


                                The Book of Lore

    Foreword

    The Book of Lore was commissioned by Lord British at the dawn of the
    Fifth Age, as a compendium of common knowledge to this date.  Its
    inspiration is the great prosperity and progress that has come about as
    a result of the defeat of the Triad of Evil and the rise of the Avatar
    ethic.  Its purpose is to keep alive our understanding of the past and
    the present as safeguards for a bright future.  The book also serves as
    a guide for youth and other travelers throughout Britannia.


        Disclaimer......ii.......Legal information

          Folklore.......1.......History and folklegend

         Geography.......4.......Terrain and Topography

        Government.......5.......Political policy and structure

           Economy.......6.......Industry, service and the marketplace

       Settlements.......8.......Centers of civilization, urban and rural

          Populace......10.......The people: adventurers and townefolk

    Transportation......11.......The many methods of travel

         Astronomy......12.......Influences from the sky

          Language......12.......Runes to the present day

             Music......13.......Art and legend in sound

            Combat......14.......Strategies for war and wilderness

         Armaments......14.......Armour and weaponry

         Creatures......16.......Beasts of land and sea

            Virtue......19.......Elements of Avatarhood

             Magic......19.......Reagents and the eight circles of magic

            Ethics......23.......Lord Blackthorns list of ethics
                                                                  Page ii


    Disclaimer

         This document is a word-for-word digital copy of the printed "The
    Book of Lore" book that came with Ultima 5.  It is intended to
    accompany the Ultima 1-6 CD compilation.  Origin apparently decided
    that this document was not necessary for redistribution when putting
    the CD together.  However, there's a wealth of information about the
    world of Ultima 5 within the pages of this document that help clarify
    the current state of affairs in Britannia, and ultimately the point of
    the game.  There are also playing strategies, story embellishments, and
    hints and tips to the locations of places, items and monsters.  I find
    the exclusion of this document from the Ultima 1-6 CD to be a gross
    oversight.  The game can't be played or enjoyed to its fullest extent
    without the information provided here.  Thus, the existence of this
    document.

         I tried to keep the documentation as close to the original as
    possible.  However, I did take the liberty to correct a few minor
    grammatical and spelling errors.  The original "Book of Lore" varied
    the way the section headers looked.  It started out capitalizing the
    first letter, using lower case letters for the rest of each word.
    Later, it used ALL CAPS, making the text difficult to read.  I decided
    to take the liberty to capitalize only the first letter on all the
    headers.

         Additionally, I scanned in many of the images found within the
    original "The Book of Lore" and colorized every graphic you see in this
    document.  You will also notice that there are no images for the
    bestiary.  If you wish to scan in and colorize all 24 images, go for
    it.  This document is provided "as is".  No warranty is expressed or
    implied.

         The electronic version of this document is not endorsed or
    supported by Origin (OSI).  I am not an employee of Origin, and am not
    affiliated with them in any way.  I just really like Ultima, and wanted
    to fill in the glaring gap of information Origin supplied to the owners
    of the Ultima 1-6 CD.  Please do not charge any money for this document
    in any shape, manner or form.  I charge no money for this, and neither
    should you. This whole package is freeware.  Please do not make changes
    to this arc hive and then re-distribute it.  You may not chunk this
    file into something smaller, and always be sure that the contents of
    this archive is unmodified. This file is to always be distributed with
    "U5-Spell.Txt" and "U5-Jrny.Txt"

         If you have any comments, questions, suggestions or problems,
    direct them to louis@psyber.com.  In the meantime, please enjoy!

         Ultima and Lord British are registered trademarks of Richard
    Garriott.  Avatar, Quest of the Avatar, The Book of Lore are trademarks
    of Origin Systems, Inc.  All Rights Reserved.
                                                                  Page  1

    Folklore
    ---------------------------------------------------------------------

         Long before the ascendancy to power of Lord British, Sosaria, as
    it was then known, was made up of numerous city-states.  The eight
    largest and most enduring of these are today the major townes in
    Britannia.
         Each city-state had its own ruler and laws.  However, constant
    bickering for power and resources, meant that the smaller states often
    fell prey to the aggressions of the larger.

    The Crossing.
    -------------
         During this time, in another world, an idealistic youth was
    growing discouraged.  All around him, he saw people pursuing personal
    wealth and power.  Where were the heroes fighting for justice and
    prosperity for all people?  Was there no leader willing to seek the way
    to a better world for everyone?
         The youth took to spending his days roaming the hills.  One autumn
    day, he came upon a rock-bordered clearing surrounded by towering oaks.
    From a bed of dry leaves, the glint of metal caught his eye.  It was a
    silver medallion in the shape of a great serpent.  In his hand, the
    medallion felt unusually warm.
         Suddenly a line of blue light rose from the leaves, expanding into
    a door of light.  The youth stared, astonished, then stepped through.
         The door disappeared and autumn with it.  Green fields now
    surrounded the youth.  Feeling the medallion still in his hand, the
    youth slipped it into his pocket.  He detected a wisp of smoke rising
    above a grove of trees in the distance, and headed to ward it.  There
    he surprised a slender, blond man chopping wood.  As the man looked up,
    the axe struck the wood awkwardly, glanced off, and opened a gash in
    his leg.
         The youth rushed forward to help but the man put his hand up.
    Concentration replaced the pain that had flashed across his face.  He
    knelt, touching his injured leg with one hand, tracing intricate
    patterns in the air with his other, and softly murmured.  The bleeding
    stopped.
         The man stood up, brushing wood chips from his clothes.  He smiled
    broadly at the youth's amazement, then spoke with a deep voice.
         "Aye mek mye leg feelle na panne, and ayee haellede it, too.  Aye
    ought ha' kwit myne axynge.  But aye dinna ken thou'rt icumen."
         The youth's eyes grew huge.  He actually understood this strange,
    new language.  "But how did you heal your leg?"
         The man's eyes twinkled.  "Why, 'tis th' simplest of spelles.
    Nay?"
         The man's name was Shamino.  That night, the youth stayed in
    Shamino's house.  The youth told Shamino about the land from which he
    came.  Shamino could not fathom such a land, but believed the lad was
    sincere and telling the truth.
         "What again was the name of thy birthplace?"
         "Cambridge," the youth replied, "in the British Isles."
         Shamino thought for a minute, "I like that.  I shall call thee
    British."
         The youth laughed, but accepted his new name.
                                                                  Page  2

         Initially, British looked diligently for a way to return to his
    homeland, but over time his need to return to his own people lessened.
    It was only after he gave up looking for a way back that he discovered
    one.  British made the journey several time s.  In fact, it's believed
    he brought back close friends to dwell with him in his chosen world --
    Iolo the Bard and the knight Dupre are almost certainly his landsmen.
    Among the evidence of this is the aging process.  It appears that a
    decade in our world is equivalent to a single year in the homeland of
    British.  He and his countrymen age at one tenth the rate at which we
    age.
         Through the years, British's deeds demonstrated wisdom and
    bravery.  As respect for him grew, British became leader of a region of
    Sosaria including many city-states, and was awarded the title Lord
    British.

