             Ultima IV Quest of the Avatar Soft-Docs
                   Written by: The Peeler & The Intellectual
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                       The History of Britannia: Part 1                      
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                     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
supremecy 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 valiant 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 geas 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 Grreat
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 the 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 few unexplored regions still
remain.  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, wherein 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.

                         CHAPTER 2: 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 travellers 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 traveller has become lost among these tall, majestic trees.  If
thy 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 well worth sampling.
     East of the Deep Forest lie the High Steppes of Britannia, famous for
beautiful horses.  The only difficulties a traveller might encounter here are
bands of thieving Rogues and unfriendly Wizards.  The High Steppes border an
interior lake fabled for mysterions 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 fight the 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 far and wide for their skill.  A tired
traveller will also find a refreshing place to rest at the Wayfarer's Inn.  The
northeastern tip of Britannia is rather wild.  The treacherous marshes, with
their noxious vapors that poison the unwary explorer, are home to swarms of
large insects and all manner of vile beasts.
     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 fines 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 line 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 of 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 traveller 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, fames 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 traveller should be cautions
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 mosters and evil beings reside:
flame-breathing Dragons, multi-headed Hydras, horned Devils, fiery Lava Lizards
a 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 magnificent marble palaces and gardens were
devastated, and the rich, haughty inhabitants reduced to haunting spirits.  No
one has ever cnfirmed this legend, so it may just be a fable to frighten the
weak of heart and instill humility in those that overvalue their own worth.
     Sea travel along the coast of the main continent is reasonably safe,
althogh 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,
travellers will have brought back more information on these unexplored regions,
so that the map may be completely filled in.  As a final caution for the would
be traveller - beware of the many Dungeons and their dark, subterranean
passages!

                        CHAPTER 3: 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, of course, is magic.  As the Mage beccomes more advanced, more powerful
spells can be woven.  Some of the greatest spells have been known to literally
shake the earth, or raise the dead!

BARD:     The Bards of Britain entertain the people with their wonderful
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 minstrells, for they find metal harsh and too noisy for their
sensitive ears.  The Bard also dabbles in magic and makes a find compainon on a
long journey.

FIGHTER:     From the town of Jhelom hail the mighty Fighters.  They pass their
lies in training and have the use of all weapons and armour, though most prefer
the use of 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 differet
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 armour
of choice.  The Druid's knowledge of the ways of the woodlands make them
invincible as fellow travellers.

TINKER:     The Tinkers of Minoc are both highly 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 travelling party with a Tinker abroad need
never fear for repair of any metal or wooden items.

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 magical chain armour when
it is available.  Their deep beliefs in the value of good lend strength to
their magic, which they wield with a certain flair.  Paladins are thus very
formidable opponents and hightly 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 the 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 on in the mystic arts.  Howver, they are highly valued travelling
compnions for their humility and their knowledge of the ways of the land.

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

                        CHAPTER 4: 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
traveller 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 sucessfully
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 more popular shops and their wares:

WEAPONS SHOP:     Here one may purchace 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       Halberd

     The weapons shops also offer liberal 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 highwaymen 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 are incurable gossips - if asked the right questions 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 that being far from a town and finding thyself and
one's companions starving to death because the person in charge of the
expedition (thou) has forgotten to buy ennough food.  Be sure to lay in a
plentiful supply at each opportunity.  Thy fellow travellers will most
certainly be appreciative of thy foresight.

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
compainions also, for a healthy party ensures survival in the wild regions. 
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 the tired travellers 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 SHOP:    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
regeants, as they are known to enchanters - for spell mixtures.  Without these
mixtures, no spell may be cast sucessfully.  Due to the rareness of some of the
herbs, many are not offered for sale regularly, if at all.  The known magical
regeants are:
             Sulphurous Ash            Blood Moss
             Ginseng                   Black Pearl
             Garlic                    Nightshade
             Spider Silk               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 sommewhere 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 quite expensive, but invaluable to the traveller 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 the
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.



---* End part 1

Apple Manor...(716) 654-POOF!


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