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The History of Britannia
The History of Britannia
as told by Kyle the Younger
CHAPTER I
POLITICAL HISTORY
The Dark Ages of Britannia is the name given to that
long span of time when the infamous Triad Of Evil stalked
the lands and challenged all for the supremacy of the soul.
The First Era of the Dark Ages came to an end with the
downfall of the evil Wizard Mondain and his many minions, as
chronicled in Ultima I. The Lords of the land were weak and
scattered, rendered ineffective by factional wars. It was
only through the valiant efforts of an itinerant adventurer
that the foul Mondain was tracked to his hidden lair and
slain.
But a few years of restless peace followed Mondain's
downfall. So long had the world shuddered beneath Mondain's
yoke that many found it hard to believe he had been really
vanquished. In truth, his teachings did not disappear.
Mondain's apprentice Minax rose to power soon thereafter to
challenge the fledgling city-states that were beginning to
evolve. The Terrors had begun anew.
Minax's powers upon maturity greatly exceeded those of
her evil mentor. With these powers she was able to rain
wholesale destruction upon the planet, twisting and
corrupting everything. Her foul web spread through time
itself, ensnaring all who sought to oppose her. Finally,
there arose a hero out of legend who dared face Minax in her
own fiery castle and destroy her. Thus ended the Second Era
of Darkness, as told in Ultima II.
Twenty years of well-earned tranquillity ensued and
prosperity favoured the land. Then disturbing omens appeared,
followed by the mysterious appearance of a fiery island. The
tale of the Third Era of the Dark Ages is told by Iolo the
Bard in Ultima III - wherein Lord British, sovereign of an
incipient empire in the land of sosaria, called forth
through time and space for Heroes of the People to assemble.
Four diverse adventurers answered the clarion call. To them
fell the geas of the Doom of Exodus. Long they laboured on
the trail of the mysterious Exodus, through many a deep
dungeon which seared their souls. To this day, each member
of that team bears the marks of their journey. With the air
of the mystical Time Lord they were successful in bypassing
the Great Earth Serpent and gaining access to Exodus' island
fortress. The very bricks of the fortress rose up against
them, and great is the Bard's tale of their struggle to
reach their mortal foe. Of the final confrontation not one
of them will speak, save to say that the evil is gone from
this plane. So passed the third member of the Triad of Evil
and with this death, so passed the Dark Ages of Britannia.
From the rubble of Sosaria, Lord British was able to
unite all the mainland and a few of the islands under his
one rule. This new Empire of Britannia brought much sought-
after peace and prosperity to its subjects. Many of the
ancient pockets of evil were destroyed, so that the only
remaining hazard to wayfarers was the occasional stray band
of marauding orcs or hill giants. Most of the lands were
mapped, although a few unexplored regions still remain. With
the Triad of Evil destroyed, Lord British became known for
his dedication to raising the quality of life of his
subjects. To assist in this endeavour, three mighty
structures were raised in distant parts of the realm. One
was the Lycaeum, wherein lay the great observatory. Another
was the Empath Abbey with its oak groves where wise men and
women meditated upon the teachings of the ancients. The
third structure was the great castle of the Knight's Order
of the Silver Serpent. Only the flower of Lord British's
chivalry was invited to join this order, which embodied the
highest ideals and exemplary bravery. The rest of the land
was divided among eight major towns, each with its own
political faction. Numerous satellite villages also dotted
the countryside between the towns. In this manner were Lord
British's lands organized.
CHAPTER II
GEOGRAPHY
The final destruction of Exodus rocked the known world.
Mountains rose; land masses sank. Most of the surface area
of the world became fused together into one large mass. It
is over this major continent - now called Britannia - that
Lord British rules. Some nearby islands also pay homage to
him, while beyond these islands lurk uncharted shoals and
rumoured pockets of evil.
Lord British's magnificent castle is situated in the
center of the continent, overlooking Britanny Bay. This tall
building is the greatest architectural structure of the new
age. Loyal subjects may pay homage to his majesty, and renew
fealty whenever they are in the vicinity of his castle.
Nearby lies the arts center of Britannia - the town of
Britain - were Bards weave tales of legendary deeds and
serenade visitors.
To the north of the castle of Lord British lies the
great mountain range, known as the Serpent's Spine. The
peaks of this range are the highest in all Britannia. During
the summer months, a small out-of-the-way pass allows
knowledgeable travellers to save much time on their journeys.
Beware of the one-eyes Cyclops and fierce, two-headed Ettins
that inhabit this range.
Northwest from the mountains begin the vast woods known
as the Deep Forest. Many a traveller has become lost among
these tall, majestic trees. If thy feet stray from the
beaten path, do not despair, for within the woods lies the
beautiful city of Yew, home of the mystic Druids. The High
Court of Yew judges all the important cases in Britannia and
is famed far and wise for the wisdom of the decisions
rendered here.
Nearby is the spiritual center of Britannia, the famous
Empath Abbey. Within these hallowed walls, wise men and
women study the ancient writings of past Masters, and
meditate upon the Great Principles that govern the universe.
A good meditation - focusing on a proper Mantra - will
sometimes yield valuable visions to those whose patience and
powers of concentration are strong. The experience is well
worth sampling.
East of the Deep Forest lie the High Steppes of
Britannia, famous for beautiful horses. The only
difficulties a traveller might encounter here are bands of
thieving Rogues and unfriendly Wizards. The High Steppes
border an interior lake fables for mysterious disturbances.
