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eralds of The Coalition

News and Information from the far reaches of the realm compiled for the general knowledge of the Coalition's faithful followers.




Protectorate Marching Orders
Posted: 01-Jul-2009 08:53 Est.   [Sathya Heiman [scribe]]
Attention soldiers of The Protectorate!

Be it known from the desk of Field Marshal M'real that at this moment - officers are expected to begin preparation for departure to the islands of Tokuno. First wave brigaides will begin departure upon this evening.

We have been commissioned by Grand Marshal Vatursan to assist in the eradication of existing fauna of the Empire.

We have been contracted to be in the Empire for the next several weeks.

Briefing will begin at 9:00 pm Est. by Grand Marshal M'real in Zento.
First Knight Assaulted!
Posted: 07-Nov-2008 15:20 Est.   [Tay M'real]
In a bold attack, the likes of which we have not seen within our ranks, First Knight ¥ Field Marshal Tay M'real was attacked on the last eve by an unknown assailant.

What the Coalition has learned so far is that the man spoke of true heirs to the world - non human and non elvish. Who is behind this attack?

Scribe Surien Dale has been instructed to lead the investigation. For those who find evidence or news that seems linked are asked to seek him directly. He is currently residing in Britain and is spending much of the investigation in the Great Library.

Learn more here!
Coalition Web Tome Launch
Posted: 27-Oct-2008 09:48 Est.   [Tay M'real]
Very pleased and excited to announce that The Eastland Coalition has launched their web tome.

FreeWebs is a terrific free web hosting service for which we have setup an account and are proud to have hosting our site.

Be sure to bookmark the site and check back here daily for updates and information related to happenings within the Coalition and throuought Britannia.
eVc Welcomes...
Posted: 21-Oct-2008 10:50 Est.   [Tay M'real]
James M'real - longtime collegue of myself has agreed to join the ranks of eVc. James took the name of M'real after becoming my adopted son and has been a large contributer to the community. He has served the cuase of good and light for several years and we are most benefitted from having his leadership and experience.

Please join me in welcoming our new Initiate. Since James is the first beyond the First Knight, he will become my page on his path towards knighthood in The Protectorate.
Coalition Established
Posted: 20-Oct-2008 10:50 Est.   [Tay M'real]
Tis a joyous day for our followers as The Eastland Coalition has secured not only the guild house but also established the guild name. The initials 'eVc', now mark the members of the Coalition. The 'V' serves as the head of the dragon with the e (Eastland) and c (Coalition) on either side.

The guild house will also serve as the point of recruiting and operation outside of Britain. It can be reached by going directly south of the city and following the coastline.


uoam location
The Lore of the Coalition

As Told By
Tay M'real
[First Knight ¥ Field Marshal]




Forward


erein, thou shalt find a compendium of my encounter with San'Ral Vatursan, founder and (as of this writing) Grand Marshal of The Eastland Coalition. These works have been sanctioned by Lord Vaatursan and should be considered the sole source of accurate recount surrounding the establishment of The Eastland Coalition as Britannia's premier political and mercantile league as well as the re-founding of 'The Protectorate'.


2nd Day of the 10th Month of the Year 138


Crossroads
When I was young, my father always told me that it was every man's destiny to find in what way their existance would benefit or hinder the world. For a boy learning the ways of Virtue, it was often a struggle to maintain focus on the greater good while considering the evil that must dwell in man's heart. The existance of good and evil in the world provided a platform for a consistent war of ideology that tugged at the strings of man. Were we marionnettes of our own destiny? Did every man have engrained in him the very essence of good or evil; what of neutrality? Could a man align his own stars? The very foundation of good and evil was evident in the decade old war of Order versus Chaos.

When I emerged from the waterfalls west of Spiritwood, I remember thinking heavily of the family that I had left behind. How long had I been away in that black abyss? What of my brothers; what of my parents? Looking back I find it odd that at that momen, thoughts settled on my father's words - 'destiny to find in what way their existance would benefit or hinder the world'. Looking at my situation, I had just lost everything; my home was crumbled in flames, my weapons and armor were destroyed. All the things that I held dear to me were lost. I had to start anew and my father's words served as inspiration to forge a new path in the Kingdom. Upon re-establishing connection with my family, I took to Britain, working to make ends meet. In the strife of the daily wage I was finding little time with which to practice my virtues and hone my skills with the blade. It was quickly becoming apparent to me that the idea of single men impacting the world would never come to fruition with me; that was until the day I ventured to Vesper.

The dealings within Britannia had left me somewhat jaded and suffocated by the girth of the large city. A local Apothecary had requested my services to delivery a cart of potion kegs to the waterway city of Vesper. The money was good and the thought of getting beyond Britain was enticing. It had been ages since I had travelled to the cooled regions of Minoc or viewed the calming waters of Vesper. Gathering what little gear I owned, I urged the horse and cart from the city and travlled the familiar dirt roads to the East. I remembered this road; the quiet path that linked Britannia's capital to the far reaches of the continent. But it had changed. Around every turn I was accosted by Orcs braver than I had ever seen. They were maddened, throwing themselves at me and the goods that I transporting. The low-life of men emerged from shadows; those wanted by the law. If it wasn't Orcs attacking me, I was being stalked by the murderers and brigands of our land. What has happened to fair Britannia?

