761 lines
40 KiB
Plaintext
761 lines
40 KiB
Plaintext
Ultima VI
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by Origin
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General
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Typed by Golden One
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and Hill Billy
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I, Lord British, write this exhortation in my own hand that you, my virtuous
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Champion and Avatar, might gain a full appreciation of the significance of the
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times which face us. Though evil has often raised its rebellion head, I fear
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we now face a threat far greater than any yet encountered. In the past, you
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and your companions have risen faithfully to the challenge, undaunted by
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overwhelming odds, unwavering in your adherence to the Path of Virtue. We
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place our trust in you once more.
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As though seeking vengeance against the Light, the forces of Darkness have
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renewed their malevolent aggressions. Not content to remain in their own
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realm, daemonic emissaries from the Underworld have begun making incursions
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into our land. It is fortuitous that you have returned to Britannia in these
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perilous times. Study well the words which follow, for they are essential to
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your quest. And that quest is essential to the continued existence of the
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human race.
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For more than a fortnight I have dictated my thoughts and admonitions to the
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venerable Moebius, Keeper of the Libraries of the Lycaeum. He has
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scrupulously recorded my every word, and when called upon, made illustrations
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to aid your understanding. I have affixed my seal to this letter to assure
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you that these are indeed my words. Take them to heart. Heed my counsel.
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Gird yourself with the infinite wisdom of Truth, Love and Courage, for at the
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end of your quest lies a destiny foretold in ancient times: "One shall arise
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who possesses the strength of an army, the vision of a prophet and the heart
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of a saint. This Great One will bring an end to the struggle between the
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Darkness and the Light."
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Pray that you are, indeed, the One, for should you fail, the Light of life
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will surely be extinguished and Darkness will reign forevermore.
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Lord British
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Sovereign of Britannia
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THE CHRONICLES OF BRITANNIA
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My sojourn upon the shores of Britannia began many generations ago. Long ago
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did I uncover the secrets of the moongates which brought me here from my
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distant homeland, even as they now bring you. As you well know, we who pass
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through the gates to Britannia, though we be in this world are not of it. It
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is for this reason, I suspect, that we are immune to the ravages of time
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during our stays here. Remember, however, that we remain ever mortal, albeit
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seemingly ageless.
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At the time of my arrival here, this place was known as Sosaria, a region
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comprised of numerous warring city-states and feudal fiefdoms. It was not
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long before my affinity for order, peace and prosperity had earned me the
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title of Lord British, ruler over the city-state of Britain, and ultimately
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Lord of Britannia. Under my guidance the land and its people have prospered
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and grown, though not without challenges from the forces of Evil.
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THE AGE OF DARKNESS AND THE FOUNDING OF BRITANNIA
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Thrice during ancient times did beings of a foul nature seek to conquer my
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domain. Thrice did you answer my call for a champion. Thrice was evil
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thwarted.
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THE TALE OF ULTIMA I
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First was the perverted sorceror, Mondain, who slew his own father that he
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might gain immortality and advance his dark dominion over the land. It was
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against Mondain that you first answered my call, travelling through the
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moongate to put an end to Mondain's shadowy plans.
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THE TALE OF ULTIMA II
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The triumph of good was short-lived, for Mondain left behind an apprentice and
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consort named Minax, a cold-blooded young woman whose ambition was exceeded
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only by her thrist for blood. Entire legions of evil creatures responded to
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her commands, bringing misery to the inhabitants of Sosaria. Again, you rose
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to the challenge, slaying Miinax's vile minions by the hundreds until at last
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she too met her fate at your hands.
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THE TALE OF ULTIMA III
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Mondain and Minax had devised a treacherous scheme to assure their immortality
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throughout time. They had created an offspring known as Exodus, neither man
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nor machine, yet embodying every evil impulse they possessed. Rising from the
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murky depths of the Great Ocean, Exodus unleashed an assault of vengeance upon
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the world. Were it not for your keen wit and determination, Exodus would
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surely have brought utter devastation to our land. Aided by the enigmatic
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Timelord, you foiled the mighty Exodus, bringing an end to the Cycle of Gloom
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begun by Mondain so long ago.
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In this manner did you thrice respond to my call for valor and overcome the
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Triad of Evil. The peace and security brought about by your acts of bravery
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led the city-states to band together and form the nation of Britannia,
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submitting to my just rule as British, Lord of Britannia.
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THE ASCENT OF THE AVATAR,
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as Related in Ultima IV
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With the passing of gloom and despair from the face of Britannia, the citizens
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flourished. Edicts went forth from my hand which were designed to foster both
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the material and spiritual growth of the society. I established great centers
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of learning where the arts and sciences could be developed and appreciated.
