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Lore/Story 'The Queen of Fruma Part I' Fanmade Quest

Discussion in 'Your Work' started by Mr Gemdone, Feb 7, 2026.

  1. Mr Gemdone

    Mr Gemdone Well-Known Adventurer

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    Minecraft:
    So in celebration of the Fruma Expansion trailer being released in the last hour, I remembered that a while ago I wrote an outline for a fanmade quest series to get into Fruma. Seeing now that it is nothing like how we will likely enter the Fruma Province, I thought I'd release what I made anyway.

    If you read carefully you will see that it is heavily inspired by the Wizard of Oz, this is because my hyperfixation with the film and franchise peaked highly at the time I was writing it.

    If you read even more carefully, you will notice this quest has no almost no written dialogue whatsoever. This is because my procrastination peaked highly at the time I was writing it.

    Anyways, hope you enjoy!

    Overview:

    • The purpose of this fan-made quest is to unlock the province of Fruma to the player and to introduce the main line of lore surrounding it. In acknowledgement of Wynncraft’s tendency to parody elements of pop-culture, creative liberties have been taken to reflect and implement this in the current work.
    Synopsis:
    • The player and Tasim return to Dr Picard in order to further uncover their past with the help of a electromagical-technological breakthrough made by Dr Picard's correspondent in Corkus. After some shenanigans both literal and meteorological, both Tasim and the player find themselves whisked into the Fruma province at the mercy of the soldiers, the Rad and Mad Mages, and the once familiar landscape they once called home. As they journey through Fruma, their goals will shift as their understanding changes and memories return to them, but what they both agree on, is that what they want lies at the end of their journey to seek an audience with The Queen of Fruma...

    Plan:

    The Queen of Fruma Part l

    (Medium/Long Quest)


    • (99, 90, -1212) The player meets Doctor Picard again to discuss further developments in memory-restoring magic. Dr Picard tells the player that they plan on meeting with their colleague in Corkus, Dr Nettik Enta Pryce, in a collaboration to make a machine that will restore the memory of Fruman soldiers.

    • Hole in the river leading to dust creatures: (-182, 66, -1204). Ancient Sentinel Cave (-330, 66, -1303). Crypt with Bees in the Little Wood ‘Luciola and Fireflies’ ‘Luciola Crypt’ (-782, 88, -1090) The player is required to collect several ingredients in wynn that Dr Nettik Pryce is in need of. Once they gather them they are required to return to Nemract and seek Dr Picard who will be waiting with Dr Pryce. (Luminescent Ink x4) (Picard needs an item near the border of Fruma to get something close to Fruma)

    • Once the player returns to the Nemract Port (164, 35, -2278) with the items, they board a ship to Corkus to Dr Nettik Pryce. They have an awkward reunion as the player realises they were the one who destroyed her machine.

    • Upon reaching Dr Pryce’s lab at (-1774, 75, -2141), she takes the player to the device ‘Nettik’s Intermental, Transportational, Wynn-Powered, Image Telerecreator’ (N.I.T.W.I.T. for short) at (-1824, 75, -2173) whilst discussing the strange weather and their past depending on player speech options. Once Dr Pryce explains the functions and purpose of the machine, Mr Almar Gorge, a wealthy landowner in southern Corkus, threatens to alert the authorities in Corkus City to Nettik’s unauthorised machinery and have N.I.T.W.I.T. destroyed.

    • It begins raining as Nettik offers the players her motorcycle to the Player, and advises them to ‘make sure Mr Gorge doesn’t have an “accident”’ given the drastic change in weather, whilst she and Dr Picard fill the various tanks with the Luminescent Ink x4.

    • The player then pursues Mr Gorge in his automobile, beginning at (-1774, -2169) and ending at (-1612, -2842). In between this time they will have the opportunity to cause Mr Gorge to have an ‘accident’ thus preventing him from reaching Corkus City. Should the player fail to do so, they must restart from (-1774, -2169)

      • Opportunities for ‘Accidents’ are located at:

      • (-1600, 75, -2208) Player causes the iron pipe to fall onto Mr Gorge’s motorcycle engine, causing him to have to repair it. Too early and Mr Gorge drives around it, too late and he catches on and drives faster

      • (-1475, 81, -2277) Player cracks the stonework in the stairs to cause Mr Gorge’s motorcycle to flip over and crash upside-down on the other side.

      • (-1596, 107, -2277)Player shakes the tree for fruit to fall on Mr Gorge, causing him to be chased by Pernix Monkeys and off-track.

