The Avalon Manual

Here is the complete manual for Avalon. If you are a novice to the realm, it is highly recommended that you first proceed to the Introduction before reading this manual in its entirety. This manual covers everything which a player needs to know about the game and it is useful as both a reference and a comprehensive tour of Avalon's unique qualities. Enjoy!

Table of Contents

Section 1 Introduction to Avalon
About life inside the game and basic character development.
Section 2 Novicehood - The first steps
How to complete your novicehood and benefit greatly from the experience.
Section 3 The Avalon World
An overview of the different areas of the world.
Section 4 The Basic Command Set
Moving around, basic actions and learning skills within Avalon.
Section 5 Communication
Talking to others in the game, through the bulletin board, and through the written word.
Section 6 Your Avalon Character - Overview
Information on other parts of a character, from questing for gold to changing your alignment.
Section 7 Your Avalon Character - Combat
How to guide your character through basic combat maneuvers.
Section 8 Your Avalon Character - State of Health
Ensuring your character's physical and mental well-being as you progress.
Section 9 Specifics of the Avalon Worldsystem
Information you should learn as to occurences unique within the Avalon system.
Section 10 Items, Creatures and CCCs
Dealing with inanimate objects and sentient mobiles throughout the world.
Section 11 The Guild and The Guildmaster
Learning about the importance of Guilds and duties within the land.
Section 12 Geography - Overview, Cities and Curiosities
Discover a wealth of information on the various parts of the mainland continent.
Section 13 Towns and Villages
Information about some of the major towns and villages scattered throughout the land.
Section 14 The Avalon Professions
One day you must choose a binding and specialist profession, that will steer the rest of your mortal life.
Section 15 The Avalon Guilds
Information about many of the guilds around the land. Much of your guild choice will be based on what is written herein.
Section 16 Skills tied to Professions
Along with your basic skillset, you will be given the ability to further your development in several more specialist fields.
Section 17 The Avalon Skills System
The individual skillsets and the relative abilities of each.
Section 18 The City-State
Information about cities and the various posts your character may hold, from Justice to the sole city Prince.
Section 19 Government and Governmental Commands
General command lists specific to Government officials and their aides.
Section 20 Government Command Lists and Syntaxes
Commands specific to each individual government post.
Section 21 Warfare in Avalon
War inside of the game, between guilds, cities and allied forces - all related information about the strain on resources is here.
Section 22 Patronage and the Gods of Avalon
The Gods of Avalon, what they stand for and why you should consider joining an order.
Section 23 History and Legend
Important events in the land, from times past.
Section 24 Chronicles of the Past and Recent Events
The most significant historical events of the past few years and the mortals involved.
Section 25 Miscellaneous Documentation
Non-character related information is here, from the Mentor system to various important quests that occur every few months.
Section 26 Information - Tables and Lists
Various lists such as those characters who hold various important posts, nutritional information, and the divine gems available.
Section 27 General Command Lists and Syntaxes
The various command lists concerning almost every general situation.
Section 28 The Avalon Game Environment (Non-Role)
The various situations specific to Avalon, from quizzes to modem access.
Section 29 Appendices and Extras
Other information not covered in the general help.
Section 30 Information about the Gem Quests
Those mortals who have gone above and beyond the ordinary, making a name for themselves to be spoken ever after.
Section 31 Information about Avalon Alerts
Section 32 Noteworthy and Legendary Mortals

1. Introduction to Avalon.

About life inside the game and basic character development.

1.1. Avalon's underlying concept (essential reading).

Avalon is not simply a game - it has evolved to a level beyond a mere 'game', and success at Avalon is not a matter of clever button pushing, or isolated linear progress. You will need all the talents which lead to success in real-life; communication, quick-thinking, insight, perseverance, passion and ability. The 'game' is founded on conflict and co-operation, its aim to be a forum for emotional clashes between bitter enemies, and alliances between beloved friends. A land of heroism and villainy, not a sugary safe environment for easy progress and emotionless character building.

"Conflict to the point of it being unconscious - REALplay not ROLEplay; extremes that don't break..."

There is no distinction in Avalon between role, and real. You will find the Gods especially are not interested in the neat distinction between in-character and out-of-character. There is no difference. Within Avalon, all is one - you choose to step into this world, and while you do so, you live by its laws. The most fundamental rule of Avalon is that all is fair and just, unless the Gods declare otherwise. You cannot simply step outside your character when things become difficult. You cannot shout unfair and expect restitution. Sometimes the land is violent and bloody, when the vicious blood-thirsty are pre-eminent, sometimes it is peaceful and safe, when the pacifists are more prevalent. The ebb and flow of Avalon is not a matter of design, but of evolution. No other gameworld can offer such freedom. Freedom to succeed and be great, but also freedom to be hurt and persecuted.

1.2. Initial Introduction to Avalon.

From the moment you enter Avalon at the lowly level of Newborn, you embark upon a journey into the imagination. Avalon is a Role-Playing World, a mythological environment in which you can develop your own character and interact with other real-life and imaginary beings. A continent of legends, both of the past and in the making, Avalon allows you to become part of an endlessly unfolding tale. Most importantly you play out your role alongside other real people, whose characters may help or hinder your progress through the land.

Every character in Avalon has freedom of choice in their actions. Each character forms a part of an evolving world. You may select a Guild for tutoring in skills, produce potions with alchemists of Mercinae or forge weapons in the smithies of Thakria. You may build your reputation and become a respected or feared member of society. All the while you are part of the unfolding history of a world in w hich you can play a major or even guiding part. Your journey is that of enlightenment, your quest to one day touch the divine.

There are a few things, though, that you should be aware of when entering the land of Avalon. It cannot be compared with any other computer game. The depth and complexity of Avalon is unrivalled. This level of game design has not been achieved without some sacrifice, unfortunately. Avalon can appear overwhelming at first, and it takes a typical player a few hours to become used to the style of game. It is no short-term game. It is the nature of the game that its appeal is lasting and durable, rather than a short-term buzz from flashy graphics and sounds.

1.3. Charges for Avalon, and purchasing credits.

Avalon credits or lessons can be purchased by check (in US dollars or UK pounds), money order or postal order. Mail and all correspondence should be sent to:

Avalon
PO Box 3348
Sheffield
S10 3WS
United Kingdom

Payments to this address must be made in U.S. dollars or UK Pounds and we strongly recommend courier or registered post, particularly for those mailing money internationally. Make all checks/money orders payable to AVALON. Do not forget to include some reference to your character name with your payment. If you have any further queries, e-mail support@firstage.net.

1.4. Introduction to Avalon.

The first thing that you should attempt to do if new to Avalon is to come to familiarise yourself with those commands which tell you about the progress, abilities and skills of your character. You can type SCORE and STATUS to see your current status, DIVINITIES to show how the deities feel about you (they can give you their favour, or disfavour), INVENTORY to show what you are holding and wearing, and SKILLS to display your proficiencies in various areas. Type HELP SKILLS for more information. You begin your life as a citizen of either Thakria, Parrius or Mercinae. In addition you are a member of either the Academy (in Mercinae), the College (in Parrius), or the Institute (in Thakria) through which you can learn and develop your skills. The Academy can be found on Singing Street, the College on Amber Street, and the Institute resides on Moonstone Crescent.

Type HELP ACADEMY for information on this, your most immediate concern. The most important thing to remember is that other people will be very willing to help you. It may seem rather large and complex, but most people have been through that stage at one time and will be glad to aid you.

1.5. Dreams to learn the ways of Avalon.

Dreams are undertaken mostly by those fairly new to Avalon, novices, new graduates, and apprentices in the guilds. There are dreams to be had detailing every major deity, all of the open professions, the three major cities, and further tours on Avalon's geography, and general advice. You may have as many or as few dreams as you like, though all are useful - each one lasts for, at most, five minutes.

Type DREAM OF followed by the tour you wish to take (as listed below) to begin a dream, e.g. DREAM OF MERCINAE to dream about the city of Mercinae.

Dreams of the Gods can be found about GENESIS, ALDARON, ORTHWEIN, OSIRIS, SOLONTUS, MYRKUL, MALDOROR.

Dreams of the Professions can be found about KNIGHT, MAGE, LOREMASTER, SEER, RANGER, DRUID, THIEF, SORCERER and BARD.

Dreams of the Cities can be found about MERCINAE, PARRIUS, and THAKRIA.

And general dreams can be found about GEOGRAPHY, and ADVICE.

1.6. Overview of Avalon itself.

Avalon is a mystical land before the age of humanity, when other strange and wonderful creatures walked through the great forests and valleys of the earth. Great cities exist, but beyond the stone walls of humans ancient forces of magic move through the land. Your objective is to experience life in Avalon, for only through experience and competence at your skills can you elevate your mortal spirit into the form of a deity and become one of the gods who hold the land in their sway. Material goods and items you will no doubt encounter, and many will help you in quests, though wealth is a poor substitute for the true essence of perseverence, skills and experience.

1.7. The game environment, for those new to it.

Avalon is a real time world. This means that as you are thinking and acting, events will continue to progress. You will be informed as and when things occur around your character; for example, when others perform actions in the same location as you.

You control your character by means of typed commands and each time Avalon is ready for a command, the prompt (a single dash) will appear. If your typing is interrupted by incoming messages, the prompt and any text you have entered so far will be temporarily deleted and then re-displayed afterwards. Avalon will execute your commands when you terminate them with a 'Carriage Return' or by pressing the 'Enter' key. Having entered a command, you will then receive a response to your action immediately.

Each action you perform in the land is interpreted as a command by Avalon. Many of these commands are simple verbs through which you instruct your character to move about and interact with others. Most commands take the form of <verb> <noun> <preposition> <noun>, although you will find that many vary quite considerably, depending upon their nature. Avalon understands a vast range of verbs. Should what you enter not be understood at first, it is often worth rephrasing your command in a more standard format. All commands can be entered in upper or lower case. Omit any THEs, ANDs or superfluous adjectives - Avalon does not need these.

1.8. Playing Avalon without conflict.

Being combatative is by no means the only way to enjoy Avalon. There are guilds devoted entirely to pacifism, to the avoidance of combat, and even its prevention. The path of the pacifist is a more gradual one - because they do not fight, they do not ride the roller coaster of great victories and ignominious defeats. Pacifists or those who do not like combat tend to make excellent diplomats (pursuing positions such as Barony or Ministries of a city), or fine merchants. Traditionally the Animists, the Loremasters, the Alchemists, the Minstrels, and the Bards Guilds attract those who would prefer a peaceful lifestyle.

Since around 950 years after the Divine War, the god of life chose to exercise his divine right and formalise pacifism as an aid for the younger, more vulnerable or less belligerent mortals - or even for those who tire a while of battle and seek to rest and relax for a time. If you wish to choose pacifism for a while type CHOOSE PACIFISM to begin your thirty second prayer to the god of life for pacifist status. Pacifism lasts for around one year after you choose to adopt it. It will restrict your actions insofar as you will find it more difficult to interfere actively with combat between non-pacifists. Conversely, though, non-pacifists will find it almost impossibly difficult to harm you while pacifist and, unlike the temporary divine protection enjoyed after death, the pacifist protection cannot be broken by you until it melts away after new year and your experience gain is not inhibited at all. Type PW for a list of pacifists in your locale at any given time.

1.9. The Good Samaritan - customer and novice support.

The Good Samaritan's role is simple - he is here to help. His job is customer service and support. He will help to guide all novices and those who have not yet established themselves in Avalon, and deal/report bugs and problems spotted by the established players. The Samaritan will bring all problems to the attention of the relevant person and will never turn away a player in need of help. The Samaritan is not a deity, and has no role. All may feel free to come to him for support. However, he is not obliged to give away secrets of Avalon or hold an established player's hand, nor will he aid one player to the detriment of another.

To talk to the Samaritan type SAMA followed by the text you wish to say, e.g. SAMA you are a friendly and helpful soul.

If you have any serious problems, you may e-mail the Avalon Support staff at support@avalon-rpg.com and we will endeavour to respond as promptly as we can.

1.10. Conduct while in the land of Avalon.

Avalon is a World - it is not simply a selection of locations containing treasure and problems to overcome. It has inhabitants (of which you are, of course, one), cities, villages and wildlife. Even when you are not playing, there will be things going on, plots developing. To ensure that you enjoy as much as possible of this astounding world it is necessary for you to behave as if you WERE the character you are playing. To enjoy fully the complexity of Avalon you will have to treat your character as an extension of your own being - do with him/her what you would do in any particular situation. Rash actions in Avalon can have far reaching effects - there is no easy way of just going back to the beginning and starting again. As a few simple guide-lines; Try to respect the Gods, but never to rely on them. Choose a patron closest to your own personality and confide in him or her. Striking up friendships with your fellow guild members and city dwellers is important - there is safety in numbers. Perhaps, if you have time, you should check DREAM OF ADVICE for further hints on initial progress in the land.

1.11. Syntax used throughout the Avalon help system.

Throughout the help system you will notice many words within < > brackets. These tend to follow on from actual commands referred to in capital letters. Avalon commands usually take the form <verb> <noun> and <preposition> and syntax examples throughout the help system are displayed in this format. Anything contained within < > brackets should be interpreted as 'any relevant word'. The syntax of the command GET, for instance, would be GET <object> - where in place of <object> you would type in the name of the object you wished to get.

SYNTAX EXAMPLES:
- look at dog
The dog is small and young. It is a mere pup.
- pat dog
You pat the dog in a friendly manner.
- get dagger from backpack
You retrieve the dagger from your back-pack.
- throw dagger at dog
You hurl your dagger at the dog.
It strikes true!

1.12. Etiquette for dealing with Young Avalonians.

It is worth clarifying the distinction in Avalon between those who can be considered part of the cut-and-thrust of the land, and those still too young to have fully acclimatised themselves to the unique and sometimes extreme world they have stumbled into. Regardless of alignment, citizenship, divine belief, or guild, those youngsters must be treated with care and special attention. It is the duty of all Avalonians to give at least some thought to embellishing the early lives of the very young, and integrating them into whichever facet of the world you or they choose. Type LW or LITTLEWHO to see a list of those that the Gods consider part of this 'youngster' category.

In practice, what this distinction should affect, in all cases, is the manner of treatment of the youngsters. Grand gestures, lucid explanation of your motivations and reasons behind your actions, especially if you are an enemy to their chosen path. A powerful sorcerer has every right to scare a young mage, but should do so with maximum drama and be conscious not to overwhelm. There comes a point, reasonably early in every Avalon player's career that they cross the line between roaming around unsure of their surroundings and their future, and being set on their chosen path in the land. Be aware of that distinction. Nurture the young, it is the duty of all Avalonians, because when they reach adulthood, they will come to realise that in Avalon, there is no safe path.

1.13. Avalon's world economics system (summary).

Avalon has a complex economic system, designed to reflect a real world economy (although in miniature). The system can be simplified into two tiers; production of useable raw materials, and the fashioning of the finished products. Both tiers can be carried out entirely by computer controlled characters, though for the most part it is in the hands of the mortals and their gods. Raw materials come from villages and towns dotted about the land and are procured by individuals, guilds or cities. Cities control fashioning of these raw commodities into usable items - centralized around council chambers and the baronies.

1.14. How to access Avalon via the best possible route.

The most infuriating problem with the internet is overloaded connections leading to slow, lag-ridden response. Though for the most part the extent of lag you will experience at any given time is beyond our control we have set up other Points of Presence in North America and Europe, each on different parts of the internet, to give you a number of alternatives should you experience unacceptable lag. See HELP POPS for a current list.

We will be expanding the number of Points of Presence to give more alternatives as suitable sites are found. Remember also that the internet is an unpredictable and disorderly beast and often the Point of Presence which is nearest to you in distance is the most lag-ridden due to sagging networks in between - so try all the Points of Presence.

1.15. Concept, summary and commands relating to the gods.

The Gods play a crucial role in your life and most mortals elect to follow a divine patron at some stage in the Avalon lives. This is one of the key decisions of your character's life - see HELP PATRONS for the current pantheon. To interact with the deities, divine Orders and holy locations there are various commands you should be familiar with:

HELP 22            Shows an index of helpfiles relating to the Gods.
DIVINITIES         Lists your patron, and how the deities feel towards you.
FOLLOWERS          Lists those who follow your patron as followers.
ORDER              Lists those who follow your patron fully.
DEVOTE <deity>     To devote the subsequent command/action to a deity.
SUPPLICATE <deity> To request of the deity to allow you into his/her Order.
PATRON <deity>     Selects yourself a patron. The god must be visible.
UNPATRON <deity>   Denounces your patron and leaves you free from them.
PRAY <message>     Prays to deities in their temples, for instance.
OFFER <item>       Offers items to deities in their temples/marked spots.
WISH <message>     Send a wish within a temple, or to all deities of Avalon.
KNEEL or BOW       To give a sign of humility to a god or a holy location.

There are certain core help files you should learn intimately if you wish to understand the divine pantheon: HELP CREATION narrates Avalon's creation story; HELP DEITIES provides broader info on gods, divine realms, priesthoods and patronage; HELP TEMPLES tells you about holy locations, including temple sanctuaries; HELP OFFERINGS introduces the all-important offerings to the Gods and HELP OBEISANCE the more complex sacrificial fires, traditional symbols of piety; finally HELP FESTIVALS to enter the world of priesthood rituals, one of the primary functions of the divine Order and their enduring effect on the land.

You will find that Gods often act in ways which may seem unfairly towards you, helping another at your expense or hindering you. Remember that FAVOUR and DISFAVOUR play a large part here, and if you are pitting yourself against somebody with the favour of a deity then you can expect them to be aided against you. Gods conform to no laws, they are unbounded by concepts such as 'equality' and 'fairness'; this is precisely what makes them so interesting and enigmatic. Remember the crucial rule; Gods do not exist because of the mortals, they exist despite them.

2. Novicehood - The first steps.

How to complete your novicehood and benefit greatly from the experience.

2.1. The basic set of newborn skills.

You gain the basic set of five skills as soon as you create a character on Avalon. They can be developed as fully as you wish throughout your Avalon lifetime.

Fisticuffs is a skill used during a fight to determine how effective you are at hand to hand combat. It is used when evaluating your chance of striking, and the accuracy of your blow. Fisticuffs are often used to settle minor arguments with the two protag onists rolling down their sleeves and commencing an honourable fist fight. Usually the winner is the first person to knock the other unconscious - you are much less likely to slay somebody using Fisticuffs than with Swordplay.

Scholarship is the skill of linguistics, writing, and general academic pursuits. It includes abilities to extend herbalism and poison lore, control your mind, and eventually even imposing your will on others. Since Scholarship is one of your basic skills, you would be better advised to advance in your specialist guild skills before learning the scholastic ways.

Defence is a skill used during a fight to determine your agility, and ability to dodge an incoming blow. It can be roughly translated as your speed of reaction in a combat situation. It is used against both Fisticuffs and Swordplay. Defence is improved by getting yourself into fights and many young players enjoy battling with wolves and young goblins to improve their defence before engaging some of the more potent of enemies.

Constitution is your ability to resist and defend against most forms of magical attack. Many of the guilds use enchantment as their prime means of attack and you will need to develop good constitution in order to withstand their offensives. Each time you develop constitution, you will become slightly more resistant to attack, and magical spells will do just that little bit less damage against you.

Perception deals with your ability to see things which happen very quickly, or which are hidden. It comes into play when you attempt to see hidden people or items, or when trying to follow somebody. In short, it determines how aware you are of your changing surroundings. It is an aid to almost every guild-specific ability.

2.2. Help about novices and novicehood.

During your first hours in Avalon, you will be considered a novice. In practical terms this means that you cannot access the Bulletin Board, you cannot involve yourself in elections, join a specialist guild or choose a patron. These restrictions have been introduced in order that you think carefully about your character's progression (particularly in terms of a guild) before making a choice. You can spend your five hours in any way that pleases you, the Academy of Mercinae, the College of Parrius or the Institute of Thakria are essential places to learn a basic core of skills. You will have to perform the accolade quests to end your novicehood. Type HELP ACADEMY for information crucial to your young character's development and HELP ACCOLADES for details on graduating from novicehood. The academy leads onto the school (see HELP SCHOOLS) which is the gateway to guild apprenticeship.

2.3. The automated guide for all novices.

The autoguide is a facility provided for all those new to Avalon - to lead them through a brief introduction, join them to an Academy, complete the accolades, and then give a final welcome to the land. Autoguide is offered to all new players and requires periodic response from the novice - such as a nod, or some actions. If you aim to give help to a novice, allow them to carry through the autoguide so that they gain an inkling of the land, offering regular advice but steering clear of interfering too much. Should you feel the autoguide insufficient, then ask the novice to type REFUSE, and the automatic guide will depart, allowing you to interact with the novice in peace.

2.4. Introduction to the City Academies.

All newly born adventurers in Avalon begin life with only an insubstantial taste of the skills which they might one day learn. The Academies are charitable institutions set up by city councils that invite all novices to join so that they may be trained in a few more of the basic adventuring skills. Indeed, before you can progress to a fully-fledged guild you must have graduated from an Academy of some sort. This means that you must acquire a level of competency sufficient to warrant your progression to a more specialised guild.

The Academies are generally to be found not more than a few steps away from the centre of a city. Mercinae's Academy is the oldest of all, while Thakria's Institute and Parrius' College are more recent constructions, though all are equally respected. Each has a variety of tutors, all of whom are well-versed in the basic skills, and all of whom are willing to provide lessons and guides at any hour of the day or night. Membership and teaching within these halls of learning is absolutely free, a far-sighted move on the part of the city Councils who are keen to encourage excellence among their citizens, in order that the glory of their city as a whole may be furthered.

The time you spend within an Academy before you come to graduate is a crucial one. You are well advised to spend time thinking about the possible future for your character; where your goals are to lie. Soon you will have graduated and it is better to have decided early on which guild you would prefer to take a look at, rather than dallying about aimlessly. During this important stopgap, discuss matters of a future guild with as many people as you can so that when the time comes to decide, you have already eliminated those that you feel are not appropriate for your character. You should also be aware of the dreams - type HELP DREAMS for further information.

2.5. The role and purpose of the Academies.

Upon creation of a newborn character in Avalon, you will find yourself born in either the northern city of Thakria, the eastern city of Parrius, or the southern counterpart Mercinae. All cities boast fine learning centres where you will learn a core of skills. It is essential to join either the Academy of Mercinae, the College of Parrius, or the Institute of Thakria during your novicehood regardless of whether you wish to learn there - the mere act of joining gives you the core skills. See also HELP ACADEMIES for further information.

2.6. The city schools and their purpose.

All of the great cities (those with novice academies) boast a well developed city school. The school is accessible to all graduates, once they have completed their accolades. It is necessary to complete the city school before a youngster is allowed to take up a guild apprenticeship. The schools offer four distinct courses to aid the budding apprentice in his or her first steps into Avalon proper.

The school courses bestow access, temporarily, to a range of low-level specialist skills to better help the youngster adapt to the rigours of Avalon life and, later on, have some insight into the choice of apprenticeship in a guild. These specialist skills are held only for the duration of the course. Permanent skill acquisition (and advancement) comes from a guild apprenticeship but the school should provide a taste and a better insight into Avalon. Choice of guild is one of the singlemost most important decisions any Avalon character can make and the school is a buffer, to allow you breathing space and exploration time before making any lifelong commitments. The schools are located close to the academies in all the great cities.

It is mandatory to graduate from at least two of the four courses. Completing a course requires a bare minimum number of successes and thus you are able to rush through courses or stay longer and perform a greater number of course missions, quests and disciplines. You will be informed of the minimum standards necessary to complete a course at the point of enrollment and, subsequently, after each mission or quest or deed you perform successfully. It is possible to accumulate an apprentice's dowry by excelling at the scholastic courses - more missions, more quests, more successful disciplines in a single course. The extent of your success beyond the minimum requirements translates into an apprentice's dowry after you graduate; faster early progress in your apprentice skills and a purse of gold. How much gold and how many skills are in the dowry depend entirely on how far in excess of minimum course requirements you elect to go.

The trade-off between time spent in the school building, a more advanced apprenticeship, and the time gained from early graduation and therefore early apprenticeship are a matter of individual taste. See HELP COURSES for details on the four scholastic courses and HELP SCHOOLCOM for a list of scholastic commands. The latter should be etched in your memory.

2.7. Courses available at the city schools.

The current city school graduation requirements are:

    Messenger course requires 4 missions to merit completion.
    Militia course requires 3 foreign kills as minimum quota.
    Hunter/Gatherer course quota is 6 herbs/poisons or half that figure
       presented in fox, boar or rabbit skins.
    Disciple course minimum requirement is 3 successful visitations.

"The School of Messengers" with Stealth and Elixirs.
Equipment: a red fire potion, a healhand wand, a cloak of hiding.
Taking messages to far flung locations in the land and aiding your home city in networking its subterfuge (spies and smugglers primarily). The messenger is trained in the land's geography, in the dispatch of notes, and the retrieval of commodities and bounty back within home city walls. Notes are passed to friendly spies in foreign cities and pilfered commodities are then entrusted to the messenger for speedy return home. The messenger course is favoured by those keen to embroil themselves in the politics and conflicts of the land; an early outlet for the ambitious.
Further: HELP ELIXIRS, HELP STEALTH, HELP RIDING.

"The Civic Militia" with Chivalry, Charming, a shortsword and a breastplate.
Equipment: a wooden shortsword, a breastplate, an iron-wrought ring.
Since the young, particularly members of the schools, are protected from most attack the civic militia becomes an important organism to guard the streets and boundaries of the city. The militia's most pertinent duty is to thwart the efforts of messengers and their ilk from foreign soil since those messengers carry stolen commodities and cannot be slain by any but a fellow scholar. The militia course is favoured by the competitive, aggressive types eager to develop loyalty, alliances with fellows and, conversely, to fearlessly make enemies and work on early combat prowess. The militia course offers a unique blend of early stage weaponplay coupled with the first eight mage charms.
Further: HELP CHARMING, HELP CHIVALRY, HELP SWORDPLAY.

"The Hunter Gatherers" with Forestry, Herbs, and Poisons.
Equipment: a cloth herb and poison pouch, a forestal walking stick.
Learning the arts of quick movement and interplay of herbs, poisons and certain animals (the fox, the boar and the rabbit) with a core of geography, particularly in wildland and forested regions, is the aim of this course. The youngster gains an inkling of the skills listed to better educate the guild choice. The peacelover may solely collect herbs and poisons without jeopardising their graduation. The hunter gatherer course appeals to the explorer without political agenda, to the wanderer less keen on being drawn into the cut-and-thrust of competition and foreign belligerence.
Further: HELP FORESTRY, HELP HERBS, HELP POISONS.

"The Disciples" with Spiritualism, Healing, Fatalism and Music.
Equipment: brown spiritual robes, a junior lute, a balsa fatalist crucifix, a collections bowl.
The fledgling disciple is to be tutored in a smattering of disparate skills, for his/her education and enlightenment, and expected to utilise those skills in the real world. The duties of the disciple include collecting tithes, using spiritualism to evoke light to banish evil spirits and, if one is of certain mindset, employing the lute to bring about the evil eye curse. The disciple course is a favourite among those with a preference for exploration and peace, for those who wish to make their way through the land without conflict, aggression and political fervour.
Further: HELP SPIRITUALISM, HELP HEALING, HELP MUSIC, HELP FATALISM.

2.8. Badges for guild apprentices.

There are four distinct phases in the life of an Avalonian. The first spent in the academy, the second in the school and the third, perhaps the most difficult, the transition between fledgling apprentice and long-term independent. The fourth, the long and heroic challenge of making a mark in this land is dealt with elsewhere but here we address that crucial third phase: the badges.

After joining a guild, during the apprenticeship, there are numerous 'badges' of knowledge that all Avalonians should aspire to attain. These badges are bestowed by guildmasters, guild elders, or deities. They represent the successful acquisition of a slice of important knowledge, whether that be the ability to equip oneself with armour and weapons, or the successful witnessing of the sunrise in the vale of Azrili. It is not necessary to attain all possible badges but to do so signifies, in the minds of the great of this land, the establishment of an independent, self-assured character ready to meet his or her future. Many guild use the badges as a gauge of a youngster's readiness to move from apprenticeship to full initiate.

To review your own acquired badges type BADGES. Guildmasters and Elders can bestow badges using the BADGE command. It is only possible to bestow a badge on an apprentice once per Avalon timezone (six timezones per Avalon day). These badges are for apprentices in their first career only - for those genuinely new to the ways of the land. High ranking guildmembers may review the attained badges by typing BADGES followed by the name of the apprentice. Each badge brings with it rewards, whether gold, experience or lessons. Some are relatively simple, some more complex. The collection of all possible badges gains the apprentice great prestige in the eyes of the Gods.

There is a prize available to those who are diligent enough to complete all of their guild badges. This prize is obtained from senior members of the guild and if you feel yourself ready (having succeeded in all badges) type REQUEST PRIZE FROM followed by the name of the fellow guildmember, while in his or her presence. Your fellow will have to give assent to your declaration and, providing this is done, you will receive the prize: across-the-board boost of your skills to the level of Respected. Such a fine prize is noted in your character history as befits the elevation to senior apprenticeship.

Type HELP BADGELIST for a full list of badges and requirements.

2.9. The skills of the Academy.

Once you join one of the three academic institutions, you will gain five more basic skills. It is essential that you graduate from an academy or you will miss out on the crucial core skills. Make sure that you know the whereabouts of your local academic institution, since it provides not only skills, but tutors and safety from the dangerous world about you.

You gain the following skills upon joining the Academy:

Riding      Swordplay     Itemlore     Survival     Throwing

Type HELP followed by any of the above skills for further information.

2.10. The accolade quests for all novices.

Accolades are quests of valour and adventure bestowed upon novices who have yet to graduate from their academy. They are given out by the respective heads of the academies, Pandion of Thakria, Sevenius of Mercinae, or the Walrus of Parrius. To gain an accolade in the presence of one of these Masters, type REQUEST. Should you choose to accept the accolade quest, type ACCEPT. Otherwise wait for twenty seconds and request another. You can type ACCOLADES at any time to review accolades gained.

Once you have been given an accolade or honour quest, you must perform it, return to the person who gave it you and type SUCCESS. Assuming you have been successful, you will be given the associated accolade or honour. At any time during the quest you may type ACADEMY to return directly to your academic master, and then ADMIT FAILURE to cast aside the quest as too difficult. Should you forget the words of your quest-master, you can type REMEMBER and they will be repeated to you wherever you are.

2.11. Enrolling yourself in a guild.

Although the Guildmaster of a guild can enroll you in his or her guild, it is often not possible or convenient to find the Master and hence one of their minions must do. You can enrol yourself in a guild (or at least gain some information about it) by finding one associated with the guild and greeting them or by searching out the guild's patron deity. You may also attempt to locate the door to the guild, and type KNOCK; the guild tutor if they are feeling friendly will come out and help you. Typing SURVEY will show if you are standing on the doorstep of any guild. Type HELP GUILDS for a list of guilds, guildmasters and guild patrons and HELP RECRUITMENT to review the guilds actively recruiting new members.

2.12. Apprenticeship in a guild.

Your stature within your guild is as important as in any another situation. When you are first admitted to a guild you will find yourself under an apprenticeship. This will change as and when you and the Guildmaster are both fully sure of what the guild and your character have to offer one another. Apprenticeship is ended by mutual consent between Guildmaster and apprentice, or by surpassing the minimum requirements for auto-assent to full guild membership (typically three Grand Master or two Legendary level skills) in those guilds where such an option is available. Auto-assent is obtained from the guild tutors by typing COMPLETE APPRENTICESHIP.

Beyond your apprenticeship, you will become an ordinary guildmember (of the guildrank Initiate), whereupon you may learn of all the skills that the guild offers you with no obligation to do any more than defend and uphold its prime interests

While you remain an apprentice you will not assume the profession of the guild and will be free to QUIT GUILD and choose another (losing that guild's skills but gaining those of another). However, once you chose to end your apprenticeship, you will gain the profession of the guild and will thenceforward only be able to join guilds associated with that profession. When a non-apprentice quits his guild, he may retain the skills he has developed. Apprentices may KNOCK on the guild door to call out the secondary guild tutor for learning lessons - something to be borne in mind when a member of a security conscious guild loathe to give out keys to vulnerable young members.

2.13. Currently available mortal professions.

Most citizens of the civilised cities, of which you will probably become one, chose a profession. A profession is not binding on you, but simply indicates which area of personal development you will tend towards. It affects the skills you possess and their advancement. Type HELP followed by the profession to gain help on specific professions:

KNIGHT            MAGE                LOREMASTER          SORCERER
BARD              THIEF               SEER                RANGER
DRUID

2.14. The role of the teacher in early Avalon.

Teachers are the lifeblood of Avalon, no matter the city or the guild or the alignment of an individual. The young, academics and scholars, are thrust into this great and diverse continent with only their wits and their patience to begin their lifelong journey. Guild apprentices often receive much personal attention from their elders but often the scholars, the very young still engaged in the courses of the city school, are neglected. The deities, wishing to encourage care for the scholar, bestow upon those of suitable charcter and age a range of commands to help their tuition and guidance of the young.

SCHOLARS to review the current scholars, domestic or foreign.
RECORD <scholar> to look over a particular scholar's course record.
AID <scholar> to call upon Olympus to guide your feet directly to a scholar in need.

2.15. Mapping the land and finding destinations.

Two commands are extremely useful for finding your way around the land and moving large distances without the need to remember complex routes.

The first is MAP. Typing MAP will inform you which direction to take from your present location to get one step closer to all of the four major cities: Mercinae, Parrius, Springdale and Thakria.

The second is FIND. Youngsters can type FIND HOME anywhere in the land and will thereby employ a divinely given second sense to automatically walk, location by location, all the way back to the centre of their home city. You may also use FIND MONARCH to seek out the location of your city's head of state, or FIND followed by a guild-name (like FIND KNIGHTS) to seek out the entranceway to a guild. Guilds are often difficult to find in the maze of city streets. See HELP GUILDS for a list of available guilds for school graduates.

Scholars (via a divinely-given boon) and those with Master Scholarship can type FIND followed by any city or village. Doing so will initiate an automated walk, again location by location, from their present location to their chosen destination.

You can type CEASE at any time while automatically moving to come to a halt. You can append PANIC, FAST or STROLL after your FIND HOME or FIND MONARCH or FIND <city/village> to select the speed of movement. Panic is extremely fast, while stroll will give you opportunity to peruse your surroundings at greater leisure.

2.16. Illuminating your surroundings when it is dark.

Light is sometimes an important commodity, especially when one is wandering around the land during the night or underground where there is no natural source of illumination. Most elect to carry lanterns or use charms and magic to conjur light sources for themselves. If you are without a light source yourself, take yourself to a general store or appropriate market stall and seek out a lamp; then fill it with oil and light it. You may find you need a tinderbox to spark the oil to life. Once lit, the lamp will burn brightly and illuminate your surroundings. Be careful if you are attempting to wander around invisible or in stealth since it is possible to give one's position away by carrying a light-source where none should otherwise exist!

2.17. The little and middling ranks; junior status.

There are three distinct phases in the development of an Avalonian. The first is the LW (littlewho) period, and those who have LW status are shown whenever your type LW. These individuals should be considered off-limits, insofar as they should not be attacked or persecuted, stolen from or imprisoned; unless they attack personally first, in which case treating like for like (to teach them a lesson) is the extent of what is acceptable. There are, of course, sometimes extentuating circumstances but as a rule of thumb the aforementioned guidelines should be taken into account.

The second phase is the MW (middlewho) period - and along with LW make up a player's junior time in the land. You can type MW or JUNIORS to get a list of those in the land visible to you, with littlewho or middlewho status. Juniors do not need to be treated with the same indulgence as LWs but some restraint remains a good idea. The Gods will frown upon persecution. Simply speaking, sending a junior onto the Ship of Death once per Avalon year or the thievery of the odd select possession; this is acceptable. More than this risks incurring divine ire.

Needless to say genuine LWs and MWs are not so restricted when it comes to competing with one another. The self-control required when dealing with juniors is a necessity of the higher levels; those whose skills have progressed above the junior phase into the senior ranks. You will find all Avalonians with at least a smattering of top-ranked guild or general skills beyond the junior phase. If you are attempting to be judicious about timing emergence from LW and MW, to avoid stepping onto the unadulterated battlefield, it is advised you manage your learning such as to avoid prematurely entering the senior world; at least until you are confident in your ability to defend yourself and to act aggressively against your enemies. Those who remain in the LW or MW junior phase will find, whenever they type STAT, will be told how far they have progress towards senior status.

NOTE: those of you of junior rank will find, as an ongoing boon, a bonus bestowed whenever you complete a quest for the first time. This bonus is given in lessons, determined by the difficulty rating of the quest. The gift is received once and once only; intended as both a catalyst for exploration of the land and its curiosities and a reward for those who do so.

2.18. Marble milestones; junior effect on armies.

Milestones are dotted around the continent. Permanent milestones (jet-black) denote the central points in a city or village, while smaller milestones often mark significant locations in the land. Young citizens and guildmembers, freshly matured in a city or recently joined as a guild apprentice, are celebrated by the creation of a short-term marble milestone bearing his/her name. This marble milestone will remain in existence for a certain short-ish period, enhancing the city or guild's presence in the land - and boosting the number of enlistable men (potential additions to their soldiery) by between a hundred and two hundred and fifty legionnaires. When the milestone's enlistable boost is spent it will cease to be.

The marble milestone's enlistable boost is further enhanced by junior quest completion. Whenever a junior citizen or guildmember completes a quest for the first time he/she gains a lesson boost according to the designated difficulty of the quest. This is a fine way for the youngster to advance more quickly in their precious skills. In addition to their lesson gain, however, for as long as they have a marble milestone augmenting city or guild enlistable numbers, every lesson gained will equate to an extra enlistable man in the land wanting to join the city or guild legions. Thus if the youngster performs new quests worth a two hundred lesson boost, he/she will also potentially boost the enlistables for city and guild armies by two hundred (generating a total of 400 men). Ambitious armies take heed.

3. The Avalon World.

An overview of the different areas of the world.

3.1. The form and hierarchy of a city-state.

The form of a city is simple in theory and complex in reality. The most common form that a city takes is that of a democracy, where the head of a city is its royal patron, a figurehead role. They however delegate responsibility to the City Council who run the city. The true leader of the city is the Prince, chosen by of all chosen Barons. The Prince is the source of all appointments within the city (Barons aside), and without an effective Prince, a city is crippled. The Prince must be a strong personality, to pull a city together and keep its morale high. Barons, who chose the Prince and therefore control appointments and the government, are usually elected by universal suffrage of all citizens. Often, the cities are democracies, whilst the villages and towns are dictatorships, with their leaders appointed by the gods.

3.2. Summary of Avalon's four major cities.

Three major cities grace the Avalonian continent, larger by far than any of the villages or towns. This urban triad is formed out of the royal cities of Mercinae, Thakria, and Parrius. The cities are guarded by mighty gates which are often closed during times of crisis to prevent intruders or invasion. The cities (and indeed some of the towns and villages) possess a potent military to defend their interiors - if you, for some reason, find yourself an enemy of one of the great cities, you should take great care when entering their walls or you may find yourself attacked and slain by its avenging troops. Ultimate responsibility for the military and for opening and shutting the city gates lies with the leaders of the city.

Mercinae lies under the patronage of the god of magic, and is a city devoted to stern morality and honour. Their governing Barons have remained essentially peaceful and yet reflective of Mercinae's greatest strength - the ability to fight like lions when pushed into a test of its morality. Mercinae plays host to all the Gods, bar those that would bring darkness upon them. It is built around the banks of the river Leithe and its main park, known as Park Elienna, pin-points its centre with its glorious expanse of unspoilt woodland. Mercinae has its life-long enemies, however, and as a precautionary measure it has erected an impenetrable wall around its entire body, accessible only from its eastern and northern gates.

Thakria stands proudly on the banks of the Moonstone Lake, in the far northwest of the continent, under the royal command of Emperor Periam. It thrives gleefully on both scrupulous trade and less-than-honest plunder from all around. It boasts fabulous architectural edifices and its lakeside promenade, whose high-class establishments offer expensive goods to those that can afford them. Thakria however can only be approached by the dangerous route past the Goblin City and the Darkened Forests. Nonetheless it remains a magnet for those that seek to dominate, and those that lust after the knowledge which brings power.

Parrius is a cityport that lies on the far-eastern shores of the continent. It is a great economic power and strongly militaristic. Its citizens are fiercely loyal to Parrian independence. A strong sea-faring tradition made the goddess of the sea Parrius' first patron, though its monarchic figurehead is Lady Augustine, daughter of the First Mariner. Parrius' primary concern is its trading and indeed it is centred around large dockyards, thriving on the constant sea voyages that its citizens undertake. Parrius draws to it the explorers, the brave-hearted adventurers who will risk all for the sake of glory and broadening of knowledge. It is approached from the long but relatively safe eastern road from Mercinae.

3.3. Divine protection against death.

After taking a complete ride on the Ship of Death, your character will be under Divine Protection. This means that though you will be subject to damage from attack, you will be resurrected instantly, at no experience loss to yourself when slain - the Gods do not wish to see anybody unfairly victimised or slain over and over again by some sadistic enemy. Bear in mind though that you will gain no experience through combat, or watching combat while protected, either. While in Avalon, you can type PROTECTED to see a list of players on the game at any given time who are under divine protection; they are not worth attacking. Divine protection, you should also know, is invalidated the moment you commit an offensive or potentially offensive move. Thus you must remain entirely pacifist and somewhat passive to retain protection. Protection is very important and very helpful, particularly when you are young - make use of it when you need it. Those of the level of Ordainable do not gain divine protection, and all characters are stripped of divine protection every New Years Day (1st of Midwinter).

3.4. Hording possessions and artifacts.

One of the great strengths of Avalon is the freedom your character has to assemble as many personal items as he or she wishes. This means that each time you suspend your play of Avalon, you need not worry about your personal belongings being discovered or even stolen in your absence, because everything that is in your hands or everything that is worn by you at the end of each Avalon session will stay with you until given away or worn out by the ravages of time. The more obscure and rare artefacts that are to be found do not usually fall in to this category, however. Day-to-day essentials such as keys, clothing, armour, weapons, and so on, are yours to keep. When you examine an item, the words "It belongs to you" will follow its description if it is your possession. Items purchased from shops will usually be yours to keep.

Avalon has a number of different types of items. Those items which can belong to players are known as personal items. They remain with you until they wear out. Personal items can either be the product of commodities, or the creation of the Gods. Divine items last until specifically destroyed. In addition to personal and divine items, there are circular and quest items. Circular items cannot be owned by any individual, but can be stored in safe places and are usually associated with some great quest or power. Quest items are under the domain of the Gods and are used to test the mettle of the mortals. They cannot be stored or kept, and return to their place of origin every so often.

3.5. Experience levels for all mortals.

Avalon, unlike most of the other Multi-User Games, is not based purely around score. It has a complex system of levels which you ascend by simply experiencing the world. Many have difficulty grasping the fact that in Avalon you gain points by just wanderi ng around and looking at things evolve. It is likely that your ultimate aim will be to progress to the divine status of God. You must realise that God is not simply a level obtainable by gaining an enormous amount of experience. Reaching God must be done via much hardship and quests; Gods have nearly limitless power of creation and destruction and the obtaining of this power must reflect this important responsibility.

To reach God you must progress all of the mortal levels. They start at Newborn and end at Avalonian. As a rough guide-line, once you reach the level of Indefatigable you are doing rather well! Eventually you reach Avalonian where progression depends on your interactive skills, time spent with others and group quests. Beyond Avalonian lies the very final mortal level, that of Ordainable. Once you are of the level of Ordainable you are physically ready to transcend mortality. All that remains is for you to collect the fifteen gemstones, a quest which is detailed in HELP ORDINATION.

3.6. Initial outfitting and marketplace location.

Newborns to Avalon begin their adult lives naked and penniless. This conforms to the concept that everybody begins equal. The first thing that you may wish to do is to equip yourself with a basic outfit - clothes, a cheap weapon, a back-pack and some shoes. Clothes are particularly important as protection against the weather. While novices are protected by a divine aura and cannot feel the cold, non-novices must purchase clothing to cover themselves and keep themselves warm. For those who begin in Mercinae, the place to go for clothes is in and around the Cassiandora Square marketplace, just west of the knoll where you start. In Parrius you must travel a little further, to Chapman's Square. From Hellespont Square you should walk north three times, northeast twice, north three times again, northwest, and then north. In Thakria you begin your adventures in the central park. From the pond you must walk south four times, southwest, then west four times to arrive at the square.

3.7. Ownership of items in Avalon.

An important thing to remember when playing Avalon is that instead of simply dropping all your treasure when you QUIT, many objects (including all weapons, and goods you buy from the many shops) will in fact stay on your person. When you next enter Avalon, in exactly the same place as when you departed, you will still own these objects. You will be able to tell whether an item can be owned when you EXAMINE it - at the end of its description will appear the words "It belongs to you". Many people use this facility to its full potential, commissioning mighty weapons from the town smiths and keeping their weapon (for which they would have paid much gold) each time they play.

3.8. Overview of the Avalon Skill System.

The complexity and depth of the skills system is a facet of Avalon which sets it apart from other games. Every profession has a multitude of skills and abilities and your skills will be the single-most important reflection of your character's development. A skill is your personal knowledge of a specific art that you have chosen to learn and become proficient in. They range from the commonplace skill of riding horses, to the celestial qualities of Far Sight or magical runes.

All newborn adventurers begin with the basic skills of Fisticuffs, Defence, Riding, Constitution and Perception. Joining an Academy will provide you with five more; Swordplay, Survival, Scholarship, Throwing, and Itemlore. To gain a list of your skills at any time type SKILLS. This will also inform you of the level of proficiency you have attained. You can type ABILITIES (or AB) followed by a skill to gain a list of the special abilities you have attained because of development in a particular skill. Type HELP SKILLRANKS for a list of skill levels, and HELP <skill name> for detailed information on any of the skills you possess. You can also find out the extent of your progress between skill levels by consulting one of the three oracles of the land - the oracle of the Greenwood in the Room of Stars near Mercinae, the oracle of the Tavern in the Halfway Tavern near Parrius, or Telamon, the Priest of Greeny's Edge near Thakria. To consult an oracle type ASK ORACLE followed by the skill you wish to enquire about, for example, ASK ORACLE SWORDPLAY.

3.9. Improving proficiency in skills.

You are able to teach a skill to anybody else who satisfies the requirements of a basic knowledge of the skill, and being of a lower competency than you. Equally, you can learn a skill from anybody who has a higher knowledge than you do. It is not possible to teach skills to those who do not already possess it; they simply do not have the basic grounding necessary to begin to understand you. The only way to gain skills is to join guilds or perform specific quests where you may come into contact with 'brilliant' teachers who will be able to instruct you regardless of your profession.

Most guilds have two or three primary skills. These skills can be developed to the highest level without penalty since they are directly associated with their profession. Many guilds boast secondary skills which can only be learnt to lower levels. You will know when you have reached the limit of your progression in any skill by the fact that it is preceeded by "---->" in your SKILLS list. Specialist non-guild skills cannot be gained exception through extra ordinary circumstances such as divine intervention. See HELP ULTIMATE for information about the distinction between Ultimate (the highest skill rank) and crowned Ultimate (the highest possible point of progression in a skill).

Every character possesses a number of general and specialist abilities called skills. These skills determine your prowess and areas of expertise. The following help files should be perused:

SKILLRANKS              Lists the Avalon skill ranks.
TEACHING                Help on the process and rewards of teaching.
LEARNING                Help on the method of learning.
PROCURE                 Information on gaining lessons more quickly.
GUILDS                  Lists guilds - sources of specialist skills.

The following commands will be of interest to you:
SKILLS                       To gain a list of your skills and abilities.
LEARN <skill> FROM <tutor>   To initiate a lesson with a tutor.
TEACH <skill> TO <pupil>     Offers to teach one less skilled.

Your skills will progress slowly through learning, teaching and practice. You will only lose skills you have gained through extra-ordinary (divine) intervention. It is possible to temporarily lose a skill by using up your free trips on the ship of the dead (see HELP DEATH), but these can be regained through divine intervention or the wurtfoil herb. Divine favour and disfavour can also temporarily augment or hinder your use of a skill.

3.10. Advice on all Avalon's public professions.

Do you need advice at this stage in your Avalon career? Why not dream for it, type DREAM OF ADVICE and see what spirits the Gods deign to send you to aid you in your plight.

3.11. Avalon currency - the gold piece.

Gold pieces are the principle currency of the human cities and towns of Avalon, and you will no doubt build up a small fortune in your adventures. They are useful for many things, especially the purchase of essential goods such as food and armour from shops. However, any gold you carry is vulnerable to loss, so banking excess monies is always advisable. Eventually you may amass sufficient funds to invest in a steed, a house or even establish your own shop or service. This remains in your hands, for Avalon is open to development and contribution from every player in the land; an important area which is little developed by most Avalonians, the scope for individual contribution to the landscape is vast and the Gods are quite want to turn their divine hands to regular bouts of creation.

3.12. Format of location descriptions.

The easiest way to subject an item or player to closer inspection is to EXAMINE them. This gives you more detailed information and, depending on the type of item, sometimes its contents or salient statistics that might be useful in determining its worth.

As you grow more experienced in the land it may occur to you that you wish to describe your character so that when others EXAMINE you. You may write a description for yourself and then contact one of the deities to have it checked over and then attached. It will then appear in addition to the other information described whenever somebody examines you.

Most of the significant events in your character's Avalon life are recorded and these can be viewed by anyone when you type HISTORY followed by the character's name, e.g. HISTORY ZENICHIRO to review Zenichiro's life history. You may also have noticed you can type HELP followed by a player's name to gain a shorter, character summary plus list of the most important events in his/her life. Where HISTORY records everything, HELP provides a personalised character summary (which you can write) and notes those events an individual has expressly declared to be personally resonant. To place the latest entry in your own HISTORY file into your HELP file, type HISTORICAL. This command will ensure whatever was most recently appended to your character history is deemed important enough to become part of your helpfile.

If you wish to submit personalised help/history text - like a character narrative unique to you, lending flavour to your character's life and allowing the public to read up on your exploits in Avalon as a piece of short prose, you may do so. Speak to a deity about submitting a HELP narrative and they will be able to guide you in how to write it and how to add it permanently to your character's records.

It is possible you may also own property or personalised items and might desire to create unique descriptions for see. Check out HELP FORMAT for further information on this type of submission to the land.

3.13. Doors, gates and other barriers.

Should you come across a locked door you will, of course, need the correct key with which to unlock it. Typing OPEN DOOR <direction> will attempt to open it without a key; if you own the necessary key then UNLOCK DOOR <direction> will both unlock the door and open it for you. You will then be able to pass through without further ado, and perhaps LOCK the door behind you. Type DOORS in any location to review all doors (and gates, etc) nearby and their state of repair.

Doors are constructed by city craftsmen, if one is desired - since buildings, for instance, are doorless immediately after construction - and must then be transported to the desired destination. Carts and wagons tend to be used for this purpose. Once on the ground at the desired spot one may CONSTRUCT DOOR <direction> to fit the basic door into an appropriately prepared locale. For further information on construction see HELP CONSTRUCTION and related helpfiles.

There are other forms of barrier, some behaving in a similar fashion to doors (like gates and windows, while others require a little guile to operate. The drawbridge for instance is occasionally found. To operate them, one must find the location containing its mechanism. Therein one may issue the RAISE DRAWBRIDGE or LOWER DRAWBRIDGE commands to exact control over this most comprehensive of barricades. City gatehouses, barbicans, portals and all manner of magical door-simalcrums exist in the land; phenomena to be explored and experienced with as and when time permits.

3.14. Locks and their mechanisms.

Securing the valuable possesions of a city, guild, group or individual is of paramound importance in the land. Commodity stores, army barracks, shop stockrooms, private residences - these and more should, in addition to the array of specialised defences (like runestaves, targetted traps, etc) should consider robust doors as their primary means of protection. The door is an instant barrier against unwanted intrusion. It creates potential sanctuary, treasuries for plunder or stockrooms for merchant wares. The door, therefore, and its unique lock mechanism is an essential. Keys entrusted to the privileged few. Locks worked to individualised, potent complexity and mechanisms strengthened to resist intrusion and weather the wear-and-tear of everyday attention.

Doors are initially simple barriers, fashioned from a range of commodities, and transported via carts to their destinations ready for fitting by those with appropriate skills (high level forgers or labourers). They are then given a lock mechanism, also made initially by high level labourers or locksmiths - the initial mechanism duly fitted to the doorway. Before the lock mechanism is fitted most create a master key - a task far more difficult once the mechanism is hidden within the door, etc. With these in place you are ready to transform the simple door into a formidable barrier, the extent of the strengthening determining the power of the door to resist unwanted invasion. Two facets of the door must be attended to: the state-of-repair of the lock mechanism and the complexity/potency of the lock itself. The former can be reviewed by anybody using the DOORS command, the latter quickly becomes the domain of the specialist.

State-of-repair is affected by numerous circumstances, from regular usage of the lock to weathering aggressive attacks (such as blastdoor charms or shoulder-barging). The state-of-repair must be maintained to a respectable level else it will reduce the capability of the lock to perform its function. STRENGTHEN and UPGRADE are the two central commands used to improve the state-of-repair of a lock mechanism and these are most usually handled by those with Forging or locksmith specialists.

Lock complexity is how fundamentally intricate, resilient and individualised it is. It determines overall resistence to burglars. A lock worked on by a world-renowned specialist will thwart most would-be thieves and delay ALL those without a key. It is not easy, and often expensive, to persuade the great burglar specialists to use their talents to work on one of your locks, to make it as intricate and individualised as possible; and also a leap of faith: the locksmith will, by default, be familiar with its secrets. And one can never be sure with whom the locksmith has shared the secrets of his/her trade...

The specific abilities employed in the improvement (or deconstruction) of a lock mechanism's complexity/uniqueness are not to be discussed here since they form one of the centrepieces of certain professional skillsets. Suffice it to say there are ways and means of guaranteeing the security of a lock mechanism once it has been taken to the highest levels of intricacy... but the price is often heavy, the risk great and many opt instead for more mediocre locks bolstered by enchanted defences. This choice is a difficult dilemma for all those involved in building up secure locations and some say only experience can teach the subtleties of the mysterious "tumblers deep inside" - the frontline guardian of all one's most precious goods, vulnerable associates and secret stores.

Non-specialist commands relating to locks:
Syntax: UNLOCK/LOCK <item> or UNLOCK/LOCK DOOR <direction>.
Many items and most doors/gates are fitted with lock mechanism and, if they are guarding anything of value will tend to be locked shut. Use this command to unlock the mechanism (you will need a key, most likely) or to lock it shut again. If you have nothing suitable to lock/unlock you will automatically try other means (e.g. ordering city locksmiths in, using lockpicking). Lockpicking is an art, a skill practised by many but mastered by few.

If you decide to being picking a lot you will seldom find it an instant process. The number of 'pick attempts' (i.e. the amount of time) it will require depends on your skill, your lockpicking kit's potency relative to the specific lock mechanism, the state of repair of the target, the complexity of the lock mechanism being assailed and - significantly - your familiarity with the lock before you. Consider - as an example - attempting to pick a lock you were responsible for creating and improving to a high level of complexity. Your familiarity would make the task a simple one, whereas someone with a similar level of skill (in a general sense) as you without that familiarity would find the lock far more challenging, thus picking it would take far longer.

Syntax: UNFIT LOCK <direction> or UNFIT LOCK <item>.
Use this command to unfit lock mechanisms from items or doors/gates. The lock mechanism must be completely exposed (that is to say, the item in which it has been fited must be opened). You require a lockpicking kit for this endeavour and although given enough time anyone can break a lock out of most doors or items, the pac e of the operation is much faster in the hands of an experienced thief.

For certain specialists or in a city locksmith:
Syntax: LOCKSMITH <master key> <slave key>.
Adds the distictiveness, and thus all the locks opened by the slave key, to the master key; assuming the master has sufficient room and the slave isn't too complicated for the task.

Lock-related abilities for government and/or specialists:
"Fashioning a door" is performed by city labourers. "Fashioning a lock" is the domain of the forger or the specialist locksmith. "Fitting a lock to an item or a door" can be done by those with Forging and individuals of the thief profession. "Unfitting locks from doors or items" is solely the province of the burglar specialist. "Making a key for a newly created lock" requires the dextrous craftmanship of the lock specialist or an advanced runesmith.

"Duplicating a key from a masterkey" is also an ability partly mastered by the runesmith but only perfected by the burglar/thief specialist. "Strengthening door/item lock mechanisms" requires either very-advanced Forging or modest Thievery skill development. "Improving lock mechanism complexity" can be attempted by excellent runesmiths but is taken to its higher eschelons by the thief and mastered by the burglar. "Deteriorating lock mechanism complexity" is the domain of the thief and the burglar alone.

"Fashioning 'basic' lockpicking kits" is taken in hand by city labourers. "Improving 'basic' lockpicking kits to 'intricate' lockpicking kits" can be achieved by suitably advanced forgers but is mastered by the thief/burglar. "Making 'master' lockpicking kits" can only be attempted by the burglar specialist. "Caring for lockpicking kits, locks and doors" requires a modicum of thievery guild specialism or fairly advance itemlore skill level.

3.15. Taverns to visit and sup in.

While journeying about the land of Avalon, you should make a point of visiting some of the famous taverns and inns which break up the travels of many a thirsty individual. Mercinae boasts the Moon Inn, and the Slumbering Serpent Tavern, Parrius has The Seagull Inn, while Thakria plays host to Perambule's Tavern in the Old Quarter and the Fugitive's Rest. In the villages you will find the Silver Hind Tavern of Ariadne and the Land's Edge Tavern in Astrea's Delta of great interest. The barman in the inn of Eastpoint is renowned for his lively sense of humour and witty badinage, while the taverns of Greeny's Edge flow to the ale of Argemis, their local brewer.

3.16. Wagons, carts and such.

Wagons and carts and the like are essential for rapid and safe transport of bulky items or large numbers of commodities. You can procure a wagon or a cart from most good marketplaces.

LOAD <cart> WITH <commodity>
To commence reasonably quick loading of the specified commodity into your cart. A nice and efficient method of loading up a large quantity of any commodity.

UNLOAD <commodity> FROM <cart>
Unloads at a reasonable pace the specified commodity from your cart and places it upon the ground.

WHEEL <cart>
Takes hold of the specified cart, guards it from being loaded or unloaded by any not on your friends list, and trundles the specified cart along with you when you move about.

RELEASE <cart>
Lets go your hold on the specified cart and moves you away from it so you are no longer guarding it against non-friends.

3.17. Furnaces and forges.

Furnaces and forges are useful for smelting ores and ingots and in the forging/pounding of armour and weapons. Furnaces need to be filled with oil or wood to fuel their fires. To do this type STOKE FURNACE WITH followed by the name of the fuel you wish to use. Once you have sufficient fuel in your furnace type LIGHT FURNACE (you will need to be holding some source of fire to ignite it) and the furnace should be lit. Keep it stocked up with fuel to prevent it from losing its heat.

3.18. The Houses of Healing.

In Mercinae, along Moon Street, you will find the famed Houses of Healing. In the Room of Beds just inside, you may find healing and comfortable sleep at any time, be it day or night. The Houses also offer companion healers to those willing to sacrifice s ufficient gold to the healing coffers. Simply enter the Houses and type BUY HEALER. If they have any healers available (which they generally do), one will emerge and follow you around. You should type LEAD HEALER to lead the fellow with you. Then, when in battle or when set upon, you will be able to give gold to the healer and gain immediate healing. Type BUY HEALING followed by the amount of health you wish healed, or BUY HEALING TOTAL to buy enough healing to restore all of your health loss.

3.19. Special relics used to crown one's skill learning.

In order to push your skill prowess to the heights of post-Ultimate mastery, to acieve what is termed the 'crowning' of a skill, it is necessary to utilise one of the fabled relics of Avalon. It may be worth perusing HELP ULTIMATE to understand the concept of skill advancement to the crowning point. These relics, however, were wrought before the Divine War, and each is imbued with the capacity to enable learning far beyond the norm; to allow a mortal to chase the effect of a divinely favoured skill or to crown it permanently at its very fullest potential. It is necessary to crown at least one professional skill, regardless of profession, if you are ever to pursue specialisation (see HELP SPECIALISATION) and even without specialising, the various crowning abilities are legendary for their potency.