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During this era of renaissance, eight major townships were built upon the
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foundations of the former city-states, each dedicated to the study and
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fostering of a single virtue. These towns stand as symbols of great fortitude
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to this day.
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All great cultural movements require role models to help society maintain
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proper focus. I therefore issued the challenge for such an individual to step
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forward and show the people the way of virtue. You responded in a fashion
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which befits your integrity and pure heart. Undertaking the task of
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unraveling the concepts of spirituality, you discovered the great Codex of
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Ultimate Wisdom and attained the title of 'Avatar,' the human embodiment of
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virtue.
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The newly discovered Codex was raised from the bottom of the Great Stygian
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Abyss in order that we might study its teachings. But our acquisition of the
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Codex changed the physical, as well as the spiritual, landscape of the world.
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A fiery new island, the Isle of the Avatar, rose from the depths of the Great
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Sea, and in the violent birth of this isle, an immense underworld chamber
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opened up! When this cataclysm had passed, a shrine was built on the Isle of
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the Avatar to house the Codex forever.
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THE SUBVERSION OF THE SHADOWLORDS,
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as Related in Ultima V
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The acquisition of the Codex of Ultimate Wisdom from the deep recesses of the
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underworld created a karmic imbalance in the universe, resulting in the
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emergence of three sinister Shadowlords from the shards of the black jewel of
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Mondain. These grim agents of darkness were the very antitheses of virtue.
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Their trickery and deceit allowed them to imprison me in their underworld
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dungeon and, in a perversion of justice, compelled the leaders of Britannia to
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oppress the people. The once noble Lord Blackthorn became the human agent who
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fulfilled their evil intent.
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However, following your instincts and the admonitions of the Codex, you
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applied the principles of truth, love and courage against the Shadowlords and
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the corrupted Blackthorn. Your efforts allowed me to banish them and their
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agents from the realm of light. Thus was I restored to my consecrated throne.
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However, my return to the surface world set off a great tectonic upheaval,
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resulting in the collapse of the cavernous underworld in which I had been
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imprisoned. Many aftershocks and cataclysmic disasters befell the world for a
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period of time after that, though eventually all was restored to normal.
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TODAY: THE THREAT OF THE GARGOYLES
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Though long believed to be mythological creatures, the existence of Gargoyles
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was discovered shortly after the first expedition to the geologically unstable
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underworld. At first, they seemed content to remain in their subterranean
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domain, but recently they began appearing in our world, seemingly bent on
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doing us great harm.
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These diabolical nemeses have begun to seize our holy shrines and places of
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enlightenment. Scores of homes and villages in our land have been destroyed
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during nocturnal raids mounted by the daemonic fiends, while countless others
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stand empty and deserted. Local and government militias have organized in
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opposition to the calamitous invasion from below. Whole brigades of skilled
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warriors from Serpent's Hold have clashed with these tireless foes on the
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field of battle, but to no avail.
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The Gargoyles' methods suggest that they are searching for something of great
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value. It is even rumored that they may seek your destruction, though why
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this should be so is not known to us.
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I urge you, my Champion and Avatar, to study the pages that follow, in part to
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ensure your own survival. But even more, heed my words that you may
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understand the condition of our world and the plight of our people against the
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unrelenting Gargoyles.
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THE KINGDOM OF BRITTANIA
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As the Lord of Britannia, I have devoted myself to fathoming the beauty and
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variety of this land. But one must not forget that the landscape has been
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stained with the blood of many a brave warrior who, for want of control over
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it, fell victim to its perils. Those who have seen the Bloody Plains in the
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northeast know of what I speak. So, take care in your journeying lest you
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fall prey to the seductive charm of the land, only to learn its deadly secrets
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while lost in contemplation.
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THE GREAT CENTERS OF POWER AND LEARNING
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The Castle of Lord British
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Chief among the places in Britannia, my keep overlooks the town of Britain
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from the protected flanks of the Serpent's Spine. Visitors to the castle will
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find evidence of my many interests and hobbies within its marbled halls.
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Though my authority extends from the throne to the most remote regions of the
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kingdom, none shall be turned away who come to me for counsel in their time of
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need. And forget not, Avatar, that I have prepared a room for you in my
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castle that you might find a place of rest from your long journeys abroad.
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The Lycaeum
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The world's greatest storehouse of knowledge and wisdom is contained within
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the walls that form the Lycaeum. Poised upon the northwestern slopes of
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Verity Isle, the Lycaeum's libraries, laboratories and academies of learning
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are a haven for the seeker of truth. Four times each year the Inner Circle of
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Mages congregates within the labyrinthine chambers to exchange esoteric
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secrets. Whilst in the area, do not fail to visit the observatory where
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astronomers create many fine lenses through which to view the heavens.
