THE
BOOK OF LORE:
Foreword
The
Book of Lore was commissioned by Lord British, at the dawn of the
Fifth Age, as a compendium of common knowledge to this date. Its
inspiration is the great prosperity and progress that has come about
as a result of the defeat of the Triad of Evil and the rise of the
Avatar ethic. Its purpose is to keep alive our understanding of the
past and the present as safeguards for a bright future. The book also
serves as a guide for youth and other travelers throughout Britannia.
Folklore
2 History and folklegend
Geography
6 Terrain and topography
Government
8 Political policy and structure
Economy
10 Industry, service, and the marketplace
Settlements
12 Centers of civilization, urban and rural
Populace
15 The people: adventurers and townefolk
Transport
16 The many methods of travel
Astronomy
18 Influences from the sky
Language
19 Runes to the present day
Music
20 Art and legend in sound
Combat
21 Strategies for war and wilderness
Armaments
23 Armour and weaponry
Creatures
25 Beasts of land and sea
Virtue
31 Elements of Avatarhood
Magic
32 Reagents and the eight circles of magic
Folklore
Long
before the ascendance to power of Lord British, Sosaria, as it was
then known, was made up of numerous citystates. The eight largest and
most enduring of these are today the eight leading townes in
Britannia.
Each
citystate had its own ruler and some semblance of laws. However,
there was constant bickering for power and resources, which meant
that the smaller states often fell prey to the aggressions of the
larger.
The
Crossing.
During
this time, in another world, an idealistic youth was growing
discouraged. All around him, he saw people pursuing personal wealth
and power. Where were the heroes fighting for justice and prosperity
for all people? Was there no leader willing to seek the way to a
better world for everyone?
The
youth took to spending his days roaming the hills. One autumn day, he
came upon a rock-bordered clearing surrounded by towering oaks. From
a bed of dry leaves, the glint of metal caught his eye. It was a
silver medallion in the shape of a great serpent. In his hand, the
medallion felt unusually warm.
Suddenly
a line of blue light rose from the leaves, expanding into a door of
shimmering light. The youth stared, astonished, then stepped through.
The
door disappeared and autumn with it. Green fields now surrounded the
youth. Feeling the medallion still in his hand, the youth slipped it
into his pocket. He detected a wisp of smoke rising above a grove of
trees in the distance, and headed towards it. There he surprised a
slender, blond man chopping wood. As the man looked up, the axe
struck the wood awkwardly, glanced off, and opened a gash in his
leatherclad leg.
The
youth rushed forward to help but the man put his hand up.
Concentration replaced the pain that had flashed across his face. He
knelt, touching his injured leg with one hand, tracing intricate
patterns in the air with his other, and softly murmured. The bleeding
stopped.
The
man stood up, brushing woodchips from his clothes. He smiled broadly
at the youth's amazement, then spoke with a deep voice.
"Aye
mek mye leg feelle na panne, and ayee haellede it, too. Aye ought ha'
kwit myne axynge. But aye dinna ken thou'rt icumen."
The
youth's eyes grew huge. He actually understood this strange, new
language. "But how did you heal your leg?"
The
man's eye's twinkled. "Why, 'tis th' simplest of spelles. Nay?"
The
man's name was Shamino. That night, the youth stayed in Shamino's
house. The youth told Shamino about the land from which he came.
Shamino could not fathom such a land, but believed the lad was
sincere and telling the truth.
"What
again was the name of thy birthplace?'
"Cambridge,"
the youth replied, "in the British Isles.'
Shamino
thought for a minute, "I like that. I shall call thee British."
The
youth laughed, but accepted his new name.
Initially,
British looked diligently for a way to return to his homeland, but
over time his need to return to his own people lessened. It was only
after he gave up looking for a way back that he discovered one.
British made the journey several times. In fact, it's believed he
brought back close friends to dwell with him in his chosen world-
Iolo the Bard and the knight Dupre are almost certainly his landsmen.
Among the evidence of this is the aging process. It appears that a
decade in our world is equivalent to a single year in the homeland of
British. He and his countrymen age at one tenth the rate at which we
age.
Through
the years, British's deeds demonstrated both wisdom and bravery. As
respect for him grew, British became the leader of a region of
Sosaria including many citystates, and was awarded the title of Lord
British.
The
First Age of Darkness.
At
the time British arrived at Shamino's, a native lad was growing up in
Sosaria, being trained in the ways of sorcery. He was a moody youth,
given to sudden rages and fits of despondency. To offset the latter,
he would take his dagger into the woods and hunt, leaving his prey to
rot where they fell. He would return to his manor restored, strong in
the confirmation of his power over life and death.
His
name was Mondain, and Mondain's strange ways were a constant worry to
his father, a busy, much respected mage. When Mondain was fifteen,
his father took a stand.
"Thou
shalt take a year off from magic, Mondain," his father said, "to
improve thine attitudes and develop thy virtues. I have arranged for
thee to live with the brothers in the abbey, where thou shalt
practice compassion and humility."
"Learn
thy lessons well, my son, and this ruby gem, which harnesses the
power of the sun, shall be thine."
Mondain
said nothing. The next night he slew his father and took the gem, for
he was ready for power and his father was in his way.
At
the same time as Lord British was gaining a reputation for fair and
honest government over his provinces and attracting attention for his
startlingly innovative ideas, Mondain was using his father's gem
against itself to produce a black jewel that would render him and his
evil immortal. Success meant gaining even greater power over the
minions of darkness.
As
terrors wrought by Mondain caused increasing unrest and dismay across
Sosaria, British's ideas for unity of the citystates became more and
more appealing.
But
the time was not quite ripe, for the widespread evil was beginning to
take a tremendous toll. Something new was needed, thought British. He
absently reached for the silver serpent he wore about his neck.
Touching it in contemplation, he envisioned the kind of hero Sosaria
needed to deal with Mondain.
Within
days, a stranger arrived in Sosaria. With utter devotion to truth and
good, the stranger grew into a hero capable of facing Mondain.
Eventually, the heroic stranger found the malevolent gem and
destroyed it, along with its creator. With Mondain's destruction, the
forces of evil began to wane.
The
Second Age of Darkness.
But
good was not to rise victorious for long. Mondain's apprentice in
sorcery was a beautiful young woman. Underestimated because of her
youth, Minax was furious at the defeat of Mondain and at the
destruction of the gem, whose existence she had surmised, and which
she had intended to study and replicate for herself.
Setting
her fury aside, Minax decided to take control of the evils of the
world without the gem. She succeeded. Through her network of beasts
and her own frightening power, she rained evil upon the world.
Again
Lord British sent out the call for a hero. Again a stranger appeared.
Again the evil was hunted down and destroyed. And with the
destruction of Minax, this stranger was able to alter the future of
the world from destruction to peace.
The
Third Age of Darkness.
Decades
passed in relative peace. Good leaders of the citystates turned more
and more to Lord British for guidance, and Sosaria became a united
land under his rule.
Then,
one day, a sailor reported to Lord British the appearance of a
hitherto unknown island, fiery and emanating terrifying evil. Scouts
began reporting malevolent occurrences that seemed to be the work of
a great evil mind.
Once
more, Lord British sent out the call. This time, four strangers
appeared. They survived the horrors of great dungeons and, with the
help of the mystical timelord, the heroes found the secret island
fortress of Exodus, the only progeny of Mondain and Minax, and
annihilated it.
The
Triad of Evil was destroyed, and great celebration ensued. In honor
of the day, they called the new world Britannia.
The
Age of the Avatar.
Tremendous
growth and prosperity characterized the Age of the Avatar. The
pursuits of scholarship, arts, and physical perfection flourished.
The great castles of learning were established to study the
principles of Truth, Love, and Courage. The eight citystates, now
townes united under Lord British, were each dedicated to fostering
the study and spread of a single virtue. Thus, virtue blossomed and
spread, science was born and began to grow at a healthy pace, and
happiness became a reality.
Now
Lord British called for a single individual to be an example for his
people. A champion of great devotion and dedication, the stranger who
answered discovered the Codex of Ultimate Wisdom within the Great
Stygian Abyss.
The
Closing of Doom.
After
the downfall of the Triad of Evil, and even after the Age of the
Avatar, eight terrible dungeons survived: Deceit, Despise, Dastard,
Wrong, Shame, Covetous, Hythloth, and the Great Stygian Abyss.
When
Lord British summoned the Great Council, they determined both to
raise and enshrine the Codex of Ultimate Wisdom and to seal the
dungeons, those pits so conducive to the breeding of evil. And so
they did. Thus ended the influence of great evil in the world.
Geography
Britannia's
terrain is rich in variety, from white sandy deserts to thick, lush
forests to icy crags of towering mountains.
Land
Terrain
The
largest portion of Britannia is grassland. Vast rich green grasslands
and fertile farming land stretch the vision and fill the heart with
promise. For travelers, grasslands are fast and easy going. Although
grasslands afford no cover against the hostile creatures that roam
them, they enable thee to see danger approaching and prepare for it.
In
the brush, seas of tall grass and scrubby shrubs, everything
is as visible and as vulnerable as on the grasslands; only the going
is slower and tougher. There is no advantage to traveling through the
brush over grasslands, unless thou doth need to reach a point within
it or it is well out of thy way to circumvent it.
Forests
cover nearly all of northwest Britannia. The cool, redolent softness
of the leaf-covered earth and the sweet air of the deep forests have
enchanted many a traveler into a false sense of well-being in one of
the most treacherous terrains. Dense, dark, and mysterious, the
forests are haven to all sorts of creatures. Nor is the forest kind,
for it allows no warning; a foe might be upon thee too quickly for
thee to react.
The
deserts of northeastern Britannia are hot, dry, and easy to
lose one's way in. Besides all sand looking much like all other sand,
the heat is apt to play tricks on the eye, misleading travelers with
landmarks that are not really there.
The
hills are rustically beautiful, but climbing is
time-consuming, even when the rise is gentle.
Mountains
are rugged natural barriers for anyone without proper equipment.
Beware, however, of certain wild creatures to whom the rocky crags
are home. The highest peaks are simply impassable.
Swamps
are generally poisonous, yet some life-giving herbs grow nowhere
else. Some use the deadly mire as fortress against intrusion, for
even monsters dislike venturing into the putrid muck. At least, some
monsters dislike it; there are rumors of rare and strange monsters
that thrive on the swamps and use them to devour their victims.
Besides
the toxicity, slogging through the slime and hip-deep ooze of the
swamps is an extremely slow business.
Waters
Britannia's
vast oceans are fed by many rivers and streams that find their origin
in mountain lakes and jungle swamps.
There
are two major lakes: Lost Lake, in western central Britannia, feeds
Lost River, which empties into the delta on the northwestern shore,
by means of a network of tiny estuaries; Lock Lake. in north central
Britannia, is actually a cutoff inlet from the sea and still has a
mix of salt water. Britannia's third large lake, the one-time
picturesque Lake Generosity, was a casualty of the great drought of
the northeast and is now simply a bed of dry sand.
Whether
river, lake, or sea, shallows are bubbly and impassable for large
ships; coastal waters are ripply, deep enough for tall ships, calm
enough for small boats; and deep ocean waters are rough, bumpy, and
dangerous for any but the largest frigates.
Government
Under
Lord British, Britannia has undergone a great transformation from
totalitarian monarchy to representative democracy in what is called a
monarchic republic. Instead of the single rule of the king, Lord
British, Britannia is ruled by a combination of Lord British and a
council comprised of representatives from each of the eight major
townes. Although his intent for the future was that each towne elect
its representative to the council, the first council was deter-mined
by appointment. British traveled to each towne, spending long hours
with its leaders to determine the right choice for the first council.