Beyond the High Steppes lies the famous battlefield,
know as the Bloody Plains, where the last major forces of
evil were vanquished. Alas, many of our brace men perished
here in the fight for virtue. Be very careful when thou
passeth through this region. It is whispered that, at some
phases of the moon, the undead rise and fight the battle
again.
Lost Hope Bay lies to the north of here, with the
sturdy town of Minoc perched on its shore. Minoc is home to
some of the finest craftsmen in the realm. The Tinkers of
Minoc are known far and wide for their skill. A tired
traveller will also find a refreshing place to rest at the
Wayfarer's Inn. The northeaster tip of Britannia is rather
wild. The treacherous marshes, with the noxious vapours that
poison the unwary explorer, are home to swarms of large
insects and all manner of vile beasts.
South of Lord British's castle can be found a large
plain, mountains, and a dense forest. On the southern edge
of the continent is the magnificent town of Trinsic, from
whence come Lord British's finest Paladins. The Tap in town
has some of the best brew around, and the bartender is a
great source of current gossip. Be sure to tip him well!
The claws of the southern tip of Britannia embrace the
Cape of Heroes. Slightly to the west lie the Valarian Isles.
The walled town of Jhelom provides Lord British with the
best fighters and also has the largest inn of the realm,
where the service is outstanding.
The headquarters for the Order of the Silver Serpent is
on an island south of the Cape of Heroes. This wooded
fortress was given to the members of the Order by Lord
British in recognition of their outstanding service. A visit
to Serpent Castle will instill within the traveller a true
feeling for the ways of chivalry.
Off the western shore of Britannia is the island home
of the doughty Rangers. Skara Brae is a beautiful city and
spaciously laid out. For those suffering from rare diseases
or grievous wounds, a Mystical Healer resides within those
walls. The Healer will air the destitute as readily as the
wealth, expecting no payment save what the sufferer can
afford.
In the northeaster part of Britannia lies Verity Isle,
famous as the home of the Lycaeum. This pillar of higher
learning constitutes the center for the sharpening of the
finest minds in Britannia. The Lycaeum's observatory
provides Lord British with valuable information about the
course of the heavens and provides a vantage point to watch
the happenings within his realm. On the southern end of
Verity is situated the fabled town of Moonglow. The Magi of
Moonglow are constantly improving their skills, being
tireless in the pursuit of greater knowledge of the mystic
arts. Within Moonglow, however, can be obtained the finest
in mystical reagents. These herbs will help those with
magical skills prepare and cast their spells.
This then is the known realm of Britannia. Several
small villages also dot the landscape, but all are not
recorded in the charts of the realm. Some other islands of
varying significance hug the shoreline - most of which are
uninhabited and barren. The only islands the traveller should
be cautious about when exploring are known as the Fens of
the Dead. Disembodied Wisps, Ghosts, long-dead Lichs, and
savage Zorns have been reported here.
Existing maps are by no means complete. There are said
to be other unexplored isles, wherein all manner of monsters
and evil beings reside: flame-breathing Dragons, multi-
headed Hydras, horned Devils, fiery Lava Lizards and even
dreaded Balrons are rumoured to roam the distant shores.
Somewhere, out beyond civilization, is also reputed to lie
the ruins of the legendary town of Magincia, which the gods
destroyed for the insufferable pride of those that dwelt
there. All of the magnificent marble palaces and gardens
were devastated, and the rich, haughty inhabitants reduced
to haunting spirits. No one has ever confirmed this legend,
so it may just be a fable to frighten the weak of heart and
instill humility in those that overvalue their own worth.
Sea travel along the coast of the main continent is
reasonable safe, although a bold band of pirates has been
raiding Britannia of late, terrorizing the populace. Beware,
for the pirates take no prisoners! Farther out to sea roam
many mythical creatures. The unwary voyager will likely
encounter Giant Squids, Nixies, poisonous Serpents, and
mystical Seahorses. The ever-present danger of whirlpools
and waterspouts make seafaring a hazardous experience at
best.
It is hoped that with the next edition of the History
of Britannia, travellers will have brought back more
information one these unexplored regions, so that the map
may be completely filled in. As a final caution for the
would be traveller - Beware of the many Dungeons and their
dark, subterranean passages!
CHAPTER III
FELLOWSHIP
Under Lord British's rule, each of the eight towns has
developed into a cultural center for one of the eight major
professions. In this manner, an orderly society has evolved
with little friction between the diverse inhabitants. No one
is restricted to their town of birth, and one frequently
finds people of various professions, visiting a particular
town.
These are the eight major professions:
MAGE:
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The Magi of Britannia gather in Moonglow, near the
Lycaeum, where they can study the ancient mystical scrolls
of the Library. The strictures of their profession permit
Magi to wear only cloth armour and carry either a staff,
dagger, or sling. Unconfirmed rumours indicate that the
highest Adepts have acquired the use of arcane magical
weapons. The primary weapon of the Mage, of course, is
magic. As the Mage becomes more advanced, more powerful
spells can be woven. Some of the greatest spells have been
known to literally shake the earth, or raise the dead!
