This document is typed from the original manual itself for the benefit of people who dont know how to play the game. Enjoy! Look for updated versions at http://bootstrike.com .
-By GANESH
In Ultima VII - The Black Gate, in order to advance in gameplay, you must be able to correctly answer questions about a map and other topics. The following lists the questions and their correct answers
(Author's Note : This part of the information must be kept private, or else, that is illegal)
Ultima VII uses a special memory manager called "Voodoo." This manager, created by ORIGIN, comes with your Ultima VII game. Voodoo will run on any 386SX or higher IBM PC compatible computer. It uses extended memory, so it can co-exist with the HIMEM.SYS driver. However, HIMEM.SYS is not necessary for Voodoo to function.
The other popular memory manager, called Expanded memory manager (EMS), is not compatible with Voodoo. If you are using an expanded memory manager (such as QEMM, 386MAX or EMM386) you must remove it to run Ultima VII. If you do not know how to do this (and if the following instructions dont help you), please call ORIGIN Customer Service for assistance. If you are familiar with this process, disable the EMS memory manager. The acceptable minimum configuration is an empty AUTOEXEC.BAT and a CONFIG.SYS with the lines:
FILES=20 BUFFERS=25 DEVICE=C:\MOUSE\MOUSE.SYS*
* Your mouse driver may be located on another path. Replace C:\MOUSE with the correct path if neccessary.
If you wish to retain your original CONFIG.SYS file, refer to your DOS manual for how to copy it to another file name before making changes.
As mentioned above, an extended memory manager (XMM) such as HIMEM.SYS (which is compatible with MS-DOS 3.3 or higher) is compatible with Voodoo, and does not require disabling.
If you have more than two megabytes of RAM, a disk cache will improve upon extended memory and increase the speed of the game. However, if you have a disk caching program that caches the floppy drive, we recommend that you disable the floppy caching before installing or running the game.
Your computer must have at least 640k of RAM plus one megabyte of extended memory to play Ultima VII: The Black Gate. Regardless of the amount of RAM your computer possesses, there must be 524,000 bytes free to run the game. Sound and speech options can push this total to 561,144 bytes of DOS memory.To find out how much free RAM your computer has before installation, run the DOS program, CHKDSK, by typing "CHKDSK" at the root directory (e.g.,C:\>CHKDSK). On some machines, CHKDSK may be located inside the \DOS directory. When you run the program, the last line of the information presented tells you how much free RAM there is. For example, the last line might tell you that the system has 565,239 bytes free.If you have less than the required amount of RAM, you will not be able to run the game until additional memory is freed. If you are not familiar with this process, please call ORIGIN Customer Service.
If you are familiar with this process, you can:
Never delete your AUTOEXEC.BAT or CONFIG.SYS files completely, for without them, your computer will not function as you expect it to.
At some time you may want to reinstall the game (generally, to change or add a sound card, or to adjust the IRQ/DMA settings). Follow these directions. (You wont need to use the CD-ROM the program is on.)
Listed here 
                                are a few common problems and their solutions.
                                Speech fails to work after 
                                playing for only a short while You may have 
                                chosen an incorrect IRQ setting for your sound 
                                card. Reinstall the game from your hard disk to 
                                change the IRQ.
                                Speech skips lines of dialogue.You may have 
                                an IRQ conflict. This means that another card 
                                is operating on the same IRQ as your sound card.              
                                Ultima VII fails to load 
                                or run properly.You may not 
                                have enough RAM. Run CHKDSK to determine your 
                                computers available RAM. Free up RAM if 
                                necessary.You may have 
                                a memory-resident TSR program that conflicts with 
                                the game. Boot the computer from a DOS system 
                                floppy disk or remove memory-resident programs 
                                before running the game. See Voodoo earlier in 
                                this manual and Making a Floppy Boot Disk at the 
                                end of this manual.You may need 
                                to remove your expanded memory manager.You may have 
                                filled all free space on the active disk drive.
                                The mouse pointer doesnt 
                                respond properly.Ultima VII supports 
                                the Microsoft Mouse and Microsoft Mouse Driver, 
                                version 7.0. Some other mouse brands may not be 
                                compatible.
                                The game runs too slowly.Your hard drive 
                                may be fragmented. Run an optimization program, 
                                such as DOS 6s DEFRAG.You may be able 
                                to use a disk caching program. If you have 4+ 
                                megabytes on your machine, a disk caching program 
                                can speed up your game.
                                None of the suggestions 
                                seem to help.Refer to ORIGIN 
                                Technical Support information at the end of this 
                                manual.                              
To load Ultima VII, go to the drive that contains your game, then go to the directory containing your game (e.g. CD\ULTIMA7). Type ULTIMA7 to start the game.After the game loads, an introductory sequence automatically begins, but it may be skipped by pressing Escape. Then the main menu appears, listing four options:VIEW INTRODUCTIONSTART NEW GAMEJOURNEY ONWARD, andVIEW CREDITSTo select on of these options, single-click it with the mouse or use the arrow keys and press Enter. To exit the introduction, character creation or credits, press Escape.
The introduction reveals how and why the AvatarTM has returned to Britannia. Information presented here is very relevant to your quest. This scene is the same one that you see the first time you run the game.
