Ultima V : The Warriors Of Destiny

English version.


Link Content
Voir Box: Apple II version, map and some scans.
Voir Screenshots from the Apple II version.
Voir Doc: Getting Started, Commands.
Voir Doc: Folklore.
Voir Doc: Geography.
Voir Doc: Government.
Voir Doc: Economy.
Voir Doc: Settlements, Populace, Transportation.
Voir Doc: Astronomy, Language.
Voir Doc: Language table.
Voir Doc: Music, combat.
Voir Doc: Armaments.
Voir Doc: Creatures.
Voir Doc: Virtue.
Voir Doc: Magic.
Voir Doc: The spell book of the Eight Circles.
Voir Doc: Odyssey of Lord British, editor's note, ethics.
Voir Doc: Quick reference card.
Voir Doc: Chart of spells.
Voir More screenshots.

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Box: Apple II version, map and some scans.


Return to summary

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Screenshots from the Apple II version.


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Getting Started, Commands.



Insert disk 1, the Ultima V PROGRAM DISK, label side up into your disk drive.
Turn on your computer and monitor. You will see the opening graphics. Press
the SPACE BAR to exit this view and bring up the main menu. Use the arrow
keys and RETURN to select an option.

The first time you play Ultima V, select "Transfer from Ultima IV" if you want
to use your character from that game, otherwise, select "Create a character".
From this point, you should follow the on-screen instructions. Remember to use
the ESC key to acknowledge all disk swaps. After creating or transferring a
character, you will return to the main menu.

Next, select the "Introduction" option in the main menu before continuing to
the main part of the game. After completing the introduction sequence, select
"Journey onward" to proceed to the main part of the game.

In all subsequent sessions, you may skip both the transfer/create character
step and the introduction sequence by either selecting "Journey onward" from
the main menu or pressing the "J" key while the disk is booting.

If you have at least 128k of memory and a Passport Systems MIDI interface,
Phasor, or a Mockingboard that you wish to use, see "Music with Ultima V".

Except in dungeons or while engaged in combat, your party is represented by
a single figure. During combat, each party member is shown and allowed to act
independently. Pressing the following keys will move your party or party member
in the designated direction:

                               directional keys

               /|\               [ {                   RTN
                |                 |                     |
                N              ;  N   '                 N
            <--W E-->  OR       -W E-        OR     <--W E-->
                S              :  S   "                 S
                |                 |                     |
               \|/               / ?                   / ?

                  In dungeons, the period will turn you around.
These keys are also used to indicate direction when attacking and casting

In a game menu, use the directional keys to move the cursor bar and highlight
your choice.

When you are satisfied with your selection, press the SPACE BAR. To leave a me-
nu without making a choice, press the ESC key. If you are selecting a member of
the party from the party roster, you may alternatively indicate your choice by
typing in the number of the player's position in the roster.

An arrow symbol just below a menu indicates that the list extends to include
more items in one or both directions.


Following is a list of commands that can be executed by pressing the designated

A - Attack. Attempt to engage a person or creature in combat. Must be followed
            by a direction. In combat, you can aim weapons in any direction, at
            any target within the weapon's range by using the direction keys to
            move the crosshair on top of the target. Press the A key again or
            the SPACE BAR to fire.

B - Board.  Board a frigate, skiff, or other conveyance, or mount a horse. If
            you board a ship from a skiff, the skiff will be stowed and kept
            ready for late use.

C - Cast.   Cast a spell. Must be followed by the first letters of the spell's
            syllables. Only works when the proper reagents have already been
            mixed and the spellcaster has enough Magic Points remaining. Some
            spells require additional information (direction or target).

E - Enter.  Enter townes, castles, and other structures. Party members must be
            standing directly on structure to enter.

F - Fire.   Fire cannons. Must be followed by a direction. Ship cannons may
            only fire when the ship's broadsides are facing the target.

G - Get.    Take possession of gold, food, and other items you find. Must be
            followed by a direction.

H - Hole up.In dungeons and wilderness, hole up and camp once a day to rest,
            heal wounds, and recover magical strength. In cities, hole up in an
            unoccupied bed to quickly pass time. On the sea, Hole up to make
            minor repairs to your ship.

I - Ignite a torch. Light a torch, if you have one, to see at night or in

J - Jimmy lock. Unlock most doors and safety open chests with a skeleton key.
            Keys are re-usable, but often break if the person jimmying is not
            nimble enough.

K - Klimb.  Climb up or down ladders in buildings and dungeons, down steel
            grates, or over small rockpiles, fences, and other objects.

L - Look.   Identify any object or terrain feature or read signs one step away.
            Must be followed by a direction. May allow further interaction with
            some objects, such as wells and fountains.

M - Mix.    Prepare spell reagents for late use. Enter the first letters of the
            spell's syllables, then select the appropriate reagents from the
            menu. Press M again to mix.

N - New order. Exchanges the position of any two party members, excluding the
            leader. Select the two members to be exchanged from the roster menu
            with the cursor bar.

O - Open.   Opens an unlocked door or chest. Opening a locked chest will set
            off a trap if the chest has one.

P - Push.   Allows small objects, like tables and chairs, to be moved around
            the room. May be used to block doors.

Q - Quit and save. Save the current game status. If you do not use this command
            to end a playing session, any progress made since the last save
            will be lost.

R - Ready.  Equip a party member with personal items from the party's stores.
            Use the arrow keys and space bar to select or de-select an item in
            the menu bar. Press ESCAPE when finished.

S - Search. Search the location or object in the direction indicated. Seaching
            may detect traps on chests, concealed doors, or dungeon floor
            traps, or reveal hidden items. Use the south direction key to
            search the immediate area in dungeon halls.

T - Talk.   Converse with merchants or townfolk in the direction indicated.
            Conversation is possible over counters, tables, fences, and through
            windows and doors with windows.

U - Use.    Use a potion, scroll, or other special item found during the game.

V - View.   Reveals a bird's-eye view of the surrounding countryside, city, or
            dungeon floor currently occupied. View requires a special item.

X - X-it.   Exit or dismount current form of transportation, leaving it behind
            while continuing on foot. Horses not left by a hitching post may
            wander off. Exiting from a ship is possible only if there is a
            skiff available or if the ship is next to land.

Y - Yell.   On a ship, Yell will hoist or furl sails. In other situations, Yell
            will allow you to enter up to two lines of text to be spoken

Z - Z-stats.Displays the status and attributes of your party members, including
            several screens of information such as supplies, weapons, and
            spells. Use the East and West directional keys to change pages. Use
            the North and South directional keys to scroll up and down long
            lists. Pressing ESC or SPACE BAR will exit the Z-stat screens.

1->6 and 0. Designate/Clear Active Player
            Several commands require that one party member be designated to
            perform the action. When this is required, an illuminated cursor
            bar will appear over the names of your party members. Use the
            directional keys to highlight the name of the character you wish to
            designate and press RETURN. Or, abort the command by pressing ESC.

            Instead of designating which party member is to perform a command
            each time you invoke it, you may set any living player as the
            "active player". Until you select another party member or disable
            this feature by pressing 0, this player will be the default player
            for those commands which require a single party member for execu-
            tion (i.e., jimmy, get, search, etc..). This player will not serve
            as the default during combat, although you may separately assign a
            party member to be the active player during combat. To assign a
            player as the active player, press the number key from 1 to 6
            representing that player's position in the party roster.

SPACE BAR.  Pass a turn, allowing time in the game to proceed. Also aborts any
            command requiring a directional key.

