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- Ultima VI
- by Origin
- General
-
- Typed by Golden One
- and Hill Billy
-
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
- I, Lord British, write this exhortation in my own hand that you, my virtuous
- Champion and Avatar, might gain a full appreciation of the significance of the
- times which face us. Though evil has often raised its rebellion head, I fear
- we now face a threat far greater than any yet encountered. In the past, you
- and your companions have risen faithfully to the challenge, undaunted by
- overwhelming odds, unwavering in your adherence to the Path of Virtue. We
- place our trust in you once more.
-
- As though seeking vengeance against the Light, the forces of Darkness have
- renewed their malevolent aggressions. Not content to remain in their own
- realm, daemonic emissaries from the Underworld have begun making incursions
- into our land. It is fortuitous that you have returned to Britannia in these
- perilous times. Study well the words which follow, for they are essential to
- your quest. And that quest is essential to the continued existence of the
- human race.
-
- For more than a fortnight I have dictated my thoughts and admonitions to the
- venerable Moebius, Keeper of the Libraries of the Lycaeum. He has
- scrupulously recorded my every word, and when called upon, made illustrations
- to aid your understanding. I have affixed my seal to this letter to assure
- you that these are indeed my words. Take them to heart. Heed my counsel.
-
- Gird yourself with the infinite wisdom of Truth, Love and Courage, for at the
- end of your quest lies a destiny foretold in ancient times: "One shall arise
- who possesses the strength of an army, the vision of a prophet and the heart
- of a saint. This Great One will bring an end to the struggle between the
- Darkness and the Light."
-
- Pray that you are, indeed, the One, for should you fail, the Light of life
- will surely be extinguished and Darkness will reign forevermore.
-
- Lord British
- Sovereign of Britannia
-
-
-
- THE CHRONICLES OF BRITANNIA
-
- My sojourn upon the shores of Britannia began many generations ago. Long ago
- did I uncover the secrets of the moongates which brought me here from my
- distant homeland, even as they now bring you. As you well know, we who pass
- through the gates to Britannia, though we be in this world are not of it. It
- is for this reason, I suspect, that we are immune to the ravages of time
- during our stays here. Remember, however, that we remain ever mortal, albeit
- seemingly ageless.
-
- At the time of my arrival here, this place was known as Sosaria, a region
- comprised of numerous warring city-states and feudal fiefdoms. It was not
- long before my affinity for order, peace and prosperity had earned me the
- title of Lord British, ruler over the city-state of Britain, and ultimately
- Lord of Britannia. Under my guidance the land and its people have prospered
- and grown, though not without challenges from the forces of Evil.
-
- THE AGE OF DARKNESS AND THE FOUNDING OF BRITANNIA
-
- Thrice during ancient times did beings of a foul nature seek to conquer my
- domain. Thrice did you answer my call for a champion. Thrice was evil
- thwarted.
-
- THE TALE OF ULTIMA I
-
- First was the perverted sorceror, Mondain, who slew his own father that he
- might gain immortality and advance his dark dominion over the land. It was
- against Mondain that you first answered my call, travelling through the
- moongate to put an end to Mondain's shadowy plans.
-
- THE TALE OF ULTIMA II
-
- The triumph of good was short-lived, for Mondain left behind an apprentice and
- consort named Minax, a cold-blooded young woman whose ambition was exceeded
- only by her thrist for blood. Entire legions of evil creatures responded to
- her commands, bringing misery to the inhabitants of Sosaria. Again, you rose
- to the challenge, slaying Miinax's vile minions by the hundreds until at last
- she too met her fate at your hands.
-
- THE TALE OF ULTIMA III
-
- Mondain and Minax had devised a treacherous scheme to assure their immortality
- throughout time. They had created an offspring known as Exodus, neither man
- nor machine, yet embodying every evil impulse they possessed. Rising from the
- murky depths of the Great Ocean, Exodus unleashed an assault of vengeance upon
- the world. Were it not for your keen wit and determination, Exodus would
- surely have brought utter devastation to our land. Aided by the enigmatic
- Timelord, you foiled the mighty Exodus, bringing an end to the Cycle of Gloom
- begun by Mondain so long ago.