    The First Age of Darkness.
    --------------------------
         At the time British arrived at Shamino's, a native lad was growing
    up in Sosaria, being trained in the ways of sorcery.  He was a moody
    youth, given to sudden rages and fits of despondency.  To offset the
    latter, he would take his dagger into the woods and hunt, leaving his
    prey to rot where they fell.  He would return to his manor restored,
    strong in the confirmation of his power over life and death.
         His name was Mondain, and Mondain's strange ways were a constant
    worry to his father, a busy, much respected mage.  When Mondain was
    fifteen, his father took a stand.
         "Thou shalt take a year off from magic, Mondain," his father said,
    "to improve thine attitudes and develop thy virtues.  I have arranged
    for thee to live with the brothers in the abbey, where thou shalt
    practice compassion and humility.
         "Learn thy lessons well, my son, and this ruby gem, which
    harnesses the power of the sun, shall be thine."
         Mondain said nothing.  The next night he slew his father and took
    the gem, for he was ready for power and his father was in the way.
         At the same time Lord British was gaining a reputation for fair
    and honest government in his provinces and attracting attention for his
    startlingly innovative ideas, Mondain was using his father's gem
    against itself to produce a black jewel that would render him and his
    evil immortal.  Success meant gaining an even greater power over the
    evil minions of darkness.
         As terrors wrought by Mondain caused increasing unrest and dismay
    across Sosaria, British's ideas for unity of the city-states became
    more and more appealing.
         But the time was not quite ripe, for the widespread evil was
    beginning to take a tremendous toll.  Something new was needed, though
    British.  He absently reached for the silver serpent he wore about his
    neck.  Touching it in contemplation, he envisioned the kind of hero
    Sosaria needed to deal with Mondain.
         Within days, a stranger arrived in Sosaria.  With utter devotion
    to truth and good, the stranger grew into a hero capable of facing
    Mondain.  Eventually, the heroic stranger found the malevolent gem and
    destroyed it, along with its creator.  With Mondain's destruction, the
    forces of evil began to wane.
                                                                  Page  3

    The Second Age of Darkness.
    ---------------------------
         But good was not to rise victorious for long.  Mondain's
    apprentice in sorcery was a beautiful young woman.  Underestimated
    because of her youth, Minax was furious at the defeat of Mondain and at
    the destruction of the gem, whose existence she had surmised, and which
    she had intended to study and replicate for herself.
         Setting her fury aside, Minax decided to take control of the evils
    of the world without the gem.  She succeeded.  Through her network of
    beasts and her own frightening power, she rained evil upon the world.
         Again Lord British sent out the call for a hero.  Again, a
    stranger appeared.  Again the evil was hunted down and destroyed.  And
    with the destruction of Minax, this stranger was able to alter the
    future of the world from destruction to peace.

    The Third Age of Darkness.
    --------------------------
         Decades passed in relative peace.  Good leaders of the city-states
    turned more and more to Lord British for guidance, and Sosaria became a
    united land under his rule.
         Then, one day, a sailor reported to Lord British the appearance of
    a hitherto unknown island, fiery and emanating terrifying evil.  Scouts
    began reporting malevolent occurrences that seemed to be the work of a
    great evil mind.
          Once more, Lord British sent out the call.  This time, four
    strangers appeared.  They survived the horrors of great dungeons and,
    with the help of the mystical timelord, the heroes found the secret
    island fortress of Exodus, the only progeny of Mondain and Minax, and
    annihilated it.
         The Triad of Evil was destroyed, and great celebration ensued.  In
    honor of the day, they called the new world Britannia.

    The Age of the Avatar.
    ----------------------
         Tremendous growth and prosperity characterized the Age of the
    Avatar.  The pursuit of scholarship, arts and physical perfection
    flourished.  The great castles of learning were established to study
    the principles of Truth, Love, and Courage.  The eight city-states, now
    townes united under Lord British, were each dedicated to fostering the
    study and spread of a single virtue.  Thus, virtue blossomed and
    spread, science was born and began to grow at a healthy pace, and
    happiness became a reality.  Now Lord British called for a single
    individual to be an example for his people.  A champion of great
    devotion and dedication, the stranger who answered discovered the Codex
    of Ultimate Wisdom within the Great Stygian Abyss.

    The Closing of Doom.
    --------------------
         After the downfall of the Triad of Evil, and even after the Age of
    the Avatar, eight terrible dungeons survived: Deceit, Despise, Dastard,
    Wrong, Shame, Covetous, Hythloth, and the Great Stygian Abyss.
         When Lord British summoned the Great Council, they determined to
    raise and enshrine the Codex of Ultimate Wisdom and to seal the
    dungeons, those pits so conductive to the breeding of evil.  And so
    they did.  Thus ended the influence of great evil in the world.
                                                                  Page  4

    Geography
    ---------------------------------------------------------------------
         Britannia's terrain is rich in variety, from white sandy deserts
    to thick, lush forests, to icy crags of towering mountains.

    Land Terrain
    ------------
         The largest portion of Britannia is grassland.  Vast rich green
    grasslands and fertile farming land stretch the vision and fill the
    heart with promise.  For travelers, grasslands are fast and easy going.
    Although grasslands afford no cover against t he hostile creatures that
    roam them, they enable thee to see danger approaching and prepare for
    it.
         In the brush, seas of tall grass and scrubby shrubs, everything is
    as visible and as vulnerable as on the grasslands; only the going is
    slower and tougher.  There is no advantage to traveling through rush
    over grasslands, unless thou doth need to reach a point within it or it
    is well out of thy way to circumvent it.
         Forests cover nearly all of northwest Britannia.  The cool,
    redolent softness of the leaf-covered earth and the sweet air of the
    deep forests have enchanted many a traveler into a false sense of well-
    being in one of the most treacherous terrains.  Dense, dark and
    mysterious, the forests are haven to all sorts of creatures.  Nor is
    the forest kind, for it allows no warning; a foe might be upon thee too
    quickly for thee to react.
         The deserts of northeastern Britannia are hot, dry, and easy to
    lose one's way in.  Besides all sand looking much like all other sand,
    the heat is apt to play tricks on the eye, misleading travelers with
    landmarks that are not really there.
         The hills are rustically beautiful, but climbing is time-
    consuming, even when the rise is gentle.
         Mountains are rugged natural barriers for anyone without proper
    equipment.  Beware, however, of certain wild creatures to whom the
    rocky crags are home.  The highest peaks are simply impassable.
         Swamps are generally poisonous, yet some life-giving herbs grow
    nowhere else.  Some use the deadly mire as fortress against intrusion,
    for even monsters dislike venturing into the putrid muck.  At least,
    some monsters dislike it; there are rumors of rare and strange monsters
    that thrive on the swamps and use them to devour their victims.
    Besides the toxicity, slogging through the slime and hip-deep ooze of
    the swamps is an extremely slow business.

    Waters
    ------
         Britannia's vast oceans are fed by many rivers and streams that
    find their origin in mountain lakes and jungle swamps.
         There are two major lakes:  Lost Lake, in western central
    Britannia, feeds Lost River, which empties into the delta on the
    northwestern shore, by means of a network of tiny estuaries; Lock Lake,
    in north central Britannia, is actually a cutoff inlet from the sea and
    still has a mix of salt water.  Britannia's third large lake, the one-
    time picturesque Lake Generosity, was a casualty of the great drought
    of the northeast and is now simply a bed of dry sand.
         Whether river, lake or sea, shallows are bubbly and impassable for
    large ships; coastal waters are ripply, deep enough for tall ships,
    calm enough for small boats; and deep ocean waters are rough, bumpy and
    dangerous for any but the largest frigates.
                                                                  Page  5

