THY KINGDOM COME
History of the Land - January 1991




90Nov16 6:35 pm from Dan Johnson
TKC is the shortened form of Thy Kingdom Come, and online game, that is
accessable thought the "D" Command, while in this room. Seasoned players will
not that this is the older version 2.00, running under doorways.

90Nov16 6:39 pm from Dan Johnson
I deleted all character log file to make some room for all the activity that
is happening (in the background) on the system of late. There were over 400
files, releasing 1.7 meg of memory. I can only think of one player that this
would truely concern... so I appollogies in advance.

90Nov20 7:34 am from ACE
I called kinda early. Sorry I was bored. I requested a chat and a "chat mode
disabled" came up. I guess that means I woke you up. Just wanted to start an
account so I could try "tkc". Major mistake hunh.

90Nov20 8:38 am from Dan Johnson
Yeah I'm not very 'chatty' when I first get up... you seemd to have made out
ok though. The helpfiles online were for a slightly older version of TKC, than
2.00. Even 2.00 is the older Turbo Pascal3. The Newer 2.22 Turbo Pascal 5 is
offline (I hope temporarily). Version 2.00 is not too New User Friendly.

90Nov29 10:32 pm from Dan Johnson
Due to file corruption I have resorted to backups from a day or two ago. This
should only have affected the goings on at Troll Keep, I hope.

90Dec02 3:04 pm from Troll FootSoldier6
Wanted for Hire:


A Thief Class Character, for descreet job. Good pay with no questions asked.

90Dec02 3:04 pm from Troll FootSoldier6
Reply in private e-mail.

90Dec03 6:25 pm from Curdin Dwarf
I, Curdin Dwarf, lay claim to Troll Keep... having removed the Captain of the
Royal Troll Guard, Snake Eye Troll. This will expand Dwarf Rule in all the
mountains surrounding Troll Keep and north to Rockwaller and west of The Dome.
Any remaining Trolls, in and about this area, are advised to submit to Dwarf
Rule or pay the ultimate price!

90Dec04 3:54 am from Troll FootSoldier6
This Troll shall resist you dwarf. Look homeward and taste the misery of war!

90Dec04 9:11 am from Curdin Dwarf
Not only have I looked troll, but sent Dundain Aberon to inspect and clean out
the traitors in our ranks. Not enough trolls to do the job yourself eh? You
are next on his list!

90Dec04 8:15 pm from Dan Johnson
A bug was brought to my attention and it has been repaired. When new hired
henchmen were assigned a new password the record that theowner would see in
the 'reg' area was not altered. Now the trueowner will get the current
password.

90Dec04 8:16 pm from Dan Johnson
Those players who have lost characters tothe henchmen list, before this date,
would need great skill, luck and ingenuity to regain control.

90Dec12 2:33 pm from Major Dome Guard
Tenant Farmers are needed in the northern isles. Passage will be supplied to
any interested parties. Please contact E-Mail.

90Dec15 1:38 pm from Dan Johnson
Version 2.02 has two new upgrades. First an Exit from themain menu has been
installed. Secondly the map will now work right up to the edge of the upper
andlower borders. This should help greatly in un-registered versions with the
smaller map size.

90Dec15 7:59 pm from Troll FootSoldier6
Any Trolls wishing to continue the fight against these renigades, leave mail.
Weapons and Armor will be supplied.

90Dec16 5:27 pm from Dan Johnson
I have done a patch job on the crash caused in Character Skills, Command Menu
of high level warriors. The Auto-Move was the culprit. What was happening is
if a loyal character already had his auto-direction set and then an attempt
was made to change it to anything but 'Hold Position' the setting would send
the bit mapping crazy. I now have a trap until further repairs are made, yet
the steps should be to first set the character to 'Hold Position' and THEN
enter the new setting. A quick look to the character sketch will let you know
if you've gotten it right and if not the trap should stop it from crashing out
and notify you of the fact.

90Dec16 8:11 pm from Dan Johnson
Enacting the AutoMove Option of the Command Menu of Character Skills, one will
now note that only characters loyal to the loaded character will trigger print
out to the screen with updates of movement progress and encounters. This is to
speed up the process as well as not allow such characters to easily locate
characters not loyal to them, yet set to automove.