-
- In this manner did you thrice respond to my call for valor and overcome the
- Triad of Evil. The peace and security brought about by your acts of bravery
- led the city-states to band together and form the nation of Britannia,
- submitting to my just rule as British, Lord of Britannia.
-
- THE ASCENT OF THE AVATAR,
- as Related in Ultima IV
-
- With the passing of gloom and despair from the face of Britannia, the citizens
- flourished. Edicts went forth from my hand which were designed to foster both
- the material and spiritual growth of the society. I established great centers
- of learning where the arts and sciences could be developed and appreciated.
- During this era of renaissance, eight major townships were built upon the
- foundations of the former city-states, each dedicated to the study and
- fostering of a single virtue. These towns stand as symbols of great fortitude
- to this day.
-
- All great cultural movements require role models to help society maintain
- proper focus. I therefore issued the challenge for such an individual to step
- forward and show the people the way of virtue. You responded in a fashion
- which befits your integrity and pure heart. Undertaking the task of
- unraveling the concepts of spirituality, you discovered the great Codex of
- Ultimate Wisdom and attained the title of 'Avatar,' the human embodiment of
- virtue.
-
- The newly discovered Codex was raised from the bottom of the Great Stygian
- Abyss in order that we might study its teachings. But our acquisition of the
- Codex changed the physical, as well as the spiritual, landscape of the world.
- A fiery new island, the Isle of the Avatar, rose from the depths of the Great
- Sea, and in the violent birth of this isle, an immense underworld chamber
- opened up! When this cataclysm had passed, a shrine was built on the Isle of
- the Avatar to house the Codex forever.
-
- THE SUBVERSION OF THE SHADOWLORDS,
- as Related in Ultima V
-
- The acquisition of the Codex of Ultimate Wisdom from the deep recesses of the
- underworld created a karmic imbalance in the universe, resulting in the
- emergence of three sinister Shadowlords from the shards of the black jewel of
- Mondain. These grim agents of darkness were the very antitheses of virtue.
- Their trickery and deceit allowed them to imprison me in their underworld
- dungeon and, in a perversion of justice, compelled the leaders of Britannia to
- oppress the people. The once noble Lord Blackthorn became the human agent who
- fulfilled their evil intent.
-
- However, following your instincts and the admonitions of the Codex, you
- applied the principles of truth, love and courage against the Shadowlords and
- the corrupted Blackthorn. Your efforts allowed me to banish them and their
- agents from the realm of light. Thus was I restored to my consecrated throne.
-
- However, my return to the surface world set off a great tectonic upheaval,
- resulting in the collapse of the cavernous underworld in which I had been
- imprisoned. Many aftershocks and cataclysmic disasters befell the world for a
- period of time after that, though eventually all was restored to normal.
-
- TODAY: THE THREAT OF THE GARGOYLES
-
- Though long believed to be mythological creatures, the existence of Gargoyles
- was discovered shortly after the first expedition to the geologically unstable
- underworld. At first, they seemed content to remain in their subterranean
- domain, but recently they began appearing in our world, seemingly bent on
- doing us great harm.
-
- These diabolical nemeses have begun to seize our holy shrines and places of
- enlightenment. Scores of homes and villages in our land have been destroyed
- during nocturnal raids mounted by the daemonic fiends, while countless others
- stand empty and deserted. Local and government militias have organized in
- opposition to the calamitous invasion from below. Whole brigades of skilled
- warriors from Serpent's Hold have clashed with these tireless foes on the
- field of battle, but to no avail.
-
- The Gargoyles' methods suggest that they are searching for something of great
- value. It is even rumored that they may seek your destruction, though why
- this should be so is not known to us.
-
- I urge you, my Champion and Avatar, to study the pages that follow, in part to
- ensure your own survival. But even more, heed my words that you may
- understand the condition of our world and the plight of our people against the
- unrelenting Gargoyles.