To use the relic appropriate to your chosen skill, you must learn (from one of greater skill) in its presence. The relic must be laid upon the ground for the duration of the lesson else your tuition will be slip from your memory almost immediately. Relics cannot be taken indoors, into city-designated buildings, or into inner temples. They also cannot be hidden within covered items or held long (if at all) on steeds or in easily protected CCC inventories/locations.

Here are the general-skill relics, listed out against the skill to which it is associated: the jade amulet (Constitution), the bone dagger (Survival), the red handkerchief (Perception), the stone slab (Scholarship), the bronze gauntlets (Fisticuffs), the iron rapier (Swordplay), a worn buckler shield (Defence), a silver box (Itemlore), a rusted sickle (Farming), a gold lasso (Riding), a stone hammer (Labours).

And here are the specialist skill relics: an ivory flute (Music), a laurel wreath (Songs), the mask of Iveriol (dramatics), the Isabellan scrolls (Voice), the fur cloak (Endurance), the broken lance (Chivalry), a necklace of skulls (Trapping), a reaver's helmet (Warcraft), a silver cross (Spiritualism), a living branch (Naturalism), a woodsman's cup (Healing), old Talgan's bow (Forestry), the beard 'Alena's Folly' (Thievery), a jar of Hydra blood (Evocation), a mummified corpse (Necromancy), an old oak chest (Elixirs), the ring of Medram (Runes), the book of Lore (Alchemy), Aelgrim's broken skull (Forging), the hand of Asilith (Mysticism), a bag of broken bones (Fatalism), the book of Prophecy (Farsight), a pair of black boots (Stealth), a macabre mirror (Demonology), a sparkling pendant (Candescence), the book of Dylath's journal (Poisons), an ebony wand (Charming), a feathered cloak (Rituals), a dagger of strange alloy (Weaponry) and a clay pipe (Herbs).

3.20. The great Libraries of Avalon and how to use them.

Within the great libraries of the land, one can find tomes both ancient and modern, those of great knowledge and those of great literature, books of both history and legend. The greatest library of all was said to be in the halls of Alessandria, in the Golden Age that once blessed the land. In its time, its Library was the undisputed centre of learning to which sages travelled from far and wide to study and to share their wisdom. But when the halls of Alessandria closed, the forest ancients took their writings with them, preventing their accumulated knowledge falling to the evil that was to come.

In modern times, the principal libraries are those of the great cities. Mercinae boasts the Silver Tree Library, one of the oldest still standing. It can be found at the junction of Candle Street and Alchemist's Walk, in the southwestern quarter. In Parrius, the grand Public Library towers proud to the east of Hellespont Square. In Springdale, the more modern halls stand behind the University, off the commons. The Thakrian library stands on the banks of the Moonstone lake, in the old eastern quarter of the city - east from the Square of the First Emperor for a while, and then northwest to stand outside its doors.

The librarians of Avalon hold great responsibility in the operation of the libraries. See HELP LIBRARIANS to discover who these are. Some libraries are small affairs while others are rather more grand, sprawling buildings and you must seek out the specific chamber wherein the librarian can be found if you wish to BORROW or RETURN books; or STACKS - the commands described as follows:

STACKS [<start>] To review the library's catalogue, to peruse its book stacks.

BORROW <book>    To take a book out on loan. Two Avalon days is standard.
RETURN <book>    To return a book once you have read it.

For librarians:

RECALL <book>     Dispatch one of your deputies to track down a book.
INSTACKS <books> Deposits a book permanently into the stacks.

3.21. The currently appointed librarians.

The Librarians of Avalon are responsible for the vast repositories of wisdom under their purview. They handle the acquisition of books of knowledge, memoirs and other weighty tomes, procuring them from the great authors of the time and from the monks who copy them meticulously. The Librarian of Avalon is appointed by Aldaron, the god of life and acts as liaison between the City librarians, arranging impartial dissemination of knowledge between the cities. The post of City librarian is a non-executive one and, as their tenure is longer than that of the average politician, is also appointed by the gods.

There is no Librarian of Avalon at this time.

3.22. Cherubs, safekeepers of quest items.

It is possible you have noticed in your travels these apparently mischevious cherubs wandering about the land, periodically stealing items you may have found lying around as you explore. Often these cherubs and their thefts can be cause for much frustration and it is true their exhuberence sometimes gets the better of these naturally impatient beasts. However, the cherubs are not genuine thieves. They serve a purpose in the land - the smooth running, and safe restoration/circulation of items designated part of quests, puzzles or those forbidden from long term ownership by any one mortal. Thus the cherubs regularly chase down each item in the land carrying this flag and, when they happen to notice it not in its rightful place (ready for the completion of the quest, puzzle or purpose it was intended) they dart in, quick-as-a-flash, and pickpocket the item away.

You should not despair. The cherubs tend to place the special items in predetermined locations about the land. Learn these locations and you can plot your own routes for completing profitable, experience-garnering questing sessions.

If you are unsure whether an item you have found is part of the cherubic grand design examine it and if anywhere you see the words 'it belongs to you' you will know immediately the item will never come under the jurisdication of these ever-vigilant little darlings. Items purchased in shops or fashioned by cities, guilds or individuals with appropriate skills are never vulnerable to cherub theft... so if you seek to build an inventory of great potency, these are the routes to take to do so. Good luck.

3.23. The location divided for construction/warfare.

Locations are divided into nine areas - mainly relevant in the realms of construction and warfare. These nine areas correspond to the points of the compass around a centre-point, as shown below.

The location "Meeting Place" is at sea-level.

          Northwest +2   NORTH +1     NORTHEAST +2

               WEST --   CENTRE +1    EAST +2

          SOUTHWEST -1   SOUTH --     SOUTHEAST +1

The numbers after the compass directions represent the undulations within a location, significant for melee and military battleground actions. Each plus 1 represents a foot raised, each -1 a foot below the location aggregate. Anyone may type LOCALE in a location to see nearby legions and their positions within the location. Soldiers and fieldworkers unassigned to a legion/regiment appear in lowercase, while those trained to their purpose and readied on active service are shown in capitals. Optionally you may type LOCALE followed by a direction to review troops in adjacent locations.

If you wish to review troops by legion name instead of more-cumbersome numeric figures, type BANNER instead. Use it precisely as you would use LOCALE. You can type BANNER followed by a direction to see in a certain direction. If you have used carrier pigeons to send out dispatches, you may - upon its return - examine a distant locale by typing LOCALE <pigeon> or LOCALE <pigeon> followed by a direction to review adjacent loations of the legion to whom the pigeon most recently delivered a dispatch. Again, you can use BANNER <pigeon> or BANNER <pigeon> followed by a direction in precisely the same way.

Banner has a few codes you should be aware of. It will list TRENCH or <number> FORTS if there is a trench or a certain value of fortifications have been erected at the locale point. It will show brackets () around a legion name if that legion is manning fortifications and double brackets (()) around the legion if it is entirely occupied with fortification manning (and thereby enhancing its defensive capabilities). The legion name is abbreviated to show the number of legionnaires within, then first three letters of its city or guild, then two capital letters according to its size (company, regiment, brigade etc) and then in [] brackets the legion's unique name.

It is possible, particularly when employing well-equipped and numerous legions, to affect the terrain layout as shown in LOCALE - digging holes, extending trenches, stacking defensive fortifications, etc. Familiarise yourself with the contents of HELP TERRAIN if you wish to involve yourself with the command of legions and setting them about the task of changing the natural environment.

3.24. The skies and the stars above Avalon.

As everybody knows, the world is flat. Avalon is both the name of the main continental landmass (with its four major cities and numerous towns/villages etc) and also the name of the world - a hemisphere where the skies are the region above the land and the sea, filling a dome whose surface is patterned with the starry firmament. Outside of the dome lies the void and legend tells of two portals, one to the far west and one to the east in the higher reaches of the sky, leading between Avalon and the void without.

There are many ways to interact with the skies and even those without specialist skills affording them flight can use, for instance, flying steeds to enter the lower reaches of the skies and soar quickly about the land. Specific commands will be found in the appropriate skill listings but two should be introduced here: DESCENT which, when you are in the skies, informs you of the various points on the ground covered by your particular portion of sky accessible via the DESCEND command. DESCEND followed by a compass direction will then allow you to move down to your chosen location on the ground.

The skies themselves boast multiple levels, advanced specialised skills (or apposite quests) required as one goes higher. The first 'level' is found just below the clouds, the second holds the winds, clouds and the weather-fronts. The third level lies above the hurly burly of wind and weather, as one begins to approach the heavens. Further still one might find - as the dome of the world curves towards its highpoint - the realm of the sun and the moon; then the impregnable barrier of the dome itself and its firmament of stars. All can be reached, via skill or quest, by mortal endeavour, though the precious few fortunate enough to have walked among the stars are figures of legend, so rare is the achievement; and so far removed from the everyday concerns of one's Avalon life and goals.

IMPORTANT NOTE: travelling through the skies when one is a non-flyer and not mounted on a flying steed can be a dangerous business. It is usually done in the company of a trusted companion. Should you find yourself in the sky without a friendly leader, in non-flight mode and not mounted on a flying steed, then you will tumble to the ground - potentially with fatal impact. If you plan on leading friends into the skies make sure you are in FRIENDLY mode - to denote you are happy to be leading them. Conversely if you do not wish to be followed as you fly, type HOSTILE to keep your distance from anyone trying to keep up with you; or to leave anyone in your entourage to fend for his/herself. If he/she is a non-flyer and you go HOSTILE, the consequences will be an immediate and extremely serious tumble!

3.25. Temples of the Gods.

Dispersed about Avalon are temples and shrines a-plenty, full of holy significance, and wherein the power of the Gods holds sway over the forces which reign outside. Temples vary in size and power, as well as in outlook and welcome all depending upon the deity whose power resides within. Almost every divinity will have at least one temple where their followers may congregate in relative sanctuary, and many have elaborate meeting halls and chambers where members of their Order may even hide from their enemies.

The most secure, private locations are those found within temples. Two or more markings from the patron deity to signify genuine holy ground and a 'feeling of privacy' visible in the verbose description (when you type LOOK) and it will be impossible for prying eyes and ears to watch without your knowledge. The 'feeling of privacy' can be engendered in locations otherwise not so protected by using the pentagram rune.

To please a divinity beyond kind words, you may chose to exhibit your satisfaction with an offering of a valuable object, or other such material concern. To achieve this, simply type OFFER <item>. You can also OFFER GOLD <amount> if you wish to lavish your patrons temple with monies. Many deities are proud to see their followers transcending the material concerns of their world, and will often grant rewards for such benevolence. Offering can be a fine method of securing the favour of useful divinities, or even pacifying one whom you have angered.

Within the temple of any of the Gods you may PRAY messages to that deity. Prayers will be received only by the deity whose power resides in that temple or shrine, making them ideal vehicles for apologies or pleas for aid. Be warned however that a prayer is taken as an exhibition of utter piety and high regard. If you have nothing fruitful to say, then you would be well advised not to waste the valuable time of an immortal.

3.26. Devoting certain deeds to a divinity.

The relationship between mortal and deity, particularly that of patron and follower, is one of the Avalon fundamentals. A mortal may wish to devote his or her action to a deity, to add to that deity's prestige and might within the land by dint of this association. It is a popular way for a mortal follower to bolster the essence, and therefore the Olympian power, of his or her patron divinity.

To declare a devotion type DEVOTE followed by the name of the deity you wish to devote the subsequent command/action to. Bear in mind that the devotion will only apply to the very next command.

Devotions presently acceptable to the Gods: bathing the bodies of dead mortals.

3.27. The rituals of obescience for Godly marking.

There are two uses of the SACRIFICE command, allowing you to make offerings to a deity on a larger scale, utilising a sacrificial fire. The first is done on your own, at a location marked by a god, the second - known as obeisance - a more profound spectacle performed while a deity presides over your efforts. The former is done alone, the latter generally undertaken in groups. The solitary sacrifice requires large batches of a valuable commodity (at least twenty) - the more sacrificed, the greater piety gain for the diety. The obeisance ritual, on the other hand, is performed either as part of a wider festival (see HELP FESTIVALS) or with the express purpose of aiding the presiding deity eroding the marks of a rival divinity.

The sacrificial fire should be made by the leading mortal in the group. This is done in the usual way for fire-building. The mortals present must then type OBEISANCE. All mortals in the location should be performing obeisance for the ritual to be truly effective. To enflame the fire sufficiently to honour the presiding deity, to bestow piety, and above all to weaken rival markings it it is necessary to sacrifice fine fabrics, hides, children or certain beasts: silk, wool or leather commodity for the fabrics (in batches of ten); babies, young boys and girls for the children; pigs, boars or goats for the beasts. Type SACRIFICE followed by the animal, deceased child or fabric (in your inventory) to make your gesture; many iterations of the obeisance/sacrifice sequence are necessary to complete the ritual.

The piety gain from an obeisance ritual is felt immediately by the presiding deity. The erosion of another divinity's markings take a full Avalon year to spread through the location - you will be able to witness the progress when you type LOOK - and can be defeated by the opposing god arranging a counter-obeisance or by his/her priesthood organising a Festival of Consecration (often important if the defending god is likely to be absent a while).

If the obeisance is successful and unopposed for an Avalon year then the location's marks will be reduced - one point of reduction per Avalon year, per presided obeisance ritual - until none remain. At this point the location can be freely marked by any god providing a Festival of Holy Ground is undertaken by the priesthood and a full congregation. The Festival must be completed as a first act, then within an Avalon month the deity whose priesthood officiated the festival must place the mark; and finally a Festival of Consecration will render the divine marking permanent.

3.28. Priests and religious orders in Avalon.

The divine order of an individual deity is a shared bond between the immortal god and those mortals whose lifechoices and innate personalities have, in most cases, earned such a measure of said god's sympathy that a mutual declaration is made: from the mortal to follow and honour his/her patron deity above all others and to spread the Word and Reputation through Pious acts, to maintain absolute loyalty and (in many cases) to further the worldly aims of those realms represented by the patron. From the god comes the undertaking to safeguard the fragile existence of the mortal, to offer guidance through the unpredictable ebb and flow of mortal affairs, to protect against opposing forces beyond mortal resilience (e.g. enemy gods).

An ever-evolving relationship is born, for many the singlemost important in Avalon - and it is from the mortal ranks of a deity's order that the priesthood is selected; distinct from regular followers insofar as their obligations in Avalon are more closely associated with the direct aims of the patron deity, their duties to honour in ritual and festival, in action and word the name of the god and the realms of their patron's command. The priesthood exists as an umbrella under which the entire divine order may find shelter, guardians of the divinity's temple and - if so chosen - frontline mortal combatantes in the battleground of realm-song that often flares up about the mortal plane. Indeed, the High Priest as head of the priesthood is the only mortal whose empathy with a divine sentience is so highly attuned he/she is able to touch and interact with the Divine Plane; home to the realm-spirits and the battleground of the Gods.

There are private information files available to members of the priesthood that cannot be referred to here. All mortals may choose to honour a deity, whether a member of his/her order or not; though order members and indeed priesthood actions have a greater impact - likewise those relationships of long-standing, for time is an exponential indicator of worth in a land whose inhabitants are often so ephemeral, whimsical and flimsy. The core command is PRIEST - and PRIEST COMMANDS will list up your commands according to your order rank privileges, while PRIESTS will show all those currently visible in the land, of priesthood stature, across all the divine Orders.

4. The Basic Command Set.

Moving around, basic actions and learning skills within Avalon.

4.1. Moving yourself about the land.

The Avalon world is divided up into thousands of individual locations. Each location is a distinct place (a cottage living room, a path in the forest, a fork in the stream, for example). You can move between these locations using standard compass directions (abbreviated so N is NORTH, NE is NORTHEAST, etc), or UP/DOWN, or sometimes you can use IN or OUT.

Type LOOK to see the location you stand in. Type EXITS for a summary of the exits available. To move, then, you simply type a compass direction and, providing the exit is available, you will move to the next location in your chosen direction. You may find doors in your way or use them to protect your progress; type DOORS to review those visible in your locale.

See HELP MOVEMENT for a longer, but simpler list of movement related commands and their syntax.

4.2. Overcoming obstacles to your free movement.

In addition to moving via the typical compass directions, there are three other common ways to move around. You may CLIMB things, such as trees or rope ladders. You can ENTER things - particularly useful when you have discovered a secret passage or when you wish to climb aboard a stage-coach or a ferry. Remember that often coaches and ferries cost gold to board. After you have entered a vehicle or container, you will usually have to type LEAVE to get yourself out. The Springdale ferry which runs from Mercinae to Springdale, the stage-coach, which runs in Kristanisti, and the Thakrian ferry, charge between five and ten gold coins to carry passengers.

4.3. Looking at your inventory of possessions.

At any time you may have a look at what you are carrying through the use of the INVENTORY command - typing I by itself will suffice. Not only will this list the items that you are carrying around with you, it will also show you what garments or what armour you are wearing, if any, and what you are wielding in your hands. You will find yourself encumbered by items you hold that you are not wearing, and characters are limited to a certain number and weight of items before they find themselves over-laden and dropping their possessions. You can also type INFO INV and INFO WEARING to gain a list of items held and items worn, together with their Avalon numbers (for the more advanced player).

Anything that is within your inventory may be given away, if you so wish it. To hand over one of your possessions to another character you must type GIVE <item> TO <player/creature>. Items can also be stored away and retrieved from containers such as a backpack or a strong-box through PUT <item> IN <container>, and GET <item> FROM <container>. It is far safer to hold a valuable item inside a backpack or a locked box since thieves and vagabonds will find it harder to steal from you.

4.4. Basics for dealing with items in Avalon.

Throughout the land you will find a variety of objects and artefacts. With each one you may take it, scrutinise it, poke it, drop it, or do whatever you please with it. Learning the item manipulation commands is essential. They are not complicated, or numerous, and they are detailed in this section.

To take an object you must type GET <item>. Assuming it is not too heavy or bulky to be carried, it will now be a part of your current possessions. If you wish to take all of a certain item from the room, type GET ALL <item>. GET ALL KEY, for instance, would take all the keys from the location. To discard an item type DROP <item>. To discard all of a specific type of item, type DROP ALL <item>. DROP ALL KEY, for instance, would drop all the keys you are holding on the ground.

4.5. Manipulating items about you.

Dealing with objects is a very important area of knowledge and you should familiarise yourself quickly with the various object manipulation commands. If, when you examine an item, you see the words "It belongs to you" at the end of the description, you should know that that item will remain with you even when you are not playing Avalon. It will be owned by you.

INVENTORY            - Lists all items, and gold you are holding.
INFO INVENTORY       - Lists all items you hold and their item codes.
INFO INSIDE <item>   - To review items inside another item.
INFO ALL <item>      - List all items you hold of a specific type.
QI                   - Quick inventory of items you hold.
KEYLIST              - Lists all the keys you are holding.
GET <item>           - Picks up an item from the ground.
EXAMINE <item>       - Examines specific items more closely.
INFO <item>          - Gives extra-Avalon information on an item.
DROP <item>          - Drops an item from inventory to the ground.
SPLIT <item>         - Splits large commodities in half.
BUNDLE <item>        - To bundle up a commodity into one item.
PUT <item> IN <item> - Puts items from one place to another.   
PUT <number> GOLD... - Put gold inside containers. See HELP GOLD.   
GET <number> GOLD... - Gets gold from containers. See HELP GOLD.   
READ <item>          - Reads items, such as books and scrolls.
OPEN <item>          - Open an item (providing it can be opened).
CLOSE <item>         - Closes a specific item.
LOCK <item>          - Locks an item (providing you have the key).
UNLOCK <item>        - Unlocks specific items (providing you own the key).
GIVE <item> TO <ply> - Hands an item to a player or creature.   
WRITE <item>         - Begins writing on a suitable item. See HELP WRITING.

See also HELP USING for information on using items.

4.6. Looking about you, to see where you are.

To remind yourself of your present location, the LOOK command will redisplay it in full (whether you have typed BRIEF or not). You will undoubtedly find this useful when you find yourself in what you consider a significant location as it will give you a more thorough picture of your surroundings. You may also type WEATHER to assess the current weather conditions and how much clothing would be required to keep warm, TIME to find out the time of day, and DATE to discover the current Avalon date. Should you want to see just the shorter description, as you would get in BRIEF mode, then you need only GLANCE (GL for short) and it will be displayed to you. This command has another use in that it can be used directionally. In other words you may throw your glance into an adjacent location, without actually moving from your current position. To do this type GLANCE <direction>. As for those that have the perceptive ability, they may SQUINT in a specific direction. Similar to the GLANCE command, SQUINT (SQ for short) will attempt to look along your specified direction for as many locations away as you are able. This obviously has its uses should you want to check what lies upon the road ahead. You should also be aware that on occasion, being able to look and glance is undesirable and you may wish to type SHUT EYES to close your eyes and see nothing. It is up to you to discover situations where blindness is an asset rather than a hindrance.

4.7. The SCORE command and explanation.

When you type SCORE, you are told of your character name and highest level attainment. What follows, however, is your actual level, your level in real terms represented as a percentage of the experience required for the next one. This gives you a better idea of where you stand should you have suffered a mishap in your adventuring. Your level is only a rough indication of your experience and physical might combined, and it will take progressively longer to move to the next. When you are slain, you will doubtless lose some of the experiences you have gained, and if you drop down experience level, your health and mana potentials will fall.

As you gain in level, it will become more and more difficult to gain experience from routine quests or exploration. To aid those who have died, however, quest and exploration performance is judged upon your present level, rather than your highest level thereby allowing you to regain lost experience at a faster rate. Listed after details of your experience level and actual level are various items of information, amongst which are your citizenship, your profession and guild, your financial status (represented by your wealth in gold pieces), and your tax situation, all of which are discussed in more detail in later areas of the help system.

You may also wish to look at STATUS and SKILLS since together with SCORE, these provide you with a core overview of your character's current status, condition and attainments.

4.8. The STATUS command and explanation.

Alongside your experience and your score sheet you will discover that typing STATUS reveals a great deal of information that you will find pertinent to your day-to-day life. It details those civilisations that consider you an enemy, your levels of hunger and tiredness, level of breathing and bleeding. Status will also inform you of how well clothed you are - something you need not worry about while you are young. It also reminds you how many lessons you may learn in any of your skills before becoming saturated, and the status of your character due to excessive death.

[---> Example of the status command]
- status
You are a citizen of Thakria.
The City of Mercinae considers you an enemy.
You are an enemy of The Forest of the Greenwood.
You are not bleeding, breathing perfectly well, wide awake and not hungry.
Your alignment is Good.
You are unclothed. The weather is warm and uncomfortable.
You will be able to absorb 12 more lessons become becoming saturated.
You are blessed with ten safe encounters with Death.

4.9. How to find who is playing Avalon with you.

There are a number of ways to see who is playing Avalon unconcealed on the same part of the continent as you.

WHO     Gives a full list of who is around with innersight effects if any.
QW      Gives a full list of who is around without innersight.
BW      Brief paragraph listing all those who are around.
BBW     Very brief listing of just names.
LW      List those whom the gods consider young and inexperienced.
NNW     Shows only novices.
GMW     Shows a list of those in your guild who are about.
CIT     Shows a list of those in your city who are about.
OW      Lists fellow followers of your patron who are about.
PEERS   List only those of around your skill expertise.
PW      Lists those who have chosen to live as pacifists.
BFW     Lists the folks currently on the battle-isle.

You may also type the name of a profession or guild to see members of that profession or guild in your vicinity, if the individual has chosen to make himself/herself public, e.g. MAGES or CAVALIERS or RANGERS.

And, depending on the current will of the Gods:
TW/TTW  Lists those non-pacifists, non-protected, ready for combat.   
EW      List only those against whom you would gain no bloodlust.

4.10. Learning your skills.

The ways to better yourself in any given skill are numerous, but the most common is simply to receive a lesson from another Avalonian character. LEARN <skill name> FROM <character> requests a lesson in your chosen discipline from someone, who will often be a resident member of your guild. Simple practice of a skill through its use will increase your prowess, albeit more slowly. The more learned characters are able to offer lessons to those of less ability than they - TEACH <skill name> to <student> will offer up a lesson and provided the pupil is agreeable to it, the teaching will commence. Not only is player-to-player teaching beneficial to the student, but, to a lesser extent, the instructor profits as well. The only CCC of roughly analagous teaching ability is the designated guild tutor. Guild tutors can be prevailed upon to come forth from the inner guild chambers when a guild member KNOCKs on the entrance door. Some guilds are security conscious and keep apprentices away from the guildhouse interiors; thus being able to knock on the front door and summon out the guild tutor is crucial for advancing many a youngster's skills.

Type LESSONS to discover how many lessons you are able to take before reaching that point. Not all skills are freely available, however. Many are solely within the sphere of particular guilds, guilds that over the centuries have so refined their learning that they now specialise in only these particular arts. Thus professions were born in Avalon. It is possible to procure lessons at a faster than usual rate. Type HELP PROCURE for more information on speedy lesson acquisition. Last but certainly not least, check out HELP DARSURION for important information on learning enhancing herbs and HELP GLOBEACTS for ways to boost lesson effectiveness.

4.11. Teaching skills to others.

Teaching is one of the most important methods of progressing in a skill,
while at the same time allowing the higher level teacher to also gain in
competency. To teach somebody, they must first know the skill which you
are going to teach them (it would be impossible, for example, to improve
somebody's Swordplay if they did not even know how to hold a sword!),
and you must be above them in level. To teach somebody, type TEACH
<skill> to <player>, assuming you know the skill and the player is
visible to you. Hopefully, the prospective pupil will see your offer and
type OK after which the lesson will proceed as normal. Though learning a
lesson from a CCC or a player will gain the learner the same amount as a
result, learning from players is encouraged as the teacher also gains in
skill through the lesson.

4.12. Lessons and learning.

Lessons are the easiest way to progress in a given skill. You can learn as many lessons as you have lesson credits for. Lesson credits are built up over time as you grow older in the land. They do not build up in protected locations, in the Pool of Life, or in locations marked more than once by a deity. Type SURVEY to look through your current location to see if there are any lesson gain restrictions active in the locale. Type LESSONS to see how many lessons you may learn before becoming saturated with learning. See also HELP LEARNING and HELP TEACHING for further information.

4.13. An example of an Avalon lesson.

Below is an example of an Avalon lesson. Lessons take just over a minute to learn. You can have at most two hundred and fifty lessons in a row, and every twenty to twenty-five minutes you gain enough experience of life to absorb a new one.

- learn runes from Raghallach
-
Raghallach has agreed to teach you.
-
Raghallach smiles and pulls out a piece of silver ore.
-
You examine the ore; it is plain, but pure silver
-
Raghallach motions to a selection of delicate instruments and takes them in his hands.
-
Raghallach fashions the silver ore into a strangely-shaped effigy.
-
Raghallach explains that the shape of the silver effigy denotes the effect and power of a rune.
-
Raghallach tells you of runes shaped like leaves, fists and hearts.
-
Raghallach continues by explaining that the mightier the Rune-fashioner, the longer it will last.
-
Raghallach details the method for connecting runes to items or to rune staves.
-
Raghallach finished by explaining that a rune will only have effect if it is seen.
-
Raghallach bows low, the lesson complete.
-

4.14. The DEFENCES command and explanation.

DEFENCES gives an indication of your natural defences. As your character develops you will come to learn of new things that will protect you in your continuing adventures. Armour is the most straightforward means of protection and it is not difficult to find providing you have gathered together sufficient gold. Certain guilds may find wearing armour prohibitive since it interferes with their enchantments, though the Sorcerers and Necromancers guild can summon demonic armour to protect them from injury and the Mages can weave light to protect themselves from harm.

4.15. Moving about the land.

You can move around by entering compass directions; North, Northeast, East, Southeast, South, Southwest, West, Northwest, Up, Down, In or Out.

EXITS               - Lists all visible exits from your location.
GLANCE              - Quickly glances at your location.
GLANCE <direction>  - Quickly glances in specific directions.   
GLE                 - Takes a quick glance and tells you exits.
LOOK                - Take a long look at your surroundings.
DOORS               - Reviews all the doors in your locale.
SURVEY              - Surveys the terrain type of your surroundings.
SQUINT <direction>  - Squint as far as possible in a specific direction.   
BOARD <item>        - Allows you to board a ship, a boat or a ferry.
ENTER <item>        - To enter a stagecoach, for instance.
LEAVE               - Attempts to depart from the inside to the outside.
CLIMB <item>        - Climbs up a ladder, for instance.
CROSS <item>        - Crosses a rope bridge, for instance.
MOUNT <steed>       - To mount a steed. Type HELP STEEDS for further help.
DISMOUNT <steed>    - To dismount a steed.
FOLLOW <player>     - To begin following another player around.
LOSE <player>       - To lose one following you, or cease following another.
DRAG <player>       - To drag a sleeping or unconscious player with you.
SWIM <direction>    - Enters water and swims. See HELP SWIMMING.
STRUGGLE            - Struggles free of traps and magical restraint.

Words in < > imply specific types of response. <item> means an object name, while <direction> means a compass direction.

4.16. Using the java applet compass to move about.

If you are using our java software to play Avalon you will note a sidebar in addition to the main story window. The main story window has, below it, a grey-strip containing (very briefly) a description of where you are in the land, and further below a blue-strip into which you type commands to control your character.

In the sidebar you will notice your character name and Avalon rank, below a percentage of progress towards the next experience level. Then, below this text, is an ornate compass. This compass can be used by those less experienced in this medium to move about the Avalon landscape. You need simply click, using your mouse, on the compass direction and your character will move accordingly. Directions on the sidebar compass are gold when available to you, and dim silver when not. The four circles beneath are, in order left to right: IN, OUT, DOWN, UP. You will have to learn how to face many obstacles as you grow older in Avalon and it is well to issue movement commands without over-reliance on the compass - initially, however, you should feel free to make use of it for as long as you find it works faster and more intuitively.

5. Communication.

Talking to others in the game, through the bulletin board, and through the written word.

5.1. The importance of communication in Avalon.

Central to the idea of a multi-player game is that of communication and interaction between its inhabitants. The best way to get a feel of the land is by talking with other players. The help sections in this topic discuss both the rudimentary and the more sophisticated ways of expressing yourself. You should acquaint yourself full with all of them.

It is important to ascertain who your present player companions are within the land at any given time. You can find this out by typing WHO. This command will list all the people in the local region that are currently playing Avalon with you and are not concealed by extra-ordinary means. Some may choose to hide themselves in order that they might slink about unnoticed, creeping up on their prey or hiding from their enemies. Methods of communication are detailed below.

See HELP COMMUNICATION and HELP CALLING for further command information and HELP 5 to review the index of Avalon manual section five, specifically on this topic.

5.2. Saying things to those in your location.

The most basic way to communicate is through the SAY command. This will transmit your message to whoever is in the same location as yourself. Thus, SAY Hello would produce the action of you saying "Hello" to all present. No quotation marks are necessary, but make sure there is someone to talk to before using SAY (use the LOOK or GLANCE command to see if anybody is present), or you could find you are talking to yourself! The SAY command may also be abbreviated to simply a single apostrophe or quotation mark, followed by the text of your message. Using SAY is plainly the most sociable form of communication when more than one person is in the same location as you since all present can be involved in the conversation.

5.3. Using the calling system to communicate.

It is possible to communicate in an extra-Avalon manner using the OO command. This is a way to call across the land, no matter your character's state, bypassing restrictions and prying eyes and ears, to speak with those with whom you have some kind of legitimate close affinity: your fellow guildmembers, citizens of your city, those who share your profession, folks on your friends list, followers of the same divinity, etc. The DUMB command can be used by ranked individuals to silence abusive or spamming novices but otherwise nothing can interfere with free-use of the calling system.

The easiest way to use the OO command is to add a single letter, which determines the type of calling you are using, and then simply include what you wish to call to those privileged to hear. You may also use the full version of the command, OO followed by the designation (e.g. CITY or GUILD) and then what you wish to say. Below is a list of the most concise OO versions:

OOC <text> to call to citizens of your homeland city.
OOG <text> to speak with members of your guild only.
OOF <text> to communicate with those on your friends list (see HELP FRIENDS).
OOP <text> to send your calling to all those who share your profession.
OOO <text> to call out to everyone in your order, followers of the same deity.
OON <text> to speak only with novices and public relations ministry of your city.
OOQ <text> to speak to those with competitor status (see COMPETITORS).

The equivalent of the above are, respectively: OO CITY, OO GUILD, OO FRIENDS, OO PROFESSION, OO ORDER, OO QUESTORS, and OO NOVICES.

If you do not wish to hear one of the calling communication methods - for instance you may be busy, focussed elsewhere or simply desire peace-and-quiet you can BLOCK any of the channels via OO BLOCK <calling method> and then reverse this via OO UNBLOCK <calling method>. To cut calling out completely use OO BLOCK ALL, reversed via OO UNBLOCK ALL. Calling methods are: city, guild, profession, order and novices.

All OO commands are private. This means they bypass watchers and snoopers and runebuggers and the like. The OO calling is particularly useful for city or guild combats or widespread warfare where quick, trustworthy but non-compromised communication is required.

5.4. Using and understanding the Avalon bulletin board.

The Avalon bulletin board is a method for all Avalonians to maintain contact with each other. It should be used for notices and messages relating to world-wide issues and as a convenient method for Cities, Guilds and Orders to speak to the assembled masses. Type BB to enter the bulletin board or BBSTATUS within Avalon to discover whether there are any new messages. You may also use READBB to apprise yourself of the contents whilst still in the land. HELP once inside the bulletin board will give you information.

There are a great number of selective-entry bulletin board sections in addition to those mentioned above, including separate boards for members of government, guildmasters, elders over a century (in Avalon years), comments about Avalon, treaties between cities and guilds, etc. You will know you have access to a selective-entry section when it appears in your BBSTATUS list.

5.5. Letters and the postal system.

Letters are the most formal and cheapest means of contacting another individual when they are not around. In order to write a letter you must first visit the postal halls that exist in all the major cities. There you REQUEST LETTER and you will receive a blank, ready for writing on.

"LETTERS"
To list letters in your inventory.

"ERASE LETTER"
Typing this clears anything previously on the letter. It also ensures that you are the only person able to write on the letter.

"POST LETTER"
Typing this posts a letter into a pillar box. You must post a letter for it to reach another person automatically.

"ADDRESS LETTER <name>"
This addresses your letter to a particular player.

"WRITE LETTER"
This command writes text on the letter. It will let you write text directly onto the letter.

"READ LETTER"
Needless to say, typing this allows you to read a letter. Unless you are given permission, it is bad form to read other people's mail.

"TRASH LETTER"
In the postal hall, this command puts your letter into the recycling bin, erasing its contents and allowing the next person who requests a letter to use the blank page.

"REQUEST LETTER"
Typing this command in the postal hall will enable the postal staff to hand you a blank letter.

"SEAL LETTER"
Seals a letter for your unique stamp, using a piece of wax.

"UNSEAL LETTER"
Unseals a letter which has been sealed so that it may be read.

"PIN LETTER"
Permanently pins the letter up in your location so that others may read it.

5.6. Private messages between individuals.

Another, more terse, form of communication is via the MSG system. This will allow you to send brief messages (at the cost of five gold pieces) to unavailable players, MSG <player> <text> being the syntax. The intended player will be notified of any unread messages upon his next play of Avalon and can read them at any time using the command RMSG. These short messages are stored indefinitely for your perusal, although you may find it necessary to CMSG (clear your messages) every once in a while, to avoid getting bogged down with ones you have already read. This brief messaging system also has the function of informing you of any significant changes to your character that have taken place while you have been absent. For example, someone may have declared you an enemy of their township, or some deity may have given you their favour.

As you grow more experienced in the land your senses will hone and you will pick up some occurrences pertinent to your character or your city/guild even when you are not in the land. This will result in you being notified via your messages, so when you RMSG next time you enter the land, the notification will be shown along with any other messages. Sometimes, particularly after long periods of absence, you will find hundreds of messages documenting your character development in-absentia when you return - and thus find it difficult to pick out the personal notes from friends. To sort the wheat from the chaff you have the PRMSG command. It works precisely like RMSG except it only shows personal commmunication from your fellow Avalonians - leaving out everything else.

5.7. Writing, reading and posting notes.

Notes contain information about events, quests and messages from one player to another group - they are written on by typing WRITE NOTE, and then entering, line by line, the message you wish to add. Writing on a note adds text to the end of whatever was on it before. To wipe a note fully, type ERASE NOTE, and it will become blank once again. Note can hold, at most, twenty lines of text.

5.8. Writing, reading and using scrolls.

Parchment scrolls are commonly used for recording details of some great event in the land's history, for future readers to know about. They can be found in libraries and great halls all over the land. To write on a parchment, type WRITE PARCHMENT, and then you will be able to add your contribution line by line. You can erase a parchment in its entirety by typing ERASE PARCHMENT (if you are its owner), and, if you wish to read it, type READ PARCHMENT. It is good etiquette not to horde important parchments, or take them out of public libraries into private collections.

5.9. Shouting so that many may hear your words.

SHOUT is syntactically the same as the SAY command. It broadcasts your message over a much wider area, however. Everybody in your local region will hear you shout - it is commonly used for challenges and as a distress call. In many ways this is a fairly anonymous form of communication as the recipients of your SHOUT (which may be abbreviated to just SH) will see your message appear as merely an ambiguous voice, only distinguished by its pitch. Shouting is helpful in situations of genuine or dire need, or of public importance. Its regular and persistent use is discouraged, as it is prone to disturb others.

5.10. Writing on, and fixing signs for all to see.

Signs are used for a variety of purposes, including advertising shops and directing folk this way and that about the land. You can purchase a sign from any of the well-stocked city markets. To write a message upon a sign, type WRITE SIGN followed by the message. To fix a sign to a location so that it cannot be removed, type FIX SIGN. An example is shown below. If you wish to prevent others from writing upon your sign, you should make sure it was bought directly from a shop (which imprints your ownership on the sign), or ask a deity to make your mark upon it.

- Write sign Private! Keep Out! By Order of Genesis.
You pen the legend, "Private! Keep Out! By Order of Genesis." upon the sign.
- Fix sign
You fix the sign to the ground.

5.11. Telling privately to individuals all over Avalon.

The most intimate form of communication is through the TELL command. This enables you to single out one particular player as the recipient of your message. Thus you may TELL <player> <message> and that player alone will receive it. Alternatively, you may simply omit the TELL command and use the syntax of <player> <message> - both have the same function. If, for some reason, you do not wish to be disturbed by private TELL messages, you may type TELL OFF which disables all incoming TELLs and messages - TELL ON will reverse this.

Type TELLS to repeat view your last dozen or so received tells and CT to clear the log of your latest tells. Your tells log lasts, at most, twenty four hours.

There are many spies in the land, and various methods of 'bugging' your conversations - including, most commonly, the use of the bug-shaped rune. This will allow others to eavesdrop on your private tells but can be negated by seeking out the so-called privacy locations. These are locations in which, when you LOOK at the verbose description, you will see the 'there is a distinct feeling of privacy here'. In such locations you will be COMPLETELY private, impossible to bug or eavesdrop by any means, mortal or divine. In privacy locations you can type PEER at any time and even hidden, invisible or divinely concealed people will be revealed to you.

5.12. Expression the emotions of your character.

Your character can display an infinite variety of emotions and facial expressions. These descriptive commands allow your character to demonstrate how he or she is feeling. They must be performed "face-to-face" however - in other words they can only be received by people in the same location as you. Hundreds of these pre-defined commands exist, each one at your character's disposal. Thus you may type GRIN and your character will do likewise; you may SMILE, LAUGH, SOB, PURR like a cat or even BARK like a dog. Many of the descriptive commands can also be directed towards specific things or individuals. As a result you are able to HUG <person> or WAVE to someone leaving your chamber.

If you find that you need a more specific emotion:

EMOTE <text> or EMS <text>.
For example:
EMOTE JUMPS UP AND DOWN MERRILY = Genesis jumps up and down merrily.

EMS HEAD HURTS                  = Genesis's head hurts.

Often you can use emotions to interact with the intelligent CCCs (See HELP CCC) of Avalon. They tend to understand NOD, YES, SHAKE (to shake your head), NO, GREET, HUG, SNEER and other such obvious emotions. Greeting CCCs is often interpreted as a request to be charged with an important quest.

5.13. Securing your writings with runic script.

Often you may not wish to have your writings perused by all and sundry. You can safeguard your works by adding a touch of runic warding script to the page, or pages, you wish to protect. The command to add runic script to a page is SCRIPT. You only need include the page number if the item you are writing upon has more than one page (i.e. you would include a page number if you were penning script into a tome, but not into a letter). You can include more than one runic warding script upon the same page but they must be included in the same SCRIPT command, each time you use the SCRIPT command on a page it replaces any runic script that might have been there previously. You will be able to use runic script on contributions to the bulletin board if you wish also. Remember that letters should be erased before you begin writing anew (either new scripts or new text) since remnants of old scripts can linger.

Syntax: SCRIPT <item> <runic warding script>.

Possible scripts are listed as follows. It is a fairly intricate little system and experimentation is advised:
PASSWORD <password> - Protecting your text with a password.
ALLOW GUILD <guild> - Allowing members of named guild.
DENY GUILD <guild> - Deny members of the named guild access.
ALLOW GUILDRANK <guild rank> - Allow access to those with named rank.
DENY GUILDRANK <guild rank> - Deny access to those below said rank.
ALLOW CITY <city> - Allow access to citizens of the specified city.
DENY CITY <city> - Deny access to citizens of the specified city.
ALLOW CITYSTATUS <city status> - Allow access according to city status.
DENY CITYSTATUS <city status> - Deny access to those not holding the status.
ALLOW EYES <individual> - Allow access to the named individual.
DENY EYES <individual> - Deny access solely to the individual named.
ALLOW PATRON <deity name> - Allow access to the specified divine order.
DENY PATRON <deity name> - Deny access to members of the said order.
ALLOW ORDERLEVEL <order rank> - Allow access to those of said rank and up.
DENY ORDERLEVEL <order rank> - Deny access to those below said rank.

You should be aware of HELP GUILDRANKS, HELP ORDERSTATUS and HELP NOBILITY for a list of guild ranks, divine patronage ranks, and nobility ranks within a city. In ALLOW and DENY CITYSTATUS you can, as status, specify also: GOVERNMENT (all ministers, Barons, Prince, Field Marshall, and Cardinal), BARONY, MARSHALL, STATE, TRADE, CHANCELLORY, FOREIGN, CARDINAL, JUSTICE, and RELATIONS.

5.14. Communicating with others.

To communicate directly with other people you have four commands which effectively cover the range of communication.

SAY <message>              - Tells everybody in your location the message.
SHOUT <message>            - Tells everybody in Avalon your message.
TELL <person> <message>    - Tells specific people your message.
WHISPER <person> <message> - Tells specific people in your location.   
TELLS                      - Review the last dozen or so tells to you.
CT                         - Clears the contents of your tells log.
WHO                        - To tell you who is on Avalon at present.
HELP CALLING               - To learn about the OO calling/communications.

Note that your tells log lasts at most up to twenty four hours, whether or not you clear it yourself. See also HELP WHO for further information on discovering who else is in your vicinity (potential allies, or possible foes) at any given time. Read through HELP MESSAGES to find out about the simplest way of communicating with others (whether or not they are in Avalon when you are) and/or receiving missives from others or Avalon-originated information that may be important to your character; occurrences while you were not logged on.

You can communicate with intelligent CCCs of Avalon (See HELP CCC) using simple emotive commands. They tend to understand NOD, YES, SHAKE, NO, GREET, HUG, SNEER and other such simple emotions. Many give out quests and this is one of the staples of any character's development: see HELP QUESTS for more details on the most popular method of experience gain and wealth accumulation.

5.15. Scouting around the land, scout-maps and their uses.

Scouting is one of the cornerstones of good military and fieldworker action and the gathering of information can tip battles, spare defenders under siege, or allow invaders access to bypass the best-laid plans of their opponents. Scouting is mostly performed and used by legions and you should be aware of the contents of HELP SCOUTING for detailed command/goal information on orders and dispatches relating to information gathering, conveyence, etc. Players, however, can perform a significant ground-level function here too: they can either make scout-maps using high level Labours or, perhaps more pertinently, they can act as scouts (rather than employing the relatively weak and certainly more vulnerable CCC runners). The scout gathers information, encodes it on a scout-map and subsequently lets the map be used by a specified legion... enhancing the legion's alacrity, pace of operations and chances of success inordinately. Below are documened the Itemlore and Labours abilities relevant for scouting.

REQUIRES RESPECTED ITEMLORE:
Syntax: SCOUT MAP/SCOUT <map number> to attempt to extend a scout-map, or
Syntax: SCOUT <legion name> [<map number>] to commence a new scout-map.

Commencing a new scout-map requires the papyrus-originated map to be freshly made or, at worst, used only to record code for the same legion you wish again to declare an association with. This association defines the code used on the scout-map - a private scheme of holes and slits, known only to the members of a certain legion. It is these codes which, when properly scouted out and subsequently given to the designated legion, allow that legion to move far more quickly and effectively about the land.

Once you have commenced your scout-map and designated it as associated with a specific legion, you are then ready to daisychain as many locations as you wish (in code) to plot routes through the land - routes which a legion can follow at far greater speed, with more awareness (therefore safer) and quicker reactions whenever dangers occur. The advantages of a strong topographical knowledge should never be underestimated.

It can be a hazardous business, that of playing scout-map creator around the land - especially if you elect to plot routes deep into enemy territory. For this reason folks often use their legions to gather the information. See HELP SCOUTING for further details on this.

REQUIRES POST-LEGENDARY LABOURS:
Syntax: MAKE SCOUTMAP
The scout-map is a piece of extremely thin, whittled papyrus - so thin that it is almost too delicate for use. However, this delicacy enables a skilled hand to use it for encoding purposes; pinpricks or tiny holes in the papyrus used to hold information in a coded fashion. This is the typical method used by legions to record scouting information: topographical details used for later marches about the land. You need one papyrus and a sharp knife to make a scout-map. See HELP SCOUTS for further information on the practical use of the scout-map finished product.

5.16. Posters, the permanent letter/sign crossover.

Posters work like signs or letters (see HELP SIGNS or HELP LETTERS) insofar as they are a means of conveying information to the general public. They differ from signs in that they can hold a lot more information - whole paragraphs - when READ and from letters in that they can be permanent additions to a location. They are fashioned using the standard city craftsmen and then written on using the WRITE command in precisely the same way as letters. It is then possible to take the poster to its proposed end-location and put it in place, for all to see, examine and read.

5.17. Information on BB sections and password restrictions.

There are many sections or forums within the bulletin board, some public, some restricted to members of a certain city or guild or other distinct group. You select a section to read or contribute your own posts when inside the bulletin board by typing SECTION followed by its name, e.g. SECTION CITY to enter the forum solely for citizens of your homeland city. Sometimes a section will be protected by a password, to keep away prying/inappropriate eyes and entering these sections require you to include the password when you type SECTION CITY, e.g. SECTION CITY APPLETREE if the city's password is 'appletree'. Without the password you will be denied entry.

Passwords for specific bulletin board sections are set (or cleared) by the Prince or the Guildmaster using the PASSWORD CITY or PASSWORD GUILD command.

To set a bulletin board section password you type PASSWORD CITY/GUILD followed by the password you wish to use. To clear a password and thereby make the forum public access (fellow citizens, fellow guildmembers and all deities) type PASSWORD CITY/GUILD CLEAR.

You will only be able to issue the PASSWORD command in certain 'privacy' locations. These can be identified when you see 'there is a distinct feeling of privacy' as part of a location's verbose description. Entering the PASSWORD command will automatically shield you from any prying eyes, divine or otherwise, and you will be notified of this protection - also given to those entering bulletin board forums with an active password. It is extremely important that those charged with the responsibility of setting the password, if one is used, notify all those for whom access is to be allowed. See HELP MESSAGES for information on notifying others, including mass messaging for quicker group communication.

5.18. An example of a conversation.

An example conversation. Maedhros Allendil, the Hunter is one of the immortal divinities and Shadowthane is a close friend to one of the Barons who runs Mercinae. Sarik is Guildmaster of the Mages Guild.

- say Hi everybody!
Maedhros, the Hunter says, "hi there".
-
Ranger Shadowthane greets you.
-
- say What's been going on?
-
Ranger Shadowthane says, "Helkarakse has tried to declare war on Mercinae!".
-
Maedhros says, "he's been throwing his weight around ever since he moved into his new tower".
- say He did what??
-
Ranger Shadowthane laughs heartily.
-
Ranger Shadowthane says, "He tried to lead a legion of Thakrian Black Knights on a raid of the guard-house and shops of Cassiandora square. Me'n'Sarik caught him and blasted him back out of the city".
- say What did the Council do?
-
Maedhros says, "dunno if the council have met to discuss it yet".
-
Ranger Shadowthane says, "Sarik will tell the others tonight what happened. It may be war!".
- nod
You nod your head emphatically.
- say I will find out from Ingold, my guildmaster. He should tell me what happens in the meeting.
-
Maedhros grins and nods.
-
Ranger Shadowthane says, "Come and see the carnage he left behind though...".
-
- smile
You smile openly.
- say Let's have a look then.
-

5.19. The Avalon store of real-world products.

The Avalon store should not be confused with the multitude of in-role shops scattered about the land. The latter sell in-game items/equipment, while the former deals with real-world products offered by Avalon.

To enter the Avalon store, type PROCURE FROM LIBRARY and you will be whisked off into the real-world product listing. At the listing you will notice everything has a singleworld title. If you type this single word at the prompt you will be given detailed information about the product; and an option to purchase it. To purchase, once you have received the detailed information, you would type PURCHASE followed by the single word name of the item, e.g. PURCHASE GREATBOOK to buy the Avalon Anniversary Tome (whose shortname is 'greatbook').

If you intend to use the Avalon store it is important you keep two pieces of information up to date with the system. Firstly, the delivery address should correspond to the information held in your registration details. If there's any chance the info we hold for delivery is NOT valid then type REGISTER and follow the instructions to update your address. This should be done before you purchase anything from the Avalon store.

Secondly, if you intend to pay for your purchase from the store with a credit or debit card you must ensure the system holds accurate numbers for the card you wish to use. To make sure of this type SUBSCRIBE and select the U for 'update' option at the subscription menu. This will take you through a short process to enter up-to-date info and will guarantee your purchase reflects against the desired card. It will not cost you anything to update your card info, nor will it affect your subscription in any way.

Once you are happy you have registered a valid delivery address and your card information is correct, you can enter the Avalon store (via PROCURE FROM LIBRARY) and purchase anything you like from the list within. If you have any queries/issues post-purchase then e-mail support@avalon-rpg.com

Make sure you include full details. If you wish to make purchases from the Avalon store using a payment method other than credit/debit card (e.g. paypal or money order) then you should also e-mail the support address with details of the product you wish to buy, method of payment, and delivery address information.

6. Your Avalon Character - Overview.

Information on other parts of a character, from questing for gold to changing your alignment.

6.1. The importance of roleplay for your character.

Your standing among your contemporaries is, for most people, very important. Since it is you who decides what your character says and does, all relationships which you strike up with other players will be real and continuous. Hence deciding upon a role is one of your most important decisions. It would not be possible, for instance, to form lasting relationships with folk dedicated to protecting life if your immediate aim was to rape and pillage. Try, as often as possible, to stick to your chosen role. Ensure that decisions your character makes are consistent with its role.

One of the most beautiful things about Avalon is that all start equal, and anything is possible. There is no reason why you should not rise to be the greatest Knight in the land, or the mightiest Enchanter. The following sections describe in detail the aids Avalon provides for fulfilling whatever role you have chosen for your character. Avalon charts your physical progression through skills, experience levels, status and feelings of other civilisations towards you.

While role-playing your character, two commands of use to you will be FRIENDLY and HOSTILE. Typing HOSTILE will put your character in hostile mode. It was make your actions as secret and 'distanced' as possible, for instance, when you are following, Avalon will assume you are stalking them and will not show your name when they type GROUPSTATUS. Likewise if you are followed into the skies, being in hostile mode will avoid leading/keeping safe non-flyers and thus if you take them up high - going HOSTILE will effectively let them fall to the ground. Typing FRIENDLY will revert to being open with everybody.

6.2. Selecting a profession and changing to a new one.

Your profession is gained after serving an apprenticeship in a guild and choosing to join the guild as a full member. At that point, you will assume whichever profession that guild is associated with (see HELP PROFESSIONS). Once you have taken a profession you will be tied to it, and your skills will develop according to the specialities of your guild.

Changing profession can only be done at great personal sacrifice using the CHANGE PROFESSION command. If you choose to reject your profession you will lose all of your specialist guild skills, and the time spent learning will simply be deemed to have augmented your general skills, at three-quarters of their effectiveness. Your general skills though will not be able to progress beyond Ultimate, so it is possible to actually lose skills that would have been gained on general skills that are Ultimate or above. You will then be free to join a new guild and start afresh.

6.3. The guild apprentice's twenty badges.

There are four distinct phases in the life of an Avalonian. The first spent in the academy, the second in the school and the third, perhaps the most difficult, the transition between fledgling apprentice and long-term independent. The fourth, the long and heroic challenge of making a mark in this land is dealt with elsewhere but here we address that crucial third phase: the badges.

After joining a guild, during the apprenticeship, there are numerous 'badges' of knowledge that all Avalonians should aspire to attain. These badges are bestowed by guildmasters, guild elders, or deities. They represent the successful acquisition of a slice of important knowledge, whether that be the ability to equip oneself with armour and weapons, or the successful witnessing of the sunrise in the vale of Azrili. It is not necessary to attain all possible badges but to do so signifies, in the minds of the great of this land, the establishment of an independent, self-assured character ready to meet his or her future. Many guild use the badges as a gauge of a youngster's readiness to move from apprenticeship to full initiate.

To review your own acquired badges type BADGES. Guildmasters and Elders can bestow badges using the BADGE command. It is only possible to bestow a badge on an apprentice once per Avalon timezone (six timezones per Avalon day). These badges are for apprentices in their first career only - for those genuinely new to the ways of the land. High ranking guildmembers may review the attained badges by typing BADGES followed by the name of the apprentice. Each badge brings with it rewards, whether gold, experience or lessons. Some are relatively simple, some more complex. The collection of all possible badges gains the apprentice great prestige in the eyes of the Gods.

There is a prize available to those who are diligent enough to complete all of their guild badges. This prize is obtained from senior members of the guild and if you feel yourself ready (having succeeded in all badges) type REQUEST PRIZE FROM followed by the name of the fellow guildmember, while in his or her presence. Your fellow will have to give assent to your declaration and, providing this is done, you will receive the prize: across-the-board boost of your skills to the level of Respected. Such a fine prize is noted in your character history as befits the elevation to senior apprenticeship.

Type HELP BADGELIST for a full list of badges and requirements.

6.4. Favour and disfavour from the Gods.

Typing DIVINITIES will list the feelings of the various deities towards you. In addition to patronage, deities may express their current feelings towards you in three basic ways. All begin with neutrality towards you, either through being unaware of your progress or uninterested. However, should you perform a worthy deed which greatly pleases a divinity, you may be lucky enough to receive their divine favour. The favour of one of the Gods is a great possession, enabling you to call upon them to aid you in times of crisis. Favour augments the might of your skills which are linked to the realm controlled by the Deity, while disfavour will hinder you and should you hold favour for a long enough period you will gain a great boost in your experience.

Conversely, a mortal who is cursed with the disfavour of a God is unlucky indeed. This means that you have displeased a God to the extent that he or she has declared their desire to hinder your progress. The extent of the disfavour will be under the control of the deities themselves, but a mortal should always seek to regain at least neutrality or pay the consequences of the wrath of an immortal. Should you find yourself cursed with disfavour for a long enough period of time, though, you will find lose a great deal of experience.

6.5. Quests for your character to perform.

Quests are one of the most profitable ways of expanding your experience of Avalon, of encountering new places and witnessing wondrous happenings. There are four different types of quests which you will be able to perform in Avalon.

The City Quests are given out by the monarch of your city (Thandrades of Mercinae, Augustine of Parrius, Tressilias of Springdale, and Periam of Thakria) when you type REQUEST QUEST in their presence. City quests are given out according to your level, and every few levels has a number of city quests to test your progress. They are extremely valuable and you should always endeavour to perform regular city quests.

All guilds have a stock number of extremely value (in terms of experience) professional honours and these are held by the designated CCC guild tutors. The Professional Honours are given out by the Master Tutor CCC of your Guild. You gain an honour when you type REQUEST HONOUR in their presence. There are, typically, six in total and they must be completed in order; but there is no time limit for their completion. See HELP HONOURS for specific info about this quest type.

General quests are given out by most of the Computer Controlled characters, and a wide number of the unnamed creatues of the land when you GREET them (for example, GREET GRAGNOR). They vary enormously in difficulty and reward, and it is up to you to decide which quests to perform and when to ignore. You do not need to accept any quests given via this method, and success is usually determined by a specific deed or by returning an item requested. The fourth type of quest is the Avalon-wide quest, usually involving a large number of players and resulting in worldwide effects. These quests are irregular and tend to be quite involved. They can last for a couple of hours. Rewards are great and you should always keep half an eye open for unusual occurences which may hint at some great quest commencing.

Additionally there a thousands of quests available to the higher ranking citizens or guildmembers, any of which can be given out to younger members of Avalonian society. Ask your guildmaster or elders, members of your government or higher nobility, those in exhalted positions about the land and see if they can bestow quests upon you. Or you may choose to beg a quest from a CCC by typing QUEST FROM followed by the CCC name, e.g. QUEST FROM IORWENN. If they offer you a quest, type ACCEPT to take it on (permanently) and seek to perform it, duly gaining experience and often gold... and in doing so, learn more of the secrets of the land.

If you find the quest too difficult you may type FAIL followed by the questname. Admitting failure has a modest cost in experience. If you have been declared successful then you type SUCCESS followed by the questname to publish your success (e.g. SUCCESS BANDITSLAYER) and claim your reward (experience and sometimes gold coins). Type REMEMBER (or REM) at any time to review those quests you have outstanding on your adventuring rollcall and finally you may type MEMORIES to gain a list of those experience quests you've successfully gained against your character.

See also HELP HONOURS and HELP XPQUESTS for further information on specific types of quests you may wish to further explore.

6.6. Avalon weddings and pregnancies.

In order to illustrate the touches of realism which Avalon possesses, it is worth mentioning two of the less regular events in the land; the weddings and the divine gift of pregnancy. Weddings take place, as one might expect, between two Avalonian adults - often cementing ties between cities or uniting powerful individuals. Traditionally they used to be held in the Mercinaen cathedral or one of the temples in Thakria but in modern times patron deities and patron temples tend to be the chosen venues.

Pregnancy is often a by-product of a wedding, though more often it is a gift bestowed upon mortals unknown to them by the benevolent deities. Pregnancy lasts over a period of nine months, at which point the pregnant mother-to-be will be able to give birth. She will find herself experiencing labour pains and eventually going into labour fully - all will be described - where typing BEAR CHILD begins the birthing process. The child which is born will be helpless and dependent on its parents to defend it against the bitter, cruel world. It will grow through childhood and eventually, upon reaching maturity, will fly the nest and become an independent adult in his/her own right.

6.7. The target for all mortals - Avalonian rank.

Once you reach the illustrious level of Avalonian, you will no longer gain any experience from doing menial tasks, quests or slaying creatures. Instead, you may gain score through slaying your foes and through interaction with other players. You can speed this up by playing regularly, by spending time with other players and by performing Godly quests and actions. It is possible to complete the Avalonian level in a month providing you spend your time playing with others and roleplaying your character.

6.8. Rising in status within your city.

Each of the four Avalonian cities, and many of the towns and villages, is governed by some hierarchical means, be it democratic or otherwise. When you are born into your city as a commoner, you join the lowest rung in a socio-political hierarchy. You will be able to choose the city which most closely matches your ideals to swear allegiance too, or you may keep faith with the city of your birth.

