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Player's Guide
Ultima VII Player's Guide/Solutions The book of FELLOWSHIP as written by Batlin of Britain Some Formatting Done By Ganesh (http://www.bootstrike.com) i. Salutations to the Traveller Good morning to thee, gentle friend and traveller!
ii. The Story of Batlin - Part the First
Gentle friend and traveller, but that did not prevent us from becoming fast friends. Although I would never presume to intrude upon their privacy by revealing the many fascinating details I learned about them and their lives, I will say that they play a truly significant role in the part this book that is my story.
iii. The Old Man and the Bandits On the road leading out of Britain, I met a man bent with age, but still possessed of keen wit. As we walked he shared with me his tale, and I in turn shall share it with thee.
iv. The Story of Batlin - Part the Second
v. The Two Brothers and the Trickster
Their sad fate taught them to be more trusting of each other, for a man who does not trust his brother is always vulnerable. After hearing their tale, I went to the mint, for I was curious which of the two brothers held the claim to their new mine. I had tried to guess and was quite surprised when I saw the answer. It was in the name of their father. vi. The Creation of The Fellowship I was overjoyed when Elizabeth and Abraham both arrived at the Blue Boar safe and sound. It was a splendid reunion. The tales they told me were truly astounding, gentle friend and traveller. But as I have mentioned, I do not wish this tome to be and intrusion upon their privacy.
vii. The Ratification of Wise Lord British
By the look on my face Elizabeth and Abraham knew I was not the bearer of good news. In discussing the matter, Elizabeth suggested that Lord British had desired a tribute from us. If we could present an impressive enough tribute, he would grant his favor. After a time we raised a thousand gold pieces by selling nearly every possession we owned. With renewed confidence I returned to the castle.
viii. The Value of Virtues and the Virtue of Values
The Triad of Inner Strength is a rigorous mental discipline. It takes concentrated effort to apply this triad of values to thy life. But in doing so thou will see a change in thy life so significant that thou shalt no longer be able to look at the world in the same way again.
x. The Philosophy of The Fellowship The scholarly name for the Fellowship philosophy - which I did not personally coin - is "sanguine cognition." This is merely an important-sounding way of saying "cheerful knowledge," and that is as accurate a description of The Fellowship philosophy as any I can imagine.
A Reinterpretation of the HISTORY OF BRITANNIA Being in part a collection of historical facts with a modern interpretation thereof supplied by the author, Batlin of Britain i. Ancient Sosaria Long ago, before the formation of the kingdom of Britannia, the land was known as Sosaria. It was little more than a multitude of warring city-states and feudal fiefdoms, and the people of the land suffered for it.
ii. The Ages of Darkness The Ages of Darkness are well named, for they were a time when dark terrors walked the land. It may also be said that during the Ages of Darkness, the peoples of Sosaria were the furthest from illumination, for this was truly a time when spiritual pursuits were at their ebb. iii. The Tale that is Called 'The First Age of Darkness' In the beginning of the First Age of Darkness is marked by the coming of a sorcerer named Mondain. The father of Mondain had refused to share his secret of immortality with his son, and their disputes ultimately led to the father's death. Torn with anguish and no doubt by his fears of persecution, Mondain turned his dark powers against the kingdoms of Sosaria.
iv. The Tale That is Called 'Revenge of the Enchantress' The triumph of the Avatar did not last long, for in slaying Mondain he brought the wrath of Minax down upon the land. Minax was the young lover of Mondain and a sorceress with magical powers even greater than Mondain's. She had the power to command legions of foul creatures, and in her quest for vengeance over the death of her lover, she brought much misery to the people of Sosaria.
v. The Tale that is Called 'Exodus' No one in all of Sosaria, not even the Avatar, could have realized that by ending the lives of Mondain and Minax, the Avatar would be orphaning their only child. The name of this unusual child was Exodus, and he was neither machine nor human. Exodus rose from the bottom of the Great Ocean to carry out a campaign of revenge and destruction against the land of Sosaria.
