

                            The History of Britannia

                               Table of Contents

                   Disclaimer . . . . . . . . . . . . . . . i
                   Political History. . . . . . . . . . . . 1
                   Geography. . . . . . . . . . . . . . . . 3
                   Fellowship . . . . . . . . . . . . . . . 6
                   Mercantile . . . . . . . . . . . . . . . 8
                   Transportation . . . . . . . . . . . . .10
                   Weapons and Armour of the Realm. . . . .12
                   Magical Arts . . . . . . . . . . . . . .14
                   A Bestiary . . . . . . . . . . . . . . .15
                   The Skills of Combat . . . . . . . . . .18
                   Modern Civilization and Our Universe . .20
                   Afterword. . . . . . . . . . . . . . . .21
                   Credits. . . . . . . . . . . . . . . . .22
                                                                   Page  i

                                   Disclaimer

         This document is a word-for-word digital copy of the printed "The
    History of Britannia" book that came with Ultima 4.  It is intended to
    accompany the Ultima 1-6 CD compilation.  Origin apparently decided
    that this document was not necessary for redistribution when putting
    the CD together.  However, there's a wealth of information about the
    world of Ultima 4 within the pages of this document that help clarify
    the current state of affairs in Britannia, and ultimately the point of
    the game.  There are also playing strategies, story embellishments, and
    hints and tips to the locations of places, items and monsters.  I find
    the exclusion of this document from the Ultima 1-6 CD to be a gross
    oversight.  The game can't be played or enjoyed to its fullest extent
    without the information provided here.  Thus, the existence of this
    document.

         I tried to keep the documentation as close to the original as
    possible.  However, I did take the liberty to correct the spelling of
    traveller to traveler (preferred spelling), and corrected a few other
    minor grammatical errors and spelling errors.  The original document
    had a mal-formed sentence.  I fixed the sentence that once read, "In
    each town one may-indeed one ought to-converse with all the
    inhabitants." to read, " In each town one ought to-converse with all
    the inhabitants."

         Additionally, I scanned in many of the images found within the
    original "History of Britannia" book and colorized every graphic you
    see in this document.  You will also notice that there are no images
    for the bestiary.  If you wish to scan in and colorize all 31 images,
    go for it--I've spent too much time on this project as it is.  This
    document is provided "as is".  No warranty is expressed or implied.

         The electronic version of this document is not endorsed or
    supported by Origin (OSI).  I am not an employee of Origin, and am not
    affiliated with them in any way.  I just really like Ultima, and wanted
    to fill in the glaring gap of information Origin supplied to the owners
    of the Ultima 1-6 CD.  Please do not charge any money for this document
    in any shape, manner or form.  I charge no money for this, and neither
    should you. This whole package is freeware.  Please do not make changes
    to this arc hive and then re-distribute it.  You may not chunk this
    file into something smaller, and always be sure that the contents of
    this archive is unmodified. This file is to always be distributed with
    "U4-Spell.Txt"

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

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

                                   Chapter 1
                               Political History

         The Dark Ages of Britannia is the name given to that long span of
    time when the infamous Triad Of Evil stalked the lands and challenged
    all for the supremacy of the soul.
    The First Era of the Dark Ages came to an end with the downfall of the
    evil Wizard Mondain and his many minions, as chronicled in Ultima I.
    The Lords of the lands were weak and scattered, rendered ineffective by
    factional wars.  It was only through the efforts of an itinerant
    adventurer that the foul Mondain was tracked to his hidden lair and
    slain.
         But a few years of restless peace followed Mondain's downfall.  So
    long had the world shuddered beneath Mondain's yoke that many found it
    hard to believe he had been really vanquished.  In truth, his teachings
    did not disappear.  Mondain's apprentice Minax rose to power soon
    thereafter to challenge the fledgling city-states that were beginning
    to evolve.  The Terrors had begun anew.
         Minax's powers upon maturity greatly exceeded those of her evil
    mentor.  With these powers she was able to rain wholesale destruction
    upon the planet, twisting and corrupting everything.  Her foul web
    spread through time itself, ensnaring all who sought to oppose her.
    Finally, there arose a hero out of legend who dared face Minax in her
    own fiery castle and destroy her.  Thus ended the Second Era of
    Darkness, as told in Ultima II.
         Twenty years of well-earned tranquillity ensued and prosperity
    favored the land.  Then disturbing omens appeared, followed by the
    mysterious appearance of a fiery island.  The tale of the Third Era of
    the Dark Ages is told by Iolo the Bard in Ultima III--wherein Lord
    British, sovereign of an incipient empire in the land of Sosaria,
    called forth through time and space for Heroes of the People to
    assemble.  Four diverse adventurers answered this clarion call.   To
    them fell the ages of the Doom of Exodus.  Long they labored on the
    trail of the mysterious Exodus, through many a deep dungeon which
    seared their souls.
         To this day, each member of that team bears the marks of their
    journey.  With the aid of the mystical Time Lord they were successful
    in bypassing the Great Earth Serpent and gaining access to Exodus'
    island fortress.  The very bricks of the fortress rose up against them,
    and great is the Bard's tale of their struggle to reach their mortal
    foe.  Of the final confrontation not one of them will speak, save to
    say that evil is gone from this plane.  So passed the third member of
    the Triad of Evil and with this death, so passed the Dark Ages of
    Britannia.
         From the rubble of Sosaria, Lord British was able to unite all the
    mainland and a few of the islands under his one rule.  This new Empire
    of Britannia brought much sought-after peace and prosperity to its
    subjects.  Many of the ancient pockets of evil were destroyed, so that
    the only remaining hazard to wayfarers was the occasional stray band of
    marauding orcs or hill giants.  Most of the lands were mapped, although
    a few unexplored regions still remain.
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         With the Triad of Evil destroyed, Lord British became known for
    his dedication to raising the quality of life of his subjects.  To
    assist in this endeavor, three mighty structures were raised in distant
    parts of the realm.  One was the Lycaeum, where in lay the great
    observatory.  Another was the Empath Abbey with its oak groves where
    wise men and women meditated upon the teachings of the ancients.  The
    third structure was the great castle of the Knight's Order of the
    Silver Serpent.  Only the flower of Lord British's chivalry was invited
    to join this order, which embodied the highest ideals and exemplary
    bravery.  The rest of the land was divided among eight major towns,
    each with its own political faction.  Numerous satellite villages also
    dotted the countryside between the towns.  In this manner were Lord
    British's lands organized.
                                                                   Page  3