Being a citizen of a major city has its obvious advantages. A city will have an incredible wealth of resources behind it, not only in everyday commodities but its armies and guards will fend off most forms of attack, providing you with an environment that is relatively safe from the harsher elements of the outside world. It also provides a firm grounding for friendships among you and your fellow citizens; loyalties and bonds between players can quickly be struck up purely on the basis of citizenship. Being a citizen of a city will give your character a cause to fight for, ideals for which he or she can struggle.

Barons of your city, if you choose to remain a citizen of one of the major cities, will be able to give out their favour if they feel you deserve it. Gaining Baronial favour will gradually increase your reputation within the city. This will lead, eventually, to you gaining a title and certain privileges in your city. Type PRIVILEGES CITY to review the privileges enjoyed by your current city status. Below is a list of the ranks within a city.

1. Commoner           4. Squire/Maiden          7. Marquis/Marchioness
2. Messenger          5. Gentleman/Gentlewoman  8. Count/Countess
3. Freeman/Freewoman  6. Nobleman/Noblewoman    9. Duke/Duchess

Type HELP followed by a city name to discover its current nobility.

6.9. City govt, noble titles and baronfavour ranks.

CITY LEADERSHIP: NOBLE AND MINISTERIAL TITLES

One of the most effective gauges of your progress in the land, and the reputation amongst your peers you have established are titles. Titles are gained by becoming Master of a Guild, rising in the order of a deity, or, most often, attaining positions of responsibility within a city. A list of titles is provided below.

Prince               Supported by all the Barons - the leader of a city.
Baron                Elected by the citizens, with a wide range of powers.
Field Marshall       Supreme commander of the military, war and city defence.
High Priest          One of the highest ranks within a divine Order.
Guildmaster          Leader and guiding force within a particular Guild.
Chancellor           Master of the treasury and finances of a city.
Minister of State    Master of construction, fashioning, and city trading.
Minister of Foreign Affairs      Diplomat and negotiator.
Minister of Justice  In charge of policing, and imposing a city's laws.   
Trade Minister       The Minister in charge of gathering gold and commodities.
Relations Minister   Responsible for the care and well being of novices.   
Quest Master         The noble citizen in charge of XPQUEST (see HELP XPQUEST).

The rank of Prince is gained by support from all active Barons. Prince appoints the Field Marshall, Chancellor, Quest Master, and the various ministries. The ranks of Baron and Guildmaster are usually gained by election. High Priest is bestowed upon a loyal follower by his or her patron.

BARONIAL FAVOUR: GENERAL CITIZEN TITLES

Titles within a city can be given gradually by Baronial favour, or rather more quickly by direct Princely titling. A Prince can bestow a title once per Avalon month, effecting an immediate rise in an individual's city status before all in the city. Holding the higher andmore noble titles requires certain other achievements. A Prince can alsouse this method to strip title from a wayward citizen.

Syntax: TITLE <individual> to advance somebody to the next title.

0-24 Peasant
25-49 Commoner
50-74 Freeman/woman Must have a profession
75-99 Gentleman/woman Must have a patron
100-124 Squire/Maiden Must have an aideship, or some rank
125-149 Nobleman Must be above worshipper
150-189 Marquis Must be in the top 100
190-239 Count Must have a title
240+ Duke Must be a Baron or a GM or Avalonian+

6.10. Earning gold for your character.

Although Avalon has hundreds of methods of earning gold, a new character will desire a fast and easy method of earning enough to afford to outfit himself. You would be advised to request aid from one of the elders of your city - type CITIZENS to see which fellow citizens are playing Avalon while you are. They will normally be only too happy to show you a few easy methods of earning small sums of gold. All of the cities have folk desiring items or simple tasks performed and most reward the person who executes it with gold. Gragnor and Pandion of Thakria, Sevenius and Thandrades of Mercinae, Walrus and Augustine of Parrius, Tressilias and Betsy of Springdale: these are just a few of the CCCs able to dole out quests for their citizens.

Check out HELP QUESTS for details on broader quest acquisition and completion, many of which will have gold rewards. See HELP TRADING for an overview of trading commoditieds about the land - a very popular method by which individuals use their business acumen and courage to sell for profit. There are also dozens of ongoing 'needs' in the cities and villages of the land which, if you successfully help out, you will often be financially rewarded. See, for instance, HELP CHARITY, HELP NETS, HELP SALT, HELP MARKETS for just a handful of such tasks/aidwork you could perform for quick and easy acquisition of gold.

6.11. Procuring lessons speedily as you grow older.

Lesson procurement is a method of advancing in skills more quickly. It allows you to purchase lessons in batches for immediate learning on your character. At times the number of lessons you can procure at any time may be limited by your age and how many times you've utilised this facility.

To procure lessons using this mechanism type PROCURE followed by the number of lessons you wish to buy. Billing is automatic and immediate. You can only procure in batches of fifty lessons, ten pounds/nineteen dollars per fifty price.

Type SUBSCRIBE to enter your procurement details if you have no payment data on record.

6.12. The perils and punishments for sadism.

Combat between players in Avalon brings about the most extreme emotional responses of any events which might befall your character. Fighting itself can be nerve-wracking, sometimes frightening. Death can be devastating and disheartening, victory elating. The adrenalin rush during a fight has to be experienced, since it defies explanation. However, it is possible during the thrill of a fight to forget that your opponent is invariably another individual, who has spent time and effort building up his or her character. It is essential that you avoid falling into the trap of forgetting that your opponent is attached, as you are, to their character. Repeated slaying of another player is unacceptable.

"Conflict to the point of it being unconscious - REALplay not ROLEPLAY; extremes that don't break..."

A rule of thumb which should be used to guide your offensive acts is; never send your enemy upon the Ship of Death more than once, and only attack again when the defeated enemy acts against your person. Avoid attacking those obviously much weaker than you, and, if you are unsure about the might of another player, take the time to find out before wading in and making some poor novice's life a misery.

6.13. The concept of game-in-microcosm.

There is an important principle, here in Avalon, that is not entirely addressed by the contents of the pivotal HELP SADISM: that of game-in-microcosm. In order that younger or less skilled Avalonians may develop it is crucial that they are allowed to go through their own struggles, against enemies of equal and challenging stature. It is not the place of the great to bully the small, even if this is in defence of one of their own: their charge will not live to thank them, will not improve, will not find the freedom to respond independently to the challenges that may face them. The end result of mollycoddling, whether in the name of bullying, revenge or plain interference is a dearth of rising talent. This cannot be.

"Conflict to the point of it being unconscious - REALplay not ROLEplay; extremes that don't break..."

Avalon is a land that thrives on conflict and consensus. It is a world of extremes and subtleties. You, the great, must allow the young to experience the spectrum at their own level. The rewards will be obvious: they will mature faster, more independent, more innovative. Olympus trusts in the gamesense and intelligence of the great and the middling and the young alike to understand and apply the principles of game-in-microcosm. The pantheon will look with active displeasure on those who do not.

6.14. Your character's propensity toward good or evil.

Alignment is a gauge used by Avalon to determine whether your character leans toward altruistic or selfish actions. Available when you type STATUS, it measures your propensity towards the good forces in Avalon or the darker, more sinister cause of evil. Your character's alignment alters slightly with each and every action that you perform. You are more likely, therefore, to lean towards the dark sides through the act of slaughtering an innocent child or through aiding in the pillaging of a peaceful township. Equally you are upholding all that is Good should you defend that village or heal that beleaguered child. Alignment is one of the factors that govern many aspects of your character's interaction with Avalonian beings - it therefore rests at the crux of the question of role-play, and you should give considerable thought to where between the poles of Good and Evil your character should lie.

6.15. Equilibrium - used in all mental exertion.

Equilibrium is required by all magical and spiritual enchantment. It is, if you like, the establishing of a oneness with the divine energies of the land. You must establish this symbiosis in order to bring about any enchantments. The amount of time you need to spend establishing equilibrium is dependent on the power and permanence of the enchantment you wish to bring about. Timing equilibrium is one of the most integral arts of the game. If you ever find you lose equilibrium and want to regain it, type CHANT EQUILIBRIUM. It will come back to you before long.

6.16. Balance - used in all physical exertion.

Balance is a gauge used by Avalon to determine your physical 'state of balance', or rather, how capable you are at any given time of executing a physical maneuver. Actions such as swinging a sword, firing a bow, stealing an item, will all leave you momentarily in an unbalanced state, recovering from the maneuver. While in an unbalanced state you will not be able to execute another action which requires you to be balanced. More complex actions take a longer balance time and the inately physical professions can learn to speed their balance when more highly skilled.

6.17. Descriptions of your character and history.

The easiest way to subject an item or player to closer inspection is to EXAMINE them. This gives you more detailed information and, depending on the type of item, sometimes its contents or salient statistics that might be useful in determining its worth.

As you grow more experienced in the land it may occur to you that you wish to describe your character so that when others EXAMINE you. You may write a description for yourself and then contact one of the deities to have it checked over and then attached. It will then appear in addition to the other information described whenever somebody examines you.

Most of the significant events in your character's Avalon life are recorded and these can be viewed by anyone when you type HISTORY followed by the character's name, e.g. HISTORY ZENICHIRO to review Zenichiro's life history. You may also have noticed you can type HELP followed by a player's name to gain a shorter, character summary plus list of the most important events in his/her life. Where HISTORY records everything, HELP provides a personalised character summary (which you can write) and notes those events an individual has expressly declared to be personally resonant. To place the latest entry in your own HISTORY file into your HELP file, type HISTORICAL. This command will ensure whatever was most recently appended to your character history is deemed important enough to become part of your helpfile.

If you wish to submit personalised help/history text - like a character narrative unique to you, lending flavour to your character's life and allowing the public to read up on your exploits in Avalon as a piece of short prose, you may do so. Speak to a deity about submitting a HELP narrative and they will be able to guide you in how to write it and how to add it permanently to your character's records.

It is possible you may also own property or personalised items and might desire to create unique descriptions for see. Check out HELP FORMAT for further information on this type of submission to the land.

6.18. The choice of neutrality in Avalon.

Neutrality is a state selected by an individual via the CHOOSE NEUTRAL command. Once selected, it cannot be undone. It states that your character will remain of neutral alignment regardless of any actions you peform, or any events occuring around you. Never select neutrality without absolute certainty that your character will wish to remain of neutral alignment for the remainder of his/her life. It hs myriad effects on how CCCs treat you, quests, ideals, reputation etc. Be sure of the implications of neutrality, preferably by asking those with experience of its repercussions, before making this enormously significant choice.

6.19. Medals from city, guild, order and gentry.

Medals are one of the most visible, enduring and symbolic ways to recognise character achievement. They exist as both permanent addendum's to your character history (often reflected in the very helpfile) and often as personal items, treasured possessions that can be worn with pride about one's person without risk of decay. Medals can be given out by guilds (through the guildmaster), by cities (through the noble barony) and by certain gentlefolk of unique or high stature in the land. What benefit is bestowed, beyond the obvious prestige in rare, sought-after acknowledgement of some worthy deed/achivemenets varies according to city, guild, individual. There are no formal, material 'boosts' to trivialise the pursuit and acquisition of these symbols of character excellence.

Type MEDALS at any time to review those medals bestowed upon you, together with the medal's permanent legend and the personalised inscription written at the time of presentation for you and you alone. If you have high enough rank you may type MEDALS <player> to see the medals possessed by another Avalonian.

For those with sufficient rank:
MEDAL LIST NAMES
Lists out all medals over which you have influence or can gain detailed information, through your city, guild or personal status. Informs you of the medal's status and its legend.

MEDAL LIST PRESENTATIONS
Lists out all presentations of those medals as listed above, to whom they have been presented and by whom.

MEDAL CREATE PERSONAL/CITY/GUILD <medalname> <permanent legend>
This is the main medal creation command. It should not be used in a trivial or irresponsible way. Consider carefully the purpose and symbolism of your new medal and ensure it is a qualitative addition to any edxisting repertoire. It is important, of course, for all cities and guilds to have some symbolisers of achievement but too many spoil the rarity. A notable exception to thise note of caution is the aftermath of great battles or wars where medals tend to be presented in larger numbers. The medalname should be something unique, memorable and apposite. The legend should be a single sentence and will be written on EVERY presentation of the medal, seen whenever the medal item (if there is one) is examined, and shown every time the holder of that medal types MEDALS. Make it suitably noble.

MEDAL RENAME <medal> <new shortname>
It may be that you have mistyped your medal's short-name when you attempted its creation or, over the passage of time, a more suitable name has come to the fore. Use this command to rename the medal without impacting anything else. All holders of said medal will retain it, but in renamed form.

MEDAL LEGEND <medal> <replacement legend>
If you wish to change the legend of a medal to a better sentence, use this command to do so.

MEDAL PRESENT <medal> <individual> <personalised inscription>
Use this command to stage the presentation of a medal to an individual of your asssociation, ensuring they receive the medal as a permanent character addendum and any item associated with it. Their medal will bear both the permanent legend all receive with the specific medal plus a personalised inscription unique to this presentation. The inscription should be a single well-chosen sentence. Medals are datestamped automatically with the day of their presentation.

MEDAL LINK <medal> <item>
A medal is both a permanent character addendum, separate to any Avalon item, shown whenever they type MEDALS and oftn added to the HELP file - and can, optionally, be linked to a specific item (e.g. an actual medal object, or a suitably symbolic item of haberdashery, etc). Use this command while in possession of the <item> to link it and it alone to the medal. If the item is then kept in stock an inscribed version will be bestowed with all future medal presentations.

MEDAL STOCK <medal> <item>
Sends off the <item> to the divinely protected stockhouses, ready and waiting to be withdrawn for inclusion with a future presentation. The item is perfectly safe in the divine stockhouse and it is always wise to keep enough of any object associated with a particular medal in stock, so it can accompany the presentation and be properly inscriped and datestamped.

MEDAL PUBLIC/PRIVATE <medal>
Quite simply, declares a medal to be private: viewable only by its owner, the individual responsible for its presentation and the designated leader of the medal's associated city/guild/gentlefolk; or public to allow it to be viewed by all the medal-owner desires. Secret medals are not unknown as many groups wish to acknowledge the attainments of their brethren without advertising the presentation or its significance.

6.20. Salaries from your city or your guild.

Salaries are paid to citizens by the city treasuries when they hold various roles of note within the civic hierarchy, as determined by the Prince. Type SALARIES and you will see the current settings. It is often the case a city runs without setting salaries, expecting each to do his/her duty without remuneration. All cities are entirely free to run their own affairs in this regard.

Guilds also have the option to declare salaries for various positions, from guildmaster down to apprentice. The head of the guild determines the salaries - whether paid or not, whether due in a particular Avalon year/Avalon month or postponed until the next. The SALARIES command will show guildmembers the payments due for the various guild positions and the head of the guild may use the SALARY command to affect the salaries of the various positions.

Guildmasters may wish to note the positions are referred to as: "guildmaster", "headtutor", "undertutor", "captain", "quartermaster", "fieldleader" and "apprentice" when using the SALARY command. Princes should look up CITYHELP SALARY for detailed information.

Guildmasters can also set a salary to be paid once with SALARY <salarytype> ONCE, to be postponed for the forthcoming year/month with SALARY <salarytype> POSTPONE, to be switched off entirely without zeroing the gold coin value with SALARY <salarytype> OFF and to be fully switched on for annual/monthly payout with SALARY <salarytype> ON. Type SALARY followed by just the salary type, e.g. SALARY GUILDMASTER on its own to see the current settings.

6.21. The highest skill level: crowned ultimate.

The highest level attainable in a skill is called Ultimate. This brings with it almost the entire repertoire of abilities associated with the skill and tends to also be the highpoint of simple development via lessons/learning. There is a higher point, above regular Ultimate, known as the 'crowning point' of a skill and it is depicted (if you have attained it) by an ----> arrow against the skill's name in your SKILLS list. There is always an extremely significant crowning ability (often more than one) at this supremely respected level of attainment.

Although it is possible to learn lessons to push along your progress between regular Ultimate and the crowning point of arrowed Ultimate, it is NOT a necessity. Every Avalon month if you are active in the land (even if only for a relatively short period of time) you will automatically nudge a little higher. This will affect all your skills at Ultimate, raising them all each Avalon month you are active on a slow but steady climb towards the crowning point. You will be informed, skill by skill, each time one of them reaches that renowned pinnacle - and should check your abilities list since it is likely one or more crowning powers will be gained.

The final piece of information worth bearing in mind is the special quest available to those who attain the full repertoire of crowned skills - pushing their general skills to arrowed crowned Ultimate, and their guildskills as high as possible. This quest, about which you will be informed when the time is right, is known as 'the quest of the unicorn'. It is obtained by seeking an audience with the celestial moon, up in the heavens or at his resting place when he is not required to roam the skies. Legends speak of the quest's reward: a peerless steed, akin to the great unicorn, immortal and unwaveringly loyal to you; a companion and protector for the rest of your Avalon life.

7. Your Avalon Character - Combat.

How to guide your character through basic combat maneuvers.

7.1. Introduction to the Realm of Combat.

Although it is possible to avoid combat and even to shun the way of battle entirely, there is nothing which gives you as much intense emotion and adrenalin as a fight with another player. Combat is dangerous - it could lead to your death - but the rewards are great. Victory results in the victor gaining much experience. You should be aware of further help sections on combat in this topic before entering into battle with anybody. Combat generates a great deal of information for you to absorb. Avalon tells you as much as possible about what happens during a fight, and sometimes the amount of information can become overwhelming. To counteract this, there are two methods of cutting down the amount of information. Using the FIGHTBRIEF command will force Avalon to give only briefly worded summaries of combat rather than detailed descriptions or FIGHTVERYBRIEF (or FVB) for intense combat. Once you are a seasoned fighter, these will become useful. Type FIGHTVERBOSE to change back to verbose fighting messages. Another useful command which you may find useful during a fight is CONCENTRATE. This forces your character to concentrate on his, or her, combat only. You will be informed at the start and end of fights erupting around you, but you will not be given a blow by blow account of them. To reverse CONCENTRATE, type RELAX.

7.2. The Art of Combat.

Most of the professions have the means to engage in combat with other players. Though it is possible to work out methods to slay most of the major computer controlled characters - their weaknesses and strengths do not change regularly - you will find combat against players to be altogether more challenging. For many, conflict is competitive, challenging and nerve-racking. Unless you choose a life of pacifism or peace (as many Animists, Loremasters and even Bards do), you will want to learn to defend yourself in the event of attack, to flee from the field of battle when you are ambushed, and ultimately, perhaps, to launch your own counter-offensives and defeat your enemies. This is no easy matter. Fighting is an art which few perfect. The art of combat can be simply divided into three separate areas - the assembling of defences, or the preparation for battle, the techniques of escape if you are being serious damaged, and acting in the heat of battle.

7.3. Lust for blood, a gift from the Gods.

Bloodlust is a gift from the Gods. You gain bloodlust when you slay individuals, the amount of bloodlust gained being determined by their skills relative to yours. Your bloodlust determines the extent of your suffering when slain by another player; higher bloodlust will result in greater experience loss, and possibly even safe encounters with death. Your bloodlust can, depending on the current state of the land, influence who you can and cannot fight with. If you have a high bloodlust you will be restricted from fighting with smaller mortals, likewise they will be equally restricted from fighting with you. Bloodlust is gained according to the stature of an opponent you slay (more bloodlust gained for killing a smaller opponent) and also for certain acts like stealing and defiling. Bloodlust can be reduced by bathing bodies and goes down a small amount with each passing day.

7.4. Ensuring readiness for battle.

Defences are the most important element of the battle. You can assume that all of the higher level players will have a vast array of defences to aid them. Though many of the defences are specific to certain skills and abilities, there is a core of potions, herbs and magical items which you would be well advised to seek out. You should acquaint yourself with lists of potions, herbs and poisons elsewhere in the help system.

Potions of Health and Mana replenishes lost health and mana. It can be taken once every few seconds to be effective. It is essential that you have health and mana potions during battle, since you can be sure all competent enemies will have one.

Potion of Life Giving comes into effect when you are slain. It will automatically call upon the Gods to resurrect you, one to thirty seconds after your demise.

Potion of Speed affords you great speed as you move around. It will mean that you cannot be tracked, followed or easily hunted. You will dash by most traps and people will not see you enter and leave their location.

Potion of Innersight allows you to see while blinded, through your mind's eye. When you type WHO, you will see a brief summary of where many of the other players are in the game. This enables you to dodge your enemies and track your targets. Innersight is costly in mana.

Potion of Adrenalin has a simple use. When you fall unconscious, at 10% of your maximum health, it will cause your mana to automatically drain away to replenish your wounds. Thus you will rise again, renewed, for as long as your mana remains at a reasonable level.

Potion of Immunity is a useful defence against some of the more deadly poisons. It runs through your veins and whenever you are struck by one of the immediately fatal poisons, it will nullify their effects.

Potion of Diffusion is a defence against the magical spells of summoning and locating. It will cause you to be cloaked in a spiritual mist. This is a useful defence, since being summoned into an area filled with traps and magics designed to harm you is usually fatal.

Potion of Meditation simply doubles the speed of your meditating. It is useful in the heat of battle and can make the difference between living and dying.

Potion of Fire Resistance creates about you an aura of resistance to heat and fire. It is especially useful against the charms of firebolt and fireball, as well as some of the elemental magics which use fire to burn an enemy to death.

Potion of Allheale is an essential for all aspiring Avalonians. It heals nearly all of the afflictions, diseases, poisons and curses and poisons that you might find yourself with. Its only limitation is that it heals but one affliction at a time, and can only be taken once every thirty seconds.

Herb of Ucklice is the herb of sixth sense. Once applied, it allows you to see through your mind's eye even when blind. Since blindness is a defence to runic and sight-based attack, often a battle will proceed where one party has deliberately blinded himself.

Herb of Megillos is smoked using a pipe, and heals curses and afflictions of the mind. Megillos heals in places where the potion of allheale cannot.

Herb of Malloran is particularly useful against those who will attack you using a weapon of some kind. It forges an aura of returning about you, which will causes any weapon attack made against you to rebound onto the attacker. The aura is dispersed the moment you make an offensive act.

Herb of Olvar causes your sinews to reknit and your wounds to heal instantly upon death. Effectively, it gives you a second life.

Herb of Athillias is similar to the potion of allheale. It heals a large proportion of physical afflictions.

Herb of Lestagii has great healing properties. It heals a small number of afflictions which neither the athillias herb or the potion of allheale can, and, when you are not diseased, its consumption will heal a large proportion of lost health and mana.

Magical Item of Cloaking surrounds you in the cloak of invisibility. Being invisible enhances physical attacks and increases your defence. It gives you anonymity and makes you far more difficult to track and find.

Magical Item of Pentacle weaves a pentacle of protection about you. Being inside a pentacle prevents most weapon and magic attacks from harming you and will give you valuable time to regroup your thoughts.

Magical Item of Blinding causes you (or the person on whom you cast the magic) to go blind. Blindness is useful as both a defence against sight or runic attacks, and also to disorientate a fleeing enemy.

Magical Item of Deafening causes you (or the person on whom you cast the magic) to go deaf immediately. Deafness is a defence against enchantments which rely on the art of sound.

Magical Item of Shielding creates a magical shield of arrow deflection about your person. It is essential when engaging in battle with a formidable Knight or Cavalier.

Magical Item of Nullify is cast on your enemy to nullify the cloak of invisibility, the shield of arrow deflection or a magical pentacle.

Magical Item of Levitation will cause you to levitate a few feet off the ground. It is defence against some of the traps and enchantments of binding, as well as the runes of paralysis.

Potions, and Magical Items are created using the skill of Alchemy (learnt by the Loremasters and Alchemists Guilds). You will have to consult a member of one of these guilds to equip yourself with a magical item. Herbs are the domain of the Rangers, Brigands, and Animists Guilds.

7.5. Defending against attack.

Your Defence skill will be called into play whenever you are attacked by an enemy using a projectile, a hand-held weapon, or a bow. The extent of your Defence skill determines how much of the impact of the blow you are able to dodge or negate by extra-ordinary reflexes and agility. Computer Controlled Characters tend to attack using weapons and therefore your Defence skill will be of great importance when you attempt to battle your way through the likes of Goblin Town or Kenkria's Monastery. Each time you are struck a blow, your Defence is reduced slightly for a period of around ten seconds because of the effort taken to dodge it. This means that if you are unfortunate enough to be assailed by a large number of enemies, each blow will have a progressively greater chance of causing damage. Every ten seconds you regain your balance and pose fully, at which point your Defence returns to its maximum.

7.6. Coping with the rigours of a battle.

Coping with the hurly-burly of battle is one of the most difficult aspects of Avalon. In the heat of a battle you will be receiving information faster than is comfortable to digest - you could be ambushed by many foes, and dead before you realise, unless you keep your head and avoid the dreaded panic.

FIGHTBRIEF        Combat associated text becomes more terse.
FIGHTVERYBRIEF    Combat associated text becomes very terse.
CONCENTRATE       Ignore non-essential combat text happening around you.

Using FIGHTVERYBRIEF and CONCENTRATE, it is possible to reduce the amount of incoming text to a more manageable level. Then you will need to work on your own aptitude, coolness in battle, knowledge of your skills and those being thrown at you, level of equipment and technique. It is no easy matter, as you will eventually discover.

7.7. Techniques of escaping from a battle.

It is of paramount importance during a battle that you have a carefully planned escape route. Since you are competing against another intelligent human being, you have no reason to be absolutely sure that your attack will be successful, or that their attack against you will fail. The key to escaping from battle is to be well prepared defensively and to know your way from the scene of battle to some safe place a fair distance away. Safe places include the temple of your patron, your guild or your house. One of the most obvious differences between the true high level players and those aspiring to greatness is a knowledge of the lay of the land. Below have been listed three runes which you should attempt to purchase and lay somewhere safe (preferably behind a locked door). That place will then become your sanctuary against attack.

The Pyramid Rune defends an entire location (if lain on the ground). It prevents you from being summoned away against your will, and from those skilled in Spiritualism and Evocation from forging a gateway to you. It prevents you from being located or discovered, as well as inhibiting the progress of a hostile seeing stone.

The Ankh Rune defends against spiritual attack (if lain on the ground). It effects anybody unfortunate enough to enter your safe haven, and will instantly nullify their spirits and their spiritual defences. It prevents them from invoking new spirits.

The Snowflake Rune gives an extra level of safety to your runes. When you place a snowflake rune upon another rune, it will ensure that only you may pick up and move the rune around. This prevents your safe haven from being violated and your runes being stolen.

The Oval Grip Rune can be used on items to prevent Thieves from being able to steal them easily from you. They also prevent wielded weapons from being disarmed from your hands, or magical enchantment tearing them from your grasp.

7.8. Combat with a bow.

Archery is a much safer form of combat than swordsmanship since the archer remains distant from combat. Archers are commonly found among the combating guilds, those gaining the skills of Weaponry, Forestry or Thievery - deadly accurate marksman feared by all who come into battle against them. To use a bow you must WIELD it as you would a normal weapon. You must also be wearing a quiver. Arrows for your quiver can be purchased from one of the many professional fletchers of Avalon. You can SHOOT players or creatures in your location or in straight lines in specific compass directions. Those very skilled in Weaponry and Forestry will be able to fire cross-bows or to fletch their own arrows.

7.9. Combat using projectiles.

Throwing is a basic skill learnt by all novices in Avalon. It deals with your ability to hurl projectiles at others. Although developed most often by the Knightly guilds, Throwing is a skill which even magic-users can progress in. The syntax of the command is fairly exact since it serves many purposes. THROW <item> AT <target> will hurl your item at a target in the same location as you, while THROW <item> AT <target> <direction> will hurl the item at a target in a distant location. THROW <item> TO <target> will lob your item to a friend - they will be able to catch it and use it. You could throw an item in a specific direction, e.g. THROW APPLE NORTH. Finally THROW <item> TO <target> <direction> will lob the item at a target in a distant location for them to use.

7.10. Combat using weapons.

Although many prefer to avoid using weapons, there can be no doubt that your effectiveness as a fighter would be infinitely improved by using a good weapon. Weapons can be purchased from market stalls or armouries, or even constructed for you by a willing smith. Once you own a weapon you must inform Avalon that you wish to fight with it. The command to do this is WIELD, followed by the hand you wish to wield the weapon in, followed by the weapon you wish to wield. WIELD RIGHT LONGSWORD would wield a longsword in your right hand, for instance. To cease wielding an item, type UNWIELD followed by the hand in which you hold the item. All Avalon characters begin right-handed, but those of knightly inclination can develop ambidextrousness as they grow older. Once you have wielded a weapon in your right hand, Avalon will inform you of the new offensive commands.

7.11. Commands for weapon-related combat.

There are many types of weapons. The most commonly used are bladed, like swords, or sharp and heavy, like a mace. Using standard weapons requires the Swordplay skill. It is also possible to use various types of bows to fire arrows, possibly poisoned, at your foes - even from distance. The use of bows requires specialist skills, like Forestry or Weaponry. Avalonians are naturally born right-handed and thus the default is always to use that hand for wielding and striking with weapons.

DRAW                    To wield a weapon from your inventory or scabbard.
SHEATH                  To cease wielding a weapon and return it to scabbard.
WIELD RIGHT <weapon>    Places the weapon specifically in your right hand.

SHOOT <target>          To fire an arrow at a target; even from distance.
THROW <item> AT <foe>   Hurls an item at a foe, potentially causing damage.

It is possible, as you develop further, to employ good use of weapons wielded in your left hand. Those with the specialist abilities can then pick and choose which hand to use for striking, or employ both together to strike a foe faster/more harmfully.

WIELD LEFT <weapon>     Places the weapon specifically in your left hand.
STRIKE LEFT             To select your left hand weapon to strike next.
STRIKE RIGHT            To select your right hand weapon to strike next.

You can go to an Armoury and type HELP REPAIRS for information on how to repair a damaged weapon. Alternatively you could ask anyone with the Forging skill to come to your aid.

7.12. General attacking commands.

Players and CCCs in Avalon can chose either to co-operate with each other or fight against each other as they make their way through the land of Avalon. Characters will chose different paths - although those who chose ceaseless violence might find themselves growing closer to the creatures of the deeps than the peoples of the City-port. Fighting is not encouraged in the environs of the cities, and aggressors are liable for detention by the guards.

Unarmed Combat (affected by the Fisticuffs skill);

KILL <name>        Strikes a blow with your fists.
PUNCH <name>       Tries to knock <name> for six.
HIT <name>         Attempts to knock <name> for seven and a half.
KICK <name>        Sets about your opponent with the toe of your booty!
SLAP <name>        Attempts to give your opponent a good slap.
                                                      
Armed combat (Swordplay skill);
INVENTORY                       Informs you of weapons being wielded.
WIELD <LEFT/RIGHT> <weapon>     Takes up <weapon> as your offensive tool.
UNWIELD <LEFT/RIGHT>            Ceases to wield a weapon in a specific hand.
UNWIELD <weapon>                Ceases to wield a specific weapon.

7.13. Combat initiation commands.

Combat is one of the most important areas of Avalon and although the likes of the pacifist and duellist can opt out part or completely from interplayer conflict, most elect to risk themselves in the challenging battlefield of Avalon life. Those who are noteworthy as fighters are given, as a purely honourary status, the 'true fighter' accolade. See HELP FIGHTERS for a list of those. There is a constantly updated, real combat ranking league table you can view by typing RANKS. This is based on successful kills versus times slain: combat ratio being the raw number of kills vs number of deaths, attack rating being the number of skills vs number of deaths judged by relative skillworth. Attaining a top ten position in both combat ratio and attack rating ranks automatically bestows the 'true fighter' accolade.

Here are some of the useful commands for use in a combat situation:

KILL <thing>   - Attacks somebody with your fists. See HELP FISTICUFFS.
JAB <thing>    - Attacks somebody with SLASH weapons. See HELP SWORDPLAY.
CUT <thing>    - Attacks somebody with CRUSH weapons. See HELP SWORDPLAY.
SHOOT <thing> - Attacks somebody with a BOW and ARROWS.

THROW <item> AT <thing> - Attacks somebody using a THROWN item. See the   
                 Information held in HELP THROWING.

CONCENTRATE    - Concentrates only on fights which involve you.
RELAX          - Relaxes so that you will see all local combat.
FIGHTBRIEF     - Brief fight messages for the large fight.
FIGHTVERBOSE   - Fleshy fight messages for the duel.
FVB            - Very brief, terse fight messages for heavy fighting.
ENTOURAGE OFF  - To disable entourage following messages.   
ENTOURAGE ON   - To enable entourage following messages.

Remember that both SHOOT and THROW can be done from long distance, providing you are near enough to see your opponent using either LOOK or SQUINT. To use distances you place the direction to shoot or throw at the end. So "SHOOT PANAIDEOS NORTH" would be typ ed by somebody attempting to shoot you from the south.

7.14. Staying safe under divine protection.

Divine protection is gained by any mortal below the level of Ordainable after a ride on the ship of Death, or once bathed in the pool of life. Once under divine protection, you cannot easily be slain or robbed - if you are killed, you will not lose any fu rther experience, and will not die but instead will be whisked to the pool of life (and safety). It is very useful when progressing in Avalon to know when to remain under divine protection - when a particularly potent enemy is hunting you, for example. When under protection any offensive, potentially offensive, or act potentially used to aid another in battle will offer you the chance to retract the act and remain under protection, or repeat it and lose divine protected status. Think very carefully before breaking protection. Do not lose it frivolously or trivially.

7.15. Restrictive but useful protection/safety.

The concept of the duellist is not one of the original components of the
Avalon gameworld but a late addition by the pantheon to mitigate the
impact of bullying and sadistic tactics thwarting the early progression
of youngsters, preventing them from fulfilling their promise - or even
testing the limits of their ability. It is not too difficult for a
mighty individual to persecute a fledgling apprentice until that small
fry feels helpless to the point of despair - and with despair comes
surrender; potentially permanent surrender from the battlefield of
Avalon life. To lose those of great promise is not the aim of the
divinities, although to mollycoddle their early months is far from the
divine way forward either. Instead there is the status known as
'duellist'. Here find listed a few of the main pros and cons of this
partially-protected status:

- you cannot be attacked by another mortal except in a mutually agreed
challenge or duel.
- you cannot attack another mortal without mutual agreement (challenge
or duel).
- you cannot be attacked by creatures/minions of another player unless
as part of the agreed duel or challenge
- you cannot attack creatures/minions of another player unless as part
of an agreed duel of challenge, nor minions of a city or guild save
under special circumstances.
- you are able, under duellist status, to attack those minions of towns,
villages and small enclaves (such as Kenkria's Monastery or Pangyron's
Halls).
- the protection offered by duellist status does NOT apply when you are
standing on foreign city soil and have been declared an enemy of that city.
- you will be restricted in various ways interfering with the actions of
those who are without any special protection (such as seeing stone spheres of
influence, troop mustering). It is for you to discover the precise extent
of these limits.
- you can be affected by brewed herbs but not poisons.
- you cannot slay enlistable men, those capable of being enlisted and thereby
turned into city or guild soldiers.

Type CHOOSE DUELLIST to select duellist status (which cannot be
reversed) for the period of one whole Avalon year. Careful that you make
this decision with great forethought for without rarely given divine
aid, once the duellist status is selected, it cannot be discarded until
the Avalon year (two real weeks) has passed. It is certainly a safety
net from ambush or bullying, a way to hone one's skills against
well-matched enemies, but conversely denies a mortal the thrill of
uncertainty when travelling the land, of sudden unexpected heroism, of
aiding allies or thwarting enemies (should they not wish it also). A
double-edged sword then; to be sure. See also: DDW to lists those nearby
with duellist status, HELP CHALLENGES and HELP DUELS.

7.16. The luddite choice: a life less complex.

The luddite is a person of stolid imagination, an individual in defiance of certain aspects of the world - typically those of more modern or complex nature. Avalon is, of course, a land where magic and wonder are everyday encounters for the heroes of the narrative (the players) but - despite this - there are layers of complexity within the enchantment and the fantastical. The luddite refutes said complexity. The luddite prefers a more simple existence, a more direct and typically more immediate lifestyle. The most significant impact on a person's daily experience of the 'luddite' choice is in combat and the Gods are sympathetic to their preference. In return for the luddite turning his or her back on the more complex aspects (usually the specialisations) of their own profession, they will find themselves intuively defended against those self-same aspects of others'.

In simple terms, the luddite - once the choice has been made - no longer has to consider defences to those more strategic, intricacies powers. Intuition will take care of self-defence. Conversely, the luddite will not be able to study or utilise their own profession's equivalent powers. This is a loss the luddite does not care about since he/she tends to consider those complexities an unnecessary adjunct, preferring in-the-moment conflict where possible. There are NO restrictions on a luddite's freedom to attack or be attacked.

All the consequences of the luddite choice are too many to catalogue quickly but the principle is as follows: luddites will defend innately and automatically against all designated powers without knowing the specifics of HOW the defence is made. These defences will ALL be 'possibilities' for the non-luddite, though only achieved via often rare knowledge or difficult techniques. Thus the luddite cannot do anything the non-luddite is able to achieve but, by dint of the luddite choice, a wide range of defences are instantly ready-and-waiting without the need for exploration, experimentation, fastidious strategy or preparation, etc.

If you wish to be a luddite, type CHOOSE LUDDITE and your character will henceforth reflect that mindset. It is a decision impossible to reverse save by divine intervention so should never be taken lightly. Check out HELP LUDDITIES for specific profession restrictions and type LUDDITES to review those individuals renowned for having made the luddite choice.

7.17. An example of a player vs CCC fight.

-- wield right sabre
You step out from your pentacle which vanishes instantly.
You are now wielding an adamantine sabre in your right hand.
You are wielding a "Slash and Jab" weapon allowing JAB and SLASH.
-- ne
Overgrown road.
About you all is bathed in light. A scrawny river bandit skulks in the shadows.
-- jab bandit
You bring your blade down heavily on the river bandit's shoulders.
-- You somersault over a scrawny river bandit and out of danger.
-- You pull yourself up, ready to strike again with your right hand.
-- jab bandit
You jab your blade towards the river bandit.
-- You growling seems to unnerve a scrawny river bandit who hesitates unsteadily.
-- You pull yourself up, ready to strike again with your right hand.
-- jab bandit
You jab your blade effortlessly at the river bandit.
-- With a scream, a scrawny river bandit lashes out at you.
Your health is now 500 out of 570.
Some small wounds are bleeding.
-- You pull yourself up, ready to strike again with your right hand.
-- jab bandit
You jab your blade effortlessly at the river bandit.
-- A scrawny river bandit stumbles in over-eagerness to attack you.
-- You bleed slightly.
Your health is now 494 out of 570.
-- You pull yourself up, ready to strike again with your right hand.
-- jab bandit
You cut the river bandit with a smooth thrust.
-- You pull yourself up, ready to strike again with your right hand.
-- jab bandit
You whirl your blade around, leaving a nasty gash on the river bandit.
The river bandit can stand your blows no longer, and expires pitifully.
-- You pull yourself up, ready to strike again with your right hand.
-- cheer
You cheer wildly!

7.18. An example of a player vs player fight.

This is a mock fight between Zollrender, a Thief and Garet Jax, an Enchanter.

-- who
Procyon, Bringer of Light [At: Assembly hall of Knightswood ].
Xpor [At: Beside the well of Snowfoot ].
Derillion, Star Weaver [At: Thakria Town Council halls ].
Genesis, the god of time.
Garet Jax [At: Beside the well of Snowfoot ].
Zollrender [At: Room of council ].
Elouise [At: Glade of arms ].
-- -- qs

Health: 1570 out of 1570      Mana: 1570 out of 1570
Gold held: 0                  Mercinae: 0    Thakria: 0    Parrius: 0
-- The sounds of merriment reach your ears.
-- qs
Health: 1570 out of 1570      Mana: 1570 out of 1570
Gold held: 0                  Mercinae: 0    Thakria: 0    Parrius: 0
-- qw
Xpor.
Derillion, Star Weaver.
Genesis, the god of time.
Garet Jax.
Zollrender.
Elouise.
-- Run
You are now running.
-- hide
You hide yourself in the best way you know how.
[--] silence
You will now move in total silence.
[--] blend
Curses! Even one of your ability cannot blend where there is so much light.
[--] flex muscles
You flex your muscles and inhale deeply.
[--] hold right
You are now gripping firmly in your right hand.
[--] trueblend
You blend into the shadows and peer out unseen.
[--] hide
You hide yourself in the best way you know how.
[--] [{--}] drink orange potion
You drink from an orange potion.
You are now invisible.
([{--}]) drink magenta potion
You drink from a magenta potion.
A cloak of protection forms itself about you.
([{--}]) defences
You are wearing no armour.
You are protected with Master magical warding.
You are wearing magic enhancers of Master potency.
You are invisible.
You have quaffed a potion of adrenalin.
Your muscles are tensed to increase your strike power.
You are particularly resistant to magical attack.
You are using fight-text very brief mode.
You have blended into the shadows.
You are gripping your right hand.
You are hidden as best you can.
You are snooping conversations.
You are immune to most fatal poisons.
Your whereabouts is protected by spiritualism.
You are blessed with ten safe encounters with Death.
([{--}]) who
Xpor [At: Beside the well of Snowfoot ].
Derillion, Star Weaver [At: Thakria Town Council halls ].
Genesis, the god of time.
Garet Jax [At: Beside the well of Snowfoot ].
Zollrender [At: Room of council ].
([{--}]) trade remove rope 2
You withdraw 2 batches of rope from the Archangel commodity store.
([{--}]) get rope
You pick up two ropes.
([{--}]) inv
You are wielding an adamantine sabre in your right hand, and nothing in your left.
You are carrying a cloth bundle containing nails, an oil lamp, a bunch of six keys, a crafted long bow, a green potion (two), a glittering potion, a leather serpent, a clear potion (two), an empty potion bottle, a white potion (two), a purple potion (two)
, a pink potion (two), a luminous potion (four), a mauve potion (three), a sparkling potion, a crossbow, a dull grey potion (three), an iron spade, a gracious flute, a red potion, a blue potion (three), a beige potion, an orange potion, a milky potion, a
black potion, a magenta potion (two), a delicate bracelet (two), some rope (two).
You are wearing a gracious flute, a golden ring, the red rose, an old lute, a golden ring, a brooch of the sun and moon, a small guitar, a magical charm, a silver talisman, a leather herb pouch (two), a silver quiver, a black cape, a gem-studded medallion
, a large back-pack.
You are not holding any gold coins.
([{--}]) wield left crossbow
You are now wielding a crafted long bow in your left hand.
Type SHOOT <player/CCC> <direction> to use it.
Remember that you must have a quiver with arrows to fire at people. If no direction is specified it will assume the CCC is nearby.
([{--}]) outp jegga
You take a batch of prepared Jegga from your pouch.
([{--}]) outp phoroz
You take a batch of prepared Phoroz from your pouch.
([{--}]) outp mandrake
You take a batch of prepared Mandrake from your pouch.
([{--}]) outp exaar
You take a batch of prepared Exaar from your pouch.
([{--}]) who
Xpor [At: Beside the well of Snowfoot ].
Derillion, Star Weaver [At: Thakria Town Council halls ].
Genesis, the god of time.
Garet Jax [At: Centre of the Cassiandora square marketplace ].
Zollrender [At: Room of council ].
([{--}]) ent
You are leading: a mist.
You are riding a mystical unicorn.
Your group has no members.
([{--}]) return
Your action costs your patron 50 essence.
You draw on the power of your patron and whisk across the land...
Cave of sparkling crystal webs.
A great war-horse, magnificent combat steed, trots about nearby. A mournful black cow grazes nearby.
({--}) u
Cave of the weaver.
A giant spider crawls about nearby, its bright eyes focused on you as its next meal.
({--}) n
Underground chamber.
({--}) sw
Secret Chamber.
({--}) nw
You are breathing lightly.
Underground spring.
({--}) You have fully regained your breath.
({--}) u
You are breathing lightly.
Lower landing.
({--}) w
You are breathing lightly.
Short corridor.
A magical rune stave stands here, an unseen force holding it in place.
A glowing runic stave here is the first thing to catch your attention.
({--}) You have fully regained your breath.
({--}) whistle mount
You whistle a subliminal call for your loyal steed.
A mystical unicorn strides into view in answer to your call.
({--}) prepare to run
You prepare yourself to run.
({--}) unlock door w
You unlock the door.
({--}) w
You pass through an open door.
A glowing rune staff is the last thing to catch your attention.
In front of a small doorway.
({--}) lock door e
You lock the door shut.
({--}) sw
Before the altar.
Such is the intensity of the light that the about you appears hazy and thick, your attention is held by the proportionous prism filled to over-flowing with light shattering into its basic opalescent colours. The prism is translucent and its magnetism is i
rresistible; your eyes stare deep inside searching from its source. Imagine your surprise at the discovery that your concentration into the depths of the altar reveals your own familiar face squinting back at you. While bathing in the light more fathomles
s than Arien herself you are blissfully unaware of your comparatively dark, shallow surroundings.
({--}) Entrance of the temple.
({--}) w
East end of avenue of birches.
({--}) concentrate
You are now CONCENTRATING on your own combat only.
({--}) w
Avenue of birches.
({--}) w
West of an avenue of birches.
({--}) w
Northern gate of Parrius.
A small, ivy-covered milestone at your feet reads "Parrius".
({--}) w
You can't go that way!
({--}) se
Parados Crescent.
({--}) s
Northern stalls of Chapman's Square.
({--}) s
Outside the Council Chambers.
A small, ivy-covered milestone at your feet reads "Parrius".
({--}) s
Southern stalls of Chapman's Square.
({--}) s
Pathway in to Chapman's Square.
({--}) s
You can't go that way!
({--}) se
Bayside avenue.
({--}) s
Forestal passage beside gate.
({--}) s
Forestal walkway beside gate.
({--}) s
Providence Way.
({--}) e
You can't go that way!
({--}) e
You can't go that way!
({--}) s
Providence Way.
({--}) s
You can't go that way!
({--}) e
Providence Way.
({--}) e
Providence Way.
({--}) s
Providence Way.
({--}) s
Providence Way.
A snowball lies on the ground here, waiting to be thrown.
({--}) w
Approaching the temple.
({--}) e
Providence Way.
({--}) s
Providence Way.
A snowball lies on the ground here, waiting to be thrown.
({--}) se
Providence Way.
({--}) s
Amongst the Parrian docks.
A small, ivy-covered milestone at your feet reads "Parrius".
({--}) w
The Mariners Highway.
({--}) w
The Mariners Highway.
({--}) w
The Mariners Highway.
({--}) w
The Mariners Highway.
({--}) w
The Mariners Highway.
({--}) nw
Hellespont Square.
A small, ivy-covered milestone at your feet reads "Parrius".
({--}) gallop w
You spur your steed to gallop to the west.
The Mariner's Highway by Merchant Street.
The Mariner's Highway.
Inside west gate of Parrius.
West gate of Parrius.
Along the highway.
Along the highway.
Along the highway.
Along the highway.
Along the highway.
Along the highway.
You are riding a mystical unicorn.
({--}) sw
Along the highway.
({--}) gallop sw
You cannot gallop to the southwest.
({--}) nw
The undergrowth is too thick to pass that way.
({--}) gallop w
You spur your steed to gallop to the west.
Along the highway.
Along the highway.
Along the highway.
You are riding a mystical unicorn.
({--}) nw
Along the highway.
({--}) w
Along the highway.
({--}) sw
Along the highway.
({--}) s
Along the highway.
({--}) sw
Along the highway outside Halfway Tavern.
There are two dwarven skeletons here.
({--}) gallop w
You spur your steed to gallop to the west.
Along the highway.
Along the highway.
Along the highway.
Along the highway.
You are riding a mystical unicorn.
({--}) sw
Along the highway.
({--}) gallop w
You spur your steed to gallop to the west.
Beyond the East Gate of Mercinae.
Beyond the East Gate of Mercinae.
You are riding a mystical unicorn.
({--}) gallop s
You spur your steed to gallop to the south.
You pass through an open gate.
Road to the Eastgate.
Bridge over the stream.
Road to the Eastgate.
Road to the Eastgate.
You are riding a mystical unicorn.
({--}) drink red potion
You drink from a red potion.
A chilly sensation passes over you.
({--}) w
Road to the Eastgate.
({--}) sw
Road to the Eastgate.
({--}) sw
East Bank by bridge.
A small, ivy-covered milestone at your feet reads "Mercinae".
({--}) w
Bridge on east bank.
({--}) w
On the Bridge.
({--}) w
On the bridge.
({--}) w
On the Bridge.
({--}) w
Bridge on the west bank.
({--}) w
River Way by the bridge.
({--}) w
East end of Bridge Street.
({--}) w
Bridge Street.
({--}) w
Bridge Street outside Armourer.
({--}) w
Bridge Street.
({--}) w
West end of Bridge Street.
({--}) w
East of Cassiandora square.
({--}) w
Cassiandora square marketplace.
({--}) yank garet
You hurl your rope southwards around the neck of Garet Jax and yank him towards you.
({--}) Right hand ready.
({--}) spit jegga at garet
You spit a jegga piece at Garet Jax.
({--}) Right hand ready.
({--}) You feel a rushing movement of air as somebody whisks past you.
({--}) jab garet
Garet Jax is not here to be jabbed.
({--}) Right hand ready.
({--}) yank gar
You hurl your rope westwards around the neck of Garet Jax and yank him towards you.
({--}) Right hand ready.
({--}) spit mandrake at garet
You spit a mandrake root at Garet Jax.
({--}) Right hand ready.
({--}) spit phoroz at garet
You spit a phoroz leaf at Garet Jax.
({--}) Someone snores loudly.
Right hand ready.
({--}) bind garet
You tie the hands and feet of Garet Jax together with your rope.
({--}) spit exaar at garet
You spit an exaar root at Garet Jax.
({--}) Right hand ready.
({--}) throttle garet
You seize Garet Jax by the throat and squeeze away the life force with your bare hands.
(--) Left hand ready.
Right hand ready.
(--) order unicorn slay garet
On your orders a mystical unicorn moves towards Garet menacingly...
(--) throttle garet
You seize Garet Jax by the throat and squeeze away the life force with your bare hands.
(--) Left hand ready.
Right hand ready.
(--) throttle garet
You seize Garet Jax by the throat and squeeze away the life force with your bare hands.
(--) Left hand ready.
Right hand ready.
(--) throttle garet
You seize Garet Jax by the throat and squeeze away the life force with your bare hands.
Garet Jax flops about like a fish in your hands, but can take no more. His body becomes limp and you hurl it to the ground.
Garet has been slain by Zollrender.
(--) Some white magic fends away the rapidly approaching Death from consuming the soul of Garet Jax.
(--) Garet Jax inhales deeply and begins to hold his breath.

7.19. The competitor status and its benefits.

There are two types of COMPETITOR status: the more commonplace competitor status granted to those competing/fighting in the Battle Arena (see HELP ARENA) and the less everyday competitor status bestowed by deities as part of a preorganised and specific quest (e.g. a gemquest or flagquest). Type COMPETITORS to review a list of those with active or suspended competitor status or ARENA WHO to review those in the Battle Arena. The Battle Arena is made accessible at the command of the Quest Masters, Justice Ministers and deities of the land. They alone can open and close the portal from Avalon's Rock Pinnacle to the distant island upon which the Grand Arena is found.

Competitor status set by a deity for an Avalonwide quest ensures the effects listed below are active all the time. Competitor status derived from competition in the Battle Arena ensures the effects are only activated while your character is within the arena itself. Here is a list of the most significant advantages of COMPETITOR status:

- It removes all experience loss from death.
- It ensures you do not use up your standard equipment, e.g. herbs, poisons, potion sips, magic charmed item charges, etc.
- It gives you access to RES NOW (RESURRECT NOW) which will instantly restore you to life when you're a ghost. This is to be used with permission only.
- You will hear OOQ calls and you will be able to use the OOQ command yourself to send messages to your fellow competitors.
- You will be able to type COMPETITORS to see a list of those with competitor status in the land.
- Bloodlust restrictions will not affect you against other competitors.
- You will not gain bloodlust as a result of your competitor kills.
- DDW, pacifism and divine protection are suspended while you hold COMPETITOR status. They are restored as soon as you cease to be a competitor.

REMEMBER: competitor status is a double-edged sword when it comes to gaining equipment since by the same token it removes any depletion, it also restricts addition.

GODLY QUESTS: When you have competitor status you can temporarily suspend it, in order to re-equip or interact with the land normally, by typing COMPETITOR END. For the next few Avalon days (or until divinely decreed) you will be able to type COMPETITOR RESUME to return your competitor status. All competitors will be informed of these choices.

BATTLE ARENA: If you decide you are no longer interested in participating on the Battle Arena conflict you may type UNCOMPETE and your status as a competitor will be given-up permanently. If, however, you decide you wish to rejoin the arena conflict you must stand in the Audience Chamber and type COMPETE. This will give you COMPETITOR status. It is not possible to automatically acquire competitor status when the initiator of the Battle Arena opening is nearby. In those cases you must ask him/her to manually bestow competitor status on your character.

If you feel anything should be added to the depletions restriction, any equipment of yours that is being depleted you reckon ought to be non-depleting; let a deity know and this can be taken into consideration.

8. Your Avalon Character - State of Health.

Ensuring your character's physical and mental well-being as you progress.

8.1. The health of your character.

Your state of health, both physically and mentally, are your most important ongoing attributes. Your character's basic physical and mental well-being is always represented by two sets of figures (one for each state), and you will discover, especially in your formative years, that these will govern many of the things that you will and will not be able to achieve.

Your health is better described as your life force: if you find yourself subject to illness, attack, or simply over-exertion through swimming or running around, you will notice your health drops accordingly. Should this reach a significantly low point with respect to your maximum possible health (around 10%), your character lapses into unconsciousness leaving you immobile at wherever you may happen to be. Bleeding is a by-product of most forms of attack, in addition to straight loss of health or mana. It is likely to pose serious problems when your health is flagging, and should be attended to immediately. Gradually, bleeding from minor wounds stops of its own accord, as and when your body's natural defences deal with it.

8.2. Breathlessness and its avoidance.

Breathing and bleeding are more likely to be considered in the moment of heated combat or while travelling quickly about the land as it tends to be linked to over-exertion. Should you dash about the land too quickly, your character will soon begin to lose its breath, involving a marginal loss of health. Carrying on beyond your physical limit will only make your breathing more difficult and will begin to incapacitate you somewhat - soon you will find that you are tripping over yourself in your hurry. All that is required is a moment's rest so that you may catch your breath. Alternatively, purchase a horse or mule and, having mounted it, ride in whichever direction you choose. Not only does this remove any problems with your breathing, it provides a useful form of defence, since a mounted target is more difficult to attack than a walking one.

8.3. The mana (mental strength) of your character.

Your mental reserves are measured by your Mana. This is chiefly the domain of those who practice the magical arts, which often require incredible feats of mental concentration. Thus, with each incantation you chant, or with each magical potion you brew, you will find your Mana decreasing accordingly. When it reaches zero your powers are rendered useless until such time as they are restored. The simplest way of recovering mana is by meditating - type MEDITATE, and the amount of mana restored will depend on how long before you break your meditation by typing another command.

Mana is used by all of the magical skills and by those physical skills which require intense concentration. Bear in mind than when you have been slain, it will be your mana which keeps your corpse from rotting away. Thus, a high mana will keep your corpse alive longer. Equally, a high mana will make you more resistant to magical attacks since your level of concentration will be that much greater.

8.4. Natural recovery of health and mana.

Two basic commands enable you to recover lost Health and Mana - SLEEP and MEDITATE. MEDITATE works for all people and sends you into a deep concentration for a period of time. Slowly you will recover your mana. SLEEP, on the other hand, is only an effective means of recovering health at will for the combatant guilds. Otherwise it is an infrequent essential. Most folk do not have sufficient physical discipline to sleep at will - and will have to wait until they are tired before settling down to rest. To rouse yourself while sleeping, type WAKE.

8.5. Unconsciousness due to low health.

During combat, unconsciousness is often a preamble to death. It occurs when your health has reached but 10% of its maximum level. While unconscious you will be unaware of your surroundings, helpless and slowly regaining your health until you are awake once more - from there see quickly to your wounds or whatever malady ails you. As soon as your health reaches zero your character will die and be subjected to whatever penalties that involves.

8.6. The consequences of death.

Death is by no means the last of your adventures, though it is greatly harmful to your character's well-being. At the time of your passing away, your spirit instantly returns to Avalon in the transient form of a ghost. A ghost is naturally not constrained by the physical aspects of the world. As a ghost you can walk effortlessly through closed doors and suchlike but you cannot handle objects of the real world - you will not be of physical form. Only those who can manipulate their physical being, such as the mystic seers, will be able to have any effect on the land while in the ghostly form. You remain in this supernatural state at a cost: all the while your mental reserves (your Mana) are sapped in the strain to keep up your ghostly form. Once all your Mana is exhausted, the very experience of your character is slowly drained and this decaying continues until you are brought back to life (whether you remain in the game as a ghost or not).

Perhaps most importantly of all, each of your deaths, unless they be to a follower of Genesis, will cause your patron (if you have one) a modicum of pain. The extent of the pain (and loss of divine essence) will depend on your experience and skill. The mightier you are, the harder your patron will feel your death. If you are unfortunate and no-one is nearby to retrieve your dead body and bathe it in the Pool of Life you must summon the Ship of the Dead to take your ghost from the land and re-unite it with your body. To do this type SUMMON SHIP. You may be voyaging with it often during your youth.

As you grow older and more experienced in the land you may wish to peruse HELP WOUNDS to gain an inkling of the longer term injuries you may encounter should you repeatedly die under certain circumstances. It is not something you need worry about while you remain young, however.

8.7. The cost to your character of death.

The effect of death upon your mortal character will vary according to the will of the Gods. There are a number of possibilities, and you may type HELP BLOODLUST or HELP DEATH while in Avalon to gain a summary of the current divine ruling on the effects of dying. During peaceful periods or during events such as gem quests, the adverse effects of death will be minimal, a small percentage of experience lost and the inconvenience of a ride on the Ships of the Dead. All mortals usually hold a maximum of ten safe encounters with death, these safe encounters being lost by a ride on the ship, a death to ghost, or a death of any kind depending on the will of the Gods. Once a character falls below one safe encounter, skill effectiveness is reduced.

However, during violent periods, the Gods may introduce blood-lust - blood-lust increases whenever you slay an individual who has not previously challenged you, and the higher one's bloodlust, the more one loses when slain when challenged (even so far as losing skill effectiveness, see section on Wurtfoil). Further, in particularly bloody periods the Gods may withdraw the cleansing effect of the Ships of the Dead, and, upon riding the ship, a mortal will emerge with a new body with only a fraction of its skill effectiveness, to be restored either by wurtfoil (in extreme cases), or by avoiding death for a while and gradually healing. You should be comforted though to know that all losses of skill effectiveness are not actual losses of skills learned. They may be tricky to recover, but your skills remain totally intact and lessons spent will enhance them, ready for your recovery of their maximum levels.

8.8. The ship of the dead.

Travelling on the ship of the dead as a means of resurrection is simple, but costly. You will notice when you type STATUS or SCORE that you have only a finite number of safe encounters with death. Each time you become a ghost, you will lose one of these safe trips. Once you have used up the initial safe trips your skills will begin to lose effectiveness by 1% for each subsequent trip. This does not effect your actual skill progress. Lessons and practice taken will never be lost. Instead it effects the effectiveness of their daily use. In order to reverse the effects of death on your skills, and to give you up to a divinely ordained number of safe encounters with death again, you must apply the rare herb known as wurtfoil. Each consumption of wurtfoil will increase your skill effectiveness by 1% or, when at 100% effective, will give you an extra safe trip on the ship of death.

8.9. Resurrection after an untimely death.

The most effective way to be resurrected is through the help of a fellow compatriot. Alert your friends at once to your death and they should reclaim your inanimate corpse and carry it to the Pool of Life. There it must be bathed in the pool's waters (by typing BATHE BODY) and the pool's magical properties will return you to the living. Being bathed in the pool of life negates most of the lasting effects of your death.