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BARD:
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The Bards of Britain entertain the people with their
wonderful ballads and tales of heroic deeds. Bards not only
chronicle the deeds of valor, but perform them as well. The
weapon of choice for a Bard is the sling, but they may use a
crossbow at times. All armour save that of Leather is
shunned by these minstrels, for they find metal harsh and
too noisy for their sensitive ears. The Bard also dabbles in
magic and makes a fine companion on a long journey.
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FIGHTER:
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From the town of Jhelom hail the mighty Fighters.
They pass their lives in training and have the use of all
weapons and armour, though most prefer the use of the double-
edged Britannian sword, a devastating weapon in the hands of
a skilled fencer. Fighters have little or no magical
talents, for they believe only in the use of arms and fear
that magical training saps the will and concentration of a
true warrior. They posses a particular affinity for horses,
and are most useful companions on travels to uncharted
regions.
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DRUID:
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The Druids are fierce fighters, especially when
defending their beloved groves. They hold all trees to be
sacred and their town of Yew lies deep in the woods. Druids
are also impressive practitioners of the mystic arts and
their knowledge of herbs is without peer. They may fight
with different types of bows, although their preferred
weapon is the mace. They Druidic philosophy forbids the
wearing of metal of any kind, so Leather is their armour of
choice. The Druid's knowledge of the ways of the woodlands
make them invaluable as fellow travellers.
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TINKER:
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The Tinkers of Minoc are both highly skilled
artisans and superb fighters. They are generally suspicious
of magic, believing that only hand-crafted artifacts posses
true value, and thus use it seldomly. A Tinker may use any
weapon, however, the double-bladed war axe is preferred.
Tinkers will use any non-magical armour. A travelling party
with a Tinker aboard need never fear for repair of any metal
or wooden items.
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PALADIN:
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These great fighters live in the town of Trinsic in
the southern part of Britannia. They are expert in all forms
of combat and weapon use, and are one of the few professions
that will make use of magically chain armour when it is
available. Their deep beliefs in the value of good lend
strength to their magic, which they wield with a certain
flair. Paladins are thus very formidable opponents and
highly valued allies.
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RANGER:
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Off the western shore of the mainland lies the fair
island of the Rangers. Venturing far from their retreat at
Skara Brae, they strive to improve the conditions of people
throughout the realm. Rangers are well-versed in woods lore
and fight fiercely with most weapons, but shun all but
leather armour. They are also proficient magic users and
faultless trackers in any wilderness.
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SHEPHERD:
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It is uncertain whether the Shepherds are skilled
in any form of warfare or in the mystic arts. However, they
are highly valued travelling companions for their humility
and their knowledge of the ways of the land.
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A traveller in Britannia need not journey alone. In each
town one may - indeed one ought to - converse with all the
inhabitants. If thy personal philosophy of life is close to
that of the town, then though may ask one of the residents
to join thy party. If amenable to your invitation, this
person will travel with thee, aid thee, and fight with thee.
He or she will stay loyal to thee only as long as thou stay
true to thy beliefs. If at any time, through actions or
deeds, thou stray from the Path, then thy companions will
desert thee to thy Fate. Remember, these are Free Companions
- not servants or mercenaries. Such is their faith in thee
as their leader, that all gold and supplies held by the
party is given into thy care for the good of all. Use this
trust wisely.
CHAPTER IV
MERCHENTS
There is a thriving merchant class in Britannia. Each
town and village has its own shops that specialize in local
wares and services. The seasoned traveller will discover many
delightful and useful items to purchase, as well as a wide
variety of places to eat and sleep.
The monetary system of Britannia is based on Lord
British's heraldic charge. It is a gold coin with a silver
serpent cast vermeil upon the gold. The process is so
difficult that the coin has never been successfully
counterfeited or debased in value. This coin has been the
foundation of the realm's stability and is universally
accepted by merchants. Coins of the realm are also to be
found in the chests that appear from time to time and are
found below the surface in the dank dungeons. Beware, as
most chests have diabolical traps in place to confound
thieves.
Here is a partial list of some of the more popular
shops and their wares:
WEAPONS SHOP:
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Here on may purchase the finest in weaponry
that blacksmiths can forge. Depending on the skills of the
local artisans, a shop might offer the following range of
weapons:
- Staff
- Sword
- Dagger
- Bow
- Sling
- Crossbow
- Mace
- Flaming Oil
- Axe
- Halberd
The weapons shops also offer liberal trade-ins on used
equipment, although if thy axe is greatly notched from
battle, do not expect much for it.
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ARMOURY:
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Fine Armour may be purchased in the armouries of
Britannia. 'Tis just the item to keep highwaymen from
slipping a dirk into thy ribs! The local armoury may offer
any of the following selection:
- Cloth
- Leather
- Chain
- Plate
The armouries will likewise offer trade-ins on used armour,
although most would not consider them liberal. By the time
most fighters get around to seeking improved armour, the old
armour is almost completely falling apart, and its principal
value is as scrap for the foundries.
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PUB:
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The subjects of Lord British truly prize their pubs,
and it shows in the gracious hospitality to be found in all
public houses. Most offer an excellent array of drinks and
food for the wayfarer. It is also commonly known that the
bartenders are incurable gossips - if asked the right
question and offered the right price - rare news may be
obtained. Public drunkenness is prohibited throughout the
lands of Britannia, so temper thy indulgence with wisdom.