                                   Chapter II
                                   Geography

         The final destruction of Exodus rocked the known world.  Mountains
    rose; land masses sank.  Most of the surface area of the world became
    fused together into one large mass.  It is over this major continent-
    now called Britannia-that Lord British rules .  Some nearby islands
    also pay homage to him, while beyond these islands lurk uncharted
    shoals and rumored pockets of evil.
         Lord British's magnificent castle is situated in the centre of the
    continent, overlooking Britanny Bay.  This tall building is the
    greatest architectural structure of the new age.  Loyal subjects may
    pay homage to his majesty, and renew fealty whenever they are in the
    vicinity of his castle.  Nearby lies the arts centre of Britannia-the
    town of Britain-where Bards weave tales of legendary deeds and serenade
    visitors.
         To the north of the castle of Lord British lies the great mountain
    range, known as the Serpent's Spine.  The peaks of this range are the
    highest in all Britannia.  During the summer months, a small out-of-
    the-way pass allows knowledgeable travelers to save much time on their
    journeys.  Beware of the one-eyed Cyclops and fierce, two headed Ettins
    that inhabit this range.
         Northwest from the mountains begin the vast woods known as the
    Deep Forest.  Many a traveler has become lost among these tall,
    majestic trees.  If they feet stray from the beaten path, do not
    despair, for within the woods lies the beautiful city of Yew, home of
    the mystic Druids.  The High Court of Yew judges all the important
    cases in Britannia and is famed far and wide for the wisdom of the
    decisions rendered here.
         Nearby is the spiritual centre of Britannia, the famous Empath
    Abbey.  Within these hallowed walls, wise men and women study the
    ancient writings of past Masters, and meditate upon the Great
    Principles that govern the universe.  A good meditation-focusing on a
    proper Mantra-will sometimes yield valuable visions to those whose
    patience and powers of concentration are strong.  The experience is
    worth sampling.
         East of the Deep Forest lie the High Steppes of Britannia, famous
    for beautiful horses.  The only difficulties a traveler might encounter
    here are bands of thieving Rogues and unfriendly Wizards.  The High
    Steppes border an interior lake fabled for mysterious disturbances.
         Beyond the High Steppes lies the famous battlefield, known as the
    Bloody Plains, where the last major forces of evil were vanquished.
    Alas, many of our brave men perished here in the fight for virtue.  Be
    very careful when thou passeth through this region.  It is whispered
    that, at some phases of the moon, the undead rise and battle again.
         Lost Hope Bay lies to the north of here, with the sturdy town of
    Minoc perched on its shore.  Minoc is home to some of the finest
    craftsmen in the realm.  The Tinkers of Minoc are known for their
    skill.  A tired traveler will also find a refreshing place to rest at
    the Wayfarer's Inn.  The northeastern tip of Britannia is rather wild.
    The treacherous mashes, with their noxious vapors that poison the
    unwary explorer, are home to swarms of insects and all manner of
    beasts.
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         South of Lord British's castle can be found a large plain,
    mountains, and a dense forest.  On the southern edge of the continent
    is the magnificent town of Trinsic, from whence come Lord British's
    finest Paladins.  The Tap in town has some of the best brew around, and
    the bartender is a great source of current gossip.  Be sure to tip him
    well!
         The claws of the southern tip of Britannia embrace the Cape of
    Heroes.  Slightly to the west lie the Valarian Isles.  The walled town
    of Jhelom provides Lord British with the best fighters and also has the
    largest inn of the realm, where the service is outstanding.
         The headquarters for the Order of the Silver Serpent is on an
    island south of the Cape of Heroes.  This wooded fortress was given to
    the members of the Order by Lord British in recognition of their
    outstanding service.  A visit to Serpent Castle will instill within the
    traveler a true feeling for the ways of chivalry.
         Off the western shore of Britannia is the island home of the
    doughty Rangers.  Skara Brae is a beautiful city and spaciously laid
    out.  For those suffering from rare diseases or grievous wounds, a
    Mystical Healer resides within those walls.  The Healer will aid the
    destitute as readily as the wealthy, expecting no payment save what the
    sufferer can afford.
         In the northeastern part of Britannia lies Verity Isle, famed as
    the home of the Lycaeum.  This pillar of higher learning constitutes
    the centre for the sharpening of the finest minds in Britannia.  The
    Lycaeum's observatory provides Lord British with valuable information
    about the course of the heavens and provides a vantage point to watch
    the happenings within his realm.  On the southern end of Verity is
    situated the fabled town of Moonglow.  The Magi of Moonglow are
    constantly improving their skills, being tireless in the pursuit of
    greater knowledge of the mystic arts.  Within Moonglow, however, can be
    obtained the finest in mystical reagents.  These herbs will help those
    with magical skills prepare and cast their spells.
         This then is the known realm of Britannia.  Several small villages
    also dot the landscape, but all are not recorded in the charts of the
    realm.  Some other islands of varying significance hug the shoreline-
    most of which are uninhabited and barren.  The only islands the
    traveler should be cautious about when exploring are known as the Fens
    of the Dead.  Disembodied Wisps, Ghosts, long-dead Lichs, and savage
    Zorns have been reported here.
         Existing maps are by no means complete.  There are said to be
    other unexplored isles, wherein all manner of monsters and evil beings
    reside: flame-breathing Dragons, multi-headed Hydras, horned Devils,
    fiery Lava Lizards and even dreaded Balrons are rumoured to roam the
    distant shores.  Somewhere, out beyond civilization, is also reputed to
    lie the ruins of the legendary town of Magincia, which the gods
    destroyed for the insufferable pride of those that dwelt there.  All of
    the marble palaces and gardens were devastated, and the right, haughty
    inhabitants reduced to haunting spirits.  No one has ever confirmed
    this legend, so it may just be a fable to frighten the weak of the
    heart and instill humility in those who overvalue their own worth .
                                                                   Page 5