The
historic first meeting of the Great Council consisted of two parts.
First, Lord British met with the council members and outlined his
vision of participatory government. It was as follows:
This
council and Lord British would begin to build a document, based on
nature and reality, that set forth those rights of the people that
should never be usurped. British believed that the eight virtues of
the Avatar would play a major role in the nature of the document.
Once adopted, the document would be binding on everyone, including
Lord British himself.
Each
year, a council member would be elected by each towne. That council
member would conduct towne meetings at regular intervals to determine
problems in the towne and to become acquainted with the needs and
interests of the people. Several times a year, at regular intervals,
the council member would travel to Britain to sit on the Great
Council.
The
council would ponder problems that occurred in Britannia and decide
if the problems were in the purview of government. If so, they would
determine the course of action government should take, perhaps
writing a law, perhaps repealing a law, perhaps altering ways and
means.
Council
recommendations would then be presented to British, and he could
accept them or object to them. If he objected, his own rules would
require him to sit with the council to try to work out solutions
acceptable to all. Nevertheless, Lord British reserved to himself the
power of veto in the event that agreement could not be reached.
At
that first gathering of the council, Lord British withdrew from the
meeting after presenting his plan, directing the council to discuss
the ideas and his rule in general.
After
several days, the council was ready to present its findings. Its
members were unanimously in favor of the new government plan Lord
British had presented, and so it was enacted.
The
first meeting continued for one month. Half the time was spent
pounding out the new constitution and half the time was spent
discussing affairs in what was to become normal council fashion.
Since that time the council meets for two weeks four times a year,
beginning on the solstices and the equinoxes.
The
monarchy continues in some respects. The crown jewels, for example,
continue to define the office of ruler, both figuratively and, by
their magic content, truly. These precious emblems consist of the
jewel encrusted gold crown, believed to contain a perfect ray of
sunlight; the pure gold sceptre, topped by the crystal orb of power;
and the silver amulet, in the shape of the mighty earth serpent, said
to have come from another world.
Economy
The
chief industry of Britannia is farming, but it is the distribution of
farm products and other goods through a wide network of merchants
that is most visible. Pubs and inns thrive throughout Britannia,
forges of weapons and armour for stalwart adventurers are common, and
healers and the sellers of herbs and reagents flourish.
Farming
Farming
is the major occupation in most rural areas. Farms produce wheat,
corn, barley, and, in season, all the sumptuous fruits and vegetables
Britannians love.
Merchants
Many
shoppes and enterprises are available to citizens and knights
throughout the land. Armouries provide a market for both weapons and
armour. Most armouries will consider buying used equipment, as they
recognize the likelihood that one will then need new. The prices they
will pay vary, but expect not nearly full value, as they must make a
profit on resale. The types of goods sold also vary among armouries;
shoppers may have to visit many armouries to find the wares they
seek.
Stables
are not found in many cities, but there are a few in castles and
private residences that will consider selling to the public. Most
stables deal in strong plough horses, rugged mountain horses, swift
steppes horses, and a few even have Valorian steeds, which are most
excellent war horses. All carry full supplies for the well equipped
rider.
Meals
purchased at markets or in restaurants are often delicious and
comfortably filling, but will not sustain travelers long on the road.
Most markets offer travelers packs of rations in quantity. Prices
vary greatly from towne to towne.
Pubs
are oft found in markets and inns. Good ale and stout is complemented
by a well-cooked leg of mutton, a fresh pheasant, or a juicy side of
beef. A good customer may find the chef offering a taste of the day's
special and of the local gossip as well.
Some
of the best eating houses and pubs have music provided by minstrels.
Do not hesitate to speak to the musicians and let them know how much
their work is appreciated. Some musicians may have something
interesting to tell, or may become friends or supporters.
Pub
owners are a friendly lot. They chat with their clientele and they
listen well. A good tipper may learn something very interesting in a
pub.
Healers
have shoppes in many cities and villages, and in some castles and
keeps. Bold knights frequently incur serious wounds. Poison and
plague also take their toll. Fortunately, medicine is advanced in the
treatment of just these problems. While it is hard to say any price
is unfair for saving a life, some healers are known for their
reasonable prices and others are not. Skara Brae's healer has been
known to heal even those who cannot pay at all.
Few
health problems are beyond the ken of the healers, whether disease,
wounds, or poison. Some healers are even experimenting with the
concept of resurrection. There have rumbled persistent rumors of
magical resurrection techniques being used by extremely adept mages
within closeknit, secret groups. There is still some controversy over
whether such techniques should be pursued, but Lord British is known
to have supported the research at every turn.
Apothecaries
are experts in growing and preparing herbs and reagents for use in
magic. Shoppes generally offer mostly locally available reagents,
although some apothecaries have better facilities for importing than
others. Climate and terrain have a lot to do with plant availability
and the consequent variable prices. Shop carefully, for the shoppe
that has the best price on one herb or reagent may have the worst on
another.
Inns
are a source of pride for several Britannian townes and villages.
They are comfortable and reasonable and usually provide a good,
healing night's rest. The inn in the island city of Skara Brae even
boasts a magnificent view.
Most
inns also provide for long stays. If a party member has a long-term
need for lodging, the party can rent a room by the month and pick up
the friend at a later date.
Shipwrights
are found in several port cities. These are where frigates and skiffs
are built. Since shipbuilders are usually busy building ships, their
shoppe hours are often short and sporadic. When the shipwright is in,
one can buy skiffs alone, which are not very expensive, or frigates,
which are very expensive and generally come with skiffs on board.
Guilds
carry the ancient symbol of the thieves' trade, though many a good
adventurer oft has need of their goods. In olden times, guilds sold
such items as lockpicks, various kinds of glasses for seeing what the
naked eye cannot, equipment for working clandestinely in the dark,
and the like.
The
Government, symbolized by the crown and the scales of justice,
has its seat in the castle of Lord British, the king. But the
government offices, where the day-to-day administration takes place,
reside in Yew, the towne of justice. This centre houses the high
court of justice and the public prison for all Britannia.
Settlements
The
Castles
The
Castle of Lord British. Headquarters and home of Lord British,
located on Britanny Bay. Those aspiring to the Way of the Avatar
should become very familiar with this landmark. The marble and tile
castle has been enlarged and improved since the Age of the Avatar.
Now five stories, the castle has among its many features two
kitchens, an excellent armoury, a rooftop observatory, and the finest
stable in the land.
The
Lycaeum. In the northwestern comer of Verity Isle, ever searching
the skies, the observatory tower that crowns Britannia's centre of
learning can be seen from many leagues across the ocean. Libraries
and laboratories, writing desks and discussion rooms, and every known
tool for the discerning of truth are housed here.
Empath
Abbey. Nestled quietly against the sheltering trees of the Deep
Forest, just southwest of Yew, this cloister of love lies open to all
of good heart. Here, by the shores of the calming sea, the sisters
and brothers of Empath Abbey retreat to meditate, growing ever nearer
to understanding and answers that will benefit us all.
Serpent's
Hold. Staunchly guarding the deep harbor of the Isle of Deeds,
itself bulwarked by mountains and streams, the Serpent's Hold stands
as a monument to the courage of all those who fight for good. In this
stronghold are gymnasiums to hone thy body and training fields on
which to hone thy battle skills. Here also are healers to tend thy
wounds, and sunny strands to heal thy soul. And finally here too are
comrades in arms sharing stories of honor, valor, triumph, and
restraint which are perhaps the greatest teachers and healers of all.
The
Townes and Villages
Britain.
Principal towne of the Empire of Britannia, the busy seaport of
Britain lies in central Britannia on Britanny Bay. Because of the
large number of visitors to Lord British's castle who pass through or
headquarter in Britain, the bards headquartered in this towne of
compassion and the arts put their emphasis on hospitality. Britain
has a large hotel and outstanding pubs and food. There is also an
armoury wherein thou canst buy the finest bows made.
The
Britannys. These three important suburbs recently sprung up
around Lord British's castle provide many of the goods and services
needed by the court of Lord British. East Britanny specializes in
shipbuilding and boasts a fine healer. North Britanny offers a small,
rustic inn and fine stables among its several farms. West Britanny is
a farming towne, supplying its own needs and those of the four
surrounding settlements, including the Castle of Lord British and
Britain.
Buccaneer's
Den. This island village lies due east of Paws. Said to be a
centre for thieves and blackguards to this day, Buccaneer's Den is a
thriving towne that offers some exotic shopping, as well as an inn,
restaurant, armoury, and shipbuilder.
Cove.
The magical village of Cove nestles among the mountains south of Lock
Lake. Cove's healers and alchemists are among the best in Britannia.
Here too is the magnificent temple of virtue, built to honor those on
the quest of the Avatar.
Jhelom.
Far off the mainland, among the mountains on the central and largest
of the Valorian Isles, the bustling towne of Jhelom provides food and
lodging to visitors as well as to its fighters and students of valor.
A fine armoury and shipwright ensure safe access to the mainland.
Minoc.
This towne in north central Britannia is renowned for the fine
metalwork and armour of its tinkers. Minoc is the centre for studying
the virtue of sacrifice. The homeless of Britannia are welcomed in
Minoc; here they find refuge in the Mission of the Helpless, with
ready access to a fine and charitable healer.
Located
on the northern coast, Minoc has a large shipwright as well as its
famous armoury.
Moonglow.
Honesty and the quest for truth is foremost to the mages of Moonglow,
in fact, they abide no dishonesty and have no room for those who do.
This towne, tucked on a southern tip of Verity Isle, has good food,
reasonably priced herbs, and a fine observatory. There are rumors
that thou mayst see thy future here.
New
Magincia. A towne built on the ruins of old Magincia by a colony
of humble people who understand well the dangers of false.
self-serving pride and the beauty of humility. New Magincia has a
healer and a restaurant tucked among its numerous modest farms and
orchards.
Paws.
A village nestled on a cove near the southern edge of the Fens of the
Dead, midway between Britain and Trinsic, Paws provides food and
shelter for the traveler, as well as a change of horses.
Skara
Brae. A centre for rangers, Skara Brae is a city immersed in the
study of spirituality. The city lies on the southernmost of three
isles just west of Spiritwood. A gentle towne of kind, thoughtful,
and generous people, Skara Brae houses a fine but inexpensive inn, an
excellent apothecary, and a healer who uses physical, magical, and
spiritual medicine. Those in need are always welcome at the Skara
Brae healer, and can be healed regardless of their wealth.
Trinsic.
On a grassy plain on the southeastern shore of Britannia, Trinsic's
honorable paladins impress visitors with their courage and devotion
to truth. A sunny towne of marble buildings and shaded parks, Trinsic
has a lovely pond, an armoury, a healer, and a fine stable.
Yew.
Long a gathering place for druids in their pursuit of justice, Yew is
the site of the Supreme Court of Britannia and nurtures the great
legal and judicial minds who practice there. Besides the courts,
jail, and penal areas, Yew has one of the best restaurants, with a
fine pub, an armoury, and an apothecary. Nestled beneath the trees of
the deep forest, Yew is second in population only to Britain.
The
Keeps
Keeps
are fortified manors, often isolated, away from townes and villages.
While many are personal retreats, some are schools for young people,
cloisters, and organizations.
