                                 The book of
                                 FELLOWSHIP
                       as written by Batlin of Britain


i. Salutations to the Traveller

Good morning to thee, gentle fnend and traveller!
      No matter  what time  of day it might be when thou art reading this--no
matter what  the hour  of the  clock--I say good morning to thee because this
very moment  brings to  thee the  coming of  the dawn.  The DAWN  as everyone
knows, is  the moment  when illumination comes. The dawn marks the end of the
long dark  night, and  a new beginning. It is my humble hope that these words
may be for thee a dawning, or at least, a type of awakening.
     I call thee "traveller" no matter if thou hast never left thy home town,
no matter  if thou  wilst never  again leave  thy room, because all of us are
travellers. I  call thee  traveller for truly all of us travel a spiritual or
philosophical path--even if it is simply by living the life that we choose to
live, or  by searching  for a  new life when our current one fails to satisfy
our needs as thinking spiritual beings.
      It is  past time  that I  introduce myself  to thee,  gentle friend and
traveller. My name is Batlin, and indeed I have been following this quest all
of my  life. It  has been  a long  road, but  the rewards  have  been  beyond
measure. If thou wouldst permit me, I would very much wish appreciate sharing
these rewards  with you. ii. The Story of Batlin Part the First There is much
that I have set out to tell thee in this book. Some small part of it involves
my own  personal story.  As that  is the least important part of this book, I
shall quickly  relate my tale first, gentle friend and traveller. In that way
we shall soon have it over with and then be free to pass on to more important
concerns!
    I was born in the forests surrounding the city of Yew and educated in the
traditions of  the Druids.  Having been  raised in the city of Justice, I was
taught to  always strive  for fairness  in dealing  with  others,  and  these
teachings left  a lasting  impression upon me. But while I found trees, birds
and moons  to be  very beautiful,  I determined  to dedicate  my life  to the
service of people. So it was l left to seek my fortune in the world.
     This was a time when, over Lord British's objections, unruly lords waged
war against  each other,  so there was little else to do but become a fighter
in the  city of  Jhelom. I regret killing, although much of what I did helped
bring peace to our land once more. I learned well how to defend myself and to
find the  courage one  must have to survive in battle. I also learned respect
for those  of valor  who earn  their wage  by combat. Eventually those little
wars ended,  and I  found myself penniless and without a trade in the capital
city of Britain.
     I became a Bard simply because a Bard was needed at the Blue Boar. There
were none  about, and  I had the loudest voice. Never had I considered myself
to be  musically inclined,  but it  was a  fair alternative to starvation. My
voice was  painful. My  mandolin stings would break rather than let me stroke
them. After  much heckling  and many  a thrown  bottle, my talents did slowly
develop. As  the years  passed I began to feel the deep compassion that bards
know when  singing of  heroic deeds.  I discovered  that sharing  a spiritual
rapport with  my audience  was very  moving. Several  of my ballads are still
sung today  (although by  tradition, the player will no doubt take credit for
composing them himself).
      While in  Britain, I  met two  remarkable individuals. They were twins,
Elizabeth and Abraham. They were also well versed students of philosophy, and
many were  the hours  we spent  in discussion  and debate.  We did  raise our
voices on  occasion, gentle friend and traveller, but that did not prevent us
from becoming  fast friends.  Although I  would never presume to intrude upon
their privacy  by revealing the many fascinating details I learned about them
and their  lives, I  will say  that they play a truly significant role in the
part of this book that is my story.
    A mage from Moonglow who had heard me perform came to offer me employment
as his  assistant. Magic  has always  fascinated me,  and  so  I  became  his
apprentice. I will always remember his teaching that if I was to successfully
commune with  the invisible  world without  lapsing into madness, I must ever
retain my  honesty--if one  is to  live outside the laws of reality, one must
first be honest. He taught me well. It was with great sadness that I ended my
studies in  the magical  arts when  my master,  who was  most elderly, passed
away.
      While drinking  at the  Blue Boar  soon after  his passing,  Elizabeth,
Abraham, and I each decided that we needed something to which to dedicate our
lives. On  a youthful whim, we made a pact that we would go our separate ways
and spend  the next  decade travelling throughout the land to find adventure,
and to  find ourselves  as well.  We agreed  to reunite  at the  Blue Boar  m
exactly ten  years. Our  departure was  exciting yet  melancholy, as  my life
began a new chapter.


iii The Old Man and the Bandits


On the  road leading  out of  Britain, I  met a  man bent with age, but still
possessed of keen wit. As we walked he shared with me his tale, and I in turn
shall share it with thee.
      During a  stroll through the woods one day, this man was kidnapped by a
group of  vicious bandits. The poor man had just left his nephew's family and
had no  one else  in the world. Woe to them who have been kidnapped when they
have no  one to  pay their  ransom! The  bandits soon  began to  loathe their
captive and did make plans to kill him.
      One wanted to hang him, while another wanted to stab him. Still another
wanted to  bum him  at the stake while yet a fourth wanted to tie rocks about
his waist  and throw  him in  the river.  So angry  did  they  wax  in  their
disagreement over what manner of violence to use, that they did break into an
awful, bloody row.
      And so  it was  that this old man did escape from the bandits, who were
distracted with  their brawling.  Upon noticing  their victim  was gone, they
continued to fight, this time over whose fault it had been, until all of them
lay dead, murdered by each others' hand.
      This old  man was  later reunited with his nephew's family and all were
joyous of  it. For  as he  had later,  Unity is  essential for  survival, and
unlike those  reckless bandits, he still wished to live for a good many years
yet.


 iv. The Story of Batlin Part the Second

My travels took me to Trinsic, and there I encountered a group of Men at Arms
with whom  I became  most impressed.  Many fighters  I have known were men of
valorous heart  on the  battlefield, but off it little more than thugs. These
men were not mere fighters, but Paladins. They were all skilled swordsmen and
expert horsemen,  as well as later scholars and perfectly mannered gentleman.
Above all,  they were devoted to the preservation of honor. It was with eager
gratitude that  I accepted their invitation to join them. The following years
were filled  with excitement,  as we  journeyed through  the  land,  righting
wrongs and helping those in need!
     During one of our adventures I was injured and forced to remain in Minoc
while my  companions rode  on. A healer there told me that without the proper
treatments (for  which he  charged outrageous  prices) I  would most probably
die! I  angrily sent  him away. After a time I did mend. I had later that the
healing process  takes place  mostly in  one's mind  and have since placed no
trust in healers who greedily prey upon the afflicted.

      At that time, the town of Minoc was in need of a Tinker. As I healed, I
supported myself by fixing, building and inventing things. I had never before
realized how much a town is reliant upon its Tinker, nor how appreciative the
local townspeople  are to  those who  sacrifice  themselves  to  continuously
solving the  problems of  others. So  welcome did  they make  me feel  that I
stayed for several years.
      Then, filled  with the  urge to  roam and longing for the outdoors once
more, I joined a band of Rangers in Spintwood. Rangers are a deeply spiritual
people. Living with them reminded me very much of my druid childhood in Yew--
with one  big difference.  These Rangers drank the most wonderful wine I have
ever tasted!  The bottles  came from  the old  winery at  Skara Brae,  having
survived the  terribe fires  which  ravaged  that  island.  Later  I  made  a
pilgrimage to  the desolate  ruins of  Skara Brae and there I had a spiritual
experience so profound that I have vowed never to relate it to anyone.
      Leaving their  band, I gave away all of my possessions and for months I
wandered aimlessly.  Eventually, I  arrived at  New Magincia  where I  sought
employment as  a Shepherd.  Most of  the following  two years  was  spent  in
perfect solitude, living in complete humility. It was an experience that left
me significantly  changed. When I noticed that ten years had almost passed, I
began the journey back to Britain.


 v. The Two Brothers and the Trickster


On the  road back  to Britain  I noticed  a small  mine being  worked by  two
brothers.
They greeted  me suspiciously but eventually shared with me their tale, and I
shall share it with thee.
      Their father  died and  left them  a map  to some  unclaimed land  that
contained valuable minerals. By law a claim can only be made in one name, and
this led  the brothers  into conflict.  One brother was the eldest, the other
was more  worldly-- both  wanted the  claim. They  became so fearful that the
other would  make the claim that each spent all his time spying on the other.
No work was done.
     One day, they met a stranger who said he was a mining engineer. They did
not trust him at first, but he assured them that their claim was too small to
be of  interest. He was on the way to stake a much larger claim. The stranger
turned their  heads with tales of the riches they could have, replacing their
distrust with avarice.
      The brothers  asked the stranger to make their claim for them, and went
back to  working their  mine. They  worked without  stopping for  months, and
afterward travelled to the mint to sell their ore.
      At the  mint they  later the stranger had staked their claim in his own
name and  then sold  it outright for a fortune. As the brothers had taken ore
from land  they did  not own,  they were  sent to  the prison in Yew for many
years.
      Their sad fate taught them to be more trusting of each other, for a man
who does  not trust  his brother  is always  vulnerable. After  hearing their
tale, I  went to  the mint,  for I was curious which of the two brothers held
the claim to their new mine.
I had  tried to guess and was quite surprised when I saw the answer. It was m
the name of their father.


