Banded together in full at last the League set off to protect the people and go on various glorious adventures, such as:
- Battling many wicked witches that terrorized the populous with their sorcery. Among them were Grimhild, who used magical trickery to try and get herself a husband; Alcina, who once turned Astolfo into a tree and had a habit of doing similarly to all the men he eventually grew bored of; and the vilest of them all, Queen Grimhilde. (Not to be confused with the earlier, similarly named witch.) This Evil Queen attempted to burn Europe to the ground with an army of devious beasts she raised in the Blazing World after being dethroned by her abused step-daughter. After a long and epic battle that pushed the league to its absolute limits, the Queen was trapped by Merlina into one of the step-daughters' old story books, unknowingly creating a much long lasting evil.
- Helped various heroes of the era, such as assisting a Byzantine rider and her horse repel an invasion of minotaurs, aiding the seemingly immortal Saint George seal away the dark god Dagon, and stopped a royal lich from using the demonic Black Cauldron to raise an undead army.
- After Rolands grief got so great he started rampaging across Europe, the Leagues magic users realized his "love" was actually a curse put upon him by Saracen mystics to turn their greatest enemy against his own people. Ja'far was able to use his connections from back in Arabia to uncover that these sorcerers put Rolands sanity into a bottle and put it where they thought no one would be able to go or even think to look: the moon. However, it turns out Charlemagne indeed had a way of getting there: the flaming chariot of the Prophet Elijah he says was passed down to him all the way from Saint John the Apostle. After getting there on this chariot, the League did battle with giant insects, warrior women, and strange gray men clad in pure gold. They eventually did find Roland's lost wits though, and returned them to him right before he was going to be struck down by a German army. Roland was extremely grateful to the League and was happy to see Astolfo be truer to himself. It turns out the head knight had his own storied history with androgyny he didn't wish to disclose.
- Seeking a solution to the increase in vicious goblin attacks across Europe, the League went to an expert on the subject: a troubled yet fiercely determined exterminator and his party. After sharing information and investigating in unison, they discovered a mysterious labyrinth that seemed to go on for eternity which countless goblins emerged from over time. As the group's thinkers navigated the maze, its puzzles, and its traps, the fighters battled the plethora of strange beasts that inhabited the stony walls, from robotic guardians to imps that were both feathery and fiery to goblins of all shapes and sizes. One particularly interesting moment happened when the group was flung into "Bog of Eternal Stench" via a trapdoor Puck intentionally failed to warn about. While the league immediately started gagging and struggling for air, the exterminators party was completely unaffected, apparently having gotten used to horrific smells after countless goblin killing raids they spent covered in goblin blood to mask their scent. Eventually, they were able to enter the gravity defying endless chamber of the man responsible for all their recent troubles: a man who called himself Jareth the Goblin King. This elven warlock claimed to have created the first goblins eons ago as brutish, near mindless servants and warriors both to work for him and to find him a suitable mate. Not quite believing his story but furious at the idea of someone willingly and proudly creating such demonic creatures, the exterminator immediately threw himself at Jareth, but was thrown right back with a mere wave of the king's hand. In the end, only Puck had the power to combat the wizard king directly, which he did as the rest of the group cut through swarms upon swarms of goblins in a gorey battle of the ages. The fight only ended when, upon the last goblins death cry, only Puck and the exterminator had the energy left to continue. With a mighty scream of war that pierced the blackened skies of their desolate mind bending battlefield, the exterminator stabbed the distracted Goblin King straight through the chest. This wounded him to the point where he immediately teleported away in retreat, quickly stating that the battle was "no longer fun." With their foe defeated, the two heroic companies destroyed the magic chambers that were creating the goblins and went their separate ways, the former to further adventures and the later to continue slaying goblins and investigating the whereabouts of the self proclaimed Goblin King.
- Of course the League's greatest goal was to halt the calamity that brought its founders together in the first place: the sacking of Europe by the viking hordes. At first, they didn't take the fight directly to their Nordic foes, but instead sought to educate the common people on how to defend themselves for such a time a hero or army isn't around to save them. Their two best fighters trained villagers in the art of combat, while Brendan and Ja'far taught them both medicine to heal themselves and architecture to build stronger settlements. The entire group put their heads together to assist the villages in planning out their defenses, with the knights providing strategic positions for troops and archers to the scholars planning out strong walls and traps to kill, mislead, or disorient any potential attackers. They refrained from teaching people any magic knowing it would take years of discipline and study neither they nor the villagers were able to commit to. The League instead put powerful protective spells on whatever defenses they could and used healing magic to aid the local doctors.