Alternatively you may travel the path back to the living without aid, by performing the Rite of the Dead. Here you must call upon the Ship of Death (type SUMMON SHIP) and when the black-sailed vessel dips in to view, you must BOARD SHIP. Stepping on to te gangplank you will embark upon your long journey through the incredible domain of the Gods, eventually alighting at the self-same Pool of Life. A new body will be afforded you at a cost. All characters in Avalon begin with ten safe trips on the Ship of Death. Each trip reduces this number by one. When you have used up your safe trips your physical and mental abilities will begin to be effected by the rigours of resurrection. Every trip on the ship of death after the ten safe ones will cause your skills to become less effective by 1%. This will not effect the actual levels of your skills, but only their effectiveness in daily use. You will be able to restore the effectiveness of your skills, and even give yourself more safe trips on the ship of death by consuming the herb known as wurtfoil. Skilful members of the Animists and Rangers guilds will be able to supply you with this, if they think you are worthy.

8.10. The Pool of Life and its purpose.

The Pool of Life can be found beneath Avalon's tallest waterfall, northwest of Mercinae, and southeast of Thakria. It is a peaceful location where folk may rest, recover and discuss matters of importance without so much concern about their enemies. The Pool is not an absolute sanctuary though. No deity is bound to enforce peace therein. Use its benefits frugally and know of its limitations, my friend.

8.11. Food, snacks and meals and well-being.

As you get older, in terms of Avalon years and experience level, you will need more food to sustain yourself. Food comes in two types - solitary quick-sustenance snacks and full meals. Snacks will slake your hunger but not your physical well-being, which will gradually deteriorate unless you eat a full meal regularly. Full meals slake both hunger AND keep you at full capacity, though your appetite will allow you but one full meal (without dessert) per Avalon timezone, or one dessert-inclusive meal every two timezones. You will find if you allow your physical well-being to deteriorate too much your health, mana, skill usages and general performance in the land will be subject to all manner of very evident weakness.

Syntax: EAT MEAL or EAT MEAL WITH <beverage or container with beverage>.
Examples: EAT MEAL WITH MILK, EAT MEAL WITH TANKARD.
Full meals are cooked at stoves, generally by kindly souls from city or guild with Respected (or above) Labours skill. They are made from ingredients, many of which can be the snacks you find about the land. Often a cook appreciates being brought ingredients, to make light work of the provision of the repast. Desserts are an optional extra, but its inclusion will augment the restorative qualities of the meal greatly - the two courses being greater than the sum of their parts. If you include a beverage with a rich vitamin content (milk, cider and the like) you will further augment the sustenance value of your meal. Consider each component as offering 1% of a body's entire wellbeing, so with a dessert you hit two percent and with a beverage you strike at 3%. Employing the Survival skill of 'sustain myself' can take this up as high as 4% from a single meal - the very maximum attainable at one sitting.

Thus: subsist at times on snacks, by all means, but breaking bread with your fellows over a full meal is always the more worthwhile; doubly so as eating in a group augments, even further, the diverse (and not simply physical) boosting effects of the meal. Snacks and ingredients for cooking full-scale meals can often be found in shops and stalls, or via the employment of Farming and Labours skills. Fresher raw materials are also of benefit to the finished meal, thus fish newly caught, or bread newly baked... these make for a superior repast to some year old fishcake alongside a mouldy roll.

See also HELP COOKERY for details on the specifics of cookery ingredients, and HELP WELLBEING for the impact of well-being on your character.

8.12. Your character's desire for food.

Type STATUS to see your current hunger and physical well-being levels. The two attributes should not be confused. Hunger is the more immediate, simple-physical need/desire to devour food; it can be the result of greed, some poisoning, habitual gluttony, etc. Being very hungry impacts on your ability to take on lessons, it harms your current health, it breaks your focus, etc. It does not, however, have any deeper impact and as soon as you eat some food - whatever food that may be - your hunger will be reduced and its adverse effects stopped.

Physical well-being is a far more siginficant attribute and, it should be stressed, more fundamental to your long-term health and potency. If your well-being is anything below tip-top then your very health and mana potentials (the maximums possible) suffer. As your well-being dips further your use of skills across the board will deteriorate as your body is gradually reflecting the consequences of allowing it to suffer malnourishment for long periods of time.

Full cooked meals prepared by those with the appropriate Labours ability from fresh, well-balanced ingredients - these are the only foodstuffs that fully augment one's physical well-being (as opposed to superficial hunger). The simplest rule to follow is this: if you eat one balanced meal per day, you will never deteriorate in physical well-being. If you allow your well-being to drop markedly it will take many days (sometimes weeks) to pull yourself back to full power again since, unlike mere hunger, well-being is deeper rooted and must be nurtured back to fullness. So saying, it is also a far mor gradual decline and one would have to be foolish or suicidal not to take note of warning signs and ensure the acquisition of a regular, cooked meal.

Do bear in mind, scholars, LWs and the lifelong poor, that missions exist around the land where in you may SIT and receive a nourishing meal without the need to tender coin.

8.13. Sustenance potions and their side-effects.

It is possible to purchase brown sustenance potions from those skilled in Elixirs. These remove the need for food, thereby saving you the price of solid food (which can become quite considerable). However, sustenance potions sometimes bring nasty side effects. They have been known to give headaches or mild stomach upsets. If you are very unlucky, you might find that not eating solid food can make you susceptible to the plague - a nasty disease, difficult to cure, and eventually fatal. There is an ability in the skill of Survival which enhances the sustenance value of food. As you rise in experience level, your food requirement will also increase - so early development of Survival sufficient to sustain yourself more efficiently can save your hard-earned gold.

8.14. The Wurtfoil herb and its benefits.

Wurtfoil is perhaps the singlemost important herb. As explained in the sections on challenging and bloodlust, it is possible to be so harmed by death that your skills dip below their maximum effectiveness. This causes both loss of abilities and loss of effectiveness and all mortals strive to regain any lost skills as quickly as possible. Though the Gods may restore skill losses should they see fit, the most common and acceptable way is to take the wurtfoil herb or attend a wurtfoil brew. Rangers and Animists are the only guilds able to pick and prepare wurtfoil, and the Animists Guild hold regular wurtfoil gatherings where all present receive the gift of this herb and the restoration of the mortal bodies.

8.15. The herb Darsurion and its benefits.

Darsurion is a green lichen found and prepared by those with the Herbs skill. When consumed in water, darsurion will enhance your capacity to learn. For every lesson you take you will use three lesson credits but receive the benefit as if you had just taken five back-to-back lessons. It is worth always using darsurion whenever you learn, but beware, you only have a finite capacity for the herb and overdosing will render you ineffectual at learning and teaching for a time.

8.16. Using pipes, smoking herbs or poisons.

Smoking is a popular habit among the epicurean nobles and keeping a pipe is commonplace in much of cosmopolitan society. Pipes can be used for a more utilitarian purpose, however, and many herbs (for example) are only effective when smoked. Here is the process and command-set for smoking herbs and poisons:

FILL PIPE WITH <herb or poison> e.g. FILL PIPE WITH MEGILLOS
Use this command to fill your pipe with the selected prepared herb or poison. Typically you will find each individual herb/poison will provide ten 'smoke' opportunities before the pipe must be refilled.

LIGHT PIPE
After being filled your pipe will be unlit and cold. You should light your pipe whenever you feel use is impending - it can be lit from any nearby fire, brazier, tinderboe, etc. Many prefer to keep their pipes lit constantly so as to be ever prepared for unexpected danger.

SMOKE PIPE
Smoking the pipe will ensure you are affected by the herb/poison it holds. The pipe must be kept lit else you will not be able to suck down the precious, herb-infused pipesmoke.

If you have sufficient Itemlore development you can review your pipes and their contents by typing PIPELIST. This allows you to discover the pipe's unique numbers and is invaluable when handling multiple pipes and multiple herbs, ensuring correct effects are gained when struck by whatever affliction you need to cure.

8.17. Wounds of permanent nature, beyond death.

Typically you will find your character an extremely resilient being, and even death can be overcome by dint of a ride on the Ship of the Dead or a bathing in the pool of life. Death tends to be a heal-all, removing virtually every affliction, wound, disease and detrimental effect from your character; to allow you to begin a fresh campaign without handicap from past events.

Other than very rare diseases (such as the plague) the only trans-death effects to carry through onto the newly resurrected body are known as 'long wounds'. These 'long wounds' are caused by repeated injury to certain parts of your body, particularly in evidence at the time of death. They lead to permanent weaknesses of those aspects of your character's person, even after resurrection, and cause the weakness to recur whenever subject to the smallest provocation. It is not easy to cure the 'long wounds' though the carnia herb is known to retard/counteract their effects - and those deeply skilled in Animism and Healing can contrive diagnosis and sometimes redress.

The typical long wounds and their cause and effect are:
"legs, left and right" caused by specifically broken or withered legs.
"feet, left and right" caused by broken, withered or destroyed feet.
"hands, left and right" caused by broken, mitten'd or diseased hands.
"arms, left and right" brought about by broken arms, specific to left or right.
"eyes" caused by blindness typically or deep eye-related affliction.
"ears" brought on by deafness and further afflictions of hearing/balance.
"the head" caused by a variety of mental - physical - damage.
"the chest" brought about by violence done to the torso, chest, ribs and such.

Less typical but nonetheless noteworthy long wounds also include:
"the lungs" caused by respiratory diseases and afflictions.
"heart" caused by certain violent deaths.
"the stomach" brought about by vomitting and poison deaths.
"throat" caused by afflictions to the mouth, vocal chords, yake/ikirax.
"memory" brought on by protracted amnesia, mental retardations.
"alacrity" caused by confusions and intellect afflictions.
"balance" brought about by clumsiness, physical handicaps along with ear afflictions.

The various 'long wounds' rest dormant on your character after resurrection and can then come to the fore, re-affecting you with the original affliction/problem when you come into contact with an appropriate catalyst, e.g. shouting voices plus long wounded ears can lead to deafness.

9. Specifics of the Avalon Worldsystem.

Information you should learn as to occurences unique within the Avalon system.

9.1. Blended folk and how to counteract it.

Blending is a form of hiding every young Avalonian should be aware of. It is used by all those guilds versed in the art of Stealth. When blended into the shadows, the concealed player may perform many harmful acts without emerging long enough for you to reply. This makes it extremely difficult for you to fight back, unless you come prepared. Revealing blended folk so that you may fight (or even just disable them) can be done via a few methods. Waving illuminated items (e.g. WAVE LAMP) will reveal blended presences after a short while. The Mages and Enchanters may use their mage-staffs to illuminate blended enemies immediately. Loremasters, Alchemists and Artisans may use their lore-staffs likewise. The herb known as Ucklice or the perceptive ability of Alertness enable you to automatically perceive blended attackers.

9.2. The formal and honourable challenge.

Challenging is a public and proud method of commencing battle with another player on Avalon. When you issue a challenge, everybody in the land will be told of your intent. The person you have challenged will then have no reasonable excuse to ignore you. However, whereas normally the victor in combat gains blood-lust for slaying, they do not gain blood-lust for slaying one who has challenged them. Your challenge is always lost upon death to another player. When you have issued a public challenge you will not be able to seek refuge so easily in sanctuaries such as the Pool of Life. If you slay somebody you have challenged, they will lose experience and safe encounters with Death according to their bloodlust. When you issue a challenge, for fifteen seconds you cannot issue an offensive act. The individual you have challenged will gain such an adrenalin rush that they will remain conscious and fast acting for those fifteen seconds.

ISSUE CHALLENGE <player>    To issue a challenge to your enemy.
CHALLENGES                  To review all current active challenges.
RETRACT CHLLENGE <player>   To retract a public challenge.

9.3. Grouping with others.

Grouping together with other players has obvious advantages. The old phrase that there is safety in numbers certainly applies when exploring the more dangerous areas of Avalon. Experience gained by any member of a group is also gained by the other members. To join a group, use the FOLLOW command. The syntax for this is FOLLOW <leader>. It is advisable to select as a leader the strongest member of the party, since they are likely to bear the brunt of any attack against your group. To cease following a leader, use the LOSE command. Its syntax is LOSE <leader>. It is also possible to gain a list of those folk following you by typing ENTOURAGE, and a list of those members of your group by typing GROUPSTATUS or GS for short.

9.4. Guiding novices and newborns in safety.

It is sometimes hazardous to travel the wilder parts of Avalon, and this discourages those who wish to give their time to introduce somebody to this complex world. Most of those genuinely new to Avalon will require aid, since it is both disconcerting and overwhelming. Since it benefits both the land as a whole, and your city/guild/individual progress within Avalon, the divinities have provided a safe method for guiding new or young players. Godly protection will be afforded to anybody who types: GUIDE followed by the name of a player beneath the tenth level that they will be guiding. You will need to have the young player in your entourage to guide them. While under divine protection, you will remain on full health and full mana no matter what happens to you - thus you will be safe from most violent attacks. There ARE still hazards, however, including the Dragon of Sapience, the divine Guardians; those dangers whose offensive capability is beyond simple depletion of health/mana.

There is an additional facet to guiding known as "insight" - providing the youngster with a direct sensory experience akin to being 'in the skin' of the more experienced guide. To use this the guide types INSIGHT followed by the youngster he/she wishes to provide full insight for; and thenceforth the youngster will see and experience Avalon precisely through the eyes of the guide. It is as close as one can get to having someone else watching your 'screen'. Insight can be removed by either the guide or the youngster typing INSIGHT OFF and in doing so, all insights will be cancelled. This command should be used wisely and sparingly for it can be overwhelming to one not so experienced in the ways of Avalon; but conversely it is a great aid when trying to convey the diversity and quality of this world - or attempting to explain a complex methodology. Insight can be given only to those within the first quarter year of Avalon life.

There is much potential for abuse of this divine gift, and for that reason great punishment will be doled out by the deities to anybody caught using this protection to aid them in harming others. Every time the guide protection is evoked, the Gods are informed and a permanent record of your deed is kept. You should consider it your duty to aid novices if you are a Baron or a Guildmaster - it is part of the responsibility of one in such a lofty position. Often the deities reward the virtuous guide, so it can be a fine method of courting favour too.

9.5. Naming your possessions, steeds and pets.

You can name loyal creatures, friends, weapons, and pieces of armour, so
that they may be recognised when lost. To do this, simply type NAME
followed by the item/creature, followed by the name you wish to bestow.
For example NAME LONGSWORD ORCSLAYER or NAME WARHORSE BIGFOOT.

You are also to bestow a name on a garden, providing it is yours or otherwise not claimed by somebody else. You do this also via the NAME command but in this case you are not limited to a single word and it is case sensitive, e.g. NAME garden> <title one word or more> - and this name or title will be seen by anybody examining or looking in a location wherein your garden can be found.

See HELP PETS for further information obtaining a loyal pet for yourself.
See HELP STEEDS for details of steeds, most loyal of animal companions.

9.6. Declaring your friends and enemies.

Quite apart from the allegiances and friendships that you will gain through citizenship, your guild and your order, you can create your own alliances, covert or otherwise, that need have nothing to do with a greater organisation. Avalon allows you to keep a personal record of up to thirty friends and enemies. Your friends will be able to exact loyalty from your loyal CCCs, while your enemies will be attacked by your loyal CCCs.

Avalon has an inbuilt facility whereby you can keep track of a small number of your best friends and worst enemies. Typing the commands FRIENDS or ENEMIES will list those folk you have chosen to single out. Type FRIEND <player> <0-100> or ENEMY <player> <0-100> to set up new friends or enemies. The number specified attributes a value to their name in your list. A higher number either means that they are a very good friends or a lifelong enemy. Should you specify 0 as the value, you will be wiping the name of a friend or enemy from your list. The practical use of this command, other than reference, is that CCCs and creatures loyal to you will also take orders from, and protect your friends. Conversely, they will attack your enemies with vehemence whether you are present to lead them into battle or not. Enemies will be less noted, where possible, such is your disdain.

Sometimes you may find via magical enchantment you are forced to declare somebody a friend against your will. In order to reverse this you will need to REJECT them (e.g. REJECT CUCHULAIN). Rejection requires great concentration and equilibrium if the bond of friendship you are rejecting is of a certain strength.

9.7. Prefixes and suffixes for your character.

All characters are referred to by a single name which identifies them. However, you may wish to assume a title to embellish your basic character name. Avalon allows you to assume two types of titles - those that are seen before your character name (such as Lord, Sir, Count) and those that are seen after it (such as dragon-slayer, or the Arch-Mage). Prefixes and suffixes, as they are known in Avalon, can be given to you by your city leaders, your guildmaster or by any of the deities. To give you a few examples: Helkarakse of the frozen wastes, Lord Maedhros of the Grove, and Eshkadeth, last of the Valheru.

9.8. Casting your vote in an election.

Members of a City Barony or Masters of a Guild are to be respected. Needless to say, they will not have acquired their lofty position were it not for the respect that they command from their people. This is why Baronial posts and Guildmastery tends only to reach those mature enough to warrant such an honourable position. Ultimately, it is you who decides. The universal suffrage that abides in most cities and guilds means that each citizen has one vote to cast should an election arise.

The city government (which stems from Barons) have enormous power - they can declare war, instigate occupations of neighbouring cities and villages. They decide pricing and determine the success or failure of your local economy. They are also expected to defend their city from harm or mediate in the event of a dispute.

Each time you log in to Avalon you will be informed of whether any elections are in progress, and depending upon its type, you will have a certain number of days in which to cast your vote. Type ELECTIONS to view currently progressing elections in which you are entitled to vote, and then use the VOTE command to issue your vote.

9.9. Trading between villages, towns and cities.

One of the liveliest aspects of many of Avalon's smaller settlements is their feverish bids to out-do their competitors in trading. The network of villages which speckle the continent produce the various commodities which are used by the major cities to fashion the items they need. A shirt, for instance, requires some cloth and some dyes, while an apple pie would require wheat, sugar, spices and fruit. Generally villages trade with their nearest major city via trading caravans controlled by the leaders of the cities, though it is equally possible for an individual trader or representative of another city to travel to a village and purchase goods directly. You will notice the price of a commodity will fluctuate depending on demand, production and surplus.

Trading is the lifeblood of the continent, its veins and arteries outlined by the countless routes between every village, town and city. By day and by night you can see trading wagons heavily laden with produce careering through this vast network. Should the route be broken, then all will suffer. Insufficient salt could lead to a food shortage, or lack of wood would cause scarcities in a multitude of items (staves, wands, bows, boxes, etc).

9.10. Making use of city and village banks.

Within the halls of a bank you may DEPOSIT <gold> to start up an account, after which you can WITHDRAW as much as you wish. Money banked is generally taxed by the Council of that city in order to finance the municipal budget at a rate decided upon by the financial leaders of the city. It is wise, in the long-run, to investigate what fee is levied by other cities to ensure that you are not being over-taxed. The amount of gold coins held in the three royal banks of Mercinae, Thakria and Parrius are shown by the SCORE and QS commands.

Making use of the banks has its distinct advantages. Gold that you have banked is not liable to be pilfered from you, nor are you likely to lose it through any mishap you might suffer. Alternatively, to avoid the fees imposed by the banking institutions, you may opt to simply lock it away in your own home or in a lockable strong-box. Should you choose this method though, ensure that you have paid for a sturdy lock or a trap to guard its safety, for if its whereabouts become commonly known, it is much more likely to be stolen by a meddlesome thief.

9.11. Treasure chambers dotted about Avalon.

Dotted about the land of Avalon are special locations known as treasure chambers. Mercinae, Parrius and Thakria each boast a treasure chamber (usually found behind locked doors in their monarch's palaces). Pangyron's Halls has a chamber, as does Orestes' underground retreat. The citadel of Thaumacie has a treasure chamber at the top of its pinnacle, while the Goblin Town hides its secret store behind its most potent guard-rooms. Most of the Guilds and most of the cities have a number of secret treasure chambers in which artifacts and important items are stashed. Treasure chambers are usually the source of the greater artifacts of the land - the object of many guild honour quests. It should be one of your tasks to discover the whereabouts of the various treasure chambers and the means to get inside them.

9.12. Buying and selling at merchant establishments.

To view items for sale in a shop, type GOODS on its own. A list will display all the items available, a short description, their item code number, and a price in gold coins. Sometimes the lists are very long or confusing and you may wish to review a shop's inventory only of certain types of items, like herbs or potions. To do this type GOODS followed by the item type you wish to review, e.g. GOODS HERBS or GOODS POTIONS.

To purchase one of these items you must type BUY followed by the item and the ite m code number. Providing you hold enough gold, you will be sold it. Selling your possessions to a shop is done using the SELL <item> command. Some shops will pay for your item immediately, others will make you an offer and await your acceptance, some will not buy at all. Around Avalon are many merchants, though, who will always buy your goods and give you gold in exchange. A merchant resides in a small shop north of Mercinae, another in a pawnbrokers at the northern end of Kings Avenue in Thakria, while another holds shop off Hellespont Square in Parrius.

9.13. Elections in cities and guilds.

Elections are held frequently in the cities and guilds of Avalon's many cities and villages. Elections for guildmasters come up when the current master's authority is disputed by one of the major subordinates, while for Barons an election takes place when four leading non-Baronial question an existing Baron's authority. To gain a list of elections which affect you currently running type ELECTIONS. To view any questioning of your current city Barony type POLITICS. To gain a list of candidates in a specific election, type CANDIDATES followed by the election number, while voting is achieved by VOTE followed by the election number followed by the candidate name. In the event of an incumbent getting the same number of votes as the challenger(s), the incumbent is allowed to retain the position.

You are not eligible to vote if your time in the land has been under two Avalon days in the previous Avalon year. Providing you have access to your city or guild bulletin board forum you will find you can only cast your VOTE when you are fully up-to-date with the latest postings from your city/guild BB forums (see HELP BB). This is to ensure any last minute information, any candidate advocacy or revelation, any facts pertinent to the election: all will at least get a chance to be aired before you make your informed selection.

To start an election in a guild, a guild member must type CHALLENGE followed by the name of the current guildmaster. This will begin an election with the challenger, and current guild master as the two candidates. To start a Baron election, four non-Barons must QUESTION the authority of a particular Baron. Once four have done so, the election will begin with those four, and the questioned Baron as candidates.

Guild elections last for four days, while Baron elections last for seven. Candidates themselves can type STANDDOWN followed by the election number which removes them from the running but wastes the votes of those who voted for them. As Guild elections only have two candidates, a STANDDOWN effectively declares that the other candidate is the winner. There is a minimum quota for number of Barons in any of the cities, and if you type HELP BARONS on its own you will not only see a list of the Barons representing your city, but will also be told if there are any free spaces in the Barony. To put your name forward for an election for one of these free spaces, type QUESTION VACANCY.

9.14. Polls to gauge public opinion in Avalon.

Polls are used to gauge public opinion on a variety of topics. Type POLLS for a list of polls currently being run that you are eligible to cast your vote in. You will notice all polls have a unique number, much like elections, and you can find out further information on a poll and its participants by typing POLL followed by that unique number.

All polls have a topic, usually some important question that opinion is being gathered on. Unlike elections, votes are usually public (though ballots can be secret on occasion). To make your opinion known on a poll type VOTE followed by either FAVOUR or AGAINST and then the poll number, e.g. VOTE FAVOUR 150 will declare yourself in favour of whatever is being proposed in poll 150.

9.15. Obtaining and running a shop.

At some point during your Avalon career you may find yourself in charge of running and maintaining a shop. When you own a shop, you will have to set prices on items and set them up for sale. The process for doing this is relatively simple: Every shop has a store room in which all items for sale are held, and any gold earned is stored. These storerooms tend to be kept behind sturdy, locked doors to thwart potential robbers. To put an item up for sale you should find out its unique item code (using the INFO command), and then set up its sale value by typing SALEVALUE <item plus item code> <amount>. See HELP SALEVALUE for detailed command info. If you do not include an item code, the shop will price all items of a specific kind at the specified amount - thus it is possible to change the price of an individual cloak, or on all of the cloaks in your shop. The amount should be the value in gold coins you wish to place on the item.

Once you have set up the item's sale value, you simply drop it on the floor of your storeroom and it will automatically be offered for sale to anybody who enters the shop and types GOODS. As a safeguard to avoid revealing the extent of a shop's stockpiles, GOODS will show a maximum number as 'available' in the for-sale listing. This should not be interprted to mean the shop won't attempt to sell all the items you have available; it is simply a security measure. Shops are obtained primarily from the financial leaders of your city. They control the economy and taxation and can fashion keys for you. All shops have a log kept up-to-date by its diligent staff. The shop log can be viewed only by its owner using the SHOPACTIONS command. It can be wiped using the SHOPACTIONS CLEAR command, or comments can be added by typing SHOPACTION followed by the message you wish to have logged.

Protecting your shop from Thieves will soon become extremely important to you. Protection can be gained via a number of methods. A sphere shaped rune of warding placed in the store room of your shop will stop some non-human forms from entering your stop and stealing your goods. A pyramid shaped rune of diffusion will stop seeing stones or spiritual gates from being opened into your store room (through which thieves might pass). A key shaped tomb rune, activated daily, will ensure that the doors will be locked beyond the competence of any Thief. However, a rune stave just outside your store room, automatically activating a tomb rune to lock your store- room door as soon as any customer enters your shop will be the most effective protection. Alternatively, you may wish to speak to the leaders of your city about arranging for the city to protect the lock upon your shop - for they can order its protection, for a small fee each month, which no thief can pick.

9.16. Interacting with shops about Avalon.

There is an abundance of shops dotted in and around the great cities and villages of Avalon. Many of the shops are run by the cities themselves, while others are owned by particular guilds and individuals. Type SHOPS on the soil of any city or town and gain a list of all public, open shops along with a rough idea where they can be found.

Not only is it possible to buy and from the shops, but you are also able to purchase and run your own shops. Contact the leaders of whichever city you wish to own a shop in and assuming they have one available, you could find yourself entering into a lucrative venture. Typically, those of the loremaster profession and those who can pick herbs and posions make the most money from running a shops. See HELP SHOPKEEPING for detailed info on the shop management commands.

SHOPS            Use this command to review all shops in a city/village.
GOODS            To review a list of goods in a shop.
GOODS <item+num> To gain information about a specific item.
GOODS <itemtype> To review a list of goods in a shop by specific type of item.
BUY <item>       To buy a specific item from a shop.
STOCK <item>     To gain a list of all items of a specific type for sale.

Remember to include the item number, e.g. "ham876" when purchasing or requesting information. This avoids confusion when, for example, a shop is selling a variety of similarly named items. Remember, also, shopkeepers, you cannot stock your shop with more than two hundred and fifty different items - stockrooms are not designed to boast more than that many products for sale. Finally, be wary when purchasing steeds or pets via a shop. If the steed/pet had previous loyalty to some other individuals (perhaps it was stolen from its former owner) then that loyalty is likely to carry over even when you buy it. It may be that your new purchase is not interested in your company at all.

9.17. Bartering and interacting with shops.

Bartering is an important part of progression in Avalon; you may at various times wish to interact with the shops, merchants and other people in the land.

SELL <item>               Offers your item for sale to a shop/merchant.
BUY <item>                Buy specific items from shops.
GOODS                     Lists items being sold by a particular shop.
GOODS <item+number>       Gives you detailed information on an item.
GOODS <item type>         Lists items being sold by shop of a certain type.
STOCKS <item>             Lists all items for sale of a particular type.
GIVE <item> to <person>   Gives one of your items to another person.
APPRAISE <item>           Gains a rough idea of the selling price of items. 
OFFER <CCC> <gold> FOR <item>   Barter with a CCC.

9.18. Obtaining real estate (houses, towers, taverns).

It is possible, and generally desirable, to equip your character at some stage in your Avalon career with a house - a base of activity, storage of treasures and artifacts and such. All cities will have a fair number of houses and shops, ranging from small lock-ups to majestic towers which can be purchased from the city government and used for this purpose.

9.19. Reading letters, notes, scrolls and books.

Reading is quite simple; you pick up what you want to read and select which page (if there are more than one) to read from. Most books have more than one page and therefore to differentiate between the many pages you must specify a page number to read from, e.g. READ BOOK 3 would read page 3 of the book. Omitting the number will simply assume (if there is more than one page) that you wish to read the first page.

9.20. Writing your contribution to a scroll or tome.

To write on a piece of paper, you must type WRITE followed by the name of the object upon which you wish to scribe. This must be followed by the page number. For example: "WRITE NEWSPAPER 1" would enter the line editor, entering text on your item (in this case, the newspaper) at the end of what is already on the page. To leave the line editor, simply leave a blank line. SCAN will effectively read a page of text, but will also number each of the lines to enable you to make changes.

You can erase pages of a book or newspaper by typing ERASE followed by the name of the item, followed by the page number (if more than one) to erase, e.g. ERASE BOOK764 12 to erase page twelve of "book764" in your inventory. You may title the pages of books, tomes, letters and such, by typing TITLE followed by the item (e.g. TOME) followed by the page number (if relevant), finally followed by the text of the title. This will automatically update the table of contents (READ TOME). You can update the title of the book itself (at most sixty letters) with TITLE <book> BOOK <title>, and you can update the registered author name with TITLE <book> AUTHOR <full name>. Editing pages must be done as whole and doing so will erase titles so you need to title each page after an edit if you wish to update the contents.

If you have the authority and the skill you may also be able to write in runic script; see HELP SCRIPT for information.

9.21. The werewolf form, perils and benefits.

Lycanthropy is an uncommon curse, evoked by great Sorcerers and an extremely rare poison. It involves the changing of a human being, during the night-time, into a werewolf. While in the form of the werewolf the person will have a great lust for blood, but will be unaffected by killing as one would as a human. The werewolf is able to CLAW and BITE enemies in the way of attack. They will have huge Constitution, Defence and Stealth. They will be able to BARGE past ice walls, call upon POWER to resist many hindrances, ROAR and HOWL challenges to the land and TRUESENSE enemies. The only known cure to lycanthropy is madabril.

9.22. Obtaining a pet for yourself and keeping it safe.

It is possible to obtain a pet for yourself, to look nurture and watch
grow at your side as you yourself progress in the land. Some pets are
for their beauty, some for the utility. Many shops in the cities sell
pets, while it is possible to range in the wilder lands to fetch and
tame your own animal if you have both skill and patience. Be careful,
however, when you are facing dangerous situations for there are many who
choose to target a person's pet as a more potent means of getting to the
owner. Use stables, or chambers tucked away in safety, for the storage
of your pets while you are absent from the land. You are, of course,
also able to name your pet: NAME <pet> <name> is the way this is done.
For example, typing NAME CAT DINAH will name your cat Dinah. All of
those who examine her or see her in a location will then be made aware
of her name.

9.23. Repairing damaged weapons and armour.

In the Armoury and Armourers of Mercinae, Parrius, and Thakria, as well as a number of villages, you will find that they offer an excellent, but expensive, service for the repairing of weapons and armour. The extent of this repair (and possibly improvements) will depend on the number of gold coins you choose to expend in paying for the repair. To gain a repair, type REPAIR followed by the name of the piece of weapon or armour, followed by the number of gold coins you wish to expend. It is as simple as that.

9.24. Duel between one or more opponents.

The duel allows a player to challenge one or more opponents to personal combat. Once a duel has been accepted, the duellists cannot attack or be attacked by anyone not part of the duel. Both the experience gained through victory and the experience loss through defeat are greater within the duel. Those with divine protection before the duel will have it returned at the conclusion of the duel. After shipping, a duellist may be cast from the duel by the opponent or choose to forfeit the duel. If one or more of the duellists is offline for more than a day, the duel will be terminated. The duel can also be ended by mutual consent, however experience will be lost by all if there have been no abstentions.


ISSUE DUEL <player> <player> <player>   Issue a duel to up to 10 opponents
ACCEPT DUEL           Accept an offered duel
ABSTAIN MYSELF        Forfeit the duel after shipping
ABSTAIN <player>      Force a shipped duellist to abstain from the duel
DWHO                  Who list showing duellists in your duel
DUELLISTS             Lists participants in all active duels. Duellists who
                      are offline appear in brackets.
ALLY <team>           Allies yourself with a team. (Team name or Nobody)
RETRACT DUEL          Makes an offer to all duellists to end the duel.
DUELLING ON/OFF       To ignore or notice start of duel messages.
DISCHARGE DUELS       In a holy location, discharges ALL outstanding duels
                  relating to you (no matter the circumstances/criteria).

9.25. Quests initiated and controlled by players.

The XPQUEST (or XPQ) command is one of the most useful in the high-ranking Avalonians arsenal. It deals with the interplay of potentially thousands of quests, their management, their state relative to one another and their impact on the citizenry/guildmembers fortunate enough to complete them. There are many other ways to attain and carry out quests so this is an additional rather than replacement to guild honours, city quests and the myriad of CCC-driven or group quests scattered about the land for you to discover.

Deities, Princes, Guildmasters, designated Questmasters/Headtutors and High Priests are the origins of these Quests. From them the declaration is made covering all quests under their authority dictating guildrank, cityrank or orderstatus required by those of lower stature before they can handle (give out, judge etc) a specific quest. They also determine the levels beyond which an individual can no longer be given a certain quest. Some are, after all, for the very young while others are challenging even for a potent Avalonian.

Syntax: OFFER QUEST <quest> TO <questor>.
Offers a quest from the XPQ list to an appropriate questor. You can only offer quests over which you have authority - said authority being designated by the quest creator or assigned owner. The player may also receive a quest using QUEST FROM <ccc> if you have set up a 'FROM' questmaster. These experience quests do not appear when CCCs are greeted. There is a limit to the number of quests an individual may hold concurrently (generally between five and twenty).

Syntax: COMPLETED <questor> <quest>.
If a questor is fortunate enough to have completed the requirements of a quest then those with responsibility for managing the quest may declare him/her as having completed it. You declare them completed and then the questor types SUCCESS followed by the quest-name to reap his/her rewards.

Syntax: FAILURE <questor> <quest>.
There will be times that an individual is unable to complete a quest and decides to give up on it. They may do themselves by typing FAIL followed by the quest-name but those with authority may also force a declaration of failure using this command.

Syntax: XPQ LIST.
To list all quests you have access to, either to give out or (if you have sufficient authority) to rework, rename, or edit.

Syntax: XPQ SUMMARY.
Summarises all quests you have access to in a quick format for easy viewing.

Syntax: XPQ INFO <quest>.
Shows you detailed information on a specific quest: all its settings and performance statistics.

Syntax: XPQ NEW <quest name>.
If you have sufficiently high authority you may bring forth a new quest into the land. Use this command and pick a quest name that is a single unique word roughly descriptive of the quest.

Syntax: XPQ RENAME <quest old name> <new name>.
Rename an existing quest that falls under your jurisdication - perhaps choosing a name that better describes it. Quest names MUST be a single word.

Syntax: XPQ TYPE <quest name> CITY/GUILD/ORDER/GOD/UNIVERSAL/GOVERNMENT/GUILDELDER.
Shortcut denomination to declare a quest as belonging to a specific area of authority: your city, your guild, your order, the deities, your city government, your guild leadership, or of universal access. XPQ PRIVS are determined by the quest type.

Syntax: XPQ OWNER <quest> <new owner>.
Deities and the creator of a quest may declare the owner of a quest. The owner or, more aptly, the controller (or controller-group) may amend its text, ratings, give it out to budding questors, declare success or failure. Owners can be individuals, guilds, cities or deities (and therefore their order). The quest creator can also set ownership to EVERYBODY, ALLCITIES and ALLGUILDS to give all suitably privileged, or cross-city/cross-guild duly privileged individuals control over the quest.

Syntax: XPQ RESET <quest>
A one-off command to completely wipe a quest - available only to the creator of the quest and not designated owners. Wiping is irreversible and removes all traces of the specified quest from the land, including records held on individuals of their having peformed it.

Syntax: XPQ BLURB <quest> <long text blurb>.
Enter the long body of text in a single continuous paragraph using this command to give the questor as much information as necessary about the quest and what is required to be successful. Do not place quotes around the text as this is automatically added.

Syntax: XPQ RESPONSE <quest> <long text response>.
Enter here as a long continuous paragraph the text seen by the questor as a response to the successful carrying out of the quest/mission, e.g. when a target is slain, an artifact is wrested back, a questmaster declares completion. Do not place quotes around the text response.

Syntax: XPQ ON/OFF <quest>.
Switches a quest active or dormant depending on your preference. It is accessible to all those with authority over the quest.

Syntax: XPQ RATING <quest> <rating percentage>.
The quest rating determines the amount of experience gained by the questor upon successful completion. The higher the rating, the higher the experience gain. However, the experience must come from somewhere. A city quest takes its experience from the divine globe, a guild quest from its reputation, an order quest or godly quest from the deity's essence and a universal quest from across all globes, reputations and essences in the land.

Syntax: XPQ FAILURE <quest> <failure penalty>.
If an individual fails a quest and declares it so they pay a modest penalty in experience. This rating defines the extent of that penalty.

Syntax: XPQ FROM <quest> <CCC/questmaster>/NOBODY.
Selects the named computer controlled character from whom the quest may be gained. You may also select a city, guild or order as the questmaster and all CCCs loyal to the designated questmaster source will have the ability to present the specified quest.

Syntax: XPQ PREQUEST <quest> NONE/<prerequisite quest>.
Sometimes you may wish to ensure that in a questor's repertoire there exists another quest already completed. Often chains of quests are created in this fashion, leading from straightforward to group-challenging, each subsequent quest requiring its junior to have been completed first. A quest may have just one required quest - if this is set to NONE then the quest will be given freely without such stipulation. Bear in mind also the prerequisite quest must be fully completed; it is not enough to simply have it in the questor's REMEMBER list.

Syntax: XPQ ITEM <quest> <item>/NOTHING or XPQ ITEM <quest> TYPE <type>/CUSTOM <type>.
Defines the need for the individual to possess the specified item to be considered successful in the aforementioned quest. Remember to include the specific item number, e.g. shield7646 if possible. If you use XPQ ITEM TYPE then any item conforming to the specified type will be accepted, e.g. XPQ ITEM <quest> TYPE LONGSWORD will accept any longsword. Use the CUSTOM option to specify certain types of a specific item, e.g. to accept only certain types of longswords.

Syntax: XPQ SLAY <quest> <target city/guild>/<person>/<CCC>/NONE/CUSTOM <target>.
The target specified here must be slain in order for the quest listed to be considered completed. The dead body of the slain target must also be in the individual's possession else the successful declaration will fail. If the target is a generic type, e.g. orcs or dwarves, then any of that group will be sufficient for completion. Otherwise the target can be a named CCC, a named Avalonian player (like yourself), or a member of a specific guild or city. In the case of slaying a fellow player the SLAY only counts against peers or those of superior might, not LWs or those considerably smaller in size. Specifying the CUSTOM option allows you to denominate only certain types of the selected target, e.g. a specific sort of enlistable man.

Syntax: XPQ OFFER <quest> NOTHING/<persona>/<artifact>/TYPE <item or creature>/CUSTOM <item or creature>.
Setting up an offering requirement ensures that in order to complete the specified quest the individual must make a suitable offering to the Gods. The offering can be an artifact from about the land (specified including its unique item number), a type of item/creature (e.g. TYPE ORC to centre the quest on the offering of orc bodies), or by entering the name of a fellow Avalonian you effectively make the quest pivot on the offering of his/her dead body (somewhat akin to a 'Most Wanted' poster). Use the CUSTOM option to specify that offering success is attained via specific items of the specified type (e.g. a certain type of longsword).

Syntax: XPQ TO <quest> <target>/NONE/QUESTMASTER.
If a 'to' target is specified associated with a quest then the target must be found in order that success may be declared. In conjunction with an item, declaring success will mean handing over the item as fruits of the questing labour and thus gaining just reward. The target can be a city, guild or deity order and in these cases any CCCs of appropriate loyalty will suffice. Remember to include the specific item number where applicable. If QUESTMASTER is selected then regardless of the steps required to complete the quest's criteria, a final 'completed' must be bestowed on the questor (by an appropriate player questmaster) before SUCCESS can be attained.

Syntax: XPQ QUESTORMAX <quest> <maximum level/position>.
Allows the quest creator or the designated owner (e.g. if the quest is owned by a city then this is the Prince, if a guild it is the guildmaster, etc) to determine the privileges/position required for an individual to be able to give out and judge successful the specified quest. Type XPQ QUESTORMAX on its own for details.

Syntax: XPQ PRIVS <quest> <minimum level/position>.
Quests can be delimited so that they are only able to be handed out to those on or below a certain level, or below a certain rank. This avoids quests being monopolised by high-rankers and allows stratas of quests to be created. Type XPQ PRIVS on its own for details.
Universal quests the minimum rank is a level number (1-newborn, 31-ordainable).
Guild quests the minimum rank is a guild rank (1-probationary, 12-deputy gm).
City quests the minimum rank is city title (1-commoner, 10-baron, 11-prince).
Godly quests minimum rank is order rank (1-worshipper, 8-chosen one, 9-deity).
Government quests minimum is (1-all aides, 2-ministers/barons, 3-prince).
GuildElder quests minimum is (1-all tutors, 2-headtutor/elders, 3-elders/dgm,
4-elders/gm, 5-headtutor/gm, 6-headtutor/gm/elders).

Syntax: XPQ DELIMIT <quest> FRIENDS/ENEMIES/FELLOWS/ALL/RESET.
Finally the quest creator or designated owner can delimit the extent to which the quest is available to those outside the shared confines of the quest's owning group, e.g. a quest owned by the Mages Guild may be limited to Mages only, or to citizens of Mercinae only, or it may be thrown open to all-comers.

Syntax: XPQ FREQUENCY <quest> DAILY/MONTHLY/ANNUALLY/ONCE.
Sets whether the quest is considered a once-in-a-lifetime achievement or whether it can be done daily, monthly, or annually. These timings are all in Avalon-time (approximately one could say one Avalon day is one real-life hour, a month equates to a day and a year is nigh on two weeks). Quests involving a learning curve tend to be less frequently allowed, or those in the vein of 'Most Wanted' posters, while for the Rangers to have a quest to slay the Orc Shaman, it may be desirable to have this performed regularly by the younger members to keep their focus and fighing prowess in tune.

Syntax: XPQ STORE <quest> NONE/INVENTORY/HERE/ME/GUILD/CITY/<item>.
Use this command to specify where items received by quest CCCs are stored upon declarations of success. NONE will take the items away from the land. INVENTORY plaes them directly in the quest CCC's inventory. HERE stores them in the location in which you stand when you issue the command. ME sends the item into your inventory. GUILD stashes the item in the guild's designated stockroom. CITY places the item in the city's resource store. Finally, specify an <item> and it will put the received item in the designated <item>, e.g. inside a chest or on a steed. If you use <item> remember to specify its unique number. If a quest-type is UNIVERSAL then it will only take from owner/creator inventories.

Syntax: XPQ GIFT <quest> <item>/ARTIFACTS/INVENTORY/TYPE <itemtype>/NOTHING/CUSTOM <item>.
To determine whether a gift is given to successful questors and, if so, where the gift is taken from and what it is. Types could be, for instance, longsword or shield. Artifacts would be any item of great significance, checked first in the questmaster inventory and then in the stockroom/treasure chamber of the designated quest owner (if that be city or guild). If you use the CUSTOM option it will gift any items corresponding precisely to the specified item (e.g. a certain type of sword). Remember to include the specific item number where appropriate.

Syntax: XPQ GOLD <quest> <gold reward>
Declares the quest reward in gold coins given over to an individual successful in its completion. The gold comes from city treasury (for city owned quests), from guild treasuries (for guild owned), from deity coffers (for order quests) and from the general treasury if it's a universal quest.

Syntax: XPQ LOG <quest>/CLEAR.
To review a log of the recent quest completions - available only to those with authority over the quest. The log contains all instances where the quest is given out, where it is failed and where it is completed. It also records changes made to the quest's fundamental ratings, ownership authority, textual content and restrictions as listed above.

Syntax: XPQ MEMORY <person>.
Summarises the quest achievements (successes or currently active) for an individual. The summary covers only those quests over which you have due authority and can only be done with the target in front of you.

See also HELP QUESTS for the questor's perspective helpfile, including details on the REQUEST FROM, REMEMBER, MEMORIES and SUCCESS commands.

9.26. Festivals honouring deities; rituals and iconoclasm.

There are many varieties of festival about the land of Avalon - significant dates in a city or guild's calendar, or remembering a great event in the land's history - but the most important festivals, in an ongoing sense, are those relating to the Gods; festivals of consecration, of holy significance, whose enactment provide the most significant contribution of the priesthood (see HELP PRIESTHOOD) to their patron's ongoing Avalon agenda. Festivals are the source of icons and statues honouring a deity. They are the precursor of the ongoing holy rituals; little sequences of actions perpetuating the effect of a festival and often bestowing benefits on the mortal carrying it out. Festivals serve to consecrate holy ground, and to render holy statues and icons - to spread the divine word - to be a constant presence about the land. Finally, festivals and their creations are the target of the iconoclasts: those bent on the destruction of icons, statues and the defilement of holy ground.

Syntax: PARTICIPATE
If you wish to participate in a festival, and providing you are in the presence of the member of the priesthood presiding over its rituals, you may type PARTICIPATE to declare your involvement active. You may cancel participation by simply moving to another location - and if you do so you will automatically leave the congregation. To rejoin you will need to declare participation again. If you successfully see through a festival as a member of the congregation you will invariably receive a significant boost in experience; unless the festival requires experience to be sacrificed for its completion.

Syntax: CONGREGATION
When you are a participant in a festival (providing you have a patron), or if you are presiding over it, you may use this command to list out all members of the congregation, the festival being run, together with the deity it is honouring and the individual member of the priesthood presiding.

There are seven major festivals, in addition to those personally significant to a specific deity or realm. The first four relate to the glorification of individual deities, the next three are concerned with priesthood interplay with the Song of Creation. Here they are:

ONE: THE ERECTION OF THE DIVINE STATUES


The Festival of Statue Creation - this series of five rituals is used to create a statue, as a permanent fixture in the location of the festival, in honour of the deity to whom the festival is dedicated. The statue becomes a permanent holy artifact overseeing the location. Offerings required from each congregation member: single batch of ten of any metal; dead body/named CCC or 100 fine fabrics (silk, wool, quality cotton); invoking of all spirits or blackroot from non-spiritual types; sketching of five core ritual shapes or offering of runes/diamond equivalent shape.

TWO: THE MAKING OF THE HOLY ICONS


The Festival of Icon Blessing - this is the most simplistic of the festivals and requires a congregation of three, plus the presiding priest. It creates an icon, dedicated to a specific deity; a holy relic that can be moved around and will imbue the wielder with certain protections - but, more importantly, is a continuous glorification of the chosen divinity. Offerings required from each congregation member: two hundred gold coins; twenty piece of wood or dyes commodity; invoking of full spiritual entourage or offering of blackroot for non-spiritual types; offering of ten leather or ten marble slabs (as a single batch).

THREE: RENDERING A LOCATION PART OF A DEITY'S HOLY GROUND


The Festival of Holy Ground - the most significant of peaceful festivals, this requires a congregation of ten plus presiding priest. It is used to lay the basis for a location being given a holy mark by the patron deity - thereby adding that location to the permanent domain of the marking divinity. Offerings required: twenty essences, dead body or smashed icon/statue, or a hundred fine fabrics (silk or wool); one tenth of congregation member's experience surrendered; one thousand gold coins offered up; icons of patron deity.

FOUR: ENHANCING HOLY GROUND VIA CONSECRATION FESTIVAL


The Festival of Consecration - the fourth festival has six ritual stages and is used to heighten the holiness of a location once it has been marked by the patron deity. Consecration allows it to be further marked, to make it more holy, to eventually allow it to be claimed as a location of 'temple' significance. Offerings required from congregation members: twenty essences per marking level (so between twenty and eighty required); dead body of named CCC, or a hundred fine fabrics, or a dead human body; between ten and forty percent of congregation's experience surrendered; icon of patron deity or smashed statue of non-patron deities; sacrifice of some of congregation's Farming and Labours skill.

FIVE: ADDING NOTES OF FAER TO THE SONG OF CREATION


The Symphony Festival: this is the fifth festival and the first of a triumvirate twining the priesthood with the Song of Creation. It requires a congregation of ten individuals. This festival is not currently open to mortalkind.

SIX: AUGMENTING DIVINE ATTACKS AGAINST THE REALM-SONG FAER OF A LOCATION


The Festival of Conflict is the sixth festival and the touchstone of priesthood aggression, directing the will of mortal congregation against the very Song of Creation. It requires a congregation of six or more. First the congregation must hurl down a weapon, to signify their intent - to bolster the violent faer conflict of the locale; then all must offer a circular artifact of the land to bind the congregation in knowledge. Then two personal submissions: the fighters must sacrifice the benefit of their recent slaughters (and must have shed sufficient blood to satisfy) while the pacifists must give up the benefit of their recent altruism in the face of death (and must have rescued souls a-plenty); and secondly a sacrifice of personal well-being, the heavy price of establishing this connection with the battleground of the Gods.

Next, as the Festival of Conflict continues, a holy icon must be lain aground by the presiding priest. If this is an icon of the festival patron then all must TOUCH it, to symbolise their committed sympathies; but if an icon broken of a defending deity or realm representative, it must be SMITTEN in a smashed form to demonstrate the power of mortal resolve in the face of divine conflict. Penultimate stage: the pacifist of highest experience or the fighter of highest combat ratio or attack rating in the congregation must step into the fray. If the former then he or she must voluntarily take his/her own life and see out the festival as a ghost - a link imperative with the realm-song beyond; if the latter the congregation en masse must slay this combatante paradigm and such a worthy ghost will likewise engender the realm-song connection.

Finally - denouement - all the congregation must gesture full trust in the presiding priest and, if a fighter, said priest must be cut down; slain to conflagrate the festival's conclusion. If a pacifist, said priest must splinter his/her soul into the iridescent fractals - equivalent brilliance - and thus will the Song of Creation feel the effects of mere mortal endeavour.

SEVEN: SANCTIFYING A FAER DEFENCE BY BOLSTERING THE SONG OF CREATION


The Festival of Sanctification is the seventh festival and the last of the priesthood trinity of rituals affecting the Song of Creation, marshalling mortal willpower to affect the conflict of the Gods. It requires a congregation of at least six individuals. There are seven ritual stages: firstly laying armour at the feet of the presiding priest, then offering up a circular artifact of the land; then three personal sacrifices - ten encounters with the ship of the dead, a portion of one's bodily well-being and then the undertaking to fixate on the faer conflict, to retain it in mind 'til the defence is complete. Then comes the laying down of ten batches of each of the armour-making commodities and finally the linking together in a circle of the entire congregation. This completes the festival and engenders the complete restoration of the cohesion or shielding of defending faer's realm-song.

9.27. Iconoclasm: pious aggression against holy targets.

Iconoclasm is the destruction of divine or holy items - such as statues erected in a god's honour, bearing their likeness, or icons holy to a certain deity. The iconoclast will gain favour for his/her patron, will do some harm to the god whose holy image is attacked, and will deprive the opposing Order and indeed the world at large of any benefit from the iconic holy item. It is a dangerous business, a fine line to tread, being an iconoclast for there is ever the risk of angering a deity if the action is deemed to cross that fatal rubicon of open disrespect; and as all mortals discover - usually young in their Avalon life - incurring the wrath of a god is a deadly serious affair. Iconoclasm cannot be undertaken by pacifists or those with duellist status.

Syntax: SMASH STATUE.
Most likely you will find divine statues dotted around the land, often centered around holy locations of a particular deity. These statues will bear an obvious likeness to a certain divinity and you may wish to turn iconoclast against them. To do so you will need to wield a holy icon (or certain other suitable weapons) and, in the presence of the statue, attempt to SMASH it. It is no easy task - often one better undertaken with companions - for the divine statues have been empowered with festival blessing (see HELP FESTIVALS) and will resist any attempt to destroy them. If, however, you are successful you will ensure glory and danger in equal measure.

It is advisable not to intrude on those locations designated the temples 'proper' of a deity whose Order you consider your enemy, or whose persona you wish to assault. Temples are often sanctuaries and this protection tends to extend to statues erected within them - temple defilement is a dangerous game. Those statues outside of specific holy locations, however, are generally considered fair targets and tend to be defended by mortal steel and flame rather than divine wrath.

10. Items, Creatures and CCCs.

Dealing with inanimate objects and sentient mobiles throughout the world.

10.1. Using boats to navigate rivers and lakes.

The rivers and lakes of Avalon can be used as a remarkably effective short-cut, avoiding the dangerous overland routes. In order to traverse them though without some magical assistance you will need to use a boat or a canoe (and sufficient prowess at the skill of Survival). You will usually be able to purchase a riverworthy vessel from one of the market-places. To sail you must approach the bank of the river or the appropriate jetty or quayside and type LAUNCH followed by your vessel, followed by the direction you wish to launch it, e.g. LAUNCH CANOE NE would launch a canoe from the Mercinae river jetties onto the River Leithe. After launching the vessel you must quickly board it (by typing BOARD followed by the vessel, e.g. BOARD CANOE) before it drifts into the water. Once boarded you will be able to sail around the rivers by typing SAIL followed by the direction you wish to go in. At any time you may type LEAVE to clamber out of the boat and emerge wherever it has reached.

10.2. Interacting with large books and tomes.

Books are rare in Avalon, since writing is one of the most practised arts and most folk use parchment scrolls to convey important information. Books work in the same way as notes, but, of course, have many more pages. To read a book, type READ BOOK followed by the page number you wish to read. See HELP WRITING for information on how to write in books.

10.3. Brewing herbs and poisons for maximum effect.

Syntax: BREW <herb/poison> [<container]>
To brew a herb or poison you must be standing under cover. You need some firewood or kindling, a source of fire, a tankard or glass filled with liquid in which to place the herb/poison and sufficient skill at the Herbs or Poisons skill. If you specify a container then you will attempt to brew using the designated container from your inventory; otherwise specifying nothing will try to carry out the brewing using anything suitable you might be holding. A brewed herb or poison affects an entire location in five or ten second bursts, for specialist herb/poison professions, and fifteen to twenty second bursts for non-specialists. It will continue to affect the location until the herb/poison solution is spent - averaging out at ten 'brew-effects' for non-specialists and twenty five for those professions capable of full Herbs and/or Poisons development.

10.4. Commodities of Avalon and their use.

The more money-minded person may wish to use shops and stalls for purposes other than equipping themselves with essentials. It is possible to amass a great deal of wealth through prudent trading. This is particularly true when dealing with the raw commodities. All items sold in the shops and stalls have their basis in raw commodities - often mining produce from the mountainous villages, or arable crops from remote farming villages. The cities have great demand for these commodities, and many a daring merchant has risked life and limb to secure these goods for their homeland. Prices in the villages of Avalon are determined by the extent of their reserves and the volume of production. Conflict between the three cities to obtain these commodities is often cut throat and always competitive. COLLECT <commodity> is worth remembering to collect up and batch up all of certain commodities in one consistent group or pile.

10.5. The main currency of Avalon - the gold piece.

Your first few purses of money as a newly born character will no doubt be short-lived. You will be eager to spend them somewhere in the enticing city market squares on your first suit of clothing, or your first shortsword. If you are lucky enough to find gold lying around, you may pick it up either by typing GET GOLD, which will collect all that is within the location, or else you may type GET GOLD <amount> in order to pick up a smaller amount than is needed. If you wish to drop gold, type DROP GOLD <amount> to discard some - remember the amount should be numeric, e.g. DROP GOLD 10 to drop ten gold pieces.

You may even want to shower your new-found friends with your money through GIVE <amount> GOLD TO <character>. Once your fortune is considerable however, you will be looking towards safeguarding it, and there is no better place to do so than in a city bank. Most bank their money in their home city although you may choose to bank with whichever city you wish. If you are slain, remember, you will drop all gold you are holding - though the gold you have banked will remain safe. Gold held and banked is subjec t to taxation from your city authorities. Gold concealed in chests and strong boxes will not be taxed, though such subterfuge tends to displease city councils greatly.

10.6. Interacting with your money.

Money plays a central role in Avalonian life. See HELP GOLD for further information.

PAY TAX    - Pays your tax to the city in which you live.
ACCOUNT    - Shows you the number of gold coins in your city bank account.

When you are in a City Bank you may deposit and withdraw gold. You may also specify a guild after the amount you wish to deposit or withdraw, placing or withdrawing the money from their account instead.

DEPOSIT <gold>  - Deposits gold coins into your bank account.   
WITHDRAW <gold> - Withdraws gold cons from your bank account.   

In a shop, you may type the following commands to interact with it.

GOODS            - Lists those items for sale, their prices and their codes.
GOODS <item+num> - Gives you detailed information on specific items.   
GOODS <itemtype> - Lists items for sale, prices etc, of a particular type.
STOCKS <item>    - Lists all items being sold of a particular type.   
BUY <item>       - Purchases an item from the shop at the price in GOODS.
APPRAISE <item> - Discovers what price you might receive for items held.
SELL <item>      - Sells an item you hold to a shop.

You will find that merchants offer gold for almost all of your items. Their price is rarely particularly good, however.

10.7. Equpping with artifacts and special items.

Getting hold of runes and potions can be a difficult business. They are made with most effectiveness (and most cheaply) by members of the Alchemists, Artisans and Loremasters Guilds. Should you wish to equip yourself with a rune, a potion or a magical item, you should approach a member of one of these guilds with your request. They will probably give you a price and make the item for you. Fashioning runes requires the silver commodity, so you will be even more likely to receive a good price if you provide the silver for the alchemist to use. There will be times, though, that no Alchemist, Artisan or Loremaster is available or willing to use their talents to aid you. It is well advisable, therefore, to court friendship with at least some members of the creative guilds.

10.8. The benefit and use of steeds.

Almost everyone who wishes to adventure safely into the wilder regions of Avalon will purchase a steed. A companion such as this can usually be bought in a city market square or stable (for a moderate purse of gold), and will instantly be loyal to you. It will follow you, should you order it to do so, and of course you may attempt to MOUNT it, whereupon it will aid you in defending against attack or augment your own offensive acts. Your Riding skill will dictate the types of steeds you are able to mount and ride, from the mule to the unicorn. You will need to be at least Apprentice in the skill of Riding to be able to ride the most simple of steeds, the mule. Once mounted you will find it much easier to travel around the land. You will not be plagued by lack of breath or tiredness in the same way as you would be when travelling on foot. Equally your steed can often sense danger before you do - it senses certain traps set to plague the unwary.

Steeds (known as 'cavalry') make up an important aspect of legion warfare and fieldworker travel about the land. All sizeable horses can be used, when equipped to a legion or fieldworker group, as cavalry - as can the 'Animals' commodity. Inded it is more efficient to allow the legionnaires themselves to take on 'Animals' commodity and transform them into cavalry mounts than to simply gather up random horses from about the land on their behalf. See HELP LEGION for info about equipping legions, and HELP MARCHING for information about legion/fieldworker movement and using cavalry to affect their speed about the land. In combat, too, mounted legions are much more effective... battlefield experience will soon give you a deeper insight into this aspect of steed or cavalry usage.

10.9. Stablehands and specialist care for steeds.

You may have noticed, particulalry in your travels through the streets of your home city, a stablehand touting for trade - often in a public square or main throughfare, though occasionally retired indoors if dangers or inclement weather threatens his pitch. The stablehands are not merely colourful local characters, useful for a riproaring yarn at the tavern but otherwise lackadasical, inconsequential members of the citizenry. They hold a secret known only to the stablemasters guild, a guild unlike others in that it is open only to a small clique of families whose knowledge is passed down, generation to generation; never do their ways become commonly known, nor are initiates invited to join from outside their ranks. The stablehand guild membership spans the continent, interconnected yet loyal - otherwise - solely to their homeland.

The service of most interest to their fellow citizens are the guild's world-renowned stabling and steedcare facilities. These are inaccessible to non guildmembes but you may pay gold for your own steed to benefit from safe housing or peerless vetenarians. Find a stablehand and type: STABLE followed by the precise mount you wish to send on its way to the guild's mysterious sanctuary. Should you wish to be reunited, type FETCH followed by your steed and it will be brought back into the stablehand's care and then passed back to you. No-one knows the whereabouts of the secret housings used by the guild for the mounts entrusted to their care are whisked away without opportunity to follow-on. The guild is rightly proud of its tradition and its most commonly heard boast: that never, in all of its four century history, has it lost or led to injury a single one of the millions left in its hands.

