Five years. The Clan-Realm war has dragged on for five long years; stalemated for the last two. The Realm expected to win easily over the Clans: they had the Guard of the Realm to fight their battles and the Wizard's Conclave to back them up, how could they lose against an enemy that had no magic? But somehow, the Clans achieved parity in the mystic arms race, and the war turned long and bloody. Factions of both the Realm's Peers and the Clansman's Clasp wanted to open negotiations for a peace treaty; factions on both sides declared this a sign of weakness. Even those who favored peace could find no neutral spot where a summit could be held. It seemed the war was destined to last forever. The Conclave, under pressure to produce, was faced with another problem: it was time to hold the Time of Trials, the "graduation ceremony" for apprentice mages, but the Trials could only be held in an area free of uncontrolled magical influences, few and far between with a war on. It seemed that this class of apprentices (and those following them) would never gain their ties to the Orb of the Magi, never gain the title of full Mage and the power that came with it. And then the Great Wizard Kalere'ge opened the gates to his Castle. The very name conjures images of grandeur and power. The only Cloud Castle to remain airborne during the Darktime when magic stopped, before Arriz and the Horsemen discovered the Orb of the Magi, Castle Kalere'ge has been closed to all but the Wizard and his manservant for longer than anyone can remember. Kalere'ge was a Great Wizard, as far removed from the politics of the Clansmen and Realm citizens as his Castle was from the lands they lived in and the magics that abounded there. It was the perfect spot for the Committee On East-Realm Cooperative Endeavors (COERCE) to hold the Peace Summit; the perfect spot for the Conclave to sponsor the Time of Trials. And more, it holds the largest collection of pre-Darktime, even pre-Realm and pre-Clan, antiques, artifacts, lore and memorabilia the world has ever seen, suddenly open for viewing, maybe even purchase!!! * The College of the Six Days Work is taking advantage of this unequaled opportunity to study the relics of civilizations long gone, and to catch up on five years' worth of interrupted research... * The chance to peddle their goods and services to a whole new nation of potential consumers has attracted the House of Guilds, independent merchants, and the Realm's premiere "personal service representatives" (ahem), the House of the Veil. * And, of course, the Baby Mages are eagerly awaiting their Trials, where they get to prove -- and, not incidentally, show off -- their skills to the world. But with the promise of a new era of peace, prosperity and wonder shining brightly, the threat of disaster still lingered with the moldy scent of a mixed metaphor... * The Wizard's Conclave has been thrown into an uproar by the murder of Segwina, Representative of the House of the Spear, slated to take over the post of Heirophant before the Time of Trials. * The Guard of the Realm has discovered twelve other bodies, unrevivifiable victims of the soul-destroying jivatmaya that are the mark of the Circle of Bloodletters, the Realm's premiere assassins. * The Justiciar, swearing to bring the perpetrators of these heinous crimes to justice, has arrived on the Castle with a force of Realm Guards. The Clansmen's Iron Gauntlet has arrived in force, pledging to protect the safety of their people. What started as a peaceful summit meeting has taken on ugly tensions... ...which escalated wildly two days ago, when magic on the Castle went suddenly, inexplicably mad. Communication spells started babbling in unknown languages, teleport chambers stopped letting people off or onto the Castle, a menagerie of wild and dangerous beasts escaped their cages and ran free, and the ghosts and spirits of beings long since dead began to walk the halls of Castle Kalere'ge. What the surface world looks like now, one can only guess--Kalere'ge has not been seen in days. Luckilly, the Castle itself shows no signs of falling, but what may happen in the future only the Elder Gods themselves may know. Join us for two weeks of magic, mayhem, mystery and madness. Join us for Castles in the Sky...A Mad God's Dream. You won't regret it. Trust us. Brought to you by Drea Brandford, CJ Mallion and Dave Policar. All files in the directory /mit/abstract/Archives/Old_castles, and all files in any subdirectories thereof, and any materials in the "abstract" locker pertaining to the game "Castles in the Sky" as run for the MIT Assassin's Guild in the Spring of 1989 are copyright to Andrea Brandford and David Policar and are not available for public use or viewing.