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GROCERY:
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Little is worse than being far from a town and
finding thyself and one's companions starving to death
because the person in charge of the expedition (thou) hast
forgotten to buy enough food. Be sure to lay in a plentiful
supply at each opportunity. Thy fellow travellers will most
certainly be appreciative of thy foresight.
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THE HEALER:
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Some towns contain these invaluable places of
air where on may go to be healed when suffering from
grievous wounds. Remember to heal thy companions also, for a
healthy party ensures survival in the wild regions. The
Healers are the only ones who may cure victims of the
noxious venom
inflicted by the inhuman denizens of the land.
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INN:
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The numerous inns of Britannia provide the tired
travellers with a comfortable night's sleep, which refreshes
and revitalizes each character. The character of the inns
throughout Britannia varies, as does the price.
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HERB SHOP:
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All practitioners of the mystic arts will search
far and wide to locate these rare shops. Within them is to
be found the components - or reagents, as they are known to
enchanters - for spell mixtures. Without these mixtures, no
spell may be cast successfully. Due to the rareness of some
of the herbs, many are not offered for sale regularly, if at
all. The known magical reagents art:
- Sulphurous Ash
- Blood Moss
- Ginseng
- Black Pearl
- Garlic
- Nightshade
- Spider Silk
- Mandrake Root
Care should be taken to mix the herbs in the correct
proportions, so as not to waste the valuable ingredients.
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GUILD SHOP:
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The Thieves' Guild has been essentially driven
out of Britannia, but rumours persist of its existence
somewhere in the ocean, perhaps on one of the uncharted
islands. Somehow the Guild maintains contact with the
mainland, perhaps through the brazen pirates. The goods once
offered by the Guild were quite expensive, but invaluable to
the traveller who sought to stray off the beaten path in
search of novel experiences.
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These are the main shops of Britannia. A few other
places exist that are worth of note:
SHRINES:
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Here the devout of each town may meditate upon
their Path in life. Each shrine responds to the meditation
of a different Mantra (chant). Consistency and concentration
are the keys to meditation. Enlightenment is attained only
through care.
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THE SEER HAWKWIND:
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Residing within Lord British's castle is
the Royal Seer, Hawkwind. Many aspire to tread the Path, but
very few find their way. Seek the advice of the Seer as to
thy progress upon the Path. He can look into thy heart's
heart and read thy progress or failure. Heed his advice, for
feet that have strayed may be brought back upon the Path.
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CHAPTER V
TRANSPORTATION
Throughout the centuries most travel has been
accomplished by the use of the feet. While this method lends
itself to scenic hikes, it is a terribly slow way to
journey from one end of a huge continent to the other.
Getting around Britannia, which may never be without risk,
could soon become easier. Under the auspices of Lord
British, studies of the properties of the Moon gates are
beginning to yield a clearer understanding of the Gates'
mystical workings. People forecast that future citizens will
use these gates as a normal means of distant travel. The
destinations of the gates appear to be rigidly bound to the
phases of the twin moons Trammel and Felucca. The appearance
and disappearance of the gates are represented on most maps
of the realm as phases of the moons. The gate active is
indicated by the phase of the moon Trammel. Once a gate is
entered, thy destination is indicated by the phase of the
moon Felucca.
Britannia is marked by six terrain types, each with
their own features:
GRASS:
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The smoothest and easiest to travel on, the lush
grass of Britannia serves to fatten its herds. One may be
pass here with any impediment.
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BRUSH:
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Low scrub growth and bushes will hinder thy progress,
permitting thy party to move but at three quarters if thy
normal speed. Fine tinder for campfires may be found at the
base of larger scrubs.
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FOREST:
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The going is slow through dense woods, with thy
speed cut fully in half. The oak so dearly loved by the
Druids predominates here, along with healthy growths of Ash
and Beech. There is quite a lack of visibility in the forest
regions.
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HILLS:
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Hilly terrain, much favoured by those who raise sheep,
will slow thee down considerable, so much so that none but
the sure-footed mountain goat can move at more than a
snail's pace.
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MARSH:
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The marshes and fens are particularly treacherous and
should be avoided at all costs. While progress is only
slowed to half one's normal pace by the muck underfoot, the
marshes give off poisonous gases which can severely harm
members of the party.
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MOUNTAINS:
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Mountaineering is not a well-known skill in
Britannia, so the mountains are closed to the normal
traveller. There is also a lack of visibility over the
mountains.
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Horse may be obtained and greatly speed travel on land.
The sages of the Lycaeum are reputed to have been working on
a lighter-than-air device for Lord British, but it was
stolen some months ago and its whereabouts is not known.
Since while travelling, thy party members' hit points
may be diminished by unexpected confrontations, every so
often thou should Hole up for the night and camp. If thy
rest is not interrupted by wandering creatures, then thy
party will be greatly refreshed.
At sea, masterful control of thy ship is necessary for
survival. Ships have powerful cannons, but they can only
fire broadside. To learn seamanship, thou must understand
the ways of the water and the wind.
The ocean is made up of three types of water: Large
waves mark deep water; small waves indicate shallow water;
tight ripples show where lie shoals, too shallow for ships
to pass over. Remember that a change in wave size signals
approaching land. This will aid in thy navigation.