         Sea travel along the coast of the main continent is reasonably
    safe, although a bold band of pirates has been raiding Britannia of
    late, terrorizing the populace.  Beware, for the pirates take no
    prisoners!  Farther out to sea roam many mythical creatures.  The
    unwary voyager will likely encounter Giant Squids, Nixies, poisonous
    Serpents, and mystical Seahorses.  The ever present danger of
    whirlpools and waterspouts make seafaring a hazardous experience at
    best.
         It is hoped that with the next edition of the History of
    Britannia, travelers will have brought back more information on these
    unexplored regions, so that the map my be completely filled in.  As a
    final caution for the would be traveler-Beware of the many Dungeons and
    their dark, subterranean passages!
                                                                   Page  6

                                  Chapter III
                                  Fellowship

         Under Lord British's rule, each of the eight towns has developed
    into a cultural centre for one of the eight major professions.  In this
    manner, an orderly society has evolved with little friction between the
    diverse inhabitants.  No one is restricted to their town of  birth, and
    one frequently finds people of various professions visiting a
    particular town.  These are the eight major professions.

         Mage.  The Magi of Britannia gather in Moonglow, near the Lycaeum,
    where they can study the ancient mystical scrolls of the Library.  The
    strictures of their profession permit Magi to wear only cloth armour
    and carry either a staff, dagger, or sling.  Unconfirmed rumors
    indicate that the highest Adepts have acquired the use of arcane
    magical weapons.  The primary weapon of the Mage is magic.  As the Mage
    becomes more advanced, more powerful spells can be woven.  Some of the
    greatest spells have been known to shake the earth, or raise the dead!

         Bard.  The Bards of Britain entertain the people with their
    ballads and tales of heroic deeds.  Bards not only chronicle the deeds
    of valor, but perform them as well.  The weapon of choice for a Bard is
    the sling, but they may use a crossbow at times .  All armour save that
    of Leather is shunned by these minstrels, for they find metal harsh and
    too noisy for their sensitive ears.  The Bard also dabbles in magic and
    makes a fine companion on a long journey.

         Fighter.  From the town of Jhelom hail the mighty Fighters.  They
    pass their lives in training and have the use of all weapons and
    armour, though most prefer the double-edged Britannian sword, a
    devastating weapon in the hands of a skilled fencer.  Fighters have
    little or no magical talents, for they believe only in the use of arms
    and fear that magical training saps the will and concentration of a
    true warrior.  They possess a particular affinity for horses, and are
    most useful companions on travels to uncharted regions.

         Druids.  The Druids are fierce fighters, especially when defending
    their beloved groves.  They hold all trees to be sacred and their town
    of Yew lies deep in the woods.  Druids are also impressive
    practitioners of the mystic arts and their knowledge of herbs is
    without peer.  They may fight with different types of bows, although
    their preferred weapon is the mace.  The Druidic philosophy forbids the
    wearing of metal of any kind, so Leather is their armor of choice.  The
    Druid's knowledge of the ways of the woodlands make them invaluable as
    fellow travelers.

         Tinker.  The Tinkers of Minoc are both skilled artisans and superb
    fighters.  They are generally suspicious of magic, believing that only
    hand-crafted artifacts possess true value, and thus use it seldomly.  A
    Tinker may use any weapon, however, the double-bladed war axe is
    preferred.  Tinkers will use any non-magical armour.  A traveling party
    with a Tinker need never fear for repair of any metal or wooden items.
                                                                   Page  7

         Paladin.  These great fighters live in the town of Trinsic in the
    southern part of Britannia.  They are expert in all forms of combat and
    weapon use, and are one of the few professions that will make use of
    the magical chain armour when it is available.  Their deep beliefs in
    the value of good lend strength to their magic, which they wield with
    certain flair.  Paladins are thus very formidable opponents and highly
    valued allies.

         Ranger.  Off the western shore of the mainland lies the fair
    island of the Rangers.  Venturing far from their retreat at Skara Brae,
    they strive to improve the conditions of people throughout the realm.
    Rangers are well-versed in woods lore and fight fiercely with most
    weapons, but shun all but leather armour.  They are also proficient
    magic users and faultless trackers in any wilderness.

         Shepherd.  It is uncertain whether Shepherds are skilled in any
    form of warfare or in the mystic arts.  However, they are highly valued
    traveling companions for their humility and their knowledge of the ways
    of the land.

         A traveler in Britannia need not journey alone.  In each town one
    may-indeed one ought to-converse with all the inhabitants.  If they
    personal philosophy of life is close to that of the town, then thou may
    ask one of the residents to join thy party.  If amenable to your
    invitation, this person will travel with thee only as long as thou stay
    true to thy beliefs.  If at any time, through actions or deeds, thou
    stray from the Path, then thy companions will desert thee to thy Fate.
    Remember, these are Free Companions-not servants or mercenaries.  Such
    is their faith in the as their leader, that all gold and supplies held
    by the party is given into they care for the good of all.  Use this
    trust wisely!!
                                                                   Page  8

                                   Chapter IV
                                   Mercantile

         There is a thriving merchant class in Britannia.  Each town and
    village has its own shops that specialize in local wares and services.
    The seasoned traveler will discover many delightful and useful items to
    purchase, as well as a wide variety of places to eat and sleep.
         The monetary system of Britannia is based on Lord British's
    heraldic charge.  It is  a gold coin with a silver serpent cast vermeil
    upon the gold.  The process is so difficult that the coin has never
    been successfully counterfeited or debased in value.  This coin has
    been the foundation of the realm's stability and is universally
    accepted by merchants.  Coins of the realm are also to be found in the
    chests that appear from time to time and are found below the surface in
    the dank dungeons.  Beware, as most chests have diabolical traps in
    place to confound thieves.
         Here is a partial list of some of the popular shops and their
    wares:

         Weapons Shop.  Here one may purchase the finest in weaponry that
    blacksmiths can forge.  Depending on the skills of the local artisans,
    a shop might offer the following range of weapons:

                     Staff     Sword           Dagger
                     Bow       Sling           Crossbow
                     Mace      Flaming oil     Axe

         The weapon shops also offer trade-ins on used equipment, although
    if thy axe is greatly notched from battle, do not expect much for it.