The
Lighthouses
Rustic
lighthouses were built throughout Britannian waters during the recent
years of peace; their bright presence has dramatically lowered the
number of ships breaking up on reefs and shoals in dark and storms.
Populace
Adventurers
are generally categorized by professional affiliation: mages, bards,
and fighters. Druids, magicians who draw their very powers from
nature and natural phenomena, are regarded as a subset of mages.
Tinkers are bards with a special knack for building or repairing who
serve as keepers of our oral history as they move from towne to
towne. And paladins, shepherds, and rangers, long having fought
valiantly at the side of the elite fighters from the Valorian Isles,
are generally associated with fighters.
Of
course mages, bards, and fighters are not always adventuring. Often
they may be found among the general populace along with villagers,
merchants, minstrels, jesters, farmers, beggars, and guards.
Mages
Mage
is the title subsuming all Britannians endowed with full magic powers
and for whom magic is primary. Mages tend to settle in Moonglow,
enjoying its proximity to the scholarly and esoteric treasures of the
Lycaeum; indeed, many youngsters who show magical leanings early are
sent to live with groups of mages near the Lycaeum and are schooled
in its ways from an early age. Others favor Yew for its emphasis on
nature.
Skill
in magic requires serious study. With such sedentary childhoods it is
no wonder that most mages are not very strong. Do not, however, take
that to mean they are not healthy; as a group, mages tend to live
longer than any others.
Bards
Bards
excel in dexterity and poise. They rightly choose professions that
make good use of their talented hands and agile bodies: minstrel,
archer, locksmith, and tinker are just a few. Fearless in battle,
bards are often as quick of mind as of hand and their magic abilities
are keen, although their power for magic is half that of mages.
Britain
is a favorite gathering place of many bards. Others, especially
tinkers, are based in Minoc.
Fighters
In
the isolation of the Valorian Isles, valorous fighters are trained in
the arts of battle. Strong and fearless, the fighters of Jhelom can
overcome any known foe. They are trained in all weapons and they show
dexterity in all armour. Most fighters prefer the sword or
bludgeoning weapon, for they have the strength to wield the heaviest
two-handed sword and to do extreme damage with it.
Often
found fighting beside the best of Jhelom are the paladins of Trinsic,
the fierce rangers of Skara Brae, and the humble shepherds of New
Magincia.
Although
fighters enjoy the advantages of magic, they do not practice it and
seldom show any tendencies of talent in that direction. They do show
an almost magical intuition about animals: no people train horses or
outthink monsters better than fighters.
Transportation
Most
traveling in Britannia is done on foot, even though it is rough
going, slow and dangerous. There are alternatives for those who can
afford and handle them.
Horses
Many
travelers enjoy riding on horseback: it is faster, less tiring, and a
lot safer than walking, since horses can outrun many of the hostile
types of creatures. Know, though, that horses cannot travel over
water and are apt to wander away (with or without encouragement) if
not properly secured when left.
Ships
Visiting
island communities requires travel by ship. Despite rather outlandish
rumors of people wandering the heavens in great airships, sailing on
water is the fastest and most popular long-distance mode of
transportation there is. The most common watercraft on the ocean are
frigates. Tall, stately three-masters, the frigates cut through seas
swiftly and smoothly. They generally have a two-level open deck and a
below-deck with a forward cabin, rear bunkroom, and centre cargo
hold. Most ocean going frigates are built to accommodate heavy
cannons for broadside fighting and have two gangplank gateways on
each side.
Speedy
it is, but ocean travel is fraught with dangers, especially after
dark near rocky coasts. Many unpleasant monsters populate the deep,
and pirate ships are always on the lookout for moneyed prey.
Skiffs
Small
double-lock rowboats, used as lifeboats on frigates, skiffs can make
their way through all but the shallowest mud or swamp. Widely used
for exploration of riverheads and mountain streams, they are also
occasionally found being put to more recreational uses in townes.
They provide a charming way to follow the little estuaries that
crisscross Britannia. In fact, there are said to be little-known
places unreachable by any other means. However, skiffs are unsafe on
deep ocean waters.
Navigation
Speed
is critical on the open seas. There are many dangerous inhabitants of
the deep who will overtake and attack slow ships. Speed is optimized
by traveling perpendicular to the wind. Angling directly into the
wind affords only the slowest passage possible. When the wind dies
completely, there is no option but to resort to the oars.
Too
close to shore, speed can be fatal, and sails should be replaced with
oars for careful maneuvering. Unfortunately, many foolhardy captains
have run their ships up on reefs and shoals at full speed under sail,
losing ship and crew. Those that survive such wrecks have had to hole
up and repair their vessels. Since extensive repairs take quite a
while to accomplish, it is important to hole up in safe harbors for
this repair work.
Astronomy
The
definitive work in astronomy is Celestial Britannia by Sir John,
astronomer and scribe at the Lycaeum. This passage is comprised of
excerpts from his book recording his scientific discoveries and
documenting Britannian astral theories that predate the emergence of
science.
In
the heaven beyond our skies, dwell stars whose numbers are beyond our
reckoning. Within our heaven, circling our world, sweeps our bright
sun. Ten other orbs trace tight paths around our world. The twin
moons Trammel and Felucca are desolate, their light only a reflection
of the sun's brilliance.
The
other eight orbs are thought by some to be planets like our own.
According to the roles they play in our many legends, they have been
named for the virtues of the Avatar. The closest is Honesty, followed
further out by Compassion, Valor, Justice, Sacrifice, Honor,
Spirituality, and Humility.
Many
tales are told of knights traveling from towne to towne, even across
water, merely by stepping into a wall of light. There are few
verifiable reports of moongate travel. However, sifting through those
reports that are verifiable, it has become clear that they operate as
follows.
Each
night at the apex of the first moon, Trammel, the eight moongates
appear, rectangles of shimmering blue light rising from the ground.
They remain until Felucca reaches her apex. While the moongates are
open, a traveler entering one will be instantly transported to
another moongate in a different locale.
The
traveler's destination is determined by the phase of the moon closest
to midheaven. Moongate travel is said to be fast and safe; however,
there have been confusing and conflicting reports of what transpires
when the moons are equidistant in the midheaven. Moongate travelers
should exercise caution.
Over
the ages, comets, fiery nebulae, have tom through our skies as
harbingers of impending doom. They appeared just before the emergence
of the Dark Lord Mondain. They heralded the reign of the Enchantress
Minax, and they foretold the impending danger of the hellborn Exodus.
Now,
while we live in the midst of peace and enlightenment, the comets
have begun again.
Language
The
language of Britannia is rich and poetic. It is derived from Old
Sosarian, which varies mostly from the widespread current language in
its alphabet, which is more runic than today's. The old runes
continue to be used widely in rural areas, and there is a movement to
increase their familiarity to city people. Still, among the citybom,
translation of runic messages, letter for letter, is sometimes
necessary. The Runic Alphabet is the earliest known system of writing
sounds using runes or letters. The most commonly used runes follow,
with their modem equivalents.
Music
Music
is much loved throughout Britannia. Those wealthy enough often own a
harpsichord, and the better pubs employ good lute playing minstrels
to entertain their patrons.
Without
question the best known name in folkmusic is that of Iolo FitzOwen.
"Stones," a ballad about the mystic shrines, has long been
popular among bards and the commonfolk. It is known to be a favorite
of His Majesty, Lord British, as well. FitzOwen's masterwork, with
lyrics by his wife Gwenllian Gwalch'gaeaf, is a sample of fine music.
Stones
Long
ago ran the sun on a folk who had a dream
And
the heart and the will and the power:
They
moved earth; they carved stone; moulded hill and channeled stream
That
we might stand on the wide plains of Wiltshire.
Now
men asked who they were, how they built and wonder why
That
they wrought standing stones of such size.
What
was done 'neath our shade? What was pray'ed 'neath our skies
As
we stood on the wyrd plains of Wiltshire.
Oh
what secrets we could tell if you'd listen and be still.
Rid
the stink and the noise from our skirts.
But
you haven't got the clue and perhaps you never will.
Mute
we stand on the cold plains of Wiltshire.
Still
we loom in the mists as the ages roll away
And
we say of our folk, "they are here!"
That
they built us and they died and you'll not be knowing why
Save
we stand on the bare plains of Wiltshire.
Combat
Three
important lessons have been derived from the great battles with evil
in our past. The foremost is that neither magic, nor prowess at arms,
nor purity of spirit alone is enough to defeat evil. Only the careful
coordination of arms with magic by the virtuous will bring victory.
The second lesson is basic: prowess comes only with practice and
experience. The third lesson is this: the use of force against the
innocent will always bring retribution.
Armaments
have improved greatly over the years. Today's knights have a great
selection of weapons and armour at their disposal. In addition,
fortunate knights may come across magical rings and amulets to wear
or use. Before battle, knights can ready several items of equipment
carried by their party: helms, shields, suits of armour, and weapons
from daggers to halberds. Weapons can be dropped or exchanged in the
midst of battle, but no enemy has ever waited while a knight changed
armour.
Strength
and endurance may get a knight through a few battles, but none
survive long without developing tactical skills. Successful knights
learn to watch for mistakes the enemy makes. Successful leaders learn
to design strategies around the strengths and weaknesses of their
party.
In
particular, fighters are known for their strength and ability to
wield great weapons while wearing the heaviest of armour. In general,
they are most effective when formed into a shield wall in the
frontmost ranks. There are exceptions- desperate situations where an
offensively well-armed fighter may do well to charge headfirst into
enemy ranks, attacking the key members.
Bards,
while weaker than fighters, are proficient archers because of their
keen sight and excellent dexterity. Their dexterity also enables them
to regroup faster and strike more blows against their opponents.
Mages,
who are not as strong, often prefer to avoid warfare entirely,
spending their time instead in scholarly pursuits. However, those
mages who choose to defend the crown are among the most fearsome foes
of evil. An accomplished archmage may annihilate an entire horde of
monstrous enemies with a single spell.
Missile
weapons such as bows and crossbows are essentially useless in
hand-to-hand combat; nearby foes are apt to seize the opportunity to
interfere with an archer's fire as they do with a magic user's
spellcasting, For this reason, mages and bow-wielders are generally
best placed behind a cover of fighters, where they can effectively
deliver their blows. However, when a spell of cataclysmic and
widespread effect is needed, a mage often must venture to the front
lines and seek a niche in the shield wall from which to cast his
spell, so the spell will not act to destroy friends as well as
enemies.
Armaments
Armoury
The
most courageous knight shows good sense to wear strong armour on any
expedition. Full body armour, helmets, shields, magical rings and
jewelry, and other magical trinkets are all worthwhile; but they are
also expensive.
Body
armour comes in a range of styles and degrees of effectiveness.
Cloth.
Usually little more than a heavy quilted gambeson worn below a tunic,
cloth armour is inexpensive and comfortable. But it affords only
limited protection.
Leather.
A cut above cloth, yet also fairly inexpensive, leather armour is
made from thick leather hardened by boiling, often in paraffin.
Scale.
Fashioned from four to six inch square overlapping plates attached to
cloth or leather gambeson, scale armour looks like its namesake: fish
scales. Although scale is often somewhat noisy, it offers good
protection.
Chain.
Chain mail is fashioned from small loops of metal wire linked in a
manner to make something resembling metal cloth. The best chain mail
has each link actually riveted shut. Chain mail provides very good
protection but is quite expensive.
Plate.
Custom-made from hand-forged sheets of metal, plate armour affords
its wearer the most complete protection possible. However, it is very
expensive and can be borne by only the strongest.