The winds of Britannia blow very constant in a given
direction, then shift to a new direction for another long
period. This fact allows the skipper of a ship to sail
strategically. If the ship is facing into the direction of
the wind, (suck as sailing East against an East wind) then
the ship's progress is at its slowest - 1/4 Speed. If the
ship is sailing with the wind, (as in sailing West with and
East wind behind thee) then the ship's speed is faster - 3/4
speed. It is only when one tacks across the wind that the
ship reaches maximum speed, (such as sailing North or South
against an East wind) - Full Speed.
Strive to manoeuvre thy ship so as to bring either the
port or starboard batteries to bear before creatures or
pirates can close and try to board. Thy ship has armour
which, if reduced to zero, will cause it to sink and thy
party shall perish. A captured pirate ship can be used in
place of a badly damaged ship. Practice near shore until
thou develop seafaring legs. The ship's cannons also serve
for firing upon land bound creatures. Beware, some of the
land creatures have the power of flight and can pursue thee
oer the waves!
CHAPTER VI
WEAPONS AND ARMOUR OF THE REALM
WEAPONRY:
HANDS:
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If thou lose all of thy weapons, this is what thou
hast left. Although it is possible to kill some of the
lesser monsters with thy bare hands, the odds of success
truly are not very high.
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STAFF:
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A six foot piece of carved ironwood that has been
magically attuned, the staff sold in the weapons shop of
Britain is more formidable than it seems. It is the favourite
weapon of Magi.
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DAGGER:
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Ten inches of beautifully worked steel make the
standard Britannian dagger. The traditional basket hilt
looks very functional. A favourite weapon of novices.
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SLING:
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The common sling is fashioned from twenty-four inches
of cloth, folded in half, with a leather cup. The
projectiles - small rocks - are easily collected, making
this an inexpensive missile weapon. A perennial favourite
with travellers down on their luck.
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MACE:
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Upon the 1 1/2 inch thick oaken stem of the Britannian
mace rests a globe of iron studded with knobs. The impact of
this weapon has been known to shatter the skulls of enemies
outright. A favourite among the Druids.
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AXE:
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With a double-sided two foot blade, a warrior wielding
a battle axe can really wage war. The axe is a favourite
among Tinkers, as many of them are workers of wood and
metal.
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SWORD:
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Ah, a true fighter's weapon. Four feet of wicked,
blue steel will strike fear into the heart of any opponent.
The sword is an automatic favourite among Fighters.
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BOW:
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A truly competent long-range weapon. Get thy enemies
before they can get thee! The Britannian bows are made from
the finest yew wood. Each longbow is hand-rubbed and
ornamented with horn nocks on the tips. A favourite among
those with poor armour.
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CROSSBOW:
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Now here is a real missile weapon. The impact of
the crossbow will stop a rampaging troll. The crossbow is
traditionally made of mahogany with carved maple veneer on
the sides depicting Lord British's device, the Silver
Serpent. A favourite among Bards for the singing of the
crossbow's string.
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FLAME OIL:
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The use of flasks of Flame Oil constitutes an
innovation in Britannia. Any of the Eight Great Professions
can use it. The wielder casts the ignited oil in a chosen
direction, creating a corridor of flaming oil which lasts
several minutes. Any enemy entering the field of flaming oil
suffers burn damage for each turn passed in the inferno. A
favourite weapon among those badly hurt and in need of rescue
- a last ditch defence.
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HALBERD:
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Seven feet of stout wood topped with a blade of
deadly steel. The halberd requires excellent coordination to
be used effectively. It is the most deadly of weapons in the
hands of an expert, who uses it to strike over the heads of
his fellows. A favourite among Paladins.
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Several magical weapons are said to be found hither and
yon, but the location of these are not known for certain. It
is said that perchance a traveller must be worthy of such a
weapon before it will become available.
ARMOUR:
SKIN:
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What thou are left wearing when though hast no armour
at all.
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CLOTH:
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Peasant's garb for those who can afford nothing
better, or those restricted by the vows of their profession
from wearing aught else. A reluctant favourite among the
Magi.
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LEATHER:
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The workhorse of novice travellers, Leather armour
is found throughout Britannia. Many of the professions are
restricted to Leather as their best choice. A favourite among
Bards, Druids, and Rangers.
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CHAIN:
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Use by those who can handle the weight of chain main
while fighting, this armour offers excellent protection.
Only the finest steel is used, with double thickness on the
shoulders. All links are individually riveted for strength,
A favourite among Fighters and Tinkers
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PLATE:
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The aristocrat of the armourer's craft, Plate affords
more protection than any other conventional armour. Each
suit is tailor made to thy shape. The cost is naturally
sizable, but the effect is inspiring. A favourite among
Paladins.
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As is the case with weaponry, rumours abound of magical
armour that will withstand the breath of a dragon. But, who
knows? Perhaps these are but rumours spread by Orcs to lure
fighters into illusionary searches resulting in death.
CHAPTER VII
MAGICAL ARTS
Most of us understand only those things that we can see
and feel. Yet there is a segment of the population that can
see the unseeable, and can feel that which has no substance.
The perception and use of these ethereal forces is called
magic. To some it is an Art, to others a Science. It is
difficult for this Historian to describe the Art with which
he is totally unfamiliar. He can, however, commend upon what
purports to be the Science.
The basis of all spellcasting is the proper mixing of
the necessary reagents. Reagents are the physical materials
which are said to provide the initial energy to begin the
spell. Each spell uses a different reagent formula. These
formulas are jealously guarded by magic users, for quite
often the difference between life and death is knowing a
spell that thy opponent knows not. From the Bill of Fare at
the Herb Shops, the observer can glean the names of the
reagents: Sulphurous Ash; Ginseng; Garlic; Spider Silk;
Blood Moss; and Black Pearl.