         Armoury.  Fine armour may be purchased in the armouries of
    Britannia.  'Tis just the item to keep highway men from slipping a dirk
    into thy ribs!  The local armoury may offer any of the following
    selection:

                     Cloth     Leather Chain   Plate

         The armouries will likewise offer trade-ins on used armour,
    although most would not consider them liberal.  By the time most
    fighters get around to seeking improved armour,  the old armour is
    almost completely falling apart, and its principal value is as scrap
    for the foundries.

         Pub.  The subjects of Lord British truly prize their pubs, and it
    shows in the gracious hospitality to be found in all public houses.
    Most offer an excellent array of drinks and food for the wayfarer.  It
    is also commonly known that the bartenders a re incurable gossips-if
    asked the right question and offered the right price-rare news may be
    obtained.  Public drunkenness is prohibited throughout the lands of
    Britannia, so temper thy indulgence with wisdom.

         Grocery.  Little is worse than being far from town and finding
    thyself starving to death because the person in charge of the
    expedition hast forgotten to buy enough food.  Be sure to lay in a
    supply at each opportunity.  Thy fellow travelers will most certainly
    appreciate thy foresight.
                                                                   Page  9

         The Healer.  Some towns contain these invaluable places of aid
    where one may go to be healed when suffering from grievous wounds.
    Remember to heal thy companions also, for a healthy party ensures
    survival in the wild.  The Healers are the only ones who may cure
    victims of the noxious venoms inflicted by the inhuman denizens of the
    land.

         Inn.  The numerous inns of Britannia provide tired travelers with
    a comfortable night's sleep, which refreshes and revitalizes each
    character.  The character of the inns throughout Britannia varies, as
    does the price.

         Herb Shops.  All practitioners of the mystic arts will search far
    and wide to locate these rare shops.  Within them is to be found the
    components-or reagents, as they are known to enchanters-for spell
    mixtures.  Without these mixtures, no spell may be cast successfully.
    Due to the rareness of some of the herbs, many are not offered for sale
    regularly, if at all.  The known magical reagents are:

       Sulphurous Ash   Ginseng          Garlic          Spider Silk
       Blood Moss       Black Pearl      Nightshade      Mandrake Root

         Care should be taken to mix the herbs in the correct proportions,
    so as not to waste the valuable ingredients.

         Guild Shop.  The Thieves' Guild has been essentially driven out of
    Britannia, but rumors persist of its existence somewhere in the ocean,
    perhaps on one of the uncharted islands.  Somehow, the Guild maintains
    contact with the mainland, perhaps through the brazen pirates.  The
    goods once offered by the Guild were expensive, but invaluable to the
    traveler who sought to stray off the beaten path in search of novel
    experiences.
         These are the main shops in Britannia.  A few other places exist
    that are worthy of note:

         Shrines.  Here the devout of each town may meditate upon their
    Path in life.  Each shrine responds to the meditation of a different
    Mantra (chant).  Consistency and concentration are the keys to
    meditation.  Enlightenment is attained only through care.

         The Seer Hawkwind.  Residing within Lord British's castle is the
    Royal Seer, Hawkwind.  Many aspire to tread the Path, but very few find
    their way.  Seek the advice of the Seer as to thy progress upon the
    Path.  He can look into thy heart's heart and read thy progress or
    failure.  Heed his advice, for feet that have strayed may be brought
    back upon the Path.
                                                                   Page 10

                                   Chapter V
                                 Transportation

         Throughout the centuries most travel has been accomplished by use
    of the feet.  While this method lends itself to scenic hikes, it is a
    terribly slow way to journey from one end of a huge continent to the
    other.  Getting around Britannia, which may never be without risk,
    could soon become easier.  Under the auspices of Lord British, studies
    of the properties of the Moon gates are beginning to yield a clearer
    understanding of the Gates' mystical workings.  People forecast that
    future citizens will use these gates as a normal means of distant
    travel.  The destinations of the gates appear to be rigidly bound to
    the phases of the twin moons Trammel and Felucca.  The appearance and
    disappearance of the gates are definitely so linked.  The location of
    the gates are represented on most maps of the realm as phases of the
    moons.  The gate active is indicated by the phase of the moon Trammel.
    Once a gate is entered, thy destination is indicated by the phase of
    the moon Felucca.
         Britannia is marked by six terrain types, each with its own
    features:

         Grass.  The smoothest and easiest to travel on, the grass of
    Britannia serves to fatten its herds.  One may pass here without any
    impediment.

         Brush.  Low scrub growth and bushes hinder thy progress,
    permitting thy party to move but at three quarters of thy normal speed.
    Fine tinder for campfires may be found at the base of the larger
    shrubs.

         Forest.  The going is slow through dense woods, with thy speed cut
    fully in half.  The oak so dearly loved by the Druids predominates
    here, along with healthy growths of Ash and Beech.  There is quite a
    lack of visibility in the forest regions.

         Hills.  Hilly terrain, much favored by those who raise sheep, will
    slow thee down considerably, so much so that none but the sure-footed
    mountain goat can move at more than a snail's pace.

         Marsh.  The marshes and fens are particularly treacherous and
    should be avoided at all costs.  While progress is only slowed to half
    one's normal pace by the muck underfoot, the marshes give off poisonous
    gasses which can severely harm members of the party.

         Mountains.  Mountaineering is not a well-known skill in Britannia,
    so the mountains are closed to the normal traveler.  There is also a
    lack of visibility over the mountains.