vi. The Creation of The Fellowship

I was overjoyed when Elizabeth and Abraham both arrived at the Blue Boar safe
and sound.  It was  a splendid  reunion. The  tales they  told me  were truly
astounding, gentle  friend and  traveller. But  as I have mentioned, I do not
wish this tome to be an intrusion upon their privacy.
      Not all  of our  memories were  pleasant ones.  Most of  the people  of
Britannia, it  seemed, were  more interested  in helping  themselves than  in
helping their  fellow person.  As travellers--strangers  wherever we went--we
had become  used to  the cold eye of suspicion upon us. Everywhere there were
people who  expected something  for nothing,  as if owed a debt by the world.
Most of  all, each  of us had met many people who were fundamentally unhappy.
Everywhere there  were people  who knew  that they  needed something in their
lives, gentle  friend and  traveller, but that they had not a hope of finding
it.
      The three  of us  had later much of history. There was once a time when
life was  infinitely more  fragile, but  was cherished  much more  dearly. We
yearned to  recapture that  aspect of  Britannia's former  glory. After  much
discussion, we decided to found a society called The Fellowship. At this time
I was  also conceiving  what would  become its  philosophy, but  that will be
discussed further  in another  chapter. It  was Abraham  who suggested that I
propose The Fellowship to Lord British. I agreed, little realizing the task I
was undertaking.


vii. The Ratification of Wise Lord British


It was with much anxiety that I stood before the throne of wise Lord British.
I was  in a  long line of subjects as our Liege made numerous pronouncements.
Although I had been waiting for hours when I at last had my audience, I still
felt unprepared. His unweaving glance fell upon me.
      I said  that I  had a  modest proposal.  My colleagues  and I sought to
establish a philosophical society known as The Fellowship. Lord British asked
me who would see the benefits of this Fellowship. I replied that no one would
benefit from  it, for  it would  not be  run for  profit. With  a word  I was
dismissed. I  found myself leaving the throne room before it had even sunk in
that I had been refused.

    By the look on my face Elizabeth and Abraham knew I was not the bearer of
good news.  In discussing  the matter,  Elizabeth suggested that Lord British
had desired  a Tribute  from us.  If we  could present  an impressive  enough
Tribute, he  would grant  his favor.  After a  time we raised a thousand gold
pieces by selling nearly every possession we owned. With renewed confidence I
returned to the castle.
     This time there were several workmen with me to carry the chests of gold
that were  our Tribute.  As I reached the front of the line I spoke boldly. I
said that  I wished  to discuss  The Fellowship,  but first wished to present
Lord British  with suitable tribute. with consternation I realized that I had
spoken before  Lord British  had finished reading an important looking scroll
placed before  him by one of his advisors. He signed it as he spoke, not even
bothering to  look up at me. First he ordered my workmen to remove the boxes.
Then he ordered the workmen to remove me as well!
      Angrily I  stormed from  the throne  room. Once  more did I face my two
friends. We were most disappointed. The dream we shared now seemed to have no
hope of becoming reality. I spent days somberly brooding over my failure. One
morning found  me so  completely lost  in my thoughts that I did not hear the
passing beggar approach. When at last I noticed him he spoke. "A coin for one
denied  the   rewards  of   worthiness."  The   illumination  was   pure  and
instantaneous. He  thought I had gone mad when I gave him my chest of gold. I
ran back to the palace as fast as I could.
    At first, Lord British would not see me, but I implored him. He looked me
over, and seemed to see something different about me. He listened as I spoke.
      "Our society, The Fellowship, will be a union of spiritual seekers that
shall strive  to bring  Unity to our fractured society. We will promote Trust
and under- standing among all the people of Britannia. With your approval our
society will  teach one to seek Worthiness, rather than mere personal reward.
To that end, I seek your recognition of The Fellowship."
    After a long moment, Lord British replied.
     "Batlin, thou dost know the meaning of perseverance. I care not for what
thy Fellowship  dost wish  of me and I care even less for what thy Fellowship
would seek  to do  for me.  But if  thy Fellowship  would seek  to serve  the
subjects of my land then my support for thee is unequivocal."
    Thus was born The Fellowship.

 viii. The Value of Virtues and Virtue of Values


In creating the Fellowship philosophy I had no intention of cobbling together
a collection  of platitudes  that  would  be  presumptuously  intended  as  a
replacement of  the Eight  Virtues of The Avatar. I knew there would be those
who would  accuse me  of  doing  just  that,  no  matter  what  philosophy  I
developed! I  hereby wish  to state  that The  Fellowship fully  supports the
Eight Virtues  of the  Avatar, and  as one who has endeavored to follow their
example I can personally assure thee of their immeasurable worth.
      But as  one who  has followed the Eight Virtues, I know whereof I speak
when I  say that  it is  impossible to  perfectly live  up to  them. Even the
Avatar was unable to do so continuously and consistently. Can anyone say that
they have  been honest  every moment  of every day of their lives? Can anyone
say  that   they  are  always  compassionate,  valorous,  just,  sacrificing,
honorable, humble  or spiritual  at all  times? The  philosophy of  the Eight
Virtues does little more than emphasize our own personal deficiencies. I have
met many  adherents to the ways of the Virtues who are racked with guilt over
what they  perceive to  be their  spiritual failures,  for that  is what  the
Virtues are  based upon. Having been shown our weaknesses, now is the time to
strengthen them.  The philosophy  of  The  Fellowship  has  been  created  to
eradicate the failures from one's life. It is a philosophy based upon success
and it enhances everything that has come before it. The Fellowship philosophy
can be  expressed as three values derived from the personal experiences of my
life. They are known as The Triad of Inner Strength.

 ix. The Triad of Inner Strength
The Triad  of Inner  Strength is  a  rigorous  mental  discipline.  It  takes
concentrated effort  to apply  this Triad of values to thy life. But in doing
so thou  will see  a change  in thy  life so  significant that  thou shalt no
longer be able to look at the world in the same way again.
      The first  value of The Triad Of Inner Strength is expressed as "Strive
For Unity."  People apply  this value  to their  lives by working together to
achieve that  which shall  benefit everyone in a state of mutual cooperation.
We have  seen by  the parable  of "The  Old Man and the Bandits" how Unity is
essential. If  we are  not working  together then  we are  certainly  working
against each other.
      The second  value of The Triad Of Inner Strength is expressed as "Trust
Thy Brother."  People apply  this value to their lives by dealing with others
without accusations  or suspicions  that limit others and themselves. We have
seen by  the parable  of "The  Two  Brothers  and  the  Trickster"  just  how
vulnerable lack  of Trust makes one. Without Trust we restrict ourselves from
that which we wish to accomplish.
      The third  value of  The  Triad  Of  Inner  Strength  is  expressed  as
"Worthiness Precedes  Reward." People  apply this  value to  their  lives  by
placing a  greater emphasis  on their accomplishments rather than on personal
gain. We  have seen by the parable of "The Ratification of Wise Lord British"
that one  must not  expect something for nothing. Blindly chasing reward is a
path that leads nowhere.


 x. The Philosophy of The Fellowship

The scholarly  name for the Fellowship philosophy--which I did not personally
coin--is "sanguine  cognition." This  is merely  an important-sounding way of
saying "cheerful  knowledge," and  that is  as accurate  a description of The
Fellowship philosophy as any I can imagine.
      As long  as  one  maintains  his  confidence  and  hopefulness  one  is
continuously open  to the  opportunities that  perpetually exist  in life.  I
firmly believe  that, gentle  friend and traveller, and thou shouldst believe
it as well.
      Without confidence, one does not perceive the world correctly and hence
one misses  opportunities. This sad state of "fevered" reason currently holds
the majority of the population in its icy grip.
     Such "fevered" persons begin to adapt illusory notions to their thinking
and entangle  themselves in  twisted, conflicting  emotions  which  reinforce
their failures.  These sad  people become afraid of themselves. They begin to
believe that  they will  fail, and  this belief  can become a self-fulfilling
prophecy.
      Such a fevered person, whether he realizes it or not, desperately needs
to recognize  that the  world is  not a  tangled knot  of failure. The entire
process of  thought needs to be permanently fixed to a confident nature. Such
a person  needs to  "find the  best in  himself," and accept his basic worth.
This is  rarely an  easy task.  It requires a reflection upon one's self that
can be  emotionally painful.  But as we say in The Fellowship, "Sometimes one
must face harm in order to find healing." Upon achieving Recognition one will
follow his  own inner  voice of  reason that  will guide him through life and
help him avoid failure.
      One of  the most  difficult things to accept is how reliant we are upon
others. We  fear the  rejection, the real or imagined hidden motives, and the
potential deceit  of others. Accepting our inevitable reliance upon others as
an integral  part of  our role  in this world requires the courage to walk on
fire.
    To achieve the recognition necessary to break free of the fever, one must
dedicate every fibre of being to accomplishing that end. We of The Fellowship
travel that  path, and  I extend  my invitation  to thee,  gentle friend  and
traveller, to join us. Together we shall reach our destination.