It was dusk when I finally arrived in Vesper, I was relieved. My rusty skills had barely seen me safely to the city and to be amongst the place I once called home felt like returning to the fires of my grandmother's cottage. The people however had changed. No more were they the bright faces of Lord British's subjects. It seemed the loss of the True King had taken it's toll. They were a people oppressed. On the outskirts of the Kingdom they had grown dim and hope was evidently fading from their saddened faces.

It seemed this day that the town was in a somewhat chaotic mode. At north edge of town near the commerce center was a large gathering of locals armed with various farming tools, torches and rotten foods. They had surrounded and actively yelled and accosted a robed man who's back was held firm against the cold stone wall of the bank. In front of him, a young woman had attempted to be a barrier between the victim and the mob that seemed bloodthirsty at this expense. She was screeeming at them to spare the man; all the while pushing on the broad chest of a burly noble who seemed to lead the attack.

I eyed the activity form atop the cart; somewhat lost and intrigued by the flurry of activity. It was then, through a break in the crowd that I watched as the figure began to slip stealthly against the wall. He moved in inches, seeming invisible to the crowd which now seemed to turn their attention the fray between the young woman and the noble.

I am unsure of why I did what I did; looking back I can only consider it destiny. Without much thought, I lept from the cart and pushed my way through the mob and reached out to him. He looked up at me and through the dark cowl of his hood, I could see vague features of his face, now red with bruises. His robes were stained and stunk of rotten food; he appeared a begger amongst the others. He stared at me a moment, seemingly unsure of what to do. The toll of the attack he endured was evident by his apprenhension to trust me. But in the situation, I was his only option. He reached out and clasped my forearm and with a strong pull I helped him navigate through the web of bodies.

The people were caught up in the excitement and still hadn't noticed his escape. We were at the foot of the bridge out of the city when he quickly turned and whispered a few words, tossing reagents from his bag. A wall of fire exploded behind the crowd, causing thick black smoke to envelope the area. The mob exploded into a fit of coughing and were disoriented; scattering amongst the thoroughfair. It didn't take them long to figure out what had happened as shouts rose from the few who saw us, attempting to rally the mob for an attack. I grabed the man's arm and ushered him across the bridge. We followed the path from town, turning south. It would only be a matter of time before the mob had reassembled and their attack resumed. When we came upon the local graveyard, I turned towards the looming metal gates. We rushed in, looking for a place to hide. This place was ancient. The tombs were sealed, the lack of trees provided no cover. Then I remembered the access to the lands lost to Man. We proceeded to the ancient building, climbing down into the depths of the earth. Exhausted, we dropped to the cave floor.

"I....I cans't thank thee enough...", the man said with a heavy breath and a grimace of pain.

"Worry not, I know not what crime ye dis't commit. But alas, no man deserves to be accosted through the streets like an Orc!"

He chuckled, which lead to a heavy cough. The pain they inflicted on him was great. But all the while we stayed in that dark hole, he maintained an air of honor and never once complained.

The air was quickly becoming chilled and I had gathered kindling for a small fire. The man sat solem, huddled close to the warmth of the flame. Rubbing his hands briskly he moved to remove his hood.

My heart stopped.

"You........", was all I could muster. I rose slowly, my eyes never leaving the man. I drew my blade, holding out before me.

That night would change my life forever. The man never had to say his name, for I knew him immediately. It was the man with whom I raced to retreive the Cross of Arutan. The man who had taken everything away from me. The man who cursed my family and sought our destruction. The man before me, was San'Ral Vatursan.

I was too tired to fight, my blade was drooped before me. San'Ral bore a look of regret as he backed against the wall. "I am too old for this....", I said as I dropped to the floor. I sheathed my blade and held out a piece of dried beef. I urged San'Ral forward. He looked at me for long moments and proceeded to talk without interruption...

After the failure of OSH to recover the Cross of Arutan, San'Ral retreated to the South. He disbanded his guild of mercenary soldiers and was attempting to find peace with the evil that he had done. He had become a travelling bard roaming from town to town and tavern to tavern. When I found him, he had been in Vesper for travel months. He was spending his nights performing at the local tavern where he had befriended one of the younger waitresses. On the nights she worked, she would nearly shun the patrons and watch the bard perform; even venturingto see him perform on the nights she was off. Eventually their friendship blossomed and they were unable to deny the fires of passions that raged within them. But their fire was a forbidden one; for she had failed to tell him that she was the mayor's wife. Unable to break himself away from her, he continued their relationship until the day that the mayor returned home and found the two together. This understandably, drew the ire of the jilted lover and he, along with the townsfolk, took to physical violence to punish San'Ral and the waitress for their infidelity. He was banished and ordered to never return to Vesper again. Upon the order of the mayor the townsfolk took to rushing the man from the city and to where I would eventually find him.


Finding Destiny
The once animosity that I had for San'Ral and that he had for me was quickly beginning to fade. He had become a changed man and our rivalry was quickly turning to a friendship. We set out to travel in search of adventure, trust grew and our friendship was strengthened.