ESCAPE.     Aborts or exits commands which use scrolling menus. ESCAPE speed
            exit from combat scenes after all foes have been overcome, and
            allows you to abandon any charmed creatures in combat and dungeon

CTRL-S.     Toggle Sound. Turns sound effects on or off.

CTRL-T.     Toggle Speed. Toggles speed between fast and slow on the Apple ][GS
            or any Apple ][ equipped with an Applied Engineering Transwarp or a
            compatible accelerator card.

CTRL-V.     Set Mockingboard and Phasor Volume. Must be followed by a digit
            from 0 to 9.


To keep a backup copy of your characters' status or to play more than one game
simultaneously, use any ProDOS compatible utility to copy both sides of the
Britannia/Underworld disk onto a blank floppy disk.


Conversation is integral to Ultima V. Only by piecing together clues from the
different inhabitants can you complete your quests. You may ask inhabitants
about a number of topics. Often you will need to know what to ask a specific
person to glean interesting information. Everyone will talk about their job and
give you their name, and asking about these will often help you learn who else
to interview and what questions to ask them.
As an example of conversation, you might Talk with Dupre. First you type "JOB".
He responds, "I am hunting Gremlins!". Type "hunting" and he may respond with
an interesting insight. Or Iolo might have suggested that you ask Shamino about
his sword. If you have already spoken to Shamino, you would not have known to
ask him that, and must seek him out again. You may be asked questions by some
of those you meet. Consider carefully before responding; your life may depend
upon it. How you converse with others will determine how willing they will
be to share any new information they have when you next meet them. Do converse
with people more than once. Some people you will meet may be willing to become
your traveling companion. If you wish them to do so, invite them to "JOIN"
your party.
Press RETURN or type "bye" after an inhabitant's response to conclude a
Keep a journal of your travels. Keep a list of the clues you pick up; there
will be too many for you to simply carry in your head.
Thoroughly explore the realm. Exploring each towne, castle, keep and other
populated spots will prove to be time well spent.


Warriors of Destiny includes over a dozen musical compositions ranging from
village dances to castle fanfares. To hear the music, you need an Apple //e
with 128k of memory and any of the following boards:

A.Mockingboard A            F.Phasor (must be set to "Phasor Mode":all four
B.Sound I                             switches in closed position.)
C.Mockingboard C
D.Sound II                  PASSPORT DESIGNS
E.Sound/Speech I            G.Apple MIDI Interface (For use with MIDI synthe.).

To start the music, select "ACTIVATE MUSIC" from the Title Screen menu.
From the Music Configuration menu, select "CHANGE MUSIC CONFIGURATION".

For each of your music boards, place a letter (from the list above) under the
number of the slot in which the board is installed. Only one MIDI board can be
used, and the total number of voices for all other boards cannot exceed twelve.
Press RETURN after making your music board selections.

To save your settings for later recall, select "SAVE MUSIC CONFIGURATION." To
exit from the Music Configuration menu, select "RETURN TO THE GAME".


If you selected a MIDI Interface, a MIDI Information screen will appear. Set
"MIDI CHANNEL" to match your synthesizer. Set "NUMBER OF VOICES" to the maximum
number of notes which your synthesizer can play at one time.

The name of each Musical Selection will be displayed with a corresponding
Instrument Suggestion. Use the cursor or type the first letter of the title to
select a song. Enter MIDI Numbers using either of the following methods:

Select an instrument from your synthesizer keyboard. The MIDI Number will
automatically be entered on the Apple screen. (This method works with most, but
not all MIDI synthesizers.)
- OR -
Type in the MIDI Number (MIDI Program Change number) on your Apple.
Synthesizers use various numbering schemes, so check your manual.
Instrument 1 is usually Program Change number 0. Hit RETURN to hear the song
played in that voice.

When finished entering MIDI information, press ESC to return to the
Configuration Menu.


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Long before the ascendance to power of Lord British, Sosaria, as it was then
known, was made up of numerous citystates. The eight largest and most enduring
of these are today the eight leading townes in Britannia.
Each citystate had its own ruler and some semblance of laws. However, there was
constant bickering for power and resources, which meant that the smaller states
often fell prey to the aggressions of the larger.


During this time, in another world, an idealistic youth was growing discoura-
ged. 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 medaillion felt unusually warm.
Suddenly a line of blue light rose from the leaves, expanding into a door of
shimmering 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 towards 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 leatherclad 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 woodchips 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 eye's 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.
Initially, British looked dilligently 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 times. 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 both wisdom and bravery. As
respect for him grew, British became the leader of a region of Sosaria
including many citystates, and was awarded the title of Lord British.


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 his way.
At the same time as Lord British was gaining a reputation for fair and honest
government over 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 even greater power over the minions of darkness.
As terrors wrought by Mondain caused increasing unrest and dismay across Sosa-
ria, British's ideas for unity of the citystates became more and more appea-
ling. But the time was not quite ripe, for the widespread evil was beginning to
take a tremendous toll. Something new was needed, thought 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 stanger 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.


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.


Decades passed in relative peace. Good leaders of the citystates 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.


Tremendous growth and prosperity characterized the Age of the Avatar. The
pursuits 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 citystates, 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.


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 both to raise and
enshrine the Codex of Ultimate Wisdom and to seal the dungeons, those pits so
conducive to the breeding of evil. And so they did. Thus ended the influence of
great evil in the world.


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


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 the 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 the brush over grasslands, unless
thou dost 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
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.


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.


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Under Lord British, Britannia has undergone a great transformation from
totalitarian monarchy to representative democracy in what is called a monarchic
republic. Instead of the single rule of the King, Lord British, Britannia is
ruled by a combinaison of Lord British and a council comprised of representati-
ves 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 participa-
tory 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 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 yo sit on the Great Council.
The council would ponder problems that occurred in Britannia and decide if the
problems 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 represented 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 to work out solutions acceptable to all.
Nevertheless, Lord British reserved to himself the power of veto in the event
that 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 has presen-
ted, 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 the equinoxes.
The monarchy continues in some respects. The crown jewels, for example, conti-
nue to define the office of ruler, both figuratively and, by their magic con-
tent, truly. These precious emblems consist of the jewel-encrusted gold crown,
believed to contain a perfect ray of sunlight; the pure gold sceptre, 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.


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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 adventurers are common, and healers and the sellers of
herbs and reagents flourish.


Farming is the major occupation in most rural areas. Farms produce wheat, corn,
barley, and, in season, all the sumptuous fruits and vegetables Britannians


Many shoppes and enterprises are available to citizens and knights throughout
the land. ARMOURIES provide a market for both weapons and armour. Most armou-
ries will consider buying used equipment, as they recognise 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 pri-
vate 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 comfor-
tably filling, but will not sustain travelers long on the road. Most markets
offer travelers packs of rations in quantiy. Prices vary greatly from towne to
towne. PUBS are oft found in markets and inns. Good ale and stout is complemen-
ted 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 of
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 interesting 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 ta-
ke 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 others 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 diseases,
wounds, or poison. Some healers are even experimenting with the concept of
resurrection. There have rumbled persistent rumors of magical resurrection
techniques being used by extremely adept mages within closeknit, 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.
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 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 magnificient 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 thieves' trade, though many a good
adventurer oft has need of their goods. In holden times, guilds sold such items
as lockpicks, various kinds of glasses for seeing what the naked eye cannot,
equipment for working clandestinely in the dark, and the like.
THE GOVERNMENT, symbolised 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


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Settlements, Populace, Transportation.