This is where character creation takes place. It must be selected the first time you play the game. When you are asked to name your character, type the desired name (up to 14 letters) at the flashing cursor and press Enter. Next, you determine the gender of your character. With the mouse or space bar, select the gender of your choice and press Enter.
After you first create the first character, this option takes you to the beginning of the actual game. In future sessions, this option returns you to your last saved game.
This option lists all of the many people who worked on Ultima VII.
This section 
                                guides you through the first few minutes of Ultima 
                                VII. It doesnt reveal any deep secrets, 
                                but it does introduce you to all of the basic 
                                actions you may perform in the game. It assumes 
                                you are using a mouse, which is highly recommended 
                                by both Iolo and Lord British.The scene opens 
                                as you, the Avatar, step out of a red Moongate 
                                into the Britannian town of Trinsic. Before you 
                                stand your old friend Iolo and the stable master, 
                                Petre.
                                Conversations. When Iolo 
                                addresses you, read each line of text and then 
                                click the left mouse button ("left-click"). 
                                Continue until Iolo has finished speaking, at 
                                which point he automatically joins your party.Next, Mayor 
                                Finnigan approaches you. Again, left-click after 
                                each line of text. Finnigan asks you to investigate 
                                the Trinsic murder. Position your mouse cursor 
                                (represented by a green arrow) over the word "Yes" 
                                and left-click to answer him.Finnigan asks 
                                if youve visited the stables. Put the cursor 
                                on the word "No" and left-click. He 
                                suggests that you visit the stables and you can 
                                begin moving around.
                                Moving. You (the Avatar) 
                                are always in the center of the screen. The stables 
                                are through the doorway to your north (i.e., toward 
                                the top of the screen). Position the cursor so 
                                that it points upward (northward) and right-click. 
                                You step to the north. Continue moving the cursor 
                                and right-clicking until you enter the building.
                                Examining Things. When 
                                you (the Avatar) enter the stables the roof disappears, 
                                allowing you (the player) to see inside. A horrible 
                                murder has occurred! You can look at each object 
                                in the stables by left-clicking on it. Place the 
                                cursor over the gold key (lying just west of the 
                                body) and left-click. The word "key" 
                                appears (to identify it, if you couldnt 
                                tell what it was).Perhaps the 
                                key will provide a clue. Move the cursor to the 
                                left of the key and click the right mouse button 
                                twice ("double-right-click"). You walk 
                                to that location. Notice that moving around 
                                is accomplished by right-clicking, and all other 
                                actions, like talking and examining objects, are 
                                accomplished by left-clicking.
                                Using Things. You dont 
                                want to be disturbed during this invertigation, 
                                so close the door by placing the cursor on it 
                                and double-left-clicking.
                                Taking Things. The key 
                                may be a clue. Place the cursor so that the tip 
                                of it overlaps the key. Click and hold down the 
                                left mouse button ("left-click-and-hold"). 
                                As you continue holding, move the cursor around. 
                                If the mouse was properly positioned, the key 
                                is attached to the cursor. Dont let go yet!To give yourself 
                                the key, move the cursor (and key) over your character 
                                and release the left button. The key will vanish.
                                Examining Yourself (and 
                                other things). Find out if you have the key by 
                                double-left-clicking on your character. An image 
                                of your character appears (your Inventory Display), 
                                with blue lines indicating the locations of equipment 
                                and clothing. The key is in your right hand.Put the cursor 
                                on the large red check mark and left-click-and-hold. 
                                This lets you move your inventory window; move 
                                it to the upper right corner of the screen by 
                                dragging it in that direction. Release the button 
                                when you are satisfied with the new position. 
                                You can remove your Inventory Display by left-clicking 
                                on the red check.
                                Talking to People. Perhaps 
                                your companion Iolo knows more than the murder. 
                                To speak with him, double-left-click on him. His 
                                portrait appears, along with speech. Responses 
                                you may select appear in the center of the screen. 
                                Left-click on "Murder" to discuss the 
