                       WHAT YOU SHOULD KNOW ABOUT FALAND

               This document is addressed to newcomers to Faland.  Please
    be assured, foreigners are welcome here.  However, if you are here
    involuntarily, we will understand your desire to try to find your way
    back home. Whether you are seeking a way home or would like to stay and
    make a new home here, it is hoped that the following information will
    be of value to you.

               The territory of Faland is comprised of several million
    square legons, one legon being the distance King Mordat of the Ancients
    was able to walk in 1000 paces while traveling on a good road over level
    ground.  Most of the territory is sparsely inhabited with the bulk of
    the population living in and around five farm settlements. It is in the
    most northeasterly of these, Or'gn, where most foreigners gain entry
    into Faland and where this pamphlet is available.

               The farmland is a relatively safe region except on starlit
    nights (the moon lights the night sky in cycles of 15 nights followed
    by 15 nights when stars alone light the way). Outside the farmlands
    dangerous animals abound and place at serious risk the weak and ill
    prepared. The climate of Faland is mild, with 24 hour days divided into
    three 8 hour periods in the local time-keeping tradition. Most people
    dress lightly, the typical attire consisting of sirkeln and mokads,
    which are supplied to all foreigners. The male sirkeln is little more
    than a loin cloth and belt with pockets and attachments where a few
    essentials can be carried. The female sirkeln includes a light blouse.
    Mokads are light weight, calf-length boots.  Sirkeln and mokads are of
    such durability that they never need to be replaced.

               The roads and pathways of Faland are well traveled,
    particularly in the farmlands.  The peasants are largely benign.
    However, in all areas of Faland you may be challenged by warriors, most
    of whom are members of a warrior's guild and obey strict rules of
    honor.  You may speak with, fight, yield to, or run from these
    individuals.  In some cases, outside the settled farm areas, you may be
    attacked by renegade warriors. You will need to defend yourself
    against these or will be forced to run from them. In the dark regions
    of Faland (i.e. in caves, dungeons, mines, etc) there are a number of
    'demons'. These are semi-intelligent creatures that are always
    dangerous and will usually attack without warning.  If you enter such
    regions BE PREPARED!

               Supplies, including food, water, tools, weapons, etc. are
    available at most settlements. Or'gn has the most complete selection
    but certain specialty items can only be obtained in other places. The
    rall is the basic unit of exchange and is minted as a one ounce gold
    coin.  The em, worth 0.01 ralls, is a one ounce silver coin used in
    making change.  These coins can be exchanged for goods at the markets
    and in a few other places.  You can also sell goods at the markets.

               As a foreigner, you are given the status of warrior and are
    treated accordingly.  You cannot own property or run a fixed business.
    You are, neverthless, expected to make a living through your own
    efforts. You can buy and sell goods and can, if you choose, do quite
    well as a hunter. Some merchandise (i.e. wood, sand, and oil) are
    available as natural resources and can be claimed by anyone finding
    them.  It is also possible to find and salvage various items of
    treasure (principally religious ikons of stone, bronze, silver, or gold
    and various items of jewelry).  Treasure becomes the property of the
    finder and can be disposed of as the owner sees fit.  You may also gain
    wealth as a fighter, winning tribute in battle with honorable warriors
    or taking money from renegades.

               If you want to find your way back home, you cannot do so
    from a position of weakness.  Strength is gained only through accepting
    the challenge of warriors and prevailing in the resulting combat.  The
    wise fighter knows when to refuse a challenge, when to accept, and when
    to yield if the fight goes badly.  Be advised, before accepting a
    challenge, you should always have money to pay tribute if you lose.

               You can survive and prosper here if you keep your eyes and
    ears open.  Examine interesting items, read notices, talk to peasants,
    shopkeepers, and warriors, work diligently and fight effectively; do
    these things and you will find life here pleasant and your stay
    productive.  Good luck and may your life be long and successful!
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