         Horses may be obtained and greatly speed travel on land.  The
    sages of the Lycaeum are reputed to have been working on a lighter-
    than-air device for Lord British, but it was stolen some months ago and
    its whereabouts is not known.
                                                                   Page 11

         Since while traveling, thy party members' hit points may be
    diminished by unexpected confrontations, every so often thou should
    Hole up for the night and camp.  If thy rest is not interrupted by
    wandering creatures, then thy party will by greatly refreshed.
         At sea, masterful control of thy ship is necessary for survival.
    Ships have powerful cannons, but they can only fire broadside.  To
    learn seamanship, thou must understand the ways of the water and the
    wind.
         The ocean is made up of three types of water: Large
    waves mark deep water; small waves indicate shallow water; tight
    ripples show shoals, too shallow for ships to pass over.  Remember that
    a change in wave size signals approaching land.  This will aid thy
    navigation.
         The winds of Britannia blow very constant in a given direction,
    then shift to a new direction for another long period.  This fact
    allows the skipper of a ship to sail strategically.  If the ship is
    facing into the direction of the wind, (such as sailing East against an
    East wind) then the ship's progress is at its slowest-1/4 Speed.  If
    the ship is sailing with the wind, (as in sailing West with an East
    wind behind thee) then the ship's speed is faster-3/4 Speed.  It is
    only when one tacks across the wind that the ship reaches maximum
    speed, (such as sailing North or South against an East wind)-Full
    Speed.
         Strive to maneuver thy ship so as to bring either the port or
    starboard batteries to bear before creatures or pirates can close and
    try to board.  Thy ship has armour which, if reduced to zero, will
    cause it to sink and thy party shall perish.  A captured pirate ship
    can be use din place of a badly damaged ship.  Practice near shore
    until thou develop seafaring legs.  The ship's cannons also serve for
    firing upon land-bound creatures.  Beware, some of the land creatures
    have the power of flight and can pursue thee over the waves!
                                                                   Page 12

                                   Chapter VI
                        Weapons and Armour of the Realm

    WEAPONRY:

         Hands.  If thou lose all of thy weapons, this is what thou hast
    left.  Although it is possible to kill some of the lesser monsters with
    thy bare hands, the odds of success truly are not very high.

         Staff.  A six foot piece of carved ironwood that has been
    magically attuned, the staff sold in the weapons shop of Britain is
    more formidable than it seems.  It is the favorite weapon of the Magi.

         Dagger.  Ten inches of beautifully worked steel make the standard
    Britannian dagger.  The traditional basket hilt looks very functional.
    A favorite weapon of novices.

         Sling.  The common sling is fashioned from twenty-four inches of
    cloth, folded in half, with a leather cup.  The projectiles-small
    rocks-are easily collected, making this an inexpensive missile weapon.
    A perennial favorite with travelers down on their luck.

         Mace.  Upon the 1 1/2 inch oaken stem of the Britannian maces
    rests a glove of iron studded with knobs.  The impact of this weapon
    has been known to shatter the skulls of enemies.  A favorite among the
    Druids.

         Axe.  With a double-sided two-foot blade, a warrior wielding a
    battle axe can really wage war.  The axe is a favorite among Tinkers,
    as many of them are workers of wood and metal.

         Sword.  Ah, a true fighter's weapon.  Four feet of wicked, blue
    steel will strike fear into the heart of any opponent.  The sword is an
    automatic favorite among Fighters.

         Bow.  A truly competent long-range weapon.  Get thy enemies before
    they can get thee!  The Britannian  bows are made from the finest yew
    wood.  Each longbow is hand-rubbed and ornamented with horn nocks on
    the tips.  A favorite among those with poor armour.

         Crossbow.  Now here is a real missile weapon.  The impact of the
    crossbow will stop a rampaging troll.  The crossbow is traditionally
    made of mahogany with a carved maple veneer on the sides depicting Lord
    British's device, the Silver Serpent.  A favorite among Bards for the
    singing of the crossbow's string.

         Flame Oil.  The use of flasks of Flame Oil constitutes an
    innovation in Britannia.  Any of the Eight Great Professions can use
    it.  The wielder casts the ignited oil in a chosen direction, creating
    a corridor of flaming oil which lasts several minutes.  Any enemy
    entering the flaming oil suffers burn damage for each turn passed in
    the inferno.  A favorite weapon among those hurt and in need of rescue-
    -a last ditch defense.
                                                                   Page 13

         Halberd.  Seven feet of stout wood topped with a blade of deadly
    steel.  The halberd requires excellent coordination to be used
    effectively.  It is the most deadly of weapons in the hands of an
    expert, who uses it to strike over the heads of his fellows.  A
    favorite among Paladins.

         Several magical weapons are said to be found hither and yon, but
    the location of these are not known for certain.  It is said that a
    traveler must be worthy of such a weapon before it will become
    available.

    ARMOUR:

         Skin.  What thou art left wearing when thou hast no armour at all.

         Cloth.  Peasant's garb for those who can afford nothing better, or
    those restricted by the vows of their profession from wearing aught
    else.  A reluctant favorite among Magi.

         Leather.  The workhorse of novice travelers, leather armour is
    found throughout Britannia.  Many of the professions are restricted to
    leather as their best choice.  A favorite among Bards, Druids, and
    Rangers.

         Chain.  Used by those who can handle the weight of chain mail
    while fighting, this armour offers excellent protection.  Only the
    finest steel is used, with double-thickness on the shoulders.  All
    links are individually riveted for strength.  A favorite among Fighters
    and Tinkers.

         Plate.  The aristocrat of the armourer's craft, plate affords more
    protection than any other conventional armour.  Each suit is tailor
    made to thy shape.  The cost is naturally sizable, but the effect is
    inspiring.  A favorite among Paladins.

