 Wizard101 has a 13 year old story, so it's about time we go back to the beginning and remember how far we've come. Welcome to the story so far. Caramel is the first world of Arc4. We start out by getting introduced to Malworth Von Trapp, a mole from the world of Caramel. He is attending a Cabal conference and I only suspect him to be working for the Cabal to destroy the Arcanum. We venture into Caramel and meet Nenna, the face of Nenna's old-fashioned Caramel Delights, a snack-producing company. We head to the Von Trapp Estate to meet with the Cabal members and a quirky character named the old one, who is the leader of the Cabal. During his speech the old one is sucked into a hole beneath the stage. The Cabalus are not happy with us being there and blame us for the mysterious disappearance. We escape the estate through the Rock Candy Mountains. In the mountains we notice sour gummies attacking people, which is very out of character. We report this to the Burger Master and we are directed to speak with Nenna. We learn that Nenna is not one person but an ever-growing number of people. We speak to Grand Nenna and she tells us that the cause is witches, who have started popping up all over the world. We head to Sweetspoke to dispel the witches. Once we enter we see a line of gnome workers striking against unfair working conditions. We head into the factory and see sour gummies taking over. We defeat some of the witches and Quakechama, who is a Cabalist who is chasing us after the mysterious disappearance of the old one. We eventually meet Gritta. She says she's investigating the sour gummies and would like us to help her. We find another hole in the floor of the factory and Gritta suggests Caramel might be rotting from the inside out. Gritta takes us to Nibbleheim through an old access tunnel to obtain more gummy samples. In Nibbleheim we learn Nenna is creating a toxic treacle factory which uses the runoff of other factories around the world to make candy. We stop the treacle plant and obtain some more samples from the chocolate mines. We head deeper into Caramel to Gutenstad, a grey factory town where no outsiders go. We learn the devastating effect Nenna's happiness initiative is having on the world and for her workers. We fight our way through the soulless gnomes in search of the copycat, a Cabalist who is again looking for us. We defeat her and seek out the witches in the town. We capture them for the sheriff, only to break them out after we learn that the witches are fighting for better working conditions for the people of Caramel. One of Nenna's Nenna assassins comes and intercepts us and blames us for the lack of productivity in the city. We fight the assassin and continue on our quest to the witch HQ. In the Lykrish Forest we find yet another hole. We meet with the witches and head to Sugarplum Sherry's old fashioned gummy companion stall to get samples of her gummies to compare with Nenna's. We learn they are different and there is a strange chemical produced by the goblers put in to make them turn sour. In the Candy Corn Farm we break out the entrapped goblers and send them on their way back to Gobleton. To get to Gobleton we first need to help Rosina, the exercise witch. Rosina is just an alphoy, which is a version of goblers that have not yet been consumed by greed and temptation to eat everything they see. She has been captured by Judge Vegg, the final Cabalist who is trying to hunt us down. Once the judge's sentence we swim to Gobleton. Gobleton is a gluttonous place. During Gobsmack sends goblers off to farms in return for Nenna's constant supply of food. We learn the way to counteract the sourness is by Gobler Sweat, which allows them to produce Splendorphans, which is a chemical made from exercise. We set up a massive Splendorphan factory on the island and get all of the goblers to start working again. Whilst we were sorting out the goblers the witches came up with a plan to overthrow Nenna. We first had to stop the Jellymancer who was in charge of Nenna's gummy army. We then raid Nenna's education and broadcasting block tricking her into saying she doesn't care about her workers and broadcasting it to the entire world. This then leads us to the counting crypt, the main source of Nenna's power. It is building the unfortunate workers ascent to count to keep track of Nenna's various metrics that she uses to track her success. We storm Grand Nenna's office only for her to be sucked into another hole. We enter the hole and find ourselves on the other side. More specifically the Aberrant Paradox. The negative space version of the Divine Paradox. We talk to Bartleby and he is unable to tell us the course of these aberrations. All he can see is nothing.