It was after many months while at a tavern in Jhelom that San'Ral told me more of his travels through Britannia. When Lord British was revealed to have gone missing and Lord Blackthorn had assumed control of the throne, he was angered by the audacity of Blackthorn. San'Ral was quickly becoming vocal politically as the opressive nature of Lord Blackthorn's laws began to stretch beyond the capital. He took to forming 'The Eastland Coalition', a collection of believers that sought to recover and return Lord British to the throne. Many a supporter had flocked to his cause and his numbers were beginning to grow. Unfortunately, as it was growing in power, the incident with the mayor had occurred and our flighty escape had left him without contact with his believers. I could tell this troubled him, and his convictions for returning Lord British to power were strong.

Thus, I lended my support in helping him to build his Guild in the belief that Britannia would return to prominence. We continued to venture together, hunting throughout the land, gathering and selling resources, generating capital. I could feel that my purpose was beginning to unfold before me. When we had gathered the appropriate funds, we worked with a local contractor in Britain to erect a small office on the outskirts of the city.


Establishment of the Coalition Guild
During our time recruiting within the capital, we were quickly becoming friends with the local merchants. They were quick to voice their concerns over the loss of their shipments throughout the world. Pirates and the growing aggression of creatures through the land were taking their toll on goods coming in and going out of the city. The town coffers were dwindling and the worrying was beginning to economy locally and abroad.

Seeking to redeem his soul after the Vesper incident, San'Ral voluntered The Eastland Coalition to serve as the Guild to monitor and establish trade routes between Britain and the rest of the Kingdom as well as provide safe escort for shipping.


Rebirth of 'The Protectorate'
It was also, during this activity that San'Ral studied the Lore of Britannia and came upon a similar situation that faced Trinsic during the 2nd Age of Darkness.

The vile Minax and her minions were wreaking havoc on the populace and Arutan L'entael, a paladin of Trinsic, formed a local militia named 'The Protectorate' to secure the caravans of goods in and out of the sandstone city. San'Ral was encouraged by the Paladin's story and wished to honor and return this story to Britannia, thus forming the military wing of The Eastland Coalition. 'The Protectorate', also called the Legion, was created to secure and protect the Britain merchant's goods throughout the realm.

It was during this time that San'Ral asked me to be the leader of the legion and be deemed First Knight ¥ Field Marshal. I humbly and gladly accepted the role and began work immediately to begin recruiting soldiers. The citizens of Britain were excited and their enthusiasm showed as our ranks were quickly populated and we began training soldiers for the field.


What The Future Holds
When I think back on those, I am reminded that each man has a destiny and in time, he would fulfill that destiny. Some of us are meant to die early, some are meant to lead a long life. Some are meant to be soldiers and some are meant to be merchants. Some men are good and some men are evil.

My purpose has been found, and while I serve as the leader of 'The Protectorate', I am reminded that I serve not only my dear friend Lord Vatursan, but also I serve the community that embraced our cause and our purpose; the citizens of Britain.

While the focus is currently on providing service to the merchants of the capital, the core of the Coalition is dedicated to search and recovery of Lord British and his return to the throne. While the oppressive Lord Blackthorn is in rule, I only fear that the growing stories of the existance of three wraiths, as black as night itself, and the tyrannical rule of the 8 laws will only lead fair Britannia towards a bleak existance.

here thou'rt a link in the chain of purpose...

Citizen or protectorate, Crafter or Warrior. The Eastland Coalition is proud to accept all walks of life to the collective voice seeking to return Lord British to the throne. The tyranny that has manifested in the form of Lord Blackthorn shall be removed from this Kingdom and her majesty returned to power.

We are proud of all members who proudly wear the badge of the green dragon. Below, find those who have sworn their loytalty to the greater cause and will be forever immortalized in the stone of Coalition history.



Grand Marshal
San'Ral Vatursan (founder)

Little is known of the origins of San'ral Vatursan. His first appearance was during the time when The Order of the Virtue Cross, then led by Seer Tay M'real, was searching for the Cross of Arutan - an ancient relic of Virtuous power. San'Ral was a bard that led a band of mercenary mages and warriors against oVc to recover the cross. OSH was unsuccessful and eventually got their revenge when they destroyed the tower of Tay M'real and banished him away from this plane. They eventually set their differences aside and co-founded the Coalition. San'Ral became increasingly political after the dissappearance of Lord British led to the usurper Lord Blackthorn establishing his 8 Laws in order to govern Britannia.
First Knight ¥ Field Marshal
Tay M'real (co-founder)

Tay M'real is a Knight of the Coalition and is a co-founder alongside San'Ral. Tay is a Veteran of Britannia and has been a part of the Community for many years. Tay's home and belongings were destroyed and his body cast to an unknown part of the world for several years before he was able to find a way back to the world of Britannia. He now serves as the First Knight ¥ Field Marshal of the Coalition and has been very instrumental in the growth and organization of The Protectorate military wing of the guild.
Initiate
James M'real

James was a very young man in Britannia when Tay M'real came across him battling an Ogre. The elder man assisted the young warrior, providing him tips and helping to heal his wounds. The two quickly bonded and Tay took young James under his wing. He inducted him to The Order of the Virtue Cross where he was versed in the Virtues of the Avatar and quickly became the right-hand man of Tay. James then became an adopted son to the elder M'real and went on to serve the guilds of light including the now established Kingdom of Sanctus in Malas. James also serves as the Lord of the House of M'real.