90Dec17 12:20 am from Curdin Dwarf
Dragon Lord, you are needed that is the only reason you have been spared.
Change loyalties immediately or suffer the penalty!

90Dec17 10:58 am from Troll FootSoldier6
A great victory for we Trolls! Farmer Troll has defended himself against the
great Tulkas, slayer of Snake Eye, in the Inner Keep of Troll Keep. Although
there is still evidence of the rebel force, it is expected that without
Tulkas' leadershipthey shall scatter before the storm.

90Dec17 12:00 pm from Troll FootSoldier6
And so they are... I personally led a counter charge on the Inner Keep's gate
and brke through. Eldron MacMordar, tried to stop the drive and died in the
process. Dragon Lord you have been left a message in your log. Valkrei 2
surrender at once or die.

90Dec18 5:17 pm from Dan Johnson
For now at least the New User's Registration and Character Registration are
seperate doors from the game itself. I am working on a front end so that they
can be choosen from a menu of three choices, yet until that is finished they
shall run seperatly.

90Dec18 11:29 pm from Dan Johnson
Players will no longer drop to the BBS when attempting to load a character in
game future. Instead they will be prompted for another password, or exit.

90Dec19 4:07 pm from Dan Johnson
ACE:

I think things are fixed in REG Door, so that you can create a new character
record. Let me know if there are any other complications.

90Dec19 9:32 pm from Curdin Dwarf
Can it be true?!? The mighty Tulkas downed?!? Well he shall be missed, and
Army3's presence makes need for withdrawl, yet you have not heard the last of
this Troll!

90Dec19 9:42 pm from Curdin Dwarf
Wanted Thief to Hire. 1000sps for one gate! Reply in Mail.

90Dec19 10:03 pm from Dan Johnson
Tarrakon, Captain of Army2, serving under Colonel Bandit3 in the last Goblin
Campaign. He was found slain at his post at Troll Keep.

90Dec20 12:56 am from ACE
I'm alive again. The bug fix worked. Looks GREAT! The reason for the note is
I'm back to minus level. That's what the sketch in REG door said I
haven't checked TKC yet.

90Dec20 1:44 am from ACE
Camped at 2764. Very interested in joining the winning side Army3 if
you're looking for a hand, I'll be around.
Dirk Gently

90Dec20 1:09 pm from Dan Johnson
A few changes with version 2.04.

1) The REG Door has had the Change Settings Option removed.
2) Command Menu of Option 7 (Character Skills of the main TKC Menu
is now available to any Type 1 character (Fighter).
3) The Atlas Option has been removed from the Command Menu and placed
back in the Store House Menu, as it had been long ago.


I felt this arrangement made more sence with REG now standing alone, as I saw
players leaving TKC to go do things in REG and then returning. This should
make multi-character handling easier within the game itself. Feedback is
welcome, as always.

90Dec20 10:05 pm from Dan Johnson
The character's type is now found in the Character Sketch Option. This should
make it easier to know what/who you've hired, in these times of high
unemployement on TKC. :)

90Dec21 1:08 am from Major Dome Guard
It is sad news indeed of Colonel Ulfgar, Lord of Errie's, demise. I personally
recruited him to Army3, and feel somewhat responsible... yet rest assured
Army3's presence has not abated, nor are we any less determined to rid the
realm of the goblin menace. Reports have reached me of Farmer Troll's presence
at Troll Keep and his banner is once again restoring order. Although I am
occupied with other things, let it be known that any but Troll Rule at Troll
Keep shall have the rath of Army3.

90Dec21 9:05 pm from Goblin Master
The Goblins, completely under my command, have awakened from our
hibernation. It seems that in our first wave (of three) several Goblins
haven't been so lucky before reaching Bubbletown. However, prior to today,
Goblin reenforcements have already made the successful journey to Bubbletown.
In fact, more reenforcements than expected made it successfully. Should anyone
have ideas of stopping the next two waves of reenforcements before they reach
Bubbletown, then perhaps I should have them divert to our new sister fortress
under construction.

