Six.

The sun sets and countless stars shine in the sky. It's no different from the night sky you saw in "Arc Earth Online," a sight that leaks an unexpected exclamation if you're an urban dweller.

Finally arriving in Silverhorn, the city of destination, Mira passes through an open gate waving at the gatekeeper and falls in love for a moment with the changes in that city.

"If it's been thirty years, it's only natural."

Mira squeals so as a top priority to convince herself.

But that's not impossible either. The walls surrounding the city grew high and large and wide, because three times the size of the city in Mira's memory was lightly exceeded. Only the nine towers, commonly known as the "Silver Tower", the symbol of the city that can be bordered in the centre, prove this great city to be a silverhorn.

Mira pushes the boulevard home from work to a sizzling mix, aiming for a tower far from the entrance.

The figure of Mira, illuminated by the moonlight and the swings of fire created by the street lights, catches people's attention as out of place, coupled with a young face.

And those who did not realize, but saw Mira in sight, reacted to each of them worried about the girl walking late at night and trying to speak up, and those who were blinded by her worm-mesmerizing beauty, but the one thing in common was that everyone looked back.

Maybe I can't help that either. Mira's appearance was only created in the name of the ideal female portrait, and was breathtaking for everyone. Although, of course, it was the same as the producer himself or was a counterpart of a similar nature.

I'm sure the knights who broke up at noon will be praised by everyone for their endurance without often falling in love.

Walls about four metres high and large gates block the way as you go down the main street. Behind it is the figure of a series of silver towers floating magnificently in the light of the moon, so much so that when you look up you want to have a neck.

The tower is lined clockwise from the front to draw circles with "Tower of Sorcery," "Tower of Sacred Art," "Tower of Yin and Yang Art," "Tower of Exorcism," "Tower of Summoning," "Tower of Necromancer," "Tower of Immortality," "Tower of Demonization," and "Tower of Intangibility."

You have to go through this big gate to get inside the wall, which indicates that it is on the property of a silver tower. But it is common sense in this tower that this gate is subjected to special authentication magic to prohibit outsiders from entering.

To enter, you will need a restricted number of passes issued by the Administration of the Silver Tower, a silver key to prove that you are a tower researcher (silver key), or a tower key stamped with nine canes to prove that you are the highest elder of the tower (master key).

Because of this gate, there is no need to keep watch, and few people are found in front of the tower. And what Mira has is of course a tower key (master key).

As soon as Mira walks out in front of the gate as usual, she notices an anomaly.

Until now, it was a gate that was open like an automatic door just to get close, but now it doesn't show any reaction. Trying to move on with the same feeling, Mira panicked and lagged behind as she was about to hit the gate.

"What do you mean?

Walk around in front of it looking up at the gate when you squeal unintentionally, flying, jumping, moving away and approaching repeatedly. But the gate kept its mouth shut and looked down at Mira like a cute, unattractive child who did not laugh at the dodo.

"That's crazy."

Mira, who also shrugged, traced her memory about how to open the gate. Pass, Silver Key, and Tower Key. The Tower Key (Master Key) is the Elder of the Summoning Tower. Remember to open the Item Box to view the fields containing important items.

Having made sure that there was a tower key (master key) among the item icons lining up a few, Mira tries to retrieve it. The retrieved key is not plugged in and twisted, but is in the form of a card. The silver basement is carved with nine towers, one of which shines golden. It shows which tower key (master key) this shining tower is, and as Mira remembers, it is the same as when she first took it.

When I put my hand on my chin as I twisted it with my fingertips, the gate suddenly opened without sound without any pulse.

"This..., ho, I see."

Return the tower key (master key) to the item box and the gate closes. It opens when it is retrieved again. Until now, it would have worked if it had been in the item box, but apparently it wouldn't have been recognized if it hadn't been given out. Mira repeated it several times when she noticed it, knocking at the gate.

I was confused by the slight change of self, but if you understand, there is no problem. As Mira passed through the gate, she threw the tower key (master key) in her hand into the item box.

Lawn spreads on the property, and neglected researchers walk around busily leaving or entering the tower. The hours have been around the end time for a long time, but there is no way that I cared about the tower researchers.

Mira was a little anxious to see what was going on, because it had been thirty years since the time she knew. But this place hadn't changed at all, so I sighed half-heartedly relieved that the magician was blind at all times.

The large grounds are lined with nine large towers to draw a circle.

The luminaria that Graia was talking about is an elder who excelled in witchcraft. I mean, if you were there, the top floor of the magic tower, called the Sage's Room, would be reasonable.

Mira walks out toward the front tower. Several magicians stare behind Mira along the way, feeling as indignant as the girl fascinated them.

There is no need for a key or anything at the gate of the tower, and Mira goes straight inside.

The interior is a complete blowout. The open-minded tower built up a donut-shaped facility on top of it in this way. Then the spiral staircase leads up as it connects all the floors.