         As is the case with weaponry, rumors abound of magical armour that
    will withstand the breath of a dragon.  But, who knows?   Perhaps these
    are but rumors spread by Orcs to lure fighters into illusory searches
    resulting in death.
                                                                   Page 14

                                  Chapter VII
                                  Magical Arts

         Most of us understand only those things that we can see and feel.
    Yet there is a segment of the population that can see the unseeable,
    and can feel that which has no substance.  The perception and use of
    these ethereal forces is called magic.  To so me it is an art, to
    others a science.  It is difficult for this historian to describe the
    art in which he is totally unfamiliar.  He can, however, comment upon
    what purports to be the science.
         The basis of all spellcasting is the proper mixing of the
    necessary reagents.  Reagents are the physical materials which are said
    to provide the initial energy to begin the spell.  Each spell uses a
    different reagent formula.  These formulas are jealously guarded by
    magic users, for quite often the difference between life and death is
    knowing a spell that thy opponent knows not.  From the bill of fare at
    the herb shops, the observer can glean the names of the reagents:
    sulphurous ash; ginseng; garlic; spider silk; blood moss; and black
    pearl.
         Furthermore, there are reputed to be two others, more powerful
    still than those just listed.  However, they are not for sale according
    to the proprietors of the herb shops.  They are nightshade and mandrake
    root.
         Only certain classes of the eight major professions have any
    talent for magic.  Some are quite strongly endowed, such as Magi and
    Druids, while the Paladins, Bards, Tinkers and Rangers have but a
    little power.  Fighters and Shepherds have no magical ability at all.
    In fact, Magi are so tuned to the special energy that comprises magic
    that when they cast a spell, a blue aura glows around their head and
    shoulders.
         While most spells are reputed to possess either offensive or
    defensive abilities, some are utilitarian in nature, such as Light,
    Open and View spells.  The rare aeromancer can harness the power of the
    winds.  An ancient scroll on display in the library at the Lycaeum
    tells of different types of energy fields created by means magical.  It
    lists the following fields and discusses their properties.

         Sleep.  A green field that may bring sleep to anyone who passes
    through it.

         Lightning.  A blue field that serves as an impenetrable barrier
    which inflicts damage upon any who touch it.

         Flame.  An orange field that imparts massive damage upon those
    foolish enough to try to cross it.

         Poison.  A violet field of noxious vapors that poisons anyone
    passing through who is not quick to hold their breath.

         Whether these fields may be controlled by magic is uncertain.
    However, the scroll was concerned with the tale of a Wizard's battle!
    One can only ponder whether the writer survived the encounter.
                                                                   Page 15

                                  Chapter VIII
                                   A Bestiary

         Bat.  A non-evil subterranean dweller found in the deepest
    caverns, the principal diet of the bat is animal blood.  They are quite
    large and may attack any who disturb their rest.

         Cyclops.  These evil giants can hurl half-ton boulders down from
    the heights.  Even a grazing hit will do considerable damage to a
    member of thy party.  The Serpent's Spine is said to be the best
    hunting for them.

         Dragon.  The dragon is an evil, flying serpent which can cross
    water and blast ships with huge fireballs.  Not many ships can
    withstand a couple of passes by an attacking Dragon.

         Ettin.  These evil two-headed aberrations of nature can cast huge
    boulders down upon thy party, causing immense damage.  It is best to
    try to kill them with long-range weapons and spells.  A large clan of
    Ettins is said to live along the Serpent's Spine.

         Gazer.  These hypnotic creatures snare their prey by putting them
    to sleep.  The deep forests are the favorite habitat of these evil,
    floating eyes.

         Ghost.  The restless spirits of those trapped between planes,
    ghosts can pass through walls, so use extreme caution when they are
    thought to be nearby.  Evil Ghosts are often found in ruins,
    battlefields and crypts.

         Gremlin.  These hungry denizens of the underworld love to sneak up
    to unwary travelers and steal all their food.  Do not let an evil
    gremlin get close to thee!

         Headless.  Another evil being best suited to terror and
    destruction, the Headless is indeed a creature of nightmares.  Many a
    traveler has fled in abject horror at the sight of a headless torso
    bearing down upon them.

         Hydra.  Beware the evil breath of the multi-headed hydra!  The
    massive fireballs can fry most members of thy party.

         Insects.  If thou dost stay clear of these non-evil vermin, they
    will not bother thee.  Marsh and dungeons are their favorite locales.
    Insects can fly, so they can chase thee over water.

         Lich.  This undead shade of a powerful wizard can still cast very
    powerful magic spells.  The lich is a most dangerous opponent under
    even favorable conditions.

         Lava Lizard.  These reptilian creatures love fire and dwell in
    infernos.  In combat, they have been known to spit flaming lava thirty
    feet, so beware these evil beasts.
                                                                   Page 16

         Mimic.  One of the most treacherous and evil creatures in all of
    Britannia, the mimic can assume any shape, although they seem to prefer
    assuming the likeness of treasure chests.  Upon spotting one, the
    careless traveler greedily rushes toward the chest.  When the traveler
    gets close enough, the mimic casts out a poisonous venom.  When the
    traveler succumbs to the poison, the mimic feasts upon him.  The only
    known way to detect a chest mimic is to wait until it gets curious
    enough to peer out at thee by lifting the lid of the chest.

         Nixie.  These aquatic first cousins of the ancient race of elves
    rise from the depths to strike terror into the hearts of seafarers.
    The evil Nixies wield sharp tridents which can be hurled against a
    ship's crew from afar, causing great damage.

         Orc.  Would that every orc had been destroyed with the fall of the
    Triad of Evil!  They breed like rabbits and still infest the woods and
    hills, though in much smaller numbers than before.

         Phantom.  These tragic souls have been captured by evil and forced
    to reenact their battles throughout all time.  They are bodiless, but
    can be detected because their swords and shields remain visible.
    Phantoms are tough opponents as dying is meaningless to them.