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Empath Abbey
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Home to the Brotherhood of the Rose, Empath Abbey serves as a retreat for
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those engaged in contemplation and reflection. Flanked by the oaks of the
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Deep Forest on one side and by the sea on the other, the Abbey sits as a
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lighthouse of peace in the northwestern region of Britannia, near the town of
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Yew. Well schooled in the vintner's craft, the brothers and sisters of the
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Abbey produce some of the land's finest wines, thus assuring their financial
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security and sustaining their monastic lifestyles.
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Serpent's Hold
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A bastion of honor, valor, and triump, Serpent's Hold is the castle
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headquarters of the Order of the Silver Serpent and the training center for
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Britannia's armed militia. Many noble and brave warriors have set forth in
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our defense from this garrison on the Isle of Deeds. The most skilled of
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these warriors, grizzled veterans all, have selflessly returned to instruct
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the new recruits in the ways of attack and defense. Recently, a dozen squads
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of the finest from Serpent's Hold went out to attack the camps of the invading
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Gargoyles. Few returned to tell about it.
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THE PRINCIPAL TOWNS
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When the Great Council met after the collapse of the Triad of Evil, it was
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decided that each of the main towns of Britannia should adopt one of the
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fundamental principles of virtue as its focus of learning. Each of these
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eight towns, the former city-states of Sosaria, has taken great care in
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fostering its guiding principle of virtue--they stand apart as the true jewels
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in the crown of Britannia. The traveller will find a sacred shrine dedicated
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to the chosen principle of virtue near each town.
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Moonglow, founded on Honesty
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On the southern tip of Verity Isle, the town of Moonglow welcomes those of
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faithful heart and noble intentions. Mages and scholars frequent this
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seagoing port because of its proximity to the libraries of the Lycaeum and
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because its accomodations and services are among the most reasonably priced in
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the land.
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Britain, founded on Compassion
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Centrally located on the shore of Britanny Bay, the town of Britain is the
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site of the castle from which I rule. It is also host to multitudes of
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travellers and to purveyors of goods of all kinds.
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The adventurer will surely appreciate the hospitality shown by Britain's
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compassionate citizens. The shops, inns and armouries of Britain are much
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renowned and frequented by all who prepare for and return from long journeys.
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The historic Wayfarer's Inn is considered a second home to many a road-weary
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adventurer.
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Jhelom, founded on Valor
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Many of Britannia's most esteemed warriors have emerged from the town of
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Jhelom in the far southwestern region of the kingdom on the main island of the
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Valorian isles. Lodging, supplies, armaments and a prosperous shipbuilding
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industry are to be found in this bustling town by the sea.
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Yew, founded on Justice
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Second in size only to Britain, the town of Yew is the judicial and legal
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heart of the kingdom, being home to the Supreme Court of Britannia. Druids
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and philosophers have long gathered under the shade trees of the Deep Forest
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surrounding Yew, exploring the subtle nuances of justice and righteousness.
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While visiting Yew, one will find a fine pub and a fully equipped armoury and
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apothecary.
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Minoc, founded on Sacrifice
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Stretched across the mouth of Lost Hope Bay in northern Britannia, Minoc has
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commited itself to the plight of the needy and homeless. Minoc is also well
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known for its artisans who excel in the crafts of metalworking, armouring,
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glassworking, and clock making.
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Trinsic, founded on Honor
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The honorable paladins who make their homes in the idyllic town of Trinsic are
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noted for their courage and devotion to truth. Situated just north of the
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Cape of Heroes in the south lands, Trinsic provides many fine goods and
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services to the traveller, including a stable where the finest steeds are
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available to speed you along your way.
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Skara Brae, founded on Spirituality
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It has oft been said that Skara Brae, close by the mystic forest of
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Spiritwood, is the spiritual center of Britannia. But the word "spirit" has
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many meanings, and only some of the town's inhabitants--notably the healers,
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magicians, and priests--concern themselves with matters of the soul. Others
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in the area have a different meaning in mind--those inclined to take advantage
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of Skara Brae's fine winery!
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New Magincia, founded on Humility
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Having been destroyed in ancient times for its haughty pride, New Magincia was
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rebuilt by a more humble people who favored the simple ways of farming and
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rural life. With the passage of time, an industrious village has grown atop
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the ruins of the old town. Those who would revel in their own pride should
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take special note of the lesson of New Magincia.