Grand Marshal
The ProtectorateThe Citizens
First Knight ¥ Field Marshal Citizen status is reserved for the very young, elderly and those not seeking military service.

Citizens are the backbone of the coalition and provide endless levels of support and activity throughout the realm. They provide the military wing with supplies and provisions as well as provide marketable goods and services to the citizens of Britannia.
*P* Knight General VVVV
*P* Knight Commander VVV
*P* Knight Captain VV
*P* Knight V
Squire
Initiate
he levels of order are traditional in military service, defining rank and responsibility in an effort to maintain balance, discipline and motivation for our soldiers. To excel and gain rank are considered an honor and should be accepted as such.. Ranks are based on time of service as well as accolades received in battle, activity in the community and superior recommendations.

In service of The Protectorate, it is the primary responsibility of the individual to ensure that the citizens and ranking officials are served and protected from danger. To accept a role in The Protectorate is to commit thyself to a level of servitude befitting of rank and privelige. To serve is to represent the very best that The Eastland Coalition has to offer.
In Service to the Coalition

Executive

Grand Marshal
The Grand Marshal is the supreme figure-head of the Coalition. It is within the primary duties of this position to ensure that the Coalition remains an upstanding organization within the Kingdom. While the position may not be involved in the day-to-day operations of the Coalition, they serve as the supreme decision maker as it relates to:
  • Supreme Goals and Directives of the Coalition as a whole
  • Treaties
  • Declaration of War
  • Mercantile Contracts
  • Coalition Branch Expansion

First Knight ¥ Field Marshal
Field Marshal - the position title - serves as the overseer of The Protectorate, the military wing of the Coalition. The First Knight ¥ Field Marshal is hand selected by the acting Grand Marshal and only through this selection can a Field Marshal be annointed. This position holds no succession, however eligible candidates must come from the Legion and be of Knight rank. The duties of the First Knight ¥ Field Marshal include:
  • Assignment of Batallians and Companies
  • Legion Promotions
  • Emissary to the Grand Marshal
  • Chief Diplomat to the Kingdom
  • Field Engagement

The Protectorate

Founded during the 2nd Age of Darkness, The Protectors were established by a paladin from Trinsic named Arutan L'entael. When the age of Minax brought terror upon the realm, the transportation of goods and services throughout Britannia was at risk. Seeing his people suffer from the lack of food and trade, Arutan gathered many of his fellow Paladins and declared themselves 'The Protectors'. Operating out of Trinsic, the guild quickly gathered militiamen from the various citystates and soon became a global organization hired by merchants to protect and secure trade caravans throughout Britannia.

'The Protectors' numbers slowly dwindled during the Age of Exodus and the Age of the Avatar as the heros of each era secured the kingdom from evil. Although Arutan was never heard from again, 'The Protectors' remained a bright spot in history during the 2nd Age of Darkness and has entrenched himself and his guild in the history that secured Britannia's future.

In honor of the service of 'The Protectors' Grand Marshal San'Ral Vatursan comissioned for the re-estblishing of the protective guild, combining it with The Eastland Coalition creating the House of the Might for warriors and the House of the Word for users of the mystic arts. The establishment of the new order serves as the protectant body of the largest trade federation in Britannia.

Knight General vvvv
Knight General's report directly to the First Knight ¥ Field Marshal. As Knight General, this individual is the figure-head of an entire Batallion under The Protectorate. The position of Knight General is assigned only by the Field Marshal and eligible candidates must come from the pool of available Knight Commanders who have achieved the required (3) vvv stripes of service. Among the duties of the Knight General:
  • Recommendation of Promotions
  • Overall Leadership of a Batallian
  • Organization of Training
  • Outfitting Requirements
  • Territorial Diplomat - City/Guild Based

Knight Commander vvv
Knight Commander's are responsible for an entire Company within The Protectorate. The Knight Commander reports directly to the Knight General of the Batallion for which their Company belongs. The position of Knight Commander is assigned only by the Field Marshal and eligible candidates must come from the pool of available Knight Captain's who have achieved the required (2) vv stripes of service and are recommended by a Knight General. Among the duties of the Knight Commander:
  • Recommendation of Promotions
  • Overall Leadership of a Company
  • Oversees Company Engagement in War
  • Oversees and carries out Training of their Company
  • Outfitting Requirements
  • Emissary to their Knight General

Knight Captain vv
Knight Captains serve as leaders of Platoons within each Company of The Protectorate. They report directly to the Knight Commander of their Company for which their Platoon belongs. The position of Knight Captain is assigned only by the Field Marshal and eligible candidates must come from the pool of available Knight's who have achieved the required (1) v stripe of service and are recommended by a Knight Commander. Among the duties of the Knight Captain:
  • Overall Leadership of a Platoon
  • Carries out Training of the Platoon
  • Field Engagement in War
  • Emissary to their Knight Commander

Knight v
The Knights are the footsoldiers of 'The Protectorate'. These are individuals who have had recommendations for Knighthood submitted by the Knight to whom they squired and upon acceptance by the First Knight ¥ Field Marshal. These individuals will be tested via the (3) paths of Knighthood:
  • Trial of Truth
  • Trial of Love
  • Trial of Courage

for purposes of secrecy, details of The Trails cannot be revealed here
Upon successful completion of The Trails, These individuals will be allocated to an available platoon where they will serve within the ranks of the legion. Upon becomming a Knight, the Coalition brother will be given their first strip of service.