                                murder with him.When you are 
                                finished talking to Iolo, left-click on "Bye" 
                                to end the conversation.
                                Further Investigations. 
                                There are other things you might try while inspecting 
                                the stables. Its a good idea to examine 
                                everything. Be sure to check out the dead gargoyle 
                                at the north of the stables, as well as the bag 
                                lying on the ground. You can see the bags 
                                contents by double-left-clicking on the bag. Try 
                                removing items from the bag, such as the torch. 
                                Once the torch is on the ground, you may double-left-click 
                                on it to light it. Double-left click on it again 
                                to extinguish it. (Note that while the torch is 
                                lit you cannot move it into any container.) In 
                                general, open the inventory of everyone in your 
                                party and both single- and double-left-click on 
                                every object. You may discover all sorts of handy 
                                things.When youve 
                                finished here, youll want to leave. You 
                                can talk continuously by right-click-and-holding. 
                                You always walk in the direction the cursor points. 
                                The further the cursor is from the center of the 
                                screen, the faster you travel. Luck be with you 
                                as you journey onward!
My travels took me to Trinsic, and there I encountered a group of men at arms with whom I became most impressed. Many fighters I have known were men of valorous heart on the battlefield, but off it little more than thugs. These men were not mere fighters, but Paladins. They were all skilled swordsmen and expert horse-men, as well as learned scholars and perfectly mannered gentleman.
Above all, they were devoted to the preserva-tion of honor. It was with eager grati-tude that I accepted their invitation to join them. The following years were filled with excitement, as we jour-neyed through the and, righting wrongs and helping those in need! During one of our adventures I was injured and forced to remain in Minoc while my companions rode on. A healer there told me that without the proper treatments (for which he charged outrageous prices) I would most probably die! I angrily sent him away. After a time I did mend. I had learned that the healing pro-cess takes place mostly in ones mind and have since placed no trust in healers who greedily prey upon the afflicted. At that time, the town of Minoc was in need of a Tinker. As I healed, I sup-ported myself by fixing, building and inventing things. I had never before realized how much a town is reliant upon its Tinker, nor how appreciative the local towns-people are to those who sacrifice themselves to continuously solving the problems of others. So welcome did they make me feel that I stayed for several years. Then, filled with the urge to roam and longing for the outdoors once more, I joined a band of Rangers in Spiritwood. Rangers are a deeply spiritual people. Liv-ing with them reminded me very much of my druid childhood in Yewwith one big difference. These Rangers drank the most wonderful wine I have ever tasted! The bottles came from the old winery at Skara Brae, having survived the terrible fires which ravaged that island. Later I made a pilgrimage to the desolate ruins of Skara Brae and there I had a spiritual experience so profound that I have vowed never to relate it to anyone. Leaving their band, I gave away all of my possessions and for months I wan-dered aimlessly. Eventually, I arrived at New Magincia where I sought employment as a Shepherd. Most of the following two years was spent in perfect solitude, living in complete humility. It was an experience that left me significantly changed. When I noticed that ten years had almost passed, I began the journey back to Britain.
The Two Brothers and the Trickster On the road 
                                back to Britain I noticed a small mine being worked 
                                by two brothers. They greeted me suspiciously 
                                but eventually shared with me their tale, and 
                                I shall share it with thee. Their father died 
                                and left them a map to some unclaimed land that 
                                contained valuable minerals. By law a claim can 
                                only be made in one name, and this led the brothers 
                                into conflict. One brother was the eldest, the 
                                other was more worldly both wanted the claim. 
                                They became so fearful that the other would make 
                                the claim that each spent all his time spying 
                                on the other. No work was done. One day, they 
                                met a stranger who said he was a mining engineer. 
                                They did not trust him at first, but he assured 
                                them that their claim was too small to be of inter-est. 
                                He was on the way to stake a much larger claim. 
                                The stranger turned their heads with tales of 
                                the riches they could have, replacing their distrust 
                                with avarice. The brothers asked the stranger 
                                to make their claim for them, and went back to 
                                working their mine. They worked without stopping 
                                for months, and afterward travelled to the mint 
                                to sell their ore. At the mint they learned the 
                                stranger had staked their claim in his own name 
                                and then sold it outright for a fortune. As the 
                                brothers had taken ore from land they did not 
                                own, they were sent to the prison in Yew for many 
                                years. 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. 
              