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OTHER LOCATIONS OF NOTE
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Buccaneer's Den
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Lives there a soul who has not heard of the notorious pirates and thieves of
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Buccaneer's Den? In spite of its ill repute, many travellers have found this
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island village east of Paws to be a great source of exotic goods. The ships
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that frequent its harbor bring unusual artifacts from far and wide.
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Cove
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Nestled in the mountains just south of Lost Lake, Cove is home to many
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magicians, healers and alchemists. One will also find there a shrine
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dedicated to the Avatar's pursuit of Virtue.
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Paws
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This quaint coastal village lies halfway between the towns of Britain and
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Trinsic, where the weary traveller can obtain food, shelther and a change of
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horse. The mysterious islands known as the Fens of the Dead can barely be
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seen offshore near Paws. In these Fens, mages ofttimes seek the rare mandrake
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root and nightshade so necessary to their potent concoctions.
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The Bloody Plains
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Site of one of Britannia's most savage wars, this desolate region lies
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sandwiched between two great swamps across the mountains northeast of the
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village of Cove. The bloodstained soil serves as a timeless memorial to the
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thousands of brave soldiers who met their fate there. Mages know this area as
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another of the few paces where they can find mandrake root and nightshade.
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The Isle of the Avatar
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This enigma of nature rose from the sea when the Codex of Ultimate Wisdom was
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brought up from the depths of the Great Stygian Abyss. The great subterranean
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upheaval that gave it birth left the large island dotted with volcanic
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craters, steaming fumaroles, and a ready supply of sulfurous ash. Few are
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brave enough to risk the hazards of this place--even to behold the Codex in
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the Shrine of the Avatar.
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The Palace of Blackthorn
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Few nowadays venture near this monument to evil, but rumors abound that the
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mad wizard Sutek has taken refuge in the former abode of Blackthorn, the
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defamed ally of the vanquished Shadowlords. What Sutek might be doing there,
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none can say.
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THE CITIZENRY
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The citizens of Britannia are a diverse people who have survived many
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challenges to the rule of Order. Their ancestry can be traced to a time
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before the Sosarian city-states were formed, a time when a loose confederation
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of druids and mages flourished alongside a meek but industrious agricultural
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populace. Relics of ancient times can be found throughout the land and traces
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of the ancient language of the land can be found throughout modern Britannia.
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In your travels you will no doubt come upon the occasional sign or placard
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written in a curious runic script. Passed down from one generation to the
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next, this written runic language is directly descended from the language of
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the druids of old. Though strange and seemingly indecipherable, the process
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of interpreting runic script is really quite simple. The key (ULT6LANG.DOC)
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will enable the traveller to translate runic characters into his native
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tongue.
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INTERACTING WITH THE CITIZENS
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Whether talking to the farmer in his field or to one of the scholars at the
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Lycaeum, one will be impressed with the eloquence and diversity of interests
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possessed by the people of Britannia. Their good-natured dispositions are a
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result of several generations of relative peace brought about by the natural
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focus on the principles of Virtue.
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When meeting someone for the first time, it is customary to ask them their
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name and job. In most cases, a Britannian will be more than willing to
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discuss a variety of subjects and be most eager to answer questions you may
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post to him. Do not fail to take note of the things you are told during these
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coversations, for even the words of the humblest farmer or beggar may provide
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needed guidance in your journey through the land.
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Many Britannians will do far more than offer advice and information, however.
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If asked to join your party, the more adventuresome in the realm will
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accompany you on your quest. Stalwart allies can mean the difference between
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victory and defeat, so choose your party members wisely.
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Merchants buy and sell a variety of goods and services, offering you the
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opportunity to stock up on needed supplies or build up cash reserves. Enter a
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shop and tell the proprietor you wish to buy something and you will very
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likely find the item you desire. Offer to sell the proprietor an object in
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your possession and you may find him an eager trading partner.
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The commerce of the nation is a source of pride to all Britannians and a
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subject worthy of detailed treatment here.
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COMMERCE
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A complex system of interdependency among many professions and crafts drives
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all commercial activity in Britannia. This interdependency ensures that
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Britannia remains a growing nation, well supplied and prepared against times
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of shortage and hardship.
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Farming
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Since the times before our great societal expansion, farming and animal
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husbandry have been the cornerstones of the Britannian economy. It is the
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farmer who grows fine grains for the baker and the baker who makes our bread.
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It is the rancher who tends the cattle for meat and dairy products, keeping
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our stores and pubs filled with the necessities of life. In like manner, the
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shepherd supplies wool to the makers of cloth who, in turn, enable the
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clothiers to ply their trade. In these and many other ways, Britannian owes
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its livelihood to the persistent laborers of the soil.