- Inevitably however they would have to combat their barbaric nemeses, from the infamous Ragnar Lodrok and his savage offspring to the oafish but equally vicious Hagaar the Horrible. They also assisted several Nordic heroes in establishing continuous offenses against the dishonorable hordes. These included Hiccup Haddock the Second, Hjalmars beloved blood-brother Örvar-Oddr, and the legendary "Viking Prince" Jon Haraldson.
Merlinas League was essentially split into two groups: the thinkers and the jokesters. Merlina, Brendan, and Ja'far were more subdued and meditative then their compatriots, and with their intellectual pursuits they had an endless amount of subjects to discuss and thus bond over. The other four members of their group however were much more lighthearted and free-spirited, and often joked around with each other, shared their enthusiasm over adventure and exploration, and even pulled some harmless pranks on others. Even Puck had fun with these excursions, though he didn't like he had to pull back on how brutal and long lasting his tricks were in order to not upset the others. All of this didn't mean the two cliques didn't interact however. Brendan too had a fun-loving side that particularly let itself loose whenever he spent much time with Aisling, and Astolfo's empathy, Hjalmars exuberant encouragement, and Brendans balance led Merlina to get in on the fun and relax more often then not. Even the nominally stuffy and formal Ja'far could sometimes be seen cracking a smile at the others' antics. They would become like a family, one that Merlina cherished until it was all ruined in their final two missions.
One day, Merlina was visited by the good sorceress Melissa, who claimed to have been a student of Merlin himself. She explained that the reason her father disappeared was because a wicked servant of Morgana Le Fey seduced Merlin into teaching her his secrets, then she trapped the wizard in a crystal laden cave with a nearly unbreakable spell. Morgana was supposed to visit the cave later and dispose of her enemy permanently, but Melissa was able to use her magic to change the cave's location to hide it from any that would do Merlin harm. Merlin has remained in that cave to this day, dutifully guarded by Melissa, unable to communicate with the outside world unless certain planets align. That time has come now Melissa explained, and Merlin had important words to impart on her granddaughter.
Not quite believing Melissa's story but desperate for any chance to speak to her long lost grandfather, Merlina assembled her League and made her way to the location Melissa specified. Once they were there and Melissa was about to open the way to the cave, she was struck by a bolt of magic and fell to the ground, unconscious. Appearing behind them were a horde of monsters, Sir Mordred, and her wicked mother Morgana Le Fey, both seemingly immortal due to Morgana's magics. The witch explained that she had been following Merlina and her little league for quite some time, waiting for the perfect opportunity to strike. Mordred wanted to destroy them much earlier, but Le Fey knew Merlina would eventually find out her grandfather's resting place, so she waited patiently. She then began to taunt Merlina: about how she couldnt find out about her family without outside help, about how she still didn't know who her parents were, how Melissa, a trusted disciple of Merlin, didn't trust her with the truth until just now, and how she wouldn't even be able to speak with her grandfather now because of the monster army that was now here to strike her down.
Enraged, Merlina ordered her League to attack, and a fierce battle ensued. However, what Merlina didn't realize was that this fight was eating up the precious moments where Merlin could speak through his prison. By the time Merlin got Merlinas attention, it was almost too late. Her league held back the army as Merlina rushed to her grandfather only to hear two small statements: a location, and that he was proud of her. The cave then sealed itself again, and Merlina knew it wouldn't reopen in centuries. Morgana knew she was beaten but cackled as she retreated, a mocking cruel laugh that Merlina still hears in the deepest recesses of her mind to this day.
Her friends attempted to comfort her, Brendan and Astolfo especially, but Merlina was completely withdrawn, returning to a state before she met any of them by this trauma. They all tried to get some rest at a nearby inn, but a few nights later Merlina was gone, and something apocalyptic was happening. The sky had turned a blood red, and huge chunks of Earth were torn from the ground and floating in the air. Lighting was flashing every few moments, and a huge royal purple vortex had formed above a nearby castle. After going to investigate, they found a crazed Merlina, scrawling runes all across the walls and chanting intelligible incancations. They approached her to try and tried to ask what happened, only to see she had the ring containing Morgoth on her finger.