Another interesting development is the breach in our Bubbletown
fortress. It seems someone is on the southeast corner of Bubbletown. We have
taken the necessary steps to ensure there will not be any escape from this
position, but should this individual contact us in mail explaining this
weakness (thereby helping us for the new fortress) we'll consider letting you
go.

90Dec21 11:53 pm from Major Dome Guard
I'll field that question goblin scum. Army3 found an informer in your midst,
that for a price allowed us access. Stealing from your own book you will now
find all land gates in/out of Bubbletown, sealed tighter than a bulls ass in
flytime. We have a mariner on lake patrol and as soon as reenforcement (not
your poor excuse forsame but field plate andproper weapons) arrive you shall
have to fight your way in and out of your Fortress Prison. Your new fortess,
once found, will recieve the same treatment. It seems the only way to have
honorable battle with goblin scum isto force them into it. That time is fast
approaching.


Any that can pinpoint the location of the new Goblin Keep, will recieve 2000
silver once confirmed.

90Dec23 9:39 am from Goblin Master
Dome Guard, do you think the Goblins will allow such a thing? Let us not
forget that the Goblins excel in the techniques of wall walking. Whether your
wall stops us or not is yet to be seen.
I shall give you 48 hours to evacuate the lake completely of all
non-Goblin forces. Should any be found we shall take actions ourself. A Goblin
engineer, accompanied with a high level thief are outside Bubbletown. Orders
have been given to the engineer to halt construction on the sister fortress,
which shall be named later. He shall be saving his funds to build walls... not
for the sister fortess, but for sealing off human keeps. Goblins have no moral
values, so if necessary we will seal off keeps in in responce to your action
Major.
Futhermore, should the lake not be evacuated, we may kill some prisioners
which have their way to our troops. If anybody takes the time to notice,
unemployment is at 0%, thanks to my generous hiring. It's amazing how many
could be rounded up with only a few slaves coming into Goblin employment.
The remaining reenforcements of the first wave have aborted their journey
to Bubbletown, and the second wave shall come forth as scheduled, although
their destination has changed... should their favorite entrance not been
sealed off, they probably would have been onroute to Bubbletown... would have
been much easier to find them.
Now then Mj, consider your options carefully, for if ANYBODY (non-Goblins)
are found in/on/around the walls or lake by Bubbletown, the orders will be
given to the engineer to seal off a keep or two... and a hostage or two may be
killed. Consider your actions carefully.

90Dec23 12:43 pm from Dan Johnson
Rather than see the 'doomsday machine' unfold, I have flagged walls
unbuildable until a demolition option is written for Engineer Types. The
alternative is to watch every keep in on the map becoming useless. I hope both
the Major and Master can understand my concern.

90Dec23 5:56 pm from Dan Johnson
RE: Wall Demolition


I thought one easy approach would be that if an engineer type tries to move
onto a wall type they could be prompted if they wish to demolish it. Any
thoughts as to what happens in the process, like putting the engineer into
game future or something, I would appreciate hearing. Or perhaps creating
another character type for that purpose, 'Demolision Expert'? That way they
could be made to be very expensive or something, so such assaults on Keeps are
not done lightly.

90Dec23 7:51 pm from Dan Johnson
I have installed a LOYALTY tally into the Utility Program. It is in it's
rawest form at the moment, simply producing the TOPTEN.TXT File, found with
the Gossip Tree files in this room's directory. I shall be working on it
further to sort the list and saving only the top ten. This shall open the way
for regular useage of other game features, that up till now have only been
used by a few. For example if a large army of slaves is created and toggled
type 11 (Wandering NPC) in the Market, then let loose in mode 3, during the
Utility Run they will change any loyalty they find different than thiers of
characters in mode2 or battle all other modes. Thus with an NPC Army one could
help ensure thier position onthe list. I will be adding other features that
will only be availableto the 'topten'. Things like option 7 for Fighter Types
could be a good one. All suggestions welcome.

90Dec23 7:52 pm from Dan Johnson
I can't believe the coincedence that the Goblin Master and Major Dome Guard
both have the EXACT number of loyalists. The odds must be pretty phenominal
against such an occurence.