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PROFESSIONAL MERCHANTS
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The merchants of Britannia strive to provide satisfactory goods and services
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to their customers. The professional symbols emblazoned upon the signs which
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hang outside their shops attest to their willingness to assist the traveller..
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at least during business hours.
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Armouries (Serpent)
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Britannia's armouries are a key factor in the security and prosperity of the
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land. Providing both armaments for the valiant and employment for armourers
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and blacksmiths, these shops offer high quality armour and weaponry of many
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types. Most armourers will gladly repurchase used equipment, though usually
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at prices far lower than originally paid for them.
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Stables (Horseshoe)
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The seasoned traveller understands what a godsend a steed can be on lengthy
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and treacherous journeys. Stables are usually found in smaller towns and
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villages, or at private residences where the owners may be willing to offer
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you a fine horse at a fair price.
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Markets & Pubs (Mug and Bowl)
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Most of the major towns in Britannia have at least one shop dedicated to
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caring for the traveller's need for food and supplies. The wise traveller
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will learn to examine the varied inventories carried by different merchants,
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making note of the shopkeepers who stock rare and unusual items--one never
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knows when such knowledge may be of use. In pubs, the traveller may partake
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|
of a refreshing glass of ale or a fine meal of pheasant and mutton. The
|
|
service will often be accompanied by the melodies of a cheerful minstrel, and
|
|
pub owners are known for their willingness to take part in a friendly chat.
|
|
|
|
Healers (Ankh)
|
|
The vast wildernesses of Britannia, though rich in beauty, also hold hidden
|
|
dangers capable of causing travellers injury or illness. Luckily, many towns
|
|
have professional people trained in the medicinal arts. Healers can turn back
|
|
the ravages of swamp poison or heal wounds earn in battle. Some physicians
|
|
claim that their healing arts have been enhanced and augmented by magic, to
|
|
the point that they can resurrect the dead!
|
|
|
|
Magic shops (Vial)
|
|
These occult apothecaries are quite interesting to visit. Their oddly
|
|
decorated shelves are often strewn with vials of strangely colored potions,
|
|
queerly glowing staves and scepters, and a cornucopia of herbal and mineral
|
|
reagents useful in the mage's work. since many of the items offered are both
|
|
rare and expensive, their availability will vary from town to town, so the
|
|
travelling mage will want to make special note of those things offered in the
|
|
places he visits.
|
|
|
|
Inns (Candle)
|
|
Inns provide safe, restful accomodations where travellers can retreat after a
|
|
long, hard day. Many inns even offer fine dining facilities on-site. Prices
|
|
will vary from place to place, but even the most inexpensive inn is a welcome
|
|
home away from home for the weary adventurer.
|
|
|
|
Shipwrights (Anchor)
|
|
Several of the port towns along the shores of Britannia boast of craftsmen
|
|
renowned for their dedication to the construction of safe, dependable sea
|
|
vessels. Whether you need a small skiff to get upriver, or a mighty sailing
|
|
vessel for open sea travel, the local shipwrights will be more than happy to
|
|
discuss terms. It is wise to pay attention to information about local sea and
|
|
wind conditions before setting out in a new craft.
|
|
|
|
Guilds (Key)
|
|
It is not uncommon for members of certain professions to organize themselves
|
|
into guilds which cater to the specific needs of their membership. Such
|
|
guilds have been set up in a number of towns. The guilds provide professional
|
|
adventurers with many of the things they need for journeys into the wilderness
|
|
and deep dungeons.
|
|
|
|
Tailors (Scissors)
|
|
Nowhere is the interdependence of Britannia's craftspeople more in evidence
|
|
that in the field of tailoring. Thread must be spun and taken to weavers.
|
|
Weavers, having made cloth from the thread, deliver it into the hands of
|
|
clothiers. Clothiers turn bolts of fine fabric into clothes fit for kings.
|
|
Find your place in this process and you may profit. Seek out the tailors of
|
|
Paws if you desire a wardrobe of the highest quality.
|
|
|
|
Fletchers & Bowyers (Arrow)
|
|
Many are the fletchers and bowyers of Britannia, but none are held in higher
|
|
esteem than those of the town of Britain. The ingenious engineering and high
|
|
quality of their arrows, bolts, bows, and crossbows is known through the land.
|
|
This is due mainly to the great skill of the master bowyer, Iolo Fitzowen,
|
|
proprietor of Iolo's Bows. Iolo and his apprentice, Gwenneth, can be of great
|
|
assistance to archers.