    Government
    ----------
         Under Lord British, Britannia has undergone a great transformation
    from totalitarian monarchy to representative democracy in what is
    called a monarchic republic.  Instead of a single rule of the king,
    Lord British, Britannia is rules by a combination of Lord British and a
    council of representatives from each of the eight major townes.
    Although his intent for the future was that each towne elect its
    representative to the council, the first council was determined by
    appointment.  British traveled to each towne, spending long hours with
    its leaders to determine the right choice for the first council.
         The historic first meeting of the Great Council consisted of two
    parts.  First, Lord British met with the council members and outlined
    his vision of participatory government.  It was as follows:
         This council and Lord British would begin to build a document,
    based on nature and reality, that set forth those rights of the people
    that should never be usurped.  British believed that the eight virtues
    of the Avatar would play a major role in the nature of the document.
    Once adopted, the document would be binding on everyone, including Lord
    British himself.
         Each year, a council member would be elected by each towne.  That
    council member would conduct towne meetings at regular intervals to
    determine the problems in the towne and to become acquainted with the
    needs and interests of the people.  Several times a year, at regular
    intervals, the council member would travel to Britain to sit on the
    Great Council.
         The council would ponder problems that occurred in Britannia and
    decide if they were in the purview of government.  If so, they would
    determine the course of action government should take, perhaps writing
    a law, perhaps repealing a law, perhaps altering ways and means.
         Council recommendations would then be presented to British, and he
    could accept them or object to them.  If he objected, his own rules
    would require him to sit with the council to try and work out solutions
    acceptable to all.  Nevertheless, Lord British reserved to himself the
    power of veto in the event that an agreement could not be reached.
         At that first gathering of the council, Lord British withdrew from
    the meeting after presenting his plan, directing the council to discuss
    the ideas and his rule in general.
         After several days, the council was ready to present its findings.
    Its members were unanimously in favor of the new government plan Lord
    British had presented, and so it was enacted.
         The first meeting continued for one month.  Half the time was
    spent pounding out the new constitution and half the time was spent
    discussing affairs in what was to become normal council fashion.  Since
    that time, the council meets for two weeks, four times a year,
    beginning on the solstices and equinoxes.
         The monarchy continues in some respects.  The crown jewels, for
    example, continue to define the office of ruler, both figuratively and,
    by their magic content, truly.  These precious emblems consist of the
    jewel-encrusted gold crown, believed to contain a perfect ray of
    sunlight; the pure gold scepter, topped by the crystal orb of power;
    and the silver amulet, in the shape of the mighty earth serpent, said
    to have come from another world.
                                                                  Page  6

    Economy
    -------
         The chief industry of Britannia is farming, but it is the
    distribution of farm products and other goods through a wide network of
    merchants that is most visible.  Pubs and inns thrive throughout
    Britannia, forges of weapons and armour for stalwart ad venturers are
    common, and healers and the sellers of herbs and reagents flourish.

    Farming
    -------
         Farming is the major occupation in rural areas.  Farmers produce
    wheat, corn, barley, and sumptuous fruits and vegetables.

    Merchants
    ---------
         Many shoppes and enterprises are available to citizens and knights
    throughout the land.  Armouries provide a market for both weapons and
    armour.  Most armouries will consider buying used equipment, as they
    recognize the likelihood that one will then need new.  The prices they
    will pay vary, but expect not nearly full value, as they must make a
    profit on resale.  The types of goods sold also vary among armouries;
    shoppers may have to visit many armouries to find the wares they seek.
         Stables are not found in many cities, but there are a few in
    castles and private residences that will consider selling to the
    public.  Most stables deal in strong plough horses, rugged mountain
    horses, swift steppes horses, and a few even have Valorian steeds,
    which are most excellent war horses.  All carry full supplies for the
    well-equipped rider.
         Meals purchased at markets or in restaurants are often delicious
    and comfortably filling, but will not sustain travelers long on the
    road.  Most markets offer travelers packs of rations in quantity.
    Prices vary greatly from towne to towne.
         Pubs are oft found in markets and inns.  Good ale and stout is
    complemented by a well-cooked leg of mutton, a fresh pheasant, or a
    juicy side of beef.  A good customer may find the chef offering a taste
    of the day's special and the local gossip as well.
         Some of the best eating houses and pubs have music provided by
    minstrels.  Do not hesitate to speak to the musicians and let them know
    how much their work is appreciated.  Some musicians may have something
    interesting to tell, or may become friends or supporters.
         Pub owners are a friendly lot.  They chat with their clientele and
    they listen well.  A good tipper may learn something very interested in
    a pub.
         Healers have shoppes in many cities and villages, and in some
    castles and keeps.  Bold knights frequently incur serious wounds.
    Poison and plague also take their toll.  Fortunately, medicine is
    advanced in the treatment of just these problems.  While it is hard to
    say any price is unfair for saving a life, some healers are known for
    their reasonable prices and other are not.  Skara Brae's healer has
    been known to heal even those who cannot pay at all.
         Few health problems are beyond the ken of the healers, whether
    disease, wounds or poison.  Some healers are even experimenting with
    the concept of resurrection.  They have rumbled persistent rumors of
    magical resurrection techniques being used by extremely adept mages
    within close-knit, secret groups.  There is still some controversy over
    whether such techniques should be pursued, but Lord British is known to
    have supported the research at every turn.
                                                              Page  7

         Apothecaries are experts in growing and preparing herbs and
    reagents for use in magic.  Shoppes generally offer mostly locally
    available reagents, although some apothecaries have better facilities
    for importing than others.  Climate and terrain have a lot to do with
    the plant availability and the consequent variable prices.  Shop
    carefully, for the shoppe that has the best price on one herb or
    reagent may have the worst on another.
         Inns are a source of pride for several Britannian townes and
    villages.  They are comfortable and reasonable and usually provide a
    good, healing night's rest.  The inn in the island city of Skara Brae
    even boasts a magnificent view.
         Most inns also provide for long stays.  If a party member has a
    long-term need for lodging, the party can rent a room by the month and
    pick up the friend at a later date.
         Shipwrights are found in several port cities.  These are where
    frigates and skiffs are built.  Since shipbuilders are usually busy
    building ships, their shoppe hours are often short and sporadic.  When
    the shipwright is in, one can buy skiffs alone, which are not very
    expensive, or frigates, which are very expensive and generally come
    with skiffs on board.
         Guilds carry the ancient symbol of the thieve's trade, though many
    a good adventurer oft has need of their goods.  In olden times, guilds
    sold such items as lockpicks, glasses for seeing what the naked eye
    cannot, equipment for working clandestinely in the dark, and the like.
         The Government, symbolized by the crown and the scales of justice,
    has its seat in the castle of Lord British, the king.  But the
    government offices, where the day-to-day administration takes place,
    reside in Yew, the towne of justice.  This centre houses the high court
    of justice and the public prison for all Britannia.
                                                                  Page  8

    Settlements
    ---------------------------------------------------------------------

    The Castles
    -----------
         The Castle of Lord British.  Headquarters and home of Lord
    British, located on Britanny Bay.  Those aspiring to the Way of the
    Avatar should become familiar with this landmark.  The marble and tile
    castle has been enlarged and improved since the Age of the Avatar.  Now
    five stories, the castle has among its many features two kitchens, and
    excellent armoury, a rooftop observatory, and the finest stable in the
    land.
         The Lycaeum.  In the northwestern corner of Verity Isle, ever
    searching the skies, the observatory tower that crowns Britannia's
    centre of learning, can be seen from many leagues across the ocean.
    Libraries and laboratories, writing desks and discussion rooms, and
    every known tool for the discerning of truth are housed here.
         Empath Abbey.  Nestled quietly against the sheltering trees of the
    Deep Forest, just southwest of Yew, this cloister of love lies open to
    all of good heart.  Here, by the shores of the calming sea, the sisters
    and brothers of Empath Abbey retreat to meditate, growing ever nearer
    to understanding and answers that will benefit us all.
         Serpent's Hold.  Staunchly guarding the deep harbor of the Isle of
    Deeds, itself bulwarked by mountains and streams, the Serpent's Hold
    stands as a monument to the courage of all those who fight for good.
    In this stronghold are gymnasiums to hone thy body and training fields
    on which to hone thy battle skills.  Here also are healers to tend thy
    wounds, and sunny strands to heal thy soul.  And finally here too are
    comrades in arms sharing stories of honour, valor, triumph, and
    restraint.