-
-
-
- THE KINGDOM OF BRITTANIA
-
- As the Lord of Britannia, I have devoted myself to fathoming the beauty and
- variety of this land. But one must not forget that the landscape has been
- stained with the blood of many a brave warrior who, for want of control over
- it, fell victim to its perils. Those who have seen the Bloody Plains in the
- northeast know of what I speak. So, take care in your journeying lest you
- fall prey to the seductive charm of the land, only to learn its deadly secrets
- while lost in contemplation.
-
- THE GREAT CENTERS OF POWER AND LEARNING
-
- The Castle of Lord British
- Chief among the places in Britannia, my keep overlooks the town of Britain
- from the protected flanks of the Serpent's Spine. Visitors to the castle will
- find evidence of my many interests and hobbies within its marbled halls.
-
- Though my authority extends from the throne to the most remote regions of the
- kingdom, none shall be turned away who come to me for counsel in their time of
- need. And forget not, Avatar, that I have prepared a room for you in my
- castle that you might find a place of rest from your long journeys abroad.
-
- The Lycaeum
- The world's greatest storehouse of knowledge and wisdom is contained within
- the walls that form the Lycaeum. Poised upon the northwestern slopes of
- Verity Isle, the Lycaeum's libraries, laboratories and academies of learning
- are a haven for the seeker of truth. Four times each year the Inner Circle of
- Mages congregates within the labyrinthine chambers to exchange esoteric
- secrets. Whilst in the area, do not fail to visit the observatory where
- astronomers create many fine lenses through which to view the heavens.
-
- Empath Abbey
- Home to the Brotherhood of the Rose, Empath Abbey serves as a retreat for
- those engaged in contemplation and reflection. Flanked by the oaks of the
- Deep Forest on one side and by the sea on the other, the Abbey sits as a
- lighthouse of peace in the northwestern region of Britannia, near the town of
- Yew. Well schooled in the vintner's craft, the brothers and sisters of the
- Abbey produce some of the land's finest wines, thus assuring their financial
- security and sustaining their monastic lifestyles.
-
- Serpent's Hold
- A bastion of honor, valor, and triump, Serpent's Hold is the castle
- headquarters of the Order of the Silver Serpent and the training center for
- Britannia's armed militia. Many noble and brave warriors have set forth in
- our defense from this garrison on the Isle of Deeds. The most skilled of
- these warriors, grizzled veterans all, have selflessly returned to instruct
- the new recruits in the ways of attack and defense. Recently, a dozen squads
- of the finest from Serpent's Hold went out to attack the camps of the invading
- Gargoyles. Few returned to tell about it.
-
- THE PRINCIPAL TOWNS
-
- When the Great Council met after the collapse of the Triad of Evil, it was
- decided that each of the main towns of Britannia should adopt one of the
- fundamental principles of virtue as its focus of learning. Each of these
- eight towns, the former city-states of Sosaria, has taken great care in
- fostering its guiding principle of virtue--they stand apart as the true jewels
- in the crown of Britannia. The traveller will find a sacred shrine dedicated
- to the chosen principle of virtue near each town.
-
- Moonglow, founded on Honesty
- On the southern tip of Verity Isle, the town of Moonglow welcomes those of
- faithful heart and noble intentions. Mages and scholars frequent this
- seagoing port because of its proximity to the libraries of the Lycaeum and
- because its accomodations and services are among the most reasonably priced in
- the land.
-
- Britain, founded on Compassion
- Centrally located on the shore of Britanny Bay, the town of Britain is the
- site of the castle from which I rule. It is also host to multitudes of
- travellers and to purveyors of goods of all kinds.
-
- The adventurer will surely appreciate the hospitality shown by Britain's
- compassionate citizens. The shops, inns and armouries of Britain are much
- renowned and frequented by all who prepare for and return from long journeys.
- The historic Wayfarer's Inn is considered a second home to many a road-weary
- adventurer.