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 an intrusion upon their privacy. Not all 
                                of our memories were pleasant ones. Most of the 
                                people of Britannia, it seemed, were more interested 
                                in helping themselves than in helping their fellow 
                                person. As travellers strangers wherever 
                                we went we had become used to the cold eye 
                                of suspicion upon us. Everywhere there were people 
                                who expected some-thing for nothing, as if owed 
                                a debt by the world. Most of all, each of us had 
                                met many people who were fundamentally unhappy. 
                                Everywhere there were people who knew that they 
                                needed something in their lives, gentle friend 
                                and traveller, but that they had not a hope of 
                                finding it. The three of us had learned much of 
                                history. There was once a time when life was infinitely 
                                more fragile, but was cherished much more dearly. 
                                We yearned to recapture that aspect of Britannias 
                                former glory. After much discussion, we decided 
                                to found a society called The Fellowship. At this 
                                time I was also conceiving what would become its 
                                philosophy, but that will be discussed further 
                                in another chapter. It was Abraham who suggested 
                                that I propose The Fellowship to Lord British. 
                                I agreed, little realizing the task I was undertaking. 
                                
              
It was with much anxiety that I stood before 
                                the throne of wise Lord British. I was in a long 
                                line of subjects as our Liege made numerous pronouncements. 
                                Although I had been waiting for hours when I at 
                                last had my audience, I still felt unprepared. 
                                His unwavering glance fell upon me. I said that 
                                I had a modest proposal. My colleagues and I sought 
                                to establish a philosophical society known as 
                                The Fellowship. Lord British asked me who would 
                                see the benefits of this Fellowship. I replied 
                                that no one would benefit from it, for it would 
                                not be run for profit. With a word I was dismissed. 
                                I found myself leaving the throne room before 
                                it had even sunk in that I had been refused.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. 
                                This time there were several workmen with me to 
                                carry the chests of gold that were our tribute. 
                                As I reached the front of the line I spoke boldly. 
                                I said that I wished to discuss The Fellowship, 
                                but first wished to present Lord British with 
                                suitable tribute. With consternation I realized 
                                that I had spoken before Lord British had finished 
                                reading an important looking scroll placed before 
                                him by one of his advisors. He signed it as he 
                                spoke, not even bothering to look up at me. First 
                                he ordered my workmen to remove the boxes. Then 
                                he ordered the workmen to re-move me as well! 
                                Angrily I stormed from the throne room. Once more 
                                did I face my two friends. We were most disappointed. 
                                The dream we shared now seemed to have no hope 
                                of becoming reality. I spent days somberly brooding 
                                over my failure. One morning found me so completely 
                                lost in my thoughts that I did not hear the passing 
                                beggar approach. When at last I noticed him he 
                                spoke. A coin for one denied the rewards 
                                of worthiness. The illumination was pure 
                                and instantaneous. He thought I had gone mad when 
                                I gave him my chest of gold. I ran back to the 
                                palace as fast as I could. At first, Lord British 
                                would not see me, but I implored him. He looked 
                                me over, and seemed to see something different 
                                about me. He listened as I spoke. Our society, 
                                The Fellowship, will be a union of spiritual seekers 
                                that shall strive to bring Unity to our fractured 
                                society. We will promote Trust and under-standing 
                                among all the people of Britannia. With your approval 
                                our society will teach one to seek Worthiness, 
                                rather than mere personal reward. To that end, 
                                I seek your recognition of The Fellowship. 
                                After a long moment, Lord British replied. Batlin, 
                                thou dost know the meaning of perseverance. I 
                                care not for what thy Fellowship dost wish of 
                                me and I care even less for what thy Fellowship 
                                would seek to do for me. But if thy Fellowship 
                                would seek to serve the subjects of my land then 
                                my support for thee is unequivocal. 
                                Thus was born The Fellowship. 
              