The addition was repeated each time more people were added, and if they noticed, they also reached the thirtieth floor. It was about two years after the start of the service that we applied intangibles to create an elevator in the center of the tower, for the reason that climbing this height on the boulder only takes time.

Yes, this tower was built by the players.

That's also from the start of the service, not long ago. Back to a time when the method of mastering the technique had not been established.

The player who chose the magician could only use the technique he had mastered from the beginning, and there were times when by the time he took off his beginner, even if he partied, he would only be a foot wrapper.

The magician appears the first founder in the common sense of a hazy class. The era then enters an era of frequent outbreaks of war over the territory at the same time as the founding rush.

Players who have become national lords hire players who act as mercenaries with high pay, and players who belong to the country as nationals also participate in the war.

Players can do as much as a dozen soldiers on NPC "Non-Player Characters" if they play the game quite well.

If you become a big country, more players become a people, and if you build up a lot more money from it and surround a lot of top players, you win the war. Such a situation spreads throughout the continent and gradually begins to be viewed as a problem.

And when the difference between big countries and small countries grew, things started to happen, such as attacking small countries and making them their own, and new countries began to become a world that was difficult to get close to.

In such a disorderly world, the players who serve as sovereigns will meet together and sign a treaty.

"National Rank System"

The Inter-State Treaty, so called, was to give a five-step rating based on the country's territory, economic power, military power, etc., and to limit the number of players who could participate in the war on that basis.

The best feature of the treaty is that the maximum number of players participating in a war is based on countries with low rank, and players who can enter the war are elected at random.

This has a national framework and a mercenary framework, with the limitation that 70% of the maximum number of participants must be nationals.

This increased the existential value of the soldiers of the NPC "Non-Player Character", while at the same time creating a situation in which the strength of the individual players greatly shaped the war situation.

And this treaty makes the magician completely lost his place. Because if fewer than five MPC "Non-Player Characters" soldiers are elected to a valuable national frame, they won't win any battles they can win.

Thus the persecution of the magician player progresses under the water.

The premise is that players who are not part of the country will be subject to various restrictions and will no longer be able to benefit from the country.

Firstly, an extremely bad destiny (death penalty) occurs where all items in the item box are lost due to death. Furthermore, it is in a state of severe debilitation and the whole day cannot be combated properly, tolls are charged when crossing the border, which is also not cheap.

If you belong to a country, you don't lose items, if you rest in your own country, you recover in minutes, tolls are about as expensive, and you can use state-owned facilities for free.

But of course, not all good things happen, and a proper national tax occurs, but the benefits were still enormous.

Every player starts the game by choosing one from three countries. This country is said to be an early trinity, but when it reached a certain rank, there was a limitation that it had to leave the country. At first, they all reacted differently to that ghostly specification, but gradually 'Arc Earth Online' wouldn't help. turning into a tide of

But such a rootless grass is the founding of a nation where it was convinced as common sense. In other words, even after leaving the early three countries, they were given candy that they could benefit their countries, there's no way they wouldn't jump.

The kingdom of Alkaite, in the southeast of the continent, was a small country born in such a war. The treaty also included a prohibition to wage war on a country within four months of its founding, so it would not be immediately involved in war. But there are small and medium-sized majority countries around, not even with the big ones, which would be food for the outfit as it is.

But the fate of the country did not run out. King Alkite Solomon and Dumbleff were friends from Open Beta.

When the magician's standing became more subtle, it was Solomon who nevertheless invited Dumblev to his country.

Then the sorcerer players, who heard from somewhere that there was a country that would accept sorcerers, came together one after another for civil rights in the kingdom of Al Qaeda.

A player named Solomon knows the hardships of a magician player because he's been watching Dumblrf, and he knows how to improve because of that.

When Solomon accepts all the magicians, a certain interesting phenomenon begins to occur.

It's an exchange of information between fellowship magicians. Even I know how to master the hard technique. If you discover a technique no one knows about, it becomes your absolute advantage. This is a time when information can be sold at high prices.

But the people gathered here taught each other how to master the technique and its effects.

Solomon himself had given up on the war, but the people had not. Wanting to be of service to the kingdom of Alkite, who embraced us who were chased of our country, the sorcerer forsakes his superiority and joins forces for strength, not individually, but as a whole.

Solomon found a winning chance there.

When a portion of the territory is loaned for surgical research, the assembled magicians build nine facilities there for each type of surgery. This was the moment when it became the original form of a later series of silver towers, creating a group that would be the supreme force of war for the small country, the Kingdom of Alkaite, to hold back even the invasion of the great powers.

In this world, that was already thirty years ago. In case of emotion, Mira steps straight into the elevator for the Sage's room, which is the top floor.

Unlike an elevator in reality, this elevator is a thin circular stone with a magic formation floating through a transparent tube. It was another thirty years ago that the passageway stretched up to the elevator every floor, and the way it looked up looked like a fish bone, it became known as the Fishbone Elevator.