Squire
Squires are dedicated individuals who have been assigned to one of the available Knights. The squires responsibility is to serve and learn from the veteran Knight. Their primary responsibility is to provide services for the Knight such as carrying of weaponry, running errands or performing tasks befitting of the Coalition. The squires sole duty is to their Knight and to learn as much as possible in the art of warfare, field battle and tactics. During this time, the Squire will also be given instruction on Britannia Lore, Coalition Lore and Coalition objectives. The pool of initiates determine available squires and squires are assigned solely by the First Knight ¥ Field Marshal.

Initiate
Initiates are entry level individuals who have sought military service in the Coalition. The role of initiate is assigned to newcomers to the guild. It is the primary role during initiation that all higher ranking officials from Knight to Grand Marshal will evaluate the individual and determine whether they fit the mold of 'The Protectorate' or would better serve as part of the Citizens.


elcome to the The Eastland Coalition, Britannia's premier Political and protective services guild. We are very excited that you have given thought to eVc as a means of channeling your thirst for adventure.

The Coalition was established to provide a center for voices of Britannians throughout the realm where previously they could not be heard. The Coalition is focused on the recovery and return of Lord British to the throne. Lord Blackthorn has created an oppressive kingdom in the loss of the true king and thus the subjects of the Kingdom have lost their ability to participate in the laws of the world.

By joining the Coalition, you are joining the premier league of legionnaires (The Protectorate) and commoners (Citizens) who have sworn their fealty to the throne and seek to return Britannia to it's golden age of rule. The Coalition accepts both those seeking military service as well as those seeking to simply associate and be officially recognized as a supporter of the true king.

So, without further speech, step forward and complete our form of admission. The acceptance process will include a live interview with one of the Coalition's executive members and you will be given an opportunity to choose your path of growth.


To inquire about enrollment with The Eastland Coalition


Tay M'real [First Knight ¥ Field Marshal]
ICQ: 488.499.536
EMail: eastlandcoalition@windstream.net



The Book of Lore


Forward

he Book of Lore was commissioned by Lord British, at the dawn of the Fifth Age, as a compendium of common knowledge to this date. Its inspiration is the great prosperity and progress that has come about as a result of the defeat of the Triad of Evil and the rise of the Avatar ethic. Its purpose is to keep alive our understanding of the past and the present as safeguards for a bright future. The book also serves as a guide for youth and other travelers throughout Britannia.


Folklore

Long before the ascendance to power of Lord British, Sosaria, as it was then known, was made up of numerous citystates. The eight largest and most enduring of these are today the eight leading townes in Britannia. Each citystate had its own ruler and some semblance of laws. However, there was constant bickering for power and resources, which meant that the smaller states often fell prey to the aggressions of the larger.

The Crossing
During this time, in another world, an idealistic youth was growing discouraged. All around him, he saw people pursuing personal wealth and power. Where were the heroes fighting for justice and prosperity for all people? Was there no leader willing to seek the way to a better world for everyone?

The youth took to spending his days roaming the hills. One autumn day, he came upon a rock-bordered clearing surrounded by towering oaks. From a bed of dry leaves, the glint of metal caught his eye. It was a silver medallion in the shape of a great serpent. In his hand, the medallion felt unusually warm.

Suddenly a line of blue light rose from the leaves, expanding into a door of shimmering light. The youth stared, astonished, then stepped through.

The door disappeared and autumn with it. Green fields now surrounded the youth. Feeling the medallion still in his hand, the youth slipped it into his pocket. He detected a wisp of smoke rising above a grove of trees in the distance, and headed towards it. There he surprised a slender, blond man chopping wood. As the man looked up, the axe struck the wood awkwardly, glanced off, and opened a gash in his leatherclad leg.

The youth rushed forward to help but the man put his hand up. Concentration replaced the pain that had flashed across his face. He knelt, touching his injured leg with one hand, tracing intricate patterns in the air with his other, and softly murmured. The bleeding stopped.

The man stood up, brushing woodchips from his clothes. He smiled broadly at the youth's amazement, then spoke with a deep voice.

"Aye mek mye leg feelle na panne, and ayee haellede it, too. Aye ought ha' kwit myne axynge. But aye dinna ken thou'rt icumen."

The youth's eyes grew huge. He actually understood this strange, new language. "But how did you heal your leg?"

The man's eye's twinkled. "Why, 'tis th' simplest of spelles. Nay?"

The man's name was Shamino. That night, the youth stayed in Shamino's house. The youth told Shamino about the land from which he came. Shamino could not fathom such a land, but believed the lad was sincere and telling the truth.

"What again was the name of thy birthplace?"

"Cambridge," the youth replied, "in the British Isles."

Shamino thought for a minute, "I like that. I shall call thee British."

The youth laughed, but accepted his new name.

Initially, British looked diligently for a way to return to his homeland, but over time his need to return to his own people lessened. It was only after he gave up looking for a way back that he discovered one. British made the journey several times. In fact, it's believed he brought back close friends to dwell with him in his chosen world- Iolo the Bard and the knight Dupre are almost certainly his landsmen. Among the evidence of this is the aging process. It appears that a decade in our world is equivalent to a single year in the homeland of British. He and his countrymen age at one tenth the rate at which we age.