Helms
often match body armour in material and strength, but variations,
such as offensively spiked helmets, are available.
Shields
also vary greatly. Not all war rigs call for shields- any use of two
handed weapons precludes them and they require some strength yet many
thank shields for their lives.
Weaponry
The
weapon is the most important material choice an adventurer has to
make. A wide range exists.
Daggers
offer two choices. The common dagger is useful when its ability to be
concealed is a benefit; and it can be thrown in open combat. The main
gauche is more formidable, especially when used as a second weapon.
Swords
continue to be the most popular weapon. There are long and short
swords, and two-handed swords.
Missile
weapons are carried by most experienced knights no matter what
weapon they keep ready in their hand. It is always an advantage to
fell thine enemy from afar when possible, before the threats of his
hand weapons can reach thee. Inexpensive and easy to port is the
sling, and ammunition is plentiful in open country. Bows come from
craftsmen in the deep forest. Made from strong and resilient yew,
bows, and their stronger counterparts, crossbows, make formidable
long-range weapons. Be aware, however, that one engaged in
hand-to-hand combat is unlikely to be able to load such a weapon,
much less shoot it.
Some
knights prefer missiles they can hurl without mechanical aid. Popular
throwing weapons include daggers, spears, axes, and flasks of flaming
oil.
The
effectiveness of most weapons depends upon the dexterity of the
weapons' wielders, but mass weapons are often preferred by the very
strong, if not so nimble, because these bludgeons depend upon the
great strength of the wielder to crush through an opponents' defenses
rather than evade them.
Oldest
of all bludgeons, and probably of all weapons, is the club. Clubs are
crude weapons, but when a blow connects it often does the trick. The
mace is much more streamlined than the club. Its weight is balanced
to derive the most possible effect with the most possible accuracy. A
"mace on a chain" is the morning star, which reaches over
obstacles to smite thy foe at range. One blow straight on from this
and the enemy is out till morning- at least. Finally, there is the
two-handed hammer. It takes great strength to wield it, but the
hammer can inflict devastating damage.
Polearms
require much strength to wield but they're extremely effective. Most
popular among those strong enough to wield it is the halberd, a long
stout staff with a battleax blade at the end that allows its wielder
to strike a foe at twice the distance of most weapons.
Creatures
Wild
creatures, intelligent and not, roam the countryside; others frequent
the waters. Few of these creatures are evil; but many attack out of
hunger or when surprised.
Creatures
of the Land and Sky
Insect
Swarms. Pesty insects have little muscle or brain, but their tiny
size lets them move quickly, dodging and feinting. They bite more
often than they miss, but their sting does little damage. Once hit,
all insects are easily squashed. Rare is the insect that delivers a
fatal bite, but a swarm of thousands can mean death.
Bats.
These annoying creatures live by night, usually, and travel in
flocks. Often their high pitched screech is heard before they are
seen. Though flighty and hard to hit, bats are not difficult to kill.
As attackers they are relentless and vicious.
Giant
Rats. Natural agility and sharp teeth are rats' chief advantages.
They are not strong and do not hit very hard. The mortal danger rats
pose to knights comes from their capacity for passing on noxious
germs and substances. Seldom do knights tangle with rats without
someone in the group becoming ill with poison. At worst, the result
of such an encounter is infection with plague.
Slimes.
In appearance, slimes are gooey green splats. They are weak, clumsy,
and not very damaging, individually. But they almost always travel in
schools and, when a slime is hit, it is apt to split into two
healthy, hostile slimes. If the slime does not split, it succumbs
quite easily. Slimes carry no booty.
Giant
Spiders. Although weak and slow, spiders take their toll: they
poison, both on touch and by spitting venom from a distance. Spiders
have been known to carry a few goods.
Snakes.
Extremely poisonous and quite accurate when shooting their poison
even from a distance, snakes are otherwise relatively harmless. They
are easy to destroy, once engaged directly.
Orcs.
Orcs are often more annoying than dangerous to the seasoned
adventurer, but they can be a grave threat to the novice, especially
when they travel in large groups or accompanied by a giant or two.
Generally, they are fairly easy to defeat, do a modicum of damage if
they hit, and carry meager belongings.
Trolls.
Large misshapen humanoids that like to live underground, trolls are
strong and dextrous and can cause moderate damage to their victims.
Fortunately, they are not very enduring. Trolls tend to lie in wait
to ambush unsuspecting travelers. Trolls like treasures and often
carry some with them.
Ettins.
Strange two-headed creatures, Ettins hurl large boulders with enough
strength to do considerable damage. Though not magical, they are
quite hardy and often carry a good many interesting belongings.
Gremlins.
The blow of a gremlin is hardly felt, and he is not very hard to do
in; but beware, for he travels in huge packs and he may leave you
starving. The gremlin's ability to consume food at an inordinate rate
is startling and dismaying. Once overcome, he usually leaves some
goods.
Headlesses.
No one knows exactly how the senses work on these mutant
abominations. Do they sense the world only through touch and feeling?
Or do they "see" with some inner vision? Whatever the
answer, these relatively strong creatures are fairly enduring and do
mild damage to their foes. They tend to carry goods with them.
Gazers.
Giant, magical floating eyes, gazers mesmerize their foes, turning
them against each other. They make up for their weak, clumsy physique
with strong intelligence and a fairly good constitution.
Mimic.
Masters of imitation, mimics make themselves so like treasure chests
that many an adventurer has met his doom trying to open one. Mimics
have little courage and even less patience, though, so if one is
willing to wait a few minutes just step a few steps away from suspect
chests, they are apt to reveal themselves by shooting poison. Close
up, mimics bludgeon with strength and dexterity, doing unpleasant
damage. Getting past their deadly deceptions can reveal fine
treasure.
Reapers.
The strange, magical creatures known as reapers are strong, enduring,
and do severe damage by bludgeoning. Their weakness, if it can be so
called, is their immobility; although their arms strike out about
them, they cannot change locations. They throw magical bolts at
distant foes. They also bludgeon nearby creatures with their thick
tentacles. Reapers are quite hardy, but often worth the trouble: they
hoard good booty.
Wisps.
It simply is not known exactly what a wisp is. Harmless looking
little bits of flashing light, wisps are extremely agile and highly
intelligent. Although they are not strong, they do serious damage,
taking their victims by surprise again and again, blow after blow.
They often attack in large groups and they teleport from place to
place on the battlefield. Worst of all, they can magically possess
members of the opposing party. Wisps seem to have impossible strong
constitutions and are quite difficult to destroy.
Sand
Traps. Sand traps burrowing in the sand are nearly impossible to
notice, but a party passing too close to one is in for trouble.
Strong and agile, these desert monsters strike out at anything that
comes near their hiding places, and they hit very hard. They are also
very hardy, and their endurance has meant the demise of more that one
adventurer. When a sand trap is overcome, however, generous treasure
is revealed in the sand.
Dragons.
Strongest and most feared of creatures, dragons shoot extremely
damaging magic fireballs and are nearly impossible to defeat. They
may do in an entire party before it has a chance to engage in close
combat. Killing a dragon, however, can earn the slayer great
treasure.
Creatures
of the Sea
Sharks.
Strong and agile in water, sharks are not particularly intelligent
and cause little damage to creatures that are not in the water,
despite their frightening appearance. They can endure quite a beating
before dying.
Sea
Horses. These graceful, appealing ocean creatures have nasty
personalities. They enjoy shooting foes at range, which they do very
effectively. They are also rather strong, flexible, even intelligent,
and they take a fair amount of punishment to be defeated.
Squids.
Squids are unintelligent, but the dexterity of their tentacles makes
their considerable strength a real menace. They throw their poisonous
ink from a distance, and it is always very damaging. These unpleasant
sea creatures are hardy and difficult to overcome.
Sea
Serpents. These serpents can appear from nowhere to rock a ship.
Capable of launching great fireballs from a considerable distance -
even across an entire island- they are among the most formidable of
opponents. Since they are not intelligent and are easily out-witted,
the best strategy is often to evade them and flee. However, if forced
into battle, closing in to engage the serpent directly in combat will
improve a ship's odds of surviving.
From
Beyond the Grave
Ghosts.
Spirits of the uneasy dead, these bodiless creatures compensate for
their lack of strength with excellent dexterity and the ability to
disappear at will. Although ghosts do not inflict much damage with a
blow, defeating them will require cunning.
Skeletons.
Perhaps the most common of undead creatures, skeletons lack strength
and brains, but they are dextrous and can take a surprising amount of
punishment. They often carry some goods.
Daemons.
Very strong, agile, and smart, daemons have repertoires of magic that
include summoning other daemons and possessing their opponents. They
are extremely hardy and difficult to kill even if incapacitated.
Daemons fly and can easily manage to cross rivers or shallow waters,
although they are seldom encountered in mid ocean.
When
daemons possess another creature, they disappear into that soul,
leaving neither trace nor treasure.
Virtue
After
years of meditation and thought, after hundreds of quests along the
mental, physical, and spiritual path to peace and fulfillment, a
person might reach near perfection in the eight virtues of
Avatarhood. Only while an individual continues to strive against the
external and internal forces of evil, can he or she be said to be on
the path of the Avatar.
The
ankh is the symbol of peace and benevolence toward all creatures,
worn as a sign by those on the lifelong Quest of the Avatar. Ankhs
are believed also to enhance courage and loyalty to goodness and to
help ward off harm for knights striving to achieve the eight virtues.
Honesty
is scrupulous respect for truth- the willingness never to deceive
oneself or another. Compassion is nonjudgmental empathy for
one's fellow creatures. Valor is the courage to take actions
in support of one's convictions. Justice is the devotion to
truth, tempered by love. Sacrifice is the courage to give of
oneself in the name of love. Honor is the courage to stand for
the truth, against any odds. Spirituality is the concern with
one's inner being and how one deals with truth, love, and courage.
Humility is perceiving one's place in the world, not according
to one's own accomplishments, but according to the intrinsic value of
all individuals.
Each
of Britannia's eight leading townes celebrates one of the virtues of
Avatarhood, and each has raised a shrine to that virtue. The shrines
are located in retreats to ensure tranquillity in natural settings,
so traveling to some shrines requires a considerable journey from
their townes.
The
only requirement for using a shrine is knowing the mantra for that
virtue. A mantra is a sound repeated continuously during meditation,
helping to clear the mind and focus the spirit. Each virtue has a
specific mantra that works best for it, and sincere meditation can
bring great wisdom. Someone in towne will usually divulge the mantra
for the towne's shrine.
Magic
No
one knows exactly when the powers of magic were discovered. Little by
little, stories of impossible coups and miraculous recoveries
increased in number and detail, until finally even the most skeptical
people began to give credence to some mystic factors. And only then
did the serious scholarly search for magical means and lore begin.
Few remain who do not accept the reality of magic.
Yet
the knowledge of magic and its use appears to be in its infancy.
There are few formal schools in which to learn magic. To be a user of
magic, one must travel far and wide to learn from various mages who
have developed and honed special magical abilities. Even then there
is no guarantee the mages will impart their knowledge.
The
Language of Magic
Some
aspects of magical lore have become fairly well known. One such is
the language of magic. This is a set of twenty-four syllables
compiled by a great language scholar after traveling throughout
Britannia for more than seven years. These are all the components of
any magic spell yet known; but they are little help- and extremely
dangerous- without knowledge of how to combine them into the phrases
that make meaningful incantations.