After the smiting of Exodus, the people of Sosaria, who lived in terror during the onslaught of these evil magical beings, did unite together as a measure of self-protection under the sovereign rule of Lord British. Thus was formed the kingdom of Britannia.
vii. The Tale that is Called 'Quest of the Avatar' It was at this time of growth and prosperity in the kingdom of Britannia that Lord British put out a call for one to show the way of spiritual growth and virtue. The call was answered by the hero who would come to be known as the Avatar.
viii. The Tale that is Called 'Warriors of Destiny' It seems that by removing the Codex of Ultimate Wisdom the Avatar had inadvertently set into motion a cosmic chain of events which led to the release of three Shadowlords from remnant shards of the black gem of Mondain. These Shadowlords were sinister agents of evil. Soon they managed to dethrone Lord British and hold him prisoner in a foul dungeon. Denied his wisdom and compassion, the kingdom of Britannia quickly grew oppressive and cruel.
ix. The Tale that is Called 'The False Prophet' After the tremors that shook Britannia subsided, gargoyles, inhabitants of the other side of the world who now found their homeland virtually destroyed, began to appear on the Britannian side of the world in increasing numbers as aggressors. They launched vicious attacks against the human race and many were they who lost their lives in defense of our realm.
It has been two centuries since the Avatar last appeared in our good kingdom. Some have written that at last it is possible to interpret the tales of the Avatar as they should be, with the proper historical perspective. Some argue that as time moves on, the truth of what actually occurred will fade even further away and that we have a responsibility to preserve the legends as we now know them. However, most agree when it comes to a number of basic theories.
The Fellowship TRAVELLER'S COMPANION guide to travelling in Britannia, as written by Batlin of Britain i. The Cities and Towns of Britannia Built upon the foundations of the ancient city-states of Sosaria, the towns of Britain, Jhelom, Minoc, Moonglow, New Magincia, Trinsic, and Yew have risen up to become major cities in their own right. Numerous other cities have also grown and doing so deserve recognition as proud jewels in the crown of Britannia. All of these cities are described below, being listed in alphabetical order for the sake of the traveller's convenience in using this book as a reference guide. Buccaneer's Den This island is the notorious home of pirates and thieves. It is a place that is not without risks and dangers - especially if one is too free in displaying one's money. Still, Buccaneer's Den has attracted many travellers in recent years with the lurid thrill of its well-monied House of Games and sensuous indoor Baths. It is also a place where one may purchase many exotic goods. Britain This is the opulent and majestic capital of Britannia, famed city of Compassion, and it is where thou mayest find the Castle of Lord British. Britain is built on the shore of Britanny Bay. It is easily the largest city in all of Britannia and it has seen much new development. It is the home of the historic Wayfarer's Inn, Royal Theatre and the Music Hall. It is a center of commerce for the entire kingdom. Here in Britain thou will find vendors hawking their wares, a Farmer's Market, shops of every type and fabulous entertainment for everyone. Britain is also home to the headquarters of The Fellowship. Cove The city of Cove is the cleanest city in all of Britannia. Although the city itself is pristine, a traveller would be wise to avoid Lock Lake, which has become very polluted in recent years. One of the most romantic places in all of Britannia is the "Lovers' Walk," which is not far from the Shrine. Across the mountains from Cove the traveller will find the Bloody Marsh, site of one of Britannia's most savage wars. Isle of the Avatar While no formal city has ever been built upon the Isle of the Avatar, it is such a place of interest that it is included here in this section. This strange volcanic island - which arose from the tumultuous upheaval of the Great Stygian Abyss - receives numerous visitors on pilgrimage to the Shrine of the Codex. The Shrine is considered to be a national monument of great historical importance to Britannia and as such is under armed guard day and night. Jhelom Located in the Valorian Isles in southwest Britannia, Jhelom is a meeting place for fighters, paladins, and rangers. It is the birthplace of many an esteemed Britannian warrior. This city of Valor is also known for its well-stocked armoury, the hospitality of its barmaids and for its local fighting club, the Library of Scars. Minoc This thriving seaport is located in northern Britannia