                          A Reinterpatation of the

                                 HISTORY OF
                                  Britannia

      Being  in  part  a  collection  of  historiacal  facts  with  a  modern
interpretation therepf supplied by the author, Batlin of Britain


i. Ancient Sosaria


Long ago, before the formation of the kingdom of Britannia the land was known
as Sosana.  It was  little more  than a  multitude of warring city-states and
feudal kingdoms, and the people of the land suffered for it.
      It was  wise Lord British, then ruler of the city-state of Britain, who
eventually brought the land and the people of Sosaria together.


ii. The Ages of Darkness

The Ages  of Darkness  are well named, for they were a time when dark terrors
walked the  land. It  may also  be said that during the Ages of Darkness, the
peoples of  Sosana were  the furthest from illumination, for this was truly a
time when spirituals pursuits were at their ebb.

iii. The Tale that is Called 'The First Age of Darkness'

The beginning  of the  First Age  of Darkness  is marked  by the  coming of a
sorcerer named Mondain. The father of Mondain had refused to share his secret
of immortality  with his  son, and  their  disputes  ultimately  led  to  the
father's death.  Tom with  anguish and  no doubt by his fears of persecution,
Mondain turned his dark powers against the kingdoms of Sosana.
      In desperation,  Lord British  called forth  a champion  to rise to the
defense of  the realm.  The "hero"  who responded  to his  summons would many
years later  come to  be known  as the  Avatar. It was through the actions of
this Avatar  that Mondain's  foul gem  of power  was  shattered  and  Mondain
himself did come to a very sad end indeed.


iv. The Tale That is Called 'Revenge of the Enchantress


The triumph  of the  Avatar did  not last  long, for  in slaying  Mondain  he
brought the  wrath of  Minax down upon the land. Minax was the young lover of
Mondain and  a sorceress with magical powers even greater than Mondain's. She
had the  power to  command legions  of foul  creatures, and  in her quest for
vengeance over  the death of her lover, she brought much misery to the people
of Sosana.
      Again the  "hero" who  would come to be known as the Avatar returned to
Britannia in the first recorded use of the Moongates. The Avatar slew Minax's
minions and did eventually destroy her as well.
      While there have been speculations as to the motivations of the Avatar,
there is insufficient evidence to show that the Avatar was driven to violence
by jealousy  over Mondain's romantic involvement with Minax. That being said,
such theories are hereby denounced and should not be given consideration.


v. The Tale that is Called 'Exodus'

No one  in all  of Sosana,  not even  the Avatar, could have realized that by
ending the  lives of  Mondain and  Minax, the Avatar would be orphaning their
only child.  The name  of this  unusual child  was Exodus, and he was neither
machine nor  human. Exodus  rose from  the bottom of the Great Ocean to carry
out a campaign of revenge and destruction against the land of Sosana.
      So terrible were the forces unleashed by Exodus that the "hero" whom we
would come  to know  as the  Avatar required  the assistance  of a mysterious
being known  as the Time Lord to thwart them. And thus it was that the Avatar
did deal  with Exodus in a similar manner as he had dealt with his mother and
father.
      Since that  time much  speculation has  been given  to the  potentially
immeasurable good  such a  creature as Exodus could have brought the land had
he been  persuaded to become beneficent, but I wish to formally disagree with
those who say the Avatar should have handled the situation differently.

vi. The Rise of Britannia

After the  smiting of  Exodus, the  people of  Sosaria, who  lived in  terror
during   the onslaught  of these evil magical beings, did unite together as a
measure of   self-protection  under the  sovereign rule of Lord British. Thus
was formed the  kingdom of Britannia.
    Led  by wise Lord British, the land did come to flourish. The eight major
townships rose  upon the foundations of the old city states. A renaissance of
culture  and   civilization  was   highlighted  by  the  formation  of  great
institutions devoted to the study and advancement of the arts and sciences.


vii. The Tale that is Called 'Quest of the Avatar'

It was at this time of growth and prosperity in the kingdom of Britannia that
Lord British  put out  a call for one to show the way of spiritual growth and
virtue. The call was answered by the "hero" who would come to be known as the
Avatar.
      It was at this time that the champion of Britannia did come to earn the
title of  'Avatar' by establishing the Eight Virtues and by seizing the Codex
of Ultimate Wisdom from the depths of the Stygian Abyss.
      It has  been said  that the  primary motivation  of the Avatar has been
personal redemption  for the  fate of  Mondain, Minax and Exodus. While there
has been  no proof of this, I say that even if it were true, all the positive
things brought forth in the world through the virtues would be enough to make
amends for almost any misdoing.


 viii. The Tale that is Called 'Warriors of Destiny'

It seems  that by  removing the  Codex of  Ultimate  Wisdom  the  Avatar  had
inadvertently set  into motion  a cosmic  chain of  events which  led to  the
release of three Shadowlords from remnant shards of the black gem of Mondain.
These Shadowlords were sinister agents of evil. Soon they managed to dethrone
Lord British  and hold him prisioner in a foul dungeon. Denied his wisdom and
compassion, the kingdom of Britannia quickly grew oppressive and cruel.
      This was  the Britannia  that greeted the return of the Avatar. After a
score of  valiant struggles,  Lord British was liberated, his throne regained
and the Shadowlords banished from our world.
      However,  Lord  British's  escape  from  the  underworld  did  cause  a
tremendously destructive  scenes  of  earthquakes  as  the  vast  network  of
subterranean caverns  collapsed. Much of the gargoyle race did perish in that
tragic cataclysm.

ix. The Tale that is Called 'The False Prophet'

After the  tremors that  shook Britannia  subsided, gargoyles, inhabitants of
the other side of the world who now found their homeland virtually destroyed,
began to  appear on the Britannian side of the world in increasing numbers as
aggressors. They  launched vicious  attacks against  the human  race and many
were they who lost their lives in defense of our realm.
      The gargoyles  even attempted  to assassinate  the Avatar.  They set  a
Moongate trap  which lured the Avatar into their clutches, but the Avatar was
rescued by  his companions.  So it  was that Lord British did once again call
upon his champion to set the world right. Ending this violent racial conflict
was the greatest challenge that the Avatar had ever faced.
    At last it was revealed that the Codex of Ultimate Wisdom, which had been
removed from  the underworld  by the Avatar, was actually the property of the
gargoyles. Therefore,  the Avatar  placed the  Codex into  the great ethereal
void where  it would  be possessed by neither human nor gargoyle. Two lenses,
used together  in order  to view  the Codex,  were given  to Lord British and
gargoyle ruler  King Draxinusom. As the cause of the conflict between the two
races had  been removed,  it was  hoped that  the rift  between the two would
eventually be closed.
      Those who  would say  that this terrible and destructive war could have
been prevented  entirely had  the Avatar  not appropriated the Codex from its
true owners are merely dissidents who are grossly misinformed.

 x. The Last Two Hundred Years

It has been two centuries since the Avatar last appeared in our good kingdom.
Some have  written that  at last it is possible to interpret the tales of the
Avatar as  they should be, with the proper historical perspective. Some argue
that as  time moves  on, the  truth of  what actually occurred will fade even
further away  and that we have a responsibility to preserve the legends as we
now know  them. However,  most agree  when it  comes to  a  number  of  basic
theories.
    While there are those who maintain that the stones of the Avatar are only
myths, practically  all credible  scholars say that at least some elements of
the Avatar's  tales are historical fact. In reality, one need look no further
than the  Isle of  the Avatar to see very persuasive evidence that the Avatar
did indeed exist--at least as a person if not as a spiritual being!
      It is  most likely that there has been more than one Avatar. All of the
writings insist  that the  Avatar who  negotiated the peace between Britannia
and the  gargoyles is  the one and same person who first appeared to vanquish
the sorcerer  Mondain those many years ago. While saying it is most unlikely,
historians do  not firmly  deny the possibility of there having been only one
Avatar. After all, our good sovereign monarch, wise Lord British, has himself
displayed an amazing longevity!
      Whatever interpretation of history proves to be most accurate, it seems
undeniable that  the Avatar  will not  return to  our fair  kingdom.  By  all
indications the  age of  magic is  coming to  an end.  With  the  decline  in
reliability of  mages, and  with the  kingdom turning  away from  the magical
arts, it  is doubtful  that extreme  danger-- that  which  would  require  an
Avatar's aid to defeat it--will ever return to Britannia. And thankfully so.
      Upon us is the age of The Fellowship, in which one does not simply wait
in anticipation  for a  heroic savior  when a  crisis occurs.  In  this  less
spectacular but  more practical  day, we  are left to solve our problems with
our own minds and our own will.