Following
is a list of these powerful syllables, approximations of their
meanings, and a guide to their pronunciation.
|
Syllable
|
Idea
|
Sound
|
|
Syllable
|
Idea
|
Sound
|
|
An
|
negate
|
ah n
|
|
Nox
|
poison
|
n ah ks
|
|
Bet
|
small
|
b eh t
|
|
Por
|
movement
|
p oar
|
|
Corp
|
death
|
k oar p
|
|
Quas
|
illusion
|
kw ah ss
|
|
Des
|
down
|
d eh ss
|
|
Rel
|
change
|
r eh I
|
|
Ex
|
freedom
|
x
|
|
Sanct
|
protection
|
s aa ng kt
|
|
Flam
|
flame
|
fl ah m
|
|
Tym
|
time
|
t ih m
|
|
Grav
|
energy
|
gr ah v
|
|
Uus
|
up
|
oo ss
|
|
Hur
|
wind
|
h oo r
|
|
Vas
|
great
|
v ah ss
|
|
In
|
create
|
ih n
|
|
Wis
|
knowledge
|
w ee ss
|
|
Kal
|
invoke
|
k ah I
|
|
Xen
|
creature
|
z eh n
|
|
Lor
|
light
|
I oar
|
|
Ylem
|
matter
|
aye l eh m
|
|
Mani
|
life
|
m ah n ee
|
|
Zu
|
sleep
|
z oo
|
The
Mixtures of Magic
Reagents
are herbs needed for the preparation of magical mixtures. Most are
sold in apothecaries; a few are hard to find and require special
effort to obtain. Following is a chart of the magical reagents and
the general areas of proficiency they affect.
Black
Pearl Projection
A
rare version of the standard white pearl, a black pearl is a forceful
reagent in the creation of kinesthetic magic, that is, projecting
objects.
Blood
Moss Movement
Fungal
growth usually found in deep forests and warm, damp areas; especially
favored as a reagent for its ability to enhance mobility.
Garlic
Warding
Ubiquitous
and strong-scented reagent, used effectively in warding off evil
spirits.
Ginseng
Healing
Ancient
reagent used extensively in healing.
Mandrake
Root Power
Very
rare and usually expensive magical herb growing only in swampy areas,
mandrake root is said to bring great power to magic that uses it.
Nightshade
Poison, Illusion
Rare,
poisonous plant that appears only when the moons are in a certain
conjunction. Those who learn its whereabouts and manage to be there
in the dead of night when the moons are full can pick nightshade
without danger and benefit from its powerful ability as a reagent to
create illusions.
Spider
Silk Binding
The
magical product of the garden spider and its relatives has no peer in
its ability to bind. As a reagent mixed for magic, spider silk
magnifies its binding power many times over.
Sulphurous
Ash Energy
Common
material left by volcanic action, ash is an excellent source of
energy in magical mixtures.
The
Spells
Spells
diverge greatly in terms of difficulty, and, correspondingly, in
terms of danger to the caster. After years of observation and
experimentation, scholars in magic have classified spells into eight
circles of difficulty. Thus, mages who can command only the simplest
spells are considered to be of the first circle, and so on.
Full
mages' magical ability is directly related to their intelligence.
Bards appear to have half the magical ability of full mages and
fighters rarely have any. Casting spells drains magical powers,
limiting how many spells mages can cast before resting. A spell will
drain magical powers in amounts proportional to the spell's circle of
difficulty.
On
the facing page, a chart classifies the spells by circle, with a
brief indication of each spell's use, a note on when it can be used.
and an ingredient list. Do not take the ingredient lists to be
recipes, as wrong quantities or careless mixing could have terrible
results.
Note
that not all spells can be used in all situations. Quite a few spells
need far too much time or concentration to be cast during combat;
others feed on the energies present in the battle arena.
Full
descriptions of each spell's nature, use, and effects follow.
In the following chart, dng./com. signifies the
spell works in both dungeons and combat.
|
|
SPCH
|
Effect
|
Time
|
Reagents
|
|
1st
Circle
|
An
Nox
An
Zu
Grav
Por
In
Lor
Mani
|
cure
poison
awaken
magical
missile
light
heal
|
anytime
combat
combat
noncombat
anytime
|
ginseng,
garlic
ginseng,
garlic
ash,
pearl
ash
ginseng,
silk
|
|
2nd
Circle
|
An
Sanct
An
Xen Corp
In
Wis
Kal
Xen
Rel
Hur
|
unlock
repel
undead
locate
call
animal
wind
change
|
anytime
combat
noncombat
combat
noncombat
|
ash,
moss
garlic,
ash
nightshade
silk,
mandrake
ash,
moss
|
|
3rd
Circle
|
In
Flam Grav
In
Nox Grav
In
Por
In
Zu Grav
Vas
Flam
Vas
Lor
|
wall
of fire
wall
of poison
blink
wall
of sleep
ball
of flames
great
light
|
dng./com.
dng./com
anytime
dng./com.
combat
noncombat
|
pearl,
ash, silk
nightshade,
silk, pearl
silk,
moss
ginseng,
silk, pearl
ash,
pearl
ash,
mandrake
|
|
4th
Circle
|
An
Grav
Des
Por
In
Sanct
In
Sanct Grav
Uus
Por
Wis
Quas
|
dispel
field
downward
move
protection
protection
field
upward
move
reveal
|
anytime
dungeon
anytime
dng./com.
dungeon
combat
|
pearl,
ash
moss,
silk
ash,
ginseng, garlic
mandrake,
silk, pearl
moss,
silk
silk.
nightshade
|
|
5th
Circle
|
An
Ex Por
In
Bet Xen
In
Ex Por
In
Zu
Rel
Tym
Vas
Mani
|
magic
lock
insect
swarm
magic
unlock
sleep
quickness
great
heal
|
anytime
combat
anytime
combat
combat
noncombat
|
Ash,
moss, garlic
Moss,
silk, ash
Ash,
moss
Ginseng,
nightshade, silk
Ash,
mandrake, moss
Ginseng,
silk, mandrake
|
|
6th
Circle
|
An
Xen Ex
In
An
In
Vas Por Ylem
Quas
An Wis
Wis
An Ylem
|
charm
negate
magic
tremor
confuse
x-ray
|
combat
anytime
combat
combat
noncombat
|
Pearl,
nightshade, silk
Garlic,
mandrake, ash
Moss,
ash, mandrake
Mandrake,
nightshade
Mandrake,
ash
|
|
7th
Circle
|
In
Nox Hur
In
Quas Corp
In
Quas Wis
In
Quas Xen
Sanct
Lor
Xen
Corp
|
poison
wind
fear
peer
clone
invisibility
km
|
combat
combat
noncombat
combat
combat
combat
|
Nightshade,
ash, moss
nightshade,
mandrake, garlic
nightshade,
mandrake
mandrake,
silk, moss,
ginseng,
ash, nightshade
mandrake,
nightshade, moss
pearl,
nightshade
|
|
8th
Circle
|
An
Tym
In
Flam Hur
In
Mani Corp
In
Vas Grav Corp
Kal
Xen Corp
Vas
Rel Por
|
Time
stop
Flame
wind
Resurrect
Cone
of energy
Summon
Gate
travel
|
Anytime
Combat
Noncombat
Combat
Combat
Noncombat
|
Mandrake,
garlic, moss
Ash,
moss, mandrake
Garlic,
ginseng, silk, ash, Moss, mandrake
Mandrake,
nightshade, ash
Mandrake,
garlic, moss, Silk
Ash,
pearl, mandrake
|
The Spell Book
of
the
Eight
Circles
The
First Circle
An
Nox Negate Poison
Few
deadly problems are as easy to arrest as poison. So common is the use
of poison that alchemists have been able to devise a formula, us the
relatively common plants garlic and ginseng, that is effective
against nearly every form of poison in nearly every user. However,
the magic works on individuals only; thus, simple as it is, novice
mages in a party must have magic endurance among them great enough to
cast An Nox many times as they have afflicted members, or someone may
be left with life seeping away. Even then, safety is not secured.
Strength already sapped by toxins is not regained without peaceful
rest or healing magic.
An
Zu Negate Sleep
An
Zu, which requires a simple mixture of ginseng and garlic, is used
awaken sleeping comrades. An Zu has limitations: it works only on
members of the caster's party, it awakens only one person per cast
and it has no lasting preventative effect.
Grav
Por Energy Movement
A
novice magic user had best count on a good solid weapon in battle. A
good spell for novices to practice, not rely on, in battle, is Grav
Por, which casts a missile of energy at a target on the battlefield.
If the caster's mental powers exceed the foe's, small damage will be
inflicted.
Grav
Por requires sulphurous ash for energy and black pearl to project it.
This spell has little effect for novices, not because of weak
ingredients, but because of inexperience.
In
Lor Create Light
This
simple spell creates a pool of light. Although of short duration, In
Lor creates a brighter light than the best of torches. Note, however,
that In Lor cannot be used in place of real flame to enhance the
mixing of reagents for spells, for its properties are quite
different.
In
Lor's sole ingredient is sulphurous ash powder. Place that powder
upon the object intended as the light source, rub it rhythmically
while chanting "In Lor." Almost instantly, the object will
blaze with white light.
Mani
Life
Mani
is the simplest healing spell. Mani does not cure patients, but it
does make them feel better and may take them out of immediate danger.
Mani is useful even to higher circle magicians, because it is simple
enough to cast during combat.
Spider
silk and ginseng are the components needed for Mani. No special
conditions are necessary during mixing or casting.
The
Second Circle
An
Sanct Negate Protection
Many
evil creatures carry chests full of treasure and useful items, often
the result of thievery against some other good Britannian. No good
person begrudges the vanquisher a monster's gold and goods.
But
evil creatures often arm their chests with deadly traps. Popular
chest traps are acid sprays, poison fumes, bombs, and gaseous
atmospheres. The first two are designed with intent to destroy the
individual tampering with the lock. The last two affect the entire
area of the chest and injure anyone in that area.
An
Sanct uses blood moss and sulphurous ash to seep into hidden traps
and render them impotent. The spell also negates any nonmagical locks
in the chest. The same spell may be used to unlock doors locked by
mechanical keys.
An
Xen Corp Negate Creature of Death
The
powers of evil revel in their ability to command the uneasy dead.
Rotted corpses and corrupted spirits, given motion and a semblance of
life, are set on the mindless destruction of everything good.
Such
phantoms are not living but are merely animated. They act mindlessly,
unaware of their own horrible state. By negating their armour of
mindlessness, An Xen Corp causes most risen dead to flee in lurching
terror.
An
Xen Corp is not a difficult spell, especially for casters of good
intellect. Nor is its mixture difficult: ordinary amounts of common
garlk and sulphurous ash must be mixed while pronouncing words of
reverence for life and beauty.
In
Wis Create Knowledge
In
Wis performs the job of a navigator, determining one's precise
location in terms of the recently devised concepts of latitude and
longitude. Nightshade is its only ingredient, but that nightshade
must be encased in glass and kept alive with dew drops until its use
is required.
Kal
Xen Summon Creature
Beginning
mages often find their responsibility onerous, with an entire group
of adventurers relying on their meager magical skills for protection
and assistance in difficult situations. These novice mages may
quickly and frequently turn to Kal Xen to add to the offensive ranks
of their party in battle.
Kal
Xen summons small nasty creatures such as rats and snakes to help in
combat. Nasty or not, these summoned beasts are always loyal to the
caster, and often direct a foe's attention away from members of the
mage's party.