at the mouth of Lost Hope Bay. Minoc, also known as the city of Sacrifice, has an active sawmill, armourer, shipwright and branch of the Britannian Mining Company. It is the home of the Artist's Guild, where craftsmen of all types display their craft. In Minoc there is also an active branch of The Fellowship. Moonglow Moonglow is the city of Honesty and sits upon the southern tip of Verity Isle. It is where the Lycaeum, the great storehouse of knowledge and wisdom, is located. Nearby, the traveller will also find the observatory, which contains a orrery. An active branch of The Fellowship also operates in Moonglow. New Magincia New Magincia is known as the city of Humility, and hence it chooses to remain isolated from much of the rest of Britannia. If thou venture there, thou will find that the people are basically shy, but also warm and hospitable once they have gotten used to thee. The city is located on an eastern island well past most of the main trade routes. Time progresses more slowly in New Magincia than anywhere else in Britannia. The economy of New Magincia is based on shipbuilding, horticulture and raising sheep. Paws Paws is a small coastal village that, because of the continuous expansion of the capital city, has essentially merged with Britain. While there was a time when this village held a quaint rustic charm, in more recent years the village of Paws has languished in poverty. A terrible, seven-year drought has forced the closure of many of the local farms. The industry of paws consists primarily of milling flour, dairy farming and meat curing. Paws is where The Fellowship runs its shelter for the poor. Serpent's Hold This opulent castle fortress is home of the honorable Order of the Silver Serpent, the training camp for the armed militiamen of Britannia. Here fighting men learn more than just the martial arts. They are taught honor and valor as well. Instruction in the ways of the warrior may be obtained and one may purchase reliable weapons, armour and provisions here. The Meditation Retreat of The Fellowship is located on an island east of Serpent's Hold. Skara Brae This sad town was once know as the city of Spirituality. Few are those who venture to the spot where the city of Skara Brae once stood, near the mystic forest of Spiritwood, for all that remains are buildings that stand nearly deserted. While there have been many strange stories as to the going-on in this uninhabited place, there are few who would seek to verify them. The wise traveller avoids Skara Brae altogether. Spektran The sparse isle of Spektran is ruled by the notorious Sultan of Spektran. The sultan is renowned for his unfriendliness to outsiders, and Spektran is not recommended to travellers. Terfin Terfin is the home of the gargoyles, built upon the island once occupied by Sutek the Mad. Most gargoyles travel daily to Minoc in order to work in the mines. In Terfin one may find the gargoyle Hall of Knowledge and an active Fellowship branch. Not far from Terfin are the ancient ruins that were once the palace of the traitorous Blackthorn. Trinsic This active seaport south of Paws and north of the Cape of Heroes is known as the city of Honor. Trinsic is the home of Paladins and also has an active branch of The Fellowship. Travellers might question the need for the walls that surround the city. As if this would not be enough to keep the city secure, the guards of the city will not permit anyone to enter or leave the city unless they know the secret password. While this was once done to maintain the security of the city and the safety of its citizens, it is now done mostly to sustain a traditional ritual. (Britannian law forbids the open publication of Trinsic's password.) Vesper Located on the edge of the desert in northeast Britannia, Vesper is an industrial town. Here the main branch of the Britannian Mining Company is located. Vesper is one of the few places in Britannia where humans and gargoyles live together in an approximately equal number. Yew Yew is known as the city of Justice, but it has changed considerably over the years. The buildings that remain where the city once stood have been abandoned for many, many years. The citizenry of Yew have chosen a life independent of normal civilization. They now live scattered throughout the Great Forest. Their only remaining link with outside civilization is Empath Abbey. The Abbey has assumed responsibility for the court of Yew as well as its prison. Many travellers to Empath Abbey come to visit the graves of loved ones at the nearby graveyard. ii. The Commerce of Britannia Britannia is not only a kingdom of great cities, but also of prolific commerce and industrial might. In any city, thou canst find a pleasing variety of goods and services available for purchase. Each city has an economy based upon its