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Previously, on Enchantland...

Act I: The Applications

  Generia, bustling port city and home of the Union of Adventurers, was where our heroes first crossed paths. Here, becoming a hero was less about destiny and more about forms, signatures, and approvals from officials who clearly enjoyed saying no. The recruits were put through the rigorous application process. Some came willingly, ready for glory. Others… less so.   Skreet, a spider-monkey-like hadozi rogue, found himself voluntold by law enforcement: adventure or jail, choose your own punishment. Tich Tich, a tiny thri-kreen artificer, had fallen into the trap of his ex-wife’s definition of “adventure”—parenthood. Derrick, astonishingly average-looking, joined because it felt like the right thing to do. Maggie, an aasimar monk with golden marbled skin and a permanent wardrobe malfunction, hoped the Union could help her solve the mystery of serial killer Ned Grundy. Nesa, a beautiful blonde barbarian, signed up because being a hero was far more appealing than an arranged marriage to a man who could barely lift his own axe. And Josie, an orange-striped tabaxi bard, was determined to “stick it to the man,” joining the Union and writing rock ballads about life on the streets despite having grown up far from them.  

Act II: Blunderwatch or Bust

  The recruits’ first assignment was Blunderwatch, a dead-end fortress at the far edge of the Noon Road, bordered by the unpredictable chaos of the Unclaimed Wyld. The journey was mostly uneventful, save for one minor incident where Josie and Tich Tich were accidentally half-teleported into the ethereal plane during a teleportation malfunction.   Upon arrival, they met the fortress leadership: Captain Biff Flannigan, pompous, incredulous, and nearly useless human paladin, and his long-suffering second-in-command, the elven wizard Krell Skwaker, who seemed to do all the work keeping the place standing. It quickly became clear that Blunderwatch was no shining bastion of heroism—it was a bureaucratic graveyard for hopeful adventurers.   The party named themselves The Treblemakers and began their illustrious careers by completing seemingly simple assignments that rarely went as planned: rescuing cats from trees (actually greymalkin), foraging mushrooms for the local alchemist (which turned out to be the mushroom farm of very displeased fairies), endless paperwork, team-building exercises, and mandatory training. Tich Tich even found time for a side job in the warehouse. Along the way, they forged friendships with Jarv, Fiona, and a dozen other NPCs whose names they never bothered to ask.  

Act III: The Wyld Pact

  Their adventures in the Unclaimed Wyld brought both wonder and confusion. Whispers of a mysterious pact binding humans and fey floated through the trees, and prophetic dreams of Blunderwatch’s destruction haunted their sleep. But despite knowing what could lay in store for Blunderwatch, Nesa was called back home to either help stop a war before it starts or end it with a few blows from her axe. She left with the promise she would return as quick as she could. Little did she know, there may not be much left to come back to.   As if guided by fate—or poor planning—the Treblemakers entered a dungeon, failed to gather any information, and promptly killed the alien creature whose bound magic upheld the pact. The Guardian awoke. Blunderwatch fell. Only later did the party realize that the pact had not been meant to keep humans and fairies apart, but rather to unite them against an even larger alien threat. But hey, it's not like anyone else remembered either.  

Act IV: Splintered and Scattered

  Derrick and Josie found themselves responsible for the refugees, attempting to protect them not once, but twice, as the Guardian wreaked havoc. In the process, they made a deal with the enigmatic Mr. Whiskerworth: help rescue some fairies from the town, and he would aid them in their further travels.   Meanwhile, Tich Tich, Maggie, and Jarv, along with Captain Biff and Krell, were captured and put on trial for crimes against the pact. Skreet was also present, though oddly treated as a guest rather than a prisoner. His fairy magic was growing in strange and unpredictable ways, granting him special privilages among the Grizzy Court.  

Act V: The Grizzly Court

  The adventurers were hauled before the Grizzly Court, a tribunal so fey and confusing that even the fairies themselves barely knew what they were doing. Maggie, simultaneously an adventurer and a straight-A law student in angelic law school (she studies while she sleeps), took charge of their defense.   Through sheer persistence—and a little luck—they managed to secure the release of themselves and Jarv. Biff and Krell, however, faced long and possibly indefinite imprisonment... but is that actually a bad thing?  

Act VI: Small Problems

  With Blunderwatch destroyed, Josie and Derrick became de facto leaders of whatever remained of the fortress for their efforts with the refugees. But when they attempted to leave the Grizzly Court, they discovered a new complication: they had been shrunk to six inches tall, and leaving the court did not restore them to normal size.   The fairies of the court promised help—but only if the Treblemakers agreed to complete a few small favors first. And so, tiny, confused, and somewhat exasperated, the adventurers were tasked with yet another impossible errand.

How will the brave Treblemakers make their escape this time? Will they ever be larger than life again? How will anyone be able to see Josie on stage if shes smaller than a kitten? And will Derrick get stepped on? TUNE IN ON THURSDAY TO FIND OUT!

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