90Dec23 9:38 pm from Major Dome Guard
Goblin we are at war, I shall only nagotiate your surrender to Army3.


All Citizens:

Until such time as peace is restored and The Council or some other govermental
system is formed all are to set thier loyalty to 'Dome Guard 10'. With that
loyalty they can be set in Mode 3 and Army3 Patrols that will be soon
dispatched in Mode 3 and Toggled Type 11 will not bother them.

90Dec24 12:07 am from Lawrence Kelly
Dan, being a player who's been around awhile, I can remember a time when the
issue of wall destruction was present. If I recall correctly, it was sometime
near the change of power between Mandorallen and Great Gamer. Personally I
think if a player takes the time to build a keep (supposidly with gates) in
order to breach their respective keep they should go through the defenses that
particular individual has built. Perhaps one solution would be to have a
character type "Arsonist" (at a high expense) which could destroy only wooden
walls. Thereby those constructing stone walls, would be safe, and to prevent a
keep from being sealed by stone walls, perhaps a policy could be devised to
this effect. I may be wrong, but I assume its still TKC policy that should a
player discover a bug, he/she can use it once without penalty. Perhaps a
penalty could be devised for the scenario that if someone does block off
someone else's keep. BTW, should the Arsonist scenario be developed, I would
recommend giving players with keeps containing wooden walls, the oppurtunity
to replace them with stone walls, at their expense.

90Dec24 9:16 am from Dan Johnson
Larry:

In the configurability sence of TKC, having something hardcoded to 'Wooden
Walls' would not be the best way to go. After all wooden walls are type 10
flagged to allow no character type through. The could benamed anything and
allow all or any character type through at any MOvement Point cost up to
32767. Instead it would/should work that if it is flagged buildable than the
'destructionist character type' (or whatever they would be named inthe config
file) could de-build them. The real question is at what cost? Thrown to game
future, costing tons of silver or whatever...

90Dec24 10:29 am from Goblin Master
Dome Guard, Goblin forces have never surrendered before, so what makes you
think we'll surrender now - especially to a human..
I do hold Army3 responsible for both the death of a top Goblin thief
and the death of several reenforcements. Goblins are taking credit for the
Dome raid as the sun rose to guide our way yesterday. We see the deaths of
Crash and Stormbringer as suitable exchange for the reenforcement casualities.
Unlike in previous encounters with human forces, this time our
involvement shall be limited to only yourself and your followers. Any loyality
other than that of a member of Army3's shall be left alone by my forces.
Should anyone find their loyality changed by their patrols, and want no part
of the conflict, should reset their loyalities.
Actually, Dome Guard, I see you as no more than a pain in our ass, not as
a worthy opponent to match skills against. The way I see it, you're only
attemping to create a name for yourself at my expense. We won't be going out
of our way for you, but should our paths cross your demise is a certainty. Now
major, should you want a audiance with a Goblin Officer, best arrange a duel
with one of my majors, which is a rank far below my own.

90Dec24 3:01 pm from Major Dome Guard
It seems my name need no making, goblin. Check the Top Ten List if you doubt
me. I shall be going out of my way for you however and have every confidence
of ridding the realm of the goblin threat, something that has been the prime
mandate of Army3 since it's conception.

90Dec26 9:22 pm from Goblin Master
Dome Guard, we near completion of our sister fortress, at which time
the second wave of reenforcements will come forth, which is less than 48 hours
away. You may know the location of our main fortress, Bubbletown, and we know
not of yours, but once the hunt begins, we shall find you and dispose of the
waste... yet there is still time to save your hides - surrender to the
superior Goblin force.

90Dec27 12:29 am from Major Dome Guard
You and any other may know my location goblin scum... if you would dare out of
your fotress prison... I have returned to my beginnings... in the footsteps of
such notables as Capt. Max D. Troll, Commander of the Royal Troll Guard... who
ventured here in his late years passing the riens of power to the late Lord
Nigel Troll... or Lord Bandit3 who rose from the ranks of highwayman to serve
under Max and build Council Power neith these rooves... the place from which I
draw my name... first known as Goon Dome... first settled by the Goon Clan
once surfaced after the Great Flood... yet since Lord Bandt3's time has come
to be known as simple The Dome.