Headquarters and home of Lord British, located on Britanny Bay. Those aspiring
to the Way of the Avatar should become very 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,
an excellent armoury, a rooftop observatory, and the finest stable in the land.

In the northwestern corner of Verity Isle, ever searching the skies, the
observatory tower that crowns Britannia's center 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

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

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 which are perhaps the greatest teachers and healers of all.


Principal towne of the Empire of Britannia, the busy seaport of Britain lies in
central Britannia on Britanny Bay. Because of the large number of visitors to
Lord British's castle who pass through or headquarter in Britain, the bards
headquartered in this towne of compassion and the arts put their emphasis on
hospitality. Britain has a large hotel and outstanding pubs and food. There is
also an armoury wherein thou canst buy the finest bows made.

These three important suburbs recently sprung up around Lord British's castle
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, including the Castle of Lord British and Britain.

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.

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
magnificient temple of virtue, built to honour those on the quest of the

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.

This towne in north central Britannia is renowned for the fine metalwork and
armour of its tinkers. Minoc is the centre for studying the virtue of sacri-
fice. The homeless of Britannia are welcomed in Minoc; here they find refuge
in the Mission of the Helpless, with ready access to a fine and charitable
healer. Located on the northern coast, Minoc has a large shipwright as well
as its famous armoury.

Honesty 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, reasonably priced herbs, and a
fine observatory. There are rumors that thou mayst see thy future here.

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
modest farms and orchards.

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.

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 fine 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.

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.

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 fine pub, an armoury, and an apothecary.
Nestled beneath the trees of the deep forest, Yew is second in population
only to Britain.


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.


Rustic lighthouses were built throughout Britannian 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 and storms.


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. And paladins, shepherds, and rangers,
long having fought valliantly at the side of the elite fighters from the
Valorian Isles, are generally 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.

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 leanings early are sent to live with groups of
mages near the Lycaeum and are 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 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 as mind
as of hand and their magic abilities are keen, although their power for magic
is half that of mages.
Britain is a favorite gathering place of many bards. Others, especially
tinkers, are based in Minoc.

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 to do extreme damage with
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 outthink monsters
better than fighters.


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

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 types of
creatures. Know, though, that horses cannot travel over water and are apt to
wander away (with or without encouragement) if not properly secured when left.

Visiting island communities requires travel by ship. Despite rather outlandish
rumors of people wandering the heavens in great airships, sailing on water is
the fastest and more 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 a belowdeck with a forward cabin, rear bunkroom, and
centre cargo hold. Most ocean going frigates are built to accomodate 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.

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 explora-
tion 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.

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 hole 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.


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Astronomy, Language.



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 thought by some to be planets like our own. According
to the roles they play in our many legends, they have been named for the vir-
tues of the Avatar. The closest is Honesty, followed further out by Compassion,
Valor, Justice, Sacrifice, Honour, Spirituality, and Humility.
Many tales are told of knights traveling from towne to towne, even across wa-
ter, merely by 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 be instantly transported to another moongate in a different locale.
The traveler's 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, fiery nebulae, have torn through our skies as harbingers
of inpending 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 hellborn Exodus.
Now, while we live in the midst of peace and enlightenment, the comets have
begun again.


The language of Britannia is rich and poetic. It is derived from Old Sosarian,
which varies mostly 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 cityborn, translation of runic messages, letter for letter, is
sometimes necessary. The Runic Alphabet is the earliest known system of writing
sounds using runes or letters.
The most commonly used runes and their modern equivalents: see LANGUAGE TABLE.


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Language table.


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Music, combat.



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

STONES (start): ABC-DCB-...

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 our shade ? What was pray'ed '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.


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 by 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 non survive
long without developing tactical skills. Successful knights learn to watch for
mistakes the enemy makes. Successful leaders learn to design strategies around
the strengths and 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
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-wielders 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
spells, so the spell will not act to destroy friends as well as enemies.


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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 trinklets are all worthwhile; but they are also expensive.
Body armour comes in a range of styles and degrees of effectiveness.

Usually little more than a heavy quilted gambeson worn below a tunic, cloth
armour is inexpensive and comfortable. But it affords only limited protection.

A cut above cloth, yet also fairly inexpensive, leather armour is made from
thick leather hardened by boiling, often in paraffin.

Fashioned from four to six inch square overlapping plates attached to cloth or
leather gambeson, scale armour looks like its namesake: fish scales. Although
scale is often somewhat noisy, it offers good protection.

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

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 by only 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.


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,

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 formi-
dable 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
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 an opponents' defenses rather than evade them.
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're extremely effective. Most
popular among those strong enough to wield it is the HALBERD, a long stout
staff with a battleax blade at the end that allows its wielder to strike a foe
at twice the distance of most weapons.


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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


Pesty 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 is
the insect that delivers a fatal bite, but a swarm of thousands can mean death.

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.

Natural agility and sharp teeth are rat's 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.

In appearance, slimes are gooey 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.

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

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.

Orcs are often 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 meagre belongings.

Large misshapen humanoids that like to live underground, trolls are strong and
dextrous 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.

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

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

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 enduring and do mild damage to their foes. They tend to carry goods with

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

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 just
a few steps away from suspect chests, they are apt to reveal themselves by
shooting poison. Close up, mimics bludgeon with strength and dexterity, doing
unpleasant damage. Getting past their deadly deceptions can reveal fine

The strange, magical creatures known as reapers are strong, enduring, and do
severe damage by bludgeoning. Their weakness, if it can be so called, is their
immobility; although their arms strike out about them, they cannot change
locations. They throw magical bolts at distant foes. They also bludgeon nearby
creatures with their thick tentacles. Reapers are quite hardy, but often worth
the trouble; they hoard good booty.

It simply is not known exactly what a wisp is. Harmless looking little bits of
flashing light, wisps are extremely agile and highly intelligent. Although they
are 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 impossibly strong
constitutions and are quite difficult to destroy.


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.

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.


Strong and agile in water, sharks are not particularly intelligent and cause
little damage to creatures that are not in the water, despite their frightening
appearance. They can endure quite a beating before dying.

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 are unintelligent, 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.

These serpents can appear from nowhere to rock a ship. Capable of launching
great fireballs from a considerable distance - even across an entire island -
they are among the most formidable of opponents. Since they are not intelligent
and are easily outwitted, the best strategy is often to evade them and flee.
However, if forced into battle, closing in to engage the serpent directly in
combat will improve a ship's odds of surviving.


Spirits of the uneasy dead, these bodiless creatures compensate for their lack
of strength with excellent dexterity and the ability to disappear at will.
Although ghosts do not inflict much damage with a blow, defeating them will
require cunning.

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

Very strong, agile, and smart, daemons have repertoires of magic that include
summoning other daemons and possessing their opponents. They are extremely
hardy and difficult to kill even if incapacitated. Daemons fly and can easily
manage to cross rivers or shallow waters, although they are seldom encountered
in mid ocean.
When daemons possess another creature, they disappear into that soul, leaving
neither trace nor treasure.


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After years of meditation and thought, 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 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 crea-
tures. VALOR is the courage to take actions in support of 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
the 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 loca-
ted in retreats to ensure tranquillity in natural settings, so traveling 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, and sincere meditation can bring great wisdom. Someone in towne
will usually divulge the mantra for the towne's shrine.