    Townes and Villages
    -------------------
         Britain.  Principal towne of the Empire of Britannia, the busy
    seaport of Britain lies in central Britannia on Britanny Bay.  The
    bards headquartered in this towne of compassion and the arts put their
    emphasis on hospitality.  Britain has a large hot el and outstanding
    pubs and food.  There is also an armoury wherein thou canst buy the
    finest bows made.
         The Britannys.  These three suburbs recently sprung up around Lord
    British's castle and provide many of the goods and services needed by
    the court of Lord British.  East Britanny specializes in shipbuilding
    and boasts a fine healer.  North Britanny offers a small, rustic inn
    and fine stables among its several farms.  West Britanny is a farming
    towne, supplying its own needs and those of the four surrounding
    settlements.
         Bucanneer's Den.  This island village lies due east of Paws.  Said
    to be a centre for thieves and blackguards to this day, Buccaneer's Den
    is a thriving towne that offers some exotic shopping, as well as an
    inn, restaurant, armoury, and shipbuilder.
         Cove.  The magical village of Cove nestles among the mountains
    south of Lock Lake.  Cove's healers and alchemists are among the best
    in Britannia.  Here too is the magnificent temple of virtue, built to
    honour those on the quest of the Avatar.
                                                                  Page  9

         Jhelom.  Far off the mainland, among the mountains on the central
    and largest of the Valorian Isles, the bustling towne of Jhelom
    provides food and lodging to visitors as well as to its fighters and
    students of valor.  A fine armoury and shipwright ensure safe access to
    the mainland.
         Minoc.  This towne in north central Britannia is renowned for the
    find metalwork and the armour of its tinkers.  Minoc is the centre for
    studying the virtue of sacrifice.  The homeless of Britannia are
    welcomed in Minoc; here they find refuge in the Mission of the
    Helpless, with ready access to a find and charitable healer.  Located
    on the northern coast, Minoc has a large shipwright as well as its
    famous armoury.
         Moonglow.  Honest and the quest for truth is foremost to the mages
    of Moonglow; in fact, they abide no dishonesty and have no room for
    those who do.  This towne, tucked on a southern tip of Verity Isle, has
    good food, reasonable priced herbs, and a fine observatory.  There are
    rumors that thou mayst see thy future here.
         New Magincia.  A towne built on the ruins of old Magincia by a
    colony of humble people who understand well the dangers of false, self-
    serving pride and the beauty of humility.  New Magincia has a healer
    and a restaurant tucked among its numerous mode st farms and orchards.
         Paws.  A village nestled on a cove near the southern edge of the
    Fens of the Dead, midway between Britain and Trinsic, Paws provides
    food and shelter for the traveler, as well as a change of horses.
         Skara Brae.  A centre for rangers, Skara Brae is a city immersed
    in the study of spirituality.  The city lies on the southernmost of
    three isles just west of Spiritwood.  A gentle towne of kind,
    thoughtful and generous people, Skara Brae houses a fin d but
    inexpensive inn, an excellent apothecary, and a healer who uses
    physical, magical and spiritual medicine.  Those in need are always
    welcome at the Skara Brae healer, and can be healed regardless of their
    wealth.
         Trinsic.  On a grassy plain on the southeastern shore of
    Britannia, Trinsic's honourable paladins impress visitors with their
    courage and devotion to truth.  A sunny towne of marble buildings and
    shaded parks, Trinsic has a lovely pond, an armoury, a healer and a
    fine stable.
         Yew.  Long a gathering place for druids in their pursuit of
    justice, Yew is the site of the Supreme Court of Britannia and nurtures
    the great legal and judicial minds who practice there.  Besides the
    courts, jail and penal areas, Yew has one of the best restaurants with
    a find pub, an armoury and an apothecary.  Nestled beneath the trees of
    the deep forest, Yew is second in population only to Britain.

    The Keeps
    ---------
         Keeps are fortified manors, often isolated, away from townes and
    villages.  While many are personal retreats, some are schools for young
    people, cloisters and organizations.

    The Lighthouses
    ---------------
         Rustic lighthouses were built throughout Britannia waters during
    the recent years of peace; their bright presence has dramatically
    lowered the number of ships breaking up on reefs and shoals in dark
    storms.
                                                                  Page 10

    Populace
    ---------------------------------------------------------------------

         Adventurers are generally categorized by professional affiliation:
    mages, bards and fighters.  Druids, magicians who draw their very
    powers from nature and natural phenomena, are regarded as a subset of
    mages.  Tinkers are bards with a special knack for building or
    repairing who serve as keepers of our oral history as they move from
    towne to towne.  Paladins, shepherds and rangers, long having fought at
    the side of fighters from the Valorian Isles, are usually associated
    with fighters.
         Of course mages, bards and fighters are not always adventuring.
    Often they may be found among the general populace along with
    villagers, merchants, minstrels, jesters, farmers, beggars and guards.

    Mages
    -----
         Mage is the title subsuming all Britannians endowed with full
    magic powers and for whom magic is primary.  Mages tend to settle in
    Moonglow, enjoying its proximity to the scholarly and esoteric
    treasures of the Lycaeum; indeed, many youngsters who show magical
    learnings are sent to live with groups of mages near the Lycaeum and
    schooled in its ways from an early age.  Others favor Yew for its
    emphasis on nature.
         Skill in magic requires serious study.  With such sedentary
    childhoods, it is no wonder that most mages are not very strong.  Do
    not, however, take that to mean they are not healthy ; as a group,
    mages tend to live longer than any others.

    Bards
    -----
         Bards excel in dexterity and poise.  They rightly choose
    professions that make good use of their talented hands and agile
    bodies; minstrel, archer, locksmith, and tinker are just a few.
    Fearless in battle, bards are often as quick of mind as of hand and
    their magic abilities are keen, although their power is half that of
    mages.  Britain is a favorite gathering place of many bards.  Others,
    especially tinkers, are based in Minoc.

    Fighters
    --------
         In the isolation of the Valorian Isles, Valorous fighters are
    trained in the arts of battle.  Strong and fearless, the fighters of
    Jhelom can overcome any known foe.  They are trained in all weapons and
    they show dexterity in all armour.  Most fighters prefer the sword or
    bludgeoning weapon, for they have the strength to wield the heaviest
    two-handed sword and do extreme damage with it.
         Often found fighting beside the best of Jhelom are the paladins of
    Trinsic, the fierce rangers of Skara Brae and the humble shepherds of
    New Magincia.
         Although fighters enjoy the advantages of magic, they do not
    practice it and seldom show any tendencies of talent in that direction.
    They do show an almost magical intuition about animals; no people train
    horses or out think monsters better than fighters.
                                                                  Page 11

    Transportation
    ---------------------------------------------------------------------

         Most traveling in Britannia is done on foot, even though it is
    rough going, slow and dangerous.  There are alternatives for those who
    can afford and handle them.

    Horses
    ------
         Many travelers enjoy riding on horseback; it is faster, less
    tiring and a lot safer than walking, since horses can outrun many of
    the hostile creatures.  Know, though, that horses cannot travel over
    water and are apt to wander away if not properly secured when left.

    Ships
    -----
         Visiting island communities require travel by ship.  Despite
    rather outlandish rumors of people wandering the heavens in great
    airships, sailing on water is the fastest and most popular long-
    distance mode of transportation there is.  The most common watercraft
    on the ocean are frigates.  Tall, stately three-masters, the frigates
    cut through seas swiftly and smoothly.  They generally have a two-level
    open deck and below deck with a forward cabin.  Read bunkroom and
    centre cargo hold.  Most ocean-going frigates are built to accommodate
    heavy cannons for broadside fighting and have two gangplank gateways on
    each side.
         Speedy it is, but ocean travel is fraught with dangers, especially
    after dark near rocky coasts.  Many unpleasant monsters populate the
    deep, and pirate ships are always on the lookout for moneyed prey.