industry and the endeavors of the people who work within it. The goods each city produces are bartered or sold to the people of other cities, which provides them access to other goods not usually available in their own city. Through this continuous flurry of commercial activity all the townships of Britannia are supplied with the products and services that they need to survive and thrive. The Farmers of Britannia While in recent years a series of droughts has hurt agricultural production in certain areas of Britannia, most farmers are enjoying a resurgence of bountiful harvests. Farmers will usually be glad to sell the passing traveller eggs, fruits, vegetables or whatever else they produce. The Merchants of Britannia The merchants of Britannia survive by one basic rule - buy for less and the sell for more. However, most merchants truly desire to please their customers, and any merchant who engages in unfair business practices is sure to lose out to his competition in the end. The Farmer's Market At the Farmer's Market in Britain, the fruits, vegetables, eggs and meats produced on the farms of Britannia may be found for sale. Pubs In a Pub one may relax and enjoy a refreshing drink or a fine meal. In many pubs one will hear the local bard sing rousing songs of legend and lore. When conversing with the other patrons of a pub, be prepared to hear anecdotes, war stories, local history - perhaps even useful information! Food Vendors For a quick meal one could do no better than to sample the wares of the local food vendor. To find the local food vendor, one need only listen for his friendly bark and call. Provisioners There is no end to the number of odd things that a traveller of adventurer may find himself in need of, and the one place where nearly all of these might be found for sale is the local Provisioner's Shop. Stables There is no faster mode of land travel that riding in a horsedrawn wagon. When travelling in the wilderness, the quicker one is, the safer one is. Horses and carts can be purchased from the stables in Britain. Magical Reagents Now that magic is severely on the decline, those who still pursue this dying art may find that many mages are willing to sell their magical reagents. One need not concern oneself with the freshness of these reagents, for all things magical only increase in potency with age. Inns The inns of Britannia provide the traveller with safety and a place to rest. Camping in the wilderness is always a risky proposition and the danger to one's health is great, especially in time of inclement weather. Craftsman The craftsmen of Britannia are skilled artisans who sell wares made by their own hand. While such items are often of high price, the price reflects compensation due for the time, toil and talent of the craftsman, as seen in the high quality of the item. Armourers Here one may purchase armour and shields made for the protection of a fighting man in combat. Most armourers will also sell weapons, thus completely preparing any would-be fighter. Armour is generally sold piecemeal, but certain armourers have been known to sell entire suits at a cheaper price than the total cost of each individual piece. Fletchers and Bowyers Without question, the bowyer that is held in highest regard throughout all of Britannia is Iolo Fitzowen, the proprietor of the establishment that has come to be called "Iolo's Bows." So popular is this bowyer's shop that a similar establishment was set up in Serpent's Hold. Healers Many who succumb to injury or illness have their conditions worsened and their purses lightened by a healer. The wise traveller knows that sickness and injury is rooted chiefly in the mind and that only through self-discipline can pain, illness and injury be overcome. Apothecaries It is the shrewd apothecary who mixes his strange chemicals and produces the formulas to create potions. Apothecaries have long since stopped the sale of magical reagents, as magic has become so unreliable. Clothiers The marketplace of Britain provides the traveller with an opportunity to purchase clothing, ranging from the latest fashions to the more comfortable and functional. Shipwrights Ships may be purchased from shipwrights in nearly any coastal city. By Britannian law no ship is considered to be legally held unless the owner has in his possession that ship's deed of sale. iii. The Rune Writing of Britannia Following a tradition that has been passed down from generation to generation for centuries, many signs and placards in Britannia are written in a unique and attractive runic script that was once the language of the druids. This strange writing is older than Britannia itself. While the presence of such writing might befuddle a casual tourist, the wise traveller knows that it is a worthwhile pursuit to learn the meaning of this writing.