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No one knows exactly when the powers of magic were discovered. Little by lit-
tle, 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 its 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.


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 traveling throught 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 meaningfull incantations.
Following is a list of these powerful syllables, approximations of their
meanings, and a guide to their pronunciation.

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


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.

BLACK PEARL (Projection)
A rare version of the standart white pearl, a 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 forest 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

GINSENG (Healing)
Ancient reagent used extensively in healing.

Very rare and usually expensive magical herb growing only in swampy areas,
mandrake root is said to bring great power to magic that uses it.

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 powerful ability as a reagent to create illusions.

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.

Common material left by volcanic action, ash is an excellent source of energy
in magical mixtures.


Spells diverge greatly in terms of difficulty, and, correspondingly, in terms
of danger to the caster. After years of observation and experimentation, scho-
lars in magic have classified spells into eight circles of difficulty. Thus,
mages who can command only the simplest spells are considered to be of the
first circle, and so on.
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 resting. A spell will drain magical powers in amounts proportional
to the spell's circle of difficulty.
On 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 the spell works in both
dungeons and combat.


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The spell book of the Eight Circles.



AN NOX (Negate Poison)
Few deadly problems are as easy to arrest as poison. So common is the use of
poison that alchemists have been able to devise a formula, using the relati-
vely common plants garlic and ginseng, that is effective against nearly every
form of poison in nearly every user. However, the magic works on individuals
only; thus, simple as it is, novice mages in a party must have magic endurance
among them great enough to cast An Nox as many times as they have afflicted
members, or someone may be left with life seeping away. Even then, safety
is not secured. Strength already sapped by toxins is not regained without
peaceful rest or healing magic.

AN ZU (Negate Sleep)
An Zu, which requires a simple mixture of ginseng and garlic, is used to awaken
sleeping comrades. An Zu has limitations: it works only on members of the cas-
ter's party, it awakens only one person per casting, and it has no lasting
preventative effect.

GRAV POR (Energy Movement)
A novice magic user had best count on a good solid weapon in battle. A good
spell for novices to practice, not rely on, in battle, is Grav Por, which casts
a missile of energy at a target on the battlefield. If the caster's mental
powers exceed the foe's, small damage will be inflicted. Grav Por requires
sulphurous ash for energy and black pearl to project it. This spell has little
effect for novices, not because of weak ingredients, but because of inexperien-

IN LOR (Create Light)
This simple spell creates a pool of light. Although of short duration, In Lor
creates a brighter light than the best of torches. Note, however, that In Lor
cannot be used in place of real flame to enhance the mixing of reagents for
spells, for its properties are quite different.
In Lor's sole ingredient is sulphurous ash powder. Place that powder upon the
object intended as the light source; rub it rhythmically while chanting "In
Lor". Almost instantly, the object will blaze with white light.

MANI (Life)
Mani is the simplest healing spell. Mani does not cure patients, but it does
make them feel better and may take them out of immediate danger. Mani is useful
even to higher circle magicians, because it is simple enough to cast during
Spider silk and ginseng are the components needed for Mani. No special
conditions are necessary during mixing or casting.


AN SANCT (Negate Protection)
Many evil creatures carry chests full of treasure and useful items, often the
result of thievery against some other good Britannian. No good person begrudges
the vainquisher a monster's gold and goods.
But evil creatures often arm their chests with deadly traps. Popular chest
traps are acid sprays, poison fumes, bombs, and gaseous atmospheres. The first
two are designed with intent to destroy the individual tampering with the lock.
The last two affect the entire area of the chest and injure anyone in that
area. An Sanct uses blood moss and sulphurous ash to seep into hidden traps and
render them impotent. The spell also negates any nonmagical locks in the chest.
The same spell may be used to unlock doors locked by mechanical keys.

AN XEN CORP (Negate Creature Of Death)
The powers of evil revel in their ability to command the uneasy dead. Rotted
corpses and corrupted spirits, given motion and a semblance of life, are set on
the mindless destruction of everything good.
Such phantoms are not living but are merely animated. They act mindlessly,
unaware of their own horrible state. By negating their armour of mindlessness,
An Xen Corp causes most risen dead to flee in lurching terror.
An Xen Corp is not a difficult spell, especially for casters of good intellect.
Nor is its mixture difficult: ordinary amounts of common garlic and sulphurous
ash must be mixed while pronouncing words of reverence for life and beauty.

IN WIS (Create Knowledge)
In Wis performs the job of a navigator, determining one's precise location in
terms of the recently devised concepts of latitude and longitude.
Nightshade is its only ingredient, but that nightshade must be encased in glass
and kept alive with dew drops until its use is required.

KAL XEN (Summon Creature)
Beginning mages often find their responsibility onerous, with an entire group
of adventurers relying on their meager magical skills for protection and
assistance in difficult situations. These novice mages may quickly and
frequently turn to Kal Xen to add to the offensive ranks of their party in
Kal Xen summons small nasty creatures such as rats and snakes to help in
combat. Nasty or not, these summoned beasts are always loyal to the caster, and
often direct a foe's attention away from members of the mage's party.
Mix mandrake root with spider silk to ensure the beast's loyalty. The locale
where the mandrake root is gathered influences what type of creature is summo-

REL HUR (Change Wind)
Those who love the open sea will find frequent use for Rel Hur. This powerful
spell can redirect the wind for a time.
To mix Rel Hur, line a board with damp blood moss and set the board against a
tree or mast. Study the wind and find the exact spot in which to stand so that
sulphurous ash thrown into the air will be caught by the wind and flung against
the blood moss. Complete the spell by blowing in the direction the wind should


IN FLAM GRAV (Create Flame Energy)
One of three energy field spells, alike except for the nature of the horrors
they create, In Flam Grav causes the particular spot indicated by the caster to
erupt into red hot flames. Any creature on that spot or that steps into that
spot is seared by a wall of flame. Be careful not to direct this spell too
close to friends or they shall suffer the same as foes.
Sulphurous ash and black pearl project the burning fire to the chosen spot;
spider silk holds it there a short while. The mix works best when blended over
a flame.

IN NOX GRAV (Create Poison Energy)
Another of the three energy field spells, In Nox Grav causes a cloud of
nauseating poison to occur in the location indicated. Any creatures entering
the cloud suffer some degree of poisoning. Like In Flam Grav, this spell can be
just as effective in harming friends as enemies, so use care.
That rare but deadly poison, nightshade, is required for In Nox Grav. Add to
the nightshade spider silk to shape the cloud, and a black pearl to direct its

IN POR (Create Movement)
In Por teleports an entire party a fair distance in any specified direction.
However, incanting this spell during the haste of battle will diminish its
effects. It will only remove the caster, and then only to another place on the
field of battle.
In Por will not transport a party there is no clear, grassy spot to which the
party can be moved. Nor will In Por work in dungeons or in townes, as its
energies require a fair bit of open space to operate.
The dust for In Por consists of spider silk and fresh young blood moss. The
caster must close his eyes and conjure a vision of the current position after
the party has left. In a wink, the party will be elsewhere and the vision,

IN ZU GRAV (Create Sleep Energy)
Least damaging of the three energy field spells, In Zu Grav is often the most
effective. The spell cloaks a foe in a purple haze that puts it instantly to
sleep, taking it out of the fight, rendering it helpless.
Like the other two similar spells, In Zu Grav can affect friends as easily as
enemies. While sleep will not directly harm friends, falling asleep on the
field of battle can be deadly.
In Zu Grav is easily mixed of common ginseng, spider silk, and black pearl. For
best results, add the air of many yawns and sand from sleepy eyes.