It turns out, the location Merlin whispered to her granddaughter back at his tomb was to this ring. He intended Merlina to protect it, but in her grief she took it for herself and used its power to cast this world-shattering spell. The League insisted that the ring must have influenced her mind but Merlina denied this, claiming she came up with this idea long before she knew about the ring. She was planning on turning back time to restore Camelot to its rightful glory, building an eternal kingdom no matter the cost. All three magic users present confirmed that this spell would cause untold amounts of destruction all across the world and cause unknown affects to the timestream, but Merlina truly believed that rebuilding the seemingly perfect kingdom she never knew would be the greatest good she could ever do, and the only way to find someplace where she truly belonged. Her friends tried to argue with her, that she didn't need Camelot now that she had her new family, but Merlina countered by asking her friends to join her, and by offering to give them everything they ever wanted in this new kingdom. Brendan and Aisling would have their families back, Ja'far could return to a position of wealth and authority, Hjalmar could finally be with Ingeborg, and Astolfo would have a place where he would finally be accepted for who he is. While all varying degrees of tempted, Brendan was the loudest denier, telling his friends that their greatest wishes meant nothing if innocent lives were taken for them. They all agreed, though Ja'far was less then pleased about it.
They all stood in defiance of Merlina, in which she sighed and snapped her fingers. Suddenly, an overjoyed Puck used his magic to knock the rest of the group away. She was still only in service to Merlina after all, though he proudly exclaimed that he would have chosen her side anyway due to the madness it would cause. A climatic yet heartbreaking battle for nearly all parties involved commenced, with Merlina and Puck clearly having the upper hand. However, with their grim determination to stop their friends' horrific plan, plus Astolfo's book of counterspells, they were able to slowly overcome the odds. It all culminated in Astolfo using his spear to bring the airborne Merlina to her knees on the ground while Brendan used Hjalmars sword to pierce her heart, both friends in tears looking into each other's eyes. Seemingly out of character, Puck immediately grabbed Merlinas body and retreated in a hurry, leaving the ring of Morgoth in the Leagues hands. Further away, Puck used healing magic to save Merlinas life, for what reason Merlina could only guess, but hoped it was some sense of friendship between them. However, as soon as he was done Puck pointed out that he was no longer obliged to serve her as Titania said he was under her power until Merlinas "heart stops in her chest." An ecstatic Puck quickly teleported away to cause mischief on his own, finally free of anybody's commands.
After giving the ring to Queen Titania for safe keeping, the League felt no reason to continue working together after such a mission. Brendan and Aisling returned to Ireland, where Aisling went back to the woods of her people and Brendan worked to maintain the Abbey of Kells, eventually becoming its Abbot after his uncle passed. He and Aisling would remain close friends until Brendan's death many years later, content in a life where he had done as much good for others as he felt he possibly could. Astolfo returned to his life as a Paladin of Charlemagne, proudly displaying his feminine side no matter who objected. He later died at the Battle of Roncevaux Pass, but was resurrected in the 2000s as part of the Holy Grail War and was one of the few to survive it, going on to live a full adventurous life in an era that fully accepted the kind of person he was. Hjalmar would sadly never get to marry his beloved Ingeborg, as he was fatally wounded in a battle for her honor by the cursed sword Tyrfing. He would be buried by his dear friend Örvar-Oddr, leaving only a beautiful poem for his love behind. Ja'far, embittered by another betrayal, missing an opportunity to get his wish granted, and the revelation that Harun al-Rashid had his entire family killed as he was off adventuring, turned to dark arts to quickly get himself back into a position of power as the vizier to a different sultan. Wanting to regain all that he had lost, he began to search for a way to have all his wishes granted, no matter the cost.
As for Merlina, she was left immortal by her demonic blood, so she wandered the Earth in solemn solitude, feeling as if she could never look her friends in the face again. While she would play a crucial role in the return of King Arthur over a millennia later, for now she was left with nothing but the weight of her sins. However, no one ever heard of this final battle or why the sky suddenly became a gaping wound one day, so history would remember Merlinas league as a resounding success, battling many evils and saving countless lives across its tenure.