    Skiffs
    ------
         Small double-lock rowboats, used as lifeboats on frigates, skiffs
    can make their way through all but the shallowest mud or swamp.  Widely
    used for exploration of riverheads and mountain streams, they are also
    occasionally found being put to more recreational uses in townes.  They
    provide a charming way to follow the little estuaries that crisscross
    Britannia.  In fact, there are said to be little-known places
    unreachable by any other means.  However, skiffs are unsafe on deep
    ocean waters.

    Navigation
    ----------
         Speed is critical on the open seas.  There are many dangerous
    inhabitants of the deep who will overtake and attack slow ships.  Speed
    is optimized by traveling perpendicular to the wind.  Angling directly
    into the wind affords only the slowest passage possible.  When the wind
    dies completely, there is no option but to resort to the oars.
         Too close to shore, speed can be fatal, and sails should be
    replaced with oars for careful maneuvering.  Unfortunately, many
    foolhardy captains have run their ships up on reefs and shoals at full
    speed under sail, losing ship and crew.  Those that survive such wrecks
    have had to hold up and repair their vessels.  Since extensive repairs
    take quite a while to accomplish, it is important to hole up in safe
    harbors for this repair work.
                                                                  Page 12

    Astronomy
    ---------------------------------------------------------------------

         The definitive work in astronomy is Celestial Britannia, by Sir
    John, astronomer and scribe at the Lycaeum.  This passage is comprised
    of excerpts from his book recording his scientific discoveries and
    documenting Britannian astral theories that predate the emergence of
    science.
         In the heaven beyond our skies, dwell stars whose numbers are
    beyond our reckoning.  Within our heaven, circling our world, sweeps
    our bright sun.  Ten other orbs trace tight paths around our world.
    The twin moons Trammel and Felucca are desolate, their light only a
    reflection of the sun's brilliance.
         The other eight orbs are though by some to be planets like our
    own.  According to the roles they play in our many legends, they have
    been named for the virtues of the Avatar.  The closest is Honesty,
    followed by Compassion, Valor, Justice, Sacrifice, Honour, Spirituality
    and Humility.
         Many tales are told of knights traveling from towne to towne, even
    across water, merely stepping into a wall of light.  There are few
    verifiable reports of moongate travel.  However, sifting through those
    reports that are verifiable, it has become clear that they operate as
    follows.
         Each night at the apex of the first moon, Trammel, the eight
    moongates appear, rectangles of shimmering blue light rising from the
    ground.  They remain until Felucca reaches her apex.  While the
    moongates are open, a traveler entering one will instantly be
    transported to another moongate in a different locale.
         The travelers destination is determined by the phase of the moon
    closest to midheaven.  Moongate travel is said to be fast and safe;
    however, there have been confusing and conflicting reports of what
    transpires when the moons are equidistant in the midheaven.  Moongate
    travelers should exercise caution.
         Over the ages, comets and fiery nebulae, have torn through our
    skies as harbingers of impending doom.  They appeared just before the
    emergence of the Dark Lord Mondain.  They heralded the reign of the
    Enchantress Minax, and they foretold the impending danger of the hell-
    born Exodus.  Now, while we live in the midst of peace and
    enlightenment, the comets have begun again.

    Language
    ---------------------------------------------------------------------

         The language of Britannia is rich and poetic.  It is derived from
    Old Sosarian, which varies greatly from the widespread current language
    in its alphabet, which is more runic than today's.  The old runes
    continue to be used widely in rural areas, and there is a movement to
    increase their familiarity to city people.  Still, among the city-born,
    translation of runic messages, letter for letter, is sometimes
    necessary.  The Runic Alphabet is the earliest known system of writing
    sounds using runes o r letters.  The most commonly used runes follow,
    with their modern equivalents.
                                                                  Page 13

    Music
    ---------------------------------------------------------------------

         Music is much loved throughout Britannia.  Those wealthy enough
    often own a harpsichord, and the better pubs employ good lute-playing
    minstrels to entertain their patrons.
         Without question, the best known name in folk music is that of
    Iolo Fitzowen.  "Stones," a ballad about the mystic shrines, has long
    been popular among bards and the common folk.  It is known to be a
    favorite of His Majesty, Lord British, as well.  Fitzowen's masterwork,
    with lyrics by wife Gwenllian Gwalch'gaeaf, is a sample of fine music.

         Stones

         Long ago ran the sun on a folk who had a dream
         And the heart and the will and the power:
         They moved earth; they carved stone; moulded hill and channeled
            stream
         That we might stand on the wide plains of Wiltshire.

         Now men asked who they were, how they built and wonder why
         That they wrought standing stones of such size.
         What was done 'neath your shade?  What was prayed 'neath our skies
         As we stood on the wyrd plains of Wiltshire.

         Oh what secrets we could tell if you'd listen and be still.
         Rid the stink and the noise from our skirts
         But you haven't got the clue and perhaps you never will.
         Mute we stand on the cold plains of Wiltshire.

         Still we loom in the mists as the ages roll away
         And we say of our folk, "they are here!"
         That they built us and they died and you'll not be knowing why
         Save we stand on the bare plains of Wiltshire.
                                                                  Page 14

    Combat
    ---------------------------------------------------------------------

         Three important lessons have been derived from the great battles
    with evil in our past.  The foremost is that neither magic, nor prowess
    at arms, nor purity of spirit alone is enough to defeat evil.  Only the
    careful coordination of arms with magic b y the virtuous will bring
    victory.  The second lesson is basic; prowess comes only with practice
    and experience.  The third lesson is this: the use of force against the
    innocent will always bring retribution.
         Armaments have improved greatly over the years.  Today's knights
    have a great selection of weapons and armour at their disposal.  In
    addition, fortunate knights may come across magical rings and amulets
    to wear or use.  Before battle, knights can ready several items of
    equipment carried by their party; helms, shields, suits of armour, and
    weapons from daggers to halberds.  Weapons can be dropped or exchanged
    in the midst of battle, but no enemy has ever waited while a knight
    changed armour.  Strength and endurance may get a knight through a few
    battles, but none survive without developing tactical skills.
    Successful knights learn to watch for mistakes the enemy makes.
    Successful leaders learn to design strategies around the strengths a nd
    weaknesses of their party.
         In particular, fighters are known for their strength and ability
    to wield great weapons while wearing the heaviest of armour.  In
    general, they are most effective when formed into a shield wall in the
    frontmost ranks.  There are exceptions--desperate situations where an
    offensively well-armed fighter may do well to charge headfirst into
    enemy ranks, attacking the key members.
         Bards, while weaker than fighters, are proficient archers because
    of their keen sight and excellent dexterity.  Their dexterity also
    enables them to regroup faster and strike more blows against their
    opponents.
         Mages, who are not as strong, often prefer to avoid warfare
    entirely, spending their time instead in scholarly pursuits.  However,
    those mages who choose to defend the crown are among the most fearsome
    foes of evil.  An accomplished archmage may annihilate an entire horde
    of monstrous enemies with a single spell.
         Missile weapons such as bows and crossbows are essentially useless
    in hand-to-hand combat; nearby foes are apt to seize the opportunity to
    interfere with an archer's fire as they do with a magic user's
    spellcasting.  For this reason, mages and bow-wi elders are generally
    best placed behind a cover of fighters, where they can effectively
    deliver their blows.  However, when a spell of cataclysmic and
    widespread effect is needed, a mage often must venture to the front
    lines and seek a niche in the shield wall from which to cast his spell,
    so the spell will not act to destroy friends as well as enemies.