VAS FLAM (Great Flame)
Vas Flam effectively gathers a great ball of flame, which may then be hurled at
a foe. A simple spell, the great advantage of Vas Flam is that, aimed
accurately, it will surely hit its mark and, just as surely, inflict damage.
Combine common sulphurous ash and a single black pearl over a hot flame. When
the ash has adhered well to the pearl, remove it and store it until needed.
Cast the talisman at a foe while uttering "Vas Flam" and a great flaming ball
will smite him.

VAS LOR (Great Light)
Vas Lor conjures a great light. This is equivalent to In Lor's in quality and
range, but Vas Lor lasts must longer than the beginner's spell. Its endurance
comes from rare mandrake root. Mix the prepared root with sulphurous ash and
proceed as if making In Lor.


AN GRAV (Negate Energy)
Adventuring parties are sometimes prevented from pursuing their objective by
obstructing or noxious fields. An Grav removes the obstructing field by
negating the field's energy.
Ash countermines the field's energy; a black pearl thrusts the negating energy
in the direction indicated by the spell caster. The obstructing field is
instantly dispersed.

DES POR (Downward Movement)

UUS POR (Upward Movement)
Magic users often travel with courageous groups, and courageous groups often
find themselves in danger. When problems occur within dungeons, it is sometimes
helpful to use Des Por and its complement Uus Por for moving among floors. Only
effective when going from empty corridor to empty corridor, Des Por transports
an entire group to the exact same location one floor lower. Uus Por works in
reverse, and transports upward. Unfortunately, these spells take too long to
intone during the heat of battle.
Blood moss provides the motion and spider silk keeps the party together during
the transport.

IN SANCT (Create Protection)
Sometimes young questers join in battles beyond their might. In Sanct helps
balance the fight by creating a protective shield around each party member.
In Sanct works only during combat and does not last long, so knights should be
sure to hit hard and fast while the iron is doubled.
In Sanct is most effective when sulphurous ash, fast-working ginseng, and
reeking garlic are mixed by the mage and the group's strongest fighter,

IN SANCT GRAV (Create Protective Energy)
In Sanct Grav's protective energy provides a strong defense. Its shimmering
blueness cannot be entered or passed through. An excellent recourse when a few
moments of safety are required, In Sanct Grav is well used to block dungeon
corridors fully.
Mandrake root is necessary for In Sanct Grav; choose older, tougher specimens
for this concoction. Add spider silk to make it impenetrable and pearl for

WIS QUAS (Knowledge Of Illusion)
Wis Quas strips illusion from creatures hidden by the cloak of invisibility,
instantly revealing their positions.
Nightshade cut many times to form a paperlike sheet, then carved into lace, is
secured by spider silk. It is glazed, dried in the sun, and then crystallized
into a shiny powder that must be tossed in the sky over the field of battle as
the spell is cast.


AN EX POR (Negate Freedom Of Movement)
The magical locking of doors works in nearly every situation. Even normal locks
can be transformed to magical locks by means of this spell. Thus the very
creature who initially locked a door with its own key may be forbidden access.
Mix ash and moss, gathered from darkest glens under heavy clouds, into a strong
garlic paste. While mixing, sing a melody that no other creature has ever he-
ard. For greatest security, the melody should be different each mixing; so each
magical lock will require a subtly different magical key, and anyone trying to
break the magical lock will not be able to use any previously discovered keys.

IN BET XEN (Create Small Creature)
This combat spell creates a powerful ally by calling up four swarms of small
but deadly insects. All four swarms are generated in the same location. How-
ever, each can be commanded to move independently and on its own turn. Quartets
of insect swarms generated by In Bet Xen have been known to surround and
suffocate an enemy by their very number.
The powder for In Bet Xen consists of sulphurous ash to give life energy, blood
moss to set them swarming, and spider silk to bind the swarm in obedience. For
deadliest results, blend with stagnant water from the dankest swamp.

IN EX POR (Create Freedom Of Movement)
This powerful spell can open magical locks. The power of In Ex Por is that it
first analyzes the lock to be broken and then actually produces the precise
tool or magical potion that will break the lock.
The success of this spell comes from combining ash and moss in isolation, in
complete darkness.

IN ZU (Create Sleep)
The first mass effect spell the developing magician learns, In Zu causes the
scent of poppies to emanate from the caster in an ever-widening wedge, dropping
into a sound sleep all those touched by it. Only the toughest minds and wills
may deny it.
Nightshade, gathered when high tide coincides with a moonless midnight, must be
mixed with ocean ginseng and spider silk. Moisten with brine and add sand to
mix thoroughly. Lay to dry in bright moonlight. Note that spell is just as
effective on friend as foe; aim carefully.

REL TYM (Change Time)
Rel Tym doubles a party's speed, anytime, anywhere. It is especially effective
in battle, when a party's members can return two blows for each of the enemies'
blows. It is also effective in surveillance, when being caught could be
Sulphurous ash provides energy, blood moss creates movement, and mandrake root
provides the magical power required for this incantation.

VAS MANI (Great Life)
Whole health restored; full vitality given:such is the nature of Vas Mani. A
miraculous spell requiring concentration and vast knowledge of anatomy, Vas
Mani is reserved for experienced mages.
Vas Mani fully restores patients from combat wounds. While it provides neither
antidote to poison nor cure for desease, Vas Mani does heal all damage wrought
by these ravagers, ensuring survival until a cure can be found.
The difficulty in preparing Vas Mani is in locating the mandrake root; other-
wise the preparation is straightforward:mix the mandrake root with ginseng and
spider silk.
To cast Vas Mani successfully, the caster must concentrate totally on the
subject to be healed. When the concentration is full, one can actually see
wounds heal. Because the healing process can take several hours, Vas Mani
cannot be used during combat.


AN XEN EX (Negate A Creature's Freedom)
A most effective tactic to use against enemies is to charm members of their
party to work against them. However, this spell is most difficult to apply
where it could be the most help, against the most diabolical of foes, those of
superior intelligence.
Control of a charmed individual is limited to fighting and moving; it does not
extend to use of magic or special forms of attack. This spell can also be used
to bring back party members after they have been charmed by a foe.
An Xen Ex requires a careful mixture of nightshade, to poison the mind; a black
pearl, for projection; and spider silk, to bind loyalty.

IN AN (Create Negation)
In An creates an air of magical negation. Spells fizzle when In An is in effect
and neither side in combat can use magic for several rounds.
First, mandrake root must be gathered; the root must be rubbed with garlic and
wrapped in a damp, black cloth for several hours. At midnight it must be
pulverized and mixed with sulphurous ash. The mixture must be dried on a
parchment and the parchment then folded into a tricorn. In casting the spell, a
hole must be cut in the tricorn and the mixture dispensed from this a wide arc.

IN VAS POR YLEM (Create A Great Movement Of Matter)
In Vas Por Ylem is a terrifying spell that can generate a massive earthquake.
While it reaches every enemy in combat, even if lurking in distant corners or
behind mountains, the magical earthquake leaves allies unshaken and unharmed.
Seek mandrake root that has grown unobstructed, so that its form is strong yet
fibrous. Grind it with suphurous ash and blood moss until no ingredient can be
distinguished from another.