Mix
mandrake root with spider silk to ensure the beast's loyalty. The
locale where the mandrake root is gathered influences what type of
creature is summoned.
Rel
Hur Change Wind
Those
who love the open sea will find frequent use for Rel Hur. This
powerful spell can redirect the wind for a time.
To
mix Rel Hur, line a board with damp blood moss and set the board
against a tree or mast. Study the wind and find the exact spot in
which to stand so that sulphurous ash thrown into the air will be
caught by the wind and flung against the blood moss. Complete the
spell by blowing in the direction the wind should follow.
The
Third Circle
In
Flam Grav Create Flame Energy
One
of three energy field spells, alike except for the nature of the
horrors they create, In Flam Grav causes the particular spot
indicated by the caster to erupt into red hot flames. Any creature on
that spot or that steps into that spot is seared by a wall of flame.
Be careful not to direct this spell too close to friends or they
shall suffer the same as foes.
Sulphurous
ash and black pearl project the burning fire to the chosen spot;
spider silk holds it there a short while. The mix works best when
blended over a flame.
In
Nox Grav Create Poison Energy
Another
of the three energy field spells, In Nox Grav causes a cloud of
nauseating poison to occur in the location indicated. Any creatures
entering the cloud suffer some degree of poisoning. Like In Flam
Grav, this spell can be just as effective in harming friends as
enemies, so use care.
That
rare but deadly poison, nightshade, is required for In Nox Grav. Add
to the nightshade spider silk to shape the cloud, and a black pearl
to direct its placement.
In
Por Create Movement
In
Por teleports an entire party a fair distance in any specified
direction. However, incanting this spell during the haste of battle
will diminish its effects. It will only remove the caster, and then
only to another place on the field of battle.
In
Por will not transport a party if there is no clear, grassy spot to
which the party can be moved. Nor will In Por work in dungeons or in
townes, as its energies require a fair bit of open space to operate.
The
dust for In Por consists of spider silk and fresh young blood moss.
The caster must close his eyes and conjure a vision of the current
position after the party has left. In a wink, the party will be
elsewhere and the vision, reality.
In
Zu Grav Create Sleep Energy
Least
damaging of the three energy field spells, In Zu Grav is often the
most effective. The spell cloaks a foe in a purple haze that puts it
instantly to sleep, taking it out of the fight, rendering it
helpless.
Like
the other two similar spells. In Zu Grav can affect friends as easily
as enemies. While sleep will not directly harm friends, falling
asleep on the field of battle can be deadly.
In
Zu Grav is easily mixed of common ginseng, spider silk, and black
pearl. For best results, add the air of many yawns and sand from
sleepy eyes.
Vas
Flam Great Flame
Vas
Flam effectively gathers a great ball of flame, which may then be
hurled at a foe. A simple spell, the great advantage of Vas Flam is
that, aimed accurately, it will surely hit its mark and, just as
surely, inflict damage.
Combine
common sulphurous ash and a single black pearl over a hot flame. When
the ash has adhered well to the pearl, remove it and store it until
needed. Cast the talisman at a foe while uttering "Vas Flam"
and a great flaming ball will smite him.
Vas
Lor Great Light
Vas
Lor conjures a great light. This light is equivalent to In Lor's in
quality and range, but Vas Lor lasts much longer than the beginner's
spell. Its endurance comes from rare mandrake root. Mix the prepared
root with sulphurous ash and proceed as if making In Lor.
The
Fourth Circle
An
Grav Negate Energy
Adventuring
parties are sometimes prevented from pursuing their objective by
obstructing or noxious fields. An Grav removes the obstructing field
by negating the field's energy.
Ash
countermines the field's energy; a black pearl thrusts the negating
energy in the direction indicated by the spell caster. The
obstructing field is instantly dispersed.
Des
Por Downward Movement
Uus
Por Upward Movement
Magic
users often travel with courageous groups, and courageous group often
find themselves in danger. When problems occur within dungeon, it is
sometimes helpful to use Des Por and its complement Uus Por for
moving among floors. Only effective when going from empty corridor to
empty corridor, Des Por transports an entire group to the exact same
location one floor lower. Uus Por works in reverse, and transports
upward. Unfortunately, these spells take too long to intone during
the heat of battle.
Blood
moss provides the motion and spider silk keeps the party together
during the transport.
In
Sanct Create Protection
Sometimes
young questers join in battles beyond their might. In Sanct helps
balance the fight by creating a protective shield around each party
member.
In
Sanct works only during combat and does not last long, so knights
should be sure to hit hard and fast while the iron is doubled.
In
Sanct is most effective when sulphurous ash, fast-working ginseng,
and reeking garlic are mixed by the mage and the group's strongest
fighter, simultaneously.
In Sanct Grav Create Protective Energy
In
Sanct Grav's protective energy provides a strong defense. Its
shimmering blueness cannot be entered or passed through. An excellent
recourse when a few moments of safety are required, In Sanct Grav is
well used to block dungeon corridors fully.
Mandrake
root is necessary for In Sanct Grav; choose older, tougher specimens
for this concoction. Add spider silk to make it impenetrable and
pearl for placement.
Wis
Quas Knowledge of Illusion
Wis
Quas strips illusion from creatures hidden by the cloak of
invisibility, instantly revealing their positions.
Nightshade
cut many times to form a paperlike sheet, then carved into lace, is
secured by spider silk. It is glazed, dried in the sun, and then
crystallized into a shiny powder that must be tossed in the sky over
the field of battle as the spell is cast.
The
Fifth Circle
An
Ex Por Negate Freedom of Movement
The
magical locking of doors works in nearly every situation. Even normal
locks can be transformed to magical locks by means of this spell.
Thus the very creature who initially locked a door with its own key
may be forbidden access.
Mix
ash and moss, gathered from darkest glens under heavy clouds, into a
strong garlic paste. While mixing, sing a melody that no other
creature has ever heard. For greatest security, the melody should be
different each mixing-, so each magical lock will require a subtly
different magical key, and anyone trying to break the magical lock
will not be able to use any previously discovered keys.
In
Bet Xen Create Small Creature
This
combat spell creates a powerful ally by calling up four swarms of
small but deadly insects. All four swarms are generated in the same
location. However, each can be commanded to move independently and on
its own turn. Quartets of insect swarms generated by In Bet Xen have
been known to surround and suffocate an enemy by their very number,
The
powder for In Bet Xen consists of sulphurous ash to give life energy,
blood moss to set them swarming, and spider silk to bind the swarm in
obedience. For deadliest results, blend with stagnant water from the
dankest swamp.
In
Ex Por Create Freedom of Movement
This
powerful spell can open magical locks. The power of In Ex Por is that
it first analyzes the lock to be broken and then actually produces t
precise tool or magical potion that will break the lock.
The
success of this spell comes from combining ash and moss in isolation,
in complete darkness.
In
Zu Create Sleep
The
first mass effect spell the developing magician learns, In Zu causes
the scent of poppies to emanate from the caster in an ever-widening
wedge, dropping into a sound sleep all those touched by it. Only the
toughest minds and wills may deny it.
Nightshade,
gathered when high tide coincides with a moonless midnight, must be
mixed with ocean ginseng and spider silk. Moisten with brine and add
sand to mix thoroughly. Lay to dry in bright moonlight. Note that
this spell is just as effective on friend as foe; aim carefully.
Rel
Tym Change Time
Rel
Tym doubles a party's speed, anytime, anywhere. It is especially
effective in battle, when a party's members can return two blows for
each of the enemies' blows. It is also effective in surveillance,
when being caught could be disastrous.
Sulphurous
ash provides energy, blood moss creates movement, and mandrake root
provides the magical power required for this incantation.
Vas Mani Great Life
Whole
health restored; full vitality given: such is the nature of Vas Mani.
A miraculous spell requiring concentration and vast knowledge of
anatomy, Vas Mani is reserved for experienced mages.
Vas
Mani fully restores patients from combat wounds. While it provides
neither antidote to poison nor cure for disease, Vas Mani does heal
all damage wrought by these ravagers, ensuring survival until a cure
can be found.
The
difficulty in preparing Vas Mani is in locating the mandrake root-,
otherwise the preparation is straightforward: mix the mandrake root
with ginseng and spider silk.
To
cast Vas Mani successfully, the caster must concentrate totally on
the subject to be healed. When the concentration is full, one can
actually see wounds heal. Because the healing process can take
several hours, Vas Mani cannot be used during combat.
The
Sixth Circle
An
Xen Ex Negate a Creature's Freedom
A
most effective tactic to use against enemies is to charm members of
their party to work against them. However, this spell is most
difficult to apply where it could be of the most help, against the
most diabolical of foes, those of superior intelligence.
Control
of a charmed individual is limited to fighting and moving; it does
not extend to use of magic or special forms of attack. This spell can
also be used to bring back party members after they have been charmed
by a foe.
An
Xen Ex requires a careful mixture of nightshade, to poison the mind;
a black pearl, for projection; and spider silk, to bind loyalty.
In
An Create Negation
In
An creates an air of magical negation. Spells fizzle when In An is in
effect and neither side in combat can use magic for several rounds.
First,
mandrake root must be gathered; the root must be rubbed wit garlic
and wrapped in a damp, black cloth for several hours. At midnight it
must be pulverized and mixed with sulphurous ash. The mixture must be
dried on a parchment and the parchment then folded into a tricorn. I
casting the spell, a hole must be cut in the tricorn and the mixture
dispensed from this in a wide arc.
In
Vas Por Ylem Create a Great Movement of Matter
In
Vas Por Ylem is a terrifying spell that can generate a massive
earthquake. While it reaches every enemy in combat, even if lurking
in distant, corners or behind mountains, the magical earthquake
leaves allies unshaken and unharmed.
Seek
mandrake root that has grown unobstructed, so that its form is strong
yet fibrous. Grind it with sulphurous ash and blood moss until no
ingredient can be distinguished from another.
Quas
An Wis Illusion of Negated Knowledge
Quas
An Wis turns a foe's orderly, well planned attack into bedlam.
Confusion reigns and creatures strike out at whomever is nearest,
regardless of loyalty. Extremely effective against the likes of rats
and orcs, Quas An Wis loses much of its impact against more
intelligent monsters, which are often capable of recognizing and
resisting it.
A
mix of rare mandrake root and nightshade, the cloud of Quas An Wis
works only for experienced mages.
Wis
An Ylem Knowledge of Negated Matter
Adept
magicians are relied upon, not only to aid in battle and to repair
wounds, but to guide their party wisely. Wis An Ylem provides the
necessary insight by making the hidden, apparent. For an instant, the
caster may see through the densest forest, the tallest mountain, the
most solid rock. No wall can be too thick, no door too heavy, and no
night too dark.
Requiring
intensity of concentration, Wis An Ylem cannot be maintained for more
than a flash of time. Thick, mature mandrake root must be combined
with sulphurous ash in clear rain water. Boil the mixture until it
becomes steam and capture the steam in a small glass box. Open the
box as the spell is uttered.
The
Seventh Circle
In
Nox Hur Create a Poison Wind
A
cone of poisonous wind emanates from the hands of an agile wizard
when In Nox Hur is cast, widening as it moves forward and sickening
at in its path- friend or foe. Quite effective against many kinds of
creature In Nox Hur is dangerous to use since the slightest error can
destroy comrades as well as foes. Only the most dextrous should
attempt it.
Nightshade
is required, in great quantity, along with blood moss, thoroughly
crushed, and sulphurous ash, as dry as possible.
