourcefulness: place your own hive and refine Nectar.
  • Kael, the Dragon Seeker — a trial of courage on the Isle of Ash.
  • Liora, the Harvester — a trial of generosity: give freely to the community.

Full Chapter II walkthrough lands when it releases.