10.10. Magical items imbedded with charms.

It is possible to imbed magical charms within the confines of an item, and for those not skilled in magic to use them. Magical items are both valuable and desirable - they are created by uniting the two skills of Charming and Alchemy. A member of the Alchemists, Artisans or Loremasters Guild will take hold of a suitable item (an amulet, a wand, a ring, etc.) and imbed the focus of a magical charm within it. They will then call upon one suitably skilled in Charming to pass essence to the item while they concentrate on charging it up. Different items can hold different number of charges, and the potency of the item is dependent on the skill in Alchemy of the person charging it. Below is a list of the common charms which can be imbedded in a magical item. To use the power of a magical item, type POINT followed by the item, followed by whom you wish to point it at. POINT WAND ME would cast the magic charm from a wand at yourself, for instance.

See also HELP CRAFTSMEN for details of the specialist craftsmen whose labours can be summoned by guildmasters and city leaders, to create artifacts for their fellows.

10.11. Use of keys.

Keys are an important facet of Avalon since they are so regularly used. Keeping track of your keys is very important.

KEYLIST        - Lists those keys held by you with their code numbers.
UNLOCK <item>  - Attempts to unlock an item with a key.   
LOCK <item>    - Attempts to lock up an item with a key.

UNLOCK DOOR <direction> - Attempts to unlock a door in a specific direction.   
LOCK DOOR <direction>   - Attempts to lock a door in a specific direction.

There are locksmiths in most major cities of the land and inside these specialist stores you will be able to take advantage of key copying and key reinforcement services:
COPY <key+code> - In the locksmith you may copy your keys for safety.   
REINFORCE <key+code> - Reinforces the lock on a key to make it harder to pick or blast away.   

In general, however, the more complex aspects of working up new keys, interacting with lock mechanisms and the like; this is the province of the specialist. Those of the Thief and Loremaster professions have a variety of abilities relating to lockworking and you should familiarise yourself with HELP LOCKS, HELP KEYS and HELP DOORS for more detailed information.

In addition the ministers of your city (See HELP BARONS) will be able to help you with your keys. As a last resort the Gods will look kindly upon mortals in distress with their keys. Once your character has progressed sufficiently, you will find that your responsibilities result in you owning many different keys. You may well have three or four keys with which to juggle - a key for your guild house and a key to your personal quarters, for example. Avalon gives each key a unique number by which it can be known, and typing KEYLIST will reveal exactly which keys you possess, alongside which will be given its separate key numbers. Keys can be copied for you at one of the locksmiths in the major cities using the COPY <key> command. Mercinae's locksmith is near Traders Way, Thakria's is off the main square while Parrius' can be found in Vergers Parade. Springdale once had a locksmith but gave it up to allow the shop to be used for standard stock and sale of goods. Cutting new keys is a costly business, though, and is usually left to Guildmasters or city leaders to afford.

10.12. Loyalty of creatures and CCCs.

Loyalty is a very interesting aspect of Avalon. Mobiles are not simply unintelligent creatures which roam around randomly. Their actions are affected by your actions, and your alignment. Many CCCs will be sympathetic to your commands, you will be able to LEAD them, to RIDE them, or to ORDER them around. Often when you are involved in a fight they will jump in and protect you against an enemy. As you gain in strength and competence you may wish to buy your own loyal CCCs. This can be done from many shops a nd once loyal a CCC will remain your friend and open to orders regardless of your actions. HELP FRIENDS gives some useful information in addition to this. You can LOSE members of your entourage, or LOSE ENTOURAGE to lose a full entourage.

10.13. Interacting with creatures of Avalon.

Interacting with the creatures of Avalon is very important to your progression. Type HELP CCC for further information.

GREET <creature>    Greets the creature and attempts to request a quest.
WAKE <creature>     Wakes up a sleeping creature that it may help you.
FEED <food> TO .   Attempts to feed a piece of food to a hungry creature.
TRAIN <animal>      To train up an animal, improving its strength and health.
ORDER <creature>    Type HELP ORDER to list the orders you may give.
LEAD <creature>     Attempts to lead a creature that it may aid you.

Often creatures, particularly CCCs fight and act with limited intelligence. Needless to say they cannot usually outwit the deep thinking human-being. Higher trained animals will be sturdier, more resilient, better breeders and more potent if called upon to defend themselves (or aid in combat).

10.14. Interacting with the CCCs.

CCCs (Computer-Controlled Characters) are intelligent people controlled not by real people, but by the computer. These act in many ways like real people in that they have ambitions, method and style. They have the ability to take and sell items, fight intelligently, and even sleep when tired. CCCs gain levels by acting just as you do, while they lose levels through death. The only area where CCCs are insufficient is in the area of speech, when unless specifically directed by the computer will not utter a word. Often they will give items to players close to their own outlook and generally they will be happy to barter.

GIVE <item> TO <CCC>              Gives one of your items to a CCC.
STEAL <item> FROM <CCC>           Steals an item from a CCC.
OFFER <CCC> <Gold> FOR <Item>     Enables you to barter with a CCC.
EXAMINE <CCC>                     Looks closely at a CCC. 

10.15. Offering items to the deities in their temples.

Offerings are an important aspect of the interplay between mortals and the deities of Avalon. You can offer items from about your person or bodies of the dead at special locations marked by a particular deity. These locations can be found by typing SURVEY and looking for the number of marks (if any) one of the land's divinities has bestowed upon the locale. Then you may OFFER <item> to give up the item (losing it permanently) to bolster the might of your chosen deity. The extent of a deity's growth in power from an offering depends on the type of offering and its quality. Great treasures are worth more than commonplace trinkets. Bodies of heroes you have slain are worth more than bodies of rabbits you may have picked up with ease.

A deity is told (or it is recorded) whenever an offering is made, so they will certainly recognise your efforts if your name appears often when they come to review the diligence of their morta flock. Offering much can be a good precursor to requesting patronage - a proof of commitment and determination. It can be as part of co-ordinated effort on the part of a divine order to boost its patron, perhaps in readiness for a conflict with another of the immortal pantheon. The possibilities are many. It is advisable to include a prayer with any sequence of offerings, or perhaps if you are offering to a deity to whom you have never done so before. To do this type PRAYER followed by the text of your prayer. You must be standing in a marked location for your prayer to be heard - but heard it wil be, whether or not the deity is visible in the land at the time or not.

There are many ways to enhance the value of offerings. It is possible to perform offerings as part of a broader ritual of devotion, or obeisance. See HELP OBEISANCE for further information. Employing divine globes (see HELP GLOBES) or ensuring offerings are made in the most sacred possible marked spot, such as a temple altar rather than a simple shrine (see HELP TEMPLES). All such things can make the difference in your future, and can colour your relationship with the Gods of the land - for, love them or loathe their immortal influence, they cannot be ignored.

10.16. Selling items and info about shops..

There is an abundance of shops dotted in and around the great cities and villages of Avalon. Many of the shops are run by the cities themselves, while others are owned by particular guilds and individuals. Not only is it possible to buy and from the shops, but you are also able to purchase and run your own shops. Contact the leaders of whichever city you wish to own a shop in and assuming they have one available, you could find yourself entering into a lucrative venture. Typically, those of the loremaster profession and those who can pick herbs and posions make the most money from running a shops.

GOODS            To review a list of goods in a shop.
GOODS <item+num> To gain information about a specific item.
GOODS <itemtype> To review a list of goods in a shop by specific type of item.
BUY <item>       To buy a specific item from a shop.
STOCK <item>     To gain a list of all items of a specific type for sale.

Remember to include the item number, e.g. "ham876" when purchasing or requesting information. This avoids confusion when, for example, a shop is selling a variety of similarly named items. Remember, also, shopkeepers, you cannot stock your shop with more than two hundred and fifty different items - stockrooms are not designed to boast more than that many products for sale. Finally, be wary when purchasing steeds or pets via a shop. If the steed/pet had previous loyalty to some other individuals (perhaps it was stolen from its former owner) then that loyalty is likely to carry over even when you buy it. It may be that your new purchase is not interested in your company at all.

10.17. Use of the hook-rune for equipment protection.

Those in possession of the 'Runes' skill are able, if they are sufficiently competent, to make a hook-rune. The hook shaped rune can be attached to items and thence the item can be tracked using the HOOKS command, wheresoever it is in the land. It can also be retrieved from somebody else's inventory by typing HOOK followed by the specific item you wish to have returned to your possession. Most often used when equiping youngsters, the hook-rune is a guarantee for generous guildmembers that their items will not fall to disuse.

Most items can benefit from a hook-rune, noteworthy exceptions being CCCs, ungettable items, cursed items and items covered by certain runic combinations (e.g. items alrady possessing an anchor rune). Additionally, intolerant folks cannot attach hook-runes to their possessions and the item being hook-runed must be in your inventory (rather than on the ground or on a steed, etc) for the maneuvre to be completed. There are ways to rid an item of the touch of a hook-rune, known generally to those skilled in the subterfugal arts and seldom taught outside this traditionally private, closed circle.

10.18. Lockpicking kits; creation and evolution.


Lockpicking kits come in all shapes and sizes, ranging from the basic kit of the neophyte citizen to the master's kit filled with a toolset honed by the experience/contributions of a dozen legendary locksmiths. Kits gain experience from action in the field and those with sufficient Itemlore can gain a rough idea of a kit's experience using PROBE. Bear in mind experience gain for a kit is always of a delayed type, periodically improving based on the accumulated fieldwork over an Avalon month. It does not happen at the same time for all kits. Kits have, separately, a state-of-repair which affects their potency. This should be kept in check by regular care. There are three broad denominations of lockpicking kit:

1. "basic lockpicking kit" - the simplest of kits.
This kit is created by common labourers, presently using the CITY FASHION command - available to those with appropriate rank in city government - and is the first stage in the process of putting together a kit of genuine worth. The basic kit requires iron, tin, clay and oil commodities for the fashioning (the iron is required but not used up). Although this kit level is the simplest design is still effective when used in conjunction with the various locksmith-related commands. The basic kit cannot be honed, it cannot gain from having the experience of others bestowed upon it and it will only have a limited capacity for improvement by dint of regular use.

2. "intricate lockpicking kit - the most common kit for aspirant locksmiths.
This is the most commonplace kit and is used by both dilletantes and general locksmith types. It is created by taking the basic kit and, together with the commodities gold, silver, bronze and yarriol, issuing the FASHION KIT command with a suitable fixed toolset apparatus nearby (like an alchemical runebench). This can be done only by those of extraordinary Forging ability or individuals advanced in the lore of the thief. The basic kit will need to have been used sufficiently to be 'broken in' - this state being achieved by real lock-related actions - at which point it is ready for develoment into this intricate version. The intricate kit has much potential for improvement by use in the field, can be honed by fellow locksmithers, will be of immediate use when faced with locks of anything above modest complexity and is a necessary precursor to the master's kit detailed below.

3. "master's lockpicking kit" - the kit of the master burglar.
The master kit is the most advanced of the lockpicking kits and reflects an almost limitless potential for improvement. It is always indiviualised to its owner (though it can be used to lesser effect by others) and boasts a unique toolset ever-evolving by workin the field, honing, additions from other kits and fellow locksmiths, etc. Evolving an intricate kit into a master kit requires the creation of a kitbox - an amalgam of four intricate lockpicking kits of suitably developed potency - in addition to a fifth intricate kit (the most developed) to act as the master kit's basis.

Use the FASHION KITBOX command, with a fixed toolset apparatus nearby (an alchemical runebench will suffice), while in posssession of some flint ore. To be most precise, include the four intricate kits to be amalgamated in the command: FASHION KITBOX <first kit> <second kit> <third kit> <fourth kit> being the syntax. Be careful not to use up your proposed fifth kit, the most developed, the basis for the masterkit, when creating the kitbox else you will waste precious experience/tool-subtlety.

Once in possession of the kitbox you can use the FASHION MASTERKIT command. For precision, use the syntax: FASHION MASTERKIT <basis intricate kit> <kitbox> to ensure you utilise the correct items. The intricate kit used as a basis must be a very developed toolset, utilised much in the field and ideally honed by a number of great locksmith masters. Ensuring the basis kit is as potent as possible will exponentially improve the end-result, a newly fashioned master's lockpicking kit; although it will be possible to achieve the heights of advancement with the new master kit regardless of the basis kit, the upper eschelons of tool intricacy (and therefore usefulness) will be faster attained when its starting-point is a top-quality intricate kit. The fashioning of the masterkit must also be done at a significantly developed fixed apparatus (again, the alchemical runebench is the most common compnaion).

Commands applicable to lockpicking kits:
Syntax: WIELD RIGHT <kit> or WIELD LEFT <kit>.
To declare yourself wielding the lockpicking kit in your right or left hand, ensuring that it is used for all advanced lockworking endeavour. Most lockworking requires a kit to be wielded - rather than merely held about your person - else you gain no benefit from its toolset.

Syntax: PROBE <kit>
Probing a lockpicking kit can be done with those of suitable itemlore prowess and will give information on the kit depending on both itemlore and thievery/forging skillsets. You can use this to gain information on the kit's potency, its state-of-repair, its owner and creatore, those who have honed it, the extent of its toolset and (for the more advanced) the intricacy and individualised worth of the kit's combined toolset impact.

Syntax: CARE KIT
This requires either Master Itemlore or Respected Runes/Forging. All kits are worn a little by use in the field and must be regularly cared for, in order that their functionality retains its maximum potential. You will need some oil commodity to complete this endeavour. The more a kit is used in the field, particularly in failed or difficult operations, the more regularly it will need to be cared for. If you allow a kit to fall to complete disrepair it will cease to function or, often more harmfully, even the most innocuous of uses risks permanent damage to the toolset. You can keep caring for a kit almost indefinitely, bolstering it from underperforming but - realistically - if the casing is two inches or more and the toolset is sharp and organised (as shown in PROBE KIT) you do not need to expend any more effort on its upkeep.

Syntax: HONE <kit> or UNHONE <kit>
The initial form of the hone command is to claim a lockpicking kit as your own - familiarising yourself with its toolset, stamping a modicum of your personal preferences on the kit. This is available only to those with master forging and/or master thievery skillworth. Those lucky folks, however, can issue this HONE claim only to kits not already belonging to another individual. Best are new kits, basic kits, kits part of civic or guild stocks, etc. If you decide to UNHONE a kit you will effectively be withdrawing your once-declared affinity to the kit - taking your name and any toolset remnants from the foreground repertoire of the artifact and - if the kit one of your creations, an UNHONE will remove ALL distinctiveness from the toolset, rendering the kit the most template, simple version its type.

Syntax: HONE <kit> <percentage>/SHAM/ABSOLUTE
Syntax: UNHONE <kit> <percentage>/SHAM/ABSOLUTE
The more advanced lockpicking kits can boast up to ten select individuals (only locksmith specialists can initiate this type of honing) who can give a modicum of their own lockworking experience to hone its potency. It is very difficult, for the onlooker, to determine the extent of a honing, but for the person carrying out the honing they are able to decide quite how far they pass on the benefit of their past-experience and their own kit toolset complexity. Honing or unhoning as a SHAM will peform all the actions as if benefit is being bestowed and will even give the impression, to the kit owner, that his/her property has benefitted ... but in reality there will be no bonus from the honing, merely the impression of tools having been changed for the better. Unhoning removes some or all of the benefits of a previously honing from a specific kit - ensuring the kit and its owner gain lockworking potency of lesser or no benefit in the future. Using ABSOLUTE will ensure the honing is done with total sincierty and as many secrets as possible are passed over.

Syntax: IMBUE <kit> <percentage>/SHAM/ABSOLUTE
Syntax: UNIMBUE <kit> <percentage>/SHAM/ABSOLUTE
Imbuing a lockpicking kit is a more permanent, indelible action. Rather than merely attempting to hone (a version of copycatting) the kit, a real portion of the imbuer's kit toolset will be passed over. The imbuer's kit will be a little weakened by the endeavour but the kit being imbued will gain greatly - and will benefit, perhaps more importantly, from immediate powers over locks bearing the stamp of the individual doing the imbuing. It is possible to make a sham of imbuing, adding in bogus tools yet giving the impression of having bestowed something of worth while an ABSOLUTE imbuing passes over, with total sincerity, as many secrets and tools as possible in any given circumstances. Unimbuing involves the retraction of tools from the kit, adding the small portion of their worth back to the unimbuer's kit but largely removing benefits to the unlucky kit. SHAM unimbuing gives all the looks of a retraction of tools but without anything actually being removed, while ABSOLUTE performs the unimbuing with total concentration - ensuring the unfortunate kit has no leftover improvements from the unimbuer and no further powers over individualised lock mechanisms bearing his/her creative mark.

Seee also HELP LOCKS, HELP DOORS and HELP LOCKSMITHS for further information relating to doors, lock mechanisms and locksmithing.

10.19. Specialist craftsmen and artifacts.

All city leaders and heads of guilds have access to specialist craftsmen who, for sufficient gold and sometimes expertise, will create artifacts - often necessary tools to augment the inate skillsets or purposes of the people of the land. It is widely known that divine globes are able to be employed to aid the task of the specialist craftsmen (see HELP GLOBES and HELP GLOBEACTIONS). NOTE: if you order the fashioning of an item but fail, for a full Avalon year, to pay anything to the craftsmen by way of gold or expertise then the item fashioning will be aborted and the artifact removed from the list.

Syntax: SPECIAL ITEMS.
Reviews those items available to you, to be fashioned by the city/guild specialist craftsmen. The list varies according to your profession and, less frequently, the city you call home.

Syntax: SPECIAL ORDERS.
Use this command to review all orders underway on behalf of your city (if you are one of its leaders) or your guild (if you are its head).

Syntax: SPECIAL COST <item type>.
This command allows you to review the cost in gold coins (and expertise lessons) and the length of time taken to complete specific item types from your SPECIAL ITEMS list.

Syntax: SPECIAL FASHION <item type> FOR <individual>/<guild>/<city>.
Order the fashioning of a specialist artifact for individual members of your city/guild, or on behalf of the designated guild or city. Details of the specific itemtypes are the province of the guildmaster or the Baron and their ilk and can often be listed via the SPECIAL ITEMS command.

Syntax: SPECIAL GOLD/EXPERTISE <item> <gold/expertise to give>.
To bestow gold or necessary expertise to aid in the completion of a specialist artifact use this command. Items take a certain number of Avalon months to be created and they will not commence their work until all gold and expertise owed has been paid off.

Syntax: SPECIAL DELIVER <item>.
When an item has been completed you will likely, if you were its instigator, receive a note - or a message - informing you of its readiness. You may then issue the SPECIAL DELIVER command to bring the item from the specialist workshops, to be lain at your feet. It can then be given to the individual, city or guild whose property it had been declared to become.

10.20. Crafting items, clothing, fashions etc.

Most Avalon years (two weeks, approximately, in realworld time) there are additions to the Avalon clothing and general wear - some of them specific to certain cities or affecting to show-off certain characteristics. When these items are sufficiently well-known they can be fashioned by the general lower skilled city artisans but the cutting edge haute-coiture is the domain of the crafting experts. In the main the new, most fashionable items are created by citizens of the land and submitted to Olympus to be judged appropriate and thus added to the crafting repertoire. Many take their coiture very seriously, blending the latest fashions with appropriate retro items to create a full, impressive ensemble.

Syntax: CRAFTING (can be abbreviated to NEED or ND).
Lists out all item types you can work with.

Syntax: CRAFTING <item type>, e.g. CRAFTING DRESS.
Use this command to view all those specific designs and arrangements of a certain item type available to you (current and retro fashions), to be created from component cloths, wool, silks and dyes.

Syntax: CRAFTING <item type> <range number>.
Using this command you will gain detailed information on the look and designer of a certain item, e.g. CRAFTING DRESS 1 will give you specifics about dresses of the first range.

Syntax: CRAFTING CREATE <item type> <unique number>.
Here is the central craft command and this allows you to create, using whatever are the appropriate component commodities, an item - either of the latest fashions or perhaps something of retro-coiture. You will need a template to base your creation on. The template is an original of the particular item type and range number from which to derive your copy. Only the designer is exempt from this requirement.

Syntax: CRAFTING RESTRICT <itemtype> <range num> ALL/CLEAR/<city>/<guild>.
If you are the designated designer of an item you may decide who can or cannot create copies (from any template). Use this command to toggle a restriction on an individual city or guild, or to set en masse restrictions on everyone, or lift en masse restrictions on everyone. If everyone is restricted then, needless to say, only its designer will be able to create copies. Many use this command to keep certain guild-specific items of clothing sacred, etc.

Syntax: CRAFTING MYSTERY <itemtype> <range number>.
Setting an item as a 'mystery' will remove it from publicly available lists of designated item-type according to its restrictions, so if your item is restricted to Mercinae then setting it a mystery will remove it from all lists of ranges of a certain type, and detailed info on that itemtype/range. The MYSTERY setting is a toggle, so if you issue it again on an item currently designated mysterious the setting will be removed.

If you have a large range of selections you may wish to submit them via letter to one of the deities or, better still - depending on which avenue you judge the most effective, via e-mail to one of the deities. Submissions to take note of HELP FORMAT for information about the requirements and format necessary to speed-up submissions.

10.21. Livestock, meadows and pastoral care.

There are many animals in the land which, with sufficiently high farming abilities, can be nurtured and looked-after such that they remain loyal to a certain locale - a meadow, rich with grassland - and, in addition, sympathetic to the individual responsible for bringing them to such a bountiful place. The animals will then allow themselves to be shephered, to be coaxed into lovemaking, to breed and thus a herd or flock may grow. There are numerous advantages to owning a goodly number of animals: from the sheer joy of farming to the more utilitarian purposes (commodities like leather, wool, and meat; mounts for cavalry legions; milk from cows, etc).

Animals of the livestock variety (cows, bulls, horses, sheep, etc) will require regular feed. This is achieved in the background when they are housed in a suitably lush meadow - though you must ensure the meadow is not overpopulated else it may be depleted beyond the point of springtime regrowth. When a meadow becomes devoid of food the livestock will slowly starve. When starvation reaches a sufficiently dire stage the animal will flee, searching wildly in an ever-increasing circle for anything to sustain itself. It may damage other crops if it stumbles upon fields planted with anything it would find edible. It will, if it encounters a bount of starvation, be much retarded when it comes to breeding and future trust.

There are two items a farmer may have fashioned to aid in the feeding of livestock: the trough and the manger. The former is generally used outside and can take the place of grassland meadows (or indeed any other naturally growing foods) so long as it remains stocked up with straw or hay. The manger tends to be used indoors, like in stables, and is also filled with straw or hay. The amount of food a trough and, even more so, a manger can hold is limited and nothing like the extenstive bounty found in a lush meadow so they tend to used for smaller herds or little groups of prized animals (e.g. one's favourite steeds in a safe stable).

Firsthand experience is the best tutor when learning the nuances of farming: tending the grassland meadows, nurturing livestock, encouraging their breeding, aiding in birthing, expanding a herd or flock, seeking out fresh meadows during difficult times of the year... a whole world of explorsation for one so inclined.

10.22. The young forager and his function.

All around the land there are eager youngsters known as foragers - early escapees from their families keen to seek a future on a bigger canvas; typically in one of the four cities. These foragers look to you, the heroic citizens, with something like reverence, as fountains of knowledge and a route out of the future into which they were born: to be farmers or craftsmen, etc. If you see a young forager around, GREET him and doubtless he will be pleased to tell you his current ambitions.

The usefulness of these foragers to you, in a purely material sense, stems from their intimate, long-established knowledge of the land and its secret highways and byways, and (in some cases) their abilities around the coastal waters of the continent. The foragers can be taken into one's service, to perform specific tasks that might otherwise be time consuming or prohibitively difficult. All they ask is to be given a wage of lessons, so they may learn and eventually seek a future apprenticeship in one of the guilds. The adult forager is an enlistable-in-waiting (see HELP YOUNGSTERS). Catching them during their relatively short window, during their adolescence before they mature into an enlistable: this is the key to using their services.


PART ONE: MEETING YOUNG FORAGERS AND BECOMING HIS MENTOR

Syntax: GREET <forager>.
The main interaction with foragers is via the TASK command but greeting them will establish an initial connection. It will inform you whether the forager is in the employ of somebody else or, if in your employ, give you some info about his current state-of-play.

Syntax: MENTOR <forager>.
If you have decided to take a young forager into your service you use this command to offer your mentorship. If the forager has no current mentor and no special reason to refuse, in all likelihood he will leap at the opportunity to gain from such a heroic and noble scion as yourself. Use your mentor status wisely for it is a position of trust; the youngsters are very loyal and you could easily damage his future if you take one into your service and subsequently leave him charged with no tasks and given nothing in return for his fidelity.


PART TWO: GENERAL INTERACTION WITH THE YOUNG FORAGER

Syntax: TASK <forager> WAIT.
This demands a forager waits on your further instructions. These youngsters are frenetic souls, ever in search of a mentor or about some task bestowed by a mentor so telling a forager to wait calls a halt to his movements for a little.

Syntax: TASK <forager> INVENTORY (or just TASK <forager> on its own).
If you are the mentor of a young forager or, indeed, if the youngster has no mentor but is seeking one - then you may task him to reveal his inventory. This informs you what produce he has retrieved during his travels about the land, whether bidden by you specifically or the result of past tasks, etc. Foragers are loyal and will not give up their wares to you or, indeed, any information about inventory if they have been sworn into the service of somebody else.

Syntax: TASK <forager> RECEIVE <taskname>/<box number>.
Here you can use the RECEIVE direction to task the young forager to give up products he has retrieved from about the land, handing them over to you. The young forager collects items or information notes for each task in an individual box and it is this box he will be handing over when you ask to RECEIVE the end-results.

Syntax: TASK <forager> RELEASE.
If you are finished with a young forager and wish for no further tasks you would be doing the youngster a kindness by releasing him from your service. He will automatically discard his inventory, including any gold you handed over for use in task completion. He will surrender any lessons you have promised to teach that have not been used performing your bidding. The 'release' informs the young'un to expect no more lesson secrets from you for the time being so he can go seek another mentor elsewhere. The foragers are extremely loyal otherwise and will remain tied to a mentor for a long while if not released - a little unfair to the poor neophyte if you have nothing for him to do.

Syntax: TASK <forager> SUMMON or TASK <forager> SUMMON CEASE to abort.
Sends out the call for one of your young foragers to drop whatever he is doing, wheresoever he is in the land, and make his way to you as quickly as possible. Generally it will take a minute or so for your acolyte to make his way to your location though there are occasions when he may take longer - the young foragers sometimes go far, far afield to carry out their tasks. Send the SUMMON CEASE command to abort a previously requested summons.

Syntax: TASK <forager> GOLD <gold to give>/-<gold to take>.
Some tasks are smoothed along by clever use of gold coins to grease palms and secure information. The young foragers are adept at thrifty but smart use of any gold they are given for their tasks. Use this command to give over gold. If you specify a positive number of gold coins you will hand over coins from your inventory; if you specify a negative number you will (if the forager has enough) be given the specified amount of gold back.


PART THREE: NEGOTIATING A SUCCESSFUL TASK DEMAND

Syntax: TASK <forager> TEACH <number of lessons>.
The 'teach' command is the one you will find the young foragers most yearn to receive, for it is your gift of mentorship to the acolyte made real and will be used as payment for their hard work on your behalf. The process here is simple: you declare the number of lessons you intend to give over to the young forager and you will proceed to teach him accordingly. He will remember the lessons given over, will inform you of their worth whenever you request an INVENTORY and will return ALL unused lessons in the event you RELEASE him from mentorship before he has used up all the teachings in tasks.

Syntax: TASK <forager> LESSONS.
Use this command to discover how many lessons have been imparted to one of the young foragers and, by dint of your relationship with your acolyte, the worth of knowledge imparted across the various possible tasks (see HELP TASKS).

Syntax: TASK <forager> <task>.
This is the centrepiece command for interacting with the young foragers. Let us assume you have taken on a forager as mentor, he will be keen to perform tasks for you in order to prove himself worth of lesson secrets. This command is the means by which you give the young forager his purpose, informing him what to do. See HELP TASKS for detailed information on all the different tasks you are able to demand of an acolyte. The young forager will consider the task, once it has been given out, and inform you how much of the lessons given via the TEACH command (see above) would be used in its successful completion.

Syntax: TASK <forager> CANCEL <task>.
If you have just given out a task to a young forager and decide, immediately afterwards, that it is not worthwhile him carrying out your bidding you may use this CANCEL command to nullify the task. It will command your acolyte to discard the task from his list, thereby ensuring no accumulated knowledge is used up. You can only CANCEL tasks at the outset, before the young forager has set off to risk life and limb about their completion. If you decide to abort a task midway you must use the RECEIVE command as described above.

Syntax: TASK <forager> GO.
When you are finished with a forager - ideally after you have charged him with his tasks (see above) - tell him to GO and he will set about your business with fleecefooted urgency. You may also have just received the end-result of successfully completed tasks and wish to send your acolyte off elsewhere while you do something else; in which case telling him to GO will ensure he goes off exploring on his own initative, gathering info and keeping himself out of trouble.

NOTE: you can interact with young foragers using the abbreviation FG. This will automatically do the equivalent of TASK FORAGER or, if a forager is in your location loyal to you, the equivalent of TASK FORAGER12345 if 12345 is its unique number. Examples are: FG on its own to show its inventory, FG RECEIVE <task> to receive task bounty, FG GO to send your forager on his way. A little experimenting will quickly ensure you work efficiently and quickly with your chosen acolytes.

See HELP TASKS for a list of tasks you can give over to a young forager and HELP ORDER for a summary of 'orders' you can give over as additional interplay with a young forager you have taken into service. Do remember, however, these youngster are not strong fighters and will flee rather than enter into melee.

10.23. Forager tasks to benefit you, the mentor.

This helpfile contains information about those tasks you are able to give out to young foragers (see HELP FORAGERS) whom you have taken into service, to do your bidding in return for lessons secrets. If you are keen to find out about tasks you may perform yourself, for personal gain/experience, you may wish to look through HELP QUESTS, HELP BADGES (if you are an apprentice), HELP EARNING and similar info files from the earlier sections in HELP INDEX.

Giving out a task to a young forager is done via TASK <forager> <taskname below> [<further information>] command, e.g. TASK FORAGER POISON JEGGA 50 (or FG POISON JEGGA 50) to tell the youngster to go find you fifty of the jegga poison. FG is a further abbreviation doing the equivalent of 'task for the loyal forager in my location (or abroad)'. Young foragers can be given many concurrent tasks - the number pursued at the same time rising as you develop a closer bond and greater trust with the young'un through successfully completed exchanges.

NOTES:
It is wise to not overload your forager, so giving out more than a few tasks concurrently may confuse him. He works faster with less tasks, so you will gain time by not overburdening the fellow.

The more difficult the task, the longer your forager will take. The foragers use methods available to mortals (albeit it very quickly) so they cannot conjur up items out of thin air, nor information from nowhere. Sometimes they will pause. You may impatiently summon them back but if you leave the forager alone, he will keep his eyes open and recommence a task when its completion becomes possible.

It is worth keeping up-to-date on what tasks your forager is able to complete, based on the teachings you have given him, via the FG LESSONS command (when he is in front of you). More complex, more singular tasks require greater teaching levels than simple foraging, etc.

THE TASKS THEMSELVES:

Syntax: TASK <forager> HERB <herb name> <number to find>
Syntax: TASK <forager> POISON <poison name> <number to find>
Charges the youngster to seek out and bring back herbs (or poisons) of the specific type, returning when he has foraged enough to satisfy your needs. The herbs/poisons brought will be freshly picked and newly prepared.

Syntax: TASK <forager> POTION <potion type> <number to find>
Tells your young forager to go find a potion of the specified type (see HELP POTIONS) and continue to trawl the land until he has accumulated the number specified. The foragers will source potions with at least forty sips and typically between forty and sixty quaffs.

Syntax: CHARM <charm to look for> [<specific magicitem preferred>]
Sends the young forager about the task of finding items charged with the specified charm - in a certain specified item, if desired - as cheaply as possible. See HELP CHARMS for a list of charms available. If you include a specific item it may take longer to complete the task. Foragers will only select items with between two and three hundred charges.

Syntax: SCROLL <charm to look for> [<number to find>]
Gives the young forager the task of finding charm scrolls containing the specified charm (see HELP CHARMS for a list) as cheaply as possible.

Syntax: ARMS <weapon/armour> [<ore preference> <quality 1-100%>]
Here you tell your young to beg, buy, borrow or scavange a weapon/armour to match the type you specify (e.g. a dagger or a helmet). You can furthermore designate a metal type (see HELP METALS) and, if you want, a percentage minimum to denote how good the weapon/armour needs to be. 1% would be interpreted as pretty much any weapon/armour of the type, while 100% would be only the finest in the land (unlikely to be sourced out. One should be realistic here. When working out the teachings required for the 'arms' task, each 10% quality is equivalent to one task; so 50% quality is five tasks and 100% quality is ten tasks.

Syntax: RUNE <rune type>/CHARM/TALISMAN [<number to find>]
Tells the young forager to get hold of runes of the specific type as speedily as possible. See HELP RUNES for a list of runetypes available and their functions. The more rare the rune, the more difficult to source, the longer the forager will take to complete the task. As with all other tasks they are unable to create/conjur the produce out of thin air; the runes must be sourced by player-available methods (albeit extremely quickly and without the hassle of sourcing them oneself).

Syntax: STEED <steed type> [<quality percentage>]
Asks the young forager to scour the land and use all his contacts to source out a steed of type specified. If you list a quality percentage, your acolyte will do his utmost to fetch a steed whose health/prowess fits your request. NOTE: every 10% of quality level requested represents the equivalent of one steed task, so asking for a 30% quality steed is a 'three task' endeavour, while asking for a 100% quality steed is a 'ten task' mission.

Syntax: BIRD <bird type> [<quality percentage>]
This command will encourage your young forager to look around the land for a bird of your chosen type, ideally one not too rare for him to be able to find. If you list a quality percentage this will determine the strength or training level (in the case of carrier pigeons) of the bird brought back. NOTE: every 10% of quality level requested represents the equivalent of one birds task, so asking for a 30% quality bird is a 'three task' endeavour; just like STEED above.

Syntax: CRAFT <special crafted item number>
There will be occasions when you wish to hasten the completion of a specialised craftsmanship item (see HELP CRAFTSMEN) since they tend to take many months of regular city/guild craftsmen activity to finish. This simple task sends in your young forager to speed up the workers. Each time you send in the forager you will ensure the item is completed a month sooner; final month aside, where the specialist artisans must work at their own pace to wrap up the work.

Syntax: QUESTS <village/city/area/guild/CCC> [GOLD <gold to use>]
It may be that you are keen to do more quests (who knows, after all, what rewards may come of their completion?), or that you have an inkling there are quests/secrets waiting to be discovered in a certain area, village, city, or from a certain CCC. The young forager can be charged with the task of finding out more and reporting the information he discovers back to you, his mentor, when he has done so.

Syntax: PURPOSE <specific artifact> [GOLD <gold to use>]
Often you will come into contact with artifacts you know to be special in some way but be unable to discover precisely how or why or what acitons are necessary to make an artifact work. The young foragers can be used to discover the oft-hidden purposes of a certain artifact. It is wise to include the artifact and its number, e.g. crown323 instead of just crown - to avoid confusion with the wrong crown.

Syntax: EXPLAIN <quest name> [GOLD <gold to use>]
Many quests are mysterious or involve processes long-since forgotten by your friends, fellow guildmembers, fellow citizens, etc. This task charges the young forager with the purpose of finding out - as far as possible - what needs to be done to perform a certain quest. Not all quests will be of a type the youngster can discover details about but for those he is able to pinpoint (e.g. using the DISCOVER QUESTS task above) he may also be able to gather info enough to educate you precisely how the quest is successfully performed/completed.

Syntax: ARTIFACTS <village/city/guild/area> [GOLD <gold to use>]
Sometimes artifacts important to you will be stashed away, out of reach or in unknown generic looking locations (according to your locating abilities). This task tells the young forager to go on a mission to find all artifacts held within a village, city, guild or area. It may give you info necessary to pinpoint secrets you did not otherwise know, many artifacts of strange and wondrous import; or nothing at all, if there was nothing to discover!

10.24. Birds of Avalon; from egg, reared to adulthood.

Birds are everywhere in Avalon, beloved creatures of the life, nature, forests and earth divine realms and inhabitants of the skies and the earth alike. Many are wild and will have little to do with your everyday life, some are renowned for their affinity with humankind - particularly members of the druid and ranger professions, and even more so an indvidual responsible for rescuing, incubating and nurturing a hatchling from egg to maturity. The nurtured bird, when it reaches adulthood, can become an important companion - especially for those skilled in Ornithology or Falconry.

Raising a bird from egg to maturity is not so easy it may first appear. All birds are somewhat different - the raising of a hatchling robin requires different nutrition and different 'safeguards' to, for instance, a newborn falcon. Experience and advice will aid you here. It is important to keep the eggs warm and safe, and then the young birds safe and well-fed. One aspect worth noting here is the need to keep the egg/bird in an appropriate environment even while you are not in Avalon - and if you have elected to hold the hatchling in your inventory, you must ensure you also hold the correct food in your inventory so the youngling can feed while you are absent. Practice will, no doubt, be key to successful raising of bird companions.

One could write extensively on the art of bird raising and usage but this is not the place for such insight - it is the domain of the specialist - however, two final pieces of information: firstly, the robin has direct affinity with the forests and communion from the skies, while the carrier pigeon is incredibly important in warfare for transporting dispatches; and secondly, specialist or not, it is common knowledge that there are five birds that make up the symbolic 'presentation aviary' - the foundation of empathy twixt man and bird. These five are the falcon, the owl, the crow, the carrier pigeon or dove, and the robin.

See also HELP PREY, HELP CRITTERS, HELP ORNITHOLOGY, HELP FALCONRY and HELP PRESNTATIONS for further information about birds and - if professionally appropriate - details of attaining sympatico abilities relating to bird-friends.

10.25. Breeding and birthing livestock/animals.

Breeding is a disparate art, since it is a partly passive, partly fortuitous talent requiring highly developed Farming skills. The first stage of breeding is to possess two healthy adult animals - livestock for instance - and to have them procreate. This can be induced if you have the skill. After intercourse the mother must be well-tended (feeding and protection) over the pregnancy period and eventually she will give birth. It is important, during the birthing process, that she is attended, healed and cared-for to ensure successful delivery. The end-result will be offspring, new life, an increase in the herd or flock. Detailed information on birthing, animal raising and such can be found in your AB FARMING lists - if you have the skill - or, in summary, under HELP FEEDING.

There are many advantages to breeding, to growing one's herds and flocks. Some will use their skills for purely financial ends: leather hides for commodity processing, meat for future slaughter, wool from fleece, etc. Others will breed for military reasons, to train up steeds for a city or guild's cavalry. Some even breed animals for pleasure; for the joy of spreading life, to fill the world with more vigour, colour and natural abundance. This choice rests entirely with you.

10.26. Details on feeding of livestock, birds, etc.

There are many animals in Avalon and the majority of these will require access to suitable food - to maintain their health and keep them alive. This applies, specifically, to livestock, farm animals, vermin and critters (see HELP CRITTERS), most pets and steeds (including eagles) and most birds (including all those reared as part of Ornithology and Falconry). You will be able to use your Itemlore skill to PROBE an animal to quickly discover its state of health/hunger - and should act accordingly to ensure it is provided with food if it is your responsibility to do so.

There are three types of animals, in feeding terms: herbivores, omnivores and carnivores. Starvation can press an animal into emergency measures, but most have preferred eating habits which can be learned over time.

Most farm animals and livestock are herbivores and can be kept well-fed by ensuring you graze them regularly on a meadow or grassland. Troughs containing wheat, bread products, fruit or large amounts of seed will also sustain most herbivores. Rabbit hutches and pigeon lofts should also be filled with such foods. The carniverous animals are more difficult to sustain since they require meat, which can be expensive, or critters (like mice and small woodland creatures) to remain healthy. Birds of prey, particularly useful as steeds - if sufficiently large - or as familiars - if one has suitable skills - are particularly voracious in their appetites but have the advantage of being able to patrol the skies and swoop down anywhere on the ground below, to pluck a suitable critter when hunger dictates.

If you wish to pro-actively feed an animal, as opposed to simply grazing it/leaving it in a location well stocked with provisions, type FEED followed by the item you wish to use as food, followed by the animal to whom you wish to give the food, e.g. FEED BREAD TO LAMB or FEED MOUSE TO FALCON to feed bread to a lamb or a dead mouse to a falcon respectively. This feeding has the advantage of building the health and resilience of the animal, bolstering it against future months where there may be a dearth of sustenance.

You will find animals, especially when hungry, to be agreeable when presented with tasty vittals and it is not unknown for most livestock, farm animals and critters to allow their fundamental loyalty to be affected if their owner has allowed starvation to set in and some kind soul comes along to feed them back to full health. The person responsible for that life-saving provision of sustenance will then take over loyalties of the creature/animal.

See HELP CRITTERS, HELP BIRDS, HELP STEEDS and check out your Farming and Labours abilities for further detailsd of skills and processes relating to animals; and pay a visit to the libraries if you wish to seek out books detailing the specifics of animal husbandry.

10.27. The land's little creatures and their effect.

The term 'critters' refers to the smallest mammals of Avalon's animal kingdom, like mice, rats, hedgehogs and rabbits. These little animals can be found popping up all over the land, particularly in dense woodland or - often to the dismay of those charged with their management - in the commodity stores of foodstuffs, wheat, seeds and the like.

In practical terms these critters have various effects on the land. They are often nurtured, reared and kept healthy by those of an animist or druid background - symbolic of the altruistic nature of this profession. Some can be used for breeding and there are Farming and Labours abilities dealingwith their care. For those interested in raising birds-of-prey, the critters can form an important part of the hatchling owl and falcon's staple diet - the cornerstone of a growing bond twixt bird handler and bird. Care or abuse is noted by the forests and taken into account by woodland affinities (see HELP FORESTS).

On the downside, the critters are hungry, furtive little creatures and have a reputation for devouring - by necessity, it should be said - harvested crops or shop stockroom foodstuffs; for nibbling their way through fruits of bushes and certain trees and for feasting on important seeds that would otherwise be used during the spring planting or woodland reforestation. As critters grow more numerous there are times when they reach a level of 'infestation' that may be dangerous to crucial city or guild stores and then difficult decisions must be faced: elimination, relocation or enduring the loss. How you handle such problems, while remaining consistent with your character's outlook/role, is often a thorny conundrum - particularly for those whose guild maxim's are bent on the preservation of all life, large and small.

10.28. Birds of prey, uses and impact on the land.

There are certain birds renowned for their speed, fabulous eyesight and carniverous nature, specifically the falcon, the eagle and the owl. The falcon is strongly associated with command of the skies, while the owl likewise dominates the woodland regions of the continent. It is possible to raise and nurture birds of prey, to engender a loyal companionship with the bird - and utilise its natural predispositions for your own ends. This is particularly true for members of the Ranger and Druid profession, since both boast specialisations attuned to a close relationship with birds and directing them to have extremely potent impact on the land.

Two aspects of the birds of prey should be borne in mind, though, by all Avalonians - whether professionally sympathetic or not. Firstly you should keep in mind their tendency to monitor their environs for food - the falcon in the skies or the owl in its forest - and the fact that their choice of "food" extends to mice, squirrels, small animals of that variety. These are often kept as beloved pets or found pilfering one's crops; in the first case you may wish to remain alert for birds-of-prey that might pose a danger to your pet, in the second you may want to utilise their hunger to rid yourself of infestations. See HELP CRITTERS for further info on small animals and infestations.

Secondly, one should be aware of their incredible speed, strength and eyesight, their ability to swoop about the land through sky and forest, to gather information, to act as steeds, to pluck fruit and nuts from trees, to be directed about specific pilfering (skills permitting) and - when gathered in flocks - to work together to bring about far more powerful abilities. Controlling flocks is a specialist skill, however, and can only be fully exploited by the Ornithologist or the Falconry expert; though all, to an extent, can raise loyalty in a bird and use their innate capabilities. You can ride the giant eagle, for example, if your Riding skill is high enough - and this provides invaluable access to the lower skies and a speed of movement otherwise impossible without magical means.

See HELP BIRDS for an overview of all Avalon's major bird groups, HELP ORNITHOLOGY and HELP FALCONRY for info on attainment of bird-related specialist skills, along with HELP PRESENTATION for members of the Ranger and Druid professions to learn about the five great 'symbolic birds' and their role as gatekeepers of the secrets of bird-companionship and close empathy.

10.29. Dryads: wood-spirits renowne for guiding the lost.

Dryads are little woodland spirits, around half a foot in height - luminous white, rough-cut humaniforms, as if chiselled out of limestone. Their faces are round, features of the face little more than holes of varying size, and the dryads have a habit of rotating their faces. They talk with a clack-click-clack sound - and though few know their language, it is told that the more rapid their clacking, the more agitated the dryads have become. They are found in the ancient forests, around the more mature trees and tend to inhabit trees with particularly strong sentient potential. The wood-spirits communicate with the sylvan and animism practitioners and can be called upon, by those forest-sympaticos, to perform a variety of actions.

The dryads most common interaction with human beings is under direction from the animism or sylvan specialists. They are also, on occasion, found in company of ents - sentient trees, shepherds of the forest, but in this guise their approach to human company tends to be very aloof. The little wood-spirits can be directed to repel enemies from their forest, to guard friends from harm, to hunt foes, to heal those within their region and - perhaps of most interest - to guide folks as they trek about the land. The guiding dryads engender the most complex interaction and if you find yourself fortunate enough to have wood-spirits on your heels offering their aid, type ASK GUIDE to confirm it and then use ASK GUIDE followed by a question or instruction and you will gain benefit from the dryads' favour.

Syntax: ASK GUIDE followed by question or instruction to pass on the question or instruction to guiding dryads in your entourage. If understood the dryads will endeavour to help you.

Peruse in detail the contents of HELP GUIDANCE and you will gain all the information you need about seeking guidance from the dryad wood-spirits, via the ASK GUIDE command.

11. The Guild and The Guildmaster.

Learning about the importance of Guilds and duties within the land.

11.1. Summary of the Avalon Guilds.

Guilds are central to the cities of Avalon. It is within the walls of their apartments that the vast majority of all accomplished learning is amassed, and they are the primary fountains of knowledge from which you must ultimately drink. The choice of a guild is always a difficult one. It should involve a great deal of forethought. If the notion of combat excites you then the Knights or the Cavaliers would seem an obvious choice. If, however, pacifism or druidism is your life's ideal, then the Guild of Animists would suit you. Type HELP GUILDS for a complete display of guilds in all the major cities. Alongside each one you will see listed the names of their respective Guildmasters as well as their Guild patron deity. All are players like yourself. You should talk to Guildmasters of as many guilds as possible, to help you make your final decision. You may also type HELP <guild> for detailed information on any particular guild.

Guilds are usually housed within the boundaries of the major cities although many prefer to remain somewhat hidden from the bustle of their streets, secured by anonymously bare doorways. Should you eventually be admitted, you will as a rule be given a guild uniform to identify yourself to your contemporaries, as well as a key to the guild entrance so that you may come and go as you please. At the most basic level you will find that your guild is an excellent spring-board into the harsher environments of Avalon where only the more skilled can cope alone. It is up to you how much time you spend learning your specialist skills, but the rewards for diligence are great.

Upon joining a guild, it is not uncommon for its Guildmasters to admit you only as an apprentice. This has its benefits for both you and the Guildmasters. Firstly it allows you to sample the skills of which you will be learning and come to a final decision as to whether this guild is for you. If you chose to bid farewell and try your hand at another guild or profession (by typing QUIT GUILD), then you have learned only a little, but you have lost nothing except the smattering of specialist skills you have dabbled in. Moreover, for the Guildmasters, it provides a useful means of vetting prospective candidates to his or her guild. Once this apprenticeship is passed (as stipulated by the Guildmasters), you will find yourself admitted to the higher echelons of the guild, allowing you to progress not only in terms of your skills, and voting rights in future guild decisions, but also in your stature within that guild. Should you accept the profession of a guild, you will be bound to its specialist skills forever - you can quit the guild, but you can never quit the profession.

All guilds, and even the Academies, have honours and accolades which their guildmembers, if diligent, may attain. You will usually find that you will be offered a chance to perform worthy deeds on behalf of your guild, and success will lead not only to your reputation being enhanced, but also to your guild bestowing upon you the honour associated with the quest. You will only be given quests for honour when the masters of your Guild consider you ready. Once an honour is gained it is for life. You will gain guild privileges by gaining honours and obtaining guild favour from your fellow members. Type PRIVILEGES at any time to review those privileges which you have earned. Once you have ended your apprenticeship, you will be able to dole out your favour or disfavour to a fellow member. Type GUILDFAVOUR followed by their name to bestow your favour upon them and GUILDDISFAVOUR followed by their name to give disfavour to them. The effect of your favour and disfavour is determined by your rank - the higher your guild rank, the more beneficial your favour, and the more harmful your disfavour. You can give out guild favour and disfavour once every Avalon month. Typing GUILDSTATUS will review the general information about your guild, and GUILDHOUSE will review any extensions made to it. In the next section is a list of guilds, guild tutors who give out guild honours and a brief description of the usual location of these guild tutors (Computer Controlled Characters) in Avalon, followed by a list of guild ranks that you will attain as you rise up in reputation.

11.2. List of the tutors of Avalon's guilds.

Guild Name   Location     Tutor          Usual Whereabouts
----------   --------     -----          -----------------
Astrologers  Parrius      Oloreon        Astrological Chamber.
Animists     Greenwood    Aloides        The Grove.
Rangers      Greenwood    Xantipe        Meeting Hall.
Alchemists   Mercinae     Baltron        Alchemical Laboratory.
Bards        Mercinae     Dearon         Saga Hall.
Enchanters   Parrius      Zersiax        Halls of Learning.
Knights      Mercinae     Eldar          Private room of the Moon Inn.
Mages        Mercinae     Kazayn         Library.
Cavaliers    Thakria      Odius          Training Area.
Loremasters  Thakria      Hylas          Entrance Lobby.
Seers        Thakria      Galaphyrae     Domed Look-out.
Sorcerers    Thakria      Gauthnamaur    Room of teachings.
Thieves      Thakria      Jaipur         The Great Hall.
Warriors     Parrius      Targan         Entrance to the Warriors Hall.

11.3. The rank of head tutor and its commands.

The head of a guild may wish to declare a prominent member as the Head Tutor. This valuable position holds a variety of privileged commands, in addition to being the sole arbitor of those entrusted with the undertutor rank (and the abilities that come with it). There can be only one Head Tutor of a particular guild, but as many undertutors as desired. Type TUTORS to review your guild's rollcall of tutors.

Syntax: HEADTUTOR <guildmember> or HEADTUTOR NOBODY allows the guildmaster to select the head tutor. Selecting a new head tutor automatically removes the privileges from the previous holder AND, most importantly, clears off all undertutors. Thus the newly chosen head tutor has a clean slate with which to work. You must be face to face with the proposed new head tutor to allocate the position.

Syntax: UNDERTUTOR <guildmember> or UNTUTOR <guildmember> allows the head tutor to determine which guildmembers are entrusted with undertutor privileges. It is worth showing care and discernment in the allocation of such powerful commands to any junior member without first being entirely certain of their loyalty. You must write out the entire name of the guildmember (e.g. snowlock or orinoko) and you may bestow or remove the undertutor privileges regardles of whether the guildmember is in the land or not.

The Head Tutor has full privileges over creation and amendment of the guild-related XPquests (see HELP XPQUESTS) and is able to interact and command the all-important Battle Arena, one of the main resources available to city and guild for the training of their citizenry in personal combat. The Guildmaster is also able to access the ARENA command fully and you should have a look at HELP ARENA and HELP ARENASTART for detailed information on the arena's use and command-set.

11.4. Activity within a Guild.

Each guild has a scroll, ever updated, recording important events in the guild's recent history. Challenges to guildmasters, election results, apprenticeships, new members, probations, activity in the guild bank account, and such like are recorded in the guild's activity. Guild members may review the activity of their guild by typing ACTIVITY. Military and recruitment/legion specific log can be seen with BATTLEACTIVITY. Locking and unlocking and some security logs goes in LOCKACTIVITY. The Guildmaster may add information and messages for his or her guild members by typing ACTIVITY followed by some text, e.g. ACTIVITY WATCH OUT FOR THE SORCERERS GUILD.

The activity logs may become very long after a while, and the guildmaster has ultimate responsibility to wipe the contents of the three activity logs on a regular basis. This is done by typing ACTIVITY CLEAR. Doing so will clear down the file to the past five to seven days. You can type ACTIVITY CLEAR <number of days> and you will be able to keep more of the guild's activity log available by specifying a higher number of days, e.g. ACTIVITY CLEAR 14 to keep two weeks of logs.

11.5. Guild bank accounts.

All guilds have bank accounts held jointly by the treasuries of all three cities in an agreement which dates back centuries. Guild bank accounts do not become part of any city treasure, but instead are held in a separate fund. Guild bank accounts are not subject to any tax, nor are there usually any restrictions on deposits and withdrawals, although the Banks do make a charge for depositing money. All guild members may deposit money into the bank account of any guild by typing DEPOSIT followed by the guild, followed by an amount in gold pieces. For instance, DEPOSIT ANIMISTS 500 will deposit five hundred pieces of gold in the bank account of the Animists Guild. Any guild member may type ACCOUNT followed by their guild (e.g. ACCOUNT MAGES) to discover how wealthy the guild bank account is. The master of the guild, and high-ranking guild members may withdraw money from the guild bank account by typing WITHDRAW followed by the guild, followed by an amount to take out. WITHDRAW ANIMISTS 500, performed by the guildmaster of the Animists or a prominent member, would take out five hundred pieces of gold from the Animists bank account.

11.6. Initiating a guild election.

If a guildsperson becomes dissatisfied with the performance of the Guildmaster, they may CHALLENGE their authority. It only requires one guildsperson of guild-rank Guildsman or Guildswoman (or above) to challenge the authority of an active Guildmaster, at which stage an election will begin with the incumbent guildmaster and the challenger as candidates. All non-apprentice guild members will be eligible to vote, and the winner, after three days, will be the candidate with the most votes. The winner will become Guildmaster and the loser will simply be a guildmember once again. If votes are equal the incumbent guildmaster is declared victorious.

You should be aware, when issuing a challenge, of the responsibility of being a guildmaster. Do not challenge frivolously. If you do not wish to continue an election, type STANDDOWN followed by the election number you wish to stand down in. An electoral loser cannot challenge the victor again until after another election has taken place to prevent a sour grapes election following a defeat. If a guild has lost its guild master, through them leaving the guild without ensuring an election takes place to replace them, then the first person to CHALLENGE will become the guildmaster.

11.7. Feelings and policies of a guild.

Though the direction of the guild is often down to the preference of the prominent guild members, and the Guildmaster, much is also determined by the past ideals of former members and masters. You may type GUILDFEELINGS to view a list of specific enemies (guilds, cities, towns or villages). The enemies of the guild should be treated with disdain, since you can be sure they are enemy with good reason. The master of the guild may decide upon new enemies, or end enemy status on a guild, city, town or village. To do this, type GUILDENEMY followed by the new enemy (e.g. GUILDENEMY SORCERERS or GUILDENEMY MERCINAE), or to withdraw enemy status, GUILDFRIEND followed by the former enemy (e.g. GUILDFRIEND MAGES or GUILDFRIEND GOBLIN TOWN). The master of the guild is also in charge of the selection of a patron deity for the guild. The patron should reflect most closely the ideals of the guild, and often protects the guildmembers against divine interference. Type GUILDPATRON followed by the deity you wish to select as your guild patron to effect a choice - though masters should speak first to the God they wish to select as patron before issuing the command. It is usually a sign of great respect to any deity to be selected as patron of a guild.

11.8. Guild commodity stores and their use.

Members of a guild will be able to interact with the commodity stores of their guild. All guild members may add commodities into the guild stores simply by walking into a commodity store, that has been built on guild ground, and dropping them. Those who have been elevated above the rank of apprentice will be able to see what commodities there are within, instead of seeing a lot of shadows flitting around. The Master of the Guild and those he or she selects as quartermasters for the guild may pick items up from within it.

11.9. Special abilities for guild legions/fieldworkers.

There are many specialist-skills a legion may learn, all of them summarised in the HELP TRAINING document. This helpfile also splits up the various skills into sections and these sections are important as a way of thinking about the way these specialist-skills are used. The core skills (like meleefight, alacrity, etc) are used by default every time the legion performs an applicable action or faces an applicable circumstance, whereas the more esoteric the skill, the more likely it will require specific deployment (see HELP DEPLOY) or pro-active orders/dispatches to enact (see HELP PROACTION).

In many cases you will be able to type HELP followed by a specialist skill to gain more detailed information, or LEGION PROGRESS <legion> <skill> when the specified legion is undergoing training in the designated skill to retrieve details otherwise not publicly available. The legion MUST be training the skill before you are able to gather deeper insight via the LEGION PROGRESS command, otherwise you are forced to rely on HELP SPECIALIST <specialist-skill> (e.g. HELP SPECIALIST RAZING) or books/word-of-mouth sourced from about the land. The old axiom 'there is no substitute for real battlefield experience' is nowhere more true than in this disparate, potentially complex but - at least where core skills are concerned - also simple and intuitive area of warfare and legionnaire/fieldworker study.

See HELP SPECIALISATIONS for a comprehensive run-down of the various professions and the specialisations attainable within them.

11.10. The guild house and associated buildings.

It is possible to expand a guild house with commodity stores, shops and extensions. Type GUILDHOUSE to see the extent of your guild's expansions. The Guildmaster alone is able to construct and demolish guild extentions. See HELP BUILDINGS for information on specific types of constructions and costs for doing so.

11.11. Allegiance to your guild.

Just as your character can possess loyalty towards a city or town, so can it be affiliated with the interests of your chosen guild. By their very nature, guilds have specific interests and aims that its members are encouraged to pursue. An example of the conflicts in Avalon produced between two of the guilds is the juxtaposition of the Animists' and the Sorcerers' Guilds. One seeks to preserve life in all its forms whilst the other seeks to pervert it and see to its unadulterated desecration. The interests of each guild are presided over by two prime figureheads: its mortal Guildmasters and its patron deity. Both of these individuals are likely to have very similar long-term aims although it is the Guildmasters who see to the day-to-day running of the guild, just as the Barons officially work for the royal patrons of their respective cities. The Guildmaster deals with the bureaucratic needs of his guildmembers, whereas the patron deity acts as a useful arbiter should differences arise. Type GUILDFEELINGS to discover the feelings of your Guild towards the other guild and cities of Avalon.

11.12. The title of Guild Elder.

Guild elder status is bestowed by the Guildmaster from time to time on members of the guild old and honoured enough to warrant this most lofty of titles. Elder status, once bestowed, cannot be revoked. Guild elders cannot be thrown out of their guild by anyone, not even the Guildmaster. In most guilds, the Elders have full access privilege: they do not need keys to lock and unlock guildhouse doors.

11.13. Professional guild honours.

As a member of a guild you will find that great service to the guild is rewarded by an honour being bestowed upon you. Some of these are but marks of respect, others will give you special powers in addition to prestige. Members of a guild will recieve quests for honours when they are ready by typing REQUEST in the presence of the guild tutor concerned. GREET the tutor or enter SUCCESS in their presence when you have completed the quest. Once gained an honour is permanent; although the quest may be repeated, the honour will not be bestowed again. Type HONOURS to view your honours gained and REMEMBER to recall your present mission.

11.14. Favour and disfavour within your guild.

Guildmasters can give out favour and dole out disfavour to members. Their favour is worth a great deal to a member's guild status, while their disfavour causes a large loss of guild status. Type GUILDFAVOUR followed by the name of the member to give out favour, or GUILDDISFAVOUR followed by the name of the member to give disfavour. GUILDFAVOUR BALTHAZAR or GUILDDISFAVOUR GARET are examples of these commands. The Guildmaster may also send messages to every active member of the guild with a single command; GUILDMSG. This works in the same way as the MSG command, sending a short message to everybody. The syntax is GUILDMSG followed by the text you wish everybody to see. It should be used only when absolutely necessary, since the guild bulletin board is the most suitable place for discussing guild issues and making proclamations.