|
|
|
|
|
|
|
|
THE CALL TO ADVENTURE
|
|
|
|
Adventuring in the savage lands of Britannia is no life for the timid, nor is
|
|
it a profession for those lacking resolve. Consider carefully before taking
|
|
up the gauntlet I cast before you, for the path to your destiny is fraught
|
|
with peril and adversity. The elite corps of stout-hearted souls who accept
|
|
my challenge must be disciplined, determined and willing to sacrifice all.
|
|
But even more, they must be devout followers of the path of virtue. Learn now
|
|
the ways in which my chosen adventurers apply their talents to the tasks
|
|
before them.
|
|
|
|
THE WAY OF THE FIGHTER
|
|
|
|
Many celebrated fighters are trained in the art of combat at Serpent's Hold.
|
|
There are, however, a few warriors of humble origin who have not the benefit
|
|
of such training. These acquire skills on the field of battle, earning high
|
|
acclaim for heroic deeds of valor. The true value of a fighter is found not
|
|
in his training, but in his heart; it is exemplified not in his knowledge, but
|
|
in his accomplishments.
|
|
|
|
The fighter typically possesses great strength and endurance, complements to
|
|
his natural instincts and boundless courage. His proficiency with many
|
|
weapons makes him a walking arsenal, ever ready for battle. The fighter
|
|
prefers to mount his attack from the front line position, a strategy which
|
|
well serves his inclination to wield mighty bludgeoning weapons and lethal
|
|
two-handed swords.
|
|
|
|
As a novice fighter grows in experience, his strength and dexterity naturally
|
|
increase, allowing him to employ more effective combinations of weapons and
|
|
armour. Enjoying the company of rangers and paladins, the fighter should
|
|
likewise associate himself with a mage or a bard who can supplement his great
|
|
physical attack with long range weaponry and the tools of magic.
|
|
|
|
THE WAY OF THE BARD
|
|
|
|
Poet and minstrel, tinkerer and athlete, user of magic and noble adventurer...
|
|
These all describe the multi-talented bard. Though not as physically imposing
|
|
as the fighter, the bard is usually more dextrous and agile, being both quick
|
|
of mind and of foot. Sure hands and nimble fingers serve the bard well as he
|
|
untagles knotty puzzles and picks "unpickable" locks.
|
|
|
|
Often an accomplished archer, the bard is also acquainted with the ways of
|
|
magic, making him a most versatile gladiator on the field of battle. He often
|
|
chooses to aply his combative skills from the rear of the melle where he can
|
|
let his arrows and fiery magic missiles fly toward beleaguered targets in the
|
|
front. Whether in the heat of battle or in the quagmire of a wizard's
|
|
mischievous riddle, the well-rounded bard is an indispensable ally to the
|
|
adventurer's quest.
|
|
|
|
THE WAY OF THE MAGE
|
|
|
|
All well-travelled adventurers have at one time or another been mystified by
|
|
the mages of Britannia. Never to be forgotten is the sight of a cloaked
|
|
figure performing an odd dance in a distant clearing. Puzzling indeed is the
|
|
whispered transaction between a mage and an apothecary as the magician
|
|
acquires the plants and animal parts that are the raw materials of his trade.
|
|
|
|
Seeing what cannot be seen, hearing what no man hears, communing with beings
|
|
not present... What ancient spirit possesses the mage that his mind constantly
|
|
dwells on things not perceived by the common man?
|
|
|
|
One never chooses to become a mage--one is born a mage, having from birth
|
|
exhibited magical inclinations and abilities which defy rational explanation.
|
|
A mage usually spends his early years studying the esoteric writings and
|
|
diagrams contained in the libraries of the Lycaeum or poring over bottles and
|
|
boxes of exotic herbs and minerals found in its laboratories.
|
|
|
|
The tools and weapons of the mage are found in his spellbook, which never
|
|
leaves his side. This tome is filled with pages of cryptic runes which
|
|
descripbe the auspicious times, places and methods for various types of
|
|
sorcerous work. The illusions and spells at the mage's command often cast him
|
|
in the role of equalizer when a party of adventurers finds itself in an
|
|
otherwise one-side conflict against a megalithic foe. From a well-protected
|
|
position at the edge of the battle, the mage makes the necessary preparations
|
|
and utters the mysterious incantations to unleash the force of his chosen
|
|
spells against an unsuspecting foe.
|
|
|
|
Certain skilled mages possess remarkable power over nature and matter, being
|
|
able to create and destroy living and inanimate things at will. The deeper
|
|
secrets of the mage will be discussed later in this treatise--such secrets are
|
|
not for the eyes of all men...