In
Quas Corp Create an Illusion of Death
Illusion
is a dangerous tool and In Quas Corp creates a powerful illusion
Suddenly, in the eyes of all creatures not intelligent enough to
recognize the illusion, each party member may be made to appear as a
twelve-foot giant, with a sword like a guillotine and a staff like a
tree trunk. Fear strikes foes to the cores of their beings. They
shriek and flee.
In
Quas Corp is expensive. The dust that must fill the atmosphere a the
spell is cast contains both powerful mandrake root and hallucinogenic
nightshade. Simple garlic adds to the distastefulness of the
experience for the foe.
In
Quas Wis Create an Illusion for Knowledge
Travelers
in Britannia tell of magical gems that transport the vision of one
gazing into their depths to a viewpoint thousands of feet above the
land, like that of an eagle suspended in flight. It is illusion and
reality, The change of viewpoint is illusion, but the knowledge
provided is real Powerful mages can replicate these miraculous
effects through magic.
In
Quas Wis requires only two ingredients to create its illusion. Only
the most powerful mandrake root will work for this spell; and only
the most convoluted stems of nightshade. Mix the two in dark of night
with seven drops of ice cold spring water. Let the moisture
evaporate. then place the shimmering powder in a cloth sack.
When
intoning In Quas Wis, cast the powder high to view the world about as
if from the air. If cast within a towne, building, or dungeon, all
the detail of that level will be revealed.
In
Quas Xen Create an Illusionary Creature
Another
powerful combat spell is In Quas Xen. By means of illusion, this
spell duplicates friend or foe, in every detail. Although the new
creature is an illusion, it fights, bleeds, cares, exactly as its
original.
When
a friend is cloned, the original and duplicate are still joined.
Injury to each is felt by the other, death to one destroys the other.
Yet the two are physically separate; they have independent turns in
battle and may work together to vanquish a foe.
When
a hostile creature is duplicated, no connection between copy and
original seems to remain. Pain to a monster's clone is not felt by
the monster; and death of the creature does not remove the clone.
The
power of mandrake root is essential to this spell; as are the
illusionary properties of nightshade. To mature root add spider silk
to bind and ginseng to heal; mix with the living energy of sulphurous
ash and add blood moss for animation.
When
casting the spell, fling the glittering sand that results into the
air. The wind will catch the granules, and where the first one
touches earth, there shall the clone arise.
Sanct
Lor Protect from Light
Sanct
Lor affects the path of light, bending it around the caster, so it
may continue on. The result is the illusion that the caster is not
there.
Mix
mandrake root and nightshade picked in absolute darkness with blood
moss to bend the light. It is essential that, while intoning this
spell, none see any indication of its casting. Speak without moving
lips.
Xen
Corp Creature Death
Regardless
of the strength, size, or endurance of a foe, Xen Corp will overcome
it. Only a creature with intelligence capable of greater
concentration than that used in the casting, and capable of
recognizing the intent before the spell is completed, has a chance of
escaping death when assailed by Xen Corp.
Mix
nightshade that has never seen light with the blackest pearl. Pour
the powder into a small lead capsule and seal with black wax. While
intoning the spell, hurl the capsule at the foe selected for
destruction.
The
Eighth Circle
An
Tym Negate Time
Perhaps
the most difficult of spells, An Tym appears to stop time itself. For
eons, scholars of thaumaturgy have tried to learn the secret of
controlling the universe, and the more they discovered, the more
convinced they became that they could never control this power even
if they understood it. It is a tribute to the brilliance and
creativity of Britannian minds that experts, undaunted by their
failures, simply turned the problem around and found a way to achieve
every advantage of briefly controlling time without actually
controlling it at all.
Those
capable of this spell will witness their foes paralyzed in midmotion.
After a few moments, all returns to normal, just as though time has
actually stopped and started up again. However, the caster's party
re-
mains
active throughout the spell.
An
Tym requires a mixture of mandrake root, well preserved blood moss,
and a garlic clove.
In
Flam Hur Create A Flame Wind
In
Flam Hur causes the wind itself to catch fire and devastate all in
its path. Those who intone this spell can direct the flaming wind in
a deadly, spreading wedge. All creatures in the path of this wedge
are severely burned, few ever survive. Careless misdirection of In
Flam Hur over one's own companions may result in their deaths as
well.
Sulphurous
ash, blood moss, and mandrake root combine best for this spell in an
iron cauldron over great heat.
In
Mani Corp Create Life from Death
There
are many rewards for hard work and concentrated practice. For
practiced wizards, having attained the eighth circle, there is the
reward of being able to reverse death itself. Resurrection requires
such total concentration and peace of mind that it should never be
attempted on the harried field of battle.
To
mix, place a mandrake root in a sieve in a fresh water spring on a
sunlit day. One by one, add garlic, to keep away ills and evil,
spider silk for binding the life forces together, ginseng for
healing, sulphurous ash for the spark of life, and blood moss to
animate the spirit.
Remove
the sieve from the spring and let the mixture dry. A small crystal
will form from the drying mass. To revive a companion, place the
crystal on the friend's forehead and intone In Mani Corp. The
resurrected person will be weak and in need of further assistance.
In
Vas Grav Corp Create a Great Energy of Death
In
Vas Grav Corp is the most powerful instrument of death yet devised.
This spell lays waste to every living creature in its path unless the
creature be exempt from the natural laws of this world or be of
strong enough intellect to resist the spell.
Mandrake
root must be gathered on a dark night during a lightning storm. It
must be marinated in shme from stagnant mosquito fens and wrapped in
nightshade, which must have been picked at midnight in total
darkness. This package should be rolled in sulphurous ash and left on
a grave overnight. If it is not discovered, it is ready to be dried
into stringy dreadlocks of death.
Kal
Xen Corp Call a Creature of Death
Kal
Xen Corp resembles Kal Xen, but its summons has far greater
complexity and power. Kal Xen Corp calls forth a daemon. But only an
experienced wizard is able to devote the concentration needed to bind
the daemon's allegiance and prevent it from turning on his party.
Then, although the daemon cannot use its own powers of possession, it
can hurl great balls of fire across long distances to smite foes.
Mandrake
root, gathered as near as possible to entrances to dungeons, pits,
and other vile holes, is the base of this spell. Add garlic, blood
moss, and the strongest spider silk. Meld the lot together letting
the moisture of the root act as a binding. Now shape the mixture into
the form of the winged daemon. Raise the icon to the sky, intone this
spell, and hear it calling its own.
Vas
Rel Por Gate Travel
A
moongate traveler cannot rely on magic alone. The knowledge of the
influence of the moon's phases is also required. Take a black pearl
and shine it well. Bury the pearl in a clean piece of mandrake root.
Sprinkle the whole with sulphurous ash and expose the conglomeration
to the moons during one night. In morning it will be a fine silver
powder.
To
travel, cast the powder in the direction of the gate to be reached
while speaking the name of that gate's town followed by "Vas Rel
Por." Immediately drop to the ground and meditate on the proper
phases of the moon for that gate. Instantly, the party will be there.
Editor's
Note
Between
the time this volume originally went to press and the time galleys
arrived for final alterations, Lord British was lost while on an
expedition to explore the newly discovered underworld. Days before we
were to print, Lord Blackthorn declared martial law to deal with the
general unrest in the wake of British's disappearance. The Ethics
section of this book has be-en added to reflect the new measures
imposed by Blackthorn.
Ethics
The
Ethics of Britannia, or the accepted measure of proper behavior, were
long based on the Way of the Avatar. As time progressed, the lessons
of this historic tale came to be interpreted in many ways. In fact,
many people interpreted the Way of the Avatar in ways that wouldn't
require them to strive to uphold these virtues.
Now,
Lord Blackthorn, acting king of all Britannia, has enacted a Code of
Virtue that leaves no room for misinterpretation.
1.
Thou shalt not lie, or thou shalt lose thy tongue.
2.
Thou shalt help those in need, or thou shalt suffer the same need.
3.
Thou shalt fight to the death if challenged, or thou shalt be
banished as a coward '
4.
Thou shalt confess to thy crime and suffer its just punishment, or
thou shalt be put to death.
5.
Thou shalt donate half of thy income to charity, or thou shalt have
no income.
6.
If thou dost lose thine own honor, thou shalt take thine own life.
7.
Thou shalt enforce the laws of virtue, or thou shalt die as a
heretic.
8.
Thou shalt humble thyself to thy superiors, or thou shalt suffer
their wrath.
27th
day of the 11th
month of the year 137
Herein
is detailed the odyssey of his Majesty Lord British as recorded by
Remoh, scribe to the court of Lord British. With us on this journey
into the uncharted Underworld venture the knights Arionis, Meridin,
Geraci, Shaana, Noin, and Roin.
Day
1
At
dawn, we set off on our skiff down the River Maelstrom, east of
Spiritwood. Before the falls, we pause to remember the brave men who
discovered this entrance to the Underworld. Then we cast off and
repeat their plunge into the lightless underground waterway. We land
our boat on the western shore of a great lake. The cavern’s low
ceiling hangs close over us and the humidity is oppressive.
Arionis
and Geraci erect a wooden sign commemorating our expedition. The rest
of us repair the damage to our skiff inflicted by the subterranean
rapids that carried us here.
We
embark again, following a navigable stream south. After a short
distance, a tributary branches off to the east, but we continue
south. The cavern walls now tower above us, dimly reflecting our
torchlight.
The
current grows stronger and the crashing sound of tortured water
steadily increases. Abruptly, the river turns a sharp bend. The roar
grows painfully loud as our skiff careens down a great fall. A
storage cask breaks loose and knocks Meridin our of the boat during
our fall. The skiff lands flooded, bur miraculously upright. We drag
the unconscious Meridin back into the boat and retrieve the cask. He
revives as we row west, past a southern tributary.
The
river slows as we arrive at another fork. We continue north, hugging
the water-hewn stone wall on our right. As the river swings back to
the southwest, we hear the sound of approaching waterfalls. Quickly
we land the boat on the southern shore. Geraci sets off to explore a
promising passage through the rocks to the southeast. On returning,
she reports that the natural fissure slopes downward steeply, but
rejoins the river beyond the treacherous falls. We portage our skiff
around the falls with little difficulty and are once again on our
way. While the day wanes thousands of feet above us, the river
empties into a calm lake, stretching out beyond our sight into the
murky gloom. We row south by southeast, following the shore.
A
muffled scream, a heavy splash are our first omens of danger. We all
stare at the stern where, moments before, the raven haired knight
Shaana sat. Meridin quickly intones two words of magic, and the lake
around us explodes in light, blinding us momentarily. We see a
hideous ebony creature, twice as large as our skiff with Shaana
clutched in one of its slimy tentacles. Already dozens of yards away,
it is retreating ten paces further with every heartbeat.
Lord
British strides to the stern and stretches his arms toward the
receding monstrosity. In a voice as clear as crystal, in a tone as
urgent as the wind, he speaks seven words. We do not comprehend their
meaning, but we witness their impact. The squid creature pulls up
suddenly. A wrenching noise tears through the dank air. A large wave
passes under our boat. The squid creature has been vanquished. The
light from Meridin’s spell fades, and new torches are lit to
replace those dropped in panic. Shaana, dragged from the water, now
sleeps at her place upon the boat’s stern. Our king rests also,
deep in the meditation of the virtues. We row on.