90Dec27 12:36 am from Major Dome Guard
Citizen's of The Realm:

To all who have volentarily set loyalty to 'Dome Guard 10' I thank you for
your support and rest assured you shall not be tampered with further than what
concerns your safety... to those who have been forced to bear my banner by
romeing patrols, the same applies... lest a goblin connection can be made...


I have noted from the TopTen.TXT File that two have set loyalty to 'DOME GUARD
10' which is not the same as 'Dome Guard 10' as far as software is concerned.
Do not feel obligated to change it, yet patrols encountering you in mode 3
would attack... being too illiterate to distinguish a simularity.

90Dec27 2:10 am from Major Dome Guard

**** Position Opening ****

Army3 has an opening of Commander of Keep Guard. There is a choice of two
postings in the Northern Isles to the successful candidate. Budget and
salaries nagotiable. Reply private mail.

90Dec27 1:22 pm from Major Dome Guard
OK goblin, let's see what your really made of... my EXACT position is hex 7752
in The Dome's Inner Keep. Come and get me!

90Dec27 3:59 pm from Dan Johnson
I have added the ability to change mode of loyal followers in the Command
Troops Option of Option 7's Menu. I expect this should be useful with
multi-character management.

90Dec27 7:03 pm from Dan Johnson
I've also elliminated the second print to screen of the loyal followers list,
once a choice has been made. This should be much less annoying to players
manageing large forces. I will be adding a cut out to the 'Press Return to
continue...' at the bottom of each page of the list (only affecting players
with more than 7 loyal to them) so that by entering an 'R' the listing shall
be aborted, yet choice prompt still appear.

90Dec28 9:56 pm from Goblin Master
I just may take you up on that offer Dome Guard... although I see no need
to come myself. As much as I'd like to engage you in battle, my forces will
kill you upon sight. I shall also extend an offer to your troops... seeing how
Knight Errant I has already found his way into Bubbletown, I invite him to
venture to hex 1009 where a Goblin Officer will be in mode 1.

As to another matter, you have failed in locating and defeating my troops
at the sister fortress' location. Goblin Soldier10, whos been overlooking the
completion of the fortress, reports its long awaited finish and fully manned.
I can assure you, this fortress won't be walled up, like the fate of
Bubbletown. Fit for royality of the highest title of Goblin descent, as soon
as this last bit of resistance is taken care of (which won't be much longer),
my king shall make his way forth to his new home... Bubbletown's sister
fortress - the Goblin Domain...

Resistance is futile, Army3's end draws near, and someday soon my task to
the Goblin crown will be complete... save yourselves from the hassle -
surrender to the Goblin force while the option still exists.

90Dec28 10:52 pm from Major Dome Guard
Unless morning reports support otherwise, Army3's force has never been
greater. A quick scan of topten.txt, in this room's directory validates that
claim. Knight Errant I excepts the challange, yet feels the terms should then
be his own. That is to place your challenger in the south east section of
1009, in any mode you please. Your challanger is not present in 1009, so he
naturally assumes a tag-team match from you.


I am glad to hear that the forces at the sister fortress shall be available
for honorable combat once we repel your attack on The Dome. Unlike you, I
offer no terms but an honorable death, to your vile pack of henchmen.

90Dec28 11:01 pm from Major Dome Guard
TO: Citizen's of The Realm


My authority can be traced, without question, to Council Decree. The Decree of
War against the Goblin Horde. I am a Military Man, having no interest in
political concerns. Things have changed during this long and drawnout
conflict, and I know not what shall evolve after victory... yet have no
question of the outcome of defeat. Army3 is the last bastion of the Council
Order and the last chance for it to re-emerge. Even, should I fall in the
upcoming conflict, I would hope for that cause to continue... to challenge
goblin domination by Council Rule.