                               The fellowship

                                 TRAVELLER'S
                                  COMPANION

                      guide to travelling in Britannia,
                       as written by Batlin of Britain



i.The Cities and Towns of Britannia


Built upon the foundations of the ancient city-states of Sosana, the towns of
Britain, Jhelom,  Minoc, Moonglow,  New Magincia, Tnnsic and Yew have seen up
to become  major cities  in their  own right. Numerous other cities have also
grown and  doing so  deserve recognition  as proud  jewels in  the  crown  of
Britannia.  All  of  these  cities  are  described  below,  being  listed  in
alphabetical order  for the sake of the traveller's convenience in using this
book as a reference guide.


Buccaneer's Den

This island  is the notorious home of pirates and thieves. It is a place that
is not without risks and dangers--especially if one is too free in displaying
one's money.  Still, Buccaneer's  Den has attracted many travellers in recent
years with  the lurid  thrill of  its well-monied House of Games and sensuous
indoor baths.  It is  also a  place where one may purchase many exotic goods.
Britain This is the opulent and majestic capital of Britannia, farted city of
Compassion, and  it is  where thou  mayest find  the Castle  of Lord British.
Britain is  built on the shore of Britanny Bay. It is easily the largest city
in all  of Britannia  and it has seen much new development. It is the home of
the historic  Wayfarer's Inn, Royal Theatre and the Royal Conservatory. It is
a center  of commerce  for the entire kingdom. Here in Britain thou will find
vendors hawking  their wares,  a Farmer's  Market, shops  of every  type  and
fabulous entertainment for everyone. Britain is also home to the headquarters
of The Fellowship.


Cove

The city  of Cove is the cleanest city in all of Britannia. Although the city
itself is  prestine, a  traveller would be wise to avoid Lock Lake, which has
become very  polluted in recent years. One of the most romantic places in all
of Britannia  is the "Lovers' Walk," which is not far from the Shrine. Across
the mountains from Cove the traveller will find the Bloody Marsh, site of one
of Britannia's most savage wars.


Isle of the Avatar

While no  formal city  has ever been built upon the Isle of the Avatar, it is
such a  place of  interest that  it is  included here  in this  section. This
strange volcanic  island--which arose  from the  tumultuous upheaval  of  the
Great Stygian  Abyss-- receives numerous visitors on pilgrimage to the Shrine
of the  Codex. The  Shrine is  considered to  be a national monument of great
historical importance  to Britannia  and as such is under armed guard day and
night.


Jhelom

Located in the Valonan Isles in southwest Britannia,Jhelom is a meeting place
for fighters,  paladins and rangers. It is the birthplace of many an esteemed
Britannian warrior.  This city  of Valor  is also  known for its well-stocked
armoury, the hospitality of its barmaids and for its local fighting club, the
Library of Scars.


Minoc

This thriving  seaport is  located in northern Britannia at the mouth of Lost
Hope Bay.  Minoc, also known as the city of Sacrifice, has an active sawmill,
armourer, shipwright  and branch  of the Britannian Mining Company. It is the
home of the Artist's Guild, where craftsmen of all types display their craft.
In Minoc there is also an active branch of The Fellowship.

Moonglow

Moonglow is  the city  of Honesty  and sits  upon the  southern tip of Verity
Isle. It  is where the Lycaeum, the great storehouse of knowledge and wisdom,
is located.  Nearby, the  traveller will  also find  the  observatory,  which
contains a  orrery. An  active branch  of The  Fellowship  also  operates  in
Moonglow.

New Magincia

New Magincia is known as the city of Humility, and hence it chooses to remain
isolated from much of the rest of Britannia. If thou venture there, thou will
find that  the people  are basically  shy, but  also warm and hospitable once
they have  gotten used to thee. The city is located on an eastern island well
past most  of the  main trade  routes. Time  progresses more  slowly  in  New
Magincia than  anywhere else  in Britannia.  The economy  of New  Magincia is
based on shipbuilding, horticulture and raising sheep.

Paws

Paws is  a small coastal village that, because of the continuous expansion of
the capital city, has essentially merged with Britain. While there was a time
when this  village held  a quaint  rustic charm,  in more  recent  years  the
village of Paws has languished in poverty. A terrible, seven-year drought has
forced the  closure of many of the local farms. The industry of Paws consists
primarily of  milling flour, dairy farming and meat curing. Paws is where The
Fellowship runs its shelter for the poor.

Serpent's Hold

This opulent  castle fortress  is home  of the  honorable Order of the Silver
Serpent, the  training camp  for the  armed  militiamen  of  Britannia.  Here
fighting men learn more than just the martial arts. They are taught honor and
valor as  well. Instruction m the ways of the warrior may be obtained and one
may purchase  reliable weapons,  armour and  provisions here.  The Meditation
Retreat of The Fellowship is located on an island east of Serpent's Hold.

Skara Brae

This sad  town was  once known as the city of Spirituality. Few are those who
venture to  the spot where the city of Skara Brae once stood, near the mystic
forest of  Spintwood, for  all that  remains are  buildings that stand nearly
deserted. While  there have  been many  strange stones as to the goings-on in
this uninhabited place, there are few who would seek to verify them. The wise
traveller avoids Skara Brae altogether.

Spektran

The sparse isle of Spektran is ruled by the notorious Sultan of Spektran. The
sultan is  renowned for  his unfriendliness to outsiders, and Spektran is not
recommended to travellers.

Terfin

Terfin is  the home  of the gargoyles, built upon the island once occupied by
Sutek the  Mad. Most  gargoyles travel daily to Minoc in order to work in the
mines. In  Terfin one  may find  the gargoyle Hall of Knowledge and an active
Fellowship branch.  Not far  from Terfin are the ancient ruins that were once
the palace of the traitorous Blackthorn.

Trinsic

This active seaport south of Paws and north of the Cape of Heroes is known as
the city  of Honor.  Trinsic is  the home  of Paladins and also has an active
branch of  The Fellowship.  Travellers might  question the need for the walls
that surround  the city.  As if  this would  not be  enough to  keep the city
secure, the  guards of  the city will not permit anyone to enter or leave the
city unless  they know  the secret password. Once thou know the password thou
wilt be given the key to the city gates and may then enter and leave at will.
While this  was once done to maintain the security of the city and the safety
of its  citizens, it  is now  done mostly  to sustain  a traditional  ritual.
(Britannian law forbids the open publication of Tnnsic's password.)

Vesper

Located on  the edge  of the  desert in  northeast Britannia,  Vesper  is  an
industrial town.  Here the  main branch  of the  Britannian Mining Company is
located. Vesper  is one  of the  few places  in Britannia  where  humans  and
gargoyles live together in an approximately equal number.

Yew

Yew is known as the city of Justice, but it has changed considerably over the
years. The  buildings that  remain  where  the  city  once  stood  have  been
abandoned for  many, many  years. The  citizenry of  Yew have  chosen a  life
independent of  normal civilization.  They now  live scattered throughout the
Great Forest.  Their only  remaining link with outside civilization is Empath
Abbey. The  Abbey has  assumed responsibility for the court of Yew as well as
its prison. Many travellers to Empath Abbey come to visit the graves of loved
ones at the nearby graveyard.


ii.The Commerce of Britannia


Britannia is  not only  a kingdom  of great  cities,  but  also  of  prolific
commerce and industrial might. In any city, thou canst find a pleasing vanity
of goods  and services available for purchase. Each city has an economy based
upon its  industry and  the endeavors  of the  people who work within it. The
goods each  city produces are bartered or sold to the people of other cities,
which provides  them access to other goods not usually available in their own
city. Through this continuous flurry of commercial activity all the townships
of Britannia  are supplied  with the  products and services that they need to
survive and thrive.

The Farmers of Britannia

While in  recent years  a scenes of droughts has hurt agricultural production
in certain  areas of  Britannia, most  farmers are  enjoying a  resurgence of
bountiful harvests.  Farmers  will  usually  be  glad  to  sell  the  passing
traveller eggs, fruits, vegetables or whatever else they produce.