Eventually,
at the southern shore of the lake, we follow the westernmost of two
identical-looking streams. We explore several land passages along the
way, but they all prove to be dead ends. The river turn north, flows
on a while, and then perversely turns south. Our firs day’s journey
ends at this juncture.
Day
2
We
awaken to a morning as dark as the blackest of nights. Our campfire
is a damp mound of cold ashes. The underground river has risen in the
night, soaking the meager supply of dry wood we brought with us.
Setting
out upon the waters again, we row south. Scarcely an hour passes
before we come upon another waterfall, one with no opportunities for
portaging around. From the beach, however, we can see the river
resuming only a few yards beyond the falls. With few options, we
brace ourselves and steer over the falls. As soon as we are righted,
though, the coursing water turns abruptly and we plunge down another
fall. Shaken and bruised, the group has barely enough time to secure
a firm grip on the boat before we plunge down a third cascade.
After
a brief respite, we pass over a fourth, though smaller falls.
Finally, we pass into a small, tranquil lake. We land on the south
shore and examine the area. Though a large fissure in the cliff walls
provides a land exit to the south, no navigable waterway leaves the
cavern. There is no choice: we shoulder our remaining provisions and
continue on foot through the fissure. The rough ride over the falls
has eliminated another option: if we ever return to Britannia, it
will not be by retracing our steps.
The
path leaving the cavern is at first swampy and tedious to walk upon,
but the way becomes easier as we leave the lake behind. Soon the path
curves north again and we come upon a great cavern with an uneven
rock ceiling many stories high. We are now walking on yellow
grass-like growth.
A
movement by his feet causes Arionis to halt. Before we can draw our
weapons, a great leathery tentacle as thick as a man’s leg coils
around Arionis then starts dragging him into its underground lair.
Noin drives his deadly main gauche into the tentacle. Thick green
fluid streams from the severed tentacle as it falls away. As Arionis
stumbles to his feet, he quickly shouts a warning. Noin turns to
sever a second tentacle just before it ensnares him. Movement in the
grass from which we have just come indicates more tentacled
monstrosities approaching. We flee together to the north side of the
cavern, slipping between rocks into a passage leading away to the
east. Before long the passage turns and we head south again.
At
the end of the passage, we find ourselves in a massive cavern. The
walls and ceiling extend beyond the glow of our torches. We wait in
vain for our echoes to return. It is difficult to fathom a cavern so
large it stifles echoes. We turn to the right, hugging the southern
wall. The stench of a stagnant river fills the air. As we walk, the
mud gives way to sand. When we have left the river miles behind us,
we encamp.
Day
3
A
shriek of pain awakens us after only a few hours of sleep. Meridin
utters an oath followed by two eerie sounds, and a grisly scene is
revealed. The knight Geraci is standing unsteadily, slicing her
dagger at six great worm that swarm around her, rearing up to strike,
while deftly evading her dagger. Her left arm is held against her
chest, in an attempt to staunch the flow of blood from a gaping
wound.
Lord
British raises his staff and utters an incantation. A deep chill
descends momentarily, then the six worms forget their prey and
assault each other with unreasoned fury. Meridin magically draws out
the worms’ poisonous venom. We quickly bind Geraci’s arm, gather
our gear, and resume our journey eastward along the southern wall.
Only two worms remain writhing in combat as we depart.
After
the wall finally curves to the north, we take a passage out of the
cavern to the northeast. The trail is rocky, and wide enough for
three to walk abreast. The twins, Noin and Roin, bringing up the
rear, are the first to notice the large, winged creature with matted,
brown fur and sharp, unsheathed talons. When we stop to look,
however, it flies off. Half an hour later, we notice two of these
creatures, but both fly off again as we turn. An hour later, three of
these ugly creatures approach, flying closer than the previous forays
dared, before veering off. We quicken our pace.
The
passage empties into a large grassy area with a high, earthen
ceiling. As we stop to rest, a deafening crescendo of screeches
heralds the invasion of a dozen winged monsters. The avian terrors
attack in force. Armour and skin is ripped from our backs. Our swords
swing, our daggers fly, but to no avail. Only two winged monsters are
wounded then finished. The remaining ten circle us furiously as Lord
British shouts ou words of mystic command. Four more attackers are
destroyed, but many more of our party have fallen.
As
I fight, I see Meridin from the corner of my eye. He crawls out of
the fray and raises his arms. Before he falls, he gasps four words. A
great flame breaks out between his outstretched arms and surges
forward. One by on, the last of the nightmarish creatures is consumed
with flame. The largest bat spirals to the ground. Its burning
carcass crashes next to Meridin’s corpse - a memorial fire to our
great archmage.
Day
4
Today,
the three of us remaining buried the valiant knights Arionis,
Meridin, Geraci, Noin, and Roin, here upon the underground
battlefield where they fell. Tomorrow we seek our way back to our own
world; our disastrous quest here is finished.
Day
5
The
Wraiths came this morning. There were three of them. They walked
through the stone. Their blackness was deeper than the shadows from
which the emerged. Advancing towards Lord British, they ignored
Shaana and myself. Lord British held their gazes, murmuring words of
life, healing and protection. Still they advanced. One raised its
hand, pointing at our lord. Then a silver bolt struck our immortal
king and he fell to the stony earth.
Shaana
was frozen, transfixed. I stumbled forward, but when I touched that
cloak, I shrank back. Foreboding washed over me. They took our lord
with them. I was powerless to stop them. I am afraid we all are.
Ultima V
Player
Reference Card
Movement
Except
in dungeons or while engaged in combat, your party is represented by
a single figure. During combat, each party member is shown and
allowed to act independently. The north, south, east,
and west keys will move your party or party member in the
designated direction. The keypad is also used to indicate
direction when aiming weapons and casting spells.
When
in dungeons, pressing [ENTER] or [PERIOD] keys will turn you around.
The
diagonal keys are used exclusively for aiming weapons or casting
spells in combat. Movement is not allowed using the diagonal
keys.
Menus
In
a game menu, use the directional keys to move the cursor bar
and highlight your choice. When you are satisfied with your
selection, press the [SPACE BAR] or the [ENTER] key. To leave a menu
without making a choice, press the [ESCAPE] key. If you are selecting
a member of the party from the party roster, you ma alternatively
indicate your choice by typing in the number of the player’s
position in the roster
An
arrow symbol just below a menu indicates that the list extends to
include more items in one or both directions
Commands
Following
is a list of commands that can be executed by pressing the designated
key.
A Attack - Attempt to engage a person or
creature in combat. Must be followed by a direction. In
combat, you can aim weapons in any direction, at any target within
the weapon’s range by using the number keypad and moving the
crosshair on top of the target. Press the A key again or the
[SPACE BAR] to fire.
B Board - Board a frigate, skiff, or
other conveyance, or mount a horse. If you board a ship from a skiff,
the skiff will be stowed and kept ready for later use
C Cast - Cast a spell. Must be followed
by the first letters of the spell’s syllables. Only works when the
proper reagents have already been mixed and the spellcaster has
enough Magic Points remaining. Some spells require additional
information (direction of target)
E Enter - Enter townes, castles, and
other structures. Party members must be standing directly on
structure to enter.
F Fire - Fire cannons. Must be followed
by a direction. Ship cannons may only fire when the ship’s
broadsides are facing the target.
G Get - Take possession of gold, food,
and other items. Must be followed by a direction.
H Hole Up - In dungeons and wilderness,
hole up and camp once a day to rest, heal wounds, and recover magical
strength. In cities, hole up in an unoccupied bed to quickly pass
time. On the sea, hole up to make minor repairs to your ship.
I Ignite a torch - Light a torch, if you
have one, to see at night or in dungeons.
J Jimmy lock - Unlock most doors and
safely open chests with a skeleton key. Keys are re-usable, but often
break if the person jimmying is not nimble enough.
K Klimb - Climb up or down ladders in
buildings and dungeons, down steel grates, or over small rockpiles,
fences, and other objects.
L Look - Identify any object or terrain
feature or read signs one step away. Must be followed by a direction.
May allow further interaction with some objects, such as wells and
fountains.
M Mix - Prepare spell reagents for later
use. Enter the first letters of the spell’s syllables, then select
the appropriate reagents from the menu. Press M again to mix.
N New Order - Exchanges the position of
any two party members, except the leader. Select the two members to
be exchanged from the roster menu with the cursor bar or by
pressing the number key representing the players’ positions
within the party.
O Open - Opens an unlocked door or
chest. Opening a locked chest will set off a trap is the chest has
one.
P Push - Allows small objects, like
tables and chairs, to be moved. May be used to block doors.
Q Quit and Save - Save the current game
status. If you do not use this command to end a playing session, any
progress made since the last save will be lost.
R Ready - Equip a party member with
personal items from the party’s stores. Use the direction
keys and [SPACE BAR] or [ENTER] key to select or de-select and item
in the menu bar. Press [ESCAPE] when finished. (See Note below
Z-Stats command)
S Search - Search the location or object
in the direction indicated. Searching may detect traps on chests,
concealed doors, dungeon floor traps, or reveal hidden items. Use the
south direction key (2), to search the immediate area in
dungeon halls.
T Talk - Allows you to converse with
merchants or townfolk in the direction indicated. Conversation is
possible over counters, tables, fences, and through windows and doors
with windows.
U Use - Use a potion, scroll, or other
special item found during the game. (See Note below Z-Stats
command.)
V View - Reveals a bird’s-eye view of
the surrounding countryside, city, or dungeon floor currently
occupied. View requires a special item.
X X-it - Exit or dismount current form
of transportation, leaving it behind while continuing on foot. Horses
not left by a hitching post may wander off. Exiting from a ship is
possible only if there is a skiff available or if the ship is next to
land.
Y Yell - On a ship, Yell will
hoist or furl sails. In other situations, Yell will allow you
to enter up to two lines of text to be spoken loudly.
Z Z-Stats - Displays the status and
attributes of your party members, including several screens of
information such as supplies, weapons, and spells. Use the East
and West directional keys to change pages. Use the North
and South directional keys to scroll up and down long lists.
Pressing the [ESCAPE] key or the [SPACE BAR] will exit the Z-stat
screens.
Note: Extra keys available for Z-Stats,
Ready, and Use commands:
Home: move to beginning of list. End:
move to end of list.
Page Up: scroll a page up Page Down:
scroll a page down
1-6, 0
Designate/Clear Active Player
Several
commands request one party member be selected to perform the action
requested. When this is required, an illuminated cursor bar will
appear over the names of your party members. Use the directional
keys to highlight the name of the character you wish to designate and
press [ENTER], or abort the command by pressing [ESCAPE].
Instead
of selecting a party member to perform a command each time you invoke
it, you may set any living party member as the “active player”.
The “active player” will be the default player for those commands
which require a single party member for execution (i.e., jimmy, get,
search, etc.) This player will remain your active player until you
select another party member or disable this feature by pressing 0.
This player will not server as the default during combat. You may
assign a party member to be the active player during combat if you so
choose. To assign a player as the active player, press the number key
from 1 to 6 representing that player’s position in
the party roster.
[SPACE
BAR]
Pass
- Pass a turn, allowing time in the game to proceed. Also aborts any
command requiring a directional key.
[ESCAPE]
Aborts
or exits commands which use scrolling menus. [Escape] speeds exit
from combat scenes after all foes have been overcome, and allows you
to abandon any charmed creatures in combat and dungeon rooms.
Ctrl-S
Toggle
Sound - Turns sound effects on or off
Ctrl-B
Toggle
Buffer - Turns keyboard buffer on or off.