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 then 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 compe-tition in the end. 
              
                                The Farmers Market 
                                At the Farmers 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 historyperhaps 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 or adventurer may find himself in 
                                need of, and the one place where nearly all of 
                                these might be found for sale is the local Provisioners 
                                Shop. 
              
                                Stables 
                                There is no faster mode of land travel than 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 
                                ones health is great, especially in times 
                                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 Fitzbowen, 
                                the proprietor of the establishment that has come 
                                to be called Iolos Bows. So 
                                popular is this bowyers shop that a similar 
                                establishment was set up in Serpents 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 ships deed of 
                                sale. 
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 capability. Emps are 
                                so named for 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 capability, 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. 
              
                                Ghost  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 bite 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 lightning. 
                                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 asingle 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 young 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 rareso 
                                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 seem 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 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 Fighter Class 
                                Many Britannian fighters receive formal training 
                                in the martial arts at Serpents 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 gener-ally possess great 
                                strength and endurance, a proficiency with many 
                                types of weap-ons 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 im-portant part in society 
                                by recording local history in such a way that 
                                it is well re-membered, through rousing tale and 
                                song. 
              
                                The MageClass 
                                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 mages 
                                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. What is 
                                also tragic is that the way of the mage is not 
                                one that is consciously chosen. One is born with 
                                the calling of the mage. While magic has not yet 
                                ceased to function altogether, it has become inaccurate 
                                to the point of being unreliable, mak-ing the 
                                mages life one of constant uncertainty. 
                                
              
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. 
              
                                The Mages Spellbook 
                                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 mages spellbook 
                                contains several basic magical spells called linear 
                                spells. These too will be explained in their own 
                                section.  
                                The Mages 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 
                                items. The following is a list of reagents used 
                                by all mages. 
              
                                Black Pearl 
                                Black pearl is an exceedingly rare commodity; 
                                fewer than one in ten thousand pearls is black. 
                                They have been found at the base of tall cliffs 
                                on Buccaneers Den. While a less than perfect 
                                pearl may be perfectly acceptable for decorative 
                                purposes, the black pearl of a mage must be perfectly 
                                formed or it is virtually worthless. Black pearl 
                                is ground up into a fine powder. 
              
                                Blood Moss 
                                In recent years the only places where this strange 
                                substance can be located are in the Bloody Marsh 
                                across the mountains from Cove (where many years 
                                ago thousands of soldiers lost their lives) or 
                                in the enchanted forest of Spiritwood, beneath 
                                the rotting bark of dead trees. 
              
                                Garlic 
                                Certainly this is the most commonly available 
                                of all magical reagents. There are few kitchens 
                                in all of Britannia that are not supplied with 
                                at least a few cloves of this spice. Garlic cloves 
                                are washed and ground into a paste, providing 
                                significant protection from harmful magic. 
              
                                Ginseng 
                                The healers of our fair land have known of the 
                                healthful and restorative powers of this bitter 
                                root for hundreds of years. But to the mage it 
                                requires special preparation. It must be boiled 
                                and reboiled in the freshest of water no less 
                                than forty times! This reduces it to a strong-smelling 
                                syrup that makes a very potent reagent. 
              
                                Mandrake Root 
                                This rare plant extract, found only in the darkest, 
                                dankest corners of the foulest of swamps, is a 
                                most sought after magical reagent. It is also 
                                one of the most difficult of all reagents to prepare, 
                                for in being dug up the tap root of the mandrake 
                                plant must not be broken. Also, that root itself 
                                must be properly prepared, boiled and dried. Mandrake 
                                root can be found on the Bloody Marsh and in a 
                                place known as the Fens of the Dead, south of 
                                Paws. 
              
                                Night Shade 
                                This plant, found only in swamps, only blooms 
                                at night. The fungal cap from this rare and unusual 
                                mushroom may be either crushed or boiled into 
                                a tea. The mage must always use great care when 
                                handling nightshade, for it is not only a very 
                                potent hallucinogenic, it is also extremely poisonous. 
                                
              
                                Spiders Silk 
                                While this is a common reagent, it can be very 
                                difficult to gather any significant quantity of 
                                it from any single source. Mages have been known 
                                to frequent caves and crypts and even run their 
                                own personal spider farms in order to maintain 
                                an abundant supply of spiders silk. It usually 
                                takes at least an ounce of silk to cast a spell. 
                                