The Merchants of Britannia

The merchants  of Britannia  survive by one basic rule--buy for less and then
sell  for  more.  However,  most  merchants  truly  desire  to  please  their
customers, and  any merchant who engages in unfair business practices is sure
to lose out to his competition in the end.

The Farmer's Market

At the  Farmer's Market  in Britain,  the fruits,  vegetables, eggs and meats
produced on The farms of Britannia may be found for sale.

Pubs

In a  pub one  may relax and enjoy a refreshing drink or a fine meal. In many
pubs one will hear the local bard sing rousing songs of legend and lore. When
conversing with  the other  patrons of  a pub, be prepared to hear anecdotes,
war stones, local history--perhaps even useful information!

Food Vendors

For a quick meal one could do no better than to sample the wares of the local
food vendor.  To find  the local  food vendor,  one need  only listen for his
friendly bark and call

Provisioners

There is  no end  to the  number of odd things that a traveller or adventurer
may find  himself in  need of,  and the  one place  where nearly all of these
might be found for sale is the local Provisioner's Shop.

Stables

There is  no faster  mode of  land travel  than riding in a horsedrawn wagon.
When travelling  in the  wilderness, the  quicker one  is, the  safer one is.
Horses and carts can be purchased from the stables in Britain.

Magical Reagents

Now that  magic is severely on the decline, those who still pursue this dying
art may  find that many mages are willing to sell their magical reagents. One
need not concern oneself with the freshness of these reagents, for all things
magical only increase in potency with age.

Inns

The inns  of Britannia provide the traveller with safety and a place to rest.
Camping in  the wilderness  is always  a risky  proposition and the danger to
one's health is great, especially in times of inclement weather.

Craftsman

The craftsmen  of Britannia are skilled artisans who sell wares made by their
own hand.  While such  items are  often of  high price,  the  price  reflects
compensation due  for the  time, toil and talent of the craftsman, as seen in
the high quality of the item.

Armourers

Here one  may purchase  armour and  shields made  for  the  protection  of  a
fighting  man  in  combat.  Most  armourers  will  also  sell  weapons,  thus
completely  preparing   any  would-be   fighter.  Armour  is  generally  sold
piecemeal, but  certain armourers  have been  known to sell entire suits at a
cheaper price than the total cost of each individual piece.

Fletchers and Bowyers

Without question, the bowyer that is held in highest regard throughout all of
Britannia is  lolo Fitzbowen,  the proprietor  of the  establishment that has
come to  be called  "lolo's Bows."  So popular  is this  bowyer's shop that a
similar establishment was set up in Serpent's Hold.

Healers

Many who  succumb to  injury or  illness have  their conditions  worsened and
their purses  lightened by  a healer.  The wise traveller knows that sickness
and injury  is rooted  chiefly in  the  mind  and  that  only  through  self-
discipline can pain, illness and injury be overcome.

Apothecaries

It is  the shrewd apothecary who mixes his strange chemicals and produces the
formulas to  create potions.  Apothecanes have long since stopped the sale of
magical reagents, as magic has become so unreliable.

Clothiers

The marketplace  of Britain  provides the  traveller with  an opportunity  to
purchase clothing,  ranging from  the latest fashions to the more comfortable
and functional.

Shipwrights

Ships may  be purchased  from shipwrights  in nearly  any  coastal  city.  By
Britannian law  no ship is considered to be legally held unless the owner has
in his possession that ship's deed of sale.


 iii.The Rune Writing of Britannia

See Enclosed Gif File for this picture

Following a tradition that has been passed down from generation to generation
for centuries,  many signs  and placards in Britannia are written in a unique
and attractive  runic script  that was  once the language of the druids. This
strange writing  is older  than Britannia  itself. While the presence of such
writing might  befuddle a casual tourist, the wise traveller knows that it is
a worthwhile pursuit to learn the meaning of this writing.
      Nowadays, the  use of rune writing is beginning to fall out of fashion,
and its  use generally  denotes an establishment that clings to an antiquated
style of operation.



 iv.The Arms of Britannia

It is  the wise party of travellers who make sure that they are well armoured
and heavily  armed when  travelling in  the  wilderness.  To  that  end,  the
following is  a brief introduction to the armour and weapons that one may use
to insure one's safety.

Armour and Shields

There are  six parts of the body that one does seek to protect: the head, the
torso, the  legs, the  hands, the feet and the neck. All pieces of armour are
specifically designed  for the  protection of  one of these places. There are
basically four  types of armour: leather, scale, chainmail and plate. Leather
provides the  least protection, but it is exceedingly light and is relatively
inexpensive. While  scale and  chainmail provide  roughly the  same level  of
protection, scale  is the  heavier and  the less  expensive of  the two.  The
heaviest type  of armour  is plate;  since it provides great protection it is
also the most expensive.
      Unless one is armed with a weapon that requires the use of two hands, a
wise combatant,  in addition  to wearing  armour, will  also carry  a shield.
Generally, the more protection a shield provides, the heavier it is.
      One can  quickly see  that such  activities as  fleeing from a superior
opponent, carrying  a full  load of equipment, or travelling a great distance
become quite  daunting tasks  if one is heavily armoured. Therefore, the wise
traveller moderates  the type  of armour  worn, taking into account one's own
physical strength,  the combined  weight of  any other  items one may wish to
carry and the distance one expects to be travelling.

Weaponry

There is  such a  great variety of weaponry available in Britannia that it is
impossible to  properly examine  all of  it in  this short  space.  The  wise
traveller knows  that it  is important  is to  select for  oneself  the  most
fitting weapon.  After all,  the weapon  itself is not nearly as important as
the one  who uses  it. The  choice of  a weapon should be tailored around the
user and  not vice  versa What  are the factors one considers when choosing a
weapon?
     Many weapons such as pole arms and the larger swords are heavy enough to
require the  use of  both hands.  If  one  is  not  of  sufficient  strength,
attempting to  wield a two-handed sword could be worse than fighting unarmed.
Generally, the  smaller and  lighter a weapon is, the easier it is to conceal
and quicker it is with which to strike. It is not by accident that the simple
dagger is the weapon of choice for many an assassin.
      A weapon  of great length, such as a spear or two-handed hammer, can be
used to keep one's opponent at bay as well as to attack him. The advantage of
reach has  decided the  day in  many a  battle. Likewise,  a long weapon is a
proven disadvantage when the fight is in cramped quarters. Edged weapons such
as a sword must be handled with precision--it is usually not enough to simply
contact one's  opponent. The  skilled combatant  knows how to use the cutting
edge of his weapon to its greatest advantage.
      Blunt weapons  such as maces, clubs and hammers enable the combatant to
concentrate raw strength in the delivery of crushing blows to one's opponent.
The punishment  of such  mighty impacts  has often  been the key to achieving
victory.
      The strategic effectiveness of well placed missile fire cannot be over-
emphasized. On  many occasions an outnumbered party has been able to repel an
attack through  the proper  application of missile weaponry. The disadvantage
of bows,  crossbows and  slings is that loading them requires the use of both
hands. Bows  and crossbows  also require  two hands  to fire.  Daggers, axes,
torches and spears can also be effective as improvised missile weapons.

v. The History and Customs
   of the Adventurer Classes



The Fighter Class

Many Britannian  fighters receive  formal training  in the  martial  arts  at
Serpent's Hold,  and in  return they serve for a specified term as members of
the Royal  Militia. Some  fighters study  in Jhelom  or with  other  trainers
across Britannia.  Other fighters  never receive  any formal  training. Their
unforgiving teacher  is the  battlefield, where  many  lives  are  lost  when
lessons are  not mastered  quickly enough.  Fighters generally  possess great
strength and  endurance, a  proficiency with  many types  of weapons  and the
courage to face the demanding trials of combat time and time again.

The Bard Class

A true jack-of-all-trades--a trickster, a minstrel, a battler, a spellcaster-
- the  bard possesses  all  of  these  skills.  Physically,  the  bard  falls
somewhere between  the brawny  physique of the fighter and the delicate frame
of the  mage. The bard is dextrous and agile. He tends to be more clever than
intelligent. He also possesses a presence and charm that come in handy in all
manner of  situations. The  bard has a natural gift for missile weapons and a
mind for  riddles. The  bard also  plays an  important  part  in  society  by
recording local  history in  such a  way that  it is well remembered, through
rousing tale and song.