90Dec29 7:01 pm from Dan Johnson
A 'kickout' option has been installed in the 'Press return to continue...'
prompt, when the loyal followers list is being displayed in Character Skills
of Fighter Type. This will allow the player to jump to the index prompt (of
which character to aceess). So if you know that such and such character is in
the 13th slot (for example) then enter an 'r' at the first 'Press return to
continue...' prompt and avoid further page listing, but jump to the index
entry. All these features are being installed with the intent of making large
scale character management plus facile. By all means speak up if it is... :)

90Dec29 10:25 pm from Goblin Master
Goblin General shall be fighting on behalf of the Goblins in the
Bubbletown encounter. We felt it best not to move anybody to 1009 before the
challenge was accepted. The General shall move to the east section of the hex
as soon as a Goblin engineer constructs a temple at that location. I don't
want there to be ANY excuse for when Knight Errant I loses. Should in the
unlikelyhood, he provail victorious thereby showing his value as a warrior, we
will consider his freedom from Bubbletown (after the Dome assult). We ask
however to ease concerns, don't move him to 1009 until after the temple is
constructed and the General takes his position.

I do hope you are preparing well for the oncoming battle between our
forces. I can promise one thing... casualities shall be heavy. As with the
completion of the new fortress, the Goblin Domain, and the news my Majesty
will be coming with the next wave (a little while away). All resistance is to
be elimiated by that time, and seeings how enough men are at the Goblin Domain
to protect it for my king, the Bubbletown (made almost useless by the new wall
surrounding it) forces will be giving it their all. Should you NOT be in the
position you specified, I do hope ALL will see it as a disgrace and a cowardly
act to avoid us.

90Dec30 12:06 am from Major Dome Guard
I will remain at the Dome, although I am busy reading your vassels' arrival
and may not be on that EXACT hex, though on the grounds to be assured. I would
not miss such a chance to spill goblin blood as this one.

90Dec30 10:05 am from Dan Johnson
I went to backups from 12:01 AM thismorning. It should only affect early
morning calls.

90Dec30 10:06 am from Dan Johnson
Topten List may be a little out of wack as well...

90Dec30 12:02 am from Dan Johnson
I have finished the first ruff port from version 2.04's Turbo Pascal 3 to
Turbo Pascal 5. Once the goblin attack is over I will install it to iron out
any bugs then onward to patching in my Modem I/O Unit of AutoVal so that it
could stand alone totally then.

90Dec31 4:07 am from Major Dome Guard
**** A Stunning Victory for Army3 ****

On the Eve of the 'great gobblygook invation', Army3 has struck at the heart
of Bubbletown itself. The first stroke in the attack was to clear the lake of
all Mariners not loyal to my person. The Dragon Lord was sent to the bottom,
stranding we assume the goblins within the mighty fortress prison. This must
have weakened moral for the cry of battle was heard from high apon the
ramparts as the goblins turned apon each other, feeling death apon thier
doorsteps. This has lead me to think that the best defense may indeed be a
strong offence... onward to Victory Army3!

90Dec31 4:15 am from Major Dome Guard
A further update...

An Army3 Spy has made it to the very heart of Bubbletown and reports of troop
strength has made it through the lines, although I am sad to say the spy did
not. Although the number of the goblin force is decent in size they all appear
to be 1st level wimps. Fear not Army3, unless they fall apon themselves they
shall not make it past the doormap at The Dome, where well seasoned Warriors
await them.

90Dec31 8:05 am from Goblin Master
Goblins are shocked that such an attack took place. We now ponder wether or
not to bother coming to the Dome. We have been informed several walls have
been installed in the Dome, and there is nobody at the original location Dome
Guard specified. Our theory is Dome Guard fears the oncoming invasion, and has
ordered these assults to deter us from the invasion. Futhermore, we believe
Dome Guard, being the coward that he is, is on one of the walls, out of our
reach. Until proven otherwise, we shall make no attemp at the Dome, and we
have informed my Majesty to double his final wave of reenforcements when he
arrives.
As for the challenge issued to Knight Errant I, that can proceed,
although I can't guarentee his safety should he defeat my choice of Goblin
warriors.

90Dec31 12:37 pm from Major Dome Guard
Ha! Do I feel the quivering of goblin scum?

