                                                                             
                       The History of Britannia: Part 2                      
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

                      CHAPTER 5: 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 their own features:

GRASS:     The smoothest and easiest to travel on, the lush grass of Britannia
serves to fatten its herds.  One may pass her without any impediment.

BRUSH:     Low scrub growth and bushes will hinder thy progress, permitting thy
party to move but at three quarters of they 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 gases which can severly
harm members of the party.

MOUNTAINS:     Mountaineering is not a well-known skill in Britannia, so the
mountains are closed to the normal traveller.  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.
     Since while travelling, 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 be 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 where like 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 used in place of a badly damaged
ship.  Practice near shore until thou develop seafaring legs.  The ship's
cannons also serve for firing upon landbound creatures.  Beware, some of the
land creatures have the power of flight and can pursue the over the waves!

            CHAPTER 6: Weapons and the 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 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 travellers down on their luck.

MACE:     Upon the 1 1/2 inch thik oaken stem of the Britannian mace rests a
globe of iron studded with knobs.  The impact of this weapon has been know to
shatter the skulls of enemies outright.  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 opponents. 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 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 chosed direction, creating a corridor of flaming oil which
lasts several minutes.  Any enemy entering the field of flaming oil suffers
burn damage for each turn passed in the inferno.  A favorite weapon among those
badly hurt and in need of defense - a last ditch defense.

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 perchance a
traveller must be worth of such a weapon before it will become available.

     Armour:

SKIN:     What thou art left wearing when thou hast now 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 travellers, 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 sizeable, 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.

                       CHAPTER 7: 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 some it is an Art, to others a Science.  It is difficult
for this Historian to describe the Art with 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 telent 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 aeromanccer 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 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.

                        CHAPTER 8: 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 range 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
tavelers and steal all their food.  Do not let an evil Gremlin get next to
thee!

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

HYDRA:     Beware of 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!

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 to treasure chests.  Upon spotting one, the careless traveller 
greedily rushes toward the chest.  When the traveller gets close enough, Mimic
casts out a poisonous venom.  When the traveller 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 salvations

PYTHON:     The venom of Britannian Pytthon 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 thus is considered a most vicious opponnent.

ROGUE:     The Rogues that are to be found throughout the land are often
escaped prisoners who now make their livelihood as highwaymen by attacking
travellers.  If they get next to thee, they may pick thy pockets.

SEAHORSE:     These magical creatures appear quite fair and are not evil, but
if offended they make devastating enemies.  They are possessed of powerful
magical abilities which can wreak havoc among thy party.

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
travellers.  With the proper enchantment, howevver, 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 with 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 right through
walls and obstacles, and negate all nearby magic.  If an evil Zorn closes with
the, 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 off shore 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 woen the
opportunity arises.

                   CHAPTER 9: 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 or 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 as are available in thy
party's common pool.  If thou dost choose an item inappropriate for thy class
thou will be asked to select again.
    INITIATING COMBAT.  When thou art next to an enemy, thou may Attack in the
diection 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 directions (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 their 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 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 thy 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 numberd in the thousands.
    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 ofver an obstacle or
companion; and hand to hand 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 foe truly evil?"  If it
is now, then thou must not kill it, but stand thy ground and force it to
reatreat.  The Code is thy touchstone, for without it thou are but a speck of
dust in the whirlwind of Chaos.

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

(>