Furthermore, there are reputed to be two others, more
powerful still than those just listed. However, they are not
for sale according to the proprietors of the Herb Shops.
They are: Nightshade and Mandrake root.
Only certain classes of the eight major professions
have any talent for magic. Some are quite strongly endowed,
such as Magi or Druids, while the Paladins, Bards, Tinkers,
and Rangers have but a little power. Fighters and Shepherds
have no magical ability at all. In face, Magi are so tuned
to the special energy that comprises magic that when they
cast a spell, a blue aura glows around their head and
shoulders.
While most spells are reputed to possess either
offensive or defensive abilities, some are utilitarian in
nature, such as Light, Open, and View spells. The rare
aeromancer can harness the power of the winds. An ancient
scroll on display in the Library at the Lycaeum tells of
different types of energy fields created by means magical.
It lists the following fields and discusses their
properties:
SLEEP:
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A green field that may bring sleep to anyone who
passes through it.
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LIGHTNING:
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A blue field that serves as an impenetrable
barrier which inflicts damage upon any who touch it.
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FLAME:
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An orange field that imparts massive damage upon
those foolish enough to try to cross it.
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POISON:
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A violet field of noxious vapours that poisons anyone
passing through who is not quick to hold their breath.
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Whether these fields may be controlled by magic is
uncertain. However, the scroll was concerned with the tale
of a Wizard's battle! One can only ponder whether the writer
survived the encounter.
CHAPTER VIII
A BESTIARY
BAT:
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A non-evil subterranean dweller found in the deepest
caverns, the principal diet of the Bat is animal blood. They
are quite large and may attack any who disturb their rest.
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CYCLOPS:
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These evil giants can hurl half-ton boulders down
from the heights. Even a grazing hit will do considerable
damage to a member of thy party. The Serpent's Spine is said
to be the best hunting range for them.
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DRAGON:
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The Dragon is an evil, flying serpent which can
cross water and blast ships with huge fireballs. Not many
ships can withstand a couple of passes by an attacking
Dragon.
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ETTIN:
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These evil two-headed aberrations of nature can cast
huge boulders down upon thy party, causing immense damage.
It is best to try to kill them with long-range weapons and
spells. A large of clan of Ettins is said to live along the
Serpent's Spine.
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GAZER:
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These hypnotic creatures snare their prey by putting
them to sleep. The deep forests are the favourite habitat of
these evil, floating eyes.
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GHOST:
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The restless spirits of those trapped between planes,
Ghosts can pass through walls, so use extreme caution when
they are though to be nearby. Evil Ghosts are often found in
ruins, battlefields, and crypts.
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GREMLIN:
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These hungry denizens of the underworld love to
sneak up to unwary travellers and steal all their food. Do
not let an evil Gremlin get next to thee!
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HEADLESS:
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Another evil being best suited to terror and
destruction, the Headless is indeed a creature of
nightmares. Many a traveller has fled in abject horror at the
sign of these headless torsos bearing down upon them.
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HYDRA:
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Beware the evil breath of the multi-headed Hydra! The
massive fireballs can fry most members of thy party.
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INSECTS:
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If thou dost stay clear of these non-evil vermin,
they will not bother thee. Marsh and dungeons are their
favourite locals. Insects can fly, so they can chase thee
over water.
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LICH:
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This undead shade of a powerful wizard can still case
very powerful magic spells. The Lich is a most dangerous
opponent under even favourable conditions.
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LAVA LIZARD:
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These reptilian creatures love fire and dwell
in infernos. In combat they have been known to spit flaming
lava thirty feet, so between these evil beasts.
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MIMIC:
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One of the most treacherous and evil creatures in all
of Britannia, the Mimic can assume any shape, although they
seem to prefer assuming the likeness of treasure chests.
Upon spotting one, the careless traveller greedily rushes
towards the chest. When the traveller gets close enough,
Mimic casts out a poisonous venom. When the traveller
succumbs to the poison, the Mimic feasts upon him. The only
known way to detect a chest Mimic is to wait until it gets
curious enough to peer out at thee by lifting the lid of the
chest.
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NIXIE:
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These aquatic first cousins of the ancient race of
Elves rise from the depths to strike terror into the hearts
of seafarers. The evil Nixies wield sharp tridents which can
be hurled against a ship's crew from afar, causing great
damage.
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ORC:
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Would that every Orc had been destroyed with the fall
of the Triad of Evil! They bred like rabbits and still
infest the woods and hills, though in much smaller numbers
than before.
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PHANTOM:
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These tragic souls have been captured by evil and
forces to reenact their battles throughout all time. They
are bodiless, but can be detected because their swords and
shields remain visible. Phantoms are tough opponents as
dying is meaningless to them.
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PIRATES:
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Truly the dregs of Britannia, most of these crews
have death warrants hanging over their heads. Remember that
the evil Pirates take no prisoners! Their ships are equipped
with heavy cannon, and the crews are well-trained to quickly
move their large galleons into battle position. It is a rare
skipper indeed that can survive a broadside duel with a
Pirate vessel. Thy best hope is to "dot the T", or to close
with thy enemy. If thou art able to defeat the crew, the
ship itself becomes thy prize. For castaways on remote
islands, this is the only hope for salvation.