iv. The Arms of Britannia It is the wise party of travellers who make sure that they are well armoured and heavily armed when travelling in the wilderness. To that end, the following is a brief introduction to the armour and weapons that one may use to insure one's safety. Armour and Shields There are six parts of the body that one does seek to protect: the head, torso, the legs, the hands, the feet and the neck. All pieces of armour are specifically designed for the protection of one of these places. There are basically four types of armour: leather, scale, chainmail, and plate. Leather provides the least protection, but it is exceedingly light and is relatively inexpensive. While scale and chainmail provide roughly the same level of protection, scale is the heavier and the less expensive of the two. The heaviest type of armour is plate; since it provides great protection, it is also the most expensive.
There is such a great variety of weaponry available in Britannia that it is impossible to properly examine all of it in this short space. The wise traveller knows that it is important is to select for oneself the most fitting weapon. After all, the weapon itself is not nearly as important as the one who uses it. The choice of a weapon should be tailored around the user and not vice versa. What are the factors one considers when choosing a weapon?
v. The History and Customs of the Adventurer Classes The Fighter Class Many Britannian fighters receive formal training in the martial arts at Serpent's Hold, and in return they serve for a specified term as members of the Royal Militia. Some fighters study in Jhelom or with other trainers across Britannia. Other fighters never receive any formal training. Their unforgiving teacher is the battlefield, where many lives are lost when lessons are not mastered quickly enough. Fighters generally possess great strength and endurance, a proficiency with many types of weapons and the courage to face the demanding trials of combat time and time again. The Bard Class A true jack-of-all-trades - a trickster, a minstrel, a battler, a spellcaster - the bard possesses all of these skills. Physically, the bard falls somewhere between the brawny physique of the fighter and the delicate frame of the mage. The bard is dextrous and agile. He tends to be more clever than intelligent. He also possesses a presence and charm that come in handy in all manner of situations. The bard has a natural gift for missile weapons and a mind for riddles. The bard also plays an important part in society by recording local history in such a way that it is well remembered, through rousing tale and song. The Mage Class A pity to those who live their lives following the treacherous road that is the way of the mage, now that the time of magic is coming to an end. The days of wonder, when miracles could be performed on demand through wisdom and a devotion to the arcane arts, are a part of the past. A mage's mind perceives that which resides in the invisible world, but as recent history has shown us, but this keen mind upon which the mage depends is ever in danger of slipping into lunacy.
The wilderness of Britannia is the home of a multitude of strange beasts and magical creatures. While many creatures are mundane and harmless, others are terribly dangerous and barely understood. For the traveller it is vitally important to be able to recognize any type of beast that may be encountered so that one can respond accordingly. The following is a list of beasts now known to live in Britannia. Acid Slug - This very unpleasant creature tends to inhabit dark places underground. Its skin exudes secretions of acid that can burn flesh and are especially damaging to metal. The best weapon to use against this monster is fire. Alligator - This vicious man-eating creature lives in swampy terrain and can inflict heavy damage with its bite and tail. Bat (Giant) - This large winged rodent attacks by night, aided by it's night vision and acute hearing. Its body is very light and fragile. Bee (Giant) - This energetic flying insect will instantly attack anything that it perceives as a threat to its hive. It attacks with a sleep-inducing poisonous sting. Bird - This type of creature is not openly hostile to human beings, but will probably attack if provoked or frightened. Cat - A domestic animal commonly found in city alleyways, this creature performs an invaluable service in continuously thinning the rat population. Centipede (Giant) - This large, multi-legged insect frequents cool, dark places. Its poison is considered to be among the most deadly of any creature. It can be destroyed by fire. Chicken - This bird can be found on many farms. It is the source of both eggs and delicious meat often served in inns. It poses no threat to humans, as it will generally run away if attacked. Corpser - This creature is a type of ghoul that ensnares its victims with its tentacles in order to drag them off to its