The Kingdom is in need of your help. My scouts have returned with disturbing news. The rumors of sprawling daemonous hordes covering the nearby land of Thord-Artin have turned out to be true. They came from beyond the Illarian continent and the island is in total chaos by now, all buildings have been destroyed. The invaders have already viciously driven out most of the inhabitants of Thord-Artin, and destroyed their once prosperous and beautiful city. The invaders have nearly squashed all resistance and Ariun XIII had to flee stealthily. If Thord-Artin succumbs, I fear our beloved island will be next! To prevent Thord-Artin from falling completely into enemy hands, I am asking that my most trusted adventurers travel immediately to Thord-Artin and join the resistance. That's why from now on, seaports shall be open to citizens of Larkinor! My scouts revealed that the easiest target spot is the port to the southwest of Thord-Artin. Information from my scouts indicates that you will have to fight large armies of invaders on every block of Thord-Artin. Main part of the army consists of heavy infantry of various cityguards and axefighters. Axefighters can resist pain, their body is able to regenerate. Cityguards' huge weapons are deadly poisoned. They are magically supported by necrolords, the look of whom will frost even the greatest heroes, and magelords, whose source of mana will be their opponent. Officers of the army are the daemonknights and warlords. No one can ever be quicker than daemonknights, their speed is achieved by stepping in another dimension. Warlords can even reach over dimensions - surprising even the most experienced! However, if you eliminate a member of the invading army, your reward will be doubled: - You will get one of the various flasks that the enemy is carrying to boost their fighting power (unless it's broken during the fight). - Also, you will receive a credit from Us. As soon as the proper area is cleared from enemies, a supply tent will be sent across, which you will have to put up. You will be able to use the credits you earn at the supply tent to purchase valuable items, like the subtatoo, the brand new innovation of the Royal Mage Council, inspired by the needs of this heroic defense war. In order to support your efforts even more, We have asked the weapon smiths to create an item that will help protect you from your enemies. It is called a magic hull and can be purchased at any general store. Once the tent is complete, you can continue reconstructing the other buildings that have been destroyed in the ongoing war. These buildings have been reduced to ruins and are not safe to enter until they have been rebuilt. Also, conquered areas, which has been left devoid of all life except for the few remaining rebels and the enemy armies, will have to be re-populated. Because conquest has a higher priority, only holders of the Defense Merit of Larkinor will be allowed to re-populate the island. To honor those adventurers who contribute most to the efforts on Thord-Artin, I will be asking my scribes to keep detailed lists of your labors. New top lists recording conquests and monstalogy will be created. Your conquest rank will increase as you eliminate members of the invading army. Your monstalogy rank will go up when you successfully catch and release monsters. Also, my scribes will update the Construction top list when rebuilding on Thord-Artin begins. For those subjects who participated in the tunnel construction, 1% of your construction points earned during that project will be kept. As your king I have also made a few adjustments to the laws that govern your existence. I decree that the following changes will also take place: When items, such as the magic hull, wear out you will now receive a bold notice so that you are not caught off guard without a valuable item. If you lose your insurance, you will get a warning every 4th step (every 8th if you are in a labyrinth) until you get a new one or turn the message off. The names of victims/offenders in the stealing and robbing messages are clickable and provide the other adventurer's stats and info. Magic keys collected in labyrinths and off monsters are now distinguished. Magic keys dropped by monsters (keymaster and key person) have suddenly become universal keys. Some non-sellable items can be put down in your homes (wonderflask, new potions, universal key, diamond shovel). These items may also be robbed or stolen (except the wonderflask and the diamond shovel)! These changes have been made to improve your lives on Larkinor, in the hopes that you will be better prepared to fight the battles imperative to the defense of our island. -------------------------------------------------------------------------------- June 14, 2005 Throd-Artin's History Extract from the brochure of the Royal Public Relations Office: ... Thord-Artin is the nearest island-kingdom to Larkinor. Its land is never short on mineral and ore supply, its forests are full with magical herbs, which makes the island a very desired target. Most part of the island is covered by rain forests, well hiding many ancient relics. Mount Carotta, running across the island from east to west, is often visited by pilgrim fighters of Thord-Artin. The great Magicans' War 8000 years ago had a big impact on the terrain. Both the desert Thara-Flamm and lake Thanuin are results of harsh fights. Blooming flora and colorful fauna had ruled the area before firemages turned it into a desert. The lake is the trace of waterwizards' magic. There are two cities located on the island: Thord and Artin. To the North, Thord is high and dry home of saman-mages and shifty thieves, ruled by chief saman Takhat Lobbester. In turn, Artin is a prosperous town populated by clever merchants and tough fighter-monks. Artin's current ruler is Ariun XIII. ...