|
|
|
|
THE WAY OF THE AVATAR
|
|
|
|
Embodying the fortitude of a fighter, the quickness--and quick-wittedness--of
|
|
a bard and the mystic insights of a mage, you have spent long years mastering
|
|
the principles of virtue. Many are the times you have savored the syllables
|
|
of the mantras and the spicey scent of incense during morning meditation. But
|
|
you are equally stirred by the sounds and smells of combat, being as much at
|
|
hom eon the field of battle as in a solemn shrine.
|
|
|
|
A paragon of integrity, you have always south total understanding of the world
|
|
around you, often journeying to the libraries of the Lycaeum or conferring
|
|
with the scholars of Moonglow and Yew. However, your love of scholarly
|
|
pursuits does not weaking your ties to the world outside the cloistered halls
|
|
of academe. Your devotion to your companions and those in need is total, and
|
|
you are ever aware that the principles of virtue are designed to guide us in
|
|
our relationships with our fellow man.
|
|
|
|
Your path offers both great risk and grand reward, but you are concered with
|
|
neither. Driven to follow this, the highest path, by forces unknown and
|
|
unknowable, you follow the Way of the Avatar to whatever end destiny has
|
|
decreed.
|
|
|
|
ADVENTURING AS A PARTY
|
|
|
|
Even the most valiant and powerful adventurer cannot stand alone against all
|
|
of the obstacles that will block his path. Banding together with other
|
|
likehearted fellows will give you the strength of numbers, and, of equal
|
|
importance, a diversity of talents which can be drawn upon along your way.
|
|
The Avatar joined by the fighter, bard and mage makes for a most imposing and
|
|
formidable team.
|
|
|
|
Putting their trust in your wisdom and skills, party members usually move as a
|
|
group toward a common objective. There may be times, however, when an
|
|
individual party member may set out on his own path whilst the remainder of
|
|
the party awaits his return--it is often prudent to send someone ahead to
|
|
scout a trail, for example, or to test the integrity of a decaying bridge
|
|
which hangs tenuously over a thundering river. However, as the acknowledged
|
|
leader of the group, you may at any time summon back individuals who have set
|
|
out on their own, regrouping the party for further travel.
|
|
|
|
An adventuring party accumulates many things during its travells--things
|
|
purchased or found in the towns and countryside, and treasures collected from
|
|
the corpses of fallen foes. Travelling is often made easier if provisions and
|
|
equipment are distributed evenly amongst the party members. The well-
|
|
organized party works together, sharing with each other the things they carry,
|
|
aiding each other on their long journey.
|
|
|
|
GETTING AROUND IN BRITANNIA
|
|
|
|
The frequent traveller in Britannia learns to avail himself of the various
|
|
means of transport which can be obtained. Acquiring a fine steed from the
|
|
village stables, you will soon learn that such a mount will not only improve
|
|
the quality of travel from town to town, but also give you a decided advantage
|
|
in combat against those who would impede your progress. When a quest requires
|
|
crossing the high seas, sailing vessels of various types may be obtained from
|
|
the shipwrights that do business along the coastal ports of call. It has even
|
|
been said that some adventuresome souls have learned a way to travel in a
|
|
craft that is lighter than the air itself, but these rumors, though
|
|
widespread, remain unconfirmed.
|
|
|
|
THE PARTY IN CONFLICT
|
|
|
|
Without fail, the travelling party will be set upon by people and creatures
|
|
whose sole purpose is to cause mayhem and sorrow. Let the traveller beware.
|
|
When entering into mortal combat against one of the myriad creatures of the
|
|
land, learn to measure its strength and speed, nothing both its tactics and
|
|
endurance.
|
|
|
|
One creature may attempt to bludgeon you senseless, while others attack you
|
|
from afar with hurled weapons. Many of the mythical beings you'll encounter
|
|
will use magic and illusions in their efforts to subdue you. If you can
|
|
survive their attacks and deal punishing blows of your own in return, you will
|
|
share the victor's right to search their fallen corpses for whatever bounty
|
|
they carry.
|
|
|
|
It is useful to devise strategies that will increase the party's chances of
|
|
survival in combat. Before combat begins, each party member can be assigned a
|
|
field position (frontal attack, flanking maneuvers or long range rear
|
|
position). When the party comes under attack, the party members will move
|
|
automatically to their predetermined positions and fight according to the
|
|
strategy they've been assigned.
|
|
|
|
As effective as predetermined combat positions are, you may choose not to
|
|
assign each party member a particular strategy. In this case, your allies
|
|
must act independently in combat. Situations may even occur in which a member
|
|
of the party becomes a berserker. When this happens, he will simply charge
|
|
and attack the most formidable opponent in sight.