The Mage Class

A pity  to those  who live their lives following the treacherous road that is
the way of the mage, now that the time of magic is coming to an end. The days
of wonder,  when miracles  could be  performed on demand through wisdom and a
devotion to  the arcane arts, are a part of the past. A mage's mind perceives
that which  resides in  the invisible  world, but as recent history has shown
us, but  this keen  mind upon  which the  mage depends  is ever  in danger of
slipping into  lunacy.     What is also tragic is that the way of the mage is
not one that is consciously chosen. One is born with the calling of the mage.
While magic  has not  yet  ceased  to  function  altogether,  it  has  become
inaccurate to  the point  of being  unreliable, making the mage's life one of
constant uncertainty.



vi. A Bestiary of Britannia

The wilderness  of Britannia is the home of a multitude of strange beasts and
magical creatures.  While many creatures are mundane and harmless, others are
terribly dangerous  and barely  understood. For  the traveller  it is vitally
important to  be able  to recognize any type of beast that may be encountered
so that  one can  respond accordingly.  The following is a list of beasts now
known to live in Britannia.

Acid Slug--This  very  unpleasant  creature  tends  to  inhabit  dark  places
underground. Its  skin exudes  secretions of acid that can burn flesh and are
especially damaging  to metal. The best weapon to use against this monster is
fire.

Alligator--This vicious  man-eating creature  lives in swampy terrain and can
inflict heavy damage with its bite and tail.

Bat (Giant)--This  large winged  rodent attacks  by night, aided by its night
vision and acute hearing. Its body is very light and fragile.

Bee (Giant)--This energetic flying insect will instantly attack anything that
it perceives  as a  threat to  us hive.  It  attacks  with  a  sleep-inducing
poisonous sting.

Bird--This type  of creature  is not openly hostile to human beings, but many
will probably attack if provoked or frightened.

Cat--A domestic  animal commonly  found  in  city  alleyways,  this  creature
performs an invaluable service in continuously thinning the rat population.

Centipede (Giant)--This  large,  multi-legged  insect  frequents  cool,  dark
places. Its poison is considered to be among the most deadly of any creature.
It can be destroyed by fire.

Chicken--This bird  can be found on many farms. It is the source of both eggs
and delicious  meat often served in inns. It poses no threat to humans, as it
will generally run away if attacked.

Corpser--This creature  is a type of ghoul that ensnares its victims with its
tentacles in order to drag them off to its lair and presumably kill them in a
manner that has never been discovered. Its only known weakness is fire.

Cow--This harmless farm animal is the source of beef and dairy products.

Cyclops--One of  a race  of incredibly strong one-eyed giants, when it is not
hurling large  boulders at its enemies, its favorite weapon is a large wooden
club.

Deer--This swift  but timid  forest creature  has  sharp  antlers  to  defend
itself. It is the source of venison.

Dog--A domesticated  cousin of  the  wolf,  this  animal  guards  homes  from
intruders, tracks game during hunts, and is a playmate for children and a pet
for adults.  It should  not attack  unless provoked, although it will usually
bark at  strangers. This  animal takes  special enjoyment in chasing cats and
rabbits.

Dragon--Dragons are a mysterious ancient race of highly evolved reptiles that
possess magical  abilities and a high degree of intelligence. They have large
wings and are capable of rapid night. A dragon is formidable in combat and is
all the  more lethal due to its noxious flaming breath. Its lair is usually a
cave or dungeon where it guards its eggs and treasure.

Drake--This creature is a dragon that has not yet fully grown to adulthood, a
process that  takes several  hundred years.  Like its  mature relatives, this
creature can also breathe fire and fly. It is commonly found in the lair of a
dragon.

Emp--This extremely  peaceful creature  lives  in  the  forest.  It  is  non-
aggressive and  shuns violence  to such  a degree that it is doubtful it will
want to  have anything to do with any humans it comes into contact with. Some
emps possess a remarkable degree of intelligence and magical capability. Emps
are so  named for their empathic abilities. So sensitive are they to the pain
and discomfort  of other living things that they subsist on a diet of organic
food, such as milk and honey.

Fairy--These tiny  flying creatures  are not  so much  hostile  as  they  are
flirtations and Mischievous.

Fish--This generally  harmless  water-breathing  creature  can  be  found  in
abundance in  the seas, rivers and lakes of Britannia. It greatly contributes
to the local food supply.

Fox--This small,  wily mammal  is related to the wolf, but is not as powerful
or aggressive.  It is  often the  elusive quarry  of hunting parties that use
dogs to pursue it.

Gargoyle--This red-skinned  creature orginally  comes from  the  subterranean
domain of  the gargoyles.  There are  two classes  of  gargoyles--the  larger
winged gargoyles  that possess keen intellect and magical capability, and the
smaller worker  drones that  possess little thinking ability but are embodied
with great strength.

Gazer--This strange  creature is  found mostly  in dungeons. It hovers about,
looking for  victims to  mesmerize with its multiple eyes. Upon being killed,
the body of a gazer will break up into a tiny swarming colony of insects.

Ghost--This magical  spirit of  the dead  has the power to move through solid
walls and  has been  known to use magic. It can appear anywhere, but tends to
frequent graveyards or places significant to the life of the deceased.

Gremlin--This tiny  creature travels  in a pack and attacks in a large group.
Its primary threat is that it likes to steal food.

Harpy--This half  human/half bird  creature nests  in mountainous  caves.  It
attacks from the air with the sharp talons on its feet.

Headless--This ensorcelled  creature appears  to  be  a  living,  ambulatory,
beheaded human  being. It  is unknown  exactly how  it  compensates  for  its
apparent lack  of sensory  organs, but  it manages  to do  so quite well. Its
favorite method of attack is strangulation.

Horse--This strong,  swift animal can be found in the wild or domesticated in
the stables. Horses are most commonly used for rapid transportation from town
to town or through the wilderness.

Hydra--This creature is a type of dragon that possesses three heads. Like the
dragon, a hydra also can fly and breathe fire.

Insects--This is  an insect swarm capable of causing an intolerable number of
bites and stings, as well as severely spooking horses and destroying crops.

Kraken--This mysterious  peril of  the sea is not well understood. There have
been numerous  reports of  sailors being  snatched from the decks of ships by
huge suckered tentacles and dragged down to the bottom of the ocean, never to
be seen again. No one has yet reported an actual sighting of the full body of
this creature.

Liche--This is  an extremely  rare type  of  undead  creature  that  is  both
dangerous and very difficult to destroy.

Mongbat--This bizarre and frightening creature is a cross between a bat and a
monkey. Its  attacks are  fast and powerful, but it usually only inhabits the
deepest dungeons.

Mouse--This harmless  rodent lives  on whatever  little scraps of food it can
find, although  it is  especially fond  of cheese. It occupies the space just
beneath the cat on the food chain.

Rabbit--This fast,  long-eared animal lives primarily on the carrots grown by
local farmers.

Rat (Giant)--This  filthy, overgrown  rodent is a severe hazard to the health
of human  beings. Immune to poison and too large to be trapped, this creature
has a  voracious appetite  for garbage and carrion. When it roams in packs it
loses its  natural fear  of human beings. The bite of a giant rat can cause a
variety of potentially fatal diseases.

Reaper--The reaper is actually a malevolent tree spirit that has the power to
reach out and grab passers-by in its long, powerful branches. The reaper also
possesses the  magical power to unleash destructive bolts of lightning. As it
is a creature made of dry deadwood, it is quite vulnerable to fire.

Sea Serpent--This  creature is  a sea-going  dragon. It is capable of spiting
out fireballs,  much the  same as  dragons breathe  fire. A  sea serpent  can
severely damage a ship with a single lash of its powerful tail.

Sheep--These non-threatening  beasts are  raised by  shepherds, who take them
out to graze in great numbers. Sheep produce both wool and mutton.

Silver Serpent--This  creature, seen  in the  symbols of ancient Sosana, once
more holds  the fascination  of Britannia. The venom of the silver serpent is
reported to  have a strange and lasting effect on people. No doubt this shall
be the subject of further study.

Skeleton--This is  the undead  reanimation of  a fighter who was slain on the
field of  battle. Skeletons tend to cluster in hordes and are often following
the commands  of a  sorcerer. In  fact, they may continue to do so well after
the sorcerer himself is dead!

Slime--This grotesque  gelatinous mass lives in the depths of a dungeon or in
the murkiest  corners of  a swamp. It reproduces by dividing itself and grows
through the  absorption of  other slimes. Slimes attack by hurling foul blobs
of slime  at their  intended victims.  Fire is  known to  be a very effective
weapon against them.

Snake--This creature  spends the  night coiled among the cool rocks and comes
out into  the sun during the day. This warms its blood, enabling it to strike
more quickly.  The creature  is venomous and can even spit venom from several
yards away.

Spider (Giant)--While  this creature  may  be  encountered  anywhere  in  the
wilderness, its  lair is its giant web, which will almost always be hidden in
a cool  and dark  place. A  giant spider is capable of spraying its poisonous
spittle from a considerable distance. Its bite is also tremendously painful.