         Pirates.  Truly the dregs of Britannia, most of these crews have
    death warrants hanging over their heads.  Remember that the evil
    pirates take no prisoners!  Their ships are equipped with heavy
    cannons, and the crews are well-trained to quickly move their large
    galleons into battle position.  It is a rare skipper indeed that can
    survive a broadside duel with a pirate vessel.  Thy best hope is to
    "dot the T" or to close with thy enemy.  If thou art able to defeat the
    crew, the ship itself becomes thy prize.  For castaways on remote
    islands, this is the only hope for salvation.

         Python.  The venom of a Britannia python is highly poisonous.
    These non-evil constrictors can spit their foul venom a full eleven
    paces, and should be treated with the utmost respect.

         Rat.  The common giant rat, while not evil by nature, will still
    enter human camps in search of food.  They pose a threat to any dungeon
    explorers foolish enough to startle them.

         Reaper.  These grim creatures stand upright on trunk-like bodies
    and wave many tentacles at their prey.  The evil reaper can also
    reputedly cast different energy fields, and this is considered a most
    vicious opponent.

         Rogue.  The rogues that are to be found throughout the land are
    often escaped prisoners who now make their livelihood as highwaymen by
    attacking travelers.  If they get near to thee, they may pick thy
    pockets.

         Seahorse.  These magical creatures appear fair and are not evil,
    but if offended they make devastating enemies.  They are possessed of
    powerful magical abilities which can wreak havoc among the party.
                                                                   Page 17

         Serpent.  The sea serpent is an aquatic relative of the dragon.
    The fireball cast by the serpent can sink a ship long before it has a
    chance to close with the beast.  The best defense against a sea serpent
    is to engage It in close combat as quickly as possible.  It is thy only
    chance, albeit a slim one, to survive the encounter.

         Skeleton.  Animated bones, the skeletons are the undead
    incarnations of a variety of creatures.  These tools of evil strike
    fear into ordinary travelers.  With the proper enchantment, however,
    they can be dispelled.

         Slime.  Dungeon walls fairly ooze with slime.  Most slime just
    sits there, this evil variety comes after thee!.

         Spider.  Beware of inadvertently wrecking a spider's web and this
    non-evil creature will probably leave thee in peace.  If thou suffer
    the misfortune of crossing one, take care to avoid the venomous
    spittle.

         Squid.  When the tentacles of the giant squid close around a man
    or a ship, the very power of lightning is released upon the prey.  Tis
    best to try to destroy the evil squid within cannon fire before it can
    engage thee at close quarters.

         Troll.  These large and evil creatures can hurl axes--of which
    they carry a plentiful supply--with frightening accuracy.  Beware their
    tricks.  Trolls are usually found in hills and mountains.

         Wisp.  More insubstantial than most evil creatures, wisps can
    actually teleport around the battlefield and attack from anywhere.  It
    is most disconcerting to be involved in an encounter that contains a
    wisp.

         Wizard.  Not all magic users follow the path of good.  These evil
    renegade wizards make very dangerous adversaries when crossed.

         Zorn.  Zorns are the antithesis of everything.  They pass through
    walls and obstacles, and negate all nearby magic.  If an evil zorn
    closes with thee, thou probably will not escape its embrace.

    LORDS OF THE EVIL DOMINION

         Balron.  It is believed by some that all of these Marshals of Evil
    were destroyed when the triad fell.  If any do exist, it would be
    better for one to quit life itself than to face the fury of a balron.
    The ancient scrolls describe them as flying creatures which cast
    devastating fireballs as well as weave massive enchantments that once
    felled entire armies.

         Devil.  These flying Lieutenants of Evil may sweep offshore and
    chase thee across the waves.  They are powerful magic users and should
    be avoided at all costs.  Devils are particularly fond of torturing
    their victims when the opportunity arises.
                                                                   Page 18

                                   Chapter IX
                              The Skills of Combat

         The historian is a man of intellectual pursuits and therefore
    little acquainted with the ways of combat.  For the following
    information on such skills, we are deeply indebted to the Master at
    Arms of the Order of the Silver Serpent.

         Before Fighting.  Be certain that thou art properly equipped for
    the ensuing fray.  Dost thou have the proper weapon and armour?  If
    not, then thou must equip thyself anew.  When thou commence to ready a
    weapon or wear some armour, thou wilt be offered a selection of such
    items that are available in thy party's common pool.  If thou dost
    choose an item inappropriate for thy class, thou wilt be asked to
    select again.

         Initiating Combat.  When thou art next to an enemy, thou may
    attack in the direction of thy foe.  Thou wilt then be able to view thy
    combat location, and battle shall ensue.

         Being Attacked.  If thou dost not attack a creature, then
    assuredly the creature will attack thee at its earliest opportunity,
    assuming that the creature is evil or hungry.

         How to Fight.  Each fighter and magic user will have an
    opportunity for separate action.  Thou may only attack in the main
    cardinal direction (North, East, South, and West).  When it is a
    fighter's turn, those with hand weapons may Attack an adjacent area by
    specifying the direction.  Those with missile weapons may fire them
    across the battlefield by denoting the direction of fire.  Magic users
    can Cast a spell when it is their turn.  Again, only spells for which
    reagents have been prepared will function.  The spell must be selected
    and the direction fixed.  Most combat spells are functional across the
    field of battle.  Energy fields, however, can be cast only in small
    areas adjacent to the caster.

         Victory.  When all of the monsters have been destroyed, thou wilt
    return to the surrounding countryside.  If the monsters were carrying
    any treasure, this will now be available to thee.  Care should be used
    in Opening any treasure chests, as they are frequently trapped.

         Fleeing.  There will come times in thy quests when thou wilt be
    confronted with superior forces.  Whenever one of they team is near
    death, guide him or her off the combat field to save them.  If the
    tactical situation deteriorates completely, removing all members of the
    party from the field will disengage thee from thy enemy.  There are
    those who will call thy actions cowardly, but a wise leader will know
    the value of preserving the life of one's fellows.