QUAS AN WIS (Illusion Of Negated Knowledge)
Quas An Wis turns a foe's orderly, well planned attack into bedlam. Confusion
reigns and creatures strike out at whomever is nearest, regardless of loyalty.
Extremely effective against the likes of rats and orcs, Quas An Wis loses much
of its impact against more intelligent monsters, which are often capable of
recognizing and resisting it.
A mix of rare mandrake root and nightshade, the cloud of Quas An Wis works only
for experienced mages.

WIS AN YLEM (Knowledge Of Negated Matter)
Adept magicians are relied upon, not only to aid in battle and to repair
wounds, but to guide their party wisely. Wis An Ylem provides the necessary
insight by making the hidden, apparent. For an instant, the caster may see
through the densest forest, the tallest mountain, the most solid rock. No wall
can be too thick, no door too heavy, and no night too dark.
Requiring intensity of concentration, Wis An Ylem cannot be maintained for more
than a flash of time. Thick, mature mandrake root must be combined with
sulphurous ash in clear rain water. Boil the mixture until it becomes steam and
capture the steam in a small glass box. Open the box as the spell is uttered.


IN NOX HUR (Create A Poison Wind)
A cone of poisonous wind emanates from the hands of an agile wizard when In Nox
Hur is cast, widening as it moves forward and sickening all in its path-friend
or foe. Quite effective against many kinds of creatures, In Nox Hur is danger-
ous to use since the slightest error can destroy comrades as well as foes. Only
the most dextrous should attempt it.
Nightshade is required, in great quantity, along with blood moss, thoroughly
crushed, and sulphurous ash, as dry as possible.

IN QUAS CORP (Create An Illusion Of Death)
Illusion is a dangerous tool and In Quas Corp creates a powerful illusion.
Suddenly, in the eyes of all creatures not intelligent enough to recognize the
illusion, each party member may be made to appear as a twelve-foot giant, with
a sword like a guillotine and a staff like a tree trunk. Fear strikes foes to
the cores of their beings. They shriek and flee.
In Quas Corp is expensive. The dust that must fill the atmosphere as the spell
is cast contains both powerful mandrake root and hallucinogenic nightshade.
Simple garlic adds to the distastefulness of the experience for the foe.

IN QUAS WIS (Create An Illusion For Knowledge)
Travelers in Britannia tell of magical gems that transport the vision of one
gazing into their depths to a viewpoint thousands of feet above the land, like
that of an eagle suspended in flight. It is illusion and reality. The change of
viewpoint is illusion, but the knowledge provided is real. Powerful mages can
replicate these miraculous effects through magic.
In Quas Wis requires only two ingredients to create its illusion. Only the most
powerful mandrake root will work for this spell; and only the most convoluted
stems of nightshade. Mix the two in dark of night with seven drops of ice cold
spring water. Let the moisture evaporate, then place the shimmering powder in a
cloth sack.
When intoning In Quas Wis, cast the powder high to view the world about as it
from the air. If cast within a towne, building, or dungeon, all the detail of
that level will be revealed.

IN QUAS XEN (Create An Illusionary Creature)
Another powerful combat spell is In Quas Xen. By means of illusion, this spell
duplicates friend or foe, in every detail. Although the new creature is an
illusion, it fights, bleeds, cares, exactly as its original.
When a friend is cloned, the original and duplicate are still joined. Injury to
each is felt by the other, death to one destroys the other. Yet the two are
physically separate; they have independent turns in battle and may work
together to vanquish a foe.
When a hostile creature is duplicated, no connection between copy and original
seems to remain. Pain to a monster's clone is not felt by the monster; and
death of the creature does not remove the clone.
The power of mandrake root is essential to this spell; as are the illusionary
properties of nightshade. To mature root add spider silk to bind and ginseng to
heal; mic with the living energy of sulphurous ash and add blood moss for
When casting the spell, fling the glittering sand that results into the air.
The wind will catch the granules, and where the first one touches earth, there
shall the clone arise

SANCT LOR (Protect From Light)
Sanct Lor affects the path of light, bending it around the caster, so it may
continue on. The result is the illusion that the caster is not there.
Mix mandrake root and nightshade picked in absolute darkness with blood moss to
bend the light. It is essential that, while intoning this spell, none see any
indication of its casting. Speak without moving lips.

XEN CORP (Creature Death)
Regardless of the strength, size, or endurance of a foe, Xen Corp will overcome
it. Only a creature with intelligence capable of greater concentration than
that used in the casting, and capable of recognizing the intent before the
spell is completed, has a chance of escaping death when essailed by Xen Corp.
Mix nightshade that has never seen light with the blackest pearl. Pour the
powder into a small lead capsule and seal with black wax. While intoning the
spell, hurt the capsule at the foe selected for destruction.


AN TYM (Negate Time)
Perhaps the most difficult of spells, An Tym appears to stop time itself. For
eons, scholars of thaumaturgy have tried to learn the secret of controlling the
universe, and the more they discovered, the more convinced they became that
they could never control this power even if they understood it. It is a tribute
to the brilliance and creativity of Britannian minds that experts, undaunted
by their failures, simply turned the problem around and found a way to achieve
every advantage of briefly controlling time without actually controlling it
at all. Those capable of this spell will witness their foes paralyzed in
midmotion. After a few moments, all returns to normal, just as though time had
actually stopped and started up again. However, the caster's party remains
active throughout the spell.
An Tym requires a mixture of mandrake root, well preserved blood moss, and a
garlic clove.

IN FLAM HUR (create A Flame Wind)
In Flam Hur causes the wind itself to catch fire and devastate all in its path.
Those who intone this spell can direct the flaming wind in a deadly spreading
wedge. All creatures in the path of this wedge are severely burned; few ever
survive. Careless misdirection of In Flam Hur over one's own companions may
result in their deaths as well.
Sulphurous ash, blood moss, and mandrake root combine best for this spell in an
iron cauldron over great heat.

IN MANI CORP (Create Life From Death)
There are many rewards for hard work and concentrated practice. For practiced
wizards, having attained the eighth circle, there is the reward of being able
to reverse death itself. Resurrection requires such total concentration and
peace of mind that it should never be attempted on the harried field of battle.
To mix, place a mandrake root in a sieve in a fresh water spring on a sunlit
day. One by one, add garlic, to keep away ills and evil, spider silk for
binding the life forces together, ginseng for healing, suphurous ash for the
spark of life, and blood moss to animate the spirit.
Remove the sieve from the spring and let the mixture dry. A small crystal will
form from the drying mass. To revive a companion, place the crystal on the
friend's forehead and intone In Mani Corp. The resurrected person will be weak
and in need of further assistance.

IN VAS GRAV CORP (Create A Great Energy Of Death)
In Vas Grav Corp is the most powerful instrument of death yet devised. This
spell lays waste to every living creature in its path unless the creature be
exempt from the natural laws of this world or be of strong enough intellect to
resist the spell.
Mandrake root must be gathered on a dark night during a lightning storm. It
must be marinated in slime from stagnant mosquito fens and wrapped in night-
shade, which must have been picked at midnight in total darkness. This package
should be rolled in sulphurous ash and left on a grave overnight. If it is not
discovered, it is ready to be dried into stringy dreadlocks of death.

KAL XEN CORP (Call A Creature Of Death)
Kal Xen Corp resembles Kal Xen, but its summons has far greater complexity and
power. Kal Xen Corp calls forth a daemon. But only an experienced wizard is
able to devote the concentration needed to bind the daemon's allegiance and
prevent it from turning on his party. Then, although the daemon cannot use its
own powers of possession, it can hurl great balls of fire across long distances
to smite foes.
Mandrake root, gathered as near as possible to entrances to dungeons, pits, and
other vile holes, is the base of this spell. Add garlic, blood moss, and the
strongest spider silk. Meld the lot together letting the moisture of the root
act as a binding. Now shape the mixture into the form of the winged daemon.
Raise the icon to the sky, intone this spell, and hear it calling its own.