      • (-1703, 112, -2259) and (-1718, 81, -2306) where the player can cause the bridges to collapse

      • (-1742, 63, -2452) player can cause cave to collapse

      • (-1711, 75, -2547) player can cause mechs to malfunction in the rain and electrocute Mr Gorge’s car, causing it to short circuit.
    • If the player fails to cause an accident by this point, they will have failed the challenge and have to restart.

    • Successfully completing this section, will cause the sky to grow darker as the wind begins to pick up. Once the player returns to (-1774, -2141) a storm will be in full swing with Tasim awaiting the player, claiming that Dr Picard and Nettik have escaped into her house for protection from the storm.

    • Upon attempting to re-enter the house, lightning strikes a tree collapsing onto the front door of Nettik’s house, causing the Player and Tasim to seek shelter inside of NITWIT.

    • A cutscene will then ensue of the storm becoming violent and gradually lifting up NITWIT from the earth and carrying it into the hurricane.

    • Inside of NITWIT, the Player and Tasim will find themselves besieged by debris carried up by the hurricane.

    • The minigame that follows will be akin to the ship minigames in ‘Fantastic Voyage’ and ‘Royal Trials’ where they must manage the controls of NITWIT to avoid crashing into debris as well as being crashed into by the following:

      • Lvl 1: A Grook coop

      • Lvl 2: A Cow (possibly Mooington)

      • Lvl 3: Cpt Seaskipper rowing a boat

      • Lvl 4: A Mech

      • Lvl 5: Mr Gorge trying to run over the NITWIT mid-air in his car

      • Lvl 6: Mr Gorge again after the Player successfully leads him into crashing his car into a mountain peak and falling. Now transformed into ‘Mad Mage’ jumping up from the clouds beneath in an attempt to catch up to the NITWIT

    • The minigame ends, with the player reaching the finishing line in an attempt to lose the ‘Mad Mage’. Tasim expresses his relief before hearing the *thud* of glass only to see the Mad Mage plastered over the windscreen, alive, and trying to break inside.

    • After the crash, Tasim helps the player up and out of the wreckage of the NITWIT. Upon pushing open the door, they both find themselves in an unknown quaint village of absurdly brightly coloured buildings, wildlife. With Tasim muttering ‘[PLAYERNAME]...I don’t think we’re in Corkus anymore…’

    • From the sky, sparks begin to appear as a magical human descends from the sky on what appears to be a surfboard. Upon arriving, he aims his wand at the Player and Tasim and asks, ‘Are you dudes rad mages, or mad mages?’

    • Upon Tasim assuring the mage of their innocence, the mage introduces himself as ‘Laewa, the Rad Mage of the South’. And informs the pair that their ‘gnarly submarine’ has killed the Mad Mage of the North, before leading them both to the remains of two diamond-booted feet sticking out from underneath the smouldering heap of metal that is NITWIT.

    • Laewa, then summons the people of the village, who he informs the player to be named Mognede, to reemerge from their hiding places. Where each and every human is dressed in gaudy clothing and obscenely bright makeup.

    • Just as the humans begin thanking the pair for ‘saving’ them from TMMOTN, a bright pink lightning bolt strikes the ground, sending people flying. As the smoke clears, the being swirling in brown robes, clutching a wand made of pure magenta crystal, with wide pink eyes reveals himself. Scaring the humans away into hiding, he snarls at the pair and Laewa before approaching the NITWIT.

    • Upon Tasim asking who the pink-eyed mage is, Laewa introduces him as his sworn enemy ‘The Mad Mage Of The South’, who demands to know who killed TMMOTN before threatening them.

    • TMMOTS’s anger only increases after they learn that TMMOTN’s Diamond Bunny Slippers are missing, only for Tasim to reveal he has put them on after complaining about not getting paid by Dr Picard and how comfy they looked. It is here where TMMOTS threatens both Tasim and the Player with death should they ever cross paths again before launching himself into the sky.

    • In fear of TMMOTS, Tasim asks Laewa how to go back home, to which he finally reveals that they have landed in Fruma, and that whilst there is no way to get home on their own, the Queen of Fruma will be able to do so. Claiming she is the most powerful magic-user in all the realm.


    • Before disappearing into the sky, Laewa instructs them to take the Obsidian Way, a black highway of obsidian stone that leads directly to the capital of Karareina, more commonly referred to as ‘The Ruby Citadel’. The people of Mognede cheer both the Player and Tasim on as they follow the Obsidian Way.

    Upon completion the player will receive:

    [Quest Completed]

    The Queen of Fruma: Part I

    Rewards:

    - +Diamond Bunny Slippers

    - +6400 Gold Pieces

    - +1235000 Experience Point​
     
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