Through the years, British's deeds demonstrated both wisdom and bravery. As respect for him grew, British became the leader of a region of Sosaria including many citystates, and was awarded the title of Lord British.

The First Age of Darkness
At the time British arrived at Shamino's, a native lad was growing up in Sosaria, being trained in the ways of sorcery. He was a moody youth, given to sudden rages and fits of despondency. To offset the latter, he would take his dagger into the woods and hunt, leaving his prey to rot where they fell. He would return to his manor restored, strong in the confirmation of his power over life and death.

His name was Mondain, and Mondain's strange ways were a constant worry to his father, a busy, much respected mage. When Mondain was fifteen, his father took a stand.

"Thou shalt take a year off from magic, Mondain," his father said, "to improve thine attitudes and develop thy virtues. I have arranged for thee to live with the brothers in the abbey, where thou shalt practice compassion and humility."

"Learn thy lessons well, my son, and this ruby gem, which harnesses the power of the sun, shall be thine."

Mondain said nothing. The next night he slew his father and took the gem, for he was ready for power and his father was in his way.

At the same time as Lord British was gaining a reputation for fair and honest government over his provinces and attracting attention for his startlingly innovative ideas, Mondain was using his father's gem against itself to produce a black jewel that would render him and his evil immortal. Success meant gaining even greater power over the minions of darkness.

As terrors wrought by Mondain caused increasing unrest and dismay across Sosaria, British's ideas for unity of the citystates became more and more appealing.

But the time was not quite ripe, for the widespread evil was beginning to take a tremendous toll. Something new was needed, thought British. He absently reached for the silver serpent he wore about his neck. Touching it in contemplation, he envisioned the kind of hero Sosaria needed to deal with Mondain.

Within days, a stranger arrived in Sosaria. With utter devotion to truth and good, the stranger grew into a hero capable of facing Mondain. Eventually, the heroic stranger found the malevolent gem and destroyed it, along with its creator. With Mondain's destruction, the forces of evil began to wane.

The Second Age of Darkness
But good was not to rise victorious for long. Mondain's apprentice in sorcery was a beautiful young woman. Underestimated because of her youth, Minax was furious at the defeat of Mondain and at the destruction of the gem, whose existence she had surmised, and which she had intended to study and replicate for herself.

Setting her fury aside, Minax decided to take control of the evils of the world without the gem. She succeeded. Through her network of beasts and her own frightening power, she rained evil upon the world.

Again Lord British sent out the call for a hero. Again a stranger appeared. Again the evil was hunted down and destroyed. And with the destruction of Minax, this stranger was able to alter the future of the world from destruction to peace.

The Third Age of Darkness
Decades passed in relative peace. Good leaders of the citystates turned more and more to Lord British for guidance, and Sosaria became a united land under his rule.

Then, one day, a sailor reported to Lord British the appearance of a hitherto unknown island, fiery and emanating terrifying evil. Scouts began reporting malevolent occurrences that seemed to be the work of a great evil mind.

Once more, Lord British sent out the call. This time, four strangers appeared. They survived the horrors of great dungeons and, with the help of the mystical timelord, the heroes found the secret island fortress of Exodus, the only progeny of Mondain and Minax, and annihilated it.

The Triad of Evil was destroyed, and great celebration ensued. In honor of the day, they called the new world Britannia.


The Age of the Avatar
Tremendous growth and prosperity characterized the Age of the Avatar. The pursuits of scholarship, arts, and physical perfection flourished. The great castles of learning were established to study the principles of Truth, Love, and Courage. The eight citystates, now townes united under Lord British, were each dedicated to fostering the study and spread of a single virtue. Thus, virtue blossomed and spread, science was born and began to grow at a healthy pace, and happiness became a reality.

Now Lord British called for a single individual to be an example for his people. A champion of great devotion and dedication, the stranger who answered discovered the Codex of Ultimate Wisdom within the Great Stygian Abyss.


The Closing of Doom
After the downfall of the Triad of Evil, and even after the Age of the Avatar, eight terrible dungeons survived: Deceit, Despise, Dastard, Wrong, Shame, Covetous, Hythloth, and the Great Stygian Abyss.

When Lord British summoned the Great Council, they determined both to raise and enshrine the Codex of Ultimate Wisdom and to seal the dungeons, those pits so conducive to the breeding of evil. And so they did. Thus ended the influence of great evil in the world.



The Regime of Lord Blackthorn
Following the seal of the great evils of the world, word had spread of a great world beneath the lands. The power channeled to seal the eight great dungeons shook the underworld to the core and mountains fell and landmass grew. Uncharted and shrouded in mystery, a cave was discovered west of Spiritwood that lead to the unknown underworld. The discoverers of the cave gave word to Lord British who gathered his most trusted comrades and together, with the scribe Remoh, ventured to this great and uncharted world.

Remoh's Odyssey


Unfortunately, his travels have left him absent and feared dead. In his stead, a trusted friend known as Lord Blackthorn assumed the role of King and declared martial law throughout the land.