90Dec31 4:29 pm from Major Dome Guard
Goblin, not only are you a coward, but a liar! My mapmakers assure me that
there are no new keeps in all the southern mainland. Indeed I even had them
continue the search in the isles to the north. Nothing! So certain am I that I
offer a 10,000 silver reward to anyone who can report the location of this
supposed new domain. The one stipulation is that it must be located in an area
no yet covered by my mapmakers. That is you can't build it and then have a
henchman report it's existence. The complete southern mainland has been
scanned.

90Dec31 9:03 pm from Goblin Master
Should the portal open, you will be one to quiver... We have learned of
yet a futher blow... an important ally has died in non-related battle... It
would seem with these developments we fail in our quest... but everything we
messed up will be corrected sooner or later by my king and his wave. As for
the domain, it is real enough... perhaps hard to find but there... its
unconventional and in no way similar to Bubbletown... but it's there.
As for Knight Errant I... I strongly recommend moving him to 1009 within 48
hours. If not, we shall take the necessary steps to do something about his
presence. Don't forget the same engineer which was going to construct that
temple at 1009, could easily construct a more permanent structure. I will
hazard he won't leave Bubbletown, but whether he goes in a honorable fashion
or not is up to you.

91Jan01 3:54 pm from p
I need a mariner for hire. This will be a personal charter having nothing to
do with the war. The trip should only take one or two days from point of
departure. Reply in E-Mail.

91Jan01 4:00 pm from p
I will also require a thief for legal lockpicking. 2000sps for two gates.

91Jan01 4:26 pm from Dan Johnson
Two features have been added to the Command Troops option of Character Skills
of Fighter Types. They can nowchange weapons and drop item of troops under
thier loyalty. It is hoped that this will make characters taken over by the
automover more useful tothem as they can be used in about every way but
password access and on hex actions now.

91Jan01 6:38 pm from Curdin Dwarf
P - I would except your charter, once I can get out of The Dome. Walls seem to
have been built up on and around me. Give me a rendez-vous hex number and the
passenger list. My charge will be 1000 sps per day, per passenger that the
journey takes me. I have an associate that is an expert thief and shall ask
him about the job, as he too is at the dome. He's 11th level so should diswade
you of any funny business, like not paying your fee.

91Jan02 12:22 am from Goblin Master
P, you have guts taking out a Goblin agent, and even braver to leave
your name with another agent sharing the hex. You had no business with Remex,
but yet he was slaughtered just the same... well we decided to have the Goblin
Domain dispatch a mariner and thief in search of those loyal to you... they
didn't disappoint me. You'll find Sir Pan Lee and Orc Soldier1 dead, with our
signature attached.
Stick your head where it doesn't belong and you'll lose it!

91Jan02 10:58 am from p
Guess I won't be neding that boat ride Curdin. :-) The thief is still wanted
so would appreciate you passing that on to your associate.

91Jan04 12:47 am from Goblin Master
Well I do believe the deadline I gave Knight Errant I to move to 1009 on
his own has expired. We see him as a nuisance, and I see him as an old foe. I
do recall a time I fell prey upon his sword, but due to backups at the time,
I managed to stumble on to Bubbletown. Now the oppurtunty arises for a
rematch, and one I don't dream of missing. The General won't be fighting, but
I shall meet Knight Errant I in 1009 MYSELF. I am in the east section in mode
1. Show me and my troops that Army3 doesn't fear a challenge, especially one
offered by the opposing commander himself.

91Jan04 1:02 am from Goblin Master
*** UPDATE ***

Knight Errant I has agreed to the duel at the specified hex. I'll give the
lad credit, he put up a worthy struggle, and he didn't disappoint me in the
rematch, but I prevailed. The morale of the new recruits has risen sharply at
the sight that their commander risked his own life in clearing the fortress
from hostile intruders.
Now that Bubbletown, and the Goblin Domain are visitor free, we can look
ahead to the next wave, the one in which the Goblin King shall come himself.
It's a pity we were unable to eliminate all resistance to Goblin rule, but we
know his Majesty can take care of what we messed up. But there will be a
little delay before that time arrives... he's still hibernating in our
homeland... and now that our work is done (for the time being) perhaps a
little rest could do my warriors good. Train your troops well Dome Guard for
against the next wave you won't be so lucky...

