Author's Note
Wizards of the Coast owns the general concept of Dungeons and Dragons, from which this story was devised. However, The New World and its principal kingdoms of Mardan, Urhal, Utrecht, Tourant, the Island Duchies, Arnheim, Trzebin, and Argent Forest, are mine. Likewise, the characters, while ostensibly created through the use of the Dungeons and Dragons character generation rules, are also mine. While I am not completely averse to someone requesting to use The New World as a backdrop for a campaign or story, ask my permission first. Chances are you'll have my blessing; after all, I'd be interested to see what someone can do with the political and social backdrop I've created. I won't tell you anything about The New World; that's for you to find out through the stories. However, since it may be confusing to some that see the weather getting colder as one moves south, I will mention that The New World is set in the southern hemisphere.
Although it is the fourth story to take place in The New World campaign setting, Unbridled Wonder moves away from the forests of western Tourant and Argent and the Khairathi Mountains to the coast or Utrecht. As such, it is a stand alone story, linked to my other works here only by the general campaign setting. Like the others, Unbridled Wonder is part of a continuing attempt to write a story for each of the One Hundred Adventure Ideas found on page 138 of the Dungeon Master's Guide.
Since approximately half of this story is being written during my time in the Fire Academy, Unbridled Wonder may be a little more… fluffy, I guess you would call it, than my other works. Basically, when I saw the idea in the Dungeon Master's Guide, I thought it would be fun to see what kind of damage I could do to a city with one thief, one constable, and one magic item. So while the fate of nations may not hang in the balance, I'm having a bit of fun writing it…