-
- Jhelom, founded on Valor
- Many of Britannia's most esteemed warriors have emerged from the town of
- Jhelom in the far southwestern region of the kingdom on the main island of the
- Valorian isles. Lodging, supplies, armaments and a prosperous shipbuilding
- industry are to be found in this bustling town by the sea.
-
- Yew, founded on Justice
- Second in size only to Britain, the town of Yew is the judicial and legal
- heart of the kingdom, being home to the Supreme Court of Britannia. Druids
- and philosophers have long gathered under the shade trees of the Deep Forest
- surrounding Yew, exploring the subtle nuances of justice and righteousness.
- While visiting Yew, one will find a fine pub and a fully equipped armoury and
- apothecary.
-
- Minoc, founded on Sacrifice
- Stretched across the mouth of Lost Hope Bay in northern Britannia, Minoc has
- commited itself to the plight of the needy and homeless. Minoc is also well
- known for its artisans who excel in the crafts of metalworking, armouring,
- glassworking, and clock making.
-
- Trinsic, founded on Honor
- The honorable paladins who make their homes in the idyllic town of Trinsic are
- noted for their courage and devotion to truth. Situated just north of the
- Cape of Heroes in the south lands, Trinsic provides many fine goods and
- services to the traveller, including a stable where the finest steeds are
- available to speed you along your way.
-
- Skara Brae, founded on Spirituality
- It has oft been said that Skara Brae, close by the mystic forest of
- Spiritwood, is the spiritual center of Britannia. But the word "spirit" has
- many meanings, and only some of the town's inhabitants--notably the healers,
- magicians, and priests--concern themselves with matters of the soul. Others
- in the area have a different meaning in mind--those inclined to take advantage
- of Skara Brae's fine winery!
-
- New Magincia, founded on Humility
- Having been destroyed in ancient times for its haughty pride, New Magincia was
- rebuilt by a more humble people who favored the simple ways of farming and
- rural life. With the passage of time, an industrious village has grown atop
- the ruins of the old town. Those who would revel in their own pride should
- take special note of the lesson of New Magincia.
-
- OTHER LOCATIONS OF NOTE
-
- Buccaneer's Den
- Lives there a soul who has not heard of the notorious pirates and thieves of
- Buccaneer's Den? In spite of its ill repute, many travellers have found this
- island village east of Paws to be a great source of exotic goods. The ships
- that frequent its harbor bring unusual artifacts from far and wide.
-
- Cove
- Nestled in the mountains just south of Lost Lake, Cove is home to many
- magicians, healers and alchemists. One will also find there a shrine
- dedicated to the Avatar's pursuit of Virtue.
-
- Paws
- This quaint coastal village lies halfway between the towns of Britain and
- Trinsic, where the weary traveller can obtain food, shelther and a change of
- horse. The mysterious islands known as the Fens of the Dead can barely be
- seen offshore near Paws. In these Fens, mages ofttimes seek the rare mandrake
- root and nightshade so necessary to their potent concoctions.
-
- The Bloody Plains
- Site of one of Britannia's most savage wars, this desolate region lies
- sandwiched between two great swamps across the mountains northeast of the
- village of Cove. The bloodstained soil serves as a timeless memorial to the
- thousands of brave soldiers who met their fate there. Mages know this area as
- another of the few paces where they can find mandrake root and nightshade.
-
- The Isle of the Avatar
- This enigma of nature rose from the sea when the Codex of Ultimate Wisdom was
- brought up from the depths of the Great Stygian Abyss. The great subterranean
- upheaval that gave it birth left the large island dotted with volcanic
- craters, steaming fumaroles, and a ready supply of sulfurous ash. Few are
- brave enough to risk the hazards of this place--even to behold the Codex in
- the Shrine of the Avatar.
-
- The Palace of Blackthorn
- Few nowadays venture near this monument to evil, but rumors abound that the
- mad wizard Sutek has taken refuge in the former abode of Blackthorn, the
- defamed ally of the vanquished Shadowlords. What Sutek might be doing there,
- none can say.
