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Illudak, a small, unremarkable city and the only seaport on the eastern coast of Ruk Domlak, is where it all began. Two years ago, the now-legendary explorer, Colada No, returned from an historic voyage. Arriving in Illudak, he reported the discovery of a vast land beyond the treacherous Sharktreus Sea.
This discovery stirred up much excitement among the youths. Faced with overcrowding, sever food shortages, and an overflowing sewage system, the elders challenged the youth of Illudak to trek to this land, explore it, and make it their own.
Thousands of young Monsters accepted the challenge and set out in the marginally seaworthy vessels they had built. Due to a general absence of sailing skills, few survived the perilous journey. Most everyone either crashed into rocks, was swamped in the high seas, or had his vessel ripped apart by vicious storms. Many reached the shore of this wondrous island only to succumb to the harsh environment. Yet more than a thousand survived and have found excitement and rewards on Monster Island.
Six months ago, Coloda No departed on a second trip and has recently returned. The tales of his new adventures and his Dragonbone Sword (which he proudly wears at all times) have started a wild scramble by young adventurers to secure passage to Monster Island.
This game couldn't be designed quickly.
For one thing, when we came up with the idea (on my brother Charlie's birthday), the computer system that the game would need didn't exist at a price that would allow us to charge £2 per turn. It was going to need a fast computer, a quick hard drive, and a low cost per page, high speed laser printer. I also didn't know then that I'd need to create my own graphical alphabet to print the map symbols.
When I called Charlie that night to tell him about the game (and... oh yeah, to wish him a Happy Birthday), my ideas were BIG - a monster of a game- with a whole continent to explore and lots of things to find and make and do. It would have adventure and mystery, and it would never end. It would have more players in one game than It's a Crime!. "Crime" had automated 500 players at once; that was impressive - THEN. We eventually decided on 15,000 for Monster Island. Why so many? It's like real life - you never know who you're going to meet on the street... or on the map.
Were I to play my own game I'd choose whatever Monster race was the least popular. I'd exchange map data with anyone, but I wouldn't join a group until I'd met the right bunch of diabolically mad spear-chucking, head-hunting, jungle-snorting, excessively fiendish adventurers. You know. The group that everyone else hates!
--Jack B Everitt