VAS REL POR (Gate Travel)
A moongate traveler cannot rely on magic alone. The knowledge of the influence
of the moon's phases is also required. Take a black pearl and shine it well.
Bury the pearl in a clean piece of mandrake root. Sprinkle the whole with
sulphurous ash and expose the conglomeration to the moons during one night.
In morning it will be a fine silver powder.
To travel, cast the powder in the direction of the gate to be reached while
speaking the name of that gate's town followed by "Vas Rel Por". Immediately
drop to the ground and meditate on the proper phases of the moon for that gate.
Instantly, the party will be there.


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hr docs

Odyssey of Lord British, editor's note, ethics.

               | 27th DAY OF THE 11th MONTH OF THE YEAR 137 |

Herein is detailed the odyssey of his Majesty Lord British as recorded by
Remoh, scribe to the court of Lord British. With us on this journey into the
uncharted Underworld venture the Knights Arionis, Meridin, Geraci, Shaana,
Noin, and Roin.

* DAY 1 *

At dawn, we set off on our skiff down the River Maelstrom, east of Spiritwood.
Before the falls, we pause to remember the brave men who discovered this
entrance into the Underworld. Then we cast off and repeat their plunge into the
lightless underground waterway. We land our boat on the western shore of a
great lake. The cavern's low ceiling hangs close over us and the humidity is
Arionis and Geraci erect a wooden sign commemorating our expedition. The rest
of us repair the damage to our skiff inflicted by the subterranean rapids that
carried us here.
We embark again, following a navigable stream south. After a short distance, a
tributary branches off to the east, but we continue south. The cavern walls now
tower above us, dimly reflecting our torchlight.
The current grows stronger and the crashing sound of tortured water steadily
increases. Abruptly, the river turns a sharp bend. The roar grows painfully
loud as our skiff careens down a great fall. A storage cask breaks loose and
knocks Meridin out of the boat during our fall. The skiff lands flooded, but
miraculously upright. We drag the unconscious Meridin back into the boat and
retrieve the cask. He revives as we row west, past a southern tributary.
The river slows as we arrive at another fork. We continue north, hugging the
waterhewn stone wall on our right. As the river swings back to the southwest,
we hear the sound of approaching waterfalls. Quickly we land the boat on the
southern shore. Geraci sets off to explore a promising passage through the
rocks to the southeast. On returning, she reports that the natural fissure
slopes downward steeply, but rejoins the river beyond the treacherous falls. We
portage our skiff around the falls with little difficulty and are once again on
our way. While the day wanes thousands of feet above us, the river empties into
a calm lake, stretching out beyond our sight into the murky gloom. We row south
by southeast, following the shore.
A muffled scream, a heavy splash are our first omens of danger. We all stare at
the stern where, moments before, the raven haired knight Shaana sat. Meridin
quickly intones two words of magic, and the lake around us explodes in light,
blinding us momentarily. We see a hideous ebony creature, twice as large as our
skiff with Shaana clutched in one of its slimy tentacles. Already dozens of
yards away, it is retreating ten paces further with every heartbeat.
Lord British strides to the stern and stretches his arms toward the receding
monstrosity. In a voice as clear as crystal, in a tone as urgent as the wind,
he speaks seven words. We do not comprehend their meaning, but we witness their
impact. The squid creature pulls up suddenly. A wrenching noise tears through
the dank air. A large wave passes under our boat. The squid creature has been
vanquished. The light from Meridin's spell fades, and new torches are lit to
replace those dropped in panic. Shaana, dragged from the water, now sleeps at
her place upon the boat's stern. Our king rests also, deep in the meditation of
the virtues. We row on.
Eventually, at the southern shore of the lake, we follow the westernmost of two
identical-looking streams. We explore several land passages along the way, but
they all prove to be dead ends. The river turns north, flows on a while, and
then persersely turns south. Our first day's journey ends at this juncture.

* DAY 2 *

We waken to a morning as dark as the blackest of nights. Our campfire is a damp
mound of cold ashes. The underground river has risen in the night, soaking the
meager supply of dry wood we brought with us.
Setting out upon the waters again, we row south. Scarcely an hour passes before
we come upon another waterfall, one with no opportunities for portaging around.
From the beach, however, we can see the river resuming only a few yards beyond
the falls. With few options, we brace ourselves and steer over the falls. As
soon as we are righted, though, the coursing water turns abruptly and we plunge
down another fall. Shaken and bruised, the group has barely enough time to
secure a firm grip on the boat before we plunge down a third cascade.
After a brief respite, we pass over a fourth, though smaller falls. Finally, we
pass into a small, tranquil lake. We land on the south shore and examine the
area. Though a large fissure in the cliff walls provides a land exit to the
south, no navigable waterway leaves the cavern. There is no choice: we shoulder
our remaining provisions and continue on foot through the fissure. The rough
ride over the falls has eliminated another option: if we ever return Britannia,
it will not be by retracing our steps.
The path leaving the cavern is at first swampy and tedious to walk upon, but
the way becomes easier as we leave the lake behind. Soon the path curves north
again and we come upon a great cavern with an uneven rock ceiling many stories
high. We are now walking on yellow grass-like growth.
A movement by his feet causes Arionis to halt. Before we can draw our weapons,
a great leathery tentacle as thick as a man's leg coils around Arionis then
starts dragging him into its underground lair. Noin drives his deadly main
gauche into the tentacle. Thick green fluid streams from the severed tentacle
as it falls away. As Arionis stumbles to his feet, he quickly shouts a warning.
Noin turns to sever a second tentacle just before it ensnares him. Movement in
the grass from which we have just come indicates more tentacled monstrosities
approaching. We flee together to the north side of the cavern, slipping
between rocks into a passage leading away to the east. Before long the passage
turns and we head south again.
At the end of the passage, we find ourselves in a massive cavern. The walls and
ceiling extend beyond the glow of our torches. We wait in vain for our echoes
to return. It is difficult to fatham a cavern so large it stifles echoes. We
turn to the right, hugging the southern wall. The stench of a stagnant river
fills the air. As we walk, the mud gives way to sand. When we have left the
river miles behind us, we encamp.