-
-
-
- THE CITIZENRY
-
- The citizens of Britannia are a diverse people who have survived many
- challenges to the rule of Order. Their ancestry can be traced to a time
- before the Sosarian city-states were formed, a time when a loose confederation
- of druids and mages flourished alongside a meek but industrious agricultural
- populace. Relics of ancient times can be found throughout the land and traces
- of the ancient language of the land can be found throughout modern Britannia.
-
- In your travels you will no doubt come upon the occasional sign or placard
- written in a curious runic script. Passed down from one generation to the
- next, this written runic language is directly descended from the language of
- the druids of old. Though strange and seemingly indecipherable, the process
- of interpreting runic script is really quite simple. The key (ULT6LANG.DOC)
- will enable the traveller to translate runic characters into his native
- tongue.
-
- INTERACTING WITH THE CITIZENS
-
- Whether talking to the farmer in his field or to one of the scholars at the
- Lycaeum, one will be impressed with the eloquence and diversity of interests
- possessed by the people of Britannia. Their good-natured dispositions are a
- result of several generations of relative peace brought about by the natural
- focus on the principles of Virtue.
-
- When meeting someone for the first time, it is customary to ask them their
- name and job. In most cases, a Britannian will be more than willing to
- discuss a variety of subjects and be most eager to answer questions you may
- post to him. Do not fail to take note of the things you are told during these
- coversations, for even the words of the humblest farmer or beggar may provide
- needed guidance in your journey through the land.
-
- Many Britannians will do far more than offer advice and information, however.
- If asked to join your party, the more adventuresome in the realm will
- accompany you on your quest. Stalwart allies can mean the difference between
- victory and defeat, so choose your party members wisely.
-
- Merchants buy and sell a variety of goods and services, offering you the
- opportunity to stock up on needed supplies or build up cash reserves. Enter a
- shop and tell the proprietor you wish to buy something and you will very
- likely find the item you desire. Offer to sell the proprietor an object in
- your possession and you may find him an eager trading partner.
-
- The commerce of the nation is a source of pride to all Britannians and a
- subject worthy of detailed treatment here.
-
- COMMERCE
-
- A complex system of interdependency among many professions and crafts drives
- all commercial activity in Britannia. This interdependency ensures that
- Britannia remains a growing nation, well supplied and prepared against times
- of shortage and hardship.
-
- Farming
- Since the times before our great societal expansion, farming and animal
- husbandry have been the cornerstones of the Britannian economy. It is the
- farmer who grows fine grains for the baker and the baker who makes our bread.
- It is the rancher who tends the cattle for meat and dairy products, keeping
- our stores and pubs filled with the necessities of life. In like manner, the
- shepherd supplies wool to the makers of cloth who, in turn, enable the
- clothiers to ply their trade. In these and many other ways, Britannian owes
- its livelihood to the persistent laborers of the soil.
-
- PROFESSIONAL MERCHANTS
-
- The merchants of Britannia strive to provide satisfactory goods and services
- to their customers. The professional symbols emblazoned upon the signs which
- hang outside their shops attest to their willingness to assist the traveller..
- at least during business hours.
-
- Armouries (Serpent)
- Britannia's armouries are a key factor in the security and prosperity of the
- land. Providing both armaments for the valiant and employment for armourers
- and blacksmiths, these shops offer high quality armour and weaponry of many
- types. Most armourers will gladly repurchase used equipment, though usually
- at prices far lower than originally paid for them.
-
- Stables (Horseshoe)
- The seasoned traveller understands what a godsend a steed can be on lengthy
- and treacherous journeys. Stables are usually found in smaller towns and
- villages, or at private residences where the owners may be willing to offer
- you a fine horse at a fair price.
-
- Markets & Pubs (Mug and Bowl)
- Most of the major towns in Britannia have at least one shop dedicated to
- caring for the traveller's need for food and supplies. The wise traveller
- will learn to examine the varied inventories carried by different merchants,
- making note of the shopkeepers who stock rare and unusual items--one never
- knows when such knowledge may be of use. In pubs, the traveller may partake
- 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.
-
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