    Armaments
    ---------------------------------------------------------------------

    Armoury
    -------
         The most courageous knight shows good sense to wear strong armour
    on any expedition.  Full body armour, helmets, shields, magical rings
    and jewelry, and other magical trinkets are all worthwhile; but they
    are also expensive.
                                                                  Page 15

         Body armour comes in a range of styles and degrees of
    effectiveness.
         Cloth.  Usually little more than a heavy quilted gambeson worn
    below a tunic, cloth armour is inexpensive and comfortable, but it
    affords only limited protection.
         Leather.  A cut above cloth, yet also fairly inexpensive, leather
    armour is made from thick leather hardened by boiling, often in
    parafin.
         Scale.  Fashioned from four to six inch square overlapping plates
    attached to cloth or leather gambeson, scale armour looks like its
    name-sake; fish scales.  Although scale is often somewhat noisy, it
    offers good protection.
         Chain.  Chain mail is fashioned from small loops of metal wire
    linked in a manner to make something resembling metal cloth.  The best
    chain mail has each link actually riveted shut.  Chain mail provides
    very good protection, but is quite expensive.
         Plate.  Custom made from hand-forged sheets of metal, plate armour
    affords its wearer the most complete protection possible.  However, it
    is very expensive and can be borne only by the strongest.
         Helms often match body armour in material and strength, but
    variations, such as offensively spiked helmets, are available.
         Shields also vary greatly.  Not all war rigs call for shields--any
    use of two-handed weapons precludes them and they require some
    strength--yet many thank shields for their lives.

    Weaponry
    --------
         The weapon is the most important material choice an adventurer has
    to make.  A wide range exists.
         Daggers offer two choices.  The common dagger is useful when its
    ability to be concealed is a benefit; and it can be thrown in open
    combat.  The main gauche is more formidable, especially when used as a
    second weapon.
         Swords continue to be the most popular weapon.  There are long and
    short swords, and two-handed swords.
         Missile weapons are carried by most experienced knights no matter
    what weapon they keep ready in their hand.  It is always an advantage
    to fell thine enemy from afar when possible, before the threats of his
    hand weapons can reach thee.  Inexpensive and easy to port is the
    sling, and ammunition is plentiful in open country.  Bows come from
    craftsmen in the deep forest.  Made from strong and resilient yew,
    bows, and their stronger counterparts, crossbows, make formidable long-
    range weapons.  Be aware, however, that one engaged in hand-to-hand
    combat is unlikely to be able to load such a weapon, much less shoot
    it.
         Some knights prefer missiles they can hurl without mechanical aid.
    Popular throwing weapons include daggers, spears, axes, and flasks of
    flaming oil.
         The effectiveness of most weapons depends upon the dexterity of
    the weapons' wielders, but mass weapons are often preferred by the very
    strong, if not so nimble, because these bludgeons depend upon the great
    strength of the wielder to crush through a n opponents' defenses rather
    than evade them.
                                                                  Page 16

         Oldest of all bludgeons, and probably of all weapons, is the club.
    Clubs are crude weapons, but when a blow connects, it often does the
    trick.  The mace is much more streamlined than the club.  Its weight is
    balanced to derive the most possible effect with the most possible
    accuracy.  A mace on a chain is the morning star, which reaches over
    obstacles to smite thy foe at range.  One blow straight on from this,
    and the enemy is out till morning--at least.  Finally, there is the
    two-handed hammer.  It takes great strength to wield it, but the hammer
    can inflict devastating damage.
         Polearms require much strength to wield but they are extremely
    effective.  Most popular among those strong enough to wield it is the
    halberd, a long stout staff with a battleaxe blade at the end that
    allows its wielder to strike a foe at twice the distance of most
    weapons.

    Creatures
    ---------------------------------------------------------------------

         Wild creatures, intelligent and not, roam the countryside; others
    frequent the waters.  Few of these creatures are evil; but many attack
    out of hunger or when surprised.

    Creatures of the Land and Sky
    -----------------------------
         Insect Swarms.  Pesky insects have little muscle or brain, but
    their tiny size lets them move quickly, dodging and feinting.  They
    bite more often than they miss, but their sting does little damage.
    Once hit, all insects are easily squashed.  Rare i s the insect that
    delivers a fatal bite, but a swarm of thousands can mean death.

         Bats.  These annoying creatures live by night, usually, and travel
    in flocks.  Often their high pitched screech is heard before they are
    seen.  Though flighty and hard to hit, bats are not difficult to kill.
    As attackers they are relentless and vicious.

         Giant Rats.  Natural agility and sharp teeth are rats' chief
    advantages.  They are not strong and do not hit very hard.  The mortal
    danger rats pose to knights comes from their capacity for passing on
    noxious germs and substances.  Seldom do knights tangle with rats
    without someone in the group becoming ill with poison.  At worst, the
    result of such an encounter is infection with plague.

         Slimes.  In appearance, slimes are goofy green splats.  They are
    weak, clumsy, and not very damaging, individually.  But they almost
    always travel in schools and when a slime is hit it is apt to split
    into two healthy, hostile slimes.  If the slime does not split, it
    succumbs quite easily.  Slimes carry no booty.

         Giant Spiders.  Although weak and slow, spiders take their toll:
    they poison, both on touch and by spitting venom from a distance.
    Spiders have been known to carry a few goods.

         Snakes.  Extremely poisonous and quite accurate when shooting
    their poison even from a distance, snakes are otherwise relatively
    harmless.  They are easy to destroy, once engaged directly.
                                                                  Page 17

         Orcs.  Orcs are more annoying than dangerous to the seasoned
    adventurer, but they can be a grave threat to the novice, especially
    when they travel in large groups or accompanied by a giant or two.
    Generally, they are fairly easy to defeat, do a modicum of damage if
    they hit, and carry meager belongings.

         Trolls.  Large misshapen humanoids that like to live underground,
    trolls are strong and dexterous and can cause moderate damage to their
    victims.  Fortunately, they are not very enduring.  Trolls tend to lie
    in wait to ambush unsuspecting travelers.  Trolls like treasures and
    often carry some with them.

         Ettins.  Strange two-headed creatures, ettins hurl large boulders
    with enough strength to do considerable damage.  Though not magical,
    they are quite hardy and often carry a good many interesting
    belongings.

         Gremlins.   The blow of a gremlin is hardly felt, but he is not
    very hard to do in.  He travels in huge packs and he may leave you
    starving.  The gremlins' ability to consume food at an inordinate rate
    is startling and dismaying.  Once overcome, he usually leaves some
    goods.

         Headlesses.  No one knows exactly how the senses work on these
    mutant abominations.  Do they sense the world only through touch and
    feeling?  Or do they see with some inner vision?  Whatever the answer,
    these relatively strong creatures are fairly en during and do mild
    damage to their foes.  They tend to carry goods with them.

         Gazers.  Giant, magical floating eyes, gazers mesmerize their
    foes, turning them against each other.  They make up for their weak,
    clumsy physique with strong intelligence and a fairly good
    constitution.

         Mimics.  Masters of imitation, mimics make themselves so like
    treasure chests that many an adventurer has met his doom trying to open
    one.  Mimics have little courage and even less patience though, so if
    one is willing to wait a few minutes, they are apt to reveal
    themselves.  Close up, mimics bludgeon and do unpleasant damage.
    Getting past them can reveal treasure.

         Reapers.  Reapers are strong and enduring, and do severe damage by
    bludgeoning.  Their weakness is their immobility; for they cannot
    change locations.  They throw magical bolts at distant foes.  They also
    bludgeon nearby creatures with their tentacles.  Reapers are quite
    hardy, but often worth the trouble.  They hoard good booty.