lair and presumably kill them in a manner that has never been discovered. Its only known weakness is fire. Cow - This harmless farm animal is the source of beef and dairy products. Cyclops - One of a race of incredibly strong one-eyed giants, when it is not hurling large boulders at its enemies, its favorite weapon is a large wooden club. Deer - This swift but timid forest creature has sharp antlers to defend itself. It is the source of venison. Dog - A domesticated cousin of the wolf, this animal guards homes from intruders, tracks game during hunts, and is a playmate for children and a pet for adults. Dragon - Dragons are a mysterious ancient race of highly evolved reptiles that possess magical abilities and a high degree of intelligence. They have large wings and are capable of rapid flight. A dragon is formidable in combat and is all the more lethal due to its noxious flaming breath. Its lair is usually a cave or dungeon where it guards its eggs and treasure. Drake - This creature is a dragon that has not yet fully grown to adulthood, a process that takes several hundred years. Like its mature relatives, this creature can also breathe fire and fly. It is commonly found in the lair of a dragon. Emp - This extremely peaceful creature lives in the forest. It shuns violence to such a degree that it is doubtful it will want to have anything to do with any humans it comes into contact with. Some emps possess a remarkable degree of intelligence and magical ability. Emps are so named because of their empathic abilities. So sensitive are they to the pain and discomfort of other living things that they subsist on a diet of such foods as milk and honey. Fairy - These flirtatious and mischievous tiny flying creatures are rarely hostile. Fish - This generally harmless water-breathing creature can be found in abundance in the seas, rivers and lakes of Britannia. It greatly contributes to the local food supply. Fox - This small, wily mammal is related to the wolf, but is not as powerful or aggressive. Gargoyle - This red-skinned creature originally comes from the subterranean domain of the gargoyles. There are two classes of gargoyles - the larger winged gargoyles that possess keen intellect and magical ability, and the smaller worker drones that possess little thinking ability but are embodied with great strength. Gazer - This strange creature is found mostly in dungeons. It hovers about, looking for victims to mesmerize with its multiple eyes. Upon being killed, the body of a gazer will break up into a tiny swarming colony of insects. Ghosts - This magical spirit of the dead has the power to move through solid walls and has been known to use magic. It can appear anywhere, but tends to frequent graveyards or places significant to the life of the deceased. Gremlin - This tiny creature travels in a pack and attacks in a large group. Its primary threat is that it likes to steal food. Harpy - This half human/half bird creature nests in mountainous caves. It attacks from the air with the sharp talons on its feet. Headless - This ensorcelled creature appears to be a living ambulatory, beheaded human being. It is unknown exactly how it compensates for its apparent lack of sensory organs, but it manages to do so quite well. Its favorite method of attack is strangulation. Horse - This strong, swift animal can be found in the wild or domesticated in the stables. Horses are most commonly used for rapid transportation from town to town or through the wilderness. Hydra - This creature is a type of dragon that possesses three heads. Like the dragon, a hydra also can fly and breathe fire. Insects - This is an insect swarm capable of causing an intolerable number of bites and stings, as well as severely spooking horses and destroying crops. Kraken - This mysterious peril of the sea is not well understood. There have been numerous reports of sailors being snatched from the decks of ships by huge suckered tentacles and dragged down to the bottom of the ocean, never to be seen again. No one has yet reported an actual sighting of the full body of this creature. Liche - This is an extremely rare type of undead creature that is both dangerous and very difficult to destroy. Mongbat - This bizarre and frightening creature is a cross between a bat and a monkey. Its attacks are fast and powerful, but it usually only inhabits the deepest dungeons. Mouse - This harmless rodent lives on whatever little scraps of food it can find, although it is especially fond of cheese. It occupies the space just beneath the cat on the food chain. Rabbit - This fast, long-eared animal lives primarily on the carrots grown by local farmers. Rat (Giant) - This filthy, overgrown rodent is a severe hazard to the health of human beings. Immune to poison and too large to be trapped, this creature has a voracious appetite for garbage and carrion. When it roams in packs it loses its natural fear of human beings. The bit of a giant rat can cause