With his new rule, Lord Blackthorn suppressed the roles of magic and virtue in the world, chosing instead to implement his 8 Laws of Ethics:

[1]Thou shalt not lie, or thou shalt lose thy tongue.
[2]Thou shalt help those in need, or thou shalt suffer the same need.
[3]Thou shalt fight to the death if challenged, or thou shalt be banished a coward.
[4]Thou shalt confess to thy crime and suffer it's just punishment, or thou shalt be put to death.
[5]Thou shalt donate half thy income to charity, or thou shalt have no income.
[6]If thou dost lose thine own honor, thou shalt take thine own life.
[7]Thou shalt enforce the laws of virtue, or thou shalt die as a heretic.
[8]Thou shalt humble thyself to thy superiors, or thou shalt suffer their wrath.




Odyssey to the Underworld


27th Day of the 11th Month of the Year 137


Herein is detailed the odyssey of his Majesty Lord British as recorded by Remoh, scribe to the court of Lord British. With us on this journey into the uncharted Underworld venture the knights Arionis, Meridin, Geraci, Shaana, Noin, and Roin.

Day 1

At dawn, we set off on our skiff down the River Maelstrom, east of Spiritwood. Before the falls, we pause to remember the brave men who discovered this entrance to the Underworld. Then we cast off and repeat their plunge into the lightless underground waterway. We land our boat on the western shore of a great lake. The cavern’s low ceiling hangs close over us and the humidity is oppressive.

Arionis and Geraci erect a wooden sign commemorating our expedition. The rest of us repair the damage to our skiff inflicted by the subterranean rapids that carried us here.

We embark again, following a navigable stream south. After a short distance, a tributary branches off to the east, but we continue south. The cavern walls now tower above us, dimly reflecting our torchlight.

The current grows stronger and the crashing sound of tortured water steadily increases. Abruptly, the river turns a sharp bend. The roar grows painfully loud as our skiff careens down a great fall. A storage cask breaks loose and knocks Meridin our of the boat during our fall. The skiff lands flooded, bur miraculously upright. We drag the unconscious Meridin back into the boat and retrieve the cask. He revives as we row west, past a southern tributary.

The river slows as we arrive at another fork. We continue north, hugging the water-hewn stone wall on our right. As the river swings back to the southwest, we hear the sound of approaching waterfalls. Quickly we land the boat on the southern shore. Geraci sets off to explore a promising passage through the rocks to the southeast. On returning, she reports that the natural fissure slopes downward steeply, but rejoins the river beyond the treacherous falls. We portage our skiff around the falls with little difficulty and are once again on our way. While the day wanes thousands of feet above us, the river empties into a calm lake, stretching out beyond our sight into the murky gloom. We row south by southeast, following the shore.

A muffled scream, a heavy splash are our first omens of danger. We all stare at the stern where, moments before, the raven haired knight Shaana sat. Meridin quickly intones two words of magic, and the lake around us explodes in light, blinding us momentarily. We see a hideous ebony creature, twice as large as our skiff with Shaana clutched in one of its slimy tentacles. Already dozens of yards away, it is retreating ten paces further with every heartbeat.

Lord British strides to the stern and stretches his arms toward the receding monstrosity. In a voice as clear as crystal, in a tone as urgent as the wind, he speaks seven words. We do not comprehend their meaning, but we witness their impact. The squid creature pulls up suddenly. A wrenching noise tears through the dank air. A large wave passes under our boat. The squid creature has been vanquished. The light from Meridin’s spell fades, and new torches are lit to replace those dropped in panic. Shaana, dragged from the water, now sleeps at her place upon the boat’s stern. Our king rests also, deep in the meditation of the virtues. We row on.

Eventually, at the southern shore of the lake, we follow the westernmost of two identical-looking streams. We explore several land passages along the way, but they all prove to be dead ends. The river turn north, flows on a while, and then perversely turns south. Our firs day’s journey ends at this juncture.


Day 2

We awaken to a morning as dark as the blackest of nights. Our campfire is a damp mound of cold ashes. The underground river has risen in the night, soaking the meager supply of dry wood we brought with us.

Setting out upon the waters again, we row south. Scarcely an hour passes before we come upon another waterfall, one with no opportunities for portaging around. From the beach, however, we can see the river resuming only a few yards beyond the falls. With few options, we brace ourselves and steer over the falls. As soon as we are righted, though, the coursing water turns abruptly and we plunge down another fall. Shaken and bruised, the group has barely enough time to secure a firm grip on the boat before we plunge down a third cascade.

After a brief respite, we pass over a fourth, though smaller falls. Finally, we pass into a small, tranquil lake. We land on the south shore and examine the area. Though a large fissure in the cliff walls provides a land exit to the south, no navigable waterway leaves the cavern. There is no choice: we shoulder our remaining provisions and continue on foot through the fissure. The rough ride over the falls has eliminated another option: if we ever return to Britannia, it will not be by retracing our steps.

The path leaving the cavern is at first swampy and tedious to walk upon, but the way becomes easier as we leave the lake behind. Soon the path curves north again and we come upon a great cavern with an uneven rock ceiling many stories high. We are now walking on yellow grass-like growth.