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PYTHON:
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The venom of Britannian Python is highly poisonous.
These non-evil constrictors can spit their foul venom a full
eleven paces, and should be treated with the utmost respect.
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RAT:
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The common Giant Rat, while not evil by nature, will
still enter human camps in search of food. They pose a
threat to any dungeon explorers foolish enough to startle
them.
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REAPER:
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These grim creatures stand upright on trunk-like
bodies and wave many tentacles at their prey. The evil
Reaper can also reputedly cast different energy fields, and
thus is considered a most vicious opponent.
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ROGUE:
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The Rogues that are to be found throughout the land
are often escaped prisoners who now make their livelihood as
highwaymen by attacking travellers. If they get next to thee,
they may pick thy pockets.
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SEAHORSE:
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These magical creatures appear quite fair and are
not evil, but if offended they make devastating enemies.
They are possessed of powerful magical abilities which can
wreak havoc among thy party.
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SERPENT:
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The Sea Serpent is an aquatic relative of the
Dragon. The fireball cast by the Serpent can sink a ship
long before it has a chance to close with the beast. The
best defense against a Sea Serpent is to engage it in close
combat as quickly as possible. It is thy only chance, albeit
as slim one, to survive the encounter.
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SKELETON:
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Animated bones, the Skeletons are the undead
incarnations of a variety of creatures. These tools of evil
strike fear into ordinary travellers. With the proper
enchantment, however, they can be Dispelled.
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SLIME:
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Dungeon walls fairly ooze with slime. Most slime just
sits there, this evil variety comes after thee!
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SPIDER:
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Beware of inadvertently wrecking a spider's web and
this non-evil creature will probably leave thee in peace. If
thou suffer the misfortune of crossing one, take care to
avoid the venomous spittle.
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SQUID:
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When the tentacles of the Giant Squid close around a
man or a ship, the very power of lightning is released upon
the prey. 'Tis best to try to destroy the evil Squid with
cannon fire before it can engage thee at close quarters.
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TROLL:
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These large and evil creatures can hurl axes - of
which they carry a plentiful supply - with frightening
accuracy. Beware their tricks. Trolls are usually found in
hills and mountains.
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WISP:
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More insubstantial than most evil creatures, Wisps can
actually teleport around the battlefield and attack from
anywhere. It is most disconcerting to be involved in an
encounter than contains a Wisp.
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WIZARD:
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Not all magic users follow the path of Good. These
evil renegade Wizards make very dangerous adversaries when
crossed.
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ZORN:
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Zorns are the antithesis of everything. They pass
right through walls and obstacles, and negate all nearby
magic. If an evil Zorn closes with thee, thou probably will
not escape its embrace.
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LORDS OF THE EVIL DOMINION
BALRON:
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It is believed by some that all of these Marshals of
Evil were destroyed when the Triad fell. If any do exist, it
would be better for one to Quit life itself than to face the
fury of a Balron. The ancient scrolls describe them as
flying creatures which cast devastating fireballs as well as
weave massive enchantments that once felled entire armies.
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DEVIL:
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These Flying Lieutenants of Evil may sweep offshore
and chase thee across the waves. They are powerful magic
users and should be avoided at all costs. Devils are
particularly fond of torturing their victims when the
opportunity arises.
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CHAPTER IX
THE SKILLS OF COMBAT
The historian is a man of intellectual pursuits and
therefore little acquainted with the ways of combat. For the
following information on such skills, we are deeply indebted
to the Master at Arms of the Order of the Silver Serpent.
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BEFORE FIGHTING:
Be certain that thou art properly equipped
for the ensuing fray. Dost thou has the proper weapon and
armour? If not, then thou must equip thyself anew. When thou
commence to Ready a weapon or Wear some armour, thou wilt be
offered a selection of such items as are available in thy
party's
common pool. If thou dost choose an item inappropriate for
thy class, thou wilt be asked to select again.
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INITIATING COMBAT:
When thou art next to an enemy, thou may
Attack in the direction of thy foe. Thou wilt then be able
to view thy combat location, and battle shall ensue.
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BEING ATTACKED:
If thou dost not attack a creature, then
assuredly the creature will attack thee at its earliest
opportunity, assuming that they creature is evil or hungry.
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HOW TO FIGHT:
Each fighter and magic used will have an
opportunity for separate action. Thou may only attack in the
main cardinal directions (North, East, South, and West).
When it is a fighter's turn, those with hand weapons may
Attack an adjacent area by specifying the direction. Those
with missile weapons may fire them across the battlefield by
denoting the direction of fire. Magic users can Cast a spell
when it is their turn. Again, only spells for which reagents
have been prepared will function. The spell must be selected
and the direction fixed. Most combat spells are functional
cross the field of battle. Energy fields, however, can be
cast only in areas adjacent to the caster.
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VICTORY:
When all of the monsters have been destroyed, thou
wilt return to the surrounding countryside. If the monsters
were carrying any treasure, this will now be available to
thee. Care should be used in Opening any treasure chests,
as they are frequently trapped.
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FLEEING:
There will come times in thy quests when though
wilt be confronted with superior forces. Whenever one of thy
team is near death, guide him or her off the combat field to
save them. If the tactical situation deteriorates
completely, removing all members of the party from the field
will disengage thee from thy enemy. There are those who will
call thy actions cowardly, but a wise leader will know the
value of preserving the life of one's fellows.