              
                                Sulfurous Ash 
                                The great quantities of ash generated by a volcanic 
                                eruption makes this a common commodity as far 
                                as magical reagents go, but one does usually have 
                                to travel in order to acquire a large quantity 
                                of it. In recent years the most common source 
                                of sulfurous ash has been the Isle of the Avatar, 
                                location of violent volcanic activity many years 
                                ago. 
              
                                The Mages Words of Power 
                                The final component necessary for the mage to 
                                cast a spell is the spoken mantra that constitutes 
                                the words of power. Far more than simple memorization 
                                of the words and their meanings is required. The 
                                mage must have a consciousness-altering com-prehension 
                                of each individual syllable of a word of power. 
                                The pronunciation of each syllable resonates through 
                                the ethereal waves as the spell is being cast. 
                                Incor-rect pronunciation invariably causes ethereal 
                                turbulence. Long periods of medita-tion upon each 
                                syllable and many hours of controlled breathing 
                                exercises are re-quired before the proper use 
                                of the mages words of power can be learned. 
                                The following is a list of the known syllables 
                                that make up the words of power. 
              
| Syllable | Meaning | Syllable | Meaning | 
| AN | Negate/Dispel | BET | Small | 
| CORP | Death | DES | Lower/Down | 
| EX | Freedom | FLAM | Flame | 
| GRAV | Energy/Field | HUR | Wind | 
| IN | Make/Create/Cause | JUX | Danger/Trap/Harm | 
| KAL | Summon/Invoke | LOR | Light | 
| MANI | Life/Healing | NOX | Poison | 
| ORT | Magic | POR | Move/Movement | 
| QUAS | Illusion | REL | Change | 
| SANCT | Protect/Protection | TYM | Time | 
| UUS | Raise/Up | VAS | Great | 
| WIS | Know/Knowledge | XEN | Creature | 
| YLEM | Matter | ZU | Sleep | 
The mage is able to cast spells 
                                when the three elementsspellbook, reagents 
                                and words of powerare combined in one unique 
                                and fluid action. The mind of the mage must be 
                                properly focused, as some spells affect just one 
                                person, others affect a group of people and still 
                                others affect a specific area. As a mages 
                                experience in casting spells increases, so too 
                                will the potency of many of his spells. Outside 
                                distractions and interference, as well as the 
                                intended targets natural resistance, might 
                                prevent the successful casting of any spell. One 
                                factor over which the mage has no control is the 
                                state of the ethereal waves when a spell is being 
                                cast. While the ethereal waves are often subject 
                                to turbulence, such turbulence is a temporary 
                                
                                condition  
Once again, the author takes it upon himself to warn his readers that the following is included as nothing more than a matter of historical record. It is a statement of absolute fact that most of these spells do not work and many will turn back upon the user. The use of magic is strongly suspected to be the cause of a strange mental deterioration than can affect anyone who has practiced magic. The reader is strongly discouraged from experimenting with the spells listed here.
                              
Cosmology There was once a time when much 
                                consideration was given to the phases of the moon 
                                and the movements of the heavens. There was much 
                                concern over an event, the reoccurrence of which 
                                is eminent, called the astronomical alignment. 
                                It was said that the astronomical alignment would 
                                create a gateway between this world and another. 
                                In recent times the astronomical 
                                alignment has been all but forgotten. With the 
                                end of the time of magic, it is doubtful that 
                                such an event will have any significance to anyone 
                                but astronomers. During this time of magic, a 
                                strange form of travel existed, through doorways 
                                of light that were often called Moongates. 
                                There were at least two types of Moongates blue 
                                and red. Blue Moongates sprang up wherever fragments 
                                of extraterrestrial rocks called moonstones 
                                were buried. These gates allowed magical travel 
                                from one gate to another. Red Moongates are generated 
                                by the powerful artifact known as the Orb of the 
                                Moons. A red Moongate can take a traveller anywhere 
                                in Britannia. It has even been said that it can 
                                also be used to travel to other worlds.There have 
                                only been two red Moongates in all of known existence 
                                one used by Lord British, and the other 
                                by the Avatar. Little is known about these gates, 
                                but like magic spells, Moongates no longer function 
                                as they once did. Use of Moongates today cannot 
                                be discouraged strongly enough. They are dangerous 
                                and their use in this less-than-reliable state 
                                has resulted in numerous fatalities.