11.15. Reviewing membership of a guild.

Establishing and maintaining guild membership and a sense of guild togetherness is the most important duty of the Guildmaster. You may type MEMBERS at any time to review a list of active membership within your guild and MEMBERS DORMANT to view guild members who have not played Avalon for over a month. You may gain information on an individual guild member by typing MEMBERS STATUS followed by their name, e.g. MEMBER STATUS MUNGWALL. Guildmasters have the power to give a prefix (Squire or Sir, for instance) or a suffix (the apprentice Mage, for instance) to a member. This is done by typing MEMBERS PREFIX or MEMBERS SUFFIX followed by the guildmember's name, followed by the next text. MEMBERS PREFIX BELLOCK SQUIRE and MEMBERS SUFFIX CASPAR THE APPRENTICE ENCHANTER are examples of these commands.

Initiating new members into the guild is usually an honour reserved for the Guildmaster or, sometimes, the guild patron. However, since all guilds have Computer Controlled Characters associated with them, the Guildmaster may decide to allow them to initiate new members. Type RECRUITMENT ON if you wish to allow the guild CCCs to initiate new members, or RECRUITMENT OFF if you wish to reserve the right to bring in members yourself. Bear in mind that generally the open recruitment can only be switched on by those guilds satisfying the bottom-line population and daily presence-in-the-land requirements (typically at least six members, and twelve active hours combined guildmember activity, visible in the land).

Guildmasters may also review the skill progress of their members (only in skills directly associated with the guild) by typing MEMBERS SKILLS followed by a guild member. This can be a fair gauge for ending apprenticeship, or setting tasks for guild members.

Guilds tend to have an number of basic items, keys and artifacts associated with them. Guildmasters may review a list of items and their whereabouts at any given time by typing MEMBERS ITEMS ACTIVE/DORMANT. This cycles through known information about guild possessions, be it active or dormant (you can leave this out to see all items). You may give an item to an individual guild member by typing MEMBERS GIVE followed by the item name (optionally including the item number) followed by the member's name. This is particularly useful when allocating keys and clothing to new members. You may retrieve items from dormant members if you wish by a single command; MEMBERS RETRIEVE followed by the item, followed by the name of the dormant member. MEMBERS GIVE KEY128 MELCHIOR and MEMBERS RETRIEVE SWORD1866 CONAN are examples of the give and retrieve commands, the retrieved items are laid on the ground before you.

11.16. The perils and purpose of guild probation.

Should you feel the activity of a guildmember to be wayward or against the ideals of the guild, you may wish to sound a warning to the errant youngster by placing him or her under probation. To do this type PROBATION followed by their name. Typing UNPROBATION and the name of the member reverses probation. Probation restricts the guild member from learning or developing any of his guild skills. The guild tutors will refuse him training. It is a useful punishment, and does not require the guildmaster to have the miscreant in his/her presence when the probation is placed.

11.17. Rankings within a guild hierarchy.

Your esteem within your guild is measured by your Guild Rank, ranging from the misfortunate Probationary through Fellowship and Mastery to the most respected Elder.

PROBATIONARY member is a sub-rank, a punishment doled out by the guild leaders to restrict the freedom and influence of a member - generally pending more enduring judgement.

APPRENTICE is the rank gained when first entering a guild and denotes neophyte status, not yet known and trusted nor fully admitted to the secrets of the guild proper. It is a period of trial and observation, of learning and proving oneself. In many guilds it can be surpassed by dint of advancing specialist skills beyond a certain threshold, but just as often the guild reserves the right to end apprenticeship only when the guild leaders deem the fledgling member ready.

Beyond apprenticeship the guildranks proper begin. These ranks all come with various privileges and commands, though the idiosyncracies of a guild's interpretation of the ranks are a matter for each to formulate as they see fit.

Lower tier ranks are initiate, novice, understudy then guildsman (full voting and access privileges) followed by the upper tier ranks of fellow, trustee, tutor, master and grand-master. The highest attainable guild rank is deputy guildmaster, restricted in number by many guilds and always significant of a status and trustworthiness second-to-none. It is a rank kept only by those active members (elder statesmen aside) and dormant deputy guildmasters are automatically reduced to grand master rank. There are certain special status ranks a Guildmaster (or suitably high ranked guildmember) can bestow. These are ELDER, CAPTAIN, FIELDLEADER, FIELDWORKER, QUARTERMASTER. See HELP 11 (help section 11 is 'The Guild and the Guildmaster') for an index of helpfiles covering numerous aspects of the guild, its structure and ranks, the guildhouse and tutors, etc.

Every Avalon year you will gain guildrank by dint of longevity of membership providing you have avoided probation and been a member for the whole year. Once every Avalonian month each guildmember may give their favour or disfavour to another member of the guild, which will influence the other's rank according to their standing. Type GUILDFAVOUR <member> or GUILDDISFAVOUR <member> to record your intentions. Thereby the regular favour of fellow guildmembers will cause your guild rank to rise, or their disfavour cause it to fall. Guild rank, whilst indicating your popularity within the guild, is also associated with other privileges including, at the higher levels, research into items. Type RANK to ascertain your rank in the guild and PRIVILEGES to review any privileges you have gained.

11.18. List of currently available Guilds.

Type HELP ENROLLMENT for information about joining guilds. KNOCK on many guild doors to receive information and sometimes offers of initiation.

Guild Name Guildhead Patron Deity 

Knights Guild Shmex Telemachus, the god of justice 
Mages Guild Stray Telemachus, the god of justice 
Thieves Guild Unknown Thanatos, god of darkness 
Sorcerers Guild Eltrax Thanatos, god of darkness 
Animists Guild Rissara Telemachus, the god of justice 
Rangers Guild Moonflight Diomedes, god of war 
Astrologers Guild Mysterin Solontus, god of the stars 
Brigands Guild Borrak Clytaemnestra, goddess of vengeance 
Seers Guild Cabe Thanatos, god of darkness 
Alchemists Guild Dax Diomedes, god of war 
Artisans Guild Rannarra Clytaemnestra, goddess of vengeance 
Bards Guild Nadine Telemachus, the god of justice 
Loremasters Guild Nazgul Thanatos, god of darkness 
Cavaliers Guild Erebus Clytaemnestra, goddess of vengeance 
Enchanters Guild Thorongil Diomedes, god of war 
Minstrels Guild Zalastra Genesis, the god of time 
Mystics Guild Argos Solontus, god of the stars 
Warriors Guild Cecil Diomedes, god of war 

Type HELP followed by a guild name for text written by members of the guilds themselves. These missives tend to be up-to-date, invariably penned by the guild leaders themselves. See also HELP GUILD if you wish for more conceptual background on the place of guilds and professions in an Avalonian's life.

11.19. Guild honours for all professions.

Each of the professions have six honours which can be attained. Being allocated a professional honour quest is dependent on your rank within the guild. The professional honours give great experience, each subsequent honour being harder and more valuable than the last. You can only perform your six professional honours once, and moving guilds carries over honours despite loss of guild rank.

THE KNIGHTLY HONOURS
"Vanguard of the Knights" "Master of the Bow" "Bane of the Beasts" "Righteous Soldier" "Torch in the Darkness" "Order of the Guardians"

THE MAGE HONOURS
"Delving Magic" "Taker of Knowledge" "Scourge of Demons" "Arch-Mage" "Blessing of Ilmarael" "Bane of the Avalonians"

THE SORCERER HONOURS
"Order of Nostiroth" "Mark of Ucalegon" "Scourge of the Living" "Bane of the Charmers" "Wielder of the Dark Flame" "Witness to the Night"

THE THIEF HONOURS
"Quick Eye" "Thieves of the Forest" "Master of Stealth" "Burglar of the Dead" "Robber of All Cities" "Merchant's Plunder"

THE RANGER HONOURS
"Lore of the Woodland" "Guardian of the Forest" "The Long Night Out" "Curse-Breaker" "Scourge of the Many" "Ranger of Two Worlds"

THE ANIMIST HONOURS
"Ways of the Forest" "Life-Giver" "Rest of the Dead" "Protector of All" "Eternal Defender" "Guardian of Life"

THE ALCHEMIST HONOURS
"Gem-Bringer" "The Silver Tree" "Sage of the Continent" "Liberator of Knowledge" "Master of Rune Totems" "Bringer of the Lore"

THE BARD HONOURS
"Solo-Performance" "Honour of the Sea Horn" "Musical Accolade" "Sign of Respect" "Wielder of The Voice" "Herald of the Oratory"

THE SEER HONOURS
"Light of the Skies" "Roving Eye" "The Lost Stone" "Master of Bonding" "Mystic Fire" "Wielder of the Stars"

11.20. Duties of the Guildmaster.

Your first duty, as Guildmaster, will be to set the tone and ideals of the guild. Usually these will be carried on from previous masters. Typing HELP followed by a guild name, e.g. HELP LOREMASTERS will give public information about a guild. Guildmasters can alter this information by typing DESCRIBE GUILD, and entering a new body of text to describe the guild and its aims. Your first task must be to ensure that your guild's help text reflects the guild fairly and adequately.

In adition to DESCRIBE GUILD you can do DESCRIBE MYGUILD, DESCRIBE MYFULLGUILD and DESCRIBE MYHEADTUTOR to edit the various types of guild helpfiles.

Guildmasters have two commands to initiate players into your guild, and to eject wayward individuals out of it. Type INGUILD followed by the name of the player, followed by the name of your guild name (e.g. INGUILD AMMON CAVALIERS) to initiate a new member, at the level of apprentice. Type OUTGUILD followed by the name of the player, followed by the name of your guild (e.g. OUTGUILD MAGES HORNET) to eject an individual from your guild. If they are of apprentice level, they will lose any guild skills they have attained.

11.21. The Role of Guildmaster.

The rank of Guildmaster is not only a great achievement, but is also a role which brings great responsibility. Most guilds will have only one Guildmaster - and therefore the fortunes of that guild will be linked to the actions and reputation of the Master. A gregarious, confident, powerful Guildmaster will attract novices to a guild and enhance the prowess of the existing members. A frivolous, nervous or, most often, uncommunicative Guildmaster can destroy a guild. In Avalon's history, the most popular guilds have always been those led by good, communicative, and well-skilled individuals. If you are considering challenging for the rank of Guildmaster, ensure that you have established a good reputation, and that you have the qualities of leadership which mastery requires. You would be doing your guild a dis-service if you oust a good guildmaster, or vote against a good guildmaster, in favour of one less competent.

11.22. Watching over guild members.

Guildmasters have the power to watch over their guild members. They can type WATCH followed by the name of the guildmember, and will continue to watch as the guild member enters commands. This ability is extremely useful for teaching a young guild member effective methods of using his or her skills, and spotting mistakes in syntax (which can often be quite fussy). A word of advice though - watching the commands of a guild member can be beneficial, but it can also be abused. It is not intended as a carte blanche for guildmasters to pry into the affairs of their members. Arguments have sprung up in the past between guildmasters claiming to be acting in the best interest of a particular member, and a guild member annoyed at having his actions spied upon.

11.23. Abilities for the Guildmaster alone.

Commands for Heads of Guild:

GUILDPATRON <deity>            - To choose a patron for your guild.
GUILDFEELINGS                  - To examine the guild feelings.
GUILDENEMY/GUILDFRIEND         - To make an enemy or friend to the guild.
GUILDFAVOUR                    - To dole out your favour to a guildmember.
GUILDDISFAVOUR                 - To give disfavour from a guildmember.
INGUILD <player> <your guild> - To initiate a player into your guild.
OUTGUILD <player> <your guild> - To kick somebody out of your guild.
ACTIVITY [CLEAR]               - Record of important guild information.
ACTIVITY <msg>                 - Enter a message in the guild activity.
GUILDMSG <message>             - To send a message to all guildmembers.
PROBATION <player>             - Orders probation on a guild member.
UNPROBATION <player>           - Ends the probation on a guild member.
PROMOTE/DEMOTE <member>        - To raise or lower member guild rank.
DESCRIBE GUILD                 - Change the description of your guild.
WATCH <member>                 - To watch Guild Members' actions.
RECRUITMENT ON/OFF             - Allow your CCCs to recruit new members.
ELDER <member>                 - To bestow permanent elder status.
MEMBERS                        - Lists the members of your guild.
MEMBERS DORMANT                - Lists the dorman members of your guild.
MEMBERS ITEMS ACTIVE/DORMANT   - Lists all the guild owned items.
MEMBERS GIVE <item> <person>   - To allocate guild items to a guildmember.
MEMBERS STATUS                 - To gain information on a guildmember.
MEMBERS RETRIEVE <item>        - To take back a guild possessed item.
MEMBERS SKILLS <member>        - Lists a member's Guild associated skills.
MEMBERS PREFIX/SUFFIX          - To set the PREFIX/SUFFIX of a guildmember.
CLAIM <item>                   - To claim an item as guild property.

Apprentices constitute the life-blood of any guild. After you INGUILD a new member they will be considered apprentices. It is entirely up to you, as Guildmaster, when an apprenticeship will end. To signal the end of an apprenticeship you type ENDAPPRENTICE <player> in their presence. Assuming the apprentice types OK they will be embraced fully into your guild and be allowed to progress in the profession. Serving a guild apprenticeship also means that the character's future profession is decided.

11.24. Guilds which offer public recruitment.

The following guilds offer public recruitment. If you wish to join or hear more about them, find their front doors (most guilds have entrances on one of the main streets off the central city squares) and when in the correct location type KNOCK followed by the direction of the guild-door. Not all guilds have open recruitment available so if you do not find yourself able to be initiated automatically, show some patience instead and seek out high ranking guildmembers instead. You are almost guaranteed a friendly reception.

If you have trouble finding the guild and are sufficiently young in the land to be deemed 'appropriate for extra help', you can type APPLY followed by the name of the guild. In many cases this will afford you a quick lift to the guild entrance where the guild tutor may come meet you, or you may need to KNOCK to bring him/her forth.
The Rangers Guild offers open recruitment.
The Astrologers Guild offers open recruitment.
The Bards Guild offers open recruitment.

11.25. The rank of quarter-master within a guild.

The rank of quarter-master is bestowed upon a guildmember by the master of the guild. It gives the individual freedom to interact with commodities and possessions of the guild, and to enter and remove items from private storerooms of the guild. Most guilds will have a number of quarter-masters. It is solely at the discretion of the guildmaster or guildmistress, the only other individual able to interact freely with guild stores, possessions and commodities. The quartermast may also type GUILDSTOCK followed by a commodity (e.g. GUILDSTOCK WHEAT) to review the extent of the guild's commodity stores.

11.26. The field-leader rank in the guild.

The rank of field-leader is bestowed upon competent guildmembers by the head of a guild. It allows the field-leader rank holder to interact with and manage the villagers and cityfolk youngsters enlistable and/or enlisted in the non-military working legions of the guild's broader membership. Many of the functionality for moving the worker legions resemble those of the military - for the sake of convenience and familiarity - but the purpose of guildworkers is far less one-dimensional than troops. Enlistments, for example, are expressly performed in special dormitories and NOT in barracks. Guildworkers may have a peaceful goal, banding together in great numbers to achieve pacifist or creative objectives. The special skills available to a field-leader and his or her guildworker legions varies from profession to profession. Here, however, is a list of your basic field-leader commands:

ENLIST <guildsman>     To enlist a guidsman into a worker legion.
FORTIFICATIONS         To review guild fortifications.
WORKERS                Reviewing a summary of guild workers.
LOCALE [<dirn>]        To review legion formations nearby.
SURVEY/BANNER          Summarise your location/legion info in locale.
DISPATCH               Interact with dispatches (see HELP DISPATCH)
MARSHALL               Take up command-post of a legion (see HELP MARSHALL).
LEGION                 The all-important legion command (see HELP LEGION).
LEGIONS                Review through legions under your banners.
HELP TRAINING          Info into specialist-skills and legion training.

Even those workers who do not initiate combat may, if not a part of a pacifist guild, fight back if attacked - thus the existence of PASSIVE. See HELP SPECIALS for details of special workerlegion abilities, unique to guilds and/or professions, and how to bring these specialists forth to display their wares.

11.27. The rank of captain of a guild.

The rank of captain is bestowed upon competent guildmembers by the head of a guild. It allows the captained guildmember to interact with (if applicable) the guild's military and military-resources. Captains can command guild legions and engage in military activities. This guildrank should not be confused with the broader military ranks, where Colonels play the equivalent role of captains in being general managers of city defences, homeguard and the like.

Familiarise yourself with HELP GUILDSMEN for important information on the constant, gradual flow of maturing prospective guildsmen - enlistable men from cities and villages around the land. See HELP ENLISTING for details on bringing the enlistables into the fold and HELP BECKONING for privileged information on aiding the process of gathering far-flung youngsters to a guildhouse.

GUILDHOUSE                  Tactical rundown of guild-house constructions.
FORTIFICATIONS              To review guild fortifications (from guildsoil).
HELP FORTS                  Information about fortification usage.
HELP SUMMARY                Step by step summary of need-to-know war info.
LEGIONS                     Summary of legions within your potential sphere.
LOCALE/BANNER [<dirctn>]    To review legion formations, types, sizes.

See HELP 21 to list out Section Twenty-One, the central resource for all things relating to warfare in Avalon. Start at the beginning and work through the intricacies if you wish to excel in the myriad battlefield tactics - or give a cursory glance, ensure you understand the rudiments of offence and defence of the land precious to you, and leave the complexities to others. HELP LEGION, HELP SPECIALIST and HELP TRAINING may be worth perusing, however, even for those without the desire to test their mettle on the field of battle; for it is no harm to aid one's enlisted guildsmen in their training, particularly if their specialist skills are not ones directly associated with aggression.

11.28. Invitations for prospective members.

Guildmasters are able to send out invitations to prospective members. These come in the form of letters from the guild which the aspirant member then presents to a guild-tutor to receive initiation as a guild apprentice.

Type PERMIT followed by the youngster's fullname, followed by the number of days the invitation permit is to last, e.g. PERMIT YOSSARIAN 7. This sends off the letter. You can type PERMITS to review a list of outstanding permits circulating the land in the name of your guild.

Those individuals holding letter-invites can only accept invitations before the designated guild tutors (by typing ACCEPT INVITATION). It may be they need to knock on the guild door to bring forth the appropriate tutor, or seek the tutor somewhere in the guildhouse. Invitations overcome recruitment restrictions and thus allow a Guildmaster to initiate an eager new member without having to meet them face to face.

11.29. Guild reputations and their effects/powers.

Reputation is an amalgamated impression made by each guild on the land and its home city (if applicable). It determines various factors, like background guild recruitment of troops and a variety of abilities available to player guildmembers as precocious young CCC members join, drawn by the reputation of one guild relative to another. These youngsters bestow unique powers. The general recruited swell the numbers of the guild army. Guild armies will be able to call upon special abilities in the field depending on their profession, whose potency is also determined by the reputation (better renowned guilds get better quality CCC recruits). The reputation is weighted towards the most recent years but will take into account all of the past century of Avalon life and guild achievement.

A guild must allocate its recruiting officers to a percentage directed at the four cities and guild recruitment will be also impacted by the numbers generated by the citizenry of their chosen city. Thus if a guild sends all its recruiters into Mercinae, but Mercinae has few citizens generating new army recruits, the guild's own recruitment will suffer - whatever its reputation.

Reputation is gained by performing quests about the land, with each quest given a reputation value that is factored by the number of times the quest has been performed over the past year; by successful bringing about of the Long Night, opening of Alessandria, contributing to divine globes, holding high office in a city, bringing in apprentices, nurturing apprentices to full guildmembers, gaining victory in flag quests and guild tourmanents, and achieving guild goals (each guild will be able to select its annual goal, whether pacifist, combatative, exploratory or fiscal).

[Guildmasters have access to some specific, more detailed information relating to reputations via the following commands:
"REPS", "REPS THISYEAR" and "REPS LASTYEAR"
The guildmasters and guildmistresses of Avalon are uniquely attuned with the ebb and flow of the land's opinion and unfolding history. Thus they are able to assess, in the form of rough rankings, the prowess of each of the active guilds relative to one another in various ways. REPS on its own leagues the guilds in order of reputation attained so far this calendar year, since the 1st of Midwinter. REPS THISYEAR ranks the guilds according to how much of their annually re-eveluated reputation remains at the guild's disposal, for allocation about its various purposes. REPS LASTYEAR ranks the guilds according to their starting points at the new year assessment, an assessment based on an aggregate of the past decade's reputations as compared against the guild's professed ideals.

"REP" on its own and "REP ALLOCATE <cityglobe> <percentage>"
Typing REP without anything after gives you a succint rundown on the current state of your guild's annual reputation, and what remains of the powers derived from reputation assessment made at new year.

REP ALLOCATE allows you to allocate a portion of a guild's reputation directly to augment the might of a city's divine globe. There is no restriction as to which divine globe gains benefit from a guild's reputation. The guildmaster or guildmistress simply selects the city target followed by the percentage of the guild's reputation to pour into a specified globe and the deed will be done; the city's globe will thrum to the influx of guild-fuelled might, while the guild will be left reputation depleted and consequently less potent in the fulfilment of other tasks.

11.30. The ideals held by your guild.

Each guild may, if it wishes, declare (via powers available to the Leader of the Guild only) itself adherent to various ideals. Its reputation (see HELP REPUTATION) is then founded on the successes or failures of its members to live up to these various ideals. It can also state whether it views as important certain aspects of the land (such as the Long Night, or the Libraries of Alessandria) and find its reputation duly enhanced by the achievement of those great quests.

Members of a guild may type IDEALS to view the spread of importance granted to the various ideals, and review a list of important quests/events and whether the guild believes them important or irrelevant. The Guildmaster may type IDEAL followed by an ideal or quest/event to allocate the relative attention the guildmembers should bestow on fulfilling its criteria. See HELP GUILDMASTER (if you have access) for syntax options for setting up the guild's spread of ideals. Recruitment allocations are also shown by this command; see HELP RECRUIT for detailed information about them.

A word to the wise: ideals and recruitment spread can only be declared once per Avalon year. Once stated it remains set in stone until the passing of the next month of Agamnion. So think wisely, and debate broadly, for the guild will be much affected by its choices in this key area: its reputation is defined here, at least insofar as the actions of its members and events in the land twine to create and develop it, while the extent of its growth - cityfolk and villages choosing to join its ranks - reputation and recruitment spread are the singlemost important factors in attracting youngsters in your direction.

Ideals are:
"exploration" states as important members discovering new regions, performing new quests, achieving rare goals and seldom completed puzzles in addition to receiving bonuses for time exploring hostile territory.
"slaughter" declares that combat is of primary important. Members victory in battle, particularly against higher level opponents is key to success, while deaths are damaging.
"rescue" states a preference for peaceful existence and is mainly concerned with the continued state of non-violence about the land. Bathing the dead or rescuiing those in danger are duly rewarded.
"financial" concerns itself with the acquisition of gold coins and commodity resources, the creation and hording of such in the guildhouse or on the person of members, in addition to such signs of afluence as fine outfitting, formidable forifications and conspicious consumption.
"citizenship" declares that the guild and its members view their relationship with cities (generally their home city) to be of paramount importance. Such facets as divine globe power, attainment of high office, military prowess and seeing stone influence affects the good citizenship ideal.
"popularity" asserts that achievements such as new apprentices, large numbers of guildmembers in the land, guild rank achieved and electoral performance are of great moment to the reputation of the guild.
"dominance" refers to the ideals of superiority, most notably in areas of competition with others: spheres of influence, seeing stone powerbases, military and battlefield victories, control of high positions, etc.
"independence" is the most elusive of ideals. It refers to self-sufficiency of the guild and its members, separation from relience on external aid, forging a solitary (or at least individualist) path of excellence through the days, months and years of co-existence in the bustling, interconnected continent.

Quests/Events are either declared important or irrelevant:
"longnight" is the quest of the Long Night, centered around Pangyron and his mission to install the Black Sun in the heavens of Avalon.
"alessandria" refers to the opening of the hidden pathways into the library of Alessandria and the return of its legendary tutors.
"tournament" declares that the guild will participate in the periodic, but regularly contested, guild tournament in which all those involved compete with one another on the field of battle over a protracted period to discover the mightiest combatant guild in the land.
"flagquest" states that the guild is interested in the irregular but often thrilling events known as Flag Quests in which individuals band together in teams in pitch battles about the land.

Related help files: RECRUIT, ALESSANDRIA, FLAGQUEST, GUILDTOURN and REPUTATION.

11.31. The private helpfiles for each guild.

Each guild has its own private help system - using the GUILDHELP command. It is accessible to all members but is written by the Guildmaster or the Head Tutor. Type GUILDHELP on its own to see an index of the guildhelp files available to your particular guild. Not all guilds take advantage of this facility but if yours has information to view, it is well recommended you do so.

The Guildmaster and the Head Tutor may type GUILDHELP HELP to gain information about the commands they can use to define, edit, index and regulate use and access for the guild's GUILDHELP system. It is possible for a guild to allow a broader editorship of its guildhelp files, enabling those with Deputy Guildmaster rank to access GUILDHELP HELP and its command-set. This policy will vary from guild to guild and is at guild leadership discretion.

12. Geography - Overview, Cities and Curiosities.

Discover a wealth of information on the various parts of the mainland continent.

12.1. Rough layout of the Avalon mainland.

Avalon is a large continent surrounded on east, south and west by sea. On the mainland the layout can be oversimplified to four distinct areas. To the south (where the Meeting Place is) is City of Mercinae, to the northwest is the City of Thakria, on the central plains are many towns and trading villages centred around Springtown and Kristanisti. To the east is the City of Parrius on the edge of the ocean. The central west of Avalon is mainly woodland (The Greenwood), while the southwest is home to the Goblin City and the concentration of the evil Star-Sorcerer.

New players should be wary of travelling to the wildlands without some form of protection, or else you may find yourself getting hurt! Your aim is to score experience points by performing quests, slaying things, or just by living out your life in Avalon, to gain gold coins from treasure, quests and commerce, and most importantly to build yourself a well-rounded character. The highest possible level (although it is hardly realistic to call it that) is the God, beings of supreme power with great influence over mortals lives.

12.2. The geographical setting of Avalon.

The land of Avalon is a temperate continent surrounded by vast oceans. It is a land of forest, rolling hills and snow-capped peaks. Avalon is not, however, merely the barren landscape of adventure. It has mighty cities and fortresses, homes for its various peoples. Mercinae, Thakria and Parrius are its principal cities, lying in the central lowlands, the north-western mountains and the eastern peninsula respectively. It is in the cityport of Mercinae that many of the righteous, pious people of the land find their home, ruled over by good king Thandrades and protected by his royal city guards and the Legion of the Sun. Thakria is a more dangerous city, though some would say more impressive. It is to Thakria that those seeking power travel, building mighty fortunes and palaces to display their riches. They have little regard for those weaker, less wealthy cultures elsewhere on the continent. The third city of the continent is Parrius, a powerful economic and military centre and sea-faring community. Between these three great towns lie many settlements of humans and other folk. Dwarves inhabit the land, their chosen home being the tower of Thaumacie in the mountains that overlook the Greenwood. Other, less friendly peoples, make their crude homes in the depths of the mountains, keeping to the shadows as best they may.

12.3. Towns and Villages all over Avalon.

Of similar importance to the major cities in Avalon is the extensive infrastructure of villages and towns which, although individually far smaller in size, are collectively a part of the continent's economy. Towns grew from villages; close-knit conurbations that, with time, linked together to form a more sizeable community.

Speckling the northern and eastern prairies of Avalon are dozens of villages that range from the small hamlet of Ladakh to the large river town settlement of Springdale. Any of the villages in Avalon can become a significant cog in the machinery of commerce, each and every one of them making up a part of the vibrant trading networks that span the continent. Be prepared to discover many varied, and often intriguing, customs as you pass through these communities. Some of the villages are as old as the cities themselves. Their insular communities hold many untapped mysteries - secrets welled up for centuries. Many have very particular, often peculiar, traditions. All are worth exploring.

For those keen on exploration of Avalon, it is worth mentioning here an interesting spectacle which can be witnessed every evening in the little village of Greeny's Edge. The priest of that village, Telamon, commences a ritual of worship to the god of light at the beginning of the twilight and it is said that those lucky enough to be present throughout the ritual will reap enormous benefit, both spiritual and physical. Telamon is a welcoming soul and will turn nobody away from his temple. Greeny's Edge is east of Thakria, in the far northwest of the continent. Mind also as you travel to Greeny's Edge that you are not waylaid in the snow-bound village of Snowfoot, also in the northwestern regions of Avalon.

In the northeastern plains of Avalon there are a number of villages of note. The town of Eastpoint (a short distance north of the city of Parrius) is renowned for its wandering minstrel and fishing community. The minstrel responds well to greeting and often has quests and stories for the wandering folk. Further north along the coast is the village of Astrea's Delta. Ethanius is Thane of that town, and his ancient rivalry with Orthalgin of Greeny's Edge is common knowledge. There is also a Sage who sits in the Lands Edge Tavern of Astrea's Delta whose wisdom is renowned around the continent. Lately, also, rumour tells that Princess Herabia of Thakria, mad since her late teenage years, has wandered east to Astrea's Delta.

12.4. Details on the divine globes in city patron temples.

Within the temple of those cities presently benefitting from the
figurehead of a divine patron one may find, at the centre of the
patron's temple (usually in the altar room) an enormous translucent
globe containing, at first glance, swirling essences that periodically
form themselves into scenes involving prominent members of Avalon
society. These scenes are, in fact, merely a superficial indicator of
the deeper purpose of these divine globes for they are an embodiement of
the past decade of life and times of their citizens. Battles great and
small, works public and private, conflicts, bloodshed, youngsters
growing more wise; indeed everything in some way contributes to the
great gaseous substance of the divine altarpiece globe.

Everything that happens involving a citizen in some way has an impact on
the globe, whether of successful consequence or not. Only a range of
actions involving youngsters yet to have graduated the academy are
excluded from the globe's masterful eye; some, let it be said, but not
all.

It is possible and indeed beneficial, at times, to focus the divine eyepiece,
to heighten its perceptive resonance, to lend greater importance to times of
triumph and deeds of worth to one's homeland - especially if one knows a
special effort is being made at a particular time. Thus, come each New Year,
the amalgamation of the past decade's deeds can be biased, by citizens of
each city, to hold an idealised version of events. It is the 'value' of
this idealised version of the decade that defines the powers that can
be called upon by a citizen from his or her city's globe. Nothing
escapes the globe, whether positive or negative, but a citizen can nudge
an event or act's relative importance and this, over a ten year period,
can have enormous significance to the end-benefits a globe affords its
homeland. The power ready-for-release by citizen call to action from the
dawning of each New Year's Day is (while it lasts) one of the mightiest
influences in the land.

Thus there are two aspects to working with the divine globe of one's
homeland. The first is to heighten the importance (in the eyes of the
globe's record) of deeds that bring honour to a city, and the second to
call upon and utilise the amalgamation of the past decade gathered, at
any given time, within the confines of the globes glass-bound interior.

See HELP GLOBEIDEALS for specific information on binding over your
triumphs to the globe's all-seeing eye, and HELP GLOBEACTIONS to see details
of the effects that can be brought to bear by dint of the divine globe's
accumulated content. Many of these systems are intertwined and so you
may also be interested in the contents of HELP REPUTATION for methods in which
guilds can directly influence divine globe might, above and beyond the actions
of the citizen.

12.5. The eastern city of Parrius.


Parrius, the Jewel of the East

Despite their roguish ways, Parrians have always stood their ground against
those who would harm Parrius. Outwardly they are often devilishly playful,
though will turn upon an enemy of the city with a single-minded, bloodthirsty
intensity. Sincere in their interest to be the best; Parrians have a focused
ambition not found elsewhere. Laziness, cowardice or incompetence is not
welcome in Parrius; one can never achieve perfection if one is in the daily
presence of all the conformist and mediocre tendencies of man.

The purpose of the Parrian government is to maintain a strong, effective and
independent city; militarily and economically able to contend with any
threats from beyond its borders. Parrius is neither a monarchy nor the weak
anarchic government that failed her in the past. Instead Parrians have come
to realise the importance of a formal democratic government without the
unseemly pomp and ceremony found in other less progressive cities.
Pirate blood runs deep in the veins of all Parrians, perhaps explaining why it
breeds such stalwart individuals. Fools have never been suffered gladly here;
this is the city of excellence.


The City of Parrius has chosen Solontus, god of the stars as their Divine Patron.

The Barony of Parrius is as follows:

Chained Darklight, Echo of the Wind is a Baron of Parrius.
Vengeful Brother Borrak, The Last Brigand is a Baron of Parrius.
Rannarra the Pirate Lassy is a Baron of Parrius.

12.6. The ancient southern city-port of Mercinae.

The City of Mercinae is circumscribed by the ancient forests of the south central portion of Avalon. Surrounded by the forests, sea and rugged mountains, Mercinae has been a harbour for those who combat the forces of darkness. Considered to be the city of Light, the role of Mercinae has changed considerably through the passing of years.

Citizens of Mercinae have the common belief in the sanctity of Truth and the ever daunting task of serving Justice upon those who would seek to harm the weak or innocent. A constant struggle for any citizen of this city is to do what is right without becoming the very enemy they wish to rid this world of.

Mercinae's main marketplace is named Cassiandora Square, in honour of its captured queen. Nearby is Park Elienna, temple of Aldaron, the god of life- a welcome area of natural beauty in the centre of the bustling cityport. Other Mercinae landmarks include the gambling halls, the council tower on Tooth Island, the seafront temple of the god of the sea, and the docklands on the east bank.

Mercinae also sports a good selection of guilds and has temples to many of the gods, save those who would bring darkness upon them.


The City of Mercinae has chosen Telemachus, the god of justice as their Divine Patron.

The Barony of Mercinae is as follows:

Ancient Onix the Lore Monger is a Baron of Mercinae.
Archmage Stray of the Sun, Magi of Light is a Baron of Mercinae.
Impertinent Nadine the Contrary Fermata is a Baron of Mercinae.

12.7. Obtaining companion healers.

Healers may be purchased as companions from the House of Healing along Moon Street in Mercinae. Buying the healer does not cost any money, but each time you call upon the healer to heal you in battle, they will charge you gold to do so. Their fee is not incredible but it can become costly if you fight regularly. Type BUY HEALER in the Houses of Healing to gain the healer's company and then BUY HEALING followed by the amount of health you wish healed (or BUY HEALING TOTAL to heal it all) at any time when the healer is present.

12.8. Black-walled Thakria, city of miracles.

Let slip the dogs of war, for indeed war was upon Avalon again.
Thunder crashed and rolled upon the heavens, drowning out the call of
hunting horns across the plains. The Thakrians stood firm against all
resistance.

For an intrepid team were they. Their tactile, mental and spiritual
prowess all boosted by the alchemical compounds granted them by the
Loremasters, they were indeed hall heroes against the Mercinaen
resistance. The keen and swift blade of the scarlet-clad Cavalier
proved a deadly combination with the hideous demons controlled by the
silent, black-robed Sorcerer. Many quialed before the venemous
spittle and dextrous knife-wielding of the anarchic Thieves that
flitted to and fro. And all the while, fire and damning curses were
rained down upon their enemies, enacted by the mysterious Seers who
sat in safety many leagues away.

And when all was said and done, they stood victorious, and left the
battlefield, leaving only a bitter scent of brimstone in the air that
vanished with gentle zephyrs.

For heroes many were the Thakrians. Their successes came from the
power and solidarity that binds society together deep behind the
obsidian walls of their city. Indeed, where else in Avalon could any
place lay the same claims to glory as Thakria, the City of Miracles?


The City of Thakria has chosen Thanatos, god of darkness as their Divine Patron.

The Barony of Thakria is as follows:

Nazgul, Scourge of Light is a Baron of Thakria.
Sir Erebus Duia Celerunya, the Red Falcon is a Baron of Thakria.
Catyrial, Angel of Darkness is a Baron of Thakria.
- Zooka - is a Baron of Thakria.

12.9. The central city of Springdale, city of dreams.

Springdale, City of Dreams; located on the banks of the river Silverlight amongst the central plains of Avalon, it has grown from the little trading town into the bustling and prosperous city that you now see.

Life is generally based around Springdale Square; where all the main commercial and governmental buildings are located, and of course the public houses and taverns, also, a short distance away is the Wolfhound stadium where people can gamble away their hard earnt gold in the hope of getting rich quickly.

The Government has emerged from being the theocracy that it was in the past, to being a highly dynamic and responsive body to the people, all dedicated to ensuring Springdale's future growth and prosperity. The Barons represent people from all walks of life to the appointed agents of the Government in the form of the various ministers and aides.

Life is hard, but the rewards gained from it are more than worth the effort we all put in and dedicate to it.


The Barony of Springdale is as follows:

Orielle, Warfarin's Lady is a Baron of Springdale.
Gandalf, Bane of Darkness is a Baron of Springdale.
Reborn Blueskull All Swords and Spirits is a Baron of Springdale.
JabJab Jebaman, Paladin of the Golden Heart is a Baron of Springdale.
Saphir, of the Stones is a Baron of Springdale.

And, the government of Springdale is as follows:

Orielle, Warfarin's Lady is Princess of Springdale.
Sir Jared, Barrister of Springdale is in charge of the Ministry of State.
Duke Sirrus Duarte acts as Chancellor of the Treasury.
JabJab Jebaman, Paladin of the Golden Heart is Minister for Justice.
Khalia Dar occupies the position of Minister for Foreign Affairs.
Feros, the Riddler is the Minister for Public Relations.
Warped Wizard Marik, Consigliere of Arbitration is the Field Marshall.
Reputable Raulin of Springdale holds the post of Minister for Trade.

12.10. The wolfhound races of Springdale.

Wolfhound races take place in the town of Springtown in a natural cavern guarded by an unobtrusive ramshackle cottage near the quays the city. Ten wolfhounds circle a racing track in the cavern and folk from all over Avalon come to place bets on the outcome. If you win, you gain four times your original stake. If your wolfhound comes second, you receive double your money, and if it comes third, your stake is returned. In the event of a tie, the wolfhounds will continue to run until there is a winner. Making your way to Springtown is fairly easy now; a regular ferry service runs between the River Quays in Mercinae to the Southern Quays in Springtown, and from Thakria, there is a ferry running from the Lakeside Promenade to Ladakh, where you can make your way over the mountains and villages of the northlands.

BET <amount> ON <wolfhound> - Places a bet on the outcome of the race.
BETS - Gives you a list on who has bet on what so far.
WOLFHOUNDS - Lists the wolfhounds taking part in your race.
POSITIONS - To view the wolfhound race positions.

12.11. The Goblin Town and its brotherhood.

The Goblin Town, in the west of the continent, should be considered a separate cultural centre. Its entrance is guarded by the infamous Wolf Gate which opens irregularly to the world with a great rumbling that can be heard from miles around. It would be too easy to dismiss the goblins as simply manifestations of a cruel, distant evil. They are motivated above all by strong instincts of self-preservation and a rigid social order. Should you delve deep into the goblin town, you will find breeding chambers, working mines, and a bustling internal trade. The goblins maintain cautious friendship with some of the more ruthless humans, and many of those who forsake the major cities end up residing beneath the mountain in the town of the goblins.

The goblin town, as has been stressed earlier, is not simply a battleground for righteous humans. It is home also to a small brotherhood of humanfolk who have chosen to forsake the major cities and live beneath the protective walls of the goblin town. Fangthane was the first to tread this dangerous path, followed closely by Astiroth, Taker of Souls and Helkarakse, of the frozen wastes.

12.12. The dwarven fortress of Thaumacie.

12.13. Rivers about the continent.

Avalon's many rivers and streams provide excellent means of transport for the wary. The lengthiest of them all is the River Leithe, carrying the life-blood of trade and treasures between the cities of Mercinae, Thakria and Parrius to the east. It is upon these rivers and their tributaries, that you will be sure to find safe passage from city to city. Ferry-boats and barges traverse these watery by-ways, departing regularly from most city and village docks. By spending a few gold pieces on a river-boat cru ise, you are sure to avoid some of the more sinister dangers of the overland routes. Ferries depart from the docks of the Leithe in Mercinae, from the lakeside quay in Thakria and the three fingers dock in Parrius. For your information, the River Leithe forks north from the centre of Mercinae through to the northwest to the Moonstone Lake beside the city of Thakria. The Leithe forks a short distance north of Mercinae into the Rivers Silverlight and Callieton. The Silverlight runs northwards past the villa ge Kristanisti and the town of Springtown. The Callieton River runs eastwards, south of the villages of Nassau and Ariadne, past Lake Thrullmere, to the city of Parrius.

12.14. The forests and woods of Avalon.

There are many forests around Avalon, a little more than a dozen of which possess what can only be classed as an independent, individualised consciousness. The greater the size of the forest, the more potent the consciousness; and the relationship between the forest and individuals (such as druids and rangers) lies at the core of sylvan lore and animism - their most specialist, powerful of skillsets. Affinity (or antipathy) of each forest is not limited to those with animism and sylvan lore. All actions, all events, all occurrences within the confines of the woodland perimeter are watched by the forest consciousness, and remembered indefinitely.

What you do within the forest, whether directly for/against it or in your interactions with other creatures or Avalonians - everything is recalled and used to define the opinion of woodland consciousness towards you. If your actions are of benefit to the forests, its creatures and its friends, then you will find you gain an affinity. If, conversely, they are detrimental then you will build its antipathy. The masters of the sylvan lore and animism are able to harness this affinity or antipathy according to their will but the forests are also able to act autonomously... little is known of its powers save that they manifest only rarely but with enormous effect.

The most ancient woodlands, as separate entities, are the Chetwood, Bedillam and G'harran. The largest is the Greenwood, followed by the Abbotswood and the Northern Greenwood. The Dark Forest, the Grey Forest, the Angelwood, the Whispering Wood, the Ash Forest and Springdale's Black Forest make up the remainder of the larger woodland consciousnesses. There are others, smaller or more remote, but these are known only to those of a more specialist background.

12.15. The expansive Greenwood forest.

12.16. The wildlands of Avalon.

A major part of the Avalonian continent is covered by expanses of roaming wildlands and great forests. Within these wildlands live many peoples and creatures ungoverned and unbridled by cities or organised government. One day you may decide to venture away from the womb of your city and beyond its walls you could quite possibly find your greatest adventures. Take good advice, however, before embarking on your first journey alone, or you are likely to run head-long in to more than you bargained for.

12.17. Lake Thrullmere on the Callieton.

Thrullmere is a deep, misty lake, risen by the Grey Sorcerer, to drown the village of Pagea centuries ago. It is said that at low tide the tips of the chapel and bell tower of Pagea can be seen poking up above the surface of the lake. Eastwards from Thrullmere, the river Callieton runs towards Parrius, while to the west it leads towards the Silverlight, the Leithe and Mercinae. Off the north of Thrullmere runs the river Timmin, up towards the village of Eleuthera and into the mountains. This is the only route towards the far north central mountains of Avalon, to the village of Archangel and its sparkling crystal mines.

12.18. The Northlands of Avalon.

12.19. The forest halls of Orestes, the Astrologer.

The Halls of Orestes are hidden beneath the Greenwood forest, by the village of Eleusis. Within his leafy studies, Orestes devises plans to thwart the evil intentions of Pangyron, the Star Sorcerer. He has many quests to give out to the good and the worthy should you be fortunate enough to find your way to his home. Orestes, Seer of the Greenwood, also possesses a seeing stone which he can use to keep the Greenwood free of evil forms. Many experienced Astrologers have made use of Orestes' stone.

12.20. The dark hill of Pangyron, Star-Sorcerer.

Pangyron's halls are well hidden within a dark hill at the north of the Uruk Road. Many hidden passages and secret stairs conceal his inner quarters, and star-spangled guardians are poised to attack unwary travellers and unwanted visitors. Though the Cult of the Long Night is most prominent in Pangyron's mind, he holds many quests for evil doers which he will give out to those who find him.

12.21. Gant, legend of the Northern Mountains.

Gant is a seldom-seen, perhaps mythical city hidden away in the northern mountains. Few have past its gates and lived to tell the tale.

12.22. The Azrilite Vale.

12.23. The River Silverlight.

The river Silverlight runs north from the Callieton and Leithe towards the Northwood forest. On the Silverlight was, in earlier times, the site of the first settlements of Springtown. In later ages under the guidance of Andromeda, the goddess of dreams, Springtown grew to city status and was renamed Springdale. Springdale stands still on the banks of the Silverlight River.

12.24. Marketplaces in the various villages.

There are three types of marketplace in Avalon: regular shops, commodity trading stores and village markets. Regular shops tend to be stocked by players and are the cornerstone of invaluable equipment; see HELP SHOPS for detailed info. Commodity trading stores are where the cities and villages centrally buy and sell the raw commodities from which equipment/items are made. There is one per city or village. Village markets are short-term affairs, cropping up either at certain times of the day or certain dates in the Avalon year (see HELP CALENDAR). The most useful aspect of the village markets is their demand for certain materials and commodities you may possess and wish to turn into real gold coins.

Village markets are usually set up close to the centre of the town, or on the main square, and there are two distinct times for market trading: noon and evening. Foodstuffs and perishables are sold before the aftenroon, while valuables and long-lasting commodities are sold in the evening. From your perspective, as a potential trader, the two most profitable market vendors are the fish and meat traders before the afternoon, and the gems/precious metals traders in the evening. Many villages have both varieties sharing marketplace space through the day.

To trade the core foodstuffs use SELL <amount>/ALL FISH TO MERCHANTS or SELL <amount>/ALL MEAT TO MERCHANTS in the noontime markets, and same syntax with GEMS or whatever precious stones for the evening markets. It is crucial to include TO MERCHANTS to indicate you wish to direct your trade to marketplace merchants since often markets share location with commodity trading centres. The number of gold coins you receive will depend on recent trading activity, over the session and over the recent months. Arriving early in a session is often the best way to guarantee a higher price.

12.25. Weather in the land; some of its effects.

Weather is rather more significant in Avalon than merely atmospheric background scenery to a location. The skies themselves are often a battleground of competing forces, including the skymasters and the thaumaturgists and those charged with the defence of the realm by priesthoods associated with the air, sky and heavens. Part of this battleground is the manipulation of already existing natural forces, like clouds and winds and stormfronts that sweep eternally west to east across the Avalon continent, blending with fronts moving south from the mountains and often colliding - effect and counter-effect - at various points about the continent. Temperature also plays a role in determining weather, as do influences from the ground: waters evaporating from lake and sea, winds swept into existence by forests acting in unison.

Type WEATHER to try to assess the weather in your location, and examine the Survival ability "survey" for a handful of commands for surveying windspeed and storm potency, etc.

Rain: it is usually important to keep yourself protected from rainfall, unless it's merely a light drizzle. An umbrella is the easiest purchase to aid you against most regular downpours: see HELP UMBRELLA. If you become overly wet you will find yourself catching a cold, or items in your inventory of fire could be doused; likewise important fires in a location may become extingushed. The effect are mostly common sense and one should avoid, if possible, using any skill requiring fire/calm weather if the cloud are full of stormclouds - whether it is raining or not. Sometimes, by natural and/or supernatural influence, the storms can become violent - torrential - and these are more harmful. Flooding can occur; animals can drown if given no refuge; gardens and fieldcrops can become ruined.

Wind: there are invariably light winds gusting about the continent as temperature shifts and weather fronts and the natural west to east flow intermingle in the skies and play out secondary effects at ground-level. Usually this is nothing to worry about. However, if the winds become extremely strong they can have a profound effect on one's surroundings. Trying to walk against a powerful gale is a slow process, while moving with too much wind behind you can gust you further than you might wish as your momentum carries you along. Storms can be whipped up to greater violence, hurricanes have numerous effects on one's personal safety and the safety of one's crops, animals, possessions and constructions.

There are two primary professions whose influence in the skies is unmatched: the loremaster and the sorcerer, specifically the skymaster and thaumaturgist branches of these professions. The ranger and the seer, from very different angles, are able to influence weather and the skies; the former from the forest, the latter from the ethereal winds. Those skilled with the influencing of the elements as a secondary ability can also wield minor power over the weather. There is the whole world of ornithology and the use of birds as loyal companions, their main theatre of operation being in the skies and thus affected by extreme weather. Riding flying steeds, like the eagle, can take any individual up into the skies - touching closer to the weather, so it is worth keeping an eye on the storm and the winds if one utilises the skies for travel about the land.

There is, therefore, a great deal to explore in weather and its consequences. It is considered a feat worth of every Avalonian's attainment, to be taken to see the Doors of the Night to watch the creation of the winds and the virgin clouds. Likewise it is worth knowing the most clearcut ways to shelter from the effects of extreme weather: keeping under cover, inside strongly built constructions, or - woodland folk permitting - one is often able to seek shelter from the elements beneath the protective shield of the forest canopy.

Further information on areas touched on in this little introduction can be found in: HELP SKIES, HELP LOCATION, HELP SKYMASTERS, HELP BREWING, HELP GREENWOOD, HELP LOCALE, and various helpfiles led onto from that sample smattering.

12.26. Fishing: techniques, locations, advice.

13. Towns and Villages.

Information about some of the major towns and villages scattered throughout the land.

13.1. The mountain village of Archangel.

13.2. Ariadne, town on Lake Thrullmere.

13.3. Astrea's Delta, village of the northeast.

Information on Astrea's Delta was lost in a recent fire.

13.4. The deathly forest of Bedillam.

13.5. Silent Coriona, at the foot of Sapience.

Coriona is a town situated in the southeastern corner of Avalon, between the
cities of Mercinae and Parrius. It is the gateway to Mount Sapience, which
looms ominously in the background, its peak eternally obscured in a ring of
clouds that cast a mysterious shadow over the city.

Having only recently opened her gates, she is now a city for the free thinkers
and adventurers of Avalon, founded by those not unable, but unwilling to ally
themselves elsewhere. Above all else, citizens of Coriona are individuals.
Their primary allegiance is to themselves, yet what separates them from the
cityless is their common goal to improve the city, and common ideals of
freedom, wisdom and honour. Citizens are never required to act in a specific
way in a specific situation, only accept the consequences of their decisions.
They are not obligated to be "good", nor "evil", yet they must always stand
true to their own convictions.

As such, each citizen will bring with them different views and individual
strengths that will ultimately shape the destiny of Coriona, a destiny, for
now, veiled like the peak of the mountain behind her...

13.6. The town of Eastpoint, north of Parrius.

13.7. Eleusis, river-town.

Eleusis was once a vibrant river town. It has fallen upon hard times more recently however, due to renewed assaults upon it from the Goblin Town.

13.8. Eleuthera on the Lake.

13.9. Gaurthang, fortress of the vampire.

13.10. Gabbad, fortress of the Marshes.

There is no public information on the marsh-city of Gabbad.

13.11. Greeny's Edge, village of light.

The village of Greeny's Edge is the farthest east of the Northern Greenwood towns. It is made up of pleasant dwellings and fertile lands under the guidance of its formidable elders. Greeny's Edge is an insular community but is renowned for its welcoming outlook.

13.12. Isabella, haven of the thieves.

13.13. Kenkria's Monastery town.

13.14. The town of Knightswood.

Knightswood is a small trading village situated just off the highway that runs
between the great cities of Parrius and Mercinae. Build near the shores of
lake Thrullmere and surrounded by forestland it is an ideal place for the
weary traveller to take the ir ease and have some refreshment in the small,
friendly, village inn. There is also a well provisioned shop for travellers
to restock their supplies.

13.15. Krempton, on the eastern banks of Thrullmere.

13.16. Kristanisti, east of Springdale.

13.17. Ladakh, east of the Moonstone Lake.

13.18. Marshton, on the edge of the Dead Marshes.

13.19. Morgana's Rise on the lowlands of Avalon.

Information on Morgana's Rise was lost in a recent fire.

13.20. Nassau, village of the rampant dragon.

13.21. Ogg, village of the Northwood.

13.22. Oakwood's End, at the north of the Greenwood.

Oakwood's End is, not surprisingly, at the northern edge of the Greenwood forest. It is a town of log cabins and rustic surroundings. The bakers of Oakwood's End are without equal anywhere in Avalon. The town holds true to an ancient cult of nature worship, and they value the god of life above all others.

13.23. Pilgrim's Rest, holiest of villages.

There is little information about Pilgrim's Rest, save that it is home to the monastery of a clan known as the Brown Monks.

13.24. The volcanic mount of Sapience.

Sapience is the only volcano on the Avalon continent, precariously positioned east of Mercinae and south of Parrius. Atop it, it is rumoured, the evil forces of old have harnessed the might of the volcano into some diabolical altar. Entry to Sapience is guarded by the mystical statue of Tagrak, by the village of Coriona - and many hidden entrances and devilish traps fill the interior of the mountain. Legends speak of a Golden Dragon and many mythical beasts who dwell within the untouched corners of Sapience, but few have ever seen inside, fewer still have lived to tell the tale.

13.25. Snowfoot, frozen village of the north.

14. The Avalon Professions.

One day you must choose a binding and specialist profession, that will steer the rest of your mortal life.

14.1. The choice of a profession.

Professions are best described by the skills that are associated with them; a profession may have more than one guild that can be associated with it. Therefore the profession of the Seer not only encompasses the Seers' Guild of Thakria, but is equally the domain of the Astrologers in Parrius, and the Mystics in Mercinae both seeking knowledge of the magics stored within the astral plane. There will come a day in your Avalon life that the most important decision of your career will have to be made; that of a profession to which you will apply yourself utterly both in mind and in spirit. It is within the walls of a guild that you are likely to be stood in good stead for future adventuring. Making the correct choice cannot be underestimated in importance.

14.2. Professions and associated public guilds.

Avalon boasts an assortment of professions. Each profession is represented by a number of guilds to suit those with different outlooks and those living in rival cities.
Profession: Knight.
Guilds: Knights, Cavaliers, Paladins, Warriors.
Profession: Mage.
Guilds: Mages, Enchanters, Warlocks, Wizards.
Profession: Loremaster.
Guilds: Alchemists, Artisans, Loremasters, Craftmasters.
Profession: Sorcerer.
Guilds: Sorcerers, Necromancers.
Profession: Bard.
Guilds: Bards, Minstrels.
Profession: Thief.
Guilds: Thieves, Rogues, Bandits.
Profession: Seer.
Guilds: Astrologers, Seers, Mystics, Prophets.
Profession: Ranger.
Guilds: Rangers, Brigands.
Profession: Druid.
Guilds: Animists, Druids.

14.3. The founding concepts/paradigms for each profession.

There are nine open professions within Avalon, with a few dozen guilds associated with one of the nine; and further specialist avenues to pursue once you have attained a certain mastery over your chosen profession (in most cases). Each profession is founded on certain precepts, with definitive aims/gamplay styles as ideal; each has its own distinct paradigm. The profession best suited for your character is one of its most important decisions and affects all aspects of your Avalon life. It should be chosen with care, to reflect how you desire to be, what effect you wish to have on the land - where your strengths lie. To an extent, all non-pacifist professions can fight competently and an excellent Avalonian will push all professions to a level that would overmatch anyone mediocre. However, the paradigm for each profession becomes relevant when exploring the higher eschelons and assuming a like-competent opponent some professions are better in combat than others; some better at self-sufficiency, some better in groups or against groups, some superior over a broad area, some edge towards defensive, some offensive, etc.

THE KNIGHT
This, along with the mage, is Avalon's most ancient profession and remains its simplest to learn to a suitable level where your character will be able to fight competently and be an effective force in any larger canvas battle. The knight inflicts damage against all foes, if played properly, and its paradigms are those of strongarm, dogged pursuer of enemies, relentless strike frontline or city defender, etc. The profession lacks the subtlety of other combat-orientated skillsets but many find complexity a handicap to faster-achieved potency. and no profession will reach 'potent' earlier than the knight. The founding precepts, in combat, are: agility, damage inflicted, support par excellence, frontline soldier (rather than masterminding general) and resilience to restraint.

THE MAGE
As one of Avalon's two oldest professions, the mage is the archetypcal magic user - employing the enchanted arts in both direct and subtle ways to achieve their ends, counterpoint to the ever-direct, simple but always effective strike-hard modus operandi of the knight. The mage paradigm is the cerebral combatante, working at weaving enchanted presence about a location or - more apposite - an area of locations; and through the enchanted rituals and music and magic spells and candescence they are able to tackle larger numbers of enemies than their counterparts. Planning often plays a role, when a mage is outnumbered, where other professions offer less scope for effective 'chessboarding' of one's magical influence.

It is oft-mistakenly concluded that the mage is a more stationary figure, and certainly when in defensive posture all prepared the mage is a more obviously formidable prospect in battle. But this mistake detracts from growing skilled at mobile offensive actions or celerity bringing whole regions under one's influence. In truth, the mage ought to be one of the most busy, ever-moving individuals on the battlefield. The founding precepts are thoughtful but deadly combat, magic influence over larger areas, more obvious defence but more rewarding/effective mobile offence, fighting outnumbered and fighting clever rather than brutally direct.

THE LOREMASTER
This is one of Avalon's more complex professions insofar as the role ideals are mixed, attracting the peaceful supplier of citizens, shopkeeper/trader types through to violent, hardbitten defenders of the homeland aggressively flying about the land in chase of their goals. They deal in potions, runes, artifacts, enchanted items (like rings of invisibility), forged weapons and armour, locks and keys, runestaves and gem-empowered lorerobes. They specialise in mastery of the skies later in life, if deemed suitably constant to the profession. It is one of the most popular professions as it allows more freedom than most to develop a character, change its demeanour or gameplay approach; and remain an effective and integral individual.

The loremaster paradigm is long-lasting preparatory endeavour lays the foundation for dangerously effective defences and counterattacking. They have myriad defensive options; they can move through the skies with the greatest of ease; they can equip much of their own needs; they can easily make money and wield influence as a result. As a solely aggressive pursuer of a foe the loremaster is more an eroding influence than a deadly foe. The founding precepts are good planning and preparation being key, invaluable contribution to city/alliances, to equipping self and others, to directing battleground over wider pre-prepared areas; to providing the decisive influence in otherwise irreconcilable group conflicts.

THE SORCERER
The most evil or self-centered of professions, the sorcerer, originated in Thakria but occasionally crops up elsewhere in the land. It is the profession of demon-summoning, of black spirits and black magic, of necromancy and vampyrism, shape-shifting and specialist thaumaturgy. The sorcerer paradigm is one of widespread, bloodthirsty violence inflicted on battlefield participants and the stay-at-home fight evaders alike. Sorcerers are incredibly mobile, possess of a hugely powerful first strike, have unfolding need for regular subtlety to colour and/or drive home the extreme violence and dastardly desire to slaughter. The founding precepts are quick preparation, speedy collision with battlefield and immediate, devastating impact; slick pursuit, slippery in defence and oft-inviolate in death. They are iconic leaders in battle, lustful for glorious victory and tend to accept nothing less than a position of authority - directing soldiers, not obeying orders-from-above.

THE THIEF
The most covert of professions, and generally the least demanding on its members to pursue a specific outlook or set of ideals; the thief is the master of subterfuge, the burglar, the cloaked assassin, jack-of-many-traders and scoffer at the intellectualism of the magic user. The thief paradigm is combat on one's own terms: the thief is able to slip about the land, difficult to detect, able to choose the moment of first strike - ambush being an extremely useful and oft-fatal approach. They are difficult to pin down, masters of traps and tricks, poisoners extraordinaire as well as fine archers and wielders of deft weapons. They move fast but rely on intimate knowledge of the land, uncovering secret ways and means where others fumble in the dark. The profession's founding precepts are fast-paced burglar evading direct combat alongside covert assassin striking with speed to achieve deadly ends; shadow dwellers poised for the right moment or, if discovered and pursued, as difficult to restrain (in order to hit back) as the wind.

THE SEER
This is Avalon's most enigmatic profession and the only one to present its most renowned exponents with a fork-in-the-road choice relatively late in their Avalon careers, a choice that defines their specialist area of influence at the expense of other aspects of their seer skillset. The seer is the wielder of curses and blessins, the voodoo practitioner, the user of the seeing stone with a stealthy undertone and charmed existence. Later specialisation diverges the professionals between those who retain broad competence in all areas, those who pursue the mystic truths, building-blocks of life and living things; and those who abandon the solely human world in favour of the ethereal winds wherein they become a force of awesome influence and power capable of affecting entire swathes of the continent for good or ill.