a variety of potentially fatal diseases. Reaper - The reaper is actually a malevolent tree spirit that has the power to reach out and grab passers-by in its long, powerful branches. The reaper also possesses the magical power to unleash destructive bolts of lighting. As it is a creature made of dry deadwood, it is quite vulnerable to fire. Sea Serpent - This creature is a sea-going dragon. It is capable of spitting out fireballs, much the same as dragons breathe fire. A sea serpent can severely damage a ship with a single lash of its powerful tail. Sheep - These non-threatening beasts are raised by shepherds, who take them out to graze in great numbers. Sheep produce both wool and mutton. Silver Serpent - This creature, seen in the symbols of ancient Sosaria, once more holds the fascination of Britannia. The venom of the silver serpent is reported to have a strange and lasting effect on people. No doubt this shall be the subject of further study. Skeleton - This is the undead reanimation of a fighter who was slain on the field of battle. Skeletons tend to cluster in hordes and are often following the commands of a sorcerer. In fact, they may continue to do so well after the sorcerer himself is dead! Slime - This grotesque gelatinous mass lives in the depths of a dungeon or in the murkiest corners of a swamp. It reproduces by dividing itself and grows through the absorption of other slimes. Slimes attack by hurling foul blobs of slime at their intended victims. Fire is known to be a very effective weapon against them. Snake - This creature spends the night coiled among the cool rocks and comes out into the sun during the day. This warms its blood, enabling it to strike more quickly. The creature is venomous and can even spit venom from several yards away. Spider (Giant) - While this creature may be encountered anywhere in the wilderness, its lair is its giant web, which will almost always be hidden in a cool and dark place. A giant spider is capable of spraying its poisonous spittle from a considerable distance. Its bite is also tremendously painful. Troll - This brutish creature is the bane of all travellers. Many tales relate how trolls hide beneath bridges in order to terrorize and prey upon all those who would cross it. The wise traveller would do well to exercise caution when crossing any bridge, especially those one may come across in the wilderness, far from the security of a city. Unicorn - Fanciful stories of these creatures abound in rural areas. The unicorn appears as a splendid you white stallion with a single great horn rising from its head. Legends speak of how only those who are truly virtuous may approach a unicorn. Unicorn sightings are rare - so rare in fact that most serious scholars deny their existence. Wisp - These mysterious floating lights have been a puzzlement to many an adventurer. They seem capable of inflicting only slight physical damage, but they also see impervious from physical harm themselves. It has been said that these strange creatures are very knowledgeable and that they come from a world other than our own. Wolf - This plains and forest hunter has long had the greatly undeserved reputation of a vicious predator. While wolfpacks do thin the weak and the sick from the herds of wild animals, and while farmers must occasionally be wary of their curiosity, there is little to support the notion that these animals are bloodthirsty man-eaters. The Book Of Archaic Knowledge a historical look at the mechanics and use of the arcane arts before the end of the Age of Magic, as written by Batlin of Britain Before anything further is written, it must be noted that the following section is included only as a matter of historical documentation. The use of magic has long been proven to be unreliable and the suspected cause of mental deterioration. The author takes no responsibility for anyone who may attempt to practice magic based upon the information contained herein. 1. The first component necessary for the successful casting of spells by a mage is his spellbook. It is his principle tool and without it the mage cannot function. This book contains the formulae and incantations required to cast the specific spells that a mage knows. As mages become more experienced they can acquire new spells. A wise and long-practicing mage may have a great tome filled with strange drawings, diagrams and writings. These writings will be explained in greater detail in a forthcoming section. Every mage's spellbook contains several basic magical spells called linear spells. These too will be explained in their own section. ii. The Mage's Reagents The second component required for spellcasting is the proper reagent. These chemical materials serve as a link between the physical world that the mage wishes to affect and the psychic energies of the ethereal waves that the mage is drawing upon to effect that change. Some reagents are relatively common herbs, others are rare and exotic |