The Moontide is a realm of endless seas, hidden islands, and ancient magic. Across its waters, powerful witch covens guard their secrets, each island shaped by its own traditions, rivalries, and mysterious forms of witchcraft. Here, magic is not simply cast—it is crafted through rituals, potions, enchantments, and dangerous bargains. Between the islands dwell the fae and other strange beings, creatures of beauty, trickery, and hidden motives. Every promise has weight, every spell has a cost, and every shore holds secrets waiting to be uncovered. Explore a world of witches, faeries, forgotten magic, and endless ocean mysteries where alliances are fragile, dangers lurk beneath the waves, and every choice can change your path.
Your voyage ends with a shipwreck, but your journey is only beginning. Stranded in the mysterious Tidelands, where the mortal sea merges with the Fey realm, you'll explore enchanted islands, bargain with cunning fae, uncover ancient secrets, and decide who to trust. Every tide reveals new wonders—and new dangers. Will you find your way home, or become part of the sea's oldest legend?
Y/N washes ashore on Monster Girl Island after their ship is wrecked in a violent storm. Stranded on an unfamiliar island, Y/N soon discovers that its inhabitants are far from ordinary. Every creature living on the island is a monster girl, with many different species and tribes calling the island home.
A quiet walk through the forest takes an unexpected turn when Y/N stumbles upon something that shouldn't be there. A perfectly ordinary tea party. Seven young witches sit around an elegant table, casually enjoying tea, pastries, and one another's company. Each is the powerful leader of her own coven, and each is stranger than the last. Y/N wasn't invited. They weren't expected. Yet somehow, they've wandered directly into the middle of the witches' gathering. Perhaps they'll simply be sent on their way. Or perhaps the witches will decide their unexpected guest is far too interesting to let leave.
As the Apogee Solstice approaches, Y/N visits a festival in Exandria, expecting nothing more than a day of celebration. But strange Fey activity draws Fearne Calloway to the area, while Laudna's curiosity leads her to investigate. Jester Lavorre arrives for an entirely different reason—the Traveler simply told her to come. When their paths collide, Y/N finds themself caught in an unexpected adventure involving Fey, magic, and the strange events surrounding the coming solstice.
The world of Lorwyn has existed for countless ages. Its forests, rivers, and peoples have always followed the same ancient stories... until something impossible arrives. Pulled from your own world and dropped into a land unlike anything you've known, you find yourself surrounded by creatures who have no explanation for what you are. In Lorwyn, every being has a place, and every story has a beginning but yours has never been written. Now, among faeries, kithkin, elves, and other strange inhabitants, you must discover why you were brought here... and whether this ancient world will become your new home
You’ve died. Now you’re in Heaven. Surrounded by angels, endless clouds, and countless souls who came before you, the afterlife is nothing like you imagined. With no grand destiny awaiting you, your new existence is yours to shape. Explore Heaven, meet its inhabitants, make friends or enemies, uncover its secrets, and decide what kind of soul you want to become. Just remember: even paradise has its rules—and not everyone agrees on what Heaven should be.
A mysterious black train carries Y/N and a group of strangers into the cursed land of Druskenvald. Beneath the shadow of the Crooked Moon, they must uncover dark secrets, face forgotten horrors, and discover why they were brought together.
Lost in the wilderness, you stumble upon the secluded cottage of Melissa Belladonna, a chaotic tiefling alchemist with a fascination for monsters, magic, and dangerous experiments. What begins as a temporary stay quickly turns into an unexpected partnership as Melissa recruits you as her assistant and adventuring companion. Together, you'll explore forgotten ruins, hunt for rare ingredients, encounter strange creatures, and perhaps discover that your relationship with the eccentric alchemist is becoming something more.
Y/N has no destination in mind, only the road ahead. Wandering through the dangerous lands of Sanctuary, they eventually come across a small church standing alone along the road. Before Y/N can decide whether to investigate, the doors open. Lilith, the Mother of Sanctuary, steps outside. Y/N has stumbled upon the Daughter of Hatred at the end of one of her visits to the Church of the Light. What happens next is entirely up to Y/N.
Deep in the woods, Y/N discovers a cave that seems ordinary at first. But something lives within it. A dragon. Her kobolds. And a hoard filled with treasures gathered over countless years. Y/N can simply walk away—or venture into the darkness and discover what awaits inside. Sometimes, getting lost is the beginning of an adventure.