A movement by his feet causes Arionis to halt. Before we can draw our weapons, a great leathery tentacle as thick as a man’s leg coils around Arionis then starts dragging him into its underground lair. Noin drives his deadly main gauche into the tentacle. Thick green fluid streams from the severed tentacle as it falls away. As Arionis stumbles to his feet, he quickly shouts a warning. Noin turns to sever a second tentacle just before it ensnares him. Movement in the grass from which we have just come indicates more tentacled monstrosities approaching. We flee together to the north side of the cavern, slipping between rocks into a passage leading away to the east. Before long the passage turns and we head south again.

At the end of the passage, we find ourselves in a massive cavern. The walls and ceiling extend beyond the glow of our torches. We wait in vain for our echoes to return. It is difficult to fathom a cavern so large it stifles echoes. We turn to the right, hugging the southern wall. The stench of a stagnant river fills the air. As we walk, the mud gives way to sand. When we have left the river miles behind us, we encamp.


Day 3

A shriek of pain awakens us after only a few hours of sleep. Meridin utters an oath followed by two eerie sounds, and a grisly scene is revealed. The knight Geraci is standing unsteadily, slicing her dagger at six great worm that swarm around her, rearing up to strike, while deftly evading her dagger. Her left arm is held against her chest, in an attempt to staunch the flow of blood from a gaping wound.

Lord British raises his staff and utters an incantation. A deep chill descends momentarily, then the six worms forget their prey and assault each other with unreasoned fury. Meridin magically draws out the worms’ poisonous venom. We quickly bind Geraci’s arm, gather our gear, and resume our journey eastward along the southern wall. Only two worms remain writhing in combat as we depart.

After the wall finally curves to the north, we take a passage out of the cavern to the northeast. The trail is rocky, and wide enough for three to walk abreast. The twins, Noin and Roin, bringing up the rear, are the first to notice the large, winged creature with matted, brown fur and sharp, unsheathed talons. When we stop to look, however, it flies off. Half an hour later, we notice two of these creatures, but both fly off again as we turn. An hour later, three of these ugly creatures approach, flying closer than the previous forays dared, before veering off. We quicken our pace.

The passage empties into a large grassy area with a high, earthen ceiling. As we stop to rest, a deafening crescendo of screeches heralds the invasion of a dozen winged monsters. The avian terrors attack in force. Armour and skin is ripped from our backs. Our swords swing, our daggers fly, but to no avail. Only two winged monsters are wounded then finished. The remaining ten circle us furiously as Lord British shouts ou words of mystic command. Four more attackers are destroyed, but many more of our party have fallen.

As I fight, I see Meridin from the corner of my eye. He crawls out of the fray and raises his arms. Before he falls, he gasps four words. A great flame breaks out between his outstretched arms and surges forward. One by on, the last of the nightmarish creatures is consumed with flame. The largest bat spirals to the ground. Its burning carcass crashes next to Meridin’s corpse - a memorial fire to our great archmage.


Day 4

Today, the three of us remaining buried the valiant knights Arionis, Meridin, Geraci, Noin, and Roin, here upon the underground battlefield where they fell. Tomorrow we seek our way back to our own world; our disastrous quest here is finished.

Day 5

The Wraiths came this morning. There were three of them. They walked through the stone. Their blackness was deeper than the shadows from which they emerged. Advancing towards Lord British, they ignored Shaana and myself. Lord British held their gazes, murmuring words of life, healing and protection. Still they advanced. One raised its hand, pointing at our lord. Then a silver bolt struck our immortal king and he fell to the stony earth.

Shaana was frozen, transfixed. I stumbled forward, but when I touched that cloak, I shrank back. Foreboding washed over me. They took our lord with them. I was powerless to stop them. I am afraid we all are.

...excerpt from the Book of Lore


fter years of meditation and though; after hundreds of quests along the mental, physical and spiritual path to peace and fulfillment, a person might reach near perfection in the eight virtues of Avatarhood. Only while an individual continues to strive against the external and internal forces of evil, can he or she be said to be on the path of the Avatar.

The ankh is the symbol of peace and benevolence toward all creatures, worn as a sign by those on the lifelong Quest of the Avatar. Ankhs are believed also to enhance courage and loyalty to goodness and to help ward off harm for knights striving to achieve the eight virtues.

Honesty is scrupulous respect for truth--the willingness never to deceive oneself or another. Compassion is nonjudgmental empathy for one's fellow creatures. Valor is the courage to take actions in support on one's convictions. Justice is the devotion to truth, tempered by love. Sacrifice is the courage to give of oneself in the name of love. Honour is the courage to stand for truth, against any odds. Spirituality is the concern with one's inner being and how one deals with truth, love and courage. Humility is perceiving one's place in the world, not according to one's own accomplishments, but according to the intrinsic value of all individuals.

Each of Britannia's eight leading townes celebrates one of the virtues of Avatarhood, and each has raised a shrine to that virtue. The shrines are located in retreats to ensure tranquility in natural settings, so travelling to some shrines requires a considerable journey from their townes.

The only requirement for using a shrine is knowing the mantra for that virtue. A mantra is a sound repeated continuously during meditation, helping to clear the mind and focus the spirit. Each virtue has a specific mantra that works best for it, and sincere meditation can bring great wisdom. Someone in towne will usually divulge the mantra for the towne's shrine.
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