Troll--This brutish creature is the bane of all travellers. Many tales relate
how trolls hide beneath bridges in order to terrorize and prey upon all those
who would cross it. The wise traveller would do well to exercise caution when
crossing any  bridge, especially those one may come across in the wilderness,
far from the security of a city.

Unicorn--Fanciful stories  of these  creatures abound  in  rural  areas.  The
unicorn appears  as a  splendid young white stallion with a single great horn
rising from  its head. Legends speak of how only those who are truly virtuous
may approach a unicorn. Unicorn sightings are rare--so rare in fact that most
serious scholars deny their existence.

Wisp--These mysterious  floating lights  have been  a puzzlement  to many  an
adventurer. They  seem capable of inflicting only slight physical damage, but
they also  seem impervious  from physical  harm themselves.  It has been said
that these strange creatures are very knowledgeable and that they come from a
world other than our own.

Wolf--This plains  and forest  hunter has  long had  the  greatly  undeserved
reputation of  a vicious  predator. While  wolfpacks do thin the weak and the
sick from  herds of wild animals, and while farmers must occasionally be wary
of their  curiosity, there is little to support the notion that these animals
are bloodthirsty man-eaters.

                             The Book Of ARCHAIC

                                  KNOWLEDGE

   a historical  look at  The mechanics and use of the arcane arts before the
end of the age of Magic, as written by Batlin of Britain


Before anything  further is  written, it  must be  noted that  the  following
section is  included only as a matter of historical documentation. The use of
magic has long been proven to be unreliable and the suspected cause of mental
deterioration. The  author takes no responsibility for anyone who may attempt
to practice magic based upon the information contained herein.


i. The Mage's Spellbook

The first  component necessary for the successful casting of spells by a mage
is his  spellbook. It  is his  principle tool  and without it the mage cannot
function. This  book contains  the formulae and incantations required to cast
the specific  spells that a mage knows. As mages become more experienced they
can acquire new spells. A wise and long-practicing mage may have a great tome
filled with  strange drawings,  diagrams and writings. These writings will be
explained in  greater detail in a forthcoming section. Every mage's spellbook
contains several basic magical spells called linear spells. These too will be
explained in their own section.


ii. The Mage's Reagents

The second  component required  for spellcasting is the proper reagent. These
chemical materials  serve as  a link between the physical world that the mage
wishes to affect and the psychic energies of the ethereal waves that the mage
is drawing  upon to  effect that  change. Some reagents are relatively common
herbs, others  are rare and exotic items. The following is a list of reagents
used by all mages.

Black Pearl

Black pearl  is an exceedingly rare commodity; fewer than one in ten thousand
pearls is  black. They  have been  found  at  the  base  of  tall  cliffs  on
Buccaneer's Den.  While a less than perfect pearl may be perfectly acceptable
for decorative  purposes, the  black pearl of a mage must be perfectly formed
or it is virtually worthless. Black pearl is ground up into a fine powder.

Blood Moss

In recent  years the  only places where this strange substance can be located
are in  the Bloody Marsh across the mountains from Cove (where many years ago
thousands of  soldiers lost  their lives)  or  in  the  enchanted  forest  of
Spintwood, beneath the rotting bark of dead trees.

Garlic

Certainly this  is the most commonly available of all magical reagents. There
are few  kitchens in  all of  Britannia that are not supplied with at least a
few cloves  of this  spice. Garlic cloves are washed and ground into a paste,
providing significant protection from black magic.

Ginseng

The healers  of our  fair land  have known  of the  healthful and restorative
powers of this bitter root for hundreds of years. But to the mage it requires
special preparation.  It must be boiled and reboiled in the freshest of water
no less  than forty  times! This  reduces it  to a strong-smelling syrup that
makes a very potent reagent.

Mandrake Root

This rare  plant extract,  found only  in the  darkest, dankest comers of the
foulest of  swamps, is a most sought after magical reagent. It is also one of
the most  difficult of  all reagents  to prepare, for in being dug up the tap
root of the mandrake plant must not be broken. Also, that root itself must be
properly broken  down, boiled  and dried.  Mandrake root  can be found on the
Bloody Marsh and in a place known as the Fens of the Dead, south of Paws.


Night Shade

This plant,  found only  in swamps, only blooms at night. The fungal cap from
this rare  and unusual  mushroom may  be either crushed or boiled into a tea.
The mage  must always  use great care when handling nightshade, for it is not
only a very potent hallucinogenic, it is also extremely poisonous.

Spider's Silk

While this  is a  common reagent,  it can  be very  difficult to  gather  any
significant quantity  of it  from any single source. Mages have been known to
frequent caves  and crypts  and even  run their  own personal spider farms in
order to  maintain an  abundant supply  of spider's silk. It usually takes at
least an ounce of silk to cast a spell.


Sulfurous Ash

The great  quantities of  ash generated  by a  volcanic eruption makes this a
common commodity  as far as magical reagents go, but one does usually have to
travel in  order to  acquire a large quantity of it. In recent years the most
common source  of sulfurous  ash has been the Isle of the Avatar, location of
violent volcanic activity many years ago.

iii. The Mage's Words of Power

 iv. Spellcasting


The final  component necessary  for the  mage to  cast a  spell is the spoken
mantra that constitutes the words of power. Far more than simple memorization
of  the  words  and  their  meanings  is  required.  The  mage  must  have  a
consciousness-altering comprehension of each individual syllable of a word of
power. The  pronunciation of  each syllable  resonates through  the  ethereal
waves as  the spell  is being cast. Incorrect pronunciation invariable causes
ethereal turbulence.  Long periods  of meditation upon each syllable and many
hours of controlled breathing exercises are required before the proper use of
the mage's  words of  power can  be learned.  The following  is a list of the
known syllables that make up the words of power.


SYLLABLE MEANING

 AN ....Negate/Dispel
 BET....Small
CORP ...Death
 DES ...Lower/Down
  EX ...Freedom
FLAM ...Flame
GRAV....Energy/Field
 HUR ...Wind
  IN ...Make/Geate/cause
 JUX ...Danger/Trap/Harm
 KAL ...Summon/lnvoke
 LOR ...Light
MANI ...Life/Healing
 NOX ....Poison
 ORT.....Magic
 POR ....Move/Movement
QUAS ....Illusion
  REL ...Change
SANCT....Protect/Protection
 TYM ....Time
 UUS ....Raise/Up
 VAS ....Great
 WIS ....Know/Knowledge
 XEN ....Creature
 YLEM ...Maner
  ZU ....Sleep

The mage  is able to cast spells when the three elements--spellbook, reagents
and words  of power--are combined in one unique and fluid action. The mind of
the mage  must be  properly focused,  as some  spells affect just one person,
others affect a group of people and still others affect a specific area. As a
mage's experience  in casting  spells increases,  so too  will the potency of
many of  his spells.  Outside distractions  and interference,  as well as the
intended target's natural resistance, might prevent the successful casting of
any spell.
      One factor  over which  the mage  has no  control is  the state  of the
ethereal waves when a spell is being cast. While the ethereal waves are often
subject to turbulence, such turbulence is a temporary condition.

v. Magical Spells

Once again,  the author  takes it  upon himself  to warn his readers that the
following is  included as nothing more than a matter of historical record. It
is a  statement of  absolute fact  that most  of these spells do not work and
many will  turn back upon the user. The use of magic is strongly suspected to
be the  cause of  a strange  mental deteriorations than can affect anyone who
has practiced  magic. The  reader is  strongly discouraged from experimenting
with the spells listed here.

Linear Spells

There are  certain spells  that a mage will immediately be able to learn upon
completing his  apprenticeship. They are called Linear Spells because they do
not directly  correspond to  any of  the eight circles of magic that exist in
the ethereal  waves. Linear  Spells are the only types of magical spells that
require no reagents to cast.

An Zu (Awaken)

This spell has the power to awaken one sleeping or unconscious creature.

WixJux (Detect Trap)

This spell  will reveal  to a mage the presence of all traps within a certain
area.

An Flam (Douse)

This spell will extinguish any non-magical fires.

Lor Quas (Fireworks)

This spell creates an impressive display of multi-colored moving lights. When
the mage  becomes more  experienced he  can use  these lights to frighten his
enemies, sometimes causing them to flee.

Bet Lor (Glimmer)

This spell  creates a  small light  source that  lasts for  a short period of
time.

Kal Mani Lor (Help)

This spell  will resurrect  the mage  and his party and teleport them to Lord
British's castle,  where they  will be  fully healed. But be sure to remember
that this spell is usable only once by any mage.

In Flam (Ignite)

This spell will generate a tiny missile of sparks that is capable of igniting
flammable material.

Grow Quas (Thunder)

This spell will cause a single thunderclap to be heard as if a terrible storm
is imminent.