* DAY 3 *

A shriek of pain awakens us after only a few hours of sleep. Meridin utters an
oath followed by two eerie sounds, and a grisly scene is revealed. The knight
Geraci is standing unsteadily, slicing her dagger at six great worms that swarm
around her, rearing up to strike, while deftly evading her dagger. Her left arm
is held against her chest, in an attempt to staunch the flow of blood from a
gaping wound.
Lord British raises his staff and utters an incantation. A deep chill descends
momentarily, then the six worms forget their prey and assault each other with
unreasoned fury. Meridin magically draws out the worms' poisonous venom. We
quickly bind Geraci's arm, gather our gear, and resume our journey eastward
along the southern wall. Only two worms remain writhing in combat as we depart.
After the wall finally curves to the north, we take a passage out of the cavern
to the northeast. The trail is rocky, and wide enough for three to walk a-
breast. The twins, Noin and Roin, bringing up the rear, are the first to notice
the large, winged creature with matted, brown fur and sharp, unsheathed talons.
When we stop to look, however, it flies off. Half an hour, later, we notice
two of these creatures, but both fly off again as we turn. An hour later,
three of these ugly creatures approach, flying closer than the previous forays
dared, before veering off. We quicken our pace.
The passage empties into a large grassy area with a high, earthen ceiling. As
we stop to rest, a deafening crescendo of screeches heralds the invasion of a
dozen winged monsters. The avian terrors attack in force. Armour and skin
is ripped from our backs. Our swords swing, our daggers fly, but to no avail.
Only two winged monsters are wounded then finished. The remaining ten circle
us furiously as Lord British shouts out words of mystic command. Four more
attackers are destroyed, but many more of our party have fallen.
As I fight, I see Meridin from the corner of my eye. He crawls out of the fray
and raises his arms. Before he falls, he gasps four words. A great flame breaks
out between his outstretched arms and surges forward. One by one, the last of
the nightmarish creatures is consumed with flame. The largest bat spirals to
the ground. Its burning carcass crashes next to Meridin's corpse - a memorial
fire to our great archmage.

* DAY 4 *

Today, the three of us remaining buried the valiant knights Arionis, Meridin,
Geraci, Noin, and Roin, here upon the underground battlefield where they fell.
Tomorrow we shall seek our way back to our own world; our disastrous quest here
is finished.

* DAY 5 *

The wraiths came this morning. There were three of them. They walked through
the stone. Their blackness was deeper than the shadows from which they emerged.
Advancing towards Lord British, they ignored Shaana and myself. Lord British
held their gazes, murmuring words of life, healing, and protection. Still they
advanced. One raised its hand, pointing at our lord. Then a silver bolt struck
our immortal king and he fell to the stony earth.
Shaana was frozen, transfixed. I stumbled forward, but when I touched that
cloak, I shrank back. Foreboding washed over me. They took our lord with them.
I was powerless to stop them. I am afraid we all are.



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 were to print, Lord
Blackthorn declared martial law to deal with the general unrest in the wake of
British's disappearance. The Ethics section has been added to reflect the new
measures imposed by Blackthorn.


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 histo-
ric tale came to be interpreted in many ways. In fact, many people interpreted
the Way of the 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
4. Thou shalt confess to thy crime and suffer its just punishment, or thou
   shalt be put to death.
5. Thou shalt donate half of thy income to charity, or thou shalt have no
6. If thou dost lose 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


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hr docs

Quick reference card.



A-Attack           H-Hole up           N-New order         T-Talk
B-Board            I-Ignite            O-Open              U-Use
C-Cast             J-Jimmy             P-Push              V-View
E-Enter            K-Klimb             Q-Quit and save     X-X-it
F-Fire             L-Look              R-Ready             Y-Yell
G-Get              M-Mix               S-Search            Z-Z-tats
Space:Abort, pass turn                 Ctrl-S:Sound effects on/off
Ctrl-T:System Speed                    Ctrl-V:Volume level of music
                   Escape:Exit commands, leave battlefield

         W E A P O N S                 |             A R M O U R
           Stone    Attack   Defense   |            Stone    Attack   Defense
Item       Weight   Value     Value    |Item        Weight   Value     Value
Dagger        1      6 (30')    -      |HELMS
Sling         2      6 (40')    -      |Leather Helm    -     -          1
Club          3      8 (b)      -      |Chain Coif      1     -          2
Flaming Oil   2      8 (40')    -      |Iron Helm       2     -          3
Main Gauche   3      8          1      |Spiked Helm     3     4 (b)      3
Spear         4     10 (50')    -      |
Throwing Axe  6     10 (40')    -      |SHIELDS
Short Sword   5     12          -      |Small Shield    2     -          2
Mace          7     15 (b)      -      |Large Shield    3     -          3
Morning Star  8     15 (b,p)    -      |Spiked Shield   4     6 (b)      3
Bow           8     10 (70')    -      |
Crossbow      6     12 (80')    -      |ARMOUR
Long Sword    9     15          -      |Cloth Armour    -     -          1
Two-Handed                             |Leather Armour  2     -          2
Hammer       16     20 (b)      -      |Ring Mail       4     -          3
Two-Handed                             |Scale Mail      6     -          4
Axe          15     20          -      |Chain Mail     10     -          5
Two-handed                             |Plate Mail     12     -          7
Sword        13     20          -      |
Halberd      18     30 (p)      -      |
(b)  Denotes a Bludgeon: Hit probability is based on Strength, not Dexterity.
(p)  Denotes a Polearm : May be used to attack over obstacles.
(x') Number in parentheses denotes range.

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hr docs

Chart of spells.

C |SPELL           |EFFECT          |TIME     |REAGENTS
1 |An Nox          |cure poison     |anytime  |ginseng/garlic
  |An Zu           |awaken          |combat   |ginseng/garlic
  |Grav Por        |magical missile |combat   |ash/pearl
  |In Lor          |light           |noncombat|ash
  |Mani            |heal            |anytime  |ginseng/silk
2 |An Sanct        |unlock          |anytime  |ash/moss
  |An Xen Corp     |repel undead    |combat   |garlic/ash
  |In Wis          |locate          |noncombat|nightshade
  |Kal Xen         |call animal     |combat   |silk/mandrake
  |Rel Hur         |wind change     |noncombat|ash/moss
3 |In Flam Grav    |wall of fire    |dng./com.|pearl/ash/silk
  |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     |noncombat|ash/mandrake
4 |An Grav         |dispell field   |anytime  |pearl/ash
  |Des Por         |downward move   |dungeon  |moss/silk
  |In Sanct        |protection      |anytime  |ash/ginseng/garlic
  |In Sanct Grav   |protection field|dng./com.|mandrake/silk/pearl
  |Uus Por         |upward move     |dungeon  |moss/silk
  |Wis Quas        |reveal          |combat   |silk/nightshade
5 |An Ex Por       |magic lock      |anytime  |ash/moss/garlic
  |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      |noncombat|ginseng/silk/mandrake
6 |An Xen Ex       |charm           |combat   |pearl/nightshade/silk
  |In An           |negate magic    |anytime  |garlic/mandrake/ash
  |In Vas Por Ylem |tremor          |combat   |moss/ash/mandrake
  |Quas An Wis     |confuse         |combat   |mandrake/nightshade
  |Wis An Ylem     |xray            |noncombat|mandrake/ash
7 |In Nox Hur      |poison wind     |combat   |nightshade/ash/moss
  |In Quas Corp    |fear            |combat   |nightshade/mandrake/garlic
  |In Quas Wis     |peer            |noncombat|nightshade/mandrake
  |In Quas Xen     |clone           |combat   |ash/silk/moss/ginseng/night/mdk
  |Sanct Lor       |invisibility    |combat   |mandrake/nightshade/moss
  |Xen Corp        |kill            |combat   |pearl/nightshade
8 |An Tym          |time stop       |anytime  |mandrake/garlic/moss
  |In Flam Hur     |flame wind      |combat   |ash/moss/mandrake
  |In Mani Corp    |resurrect       |noncombat|garlic/ginseng/silk/ash/moss/mdk
  |In Vas Grav Corp|cone of energy  |combat   |mandrake/nightshade/ash
  |Kal Xen Corp    |summon          |combat   |mandrake/garlic/moss/silk
  |Vas Rel Por     |gate travel     |noncombat|ash/pearl/mandrake
NOTE: 'C'=Circle

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hr docs

More screenshots.


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