The Hunt Continues
The palace stands empty. The Queen and her two princes went down into the mountain, lanterns in hand, and none have returned. The mines lie open before you. Find the ore β and bring them home.
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Many years agoβ¦
There was a valley where people lived in peace. Farmers, tradesmen and fishermen shared the land. Smoke from the chimneys could be seen for miles, and the river followed its familiar course. Mountains ringed them in β a wall against the outside world.
Those mountains were mined for coal and whatever else the village needed. Then, one fateful day, a team of miners found a pathway into the unknown.
What they discovered changed the course of history.
A rock that glowed without flame. The floor beneath their boots shifted from grey cold stone to white, brittle bone. They were no longer in a mine.
It was a grave.
The glow pulled them deeper. Within months they were laying tracks and tearing ore from the earth faster than ever before. Trade opened with the lands beyond. Dealers and miners grew rich. Bichon grew. The royal family ordered walls raised and a moat cut around the rising town.
The morning the carts came wrong
One morning the village waited for the next haul from the mines. What happened next happened so fast there is almost no record of it.
As the carts appeared through the mist, the townsfolk ran to help β but it was not the miners pushing them.
No one truly knows what those creatures were. They looked human. They attacked anyway. The assault was so swift that Bichon was all but wiped out overnight. When the killing paused, the creatures rested among the dead.
The following morning the dead rose β and fought back.
A three-way war tore the land apart: the remaining humans, the undead, and the unknown. Villages burned. Every soul looked out for themselves.
And in the palace, the piled riches of the deep grew brighter and brighter. The light became so intense the king ordered them removed. Anyone who drew near the ore became one of the creatures.
The royal family fled into the treasure room and sealed the door β safe from the world outside, but not from the power dug out of the earth.
No one knows what happened in that room. Rumour says the king drank every drop of radiance from the rock. The power made him something like a god β and then it killed him.
As he died before his family, he whispered: βPlease save my family and my kingdom.β
A wave of light burst from the palace. Undead and creatures were cast into caves and temples across the land. The humans who survived scattered β many with no memory of that day, too afraid to leave the places they landed. They live there still, helping travellers who pass through, hoping someone will one day uncover the truth.
Travellers like you.
You have wandered into this kingdom chasing riches. Now it is time to help Bichon Wall take its vengeance on the creatures β and to find the missing royal family, who might yet restore this world to its former glory.
Years later, under Emperor Far, the Queen and her sons went back into that mountain with lanterns. The hunt you are on is for them. The king who drank the ore is dead β for now. Something deeper still waits under the stone.
The missing
The story
Chapter 1 β The Empty ThroneLevel 1β3
Dust on the throne. Dust on the three small chairs beside it.
Emperor Far stands at the palace window and does not turn round. He took the word Emperor after his brother drank the radiance of the ore and died for the kingdom. Three years ago, when war returned to the moat, Far sent the Queen and her sons below with an old miner and a handful of lanterns. Nobody came back up. Someone has cut the map of the refuge out of the library's books.
Chapter 2 β The ValleyLevel 4β7
The royal hounds came back alone. They will not stop pulling towards the valley road.
Sealed until a hunter reaches it.
Chapter 3 β Tracks and LanternsLevel 8β13
Torches entered the darkness. Tracks followed. Then lanterns.
Sealed until a hunter reaches it.
Chapter 4 β The Faces Coming OutLevel 14β16
In the Mineral Mine, the faces still come out of the walls.
Sealed until a hunter reaches it.
Chapter 5 β Red LanternsLevel 17β20
Mud Wall was a capital once. Some of its people mean for it to be one again.
Sealed until a hunter reaches it.
Chapter 6 β The Boy at the GateLevel 21β24
The Red Lanterns have found a prince.
Sealed until a hunter reaches it.
Chapter 7 β SubakLevel 24β26
Its walls survived untouched. Its soldiers did not.
Sealed until a hunter reaches it.
Chapter 8 β The Shield Made TombLevel 27β32
Greed did what no invading army could.
Sealed until a hunter reaches it.
Chapter 9 β The Glow Under the IslandLevel 33β42
Prajna Island once fed the provinces.
Sealed until a hunter reaches it.
Chapter 10 β Doors That Should Have Stayed ShutLevel 42β50
Some doors should have remained closed.
Sealed until a hunter reaches it.
Chapter 11 β Something DeeperLevel 50β57
The dead have not returned to their graves.
Sealed until a hunter reaches it.
Chapter 12 β The Hunt ContinuesLevel 58β62
And something deeper is still waiting.
Sealed until a hunter reaches it.
The road
Your hunt begins at the Empty Throne in the Bichon palace. The story waits at the top of your quest diary.
Mir does not hurry. Some people only speak on certain days, or late at night (UK time). Some roads open only in rain, mist or snow β and only where you stand. Check the weather forecast. Some roads have to be walked. Nothing on this road needs real money. What the story gives you is yours alone.
They still remember
The remaining humans of Mir want answers. They will aid you the best they can β providing tools built over three years of rebuilding this world from the old Crystal bones of Legend of Mir.
- Your name on the roll. Survivors keep ledgers now. Log in with Discord or Google, bind your characters, and manage everything from your account portal.
- The creatures are watching. They mark the strongest travellers and leak the names to anyone brave enough to look β our leaderboards.
- The treasure keeps score. Every gold piece and every blade that moves is written down. Trace what you find through item history.
- The wall guard is recruiting. They count every boss and bug-boss that falls, and they want proof. See the live kill books on hunting stats.
- The archers time the caves. How fast you reach a kingβs room matters to them. Records of every run live on the same hunting stats board.
- Trust merchants rebuilt the market. Trade without the old handshake β browse the Exchange.
- Guilds hold the roads. Houses, oaths, and shared walls β find yours in the guild browser.
- Fishermen never forgot the river. Lines in the water, catches on the board β fishing stats.
- The casino never closed. Cards, tickets, bad luck and worse β the lottery still runs.
- Mounts, heroes, creatures, mail, storage, materials. Companions for the road, bags for the haul, letters that cross the provinces β all waiting when you download and step in.
- The sky still turns. Rain, mist, snow, and the days the story opens β watch the weather forecast and the event calendar.
This is not a rates edit. Three years of work β accounts, SQL persistence, exchange, mail, guilds, heroes, creatures, fishing, casino, weather, item tracking, hunting boards, and now the hunt itself. Read how Crystal became Mir Vengeance: How the Legend of Mir Crystal code became Mir Vengeance.
What the hunt leaves you
Experience and gold along the way. A mark on your profile for every chapter you close.
And for those who see it through to the end β the Yellow Dragon. It follows its bearer for good. No amount of gold will buy it.
Furthest along
Nobody has left the palace yet. Be first.