         Terrain Considerations.  Devote considerable time to the study of
    the fields of combat.  Locate defensible positions for thy party,
    making sure to maintain an avenue of escape should the battle go badly.
    Remember our heritage!  A few valiant fighters strategically placed in
    a narrow rocky pass can stand off an army numbered in the thousands.
                                                                   Page 19

         Weapon Considerations.  There are three distinct classes of
    weapons available to the warrior.  They are: Missile Weapons which
    permit the striking of foes at a distance; Polearms which allow one to
    smite over an obstacle or companions; and hand-to-ha nd weapons which
    necessitate engaging one's enemies at very close quarters.

         Ethics of War.  Do not feel that it is thy birthright to slay
    everything that walks, flies or swims.  The Code of Chivalry states
    that before engaging in combat with a foe, the warrior should ask, "Is
    this for truly evil?"  If it is not, then thou must not kill it, but
    stand thy ground and force it to retreat.  The Code is thy touchstone,
    for without it thou are but a speck of dust in the whirlwind of Chaos.
                                                                   Page 20

                                   Chapter X
                              Modern Civilization
                                And Our Universe

         We have just emerged from the darkest period in recorded history.
    With the vanquishing of the Triad of Evil, we need no longer anxiously
    watch our backs for fear that evil will fall upon us in the first
    unguarded moment.  The stability achieved by the New Age seems to
    herald a Golden Age of Peace and Prosperity.
         What kind of people will inherit this New Age?  Surely our destiny
    is not to perpetually fight as warring tribes throughout all time.  Is
    there not a higher calling--one worthy of our efforts and capabilities?
    If one accepts that the next area of human growth should not be
    fostered through aggressive territorial expansion, then a possible
    answer emerges--we must turn inward.  Of late, a small group of
    inquisitive philosophers at the Lycaeum have been asking such questions
    of each other.  While their musings seem quite radical and new, they
    are worthy of consideration:
         Is living a life of virtue an essential element of civilization,
    or can society survive the test of time without such principles?
    How might we ensure the long-term continuation of our new-found peace?
    What systems of laws and ethics will ensure the continued happiness of
    all our people?
         Why doth Evil still stalk the world and can it ever be vanquished?
    If the public set of ethics which evolved from the days of primordial
    survival is impure, how can we achieve a clean foundation upon which to
    build a life of virtue?
         Given the premise that to understand purity, one must strive to be
    so, how does one strive for that which cannot be understand?
    If our true purpose here is to achieve a balance with our surroundings
    as suggested in the ancient scrolls of the Library--how can we face
    nature without first facing ourselves?
         Meditation seems to hold the key to perspective.  In the
    transcendental state one is freed from the shackles of modern living.
    The whole of the universe resonates with thee, and thou dost feel for
    once as if thou dost belong to a greater whole.  Yet all too soon the
    meditation ends, and thou dost return from this brief glimpse of the
    sublime to the daily need for survival.
         It is time for all to put aside their warlike ways and begin
    fighting the evil that lurks with themselves.  It is far too easy to
    sit and espouse the path of Virtue, yet never set foot upon it.  The
    ancient rule of treating others as thou wouldst be treated thyself
    takes on new meaning when put in the context of universal harmony.  We
    must become living examples of our beliefs!
         How does one being to first walk along this new way?  Do road
    markers exist if we but open our eyes to see them?
         To be at peace in all areas is a state of mind only achieved by an
    Avatar.  Is such a state attainable by any human, fallible as we all
    are?  The true answer can only be found by those who quest forth in
    search of it--for who can see the end of the path before beginning the
    journey?  Yet it is also written that for each person the path is
    different.  Perhaps the seeker of wisdom and knowledge of the ways of
    the land is great.  Conversing with him may help one to determine where
    lie the centres of the Eight Virtues of the Avatar.
                                                                   Page 21

         Many philosophers hold the opinion that the path is in reality but
    a series of separate small paths.  Each minor path leads tot he
    fulfillment of an aspect of ourselves.  Treading one of these minor
    paths may be construed as a life's goal, and many people have debated
    which is the most advantageous to follow.
         Yet is not the whole much greater than the sum of its parts?  Take
    up the challenge and tread not one but all of the minor paths in thy
    search for enlightenment and perfection.  Perhaps only then will thou
    find the beginnings of the great path.  The Quest of the Avatar awaits.
    It is not the Heritage that thou does seek, 'tis thy Destiny!

    Afterword

         As an addendum to this work, I, Lord British, would like to speak
    of the Quest of the Avatar mentioned in these pages.
         The Quest of the Avatar is the search for a new standard, a new
    vision of life for which our people may strive.  We seek the person who
    can become a shining example for our nation and guide us from the Age
    of Darkness into the Age of Light.
         We have sent this message out to the farthest reaches of the known
    universe.  Is there One who can complete the Quest of the Avatar?  Many
    have tried already, and have met with partial success, becoming
    enlightened in one or more of the Eight Virtues of the Avatar--but none
    have yet attained the true state of being an Avatar.
         The secrets of the Avatar are buried deep in the hearts of both
    our people and the land in which we dwell.  The search will be arduous
    and One who shall succeed must be able to assemble all the parts of the
    great mystery in order to solve the quest.
         Gaze upon the device portrayed below.  Learn it well, for when
    thou dost gaze upon it again, then shall thy life's quest be revealed.
                                                                   Page 22

                                    Credits

    I, Lord British, would like to thank the following people for their
    invaluable contributions.

     Roe R. Adams III for his invaluable collaboration on the plots of the
      great quests and for his writings contained within this manuscript.

                           Further thanks go out to:
     Dave Albert for his writings, contained within the Book of Wisdom; and
                           his editing of these work.

      Denis R. Loubert for the magnificent illustrations within the text.

     Patricia Hunter and Marsha Meuse for their graphics works found in the
                                     game.

    Chuck Bueche and Steve Meuse for their programming aid when I needed it
                                so desperately.

     Kenneth W. Arnold for his masterful music on those version in which it
                                 is contained.

      Bob MacMillan, Brendan McSheffrey, John McSheffrey, Jeff Hillhouse,
      Donna Gagne, Juli Rappolt, Richard Garriott, and Robert Garriott for
                    their time and insights during playtest.