The paradigm seer is the secretive, elusive, gradual gatherer of information and powerbase - spreading a web of deep sight about the land and patiently moulding the mystic and fatalist ways to gradual but inevitable victory. The founding precepts for the pre-specialist seer is the patient fighter (if at all), the fortune teller or the solitary watcher through their seeing stones; combat being a matter of building affinities, moulding voodoo dolls, retaining proximity to enemies and weathering damage inflicted as mysticism slowly builds towards its fatal rubicon; beyond which the seer turns tables from defender to slayer in a single thought.

Founding precepts for the specialist mystic: creation of life, gathering of affinities and observations, subtle manipulation of events and individuals to achieve incredible goals. For the oracle, dweller in the ethereal winds, it is a weird-and-wonderful existence blending diligent preparation, laying and spreading roots about large areas and thence utilising spheres of influence to cause powerful, all-encompassing tumult (or merely knowing and seeing all). Little is known of specifics of these seer specialisations.

THE RANGER
Dwellers in the forest or the wildlands of Avalon, the ranger is often disassociated with the cut-and-thrust of city politics; not obliged to join the land's politics directly but preferring to defend the homeland (Greenwood or Grey Forest as gathering points) solitary or in small packs. They are masters of the forests, of falconry and the bearform, archers-extraordinare and - though they shun traditional magic - practice their own brand of paranormal empathy using the natural world as their canvas. The ranger specialist develops such close affinity with the forests that some can coalesce with the forests themselves, blending souls and summoning superhuman effects as an entire woodland is roused to do the ranger's bidding.

The paradigm ranger is the lone or very small group combatante, defending substance rather than bullying bloodthirsty, wielding bow and claw and an arsenal of natural and supernatural aids to achieve those ends. The founding precepts are twofold: outside of the forest as strong fighters and stealthy evaders; then within the forests transformed to defenders of the faith, one-man-armies, moving with unrivalled fluidity, striking hard and restrained only with huge difficulty. They use birds and beast to do their bidding, thus imbuing the profession with a nurturing element and a deep-rooted love of nature in all her guises; either as means to an end or for its own sake.

THE BARD
Renowned as Avalon's most complex profession to master, since the diversity of options during combat - the choices and actions that will determine the outcome of a conflict - are unparalleled and ever-necessary. The bard is a master of song enchantments, of dramatic effect, of disguise and manipulation, of voice of command, of powerful musicianship. They rely on sight and sound to be effective. The bard paradigm is the defensive posture, to prolong the battlefield action; or if circumstances are moulded correctly flipping instantly defence to attack, to overwhelm an enemy. They are strong against all other professions, though the more complex the opposing profession the more relatively effective the bard.

The founding precepts are delicate combatantes, probing and jabbing (metaphorically) until weakness is exposed - and then working open a floodgate effect as the bard unloads his/her unadulterated offensive; with oft-fatal results. Bards can fight well alone or in groups. In the former case, combat is all the more as described, in the latter their need for perfect timing can be spread to their group and coordination becomes key to success.

THE DRUID
This is Avalon's only pacifist profession, though there are periodically rogues whose actions defy the design of Gods and try to turn the skills to violent use. They seldom last long. The druid profession, centered around the Guild of Animists, are usually forest-dwellers and develop both a spiritual and a naturalist eminence. Their paradigm is the protector of the weak, the altruist, the defender of the defenceless - the arbitrator, the supplier and saviour of those in need. It is a profession tends to attract questors, diplomats, solitary naturalists and social-first types. It has access to some of the most powerful abilities in Avalon but also some of the most restrictive guidelines to guide their use. As a non-combat profession its role in battle has no founding precept.

14.4. The pacifist profession of the Druid or Animist.

Animists are unique characters in that they, of all guilds, shun violence utterly. They regard it as neither a means to an end, nor as a necessary evil in counteracting the forces of chaos. Animists are pacifists who will heal the needy (whether the needy be good, or bad). They will attempt to diffuse wars and act as diplomats between quarrelling parties. The Animists, like the Thieves, enjoy long periods in Avalon history as a single guild encompassing the entire profession. Their exact whereabouts is uncertain, but the centre of their power is said to emanate from the northern greenwood forest, deep in the domain of the god of life. Traditionally the animists have attracted those fearful of battle, those against violence and those wishing to heal rather than harm. Animists are skilled in the arts of the spirits, in healing and herbalism, and in the naturalism of the woodland. They are one of the oldest and most respected guilds in Avalon.

In more recent times the Guild of Druids opened its doors and under the fledgling leadership of Lamothe grew quickly into a definitive and seemingly permanent offshoot of the mother guild. It is seldom in the history of the land that a guild borne of an older institution endures beyond the ephemeral interest of some founding individuals but the Druids has much promise to buck this trend. It is based in the western forests, by the ocean and in the shadow of Gaurthang fortress. Its tenets are similar to the Animists, its role in the land likewise one of altruism and aid, renowned as suppliers of equipment, shelter and advice for the young. Again, like the animists, they are strongly tied to forest lore and a love for the natural world.

14.5. The Bardic profession.

The Minstrel is an enigmatic character, skilled in the arts of songs, story-telling, dramatics and music. Minstrels are powerful public speakers, and have the ability to move an audience to action with the power of their word. With their instruments, they are able to weave songs of great potency and enchantments of lasting moment.

The modern era of the Bards Guild was founded in the late seventh century by Malwen the Songmistress. Her traditions of a benevolent guild have been carried ever since by the members of this illustrious and proud fellowship. The Bards Guild make their home on the east bank of the city of Mercinae in a large complex near the Cathedral. They maintain close ties with the city council and often come to the aid of the citizens of Mercinae in times of need. During peace-time the Bards travel the land giving aid and succour to the needy, spreading their ideals of harmony and altruism.

For history's sake we have included information about the Minstrels Guild, though the guild has long been closed and only its last missives remain to remind folk of a once mighty force in the land:
"The Minstrels Guild broke away from the Bards Guild in the eighth century, choosing instead the seafaring city of Parrius as their home. The current Minstrels Guild can be found along Leaf Lane towards the southwest of Parrius. The Minstrels were brought into Parrius by their erstwhile leader, Falstaff. The ideals of the Minstrels Guild are similar to the Bards; a longing for peace and harmony among the great cities and towns of Avalon, and benevolence towards the needy and the weak. The Minstrels maintain close, friendly ties with the Bards Guild and often members from the two guilds can be seen performing together to amuse and educate the city folk..."

14.6. The physical combat profession - the Knight.

The Knight is a combatant. He or she is concerned with physical prowess over the more elusive magical realms. Knights tend to be strong-willed, dominating, and decisive. They believe that actions speak louder than words, and deeds louder than eloquent speeches. Due to their steady temperament and pugnacity, Knights are more resistant to enchantment than any other profession.

The Knights Guild is based in the city of Mercinae, and they are the oldest guild in Avalon. They align themselves firmly behind the forces of justice and light (led, traditionally, by the King of Mercinae). Members of the Knights Guild are expected to uphold honour and the chivalric code against all adversity. They are bound by notions of altruism and defence of the poor and weak. The Knights Guild has been a bastion against the onset of evil for centuries and anybody considering joining their ranks must have a stout heart, an iron will and a keen blade.

The Cavaliers Guild found their home in the city of Thakria after they split with the Knights. Cavaliers, while still maintaining their firm belief in the ideals of justice and honour in battle, adopt a more direct and dominating stance than their brothers in Mercinae. A Cavalier would rather rule well by decree than inefficiently by democracy. Thus, despite their similarities, the Cavaliers have not remained on friendly terms with the Knights Guild. Cavaliers consider Knights as weaker folk, dominated by the magic users. Cavaliers are renowned the world over for their resilience in battle and their strength of character. You should not consider joining their ranks unless you feel you are up to the challenge of standing head and shoulders above the crowd in open defiance of your enemies.

The Warriors of Parrius and the Paladins of Springdale make up the four illustrious guilds sharing this profession. They all boast the three core specialist skills but a blend of Warcraft, Spiritualism and Trapping occupies the precious fourth professional skill depending on which of these guilds a member belongs to. Alignment, role and citizenship tends to dictate which of the four guilds best suit a youngster - despite sharing a common language the guilds are distinct often oppositional entities.

14.7. Loremaster - the profession of creation; Alchemists.

Those who choose to become a Loremaster tend to be the creators, the makers and the practical folk. The profession learns the skills of forging armour and weapons, of creating magical items, of fashioning runes of power, and of mixing up elixirs of enchantment. Alchemists are not combat orientated, though many are brave. They have no particular alignment, no group morality or ideals. An Alchemist is an individual craftsman trained in specific arts of creation. They provide services for the other guilds, earn gold and fortify their friends from harm. The wise know that the friendship of an Alchemist can prove the difference between life and death, for the creations of an Alchemist can enormously enhance strength and harm ones enemies.

The Guild of Loremasters was founded under the patronage of the goddess of wisdom late in the seventh century. Their home has always been in the city of Thakria. Their founding guildmaster was Raghallach the Golden, ably aided by Davros Bloodaxe. Davros, it was who, in the time of his long-gone leadership, led the Loremasters into prosperity and under his guidance, the guild has become strong and surpassed its sister Guild in Mercinae as the foremost source of magical items, potions and runes. Loremasters tend to be members of the Thakrian society and their guildmaster has traditionally found themselves a place on the council of leadership which governs the city. Over the years the Loremasters and the Alchemists Guild have built up a steady friendship, despite the often volatile relations of Mercinae and Thakria. Such an alliance has proven fruitful, and those considering the Alchemists or the Loremasters should realise that members of this profession will be exposed much less to the danger found in other, more battle-orientated roles.

The Guild of Alchemists is the oldest guild associated with this illustrious profession. They are based in the city of Mercinae and were originally brought into being by the god of time. Their guildhouses are found on the Royal Walk and along the Alchemists Walk in the centre of the city. The modern era of the Alchemists Guild was founded by Aredhel, first-lady of Mercinae and Elof of Old. Together they led the guild through a period of thriving prosperity. Though firmly allied to the city of Mercinae, the Alchemists pride themselves on individualism and freedom of choice within the guild. No member is bound to follow the path of their guildmaster. Should you consider the Alchemists Guild as an option for your character, you should know that their emphasis is upon creation rather than destruction - that they are not creatures of battle, but rather at home among the forge and the workshop.

The Artisans is based in Parrius, and was begun by Procyon, Bringer of Light. They develop the same skills as the Loremasters and the Alchemist, tempering their actions with kindly benevolence and producing goods for the renowned Parrian stalls of Chapman's Square. Fourth and by no means least of the Loremaster professional guilds is the Craftmasters. Based in Springdale and renowned for their fiscal and economic prowess, they are a wealthy and influential guild far beyond expectations when they were humbly founded by Occam some century or two ago. The Artisan Guildhouse is public and can be found upon Consort Way, just north of Hellespont Square. The Craftmasters are by the riverwalk in southern Springdale.

14.8. The basic magical profession - the Mage.

The Mage is the purest of magic users. He learns the traditional realms of magic and magical rituals, in addition to a healthy mix of musical, spiritual and herbalist abilities. Mages vary greatly in character from the dominant to the passive. All thirst for knowledge and to expand their abilities, and the greatest among them are unequalled by any of the other magical guilds in the field of battle. Becoming a skilled Mage, though, takes time and effort - more so than many of the other guilds. Rewards for this diligence are great and numerous.

The Mages Guild is second only to the Knights in age, and was originally founded by Cornelius the ancient god of magic. They are based in the old city of Mercinae near to Park Elienna. The Mages Guild have, over the past few centuries, developed a reputation for their stance against the goblin and enemy hordes. In the defence of Mercinae during the divine war, it was the Mages who fortified the walls of the city for many months against the evil armies. In recent years, the role of the Mages guild has been no less crucial to the survival of Mercinae as one of the dominant cultures. Mages must have strong determination to succeed, patience to learn, and a keen mind to use their complex and powerful skills.

The Enchanters Guild are based in the city of Parrius to the east of Avalon. They broke away from the Mages in an amicable split some time in the early eighth century, under the leadership of Eshkadeth of the Valheru. The Enchanters maintain the same level of discipline and prowess in the pure magical arts as the Mages, though they are not so bound by upholding a long history of altruism and defence of their city. Enchanters are freer to use their great powers for personal gain (or for the gain of Parrius).

The Warlocks Guild was set up most recently of the three Mage guilds in the city of Thakria. It is unaligned, and loyal to the city of Miracles. It was founded by the lady Kirynia and has Kirstiana as its guildmistress.

14.9. Ranger, protector of the wildlands.

Rangers are sturdy, physically tough, rural folk. They make their home often outside the large cities and live off the land. Rangers are skilled in the arts of herbalism and poisons - they know the forests and the wilderness well. They are trained in Forestry and Stealth, able to spring unnoticed from the forest to surprise and vanquish unruly intruders. They can eventually carve totems with powerful symbols and even take on the legendary form of the Bear. Rangers and Brigands also gain a smattering of Trapping to further extend influence outside of their typical environments (forests, wildlands, etc). They are excellent hunters - harkening back to the leadership of Maedhros Allendil, first Ranger and legendary Huntsman. Rangers are also fine fighters, they are competent archers and cunning adversaries.

The modern Rangers Guild was founded in the early seventh century at the centre of the Greenwood forest by Maedhros Allendil, then Lord Maedhros of the Grove. During their hey-day the guild was the vibrant hub of active resistance against the evil wildlands. Eventually Maedhros enjoyed accession to the ranks of the divine, and the guild fell back into a less busy, but nevertheless potent and active force. Traditionally Rangers have concerned themselves with the defence of the city of Mercinae and the civilised villages of the eastern Greenwood. They are the first line of defence against the goblins, the foul beasts of the Cult and from invasion by the cities of the north. Rangers are therefore grizzled, hardy folk. They offer protection to those travelling through the forests and have the skill to fight away even the most mighty of enemies.

14.10. The mystical profession of the Seer.

Seers are a rather unique and mysterious people. Their power is drawn from the stars, and they operate mostly from a distance - from within darkened rooms using brightly flashing seeing-stones. Seers are trained in both the arts of sight through seeing stones, and the multifarious skill of mystics. They learn, even at an early age, the arts of cursing and blessing. Seers tend to be thinking folk, diplomats and manipulators of events from afar. Their prowess was epitomised by the first Seer of the modern age - Anskiere, founder of the Thakrian branch of the guild. Seers establish spheres of influence over which they can exact their enormous power, and through the might of the seeing stones, they are able to battle their enemies. Seers are less effective, though, in face to face combat and often find themselves having to flee from the field of battle to influence the course of action from the safety of their fortified towers.

The Seer profession is one of those with an innate option for specialisation avaiable to those members whose skills have reached maximum potential. Specialisation is optional, since it involves a proverbial fork in the road: one way the oracle, the Farsight expert, the other route is the truemystic, the Mysticism specialist. Oracles surrender part of their prowess at Mysticism, while Truemystics become a little less effective in their Farsight. The Oracle and the Truemystic represent the paradigm of the profesion's founding ideals: a solitary symbiosis with the ethereal and ability to affect whole swathes of the land, or a worker of mystic ways (like the ships of the dead, the netherworld, voodoo) and deep-rooted telepathy/prescience

The Seers Guild is based in the city of Thakria and was refounded by Anskiere the Dark Seer in the late seventh century after being dormant for centuries. He broke away from the Astrologers Guild in order to pursue his own ambitions, and with the aid of the Thakrian seeing stone, a guild was founded about him. Seers are a secretive people, often said to be cowardly in the face of physical adversity, but powerful when back in the safety of their fortresses. The Guildhouse of the Seers can be found on Emperors' Walk to the east of the great Thakrian city square. It is but a stones throw away from the temple of the god of stars.

The Guild of Astrologers is the original home of the Seer profession and was founded centuries ago by the god of the stars himself. They are to be found in an impressive tower on the eastern docks of Parrius, overlooking the Eastern Ocean. With most guilds occupying the same profession, it is easy to draw distinctions between their outlooks. This is not true with the Astrologers and the Seers Guilds. Their members are all individuals, and while some Astrologers lean towards the dark side of the art, some Seers likewise lean towards altruism and light. Both guilds have the same skills and the same potential for progressions.

The Mystics Guild can be found adjacent to the temple of the sea-goddess in southern Mercinae, founded by Merlin the Peaceful to avoid the hurly burly of the Seers and Astrologers Guilds. The Prophets, fourth exponents of their profession, are based in Springdale.

14.11. Demons, Dark magics and Necromancy - the Sorcerer.

Those who choose to follow the profession of the Sorcerer are making a powerful, life-long choice. They are choosing personal ambition, domination of others, strength through routing of their enemies, and confrontation as the ideals of their lives. The Sorcerer offers no quarter and dispatches his enemy with ruthless precision. Often the Sorcerer is a sadist, delighting in the misfortunes and deaths of his enemies. However, there is another side to the coin. Sorcerers are hated by most but their own ranks, often the target for attack from the righteous and good. Though it is said that the life of a Sorcerer is never a dull one, you should avoid this profession unless you are sure that you wish to live an evil life.

The Guild of Sorcerers was the first guild to be erected in the resurgence of the northern city of Thakria. It was led in those days by the now legendary figure of Trekker the Prestidigitator. The Sorcerers Guild is a collection of evil-doers, hell-bent on domination of Thakria and destruction (whether open or covert) of their enemies in Mercinae and Parrius. They are allied with the goblin town and the cultists of Pangyron. Of Sorcerers is demanded a certain sadism, a delight in the painful deaths of their enemies. Often, although Sorcerers do not enjoy the same style of brotherhood enjoyed by the other guilds and guild members are often bitter rivals in the quest for power, a distinct guild loyalty is maintained throughout.

The Guild of Necromancers was based in the city of Parrius and was founded shortly after Parrius' eighth century resurgence by disenchanted Sorcerers under the leadership of Astiroth. Though guided by similar motivations to their Thakrian brothers, the Necromancers moderated ambition with a certain degree of cunning and guile. They were not as sadistic as the Sorcerers, yet no less incisive and dominating. From a Necromancer was demanded loyalty to their guild - a brotherhood of like-minded individuals, bent on domination of others through collective strength. Necromancers, like the Sorcerers, practised the arts of Demonology, Evocation and Stealth. However, the Guild of Necromancers is no more.

14.12. The subterfugial, shadowy Thief.

Thieves differ from most of the other professions in that their guilds tend not to advertise themselves. Traditionally the Thieves have been a collective, yet partially secret organisation - they act for the benefit of whosoever is paying their wages, and can be trusted only so far as their employer has the power to punish misdemeanours. Thieves have the skills of Thievery, Stealth, Poisons and Trapping. They are skilled combatants and excellent covert operators. Though the exact whereabouts of the Thieves Guild in any of the major cities is a closely guarded secret, the northern village of Isabella is rumoured to be a hideaway for members of this profession. There are, at times, other guilds rumoured to share in the Thief profession - the Brigands more prominently and the Rogues on occasion raise their heads above water and court members but often they find themselves subsumed into the great Thief brotherhood under a single hierarchy of elders.

14.13. The Brigand.

The Brigands Guild was founded in the early eighth century. They are a secretive guild, although they are rumoured to make their home in the northern forests of Avalon. Brigands learn the same skills as their brothers in the Rangers Guild, though they have chosen a more self-centred role. They do not defend any particular city, but instead travel the land enforcing their laws. Brigands have been called churlish and sadistic by their enemies, and stories about their unruly, unlawful actions are widespread. It is told that often they kidnap folk from the cities, set them free again in the woods, and then hunt them to death beneath the dark forest eaves. Brigands recognise no traditional authorities - they are termed rebels by many, and ne'er-do-wells by others. Brigands often act as hired mercenaries or assassins, though their price is high. They maintain tenuous links with the Guild of Thieves.

15. The Avalon Guilds.

Information about many of the guilds around the land. Much of your guild choice will be based on what is written herein.

15.1. The Guild of Alchemists.

You sip the last dregs of a vigour potion down your throat, for it has been a tiresome day, but there is still more to come. You stare at the empty potion bottle noting its craftsmanship and remembering the day it was handed to you by a mighty robed figure

Smiling to yourself you drag a wooden barrel towards your seat. Using the essence and a handful of spices you begin to mix yourself a new potion.

Whilst waiting for your concoction to form you take a look around. Along the corridor you spy the guilds loyal tutor Baltron, teaching a new apprentice the ways of lore. To the north you see the elders of your guild fashioning silver into different runes to aid your allies and hinder your enemies.

A deep indigo liquid now fills the once empty bottle. You push the barrel back and raise yourself out of your seat. Stepping outside of your guild you issue a command to your lore robes and shoot quickly up into the sky. You settle yourself among the clouds and watch keenly over the safety of your home city, Mercinae.

All is peaceful and quiet, for now, but you sense trouble may soon approach. Floating back down to the streets you remove a rune stave from your pack and place it on the ground. If your peace is broken it shall not be taken so easily.

15.2. The Guild of Animists.


Thoroughly lost, you find yourself standing at the edge of a clearing in the ancient woodlands. Looking at your surroundings closely, you can almost make out a face in the mosaic of vegetation, but soon blink and the illusion disappears. Suddenly the trees near you begin to rustle and a being emerges from the undergrowth next to you, shedding its forest form. A beautiful golden-haired woman, garbed in clothes matching the rich hues of the forest around her, smiles humanely at you.

"Welcome," she says, an underlying tone of joy in her voice, "to the home of the Animists. I am Aloides, druidess and tutor."

You step back, startled at her sudden appearance, your confusion and nervousness obvious. Noting this, Aloides smiles compassionately then briefly closes her eyes and you feel a sense of peace and safety surround you. Belatedly, you remember your manners and greet her.

"I have heard something of Animists," you say, "but what exactly IS an Animist?"

Aloides smiles again and taking your arm companionably, leads you farther into the grassy clearing, away from the wild bushes with their strange flowers that line the perimeter.

"Let us be comfortable while we talk." she says and settles down to sit on the soft grass, indicating that you should sit next to her.

"Now. What is an Animist?" Aloides tilts her head to one side, then looks deeply into your eyes before speaking again. "An Animist is, and can be, many things. Scholar, Herbalist, Healer, Caretaker of the Forest and the Land, Guide and Teacher for the young, among other things-- but these things alone are not ALL that we are, only what we are perceived to be by others. For the most part, we are content to have it so."

She glances at you again and continues, "The Path of Animistry is not an easy one. Animstry equals Balance: Life against Death, Healing against Harm, Neutrality against Conflict. It is a life of altruism and pacifism that most find difficult to understand, much less live. An Animist gives freely of themselves and of the gifts of the Forest without seeking personal gain. There is joy in caring for the Forest and its inhabitants, in the simple pleasures of nurturing the growth of herbs and trees, in givi
ng to others simply because you have the ability to do so, and in knowing that in return for your care the Forest will look after most if not all of your own needs."

Aloides becomes silent and seems to choose her next words carefully. "You may have heard that Animists are frivolous and take things less than seriously, or that we are cowards. I tell you now that this is untrue, or at best, only partly true."

You nod, looking slightly uncomfortable as you have heard tell of these things.

She gestures with one slender hand, drawing your attention to the surrounding Grove. "This place is one of peace, safety, and neutrality and many come here to share in that when the cares of the outside world press down upon their souls. Yes, we laugh and delight in frivolity- because above all others an Animist truly knows and understands pain. Each death strikes our souls with despair, just as each birth gives us cause for rejoicing. We laugh, not because we don't care, but because we care too much."

Aloides looks back at you and continues. "As for cowardice, it's true we do not fight and that we avoid conflict. For an Animist to take the life of another, the circumstances must be exceptional and dire. It is never done lightly or without consequence, and we prefer to use the exceptional defenses we are blessed with instead. Even a young Animist has the skill to blend into the Forest when threatened. We are healers, not killers, and would prefer to give our own lives than take another's."

She looks thoughtfully and deeply into your eyes, seeming to see your very soul. "And so," she says softly, "will you stay and learn? Walk the Path of the Animist with its joys and pains? Or shall I lead you back to the more traveled roads of Avalon? Think carefully and choose wisely."

Aloides awaits your decision.

15.3. The Guild of Artisans.

15.4. The Guild of Astrologers.

As you gaze across the seas of the east, a light flickering from the crystal halls of the Parrian Observatory catches your eye. You are compelled to climb its steps, discovering a pulsating crystal seeing stone resting in the tower's pinnacle.

Peering into the stone, you are able to see through your mind's eye, a large and dark room, illuminated by the shape of a pentacle layed out in silver stars. The renowned Astrologer, Oloreon, stands by the south wall, gazing out an oversized window. A gust of wind ruffles his long flowing white robes, and he turns as if to acknowledge that you're watching him.

Suddenly, the seeing stone turns a light blue colour as Oloreon begins to speak, "The most ancient and mysterious of Avalon's three mystical guilds, the Astrologers remain a small, secretive circle of elite knowledge seekers. They peer both outwardly at the great powers which mould universes, and inwardly, using omniscient seeing stones, to trace to the soft starlight that comprises the human souls of other Avalonians. Whether the knowledge they glean be employed for grim destruction, or for healing in
justice, or for pure eccentric joy and pleasure is irrelevant. Rather, it is the mindful cultivation of the power itself, and the free development of the intelligent individual, that is the guild's axis; around this axis cycles each Astrologer's life."

The stone flickers a reddish hue, and the focus shifts to a new location, Room of the Stars. It is a small chamber, contained by a domed ceiling spangled with stars. The room is silent for only a moment, until Oloreon takes a step out of cover from the shadows and continues to speak. "The life of an Astrologer is suited to only a very select few. Joining the circle is an arduous journey, though the rewards bear the promise of power beyond the reach of any other path in Avalon. The widely misunderstood
and feared power of Farsight, through which the Astrologer manipulates events through a seeing stone, is only one of three soul-stirring skills at the Astrologer's disposal."

Oloreon pauses for a moment, fiddling with a piece of wax. He gives a quick smirk, and as if by some dark magic, you feel yourself twirling around the room at the will of another. After a moment of chuckling, Oloreon composes himself and continues, "As you can see, the Astrologer also deals in Mysticism, a brand of voodoo culminating in puppet mastery. Astrologers also have Fatalism, the power of curses and blessings. One should think twice before attacking a master of fatalism, as the curses are so di
verse in effect and leave many difficult to cure afflictions. Many of these curses require specific blessings to redress, thus ensuring that befriending a wielder of such power should be high on every Avalonian's list. Supported by his abilities to mimic spellcasting and to move in stealth, the Astrologer's limits are defined only by the bounds of his own intelligence."

Again the focus of the stone shifts, this time to a breathtaking view, unseen by the eyes of most mortal kind. A whirling vortex swirls outwards from the centre of the seeing stone, and it envelopes and whisks you away. You come to after a moment, realizing that you have passed through the seeing stone to the striking location of it's focus. As if in a dream, you rest upon a cloud, relaxing amongst the stars. Looking around, you see millions of stars for vast distances. Below you sit the sun and the mo
on, sparking life into the skies, and even farther below them is Avalon in it's entirety, from the city of miracles, to the city of light, and back to the sparkling jewel of the east.

You jump back in surprise as the grey-bearded Astrologer touches your arm, reminding you of your existence. He makes a gesture with his hand, beckoning you to follow him back to your home city. Oloreon says, "The Astrologers remain insular and secretive, and apprenticeships are rare. But if patience, intelligence, and independence are among your hallmarks, seek them out. There lies the grandest of illuminations." And with that, he chants an unheard litany and vanishes into the air.

15.5. The Bandits Guild.

THE ANCIENT GUILD OF BANDITS HAS LONG BEEN DEFUNCT, BUT FOR POSTERITY THE LAST RECORDED WORDS OF ITS FINAL GUILDMASTER ARE HELD HERE:

You have a choice to make, my friend.

Lay bleeding in the darkened gutter of a dingy back-alley, an unseen knife liberating your purse and your life, the last thought in your dimming mind a curse to your misfortune from an invisible foe...

Or...

Wipe the blood from your blade, safe in the shadows, counting your loot as you slyly laugh with your sinister fellows.

You can be a victim of vile poisons, slight of hand, deceptive cunning and light fingers reaching out of shadowed corners...or you can be the master of these skills.

If the spirit of the thief burns in your soul...

If the blood of the assassin pumps through your veins...

If you believe with every fibre of your being that it is your divine right to take whatever you want, whenever you want, from whomever you want...

Then seek us out, somewhere in the shadows, and join us, for your rightful place is with the Brotherhood of the Bandits.

THE WORDS END.

15.6. The Guild of Bards.

Listen.

The many-varied tunes of the Divine Lyre drift lovingly over Mercinae, each carefully studied Song entertaining, protecting, caressing. All instruments are heard within the Lyre, all power bestowed upon the singer. When a choir of Bards raises their voices, all will turn to listen.

Watch.

Gathered within the Cathedral are Bards at their most joyful work. Dramatics hold their audience enraptured, breathless. Each flowing movement is followed intently by all eyes, yet each flickering smile of the Bard shows amusement for something the mere audience could never know.

Become.

At the entrance of the Guild, doors fly open, welcoming. Songs burst to fill the quiet air, Voices of command bellow in practice. All mixing to form a beautiful whole.

Our guild is one of unity. As each note must be in harmony with another, each Bard will need to add his strength to the whole.

As one of the most difficult professions, certain qualities are demanded of Bards. Confidence, in yourself and in the guild. A measure of strength comes with confidence, strength that will aid each Bard in walking their chosen path. Cleverness, to use all skills at their utmost potential, and to always learn even better ways. Beyond these could be listed, courage, diligence, intelligence, and more. Each individual is unique. All are welcome to try their hands at pulling the strings of Avalon.

Whether of the Bards or not, be warned. Only a very few master the skills complexity of our skills. These few have the world at their command.

15.7. The Brigands Guild.

The wonderful Brigands guild is the second oldest guild in whole of Avalon, it came right after the Knights.

It's members are unknown and even reading this, you risk being attacked by one of us.
The Dark Brotherhood is a secret, only those that deserve our contact get to see and perhaps with luck to learn our skill.
We are not greedy Thieves, we are the powerful Brigands, we gain our wealth from the rich, and then we give it to the poor. We help everyone in their young time. But we are merciless if you step across us.
We swore an oath of poverty, but the guild is rich, the richest in whole avalon. We are stronger than a city, We are richer than all the guilds together. Our members are deadly and handle fast.
Our legions are the most infamous in the world, our guildhouse is the best secured ever, our guildshops are selling quickly, our guildbank is overflowing.

If you wish to become one of us, you must prove yourself worthy. you must show that you are sharpen than a fox, faster than your arrow, more hidden than your shadow.

If you wish to visit our tree-fortress, find your way into the Grey Forest near Coriona, jump past the traps, find the way around the circles of trees, and then... You might find us.

15.8. The Cavaliers Guild.

Sweat stings your eyes, the copper tang of blood lies thick on your tongue, and the heat within the layers of steel threaten to sitfle your last breath as you collapse in exhaustion.
But that is not to be your fate.
As a Cavalier, the blade of Thakria, your martial training begins as you enter into service and follows til the day you breath your last or ascend to Godhood. The choice is yours how it ends, only perserverence is demanded.
Loyalty, Honor, Duty, these core values are yours to live by and you will be held to its measure. Carry youself with bearing and pride, as the eyes of the world will watch and wait for you to fall.
Join us as a brother or sister, if you are stout of heart and thick of skin, to slay the enemies of Thakria, to master the sword and hone your skills as a whirlwind of death.
For when you are one of us, the sting of sweat, the taste of blood, and the feel of your armor pressed upon your flesh as you stand over the pitiful body of your enemy, that is when you feel most alive.

15.9. The Druids Guild.

Druids are protectors of life, friends to all nature, be it olvar or kelvar, plant or beast or man. Many Druids prefer to live in the sacred forests, logs, or stone buildings. Others will also inhabit clustered congregations of primitive dwellings in woodlands or similar natural surroundings. Still others of the profession may choose to make their homes in cities, forging more transient and mortal allegiances. All honour the sanctity of life above other mortal concerns, though they may choose their own path to serve this end.

The intimate connection between the Druids and the forest is the source of all their powers. By understanding this symbiosis, a Druid's being is joined with the forest, and so becomes aware of all that transpires within that realm. A Druid then is a kind of mystic. Go into the woods, and listen. The voices of the Gods are not silent. Their language is as soft as the fresh morning breeze as it sweeps across Avalon, whispering the secrets of the land through the soughing branches of thousand-year old trees. They guide the woodland forces, the ever-nourishing forest canopy under which all may seek shelter; protecting the innocent and the needy, thwarting the cruel and the destructive.

The Druids guild remains non-partisan as a whole, and although individual members may choose their own loyalties - dealing with the consequences of their actions - the guild itself is a home to those of varied outlooks and alignments. Steadfast in their independence, those who would try to dictate and stamp out the true 'path of the druid' from the outside will find themselves shunned.

Druids, however, are not inclined to falsehoods. They are knowledgeable, and speak only truth when they choose to impart their knowledge. Druids avoid killing wild or even domestic animals, except for self-preservation and sustenance. Druids are also adamantly against the taking of life for pleasure or sport. Those that attack flora or fauna before a druid risk the anger of not only the druid, but the immense forces of nature at their command.

The Druids derive their enchantment and naturalist skills from the well-springs of the forestland, blended symbiotically with a strong, healthy awareness of Nature and the Self - a heightened perception of the intertwined, interdependant forces whose ebb and flow defines life in all its myriad colours. They are skilled in naturalism, herbalism and some poison lore, the ways of the spiritualist (an elemental calling) and attain, by dint of their empathic altruism, complete mastery of the healing hands.

The Druids share the skills and specialisations of the profession with the Animists guild. But where the Animists tend to be more withdrawn from the land, relying on good-will and diplomacy to make their way, the Druids do not use their pacifism as an excuse, instead relishing the cut-and-thrust of Avalon's daily life - making their own way, but knowing that their actions have consequences and dealing with the fallout from their own decisions. Their God-given skills are indeed mighty, and the Druids choose how to apply their skills and which to select - answering ultimately only to the God of Life.

May the blessing of the Druids and the ancient woodlands be upon you.

15.10. The Enchanters Guild.

The Enchanters Guild was founded in Parrius by refugees from the Mages Guild after an amicable split. The Guild of Enchanters is more aggressive, more combat-oriented, and is content to cultivate a small, elite group of fighting mages.

The mage is the purest of magic users. Apprentices learn the arts of magical rituals, spells, and the art of candescence which harnesses light for a wide range of purposes. The mage also trains in musical and herbalist abilities. The successful mage is patient and committed to a long learning process in which there will be setbacks. If you have the diligence to stick with it, this world will become yours.

The guild is based in Parrius, to the east of Avalon. The founding enchanters were led by one Eshkadeth, of whom there is little written history. The enchanters maintain a high level of discipline and high expectations of its young, but are not bound to any ideology outside the guildhouse. Compared to the Mages of Mercinae, Enchanters have more liberty to use their powers for personal gain or the gain of Parrius.

Dictate your destiny, Enchanter, and fulfill it. You are part of an elite force, formidable and independent, an inspiration to the young, a nightmare to your enemies, unkillable to the majority of Avalon. Stand in the courtyard of your enemy's hiding place and roar your challenge so that all our ancestors can hear you and smile.

15.11. The Guild of Knights.

The Guild of Knights is the most ancient of guilds in Mercinae. Knights are sworn to uphold valour and justice as well as protect the City of Mercinae. They live by the Chivalric Code.

A Knight strives to master the skills of Chivalry, Endurance, Weaponry, and Trapping. With these skills they stand tall and proud in defence of Mercinae and those pure of heart.

Members of the Knights Guild are expected to be courageous and defend the weak and innocent. Their hearts must contain only virtue and their power knows only righteousness. While their word speaks only truth, their wrath is justice.

The Guild House of the Knights is located at the southern end of the Royal Walk in Mercinae. Those who believe they have the heart and strength to become a Knight may apply within.

15.12. The Guild of Mystics.

"Mystics?" The old man stroked his grey beard for a moment while staring through his crystal ball. After a moment he turned back to you with a smile, "Come child, take a look."

You glance into the seeing stone and see the image of a glorious sunset across the seas south of Mercinae. However the view is far more splendid than you've ever seen growing up in Mercinae, you lean closer to try to determine what the difference is. As you do so a whirling vortex spreads out from the stone and envelopes you completely, whisking you away at high speeds.

When your head has stopped spinning you open your eyes and see that you are staring at the same view as was in the stone. However now you are outside in the city, looking about you realized the reason for the magnificent view. You're standing atop Mercinae's grand cathedral!

Never before in your entire childhood have you been up here, sure you have seen people climb onto the rooftops of other buildings but the cathedral! Not even the alchemists of Mercinae have bothered to come up here even though they could fly themselves. In front of you is the vast sea shining under the sunset, and beside you is the bustling of the city as people of all ages run about getting home after a day's events.

"Simply remarkable isn't it?" the old man's voice comes to from all around it seems. "As a child growing up I was always here, observing the city on one side and the sea on the other."

"This is what it means to be a mystic. We are the eternal watchers of Mercinae. While other guilds train hard learning to fight, taming beasts, mixing potions or singing ballads, we mystics forever watch and learn.

We are Mercinae's silent guardians. Our stones are valuable assets, letting us watch, listen, follow, travel to, and even attack our enemies all from the safety of the guildhouse. Aside from that we practice voodoo techniques and control puppets to do our work for us. We can even bless and curse our friends and enemies with numerous afflictions that make us dangerous foes should anyone come assault us in the guild. We even been able to adopt the mages charming spells and the brigands stealth abilit
ies through our years of observing."

The voice seems far more normal now, turning around you see the old mystic has joined you atop the roof. He smiles warmly at you and turns to gaze off at the sunset. "You need not say a word child...Just enjoy this moment. One may argue we don't live the exciting lives as the other guilds, and for that we will never attract many members."

"But if you ask me, the less people who know about sights like this, the more precious they became." The mystic takes your hand and after a similar sensation you find yourself back to the room with the stone. The mystic smiles at you, shows the way out and returns to his stone.

You leave him and walk off with many questions still in your mind. Just how much do the mystics know? And how much can you yourself learn from them?

15.13. The Loremasters Guild.

You return home from the fields of battle once again, and slam the heavy oaken door shut behind you. Your gem-spangled robes whisper about you as you lean your staff of lore to one side, and sit before your desk of alchemy.

Pouring the last few drops of a sparkling potion down your throat, you rest the empty bottle in front of you on the desk. Reaching into the folds of your robes, you pull out a couple of pouches and begin to pour the spicy contents into the bottle, a s
mell of brimstone filling the air about you. Adding a drop or two of viscous essence, you smile wryly as the sparkling liquid reforms itself in the bottle.

You look beside you. A few delicate files lie in disarray, around a tiny, but magnificent silver rune, carved into the effigy of a tightly clenched fist. You hide the rune within the folds of your robe - one enemy will succumb to its mystical effects
tonight. You also pick up, and slip on a thin golden ring. It appears plain and simple, but only minutes before did you charge it with a powerful magical incantation to aid you in the face of adversity.

You stand, and leave the hall, the heat of the nearby furnace warming your skin briefly. Outside you hear the cries of the Thakrians for your name, for they need your assistance - they need a Loremaster.

15.14. The Guild of Mages.

The Mages Guild is one of the oldest guilds in Avalon. The guild was founded after the Knights, and was made to be its twin and opposite. It has always resided in the great sea-port Mercinae, city of Justice and Light - and it carries a deep loyalty to this city.

The Mages specialize in the use of pure magic, herbs and music all combined together to mold a powerful fighter and defender for not only Mercinae, but for all of Avalon. Their skills are based upon the control of rituals, lightweaving and the manifestation of raw power through their chanted spells.

The Mages are perhaps the strongest profession when it comes to co-operation and teamwork. Their strong friendships and bonds allow them to form the dreaded Avalon Ritual, which can strike any foe throughout the land. Making an enemy out of a Mage is not to be done lightly, for they are not alone!

As a Mage you will come face to face with powerful and evil opponents who mock justice and wish to destroy all that is good. The Mage stands on the front line, always ready and willing to combat the forces of evil and uphold the ideals of justice and light.

Mages need not rely on poisons, swords and armour. Instead, through the power of their minds and magics they create their instruments of war such as their fearsome loyal dragonsteeds, fireball blasting magestaff, or neigh impenetrable lightarmour.

Even though Mages have devastating offensive potential with their life crushing rituals and candescences, they have even greater defensive and supportive capabilities, and are often relied upon to provide safety and healing herbs to fellow citizens and friends.

The path of the Mage is not to be lightly undertaken. The Mage must acquire a great deal of knowledge in an environment that can sometimes be very dangerous. Our power may be great, but the heart of a Mage must be stronger. To be a good Mage, one needs intelligence, fortitude, patience, an eternal thirst for knowledge, and the ever-constant drive to improve.

To be a great Mage one needs to temper these traits with a strong desire for justice and a willingness to fight for Light no matter the cost. For a Mage is made great not by what they were born to be in Avalon but what they have it in them to be.

15.15. The Guild of Paladins.

The Paladins of Springdale are the true defenders of the City of Dreams.

Under the guidance of Andromeda the Goddess of Knowledge, and Apollo the God of Light, these stout Knights turned their attentions to the study of the mystic arts of Spiritualism.

After years of dedication, the first of the Paladins emerged from the stronghold castle of Springdale. Clad in shining platemail and riding mighty eagles, these fearless Paladins have ever since been at the forefront of
Springdale's defences.

Wielding double blades of whirling death, they combine the arts of Chivalry and Endurance with the powers of Spiritualism and Weaponry.

With the skills of Chivalry and Endurance the mightiest of Paladins become the bane of darkness, able to slay demons in a single blow, deflect magical attacks with their blades alone and endure the gravest of wounds to emerge victorious.

Invaluable allies, the powers of Spiritualism allow the Paladins to cross the land in seconds to aide a fallen comrade, to bind their enemies to the earth to prevent their escape and to call life back to a fallen body to resurrect the dead.

The skills of Weaponry see tireless hours spent at the furnace producing the finest of arms to fight the minions of evil. No blade is sharper and no armour more enduring than that forged by a master Paladin.

If you have the courage and fortitude to be a proud defender of Springdale, if you would dedicate your life to the fight against darkness then you can but hope that the Paladins would find you worthy of their ranks.

15.16. The illustrious Guild of Rangers.

The Rangers guild has attracted many to its hidden door in the greenwood since its founding day, on the 1st of Springflower, 819. Some come for the chance to one day take the form of the bear, some for the peace of the forests, and a wish to protect that peace. Whatever their reason for coming, everyone has always been welcome in the cool, shady boughs of the greenwood.
We are, in many ways, connected to our Sister Guild of the Animists. We, too, strive to maintain peace, but we shun not violence and death. Instead, we accept it all as part of Life, for there is no Life without death. We have learned, in this way, to protect ourselves, the ones we love, and the things we believe in.
This is how we have become the protectors, and caretakers of the sacred wood, and all the animals and plants that dwell deep within it. In this territory, we are unmatched. We know the woods better than anyone, and we can use it to our advantage, whether it be fighting or hiding, leading or following. We are equipped with staves, bows, knives and claws. We have the bountiful poisons and herbs of the forest, the use of the vines that hang low, and the branches of trees, high above the ground. We have th
e aid of the wind, and the ability to turn into bears and cats. We are, if we choose, invisible, and if we choose, unbeatable.
Be warned, though, the Rangers path is not a choice for everyone, as it is often a hard path to take. We strive to remain neutral, and still help those in need, defend the helpless, and defeat our attackers. We are, in ourselves, unconnected to cities and politics, and yet our loyalty is unmatched. We are the Rangers of the greenwood, defenders of the forest, and protectors of Life.

15.17. The Rogues Guild.

A powerful and secretive guild, the Rogues ask only two things from its members: self-relience and loyalty.

Under our tutelage you will learn to use the shadows to befuddle your victims. The lore of venoms and deadly traps will be yours to command.

Disarm and pilfer foes with a caress or a stunning blow, the choice is yours.

We ask only a love of freedom, an independent spirit, and a fierce loyalty to brethren.

Join us, and add to our power.

15.18. The Seers Guild.

Darkness draws in, surrounding you in its grip. Gasping for air, you battle a wave of fear, your eyes clinging to a faint light pulsing before you. Gradually growing brighter, until you are able to recognize the glowing orb of a seeing stone.

A voice fills your mind, touches your soul . . .

"It is said that in Avalon, The Gods own the skies, but it is the Seers who command the stars."

You cover your eyes as suddenly, the glowing orb bursts into blinding light, before slowly fading to a soft glow. Jumping back startled, you spy the form of a woman before you, "Galaphyrae", her name, is heard within your mind.

You glance about frantically, trying to locate the origin of the voice, she smirks knowingly at the look of fear in your eyes. She begins to speak, her voice seeming to come from the very darkness surrounding you.

"So little one, you seek the knowledge of a Seer. Knowledge is power, be warned before you seek further. Seers do have the knowledge to command the stars. We have the ability to bring destruction, death, joy and health. We
manipulate the lives of others."

"Seers have the power to heap curses, heal, hinder progress and ultimately kill without being in the presence of our victims. Friends gaze in awe and come beseeching curses and blessings. Foes run, hide and cower in fear of our wrath."

Galaphyrae spreads her arms wide, reveling in the darkness. Lifting her arms wide in the darkness, her voice powerful and mesmerizing fills the air . . .

"Yes! We command the stars! We demand respect! We inspire awe! We acknowledge and thirst for their fear! So come, little one, try your hand at puppeteering the fates of others. I dare you to command the stars! Come little one . . .We await YOU!!"

15.19. The Guild of the Sorcerers.

15.20. The United Guild of the Thieves.

All property is theft. Theft from us. Come loiter in the worst bars, come
stalking from the sewers. We're the cat on the rooftops, the assassins from
the trees... the hand in you pocket. Your pack is not safe, your purse is too
full, and your body is for binding in rope and washing in poisons.

Don't come if you love displays of magic and songs - learn to lie hidden.
Don't apply if you want to see the enemy's face - come stab them in the back.
Don't hide from us - no lock is safe, there's nowhere that hasn't felt our
shadow. Don't listen to the chat around you - learn the secret tongue of the
thieves. Listen closer and you can hear us everywhere... listen... closer...

An arrow pierces the flesh on your neck, before you can flee a rope yanks you
into a back-alley. "why did you come out in the darkness" you cry out as you
see a glint in the blackness like a fleeting star of fate. A knife lunges and
returns into the shadows, the world around you darkens somewhat, sleep fills
your eyes as they glare into the opacity that smothers them. You try and
scream but there is no sound - your tongue is rotten like putrefied month-old
meat. "What's happening?" you think as you try hard to breath. Your body feels
lighter, your possessions feel fewer, you then realise the hands of the thief
throttling your neck... your life grows dimmer.

Bow to us! Bow to Lord Thanatos! Come feel the honour among us! Realise the
thief within you, or live knowing the thief will be upon you.

15.21. The Guild of Prophets.



Turn your eyes unto the nightly heavens young one, and gaze upon the the illustrious beauty of the stars. Each has the power to mould and shape the lives of those around you and the very land upon which you stand. Weaving together both light and darkness to mould the fate of the world.

It is we, the Prophets of Springdale, who are able to master this power. From afar we call upon the power of the stars through the fabled Seeing Stones, scorching the land with a mighty flame or pulling darkness into being to blind the paths of others. Through the stars we can plague our enemies with sickness or turn them into a shimmering mist with the power of Fatalism. With waxen images, we can crush the bones of our foes or ressurrect our allies. Our actions are done in secret for none but thieves
compare to the stealth of a Prophet.

Unlike our sister guilds: the Seers of Thakria, the Mystics of Mercinae, or the Astrologers of Parrius, we are not bound by such childish notions of good or evil. For we make our home within Springdale, the city of Dreams, and if you should choose to bless the land with the pleasant dreams of day or choose to become a harbinger of nightmares, so be it. As a Prophet, your loyalty lies first with Springdale and the Prophets. None other.

So you must ask yourself. Do I have the strength to guide the fate of others? Do I have the patience to attain greatness? If you can answer yes, then APPLY PROPHETS. Take note, however, you will only be accepted if you are found worthy to join our ranks.

15.22. The Craftmasters Guild.

The guild of Craftmasters is the youngest organisation of the illustrious profession of Loremasters but like the beacon star in the sky it has acted as a guiding force for its home city of Springdale.

The skill with which we work our crafts are second to none and incorporate the knowledge of runes of silver, the forging of mighty weapons and armour, the brewing of magical elixirs, and the enchanting of items through the core skill of alchemy. Our young are shown the ways of the land so as to not only have the knowledge and means to sustain and defend themselves, but also those around them.

From its inception - the Craftmasters have been led by those whose names are infamous in the land: Tarkus and Warfarin to name those from distant days, and Fatalus and Rhapsody more recently, all proven to be the greatest achievers in the lands.

The guild is filled with other notable Avalonians, who have been involved with government and other positions of power -Prince or Princess, Heads of Ministry, loyalty to their City and Divine order have eluded few who seek it, but honor, loyalty and prestige all are to be had by those of the Craftmaster guild.

However, it must be noted, there are those Craftmasters who desire to be among the greatest warriors in the land, and for good reason. Our skills allow us to move more quickly through the lands, and the power of our strike is something to be revered.

Whether your inclination is that of pacifism, fighting, or a combination of the two, there is a place for you amongst us- for we are well aware that craftiness and power come in many forms.


15.23. The Guild of Warlocks.

Ancient and dark, the guild of the Warlocks is not for the faint of heart. Seek you to be pampered or fawned upon, another choice might serve you well. But if you seek to drive your enemies screaming into the Abyss, the brotherhood of Black Robes

Warlocks forge their own path, coming together occasionally to wield the might of the Avalon ritual, and are feared throughout the land as bringers of Death and wielders of the Dark Arts.

15.24. The Warriors Guild.

Two swords strapped to their back, bloodied or not by their choosing, the proud guild of the Warriors is not one to adhere to strict codes trickling down from authority. We reside in the pirate stronghold, the city of independence, where each may choose his or her own ideals. The weak we do not hack down, and the strong we may choose to oppose, and without hesitation we tread our own paths with determination. When facing your guildmaster you shall kneel in loyalty, and you will rise soon after to shake
hands in friendship. Do not think us weak in our structure, do not mistake our free-spiritedness as weakness, for no one is ever truly safe from our blades.

Through the hellfire of battle, you shall fight many foes, and wherever you choose to wander, you will wander as a Warrior of freedom. Not the waters of Brahadair nor the jaws of Osiris shall staunch the ever-lasting spirit of the Warrior. When you fall down to the might of another, you will remain fighting, for we live for the fight and die to get back up.

Follow the clanging of swords, the smell of battle, and the cries of victory, and you will find the Warrior guildhouse. Anarchy does not reside here. Independence, battle, and spirit does.

15.25. The Wizards Guild.

From nowhere a chill fog closes in around you. You shiver as your visibility drops to almost zero, your breathing becoming tight in your chest.
Through the mist a mighty green dragon approaches, his eyes like crystal fire and his
roar so powerful the ground shakes beneath your feet.
Astride this great beast sits a Wizard,dressed in the finest silk robes adorned with prancing stags. He looks down upon you and smiles.

"To be an apprentice to magic, to understand magic, to become magic is a long and difficult path to chose but the rewards are more than most can ever dream of.
To control the stars, to bring the flames of hell under your command, to make the ground itself open up and swallow your foe
all this awaits you if you have the determination to become a Wizard."

With a look that you feel in your very soul, the great Wizard flails his magestaff above his head and both he and his mighty steed are absorbed into the mist from whence they came.
You feel as if you have been allowed a glimpse of something very special and are left asking yourself some important questions:

Do I want to be part of a fighting guild that prides itself on loyalty and companionship?

Do I want to use the forces of magic and the stars to defeat any enemy I may face in battle?

Do I have the dedication and determination it takes to become magic?

A voice inside your head replies "I believe I do." With trepidation, you APPLY WIZARDS, and start down the difficult but rewarding path to greatness.

15.26. The Guild of Necromancers.


Entrenched in cossetting granite and scorched stone, the Necromancers reside
countless leagues under Goblin Town where the earth has been saturated crimson
with the blood of goblins and humans from above. The air is so thick with
sulfuric vapour and incinerated flesh that one chokes for the vitality normal
human beings need. No closer could mortals be to the Underworld itself, the
spiritual nexus of all dark and arcane magics. Entrance into this Guild,
however, is difficult, for it has no common doors or corridors; its entrances
are known only to its secretive membership, which has preserved this knowledge
for countless centuries and through many generations.

Since returning to this historic site, the Guild has undergone great
rejuvenation and swelling power, for it was here that its first ambitious
conjurers and vampyric lords of the black magics used to dwell, conjure and
commune. Its halls and unholy altars teem with the primordial building blocks
of the black arts, netherworldly spirits and foreboding omens; it is no wonder
that it was here that the first Sorcerers of Thakria and renegades came from
all four corners of the world to rediscover and master Charming, Stealth,
Evocation, Demonology and power over death itself through Necromancy.

Necromancers in light of their contraversial history with the Sorcerers of
Thakria strive for the annihilation of their misguided cousins -- the feeling
mutual, these two Guilds have the most intense blood feud in the land. Unlike
his brutish cousin, the Necromancers are sophisticated creatures. Rather than
enslaving demons they conjure, they free them from the bondage of the
Underworld in exchange for their timeless knowledge; similarly, the dark
spirits and ancient incantations delve into the secrets of eternal life and
limitless power.

Instead of close themselves to the suffering of mortalkind they create, they
relish and embrace it -- their immortal souls swell to consume the chosen few
liberated by death at their masterful hands. They strive to slay their human
prey not just with their mastery of vampyrism and frightful magic, but with
perverted creativity. Their tempers not foul but bloodthirsty, their rage
infinite, their paradoxical sympathy with mortal anguish, culminate in their
aristocratic grace and aloofness from petty death. Twisted genius on the
battlefield, they have a divinely inspired understanding that their existence
and influence on the world is the most beautiful witchery. Necromancers stand
tall, unshakeable and incomprehensible... for what lay in the eyes of these
magical beasts but all the souls devoured and many lifetimes melded together
that no mortal mind could fathom.

15.27. The old Minstrels Guild.

A soft voice finds its way to your ear, compelling you toward action. A melody sings in your blood, forcing you forward with its intoxicating beat. A Minstrel holds herself motionless, preparing an illusory dramatic to trick the eye.

The power of a single word. The magic in a single note. The enchantment captured in a single breath

These are the weapons of the Minstrel, holding sway over the lesser minds of Avalon.

Wit. Determination. Will

The ability to outsmart, out-do and ultimately bind their foes with their indomitable spirit
(all with amazing flair and style, of course) are the trademarks of their trade.

Minstrels are essentially neutral, known to network with people of all creeds across the land, for the nature of their work often brings them out into the world. They embrace their skills and their friends with a fierce bravado: stunning the multitudes with their antics, filling hushed halls with laughter and drawing a crowd at every tavern in the land. But a Minstrel is not an enemy to be trifled with, for though they may not often choose to exercise their Craft, the resulting defeat will be long reme
mbered by any foe.

Be warned! The Minstrel's path is not an easy one to take. It requires intensive study and impeccable timing. But ultimately a hard road is often the most rewarding. The Minstrel's Craft, though intense, is not without reprieve. The Minstrels are a bawdy bunch and indeed, it is rare to find a Minstrel that takes himself too seriously (or that stays sober). Like many Parrian guilds, they are fiercely passionate and passionately fierce. Then they crack fart jokes. Such is the way of the Minstrel: cunning
, dashing and always the life of the party.

16. Skills tied to Professions.

Along with your basic skillset, you will be given the ability to further your development in several more specialist fields.

16.1. The Skills of the Loremaster Profession.

These skills are gained by those who choose the profession of a Loremaster. These are the Alchemists and Loremasters Guilds. They are primarily involved with creation of things magical or otherwise. Loremasters are creators and as such they gain Alchemy to charge magical items, Elixirs to mix potions of power, Runes to fashion runes of power, and Forging to make weapons and armour.

Alchemy is the general alchemical ability to imbed magical spells from the skill of Charming into specific items such as wands, staves, rings or amulets. Enchanting an item is an easy process which requires one skilled in Alchemy and one skilled in Charming. Together they are able to imbed the spell and charge it up for use by any - even those not skilled in the magical arts. As you become more skilled at Alchemy, you will be able to imbed magic in a wider variety of items in addition to being able to pass more charges and imbed mightier spells. Below is an example of an alchemist creating a ring of healing.

- focus ring healhand
Using your skill of Enchanting Items you make the ring into an item suitable for holding the healhand spell. It needs charging, though.
-
Mage Eshkadeth begins to pass essence to the ring.
- charge ring
You expend your energies and begin to charge the ring.
- The ring is now fully charged with 200 charges of healhand.

Elixirs is the ability to mix potions in empty glass bottles, using the commodity known as Essence. Mixing potions is fairly simple and takes only a short time. Potions can have a variety of beneficial uses, depending on the skill of the mixer. Each full potion carries enough for five draughts. Anybody can quaff a potion, and it is common to find people with a number of potions to fend off the perils of life in a dangerous world. Below is an example of elixir mixing.

- mix blue health in bottle
You begin mixing up a blue health potion in an empty bottle.
- You have finished mixing up the potion.

Runes is the ability to fashion silver runes of power to protect and ward your enemies, and to protect your treasures. Runes are created from pieces of silver ore, and must be fashioned beside specialist equipment or with rare rune fashioning kits. Runes can be fashioned for anyone, and they have a variety of uses. They can be used to banish your enemies, to create sentinels to protect treasures, or even to inform their creator of trespassers. The excellent rune fashioner can create rune staves upon which other runes can be mounted. These rune staves act like totem poles, affecting all who see it.

16.2. The Animist Skills.

These skills are gained by those who choose the profession of a Druid, and the guild of the Animists. Animists are peaceful characters. They abhor violence and mourn for all loss of life. An animist is duty bound to rush to the aid of the afflicted, and their skills reflect this. They can master the art of spiritualism, the lore of healing and herbalism, and the ancient enchantments of naturalism.

Spiritualism is developed to the higher levels only by the Animists, but is shared with the Mages who can progress to a lowly level in the skill. Spiritualism is the ability to channel the living worth of nature and summon forth elemental spirits from the land to do your bidding. When bound together, these spirits can be used to perform useful enchantments. Spiritualism is a largely defensive skill and most of its abilities are those of information gathering and self-defence.

Naturalism is the basic skill of working with nature to achieve your ends. It is purely a defensive and peaceful skill. Naturalism incorporates the art of merging into the forests and flowing through the wildlands to aid those in need. It also affords its wielder the power of controlling the forest - while within the wooded locations, the Naturalist is able to bid the very boughs to do his bidding. Naturalism is developed only by the Animists.

Herbs is developed to its higher levels by the Animists and the Rangers, though the Mages are able to progress through its lower levels. It is your ability to spot and use the various natural herbs which grow all over the Avalonian mainland. Herbs can be discovered in a location fairly easily and once picked and prepared have a variety of helpful properties. They are excellent cures for many of the diseases, curses and afflictions which a player might pick up throughout his Avalon career. Herbs can be either applied, smoked in a pipe, eaten, or drunk as part of a brew. Below is an example of an animist foraging for, picking, preparing and using a herb.

- glance
Vale overlooking the western ocean.
- herbs
You forage around for wild herbs. There are twenty-seven batches of lestagii here. There are two batches of iorthir here.
- pick lestagii
You pick up a lestagii berry.
- prepare lestagii
You prepare the lestagii into a suitable form to be ingested.
- eat lestagii
You ingest a lestagii berry.
You feel better both in body and in mind.

Mana: 820/820.   Health 820/820.

Healing is a skill developed only by Animists. It is the ability to draw power directly from the god of life to pass the living essence of healing to some poor injured soul. As an animist, you constantly enjoy the blessings of life and heal your wounds automatically. Hence by healing another, you assume their wounds and recover gradually. In addition to healing health, the healer can cure diseases and plagues of the mind. As the healer becomes more proficient in the Healing skill, the number of afflictions he can cure will rise. Below is an example of a healer using their skill to heal a sick friend.

- diagnose azrael
You diagnose Azrael.
He has a health of 1123/1170 and a mana of 559/1170.
He is blessed with ten safe encounters with Death.
He is afflicted by dizziness.
- cure azrael dizziness
You touch the forehead of Azrael and sap away the horrible affliction of dizziness.

16.3. Skills of the Bard Profession.

These skills are gained by those who choose the profession of the Minstrel. The associated guilds are the Bards Guild of Mercinae and the Minstrels Guild. The Minstrels gain the skill of music, the enchantment of songs, the art of dramatics and the power of the voice.