|
|
|
|
A special note is in order for spellcasters. While invoking magic spells will
|
|
give you a decided advantage in battle, not all creatures will be affected
|
|
by them in the same manner. Therefore, you must learn to use your magical
|
|
talents judiciously, lest you waste valuable reagents and psychic energy.
|
|
|
|
THE PARTY AT REST
|
|
|
|
As a party becomes weary from the fatigue of a long journey and many battles,
|
|
it can set up camp in a safe place away from the hustle and bustle of town.
|
|
The burning campfire will take the chill out of the cool night air while the
|
|
party members eat some of the provisions they carry in their packs, perhaps
|
|
enjoying a round of storytelling or song. With bellies full, the travellers
|
|
should take a few hours sleep to ready themselves for the challenges of a new
|
|
day. Sleep provides an opportunity for much needed healing to the injured and
|
|
battle-weary adventurer.
|
|
|
|
It is wise to let one of the party members stand guard while the others sleep
|
|
so that he may awaken them if trouble approaches in the night. Since the
|
|
grou's guard gets no sleep, he should be allowed to rest the following night
|
|
while another stands guard.
|
|
|
|
EXPERIENCE AND THE LEVELS OF ATTAINMENT
|
|
|
|
The much-travelled adventurer will face many opportunities to explore new
|
|
places, talk with people, solve puzzles and complete quest. As you do these
|
|
things, experience will lead to increased physical strength, dexterity and
|
|
intelligence, giving you greater capacity to fulfill your destiny.
|
|
|
|
You can only gain a true appreciation of such increases by returning to one of
|
|
the Shrines of Virtue and engaging in reflection and meditation. To meditate,
|
|
learn the mantra of the shrine of your choice. Then talk to the shrine and
|
|
follow its instructions.
|
|
|
|
|
|
|
|
COSMOLOGY
|
|
|
|
There exists an extraordinary cosmic association between the gravity of the
|
|
moons and the delicate fabric of time and space. As though pulling the
|
|
strings of some cosmic marionette, the moons cause radiant moongates to appear
|
|
on the land below. Step through one of these shimmering corridors of light
|
|
and you will be transported to a new time or place. Moongates generaly appear
|
|
at locations where fragments of extraterrestrial rocks called "moonstones"
|
|
have been buried. There are at least two types of moongates--blue and red.
|
|
|
|
Blue moongates, generated by moonstones, generally focus on destinations in
|
|
but a single world--the world in which they appear.
|
|
|
|
Their power, awesome though it may seem, is limited, allowing the traveller to
|
|
teleport only from the location of one moonstone to that of another. The
|
|
moonstone the user travels to is determined by the phase of the moon that
|
|
appears directly overhead in the sky. Through experimentation and
|
|
observation, the moongate trveller can correlate the phases of the highest
|
|
moon with the destination the gate will select.
|
|
|
|
Red gates, generated by the powerful obsidian Orb of the Moons, can send the
|
|
traveller anywhere in Britannia. In fact, the holder of this black stone can
|
|
teleport to worlds other than his own. I, Lord British, have used the red
|
|
gates often, but there is, no doubt, much more to be learned about these
|
|
gates.
|
|
|
|
LAST WORDS
|
|
|
|
Consider carefully the thoughts I have set down in this treatise. Refer back
|
|
to these words often, that you may better understand your experiences as you
|
|
journey throughout the land.
|
|
|
|
You are advised to keep a personal journal of your experiences. Make notes of
|
|
conversations with the good citizens of Britannia. Record information found
|
|
on signs or read in books or scrolls. Keep track of the location of
|
|
provisions--items that seem unnecessary at one time may become useful at
|
|
another. They may hold information vital to your quest.
|
|
|
|
Finally, I must share with you news but recenty received from the scholars of
|
|
the Lycaeum. In compiling information about the daemonic Gargoyles invading
|
|
our land they have begun to detect a pattern. It appears that our foes are
|
|
trying to capture the Shrines of Virtue found near the major towns. The
|
|
moonstones are now in their possession, and, as each new shrine falls, a stone
|
|
is placed on the altar there. To prevent anyone from removing the stones, the
|
|
gargoyles have erected impenetrable force fields around the altars. Go to the
|
|
shrines at your earliest opportunity, free them and seek guidance at the
|
|
altars through prayer and meditation.
|
|
|
|
I urge you, my Avatar, to uncover the dark purposes of the gargoyles before
|
|
the last shrine falls. I fear you may be Britannia's last hope.
|
|
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|