The Circles of Magic

There  are   eight  circles   of  magical   spells,  each  successive  circle
representing a  more powerful level of magical energy. The ethereal waves are
made up  of eight  rings or  circles which  correspond to  the levels  of the
spells. Each  circle is  one of  eight swirling  vortices, all  spinning  one
within another  and expanding out through the universe. The more powerful the
spell a  mage casts,  the deeper into the inner circles of the ether must the
concentrated psychic  energy of the mage penetrate. Required for the mage are
many, many  hours of  meditation, the strength of concentration, and the will
to reach  into one  of the higher circles with his psychic energy. Every mage
is fully  aware that  a backlash  would upset  our physical  world,  possibly
harming the mage and those around him.


   The First Circle of Magic

IN MANI FLAM (Crealc Food)
Rcagcnts: Garlic, Ginscng, Mandrahc Root

This spell  creates enough  food for the mage and each member in his party to
have one meal.

MANI YLEM (Cure)
Reagents: Ginseng, Garlic

This spell  cures poison  and restores  a person afflicted with paralysis. It
has also  been known  to  work  against  an  assortment  of  other  malicious
maladies.

AN tUX ORT (Dispel Magic)
Reagents: Garlic, Ginseng

This spell removes the enchantment from any object. The mage does nor need to
actually touch the object to be disenchanted, as the spell can be cast from a
short distance away.

ORT YLEM (Enchant Missiles)
Rcagcnts: Black Pearl, Mandrahc Root

This spell  causes up  to an  entire bundle  of arrows  or  bolts  to  become
enchanted and  glow blue. Enchanted missiles will always hit their target and
do significantly more damage than normal.

AN VAS FLAM (Great Douse)
Rcagcnts: Garlic, Spidcr's Silk

This  spell  is  a  more  potent  version  of  the  linear  spell  Douse.  It
extinguishes all dousable items within a certain area.

IN VAS FLAM (Great Ignite)
Rcagcnts: Sulfurous Ash, Spiders Silk

This spell is a more potent version of the linear spell Ignite. It causes all
flamable items within a certain area to burst into flame.

MAN I (Heal)
Rcagcnts: Ginseng, Garlic, Spiders Silk

This spell  heals the  injures of  the mage  or anyone  upon whom he casts it
restoring them halfway between their current level or injury and their normal
stare.

IN LOR (Light)
Rcagcnt: Sulfurous Ash

This spell is a more potent version of The linear spell Glimmer. Ir creates a
source or  light that  can illuminate a darkened area. This light source will
travel with The party and last for a significant amount of Time.

                         The Second Circle of Magic

QUAS CORP (Cause Fear)
Rcagcnls: Nightshade, Mandrake Root, Garlic

This spell  inspires fear  of the  mage and all who are in his party. In many
cases this will cause the enemies of the mage to simply nee in terror.

HUR GRAV REL (Change Weather)
Reagents: Black Pearl, Spiders Silk, Blood Moss

This spell  may be  used to  clear up inclement weather or turn clear weather
into inclement weather.

AN IUX YLEM (Destroy Trap)
Reagents: Sulfurous Ash, Blood Moss

This spell destroys any one specific trap upon which it is cast.

VAS AN ZU (Mass Awaken)
Reagents: Ginseng, Garlic

This spell awakens all unconscious members of the mage's party.

AN EX POR (Paralyze)
Reagents: Spiders Silk, Nightshade

This spell paralyzes an enemy in his tracks for a short period of Time.

IN ZU (Sleep)
Reagents: Nightshade, Spiders Silk, Black Pearl

This spell causes the enchanted person to fall asleep.

EX POR (Unlock Magic)
Reagents: Sulfurous Ash, Blood Moss

This spell unlocks magically locked items, doors and chests.

                         The Seventh Circle of Magic

CORP POR (Death Bolt)
Reagents: Blood Pearl, Nightshade, Sulfurous Ash

This spell enables the mage to project a bolt of lethal energy at a specified
target.

TYM VAS FLAM (Delayed Explosion)
Reagents: Mandrake Root, Sulfurous Ash, Black Pearl, Blood Moss, Spiders Silk

This spell  causes whatever  it is cast upon to violently explode, destroying
much of  the surrounding  area. The  explosion is delayed long enough to give
the mage and his party time to get out of range of the blast.

GRAV YLEM HUR (Energy Mist)
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss

This spell causes an electrified mist which flows from the caster, enveloping
his enemies and causing them damage as long as they remain within it.

VAS XEN EX (Mass Charm)
Reagents: Black Pearl, Nightshade, Spiders Silk, Mandrake Root

This spell  is the equivalent of the Sixth Circle charm spell, but it affects
an entire group of the mage's enemies.

VAS AN SANCT (Mass Curse)
Reagents: Sulfurous Ash, Nightshade, Garlic, Mandrake Root

This spell is the equivalent of the Third Circle Curse spell, only it affects
an entire group of the mage's enemies.

IN VAS POR (Mass Might)
Reagents: Black Pearl, Mandrake Root, Ginseng

This spell  doubles the  strength and  combat abilities  of everyone  in  the
mage's party.

KAL XEN (Summon Dragon)
Reagents: Mandrake Root, Garlic, Blood Moss

This spell summons a dragon that will fight for the mage and his party.

POR ORT WIS (Wizard Eye)
Reagents: Blood  Moss, Nightshade, Mandrake Root, Sulfurous Ash, Black Pearl,
Spiders Silk

This spell  enables the  mage to  extend his  sight out over great distances,
passing through  any barriers  that exist  between himself  and  anything  he
wishes to look at.

                         The Eighth Circle of Magic

VAS CORP (Armageddon)
Reagents: Black Pearl, Blood Moss, Garlic, Ginseng, Mandrake Root,
Nightshade, Spiders Silk, Sulfurious Ash

This spell is believed to be so powerful that it may be capable of destroying
all known living things in the entire world. Thankfully, this spell has never
been cast!

CORP GRAV HUR (Death Vortex)
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss

This spell  creates a swirling black vortex at the point the mage designates,
which will  thereafter move  at random.  Everyone within  this vortex will be
continuously struck by lightning.

IN DES GRAV (Magic Storm)
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss

This spell  summons a swirling storm that will randomly attack the enemies of
the mage and his party with powerful bolts of lightning.

VAS SANCT LOR (Mass Invisibility)
Reagents: Mandrake Root, Nightshade, Blood Moss, Black Pearl

This spell  is the  equivalent of casting the Fifth Circle Invisibility spell
upon the mage and everyone in his party.

IN MANI CORP (Resurrect)
Reagents: Garlic, Ginseng, Spiders Silk, Sulfurous Ash

This spell, when successful, restores life to one who was dead.

INJUX POR (Sword Strike)
Reagents: Black Pearl, Nightshade, Mandrake Root

This spell  creates a  deadly pinwheel  of eight  spinnings words  that  sail
toward the designated target.

AN TYM (Time Stop)
Reagents: Mandrake Root, Garlic, Blood Moss

This spell stops the passage of time for the entire world, with the exception
of the mage and those in his party.

VAS POR YLEM (Tremor)
Reagents: Blood Moss, Sulfurous Ash, Mandrake Root

This spell  causes violent  tremors in  the earth  that will cause the mage's
enemies to  tremble frantically.  The effects  of this spell will not inhibit
the mage or his party.

vi. Cosmology

There was  once a time when much consideration was given to the phases of the
moon and  the movements of the heavens. There was much concern over an event,
the reoccurrence of which is eminent, called the "astronomical alignment." It
was said  that the astronomical alignment would create a gateway between this
world and  another. In  recent times  the astronomical alignment has been all
but forgotten. With the end of the time of magic, it is doubtful that such an
event will have any significance to anyone but astronomers.
      Back before the time of magic came to its end, the fullness of the moon
would cause the appearance of "moongates" throughout the land. Moongates were
a magical form of travel, gateways that would be generated where fragments of
extra-terrestrial rocks called "Moonstones" were burned. There were generally
two types  of Moongates--blue and red. Blue Moongates were the type generated
by Moonstones.
      They would  take a  traveller from  one specific  location to one other
specific location  within the world of Britannia. Red Moongates are generated
by the  powerful artifact  known as  the Orb of the Moons. A red Moongate can
take a  traveller anywhere in Britannia. It has been said that it can also be
used to travel to other worlds. There have only been two red Moongates in all
of known existence-- one used by Lord British, and the other by the Avatar.
      Little is  known about these gates, but like magic spells, Moongates no
longer  function  as  they  once  did.  Use  of  Moongates  today  cannot  be
discouraged strongly  enough. They  are dangerous and their use in this less-
than-reliable state has resulted in numerous fatalities.


[INSERT DIAGRAM OF THE PHASES OF THE MOON HERE