         Wisps.  Harmless looking little bits of flashing light, wisps are
    agile and highly intelligent.  Although not strong, they do serious
    damage, taking their victims by surprise again and again, blow after
    blow.  They often attack in large groups and they teleport from place
    to place on the battlefield.  Worst of all, they can magically possess
    members of the opposing party.  Wisps seem to have strong constitutions
    and are quite difficult to destroy.
                                                                  Page 18

         Sand Traps.  Sand traps burrowing in the sand are nearly
    impossible to notice, but a party passing too close to one is in for
    trouble.  Strong and agile, these desert monsters strike out at
    anything that comes near their hiding places, and they hit very hard.
    They are also very hardy, and their endurance has meant the demise of
    more than one adventurer.  When a sand trap is overcome, however,
    generous treasure is revealed in the sand.

         Dragons.  Strongest and most feared of creatures, dragons shoot
    extremely damaging magic fireballs and are nearly impossible to defeat.
    They can attack while in flight and may do in an entire party before it
    has a chance to engage in close combat.  Killing a dragon, however, can
    earn the slayer great treasure.

    Creatures of the Sea
    --------------------
         Sharks.  Strong and agile in water, sharks are not particularly
    intelligent.  They can endure quite a beating before dying.

         Sea Horses.  These graceful, appealing ocean creatures have nasty
    personalities.  They enjoy shooting foes at range, which they do very
    effectively.  They are also rather strong, flexible, even intelligent,
    and they take a fair amount of punishment to be defeated.

         Squids. Squids are not intelligent, but the dexterity of their
    tentacles makes their considerable strength a real menace.  They throw
    their poisonous ink from a distance, and it is always very damaging.
    These unpleasant sea creatures are hardy and difficult to overcome.

         Sea Serpents.  These serpents appear from nowhere to rock a ship.
    Capable of launching fireballs from a distance--even across an island--
    they are among the most formidable of opponents.  Not intelligent and
    easily out-witted, the best strategy is of ten to evade them and flee.
    However, if forced into battle, closing in to engage will improve a
    ships' odds.

    From Beyond the Grave
    ---------------------
         Ghosts.  Spirits of the uneasy dead, these bodiless creatures
    compensate for their lack of strength with excellent dexterity and the
    ability to disappear at will.  They do not inflict much damage, but
    cunning is needed to win.

         Skeletons.  Perhaps the most common of undead creatures, skeletons
    lack strength and brains, but they are dexterous and can take a
    surprising amount of punishment.  They often carry some goods.

         Daemons.  Strong, agile and smart, daemons, posses magic that
    include summoning other daemons and possessing their opponents.  They
    are extremely hardy and difficult to kill.  Daemons fly and can easily
    manage to cross rivers or shallow waters, although they are seldom
    encountered in mid ocean.
                                                                  Page 19

    Virtue
    ---------------------------------------------------------------------

         After years of meditation and though; after hundreds of quests
    along the mental, physical and spiritual path to peace and fulfillment,
    a person might reach near perfection in the eight virtues of
    Avatarhood.  Only while an individual continues to strive against the
    external and internal forces of evil, can he or she be said to be on
    the path of the Avatar.
         The ankh is the symbol of peace and benevolence toward all
    creatures, worn as a sign by those on the lifelong Quest of the Avatar.
    Ankhs are believed also to enhance courage and loyalty to goodness and
    to help ward off harm for knights striving to achieve the eight
    virtues.
         Honesty is scrupulous respect for truth--the willingness never to
    deceive oneself or another.  Compassion is nonjudgmental empathy for
    one's fellow creatures.  Valor is the courage to take actions in
    support on one's convictions.  Justice is the devotion to truth,
    tempered by love.  Sacrifice is the courage to give of oneself in the
    name of love.  Honour is the courage to stand for truth, against any
    odds.  Spirituality is the concern with one's inner being and how one
    deals with truth, love and courage.  Humility is perceiving one's place
    in the world, not according to one's own accomplishments, but according
    to the intrinsic value of all individuals.
         Each of Britannia's eight leading townes celebrates one of the
    virtues of Avatarhood, and each has raised a shrine to that virtue.
    The shrines are located in retreats to ensure tranquility in natural
    settings, so travelling to some shrines requires a considerable journey
    from their townes.
         The only requirement for using a shrine is knowing the mantra for
    that virtue.  A mantra is a sound repeated continuously during
    meditation, helping to clear the mind and focus the spirit.  Each
    virtue has a specific mantra that works best for it, an d sincere
    meditation can bring great wisdom.  Someone in towne will usually
    divulge the mantra for the towne's shrine.

    Magic
    ---------------------------------------------------------------------

         No one knows exactly when the powers of magic were discovered.
    Little by little, stories of impossible coups and miraculous recoveries
    increased in number and detail, until finally even the most skeptical
    people began to give credence to some mystic factors.  And only then
    did the serious scholarly search for magical means and lore begin.  Few
    remain who do not accept the reality of magic.
         Yet the knowledge of magic and its use appears to be in it's
    infancy.  There are few formal schools in which to learn magic.  To be
    a user of magic, one must travel far and wide to learn from various
    mages who have developed and honed special magical abilities.  Even
    then there is no guarantee the mages will impart their knowledge.
                                                                  Page 20

    The Languages of Magic
    ----------------------
         Some aspects of magical lore have become fairly well known.  One
    such is the language of magic.  This is a set of twenty-four syllables
    compiled by a great language scholar after travelling throughout
    Britannia for more than seven years.  These are all the components of
    any magic spell yet known; but they are little help--and extremely
    dangerous--without knowledge of how to combine them into the phrases
    that make meaningful incantations.
         Following is a list of these powerful syllables, approximations of
    their meanings, and a guide to their pronunciation.

             Syllable            Idea                Sound
               An................negate................ah n
               Bet...............small.................b eh t
               Corp..............death.................k oar p
               Des...............down..................d eh ss
               Ex................freedom...............x
               lam...............flame.................fl ah m
               Grav..............energy................gr ah v
               Hur...............wind..................h oo r
               In................create................ih n
               Kal...............Invoke................k ah l
               Lor...............light.................l oar
               Mani..............life..................m ah n ee
               Nox...............poison................n ah ks
               Por...............movement..............p oar
               Quas..............illusion..............kw ah ss
               Rel...............change................r eh l
               Sanct.............protection............s aa ng kt
               Tym...............time..................t ih m
               Uus...............up....................oo ss
               Vas...............great.................v ah ss
               Wis...............knowledge.............w ee ss
               Xen...............creature..............z eh n
               Ylem..............matter................aye l eh m
               Zu................sleep.................z oo

    The Mixtures of Magic
    ---------------------
         Reagents are herbs needed for the preparation of magical mixtures.
    Most are sold in apothecaries; a few are hard to find and require
    special effort to obtain.  Following is a chart of the magical reagents
    and the general areas of proficiency they affect (in parentheses).
         Black Pearl (Projection)--A rare version of the standard white
    pearl, the black pearl is a forceful reagent in the creation of
    kinesthetic magic, that is, projecting objects.
         Blood Moss (Movement)--Fungal growth usually found in deep forests
    and warm, damp areas;  especially favored as a reagent for its ability
    to enhance mobility.
         Garlic (Warding)--Ubiquitous and strong-scented reagent, used
    effectively in warding off evil spirits.
         Ginseng (Healing)--Ancient reagent used extensively in healing.
         Mandrake Root (Power)--Very rare and usually expensive magical
    herb growing only in swamping areas, mandrake root is said to bring
    great power to magic that uses it.
                                                                  Page 21

         Nightshade (Poison, Illusion)--Rare, poisonous plant that appears
    only when the moons are in a certain conjunction.  Those who learn its
    whereabouts and manage to be there in the dead of night when the moons
    are full can pick nightshade without danger and benefit from its power
    ability as a reagent to create illusions.
         Spider Silk (Binding)--The magical product of the garden spider
    and its relatives has no peer in its ability to bind.  As a reagent
    mixed for magic, spider silk magnifies its binding power many times
    over.
         Sulphurous Ash (Energy)--Common material left by volcanic action,
    ash is an excellent source of energy in magical mixtures.