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TERRAIN CONSIDERATIONS:
Devote considerable time to the
study of the fields of combat. Locate defensible positions
for thy party, making sure to maintain an avenue of escape
should the battle go badly. Remember our heritage! A few
valiant fighters strategically placed in a narrow rocky pass
can stand off an army numbered in the thousands.
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WEAPON CONSIDERATIONS:
These are three distinct classes of
weapons available to the warrior. They are: Missile Weapons
which permit the striking of foes at a distance; Polearms
which allow one to smite over an obstacle or companion; and
hand to hand weapons which necessitate engaging one's
enemies at very close quarters.
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ETHICS OF WAR:
Do not feel that it is thy birthright to slay
everything that walks, flies, or swims. The Code of Chivalry
states that before engaging in combat with a foe, the
warrior should ask, "Is this foe truly evil?" If it is not,
then thou must not kill it, but stand thy ground and force
it to retreat. The Code is thy touchstone, for without it
thou are but a speck of dust in the whirlwind of Chaos.
CHAPTER X
MODERN CIVILIZATION AND OUR UNIVERSE
We have just emerged from the darkest period in
recorded history. With the vanquishing of the Triad of Evil.
We need no longer anxiously watch our backs for fear that
evil will fall upon us in the first unguarded moment. The
stability achieved by the New Age seems to herald a Golden
Age of Peace and Prosperity.
What kind of people will inherit this New Age? Surely
our destiny is not to perpetually fight as warring tribes
throughout all time. Is there not a higher calling - one
worthy of our efforts and capabilities?
If one accepts that the next area of human growth
should not be fostered through aggressive territorial
expansion, then a possible answer emerges - We must turn
inward. Of late a small group of inquisitive philosophers at
the Lycaeum have been asking such questions of each other.
While their musings seem quite radical and new, they are
worthy of consideration:
Is living a life of virtue an essential element of
civilization, or can society survive the test of time
without such principles?
How might we ensure the long-term continuation of our
new-found peace? What systems of laws and ethics will ensure
the continued happiness of all our people?
Why doth Evil still stalk the world and can it ever be
truly vanquished?
If the public set of ethics which evolved from the days
of primordial survival is impure, how can we achieve a clean
foundation upon which to build a life of virtue?
Given the premise that to understand purity, one must
strive to be so, how does one strive for that which cannot
be understood?
If our true purpose here is to achieve a balance with
out surroundings - as is suggested in the ancient scrolls of
the Library - how can We face Nature without first facing
ourselves?
Meditation seems to hold the key to perspective. In the
transcendental state one is freed from the shackles of
modern living. The whole of the universe resonates with
thee, and thou dost feel for once as if thou dost belong to
a greater whole. Yet all too soon the meditation ends, and
thou dost return from this brief glimpse of the sublime to
the daily need for survival.
It is time for all to put aside their warlike ways and
begin fighting the evil that lurks within themselves. It is
far too easy to sit and espouse the path of Virtue, yet
never set foot upon it. They ancient rule of treating others
as thou wouldst be treated thyself takes on new meaning when
put into the context of universal harmony. We must become
living examples of our beliefs!
How does one begin to first walk along this new way? Do
road markers exist if we but open our eyes to see them?
To be at peace in all areas is a state only achieved by
an Avatar. Is such a state attainable by any human, fallible
as we all are? The true answer can only be found by those
who quest forth in search of it - for who can see the end of
the Path before beginning the journey? Yet it is also
written that for each person the Path is different. Perhaps
the seeker of wisdom and enlightenment should begin by
visiting Lord British, for his knowledge of the ways of the
land is great. Conversing with him may help one to determine
where lies the centres of the Eight Virtues of the Avatar.
Many philosophers hold the opinion that the Path is in
reality but a series of separate small paths. Each minor
path leads to the fulfilment of an aspect of ourselves.
Treading one of these minor paths may be construed as a
life's goal, and many people have debated which is the most
advantageous to follow.
Yet is not the whole much greater than the sum of its
parts? Take up the challenge and tread not one but all of
the minor paths in thy search for enlightenment and
perfection. Perhaps only then will though find the
beginnings of the great Path. The Quest of the Avatar
awaits. It is not thy Heritage that thou does seek, 'tis thy
Destiny!
AFTERWORD
As an addendum to this work, I, Lord British, would
like to speak of the Quest of the Avatar mentioned in these
pages.
The Quest of the Avatar is the search for a new
standard, a new vision of life for which out people may
strive. We seek the person who can become a shining example
of our nation and guides us from the Age of Darkness into
the Age of Light.
We have sent this message our to the farthest reaches
of the known universe, indeed, we have even spoken across
the void of time. Is there One who can complete the Quest of
the Avatar? Many have tried already, and have met with
partial success, becoming enlightened in one or more of the
Eight Virtues of the Avatar - but none have yet attained the
true state of being an Avatar.
The secrets of the Avatar are buried deep in the hearts
of both our people and the land in which we dwell. The
search will be arduous and the One who shall succeed must be
able to assemble all the parts of the great mystery in order
to solve the Quest.
Gaze upon the device portrayed on the facing page of
this tome. Learn it well, for when thou dost gaze upon it
again then shall thy life's quest be revealed.
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