91Jan04 2:02 am from Major Dome Guard
The honor that Knight Errant I has given to Army3 shall never be forgotten.
Taking the war to the interior of Bubbletown itself, has been a great deed,
although a sad one in the loss of such noble a warrior. As testimony of this
honorable Knight, Errie Keep shall be renamed Errant Keep. It being the birth
place of Knight Errant I and his Guard of Knightflyers.

91Jan04 8:22 pm from Dan Johnson
I have installed a 'Waste Days' option in the character setting, which may
beuseful for players leaving characters for extended periods. It shall also
become useful when time sync for encounters become nessasary.

91Jan05 1:31 pm from Major Dome Guard
Agent reports indicate that the goblins have once again gone into hibernation
until the spring. This does not mean that raids are not tobe expected from
time to time, yet any large scale attack is not likely to occure. For this
reason I have begun to stand down Army3 of any volenteer personel. I thank all
citizens that have come to aide Army3 in it's cause. Due to the state of the
Council (vertually non-existant) I have no idea what order shall be
forthcoming. I only know that Army3 will continue it's mandate to rid the
realm of the goblin pestilance.


Army3 still controls the Old Capital and Warlord's Keep in the Northern Isles.
Sir Kyrian Iolair is the Lord of Mandy's Keep, having taken over from his late
Lord Planteur who held a Council Seat. I shall continue to use The Dome as my
base and have troops holding Errant Keep. Sir Galaxy has resigned from active
duty to return to Stonefist Keep. Curdin Dwarf has plans to return to
Rockwater, where dwarves have already begun to pick up the pieces of the rebel
raid that took thier Lord's life. It will be a dwarvian matter, yet I suspect
that Curdin shall be Lord of that Keep. Dundain Aberon will act as Custodian
of Troll Keep until Farmer Troll comes out his long sleep.

91Jan05 7:26 pm from Major Dome Guard
I am pleased to announced that Major Tarrakon has excepted theposition of Lord
of Errant Keep (formally Errie Keep of the late Lord Ulfgar). This leaves only
Silverthorn un-managed. Solace will beused by Army3 to monitor goblin activity
at Bubbletown, due to it's close proximity.

91Jan06 2:55 am from Sir Kyrian Iolair
Following in the tradition first set forth by King Mandorellan (history tells
me) and later my predesessor, Lord Planteur, the outer market and temple of
Mandy's Keep shall be left that way - open to all visitors. Weapons and Armour
may be purchased from our resident Armour. We also can offer construction bids
by our resident Engineer. We soon hope to have a regular passenger service to
the southern mainland. Any interested on settling in our area - away from the
distractions and fears of war to the south, please leave mail.

91Jan06 6:31 pm from Major Dome Guard
Riff Raff5 has agreed to except the position of Lord of Warlord's Keep in the
Northern Isles.

91Jan07 7:09 pm from Dan Johnson
Version 2.07 is now online. It is the upgrade to Turbo Pascal 5 version.
Please report any irregularities that may be encountered, as thelogic from
Turbo Pascal 3 is quite different. Once tested I shall embark on installing
modemI/O to TKC. The ModemI/O Unit has been finished for AutoVal and I am
hoping that it should not be *that much of a job installing it.

91Jan08 7:49 pm from Lord Tarrakon
Errant Keep is open for business. Ore and Rations shall be purchased at 1
silver piece per 100 rations or 100 Ore. The Gosip Tree file numbers in this
direcroy will guide you toit, if you are unfamiliar with it's location.

91Jan08 11:10 pm from Dundain Aberon
Major Dome Guard -

Now that the goblins are hibernating I would appreciate the recall of
wandering patrols on the southern mainland. This is so that Troll Keep may
begin patrolling it's mountain boundaries. We wish to ensure our mountains are
not raped of Ore and the only way is to enforce a loyalty so that characters
can be inspected.




91Jan09 10:26 am from Dan Johnson
Dundain: I shall recall the patrols over the next few days and post when
complete. Many have already been called down, yet it sometimes takes a bit to
get them to a market and out of Type 11 toggle.


Last Updated 30-Jun-96 lkelly@nfld.com