    The Spells
    ----------
         Spells diverge greatly in terms of difficulty, and,
    correspondingly, in terms of danger to the caster.  After years of
    observation, and experimentation, scholars in magic have classified
    spells into eight circles of difficulty.  Thus, mages who can command
    only the simplest spells are considered to be in the first circle.
         Full mages' magical ability is directly related to their
    intelligence.  Bards appear to have half the magical ability of full
    mages and fighters rarely have any.  Casting spells drains magical
    powers, limiting how many spells mages can cast before re sting.  A
    spell will drains magical powers in amounts proportional to the spell's
    circle of difficulty.
         One the facing page, a chart classifies the spells by circle, with
    a brief indication of each spell's use, a note on when it can be used,
    and an ingredient list.  Do not take the ingredient lists to be
    recipes, as wrong quantities or careless mixing could have terrible
    results.
         Note that not all spells can be used in all situations.  Quite a
    few spells need far too much time or concentration to be cast during
    combat; others feed on the energies present in the battle arena.
         Full descriptions of each spell's nature, use and effects follow.
    In the following chart, dng./com. Signifies that the spell works in
    both dungeons and combat.



    Chart of Spells

            Spell        Effect           Time       Reagents
    1st     An Nox       cure poison      anytime    ginseng, garlic
    Circle  An Zu        awaken           combat     ginseng, garlic
            Grav Por     magical missile  combat     ash, pearl
            In Lor       light            non-combat ash
            Mani         heal             anytime    ginseng, silk

    2nd     An Sanct     unlock           anytime    ash, moss
    Circle  An Xen Corp  repel undead     combat     garlic, ash
            In Wis       locate           non-combat nightshade
            Kal Xen      call animal      combat     silk, mandrake
            Rel Hur      wind change      non-combat ash, moss
                                                                  Page 22

    3rd     In Flam Grav wall of fire     dng./com.  pearl, ash, silk
    Circle  In Nox Grav  wall of poison   dng./com.  nightshade, silk,
                                                      pearl
            In Por       blink            anytime    silk, moss
            In Zu Grav   wall of sleep    dng./com.  ginseng, silk, pearl
            Vas Flam     ball of flames   combat     ash, pearl
            Vas Lor      great light      non-combat ash, mandrake

    4th     An Grav      dispel field     anytime    pearl, ash
    Circle  Des Por      downward move    dungeon    moss, silk
            In Sanct     protection       anytime    ash, ginseng, garlic
            In Sanct     protection field dng./com.  mandrake, silk, pearl
             Grav
            Uus Por      upward move      dungeon    moss, silk
            Wis Quas     reveal           combat     silk, nightshade

    5th     An Ex Por    magic block      anytime    ash, moss, garlic
    Circle  In Bet Xen   insect swarm     combat     moss, silk, ash
            In Ex Por    magic unlock     anytime    ash, moss
            In Zu        sleep            combat     ginseng, nightshade,
                                                      silk
            Rel Tym      quickness        combat     ash, mandrake, moss
            Vas Mani     great heal       non-combat ginseng, silk,
                                                      mandrake

    6th     An Xen Ex    charm            combat     pearl, nightshade,
    Circle                                            silk
            In An        negate magic     anytime    garlic, mandrake, ash
            In Vas Por   tremor           combat     moss, ash, mandrake
              Ylem
            Quas An Wis  confuse          combat     mandrake, nightshade
            Wis An Ylem  x-ray            non-combat mandrake, ash

    7th     In Nox Hur   poison wind      combat     nightshade, ash, moss
    Circle  In Quas Corp fear             combat     nightshade, mandrake,
                                                       garlic
            In Quas Wis  peer             non-combat nightshade, mandrake
            In Quas Xen  clone            combat     ash, silk, moss,
                                                       ginseng, nightshade,
                                                       mandrake
            Sanct Lor    invisibility     combat     mandrake, nightshade,
                                                       moss
            Xen Corp     kill             combat     pearl, nightshade

    8th     An Tym       time stop        anytime    mandrake, garlic, moss
    Circle  In Flam Hur  flame wind       combat     ash, moss, mandrake
            In Mani Corp resurrect        non-combat garlic, ginseng, silk,
                                                       ash, moss, mandrake
            In Vas Grav  cone of energy  combat      mandrake, nightshade,
              Corp                                     ash
            Kal Xen Corp summon          combat      mandrake, garlic,
                                                       moss, silk
            Vas Rel Por  gate travel     non-combat  ash, pearl, mandrake
                                                                  Page 23

    Editor's Note:
         Between the time this volume originally went to press and the time
    galleys arrived for final alterations, Lord British was lost while on
    an expedition to explore the newly discovered underworld.  Days before
    we went to print, Lord Blackthorn declared martial law to deal with the
    general unrest in the wake of British's disappearance.  the Ethics
    section of this book has been added to reflect the new measures imposed
    by Blackthorn.

    Ethics
    ---------------------------------------------------------------------

         The Ethics of Britannia, or the accepted measure of proper
    behavior, were long based on the Way of the Avatar.  As time
    progressed, the lessons of this historic tale came to be interpreted in
    many ways.  In fact, many people  interpreted the Way of t he Avatar in
    ways that wouldn't require them to strive to uphold these virtues.
         Now, Lord Blackthorn, acting king of all Britannia, has enacted a
    Code of Virtue that leaves no room for misinterpretation.

    1. Thou shalt not lie, or thou shalt lose thy tongue.

    2. Thou shalt help those in need, or thou shalt suffer the same need.

    3. Thou shalt fight to the death if challenged, or thou shalt be
       banished as a coward.

    4. Thou shalt confess to thy crime and suffer its punishment, or thou
       shalt be put to death.

    5. Thou shalt donate half of they income to charity, or thou shalt have
       no income.

    6. If thou dost lost thine own honor, thou shalt take thine own life.

    7. Thou shalt enforce the laws of virtue, or thou shalt die as a
       heretic.

    8. Thou shalt humble thyself to thy superiors, or thou shalt suffer
       their wrath.
                                                                  Page 24

                                    Credits

    I, Lord British, would like to thank the following people for their
    invaluable contributions.  My deepest thanks go out to:

    Kenneth Arnold, Richard Garriott, Mark Hamner, Steve Meuse, John Miles,
        Toshi Morita, and Dallas Snell for their invaluable programming
                                  assistance.

                Dallas Snell for his expert project management.

      Denis Loubet for his magnificent illustrations within this text and
                                within the game.

                    Kenneth Arnold for his masterful music.

     Richard Garriott, Marsha Meuse, John Miles, Lori Ogwulu, Dallas Snell
       and Doug Wike for the eloquent writing and artful design of these
                                     tomes.

     Richard Garriott, Mark Hamner, Paul Isaac, Stuart Marks, Steve Meuse,
      John Miles, Toshi Morita, Chris Roberts, and Dallas Snell for their
                          skillful design assistance.

    Tim Beaudoin, Kurt Boutin, Cheryl Chen, John Fachini, Richard Garriott,
      Mark Hamner, Kirk Hutcheon, Ian Manchester, Steve Meuse, John Miles,
       Herman Miller, Toshi Morita, Ed Nelson, Dale Nichols, Mary Taylor
       Rollo, Colin Sachs, Mac Senour, Dallas Snel l, Jean Tauscher, and
           Laurel Treamer for their time and insight during playtest.