Music is shared with the Mages and the Seers professions, though it is only developed to any reasonable level by the Minstrel profession. It is your ability to play musical instruments, to develop a musical ear, and to evoke magical enchantments from spec ific instruments. As your music skill increases, you will develop greater competence at playing instruments as well as developing a more sensitive musical ear. The skill of Music is one of information gathering at its earlier ranks, and becomes a potent d efensive, and finally offensive, skill as you reach greater heights.

- chant equilibrium
You chant the litany of equilibrium.
-
You open your eyes having established equilibrium.
- play flute magic
You blow into the flute, breathing carefully as you move your fingers over the stops to create a pretty tune. A flock of birds summoned by the music of your flute swoop down from above and lift you into the air.

Songs is a bardic skill developed only by those of the Minstrel profession. It is the art of weaving songs into enchantments, and bestowing the power of these enchantments onto your allies or your enemies. Using a song requires the minstrel to sing its wo rds and often requires the accompaniment of a musical instrument. Higher level songs require more than one member of the Minstrel profession to sing together to weave enchantments of even greater potency. Below is an example of a bard singing up a song of fear.

- play lyre
You stand tall and play the divine lyre. Music from the strings is accompanied by a chorus of angelic voices.
- sing jig
You start to play a merry jig.
-
You open your eyes having established equilibrium.
- direct eshkadeth
You sing a brisk, bright song that sets Eshkadeth's toes tapping. The tempo increases, and as it reaches a crescendo, the spell of Fear is complete.

Dramatics is another skill developed only by those of the Minstrel profession. Dramatics is the ability to act and perform. Using the dramatic art, the minstrel is able to disguise himself, to feign injury and such like, in addition to being able to influ ence with the power of his voice. Higher level dramatic abilities involve influence through command and performance, even to the extent of giving experience to those lucky enough to be present whilst the oratory is being performed. Below is an example of a minstrel performing a dramatic.

- performhelp relaxation
Syntax: PERFORM RELAXATION, then pause for equilibrium, then ACT <target>.
Relaxation causes the target to drop some of the physical and magical defences they may have about themselves, such is their relaxed state.
- perform relaxation
You begin the soporific act of relaxation.
-
You open your eyes, having established equilibrium.
- act conteck
Your movements become slow and deliberate as you capture Conteck's attention and induce artificial relaxation. You relax Conteck's extra-ordinary magical resistance.

Voice of command is a skill developed only by those of the Minstrel profession. It is one of the mightiest of natural abilities, and enables its wielder to project his voice and command those unable to defend to do his bidding. Thus it is a considerable p ower. Success of Voice is measured against the Scholarship skill of the person attempting to resist. One very skilled in Scholarship will be able to understand and diffuse the voice of command, and therefore will not be affected.

16.4. The Knight Skills.

The Knight is a combatant. He or she is concerned with physical prowess over the more elusive magical realms. Knights tend to be strong-willed, dominating, and decisive. They believe that actions speak louder than words, and deeds louder than eloquent speeches. Due to their steady temperament and pugnacity, Knights are more resistant to enchantment than any other profession.

The Knights Guild is based in the city of Mercinae, and they are the oldest guild in Avalon. They align themselves firmly behind the forces of justice and light (led, traditionally, by the King of Mercinae). Members of the Knights Guild are expected to uphold honour and the chivalric code against all adversity. They are bound by notions of altruism and defence of the poor and weak. The Knights Guild has been a bastion against the onset of evil for centuries and anybody considering joining their ranks must have a stout heart, an iron will and a keen blade.

The Cavaliers Guild found their home in the city of Thakria after they split with the Knights. Cavaliers, while still maintaining their firm belief in the ideals of justice and honour in battle, adopt a more direct and dominating stance than their brothers in Mercinae. A Cavalier would rather rule well by decree than inefficiently by democracy. Thus, despite their similarities, the Cavaliers have not remained on friendly terms with the Knights Guild. Cavaliers consider Knights as weaker folk, dominated by the magic users. Cavaliers are renowned the world over for their resilience in battle and their strength of character. You should not consider joining their ranks unless you feel you are up to the challenge of standing head and shoulders above the crowd in open defiance of your enemies.

The Warriors of Parrius and the Paladins of Springdale make up the four illustrious guilds sharing this profession. They all boast the three core specialist skills but a blend of Warcraft, Spiritualism and Trapping occupies the precious fourth professional skill depending on which of these guilds a member belongs to. Alignment, role and citizenship tends to dictate which of the four guilds best suit a youngster - despite sharing a common language the guilds are distinct often oppositional entities.

16.5. Skills of the Mage.

These skills are gained by those who choose the profession of the Mage. They are learned by the Guild of Enchanters and the Guild of Mages. They tend towards intellectual excellence and mental discipline. They include the arts of the spell, the enchantments of ritual and candescence, the lore of herbalism and the skill of music. Mages develop Music and Herbs to the level of Grand-Master.

Charming is the ancient skill of magical spells. It enables you to learn, chant and then cast magical incantations. Spells are learned by all charmers automatically as they rise in proficiency. To cast a spell you must first chant the magical charm. Once you have chanted the spell charm, you can cast it. In addition to the number of spells you can cast, the effectiveness and power of your spells will increase as your skill rises. Below is an example of a magic user casting the spell of healing (known as healhand).

- chant healhand
You close your eyes to establish equilibrium.
You chant the magical words of Healhand.
-
You open your eyes having established equilibrium.
- cast me
You touch yourself. You are surrounded by a green glow for a moment which spreads the magical healing through your veins.

Rituals is a skill practised only by those truly skilled in the magical arts. It is unique to the Mage profession. Rituals are danced into existence and are created by the Mage sketching luminous shapes in the air. Different shapes cause different rituals to be brought into existence. Rituals remain tied to the place where they were danced into existence, and act on everybody nearby. Rituals is one of the few skills which is improved by a joining of power. Some of the truly great rituals require more than one Mage to dance into existence. Below is an example of a magic user bringing about the ritual of Hellflames.

- dances hellflames
The Ritual of "HELLFLAMES". Sketch: Star, Crescent, Diamond.
Elemental flames will sporadically spring up and burn your enemies.
- sketch all
You draw a star, crescent, diamond, pentacle and circle in the air.
-
You open your eyes having established equilibrium.
- dance hellflames enemies
You dance forth the Ritual of Hellflames which melts into your surroundings. The ritual will concentrate its efforts on your personal enemies.

Candescence is the art of light-weaving and boasts a wide range of abilities associated with weaving light into defensive, offensive and bamboozling forms. Some of the higher candescences affect entire areas, while others are potent defences to surprise attack and elemental magics. Candescence is intended to compliment Charming and Rituals, and is often the final Mage skill to be developed.

16.6. The Skills of the Ranger.

These are the skills gained by the Ranger profession. The associated guilds are the Rangers Guild of the Greenwood forest and the Brigands Guild of the north. The Rangers gain the lore of herbalism, the skill of archery, the lore of poisons, the art of trapping, and the skill of stealth.

Poisons is a skill shared with the Thieves, but only fully developed by the Rangers profession. It is your ability to spot and use the various natural poisons which grow all over the Avalonian mainland. Poisons can be discovered in a location fairly easily, and once picked and prepared have a variety of harmful properties. Poisons can be used to begin diseases, to spread plague and pestilence, to curse and to maim. As you rise in proficiency, the number of poisons that you are able to find will increase. Some of the greater poisons can have potentially devastating effects and should be handled with great care. Poisons can be brewed and made effective by their vapours, they can be applied to an unconscious enemy or concealed in food. Below is an example of a poisoner foraging, picking, preparing and using a poison.

Dark underground tunnel.
- poisons
You forage around for wild poisons.
There are two batches of jegga here.
- pick jegga
You pick up a jegga piece.
- prepare jegga
You prepare the jegga into a suitable form to be applied as paste.
- apply jegga
You apply a jegga piece.
The world about you seems to darken somewhat.
-
A dark shroud envelops your consciousness as your soul is taken from your lifeless body. Your ghost rises from your corpse to haunt Avalon still.

Forestry is a collection of abilities associated with life in the rugged outdoors. It is practised solely by members of the Ranger profession. Forestry includes bowmanship (the skill of Archery), and leads on to fletching, bowmaking, swinging through the forest vines and other such rangerly pursuits. Rangers guard the abilities learnt through the Forestry skill jealously, and any who violate the secrets can be quickly isolated from the tight-knit forest community.

Trapping is a subterfuge skill. It is your ability to prepare and lay traps to catch the unwary and to protect your valuables. As your skill at Trapping increases, the number of traps you will be able to prepare will also rise. Your traps will become more complex and more damaging. Traps require component items which will have to be collected - but they can be poisoned to maximise effect. Below is an example of a trapper setting up an alarm trap.

- buy iron 1
You purchase some iron ore from Parrius for 20 gold coins.
- get iron
You pick up some iron ore.
- buy bell
You purchase a small bell.
- traps alarm
The "Alarm" trap requires a piece of iron ore and a bell. It will inform you, if you are in Avalon, whenever somebody sets it off.
- prepare alarm always
You prepare a bell trap ready for laying.
- lay alarm northeast
You lay a bell trap to the northeast.

16.7. Skills of the Seer Profession.

These skills are gained by those who choose the profession of the Seers. They are learned by the Guild of Astrologers and the Guild of Seers. They tend towards intellectual excellence and mental discipline. They include the arts of the spell, the ancient skill of mysticism, the craft of Fatalism, the powerful art of Farsight. The profession also gains the skills of Charming and Stealth to a lesser extent.

Farsight is an astrological skill. It is the ability to use seeing stones and to command the power of the god of stars through the stones. Farsight gives the user a dazzling array of powers which can be brought about using the stone, including the establishment of spheres of influence and distant battles for power. Using a seeing stone you may aid your friends in battle or hinder your enemies. The combat of great seers between cities can turn wars. Farsight is a skill developed only by the Seer profession

Mysticism is a dual skill - its earlier stages are concerned with the moulding of waxen images and the building up of consciousness within the waxen images of ones enemies. Once consciousness has been built, the Seer or Astrologer, is able to inflict pain, disease and even death about the waxen image and it will be felt by the victim. The later stages of Mysticism are the puppet mastery whereby the mystic can mould together waxen images, cloth, and wood to form mannequins capable of performing his bidding and wielding great enchantments on his behalf.

Fatalism is the skill of curses and blessings. The Seer may curse or bless pieces of armour, weapons and items to give a variety of beneficial or harmful effects. More potently, though, the fatalist may curse their enemies (or bless their friends). Curses are harmful, often difficult to cure, particularly when the accursed does not have a fatalist ally to bless their afflictions away. The power of fatalism is often underestimated by young Avalon players. It should not be.

16.8. The Dark Skills of Sorcery.

These skills are gained by those who choose the profession of the Sorcerer. They are learned by the Guild of Sorcerers and the Guild of Necromancers. They tend towards intellectual excellence and mental discipline. They include the dark arts of Evocation, the great skill of Demonology, the magical art of Charming to the level of Grand-Master, and the subterfuge skill of Stealth to the level of Master.

Evocation is the magic of dark spirit summoning from places beyond the mortal planes. You can call spirits to you from the dark realms, order them to do your bidding, and battle the spiritualists and the other mortals for control of the world. Spirits can aid you, hinder your enemies, and help in the defeat of the forces of the light. Evocation can exact horrific results and should be treated carefully even by those who Master it. Only the Sorcerers develop the skill of Evocation. Below is an example of a sorcerer summoning up a cloak of protection.

- invoke all
You invoke the seven spirits to your call.
- evoke cloak
Calling the spirits of air and darkness to your command, they form into a veil of ethereal essence about you. You protection is much greater than before.

Demonology is the skill which determines your power to control and tempt the demonic forces which are to be found in the lower planes of existence. Summoning a demon requires the Sorcerer to bring about a magical gate through which the demon will travel. This is done by filling a cauldron with gold or blood and uttering special words of power. Once in the mortal planes, the demons must be tamed by the summoner, and then they can be used for a length of time to wreak havoc and spread the might of their creator. Below is an example of a demonologist summoning up a parasite demon.

- demonhelp parasite
The parasite demon attaches itself to an enemy of yours and saps away mana and health until its victim is dead. Once summoned you should order it to bear a specific target in mind (e.g. ORDER PARASITE ESHKADETH). Then simply lead it to its prey and type ORDER PARASITE ACT when you see your enemy. It will attach itself and will not let go until its victim is dead, or it has been banished.
- intone naurlamalantara
You intone the words, "Naurlamalantara!". A reddish flame springs up over the cauldron.
- summon parasite
Your cauldron shines as 110 gold coins are sucked away into the void. You summon the parasite and a demonic ball of green liquid flops out onto the floor.

Necromancy is a skill developed only by those who have attained the rank of Ultimate in both their Evocation and Demonology skills. You should read the help section on the abilities of Count Bezejeth of Bedillam for details on how to gain the Necromancy skill. Necromancy is the skill of the undead, it enables the Sorcerer to enslave his enemies by imbedding his image on their soul - the Necromancer is usually undead, nearly impossible to truly kill, and wielding potent power unrivalled by any other magical skill over those unfortunate enough to bear his tainted mark.

16.9. Skills of the Thief.

These skills are gained by those who choose the profession of the Thief. Since the Thieves have only one guild (The Thieves Guild), they are only associated with that guild. They tend towards areas of physical discipline, litheness, and robbery. The Thieves gain the basic ability of Thievery, the subterfugial art of Stealth, the skill of laying traps, the art of picking locks, the lore of poisons, and the combat skill of archery. See Section 7.11.2 on Trapping, Section 7.11.3 on Poisons and Section 7.11.1 on Archery.

Thievery is the basic and most potent ability of the thieves. It is shared with no other guild. It is your ability at pick-pocketing, picking locks, archery, slight of hand, and robbery. It will enable the thief to steal items from other players without them noticing. Thievery allows the thief to disarm their enemies of their weapons and pilfer their gold. It should be noted that, when used, Thievery can make its user a most unpopular person. However, when developed to its higher levels, it makes the thief both feared and valuable.

Stealth is the skill of subterfuge. It is your ability to conceal yourself from others, to act with slight of hand and speed of foot. You can hide yourself, hide items, travel around undetected, ambush the unwary, and track your prey before attacking them. Those practised in the art of Stealth will find themselves able to call upon the element of surprise in combat, and to escape the scene of a battle quietly and without danger. The skill of Stealth is shared with the profession of the Rangers and to a lesser extent, the Sorcerers.

16.10. Specialisations across all Avalon's professions.

There are two professions whose highest abilities are accessibly only by those who have made the difficult choice of specialisation: the Seer and the Thief. Specialising involves selecting an aspect of the professional skillset to focus on above the others. Specialisation is optional since hyper-development of one facet of the profession tends to be at the expense of the others.

ONE: THE SEER

The fully-developed Seer, with crowned Farsight and Mysticism skills, has the option of selecting between specialising as an ORACLE or a TRUEMYSTIC. The Truemystic is the voodoo-mystic, giver of mystic life and creator of doppleangers - a quasi-religious fraternity with the unique capacity to absorb the lifeforce of other Avalonians and ultimately, after an arduous and long process, create the opportunity to replicate other players as doppleganger slaves. The Oracle is the wielder of the ethereal wind, the almost invulnerable Farsight specialist - casting aside the physical form to exist largely in the celestion. Whole regions can be affected by the power of the Oracle, their senses reaching into potentially every corner of the land; even into the minds of their fellow Avalonians.

TWO: THE THIEF

Both of the Thief specialists are developed once the Thief has fully developed the Thievery skill to the crowning point of arrowed Ultimate and the two specialisation are the burglar and the assassin. The burglar gains deepest insight into the covert arts, master lock-kits and the lockmatrix, inevitable theft and most secret subterfuges. The assassin learns the ways of cunning slaughter, lightning fast martial artistry, abilities to maim and decapitate. Both specialisations are equally potent in their own ways and it is up to the character of the individual thief which he or she selects. The choice is irreperable and it is only the truly legendary thief, a mere handful over the centuries of Avalon history, able to practice both the burglar and the asssasin skillsets.

THREE: SPECIALISATION COMMANDS

Type SPECIALISTS and you will be able to view a rollcall of the specialists relevant to your profession. It will be obvious when you are able to specialise since you will be informed, once per Avalon month (as you enter Avalon) that your skillset is sufficiently developed to allow you to make the SPECIALISE request.

Syntax: SPECIALISE AS BURGLAR or SPECIALISE AS ASSASSIN for Thieves.
Syntax: SPECIALISE AS ORACLE or SPECIALISE AS TRUEMYSTIC for Seers.

The above comands are required to declare your wish to specialise. There are a few criteria, such as your Avalon age and status, as additional requirements to be allowed to be specialise but presuming you have the capability your declared wish will be communicated to all of those with the power to grant you access to the specialist field. In the case of the Seers, this is solely the existing specialists; in the case of the Thief, this is largely the decision of the head of the guild. In many instances divine blessing is also required to allow specialisation to take place since these are incredibly powerful, secret abilities and irresponsible, fairweather types are not to be admitted.

If you are one of the chosen few with the privilege of choosing whether individuals are allowed to specialise you will be informed of his/her declaration and be given instructions how to admit or refuse them.

FOUR: THE RANGER and THE ANIMIST

There are specialist or selective/high-level abilities available to both the animists and the ranger professions but although these require skills to have been developed to their highest potential, it is not a pre-requisite that the SPECIALISE command is used; nor that another individual from the profession be responsible for admission to the profession's greatest powers.

The first phase of the attainment of the paradigm powers for these professions is reached through the presentation of five ceremonial, symbolic mature birds - by five Elders of the profession: the owl, the robin, the carrier pigeon or dove, the falcon and the enigmatic crow. The completion of this presentation ceremony will bestow Ornithology on the animists and Falcony on the rangers.

The possession of Falconry or Ornithology is the gateway to the next stage, the eternal phase of the pinnacle of animism and ranger's sylvan lore: the woodland affinities. Little is known of this outside of the profession save that the forests themselves, ever vigilant, ever remembering, are the foundation.

FIVE: THE KNIGHT and THE MAGE

Avalon's two original professions operate in a more utilitarian fashion to the others, where specialisation is - in effect - available to all those knights and mages of sufficient age and commitment, regardless of whether their brethren accept or deny the progress. Unlike the other professions, there is no ceremony needs completing, no ritual needs building, no support needs garnering to gain what are effectively the specialist abilities of Rituals, Charming, Candescence, Chivalry, Endurance and Weaponry. To gain the crowning abilities the knight or mage must - of course - achieve a maximum spread of professional skills, taken to their furthest possible potential as described in HELP ULTIMATE. Then, once this full repertoire is achieved, the passing of each Avalon year will provide a visitation describing the necessary steps to acquire whatever specialist ability is next. For the Knights, it is great and glorious Quests; for the Mage, it is the uncovering of arcane, legendary Chants. This continues, year on year; how many years, few have deigned to tell...

SIX: THE LOREMASTER

There are two specialist skillsets available to the Loremasters: Opalescence and Skymastery. Unlike other professions where one or other of the specialist 'routes' must be selected, to the detriment (unavailbility of the other) the loremaster is able to acquire both specialist skillsets as part of his/her reprtoire. There are no inherent limitations imposed on ability acquisition. However, access to the specialist knowledge is controlled by the Council of Lore, a cross-guild, cross-city group blended of lifetime and elected members (mortals) numbering twelve individuals. The Lore Council selects a Head of the Council (the Supreme Loremaster of Avalon) and this individual determines the criteria for each specialisation. Members of the council are independent, semi-permanent and charge with great and unique guardianship of the profession.

Loremasters may type LAWS at any time to review the latest criteria and edicts of the Lore Council. Opalescence and Skymastery are considered as separate entities - the former dealing with the weaving of what is known as the opalescent spectrum, a string of gemstones fifteen-types woven into the fabric of the lore-robes. These gemstones are empowered, they are evolved; they are the source of the Opalescence powers developed by the loremaster par-excellence. Opalescence is historically considered the right of all true and committed loremaster professionals and the Council of Lore tends to adopt a more liberal stance on its acquisition.

Skymastery, on the other hand, is a more broad canvas - centered on a loremaster's ability to communion and command the air element within the sky realm: winds, storms, clouds, rains, lightning, and such like. In the hands of one skilled and wel-versed in the nuances of the skies it is one of the mightiest of powers available to mortal man - for harnessing the might of the tempest, directing the very storm upon one's foes; few more fearsome and widely affecting abilities exist. As a consequence of its extremely potent import, the Skymastery specialisation is far more closely monitored by the Council of Lore; and indeed the fundamental purpose of the council, its raison d'etre, is the sanctity of these abilities - holding the keys, on behalf of all Avalon, to mastery of the skies. It is a responsibility rightly held as precious.

For further information on the Loremaster's specialisation and the illustrious Council of Lore, see HELP LORECOUNCIL, HELP LOREHEAD, LAWS, HELP OPALESCENCE and HELP SKYMASTERY.

SEVEN: THE SORCERER

Little is known of the mysteries of the Sorcerer specialisation, since the arts are kept firmly within the confines of this most dark of professions. However, it is commonly understood that while the early stage practitioner in the dark arts acquires evocation (dark spiritualism) and powers over the demonic plane, it is only later - when they have proven the lust for blood and thirst for the conquest of souls - that they attain their neophyte specialisation: the art and abilities of Necromancy. Indeed, it is said that no aspirant to the evil ways is complete without Necromancy and it is almost considered a right, a component of the general skillset repertoire.

And this is where knowledge grows hazy for though it is understood there exists great powers beyond the typical reperttoire of Evocation, Demonology and Necromancy - beyond even the crowning of these three sorcerous skills, the method by which a sorcerer unlocks the subsequent steps is a secret known only to them. All that is stated in legend is the full moon and the howling of the werewolf are commonly associated with the mysteries of this deeply enigmatic, disquieting thaumaturgy; and that every exponent of the thaumaturgist's art has been renowned for his or her unholy shrine - a blend of worship to the Dark Gods and blood-altar in the form of a penttagram. Beyond this even myth and legend fall silent.

16.11. The opalescent spectrum; Loremaster specialisation.

Opalescence is one of the two specialist ability sets available to highranking members of the Loremaster profession. It is generally considered to be the more easily obtained of the two specialisations (the other being Skymastery - see HELP SKYMASTERY). The loremaster profession's specialisations are attained through the illustrious Lore Council, membership drawn from a diverse range of elders in part guild and in part lifetime appointed.

The mainstay of the Opalescence specialisation involves the lorerobes, abilities already having been obtained by dint of achieving excellence in the Alchemy skill and - by gaining the specialisation - the loremaster professional is able to unlock the true potential of this most potent of artifacts. Essentially there are numerous powers, accessed and developed by the weaving of gems into the lorerobes. Different gems illuminate distinct facets of the lorerobes' powers; more of a certain gem woven into the robes (depending on the specific power) generally strengthens the loremaster professional's use of the associated abilities. Thus there is an ongoing conflict (or consensus) across the guilds over the use and distribution of the finite gemstones. Some cities are known to support their loremaster profesionals in the development of their lorerobes; others play free-for-all; some guilds make it their business to ensure base level lorerobe gem content for all specialisats, others are purely competitive.

The attainment of the full range of possible gems woven into the lorerobes is known as the 'opalescent spectrum' and this achievement is the first target of all opalescence specialisats. The full spectrum of gems illuminates its own distinctive powers. Loremaster professionals are able to examine their robes of many-colours to quickly assess the extent of their opalescent spectrum - the act of doing so gaining a visceral insight into ranking of his/her own robes versus the lorerobes of all other opalescence specialists.

16.12. Master of the skies; Loremaster specialisation.

Skymastery is the second and generally considered the more exclusive of the specialist skillsets gained by those highest ranked members of the loremaster profession. It is bestowed by the Lore Council, and deals with a wide range of powers centered around a fluid comfortability up in the skies, in amongst the winds and the clouds - whether facing the doors of night, or rising phoenix-like towards the stars. The Loremaster profession, through this specialisation (and full development across the disparate range of skills), has attained an indelible affinity with the element of the air.

There are many specialisations intertwined with aspects of the land touched-upon (to varying degrees) by the skillsets - particularly the specialisations - of oher professions and Skymaster is known to contend with Ornithology and Falconry, with Thaumaturgy and with certain elemental portions of the Paganism practised by those with great affinity to the forests and the earth. Influencing the weather with a much-expanded lorestave repertoire, evolved elixirs, runes and multi-plane effects across the real, the astral, the ethereal and the netherworld. No more can be revealed here for the secrets of skymastery are closely guarded by the Lore Council, as they sit beneath their austere, strongly symbolist emblem: the kabbalistic tree of life.

16.13. Ornithology, specialisation for Druid professionals.

Two professions share certain aspects of specialisation with their brethren in the skies - the birds: the Druids and the Rangers. Members of these professions court empathy from a young age all across the animal kingdom and natural world and, while the flavour of their skillsets vary with the Druids pursuing the less aggressive Ornithology and the Rangers attaining the more belligerent Falconry, the method of attainment for both is the same.

The aspirant bird specialist must have reached the crowning skill level in the core professional/guild skill - Naturalism for the Animist/Druid and Forestry for the Ranger types. He or she must then be presented with five so-called 'specialist' birds, one each from five different Elders of the profession. These five birds are: the falcon, the crow, the carrier pigeon, the robin and the moon-owl. Since most of the bird-related skills require a mature and healthy bird to use, this presentation serves the dual purpose of also providing the new Ornithology/Falconry specialist with bird-friends ready, willing and able to ensure abilities can be used.

Formal presentation is straightforward in principle but less so in practice. It requires the aspirant bird specialist to be PRESENTed with one of each of the five 'specialist' birds as listed above, by five different individuals. These five individuals must be elders of the profession, be that of rank Elder within their guild, of Guildmaster/Guildmistress status, or holding the profession without break for over an Avalon century. The presenter must have been present in Avalon for at least an hour for the current and previous week; no fairweather supporters! They must also be mutually designated FRIENDs and this friendship should, ideally, not be of the ephemeral variety - it should have endured for at least a few Avalon years.

At the point of presentation of the fifth 'specialist bird' the aspirant will not only have a fledgling menagerie of his/her own but will also be able to type PRESENTATIONS. This will review the five symbolic birds, inform of their presentation origins, and - if appropriate in all cases - bestow Ornithology or Falconry on the new specialist. You may type PRESENTATIONS at any time to review your bird-presentation status, to watch the tally increase as respected fellows bestow their favour upon you.

This first specialisation, Ornithology or Falconry, brings with it a wide repertoire of abilities, partly depending on one's profession and partly depending on one's woodland affinities (see HELP FORESTS and HELP AFFINITIES). It is also the first step on the path to the broader, more powerful specialisations for both Ranger and Druid professional: Sylvan Lore and Animism respectively. You will learn more about these mighty specialisations - providing you are a member of the appropriate guild - when the time is right. Exploration of the guild and city libraries can often prove quite illuminating when delving into the subtleties of bird rearing and sylvan/animist lore.

16.14. Falconry, bird empathy for the Ranger profession.

Two professions share certain aspects of specialisation with their brethren in the skies - the birds: the Druids and the Rangers. Members of these professions court empathy from a young age all across the animal kingdom and natural world and, while the flavour of their skillsets vary with the Druids pursuing the less aggressive Ornithology and the Rangers attaining the more belligerent Falconry, the method of attainment for both is the same.

The aspirant bird specialist must have reached the crowning skill level in the core professional/guild skill - Naturalism for the Animist/Druid and Forestry for the Ranger types. He or she must then be presented with five so-called 'specialist' birds, one each from five different Elders of the profession. These five birds are: the falcon, the crow, the carrier pigeon, the robin and the moon-owl. Since most of the bird-related skills require a mature and healthy bird to use, this presentation serves the dual purpose of also providing the new Ornithology/Falconry specialist with bird-friends ready, willing and able to ensure abilities can be used.

Formal presentation is straightforward in principle but less so in practice. It requires the aspirant bird specialist to be PRESENTed with one of each of the five 'specialist' birds as listed above, by five different individuals. These five individuals must be elders of the profession, be that of rank Elder within their guild, of Guildmaster/Guildmistress status, or holding the profession without break for over an Avalon century. The presenter must have been present in Avalon for at least an hour for the current and previous week; no fairweather supporters! They must also be mutually designated FRIENDs and this friendship should, ideally, not be of the ephemeral variety - it should have endured for at least a few Avalon years.

At the point of presentation of the fifth 'specialist bird' the aspirant will not only have a fledgling menagerie of his/her own but will also be able to type PRESENTATIONS. This will review the five symbolic birds, inform of their presentation origins, and - if appropriate in all cases - bestow Ornithology or Falconry on the new specialist. You may type PRESENTATIONS at any time to review your bird-presentation status, to watch the tally increase as respected fellows bestow their favour upon you.

This first specialisation, Ornithology or Falconry, brings with it a wide repertoire of abilities, partly depending on one's profession and partly depending on one's woodland affinities (see HELP FORESTS and HELP AFFINITIES). It is also the first step on the path to the broader, more powerful specialisations for both Ranger and Druid professional: Sylvan Lore and Animism respectively. You will learn more about these mighty specialisations - providing you are a member of the appropriate guild - when the time is right. Exploration of the guild and city libraries can often prove quite illuminating when delving into the subtleties of bird rearing and sylvan/animist lore.

16.15. Attainment of Animism; druidical specialisation.

The word "Animism" has many meanings within Avalon, whether you refer to the Guild of Animists, the original pacifist profession - protectors of life in all its forms, and guardians of the natural world; or the concept, generally tied in with the divine Orders of those deities residing within the Life or Nature realms, recognising the primacy of all living entities (be it flora or fauna) as holy and perceiving the Animist role within as guardians of life in all its forms. To those within the druid profession, however, it is also the name of the highest tier of attainable skills: the crowning achievement of an empathy with Nature garnered over years of tending the forests, nurturing the creatures of the world, and preserving or restoring life to the fallen.

The route to acquiring Animism is no short, ephemeral road. It is a journey undertaken with a long-term perspective as prerequisite. It requires the aspirant to have pushed all of their guild skills to the crowning point, and then to have acquired a close sympathy with those mediums of nature - the birds - via Ornithology (see HELP ORNITHOLOGY). This will have provided the aspirant with an insihght into the ways of the forest and its affinities. It is through building affinities with Avalon's woodlands and, in particular, focussing on reaching such closeness with specific forests to be considered 'one of the five most beloved' individuals active in the land, that steady progress towards Animism is made.

Every Avalon month the forests of the land will register their affinities and, depending on the size of the forest, any member of the druid profession in the top five 'highest affinity' also satisfying the criteria detailed above will advance a little further along the road of Animism acquisition. The druid professional will be informed, each Avalon month, of the state of their progress towards Animism; and the elders of the profession - those with Animism already part of their repertoire - have ways of assessing everyone 'on the path' and how far they have travelled. There will come a point when the ongoing advance consequent of the highly placed forest affinities crosses a certain threshhold; and then the druid professional will step into the land to finally receive the fruits of their long labours. They will gain the Animism specialisation and be free to explore the wonders entrusted to the very pinnacle of the profession.

16.16. The knight profession's great quests: the Crusades.

When a member of the knight profession reaches the crowning point for his or her respective guild-skills, it will become possible to set out on what is known as a Crusade. The Crusade is a combination of quests of most challenging and singular type - difficult to overcome, testing the individual's skill to its limits. Success in a Crusade brings great reward: the attainment of a specialisation abilityset appropriate to the particular Crusade and the crowned skill from which it derives, and on occasion an artifact - permanently to become part of the knight's inventory - such as a unique, legendary weapon. The specifics of the Crusades and their rewards are known only by the elders of the profession and it is the business of the Knights, Cavaliers, Warriors and Paladins guilds; no more can be written here.

If you are a member of the knight profession and have reached the crowning point of a particular skill (providing you have hit your guild-limit levels for the three core guild-skils: Chivalry, Endurance and Weaponry) then further information will be forthcoming. You will find yourself given instructions about beginning a Crusade in a crowned skill, by your guild tutor, when you are judged to have sufficient experience to merit the great task. If you have no guild you will find the likes of Entropicus of Alessandria or Raffi the Eastern Warrior both able to give out crusades. You will also be able to REQUEST CRUSADE FROM <guildtutor> to specifically ask the guild-tutor to cycle through any Crusades avaiable to you.

The First Crusade is known as the "TrueKnight" and is based on Chivalry. The Second Crusade is referred to as "Weapons of War" and derives from crowned Weaponry. The Third and last of the trinity of crowned skill Crusades is known as "HolyCompanion" and is associated with Endurance.

16.17. Seer specialisation: the Oracle of the Ethereal Wind.

16.18. The pinnacle of ranger skills - the Sylvan Lore.

The pinnacle of the ranger skillset, the most potent of the profession's powers, are to be found under the banner of Sylvan Lore. The Sylvan specialisation is attained through reaching a highpoint of affinity with the forests of Avalon and maintaining it over many Avalon years. There is an element of competition in the forest affinities, since your woodland sympathies are pitted against others in the ranger and druid profession; though often a consensus is reached with certain forests declared the domain of the ranger, others under the wing of the animists. The land's current political climate will doubtless affect whether an individual's pursuit of Sylvan Lore is a case of competition or consensus.

Here is the precise process for advancing towards gaining Sylvan Lore, for those in the ranger profession: Every Avalon month the forests of the land will register their affinities and, depending on the size of the forest, any active member of the ranger profession in the top five 'highest affinity' possessing the Falconry skill will gain a little "forest empathy". See HELP FALCONRY for info about that first-stage ranger specialisation. You will be informed each new day you enter Avalon how your "forest empathy" is progressing, as a percentage, towards the eventual attainment of Sylvan Lore. Eventually, providing you have gained sufficient "forest empathy" you will crossover 100% of what's required and - in a way everyone in the land will see - Sylvan Lore will be acquired.

Once acquired, Sylvan Lore will become a permanent facet of the ranger's character repertoire - and, depending on which forest he/she stands within, abilities will present themselves. The higher the affinity in a particular forest the greater the range of abilities, the more powers available. A sylvan specialist rated closest friend of, for example, the Greenwood forest - he or she will command vast resources and enormous powers; and since only one person can hold this position at any time, the extent of these powers steps way beyond the typical limits of mortal influence.

16.19. Elementalism, the crowning skill of the Magi.

Elementalism is the crowning skillset of the Mage profession - explored by the Mages, Enchanters, Warlocks and Wizards guilds. The extent of an individual's command of the elemental world is determined by his/her elemental experience - depicted, roughly, when you type ELEMENTS. Everyone in Avalon has an elemental experience, based on an accumulation of circumstances and moments in their everyday life - specifically when he/she comes into contact with something definitively elemental, like swimming rivers (Water) or flying through the skies (Air). Though all garner elemental experience it is only the mage professional able to harness its power; and this is the skill of Elementalism.

NOTE: when you type ELEMENTS you will be informed of your experience with the four elements - Fire, Air, Water and Earth. This is staggered information; it is evaluated every Avalon month or so and it will not reflect events experienced very recently. The gauge of elemental experience is also affected by the blend of events, repetitions being penalised to the point of zero benefit, to encourage diversity over automation.

Anyone can type ELEMENTALS to gain an impression of the sum-total elemental experience of themselves and their fellow Avalonians - a ranking list of those in the land, arranged from most to least experienced.

To gain Elementalism requires a crowning of all the guild skills and the attainment of master-resonator level in psycho-resonance arcana (see HELP ARCANA). This demonstrates a rare personal prowess worthy of beginning what is known as the elemental resonation, performed in one of the land's oldest locations - the summit of the Tor by the stone cross in the old forest, near the centre of the continent. Stand atop the tor and type BEGIN RESONATION and providing you have the skills and the psycho-resonance as part of your permanent repertoire, you will perform the worldwide resonation and grasp Elementalism. This will allow you to commence its development, to slowly gain its disparate abilities; to fully live out the potential of the Magi. None can stand in your way - no permission is required - for the Mage is by nature an independent soul, unearthing the magic arts through individual discovery rather than committee.

17. The Avalon Skills System.

The individual skillsets and the relative abilities of each.

17.1. The core-skill of Constitution.

Constitution is a skill that every Avalonian starts with. It is your ability to defend against magical attack. Many of the guilds use enchantment as their prime means of offensive action, and a high constitution will enable you to have inherent resistance to their attempted attack.

17.2. The core-skill of Defence.

Defence is a skill used during combat of any kind to determine your ability to dodge, or parry blows. It can be roughly translated as your agility to avoid getting hit. Defence is used against the combat skills to determine how effective you are at dodging a blow.

17.3. The core skill of Fisticuffs.

Fisticuffs is a skill used during combat to determine how effective you are at hand to hand fighting. It is used when evaluating your chance of hitting and opponent and the damage done with each blow. Everybody starts with some Fisticuffs ability.

17.4. The core skill of Perception.

Perception is a multi-purpose skill. It deals with a number of things, basically your ability to see things around you which happen either very quickly, or are hidden. Perception is used to discover hidden people and objects, when avoiding an ambush, when being tracked, when discerning which way people are heading. In short it is your complete ability to be aware of your surroundings. You will gain specific abilities as your skill at Perception rises.

17.5. The core skill of Scholarship.

Scholarship is a general skill dealing with an assortment of scholastic pursuits. Initially it is a defence to the Bardic Voice (your resistance rises as your Scholarship skill increases), but it also inclues a variety of useful abilities. It is the skill of general knowledge.

17.6. The economic skill of Farming.

Farming is the first of a pair of skills (the other being Labours) associated with the production of the various commodities of life. The skill contains around thirty abilities dealing with ploughing, crop growing, animal husbandry, tree nurturing, harvesting and such. Unlike most of the skills, Farming cannot be expanded by simple lesson learning and teaching - it must be practiced and experienced to advance in this most important of skills. You will gain the benefit of your practise at regular intervals, providing you have performed sufficient farming actions to warrant growth in Farming skill.

17.7. The economic skill of Labours.

Labours is the second of the pair of processes skills (the first being Farming) associated with the production of the various commodities of life. The skill, like Farming, contains around thirty abilities dealing with a wide range of pursuits; mining for ores, panning for gold, spinning cotton, blowing glass, dye-making, and so on. Like Farming, Labours cannot be advanced by simply learning lessons or teaching lessons - it must be practiced for advancement. You will gain the benefit of your practise at regular intervals providing you have spent sufficient time performing some labour or other.

17.8. The academic skill of Itemlore.

Itemlore is a basic skill, mainly developed by alchemists and loremasters. It deals with your ability to assess items of their inherent worth, weight and assorted properties. Associated with the Itemlore skill is the PROBE command. Type PROBE followed by the name of an item to gain information about it using this skill. As you rise in Itemlore proficiency you will find the depth of probing increasing and the number of properties that you can discover rising.

17.9. The academic skill of Riding.

Riding is a multi-purpose skill. It deals with your ability to ride animals, to spur animals in battle, to lead animals about, and general your ability to master a dumb animal in day-to-day situations. The higher your riding skills, the greater your ability to control an animal to your wishes. Most Avalonians, whatever their citizenship, guild or age, will have a smattering of Riding skills and may be willing to teach you.

The most basic riding ability is mounting, dismounting, and movement on a steed. Young riders must stick to more docile steeds, but the more advanced can mount the likes of eagles, warhorses and even unicorns. To ride an animal type RIDE <animal> or to dismount type DISMOUNT <animal>. When mounted, you will be aided in your melee and will find movement about the land easier, less exhausting and safer.

17.10. The academic skill of Survival.

Survival is a general ability, dealing with your ability at various outdoor or physical pursuits. It includes such abilities as swimming, navigating the waterways of the land, controlling your sleep patterns and enhancing various abilities in other skills.

17.11. The academic skill of Swordplay.

Swordplay is a skill used during combat to determine how effective you are at melee combat using a weapon. It is used when evaluating your skill at using weapons, your chance of striking an opponent, and the damage done with each blow. The more times you strike somebody or something, the easier it becomes to hit them. Thus people with a very high defence will be vulnerable to repeated blows. Swordplay is only fully developed by members of the Knights profession, though all guilds are able to progress in it to some extent. Guildless individuals are limited in their Swordplay effectiveness to Grand Master level.

17.12. The skill of Seafaring.

Seafaring allows mortals to navigate and survive in the realms of Proteus, god of the sea. As your skill progresses you will find you are able to handle sailing apparatus on vessels of increasing size and complexity as well as survive the ill, and sometimes deadly effects of sea travel.

At a certain point, you will be proficient enough to build your own ship and direct a crew in the business of exploring the expansive wonders of this new frontier.

17.13. The skill of Alchemy.

Alchemy deals with your general alchemical ability to embed magical spells in the realm of Charming into special alchemical items, such as wands, staves and rods. To enchant an item, you must first set it up as a FOCUS for the spell, using the command FOCUS <item> <spell>. Then together with a mage versed in the appropriate realm or a fellow alchemist, you must charge the item. To charge an item, the mage/loremaster passes essence by ESSENCE <item> while the alchemist charges by CHARGE <item>. The two of you will remain charging and passing essence until one of you types CEASE. As you become more proficient in alchemy you will find yourself able to focus more spells, to charge faster and to higher levels. Type MAGICLIST to list the magical items you hold, together with charges and spells.

Example of charging an item:
- Focus ring healhand

One skilled in Charming or Alchemy must type:
- Essence rin

Then the Alchemist must type:
- Charge ring

The process of charging is then automatic.

17.14. Arcane lore from bygone ages.

Although the vast majority of your character's efforts will be spent pushing the limits of your general or specialist skills, in addition to a modicum of attention paid by most to their Farming and Labours (for the sake of self-sufficiency, personal wealth and/or economic advancement), there is one 'skill' unlike any of the others; to even term it a skill may be misleading. Arcana is a blanket term to cover all of those pieces of knowledge learned to tangible, usable competence gleaned from lore that has otherwise long since vanished from the land. Rarely will an individual even come across the opportunity to pick up any arcana and, more often than not, the arcana is useless; long since superseded by superior modern ways.

There are, however, still some fragments of arcane lore whose potency IS without question... and these are the precious gems whose discovery so delights the connossieur. No documents exist about arcana, no written records would have survived so many centuries. Even the Gods have long since ceased to teach these forgotten ways to their followers, leaving individuals to track down arcana by chance, diligence, persistence, fortitude or most likely a blend of all four.

17.15. The skill of Candescence.

Candescence is the skill of light-weaving and revolves around the WEAVE command. It is central to the Mage profession and is historically solely associated with members of that illustrious and ancient breed. Typing WEAVE followed by the Candescence ability will evoke particular light magics. The crescent runes interfere with light-magics. You should know that you cannot use Candescence when the Long Night ritual has been enacted across the skies of Avalon.

17.16. The skill of Charming.

Charming enables you to learn, chant and cast magical spells of a specific type. You learn spells automatically as your skill rises. To cast a spell you must chant the name of the spell, wait for equilibrium, then cast your spell, by typing CAST, followed by your target. Typing SPELLS followed by a specific spell name gives you all the information you could possibly desire about a spell. Sometimes you may be afflicted by the confusion curse which prevents your charms from working. Type BREATHE and, after ten seconds, you will break out of the curse.

Examples:
- Spells healhand
- Chant healhand
- [Pause for equilibrium]
- Cast Taliesin
- Chant fireball
- [Pause for equilibrium]
- Cast northeast

NOTE: when you have chanted your magic, or if you are using an artifact to bring forth your enchantment, do not refer to the charm in your final cast. Use only your target, e.g. CAST TALIESIN rather than CAST PENTACLE TALIESIN or POINT WAND TALIESIN rather than POINT WAND PENTACLE TALIESIN or POINT PENTACLE WAND TALIESIN.

17.17. The skill of Chivalry.

Chivalry is the Knightly ability in weapons, armour and combat. It is a specialist combat skill, involving the use of multiple weapons, the repairing of ones own armour, speed of combat and combat positions, and also a number of special abilities as you rise in Competence. Chivalry bestows not a growing range of pivotal knightly abilities but augments many of the melee skills (such as Swordplay and Fisticuffs and Defence) as mastery of the skill grows.

17.18. The skill of Demonology.

Demonology is a skill determining your power to control and tempt the demonic forces which exist in the lower planes of light and darkness. To summon a demon you must create a gate to the other planes. This is done using the special bronzed cauldrons of demon summoning. Many of these can be carried around with you. Using this you must INTONE one of the words of command which will create the receptacle for a gate. Then you must PUT a number of GOLD coins IN CAULDRON, or PUT a dead body IN CAULDRON, both of which will enable you to conjure the demonic ritual. Then you must CHANT EQUILIBRIUM to establish mental balance, and finally you need to SUMMON the appropriate demon and assuming the cauldron is filled correctly, it will enter Avalon with the purpose as set by the initial INTONE.

Type INTONE or SUMMON on their own to discover your proficiencies. You will also find that you can ORDER certain demons to regard specific players. ORDER DEMON <player> is the syntax for this command, or ORDER ENTOURAGE <player> to order them all at once. Type CALL DEMONS to summon all of your loyal demons, DEMONS to summarize your demonic entourage and TAME to tame wild demons. Type DEMONHELP followed by the Demonology ability for detailed help.

Example of summoning a demon:
- Put 200 gold in cauldron
- Intone naurlamalantara
- Chant equilibrium
- [pause for equilibrium]
- Summon slime
- Call demons

17.19. The skill of Dramatics.

Dramatics is a basic Bardic ability to use movements and acting to conjure enchantment and affect your surroundings. Dramatics only work while you are visible, on targets who are able to see your efforts. Darkness obscures dramatic effect. Dramatics include, at later levels, hypnotism, trancing, and are often used to supplement or prepare the Music and Songs skills.

17.20. The skill of Elixirs.

Elixirs is a skill of alchemy. It deals with your ability to mix potions in empty potion bottles. Mixing potions is very simple. You decide what type of potion you wish to mix, and then the colour you wish to mix it in and type MIX <colour> <type> IN <bottle> and providing you have the skill and an empty bottle, the potion will mix, e.g. MIX BLUE HEALTH. In order that you may mix a potion you must be holding a barrel of essence (from which the potions are derived). These barrels of essence must be filled from with refined essence, most commonly tipped directly from the cauldrons in which it is refined. You may also type POTIONLIST to list those potions held by you.

If you wish to prepare a potion with more sips than you can normally make, you can use the syntax "FOR <sips>", so the full syntax would be MIX <colour> <type> [FOR <sips>] [IN <bottle>]. Be warned that this uses more essence.

Examples:
- Mix blue health in bottle
- Quaff blue potion
- Throw potion to klassi north

17.21. The skill of Endurance.

Endurance is a generic knightly and cavalier skill based on physical and mental control to endure the rigours of your physical life. As you rise in proficiency, you will gain more abilities, abilities to enable you to withstand greater damage and remain in battle for longer periods of time.

17.22. The skill of Evocation.

Evocation is the magic of dark spirit summoning from the planes beyond Avalon. You can call spirits into the physical plane, order them to do your bidding, and battle the Animists for control of the hidden world. Spirits can aid you, hinder your enemies, and help in the defeat of the light. See the MAGICS command for a list of basic spirit invoking and marshalling commands As your skill rises, so will your proficiencies in both evocation commanding and evocation magics. Type INVOKE ALL to invoke all seven spirits and, after equilibrium returns, CALL SPIRITS to bind them to your entourage.

Examples:
- Invoke fire
- Invoke darkness
- Call spirits
- [Pause for equilibrium]
- Evoke blackhand calladan

17.23. The skill of Farsight.

Farsight deals with your ability to use the seeing stones, to channel the power of the god of the stars through the seeing stone. The command associated with this skill is FAR and you will need to be in the presence of a seeing stone to employ its vast array of far-reaching powers. Farsight, of all Avalon skills, is intended for remote, safeguarded action and boasts the greatest number of individual abilities attached to the mastery of the skill. These abilities, growing in power, can be channelled through the seeing stone; nullifications, telekenises, spying from some distant sanctuary, the list is long. The seeing stones can be used to break wills, force actions, command sentients, and higher levels of Farsight enter a realm of remote combats for dominance of the spheres of stone influence, the fate of entire cities resting in the lap of this mighty skill.

17.24. The skill of Fatalism.

Fatalism is the skill of mystic curses and blessings. It is used by the Seer profession. The Seer may curse weapons, armour, and items to give a variety of beneficial or harmful effects. More potently, though, the fatalist may curse their enemies (or bless their friends). Curses are harmful, often difficult to cure, and diverse in effect. Many require specific blessings to redress, thus ensuring that befriending a member of the Seer profession should be high on every Avalonian's list.

17.25. The skill of Forestry.

Forestry is one of the core Ranger skills and deals with the manipulation of the forests and the skills of the wilderness. It has myriad abilities, beginning with simple improvisation and woodland skills for the young, through archery and travel through the treetops. Legend states that the greatest rangers can even assume the Form of the Bear and carve symbols of mythical origin into the very trees to spread their power about the land.

This is also a skill learned temporarily, to a low level, by scholars. Sample well its fruits.

17.26. The skill of Forging.

Forging is your ability to forge a piece of weaponry or armour. Forging is done via a long and arduous process. First you must smelt your chosen ore in the furnace (see HELP FURNACES for information on lighting furnaces), by FILL FURNACE WITH <ore>, and once it is filled with ore, you SMELT. This will produce an ingot of size depending on how much ore was used. Then you must make the ingot into a weapon, by repeatedly heating, hammering and folding it. Different weapons will require varying repetitions of these steps, but once you deem that you have folded the ingot sufficiently, you can type a final HEAT, HAMMER and then FOLD INGOT <type of weapon> which will hopefully turn the ingot into that weapon. From then you can further FOLD it to increase its hardness, or FORGE the weapon to enhance its attack and strike power. Of course, you can also use Forging to enhance existing weapons. Remember that to work armour, you replace FOLD with POUND in all cases. You can UNSMELT weapons and armour to return them to their ore composite. You can also DETERMINE weapons, armour and ingots to acquire knowledge of their properties.

Example of forging a dagger:
- Put ore in furnace
- Smelt
- Heat ingot
- Hammer ingot
- Fold ingot dagger

17.27. The skill of Healing.

Healing is the ability to draw power directly from the God of Life to pass the living essence which courses in your veins to some poor injured soul. The animist guildmembers are constantly called upon for their healing, and Healing transfers some of the wound of another onto yourself where it will be rapidly healed. Be careful that when you are new to Healing you do not assume a wound to great for your body to handle; it is an easy to way die yourself! You can HEAL both sentients and CCCs in this way. In addition to basic healing you can CURE diseases. You may type DIAGNOSE followed by a player to diagnose a player's afflictions wherever they are in Avalon.

17.28. The skill of Herbs.

Herbs and Poisons are found all over Avalon, and can be located by those with the Herbs or Poisons skill by typing HERBS or POISONS in a location. Any layman may also purchase herbs or poisons from the many herbalists or market stalls dotted about the land.

Herbs have various beneficial effects while poisons are harmful. Methods of applying the herbs vary. Some can be eaten (e.g. EAT ATHILLIAS), some applied (e.g. APPLY HARFY). Some must be put into a glass of water and drunk, while others must be put into a pipe and smoked. Poisons are usually put on arrows or weapons, or applied to people unconscious. Below you will find a list of all the common herbs and poisons in Avalon, and examples on how to use them.

- apply harfy
You apply a yellow leaf of harfy. You feel invigorated, your wounds clotting before your very eyes.

- eat gylvir
You ingest a gylvir clump.
You lick your lips tenderly and shiver with a sudden chill.

- fill tankard with water
You fill your tankard with water.
- put iorthir in tankard
You place a leaf of iorthir into the tankard.
- drink water
You drink some water from the tankard. The iorthir leaf makes your eyes water.

- put megillos in pipe
You put a megillos slice into an ebony pipe.
- light pipe with tinderbox
You light a megillos slice in your pipe.
- puff pipe
You suck deeply on the pipe, basking in the aroma of megillos. You bask in the tangy aroma of the red lichen.

17.29. The skill of Music.

Music is a general skill, tending to be developed by a bard. It deals with your ability to play musical instruments and bring about enchantments through them. Each instrument can be used to bring about a unique enchantment, and as your skill at Music rises, the number of instruments (and therefore the number of enchantments you can bring about) increases.

17.30. The skill of Mysticism.

Using Mysticism, you can manipulate waxen images of players, first by BONDing them with the living player to get their individual feel, and then using the IMAGE command to harm/help them at long range. At later levels you can even MOULD your own pieces of WAX into human effigies. To gain equilibrium, you CHANT EQUILIBRIUM. Mental equilibrium is required when bonding and moulding images. Beyond Legendary there exists the power of puppet-mastery. Type WAXLIST for a list of your waxes.

17.31. The skill of Naturalism.

Naturalism is a natural skill, dealing with your ability to interact with the forest life and plant-life of Avalon. Inside the many forests your powers due to this skill are enormous - the command FOREST will list your abilities, which include shielding, healing, blocking exits and commanding the trees to hold people in their grasp. Naturalism also deals with your ability to speed growth, influence growth and size of plants, and once the higher levels have been attained, also the ability to give an immobile piece of plant-life the power of movement as an extension of your will. In addition, Naturalism gives you an aura which will appeal to animals - you will not be attack by dumb animals, and the creatures of Avalon will often do your bidding. Type FWHO to list those in the forest or LEAFLIST to view leaves you have plucked from the forest (if you have the skill).

17.32. The skill of Necromancy.

Necromancy is the skill of undead and vampyrism. It allows you to exist in many non-human forms, to enslave your enemies to your will as vampires (by rendering them unconscious and then piercing their necks with your sharp canines), and affords you a variety of substitutes to Evocation.

17.33. The skill of Poisons.

Poisons deals with your ability to spot and use the various natural poisons which grow all over the Avalonian mainland. Poisons can be discovered in a location by typing POISONS where you will be informed of any poisons you can spot. You ought to try and ANALYSE all these to gain some idea of their habitat and worth. As you gain competence in Poisons you will find the number of poisons that you can use increasing. When a poison is found you must PICK it. Once picked you must PREPARE it, and when prepared it will 'keep' for much longer - generally to be placed in a herb pouch, shop or used according to one's skill.

Bringing about a poison's effects is done via various commands, depending on the specific poison. You may be able to APPLY it to yourself or someone in your location if it is a paste; SMOKE it, if it is to be smoked, using a pipe; EAT it, if it is to be ingested; or PUT it in a drink or item of food if it is to be drunk/ingested. See HELP BREWING for info (if you have the skill) on creating poison solutions. Concealing poisons in drinks is a very sneaky way of administering the effects to somebody unknown to them. You can RUB poisons on weapons or arrows so that when you use the weapon or fire an arrow, the poison is applied to the person you strike. See HELP GARDENING for help on planting and dealing with herbs.

17.34. The skill of Rituals.

Rituals is a skill practised by those skilled in the Magical arts. To cast rituals you must SKETCH shapes in the air (or SKETCH ALL to sketch all the shapes you know at once), then CHANT EQUILIBRIUM, and then DANCE the appropriate ritual which is built up from the shapes. Ritual shapes can be sketched in most locations although protected environments (such as interior barracks, commodity sheds, inner sanctums of temples, etc) are restricted. Sketching technique is more subtle than first imagined; take heed!

Mages may type SKETCH for a list of shapes known to you. After the name of the ritual as specified in DANCE, you can name a city, a guild, or a specific individual that you wish the ritual to target. You can specify ENEMIES which would attack those who are not your friends. Mages can combine their might by sketching more shapes and dancing the rituals together. Thus together rituals of enormous power could be brought into being. Type UNDANCE (or UNDANCE followed by a specific ritual) to remove rituals of your creation or SENSE to sense rituals nearby.

17.35. The skill of Runes.

Runes are also fashioned by members of the Alchemists, Artisans, Craftmasters or Loremasters Guild. They are usually attached to items to give them protection or extra powers. They can be left on the ground to effect passers-by or, most effectively, attached to a rune stave or totem and form cumulative effects. Runes are activated by being seen, or touched. Harmful runes will only affect those designated as targets for the rune by its owner; and even then will also be restricted by the status of the owner (e.g. a pacifist creator cannot easily make harmful runes to affect enemies). Harmful runes ought never to harm their creator, unless deliberately activated.

You could also deliberately activate a rune by typing ACTIVATE <rune>. You can cause others to be affected by your runes by showing them - type SHOW followed by the rune, followed by the player you wish to show it too. It is possible to avoid seeing most runes by being blind - though you would need a potion of innersight of the herb of ucklice to enhance your senses sufficiently to overcome the obvious perils of wandering around blind. Members of the Loremaster profession can affect the sequence of prominence of a rune - the number of prominence is shown in RUNELIST or PROBE (with enough Itemlore). This number determines the priority of execution of runes, as one might use in an order of revelation on a rune stave.

Anchor      Protective rune for helping to keep your items safe.
Flower      Rune to aid your gardens and herbs/poison growth.
Hook        Rune to attach to items to allow you to retrieve them from afar.
Anvil       Attach this rune to an item and it will appear incredibly heavy.
Padlock     Place this rune on an item and its lock is hugely enhanced.
Bell        Sets off an alarm when activated, informs owner.
Snowflake   Protects an item by making it too cold to take.
Oval        Protects weapons wielded from the spiritual blade bar.
Ankh        Destroys spiritual activity and defences when activated.
Crescent    Destroys candescence activity and defences when activated.
Spear       When placed on an item or arrow, ensures it always strikes.
Charm       Augments the effects of magical offensive acts.
Talisman    Increases your Constitution skill which defends against magic.
Fist        Creates a silver sentinel to protect and guard your item.
Key         When activated it locks all doors magically, stopping thieves.
Bug         For listening in on conversations, whether in Avalon or not.
Pyramid     When placed on the ground it protects from summoning and gates.
Quarrel     A rune in the form of a silver arrow which can banish demons/undead.
Spiral      When activated it fascinates the onlooker so that they cannot move.
Flame       Restores sight to one who has blinded himself.
Knife       When activate it causes fear in the onlooker making them flee. 

17.36. The skill of Songs.

Weaving songs is one of the finest Bardic skills, enabling you to turn even the most innocent litanies and jigs into competent sources of enchantment. To use Songs, you must first SING the song, and, once begun, you will sing the song for about twenty seconds during which time you can DIRECT <target> which will direct the enchanting elements of the song at specific targets. Usually you will have to PLAY an instrument along with your song to give it enchanting effect. As your skill increases, so does the number of songs that you know and can sing.

Example of a Song:
- Sing march using fife
- [Pause for equilibrium]
- Direct blodwyn

17.37. The skill of Spiritualism.

Spiritualism deals with your ability to channel the living worth of nature and summon forth spirits from the Underworld beyond to do your bidding. To gain a list of the Spiritualism commands type SPIRITS. The manipulation of the seven elemental spirits is not always easy and should be mastered as early as possible. If you need equilibrium to evoke type CHANT EQUILIBRIUM to call calm to your mind. Type INVOKE ALL to invoke all seven spirits at once, then CALL SPIRITS once you have regained equilibrium to bring them into your entourage.

Examples:
- Invoke air
- Invoke darkness
- Call spirits
- [Pause for equilibrium]
- Evoke cloak


IMPORTANT INFO FOR MEMBERS OF THE KNIGHT PROFESSION

It may be that you have Warcraft, Trapping or Spiritualism as a member of the Knight profession and you end up shifting to a guild (within the same profession, thus no CHANGE PROFESSION is used) with a different fourth core skill. By default you will retain the original fourth guildskill, from your first knight profession guild, without any change in its level or any restrictions on its continued development. You will, however, NOT gain access to the new fourth core skill from the new guild standards. This may suit you and you can continue to freely work up your original fourth skill as normal; but you have the option, although costly, of switching over to develop the new guild's fourth core skill.

In order to gain access to the new guild's fourth core skill you will need to surrender in its ENTIRETY the previous guild's fourth; effectively losing everything you had poured into its development. This is a major decision and should not be taken lightly. If you elect to make the change, your previous fourth (Trapping, Warcraft or Spiritualism) will be lost to your forever and you will gain the new guild's fourth core skill at 'Beginner' level. You will of course be free, subsequent to the changeover, to learn/develop your new fourth skill to the fullest extent possible - just as if you had begun with it from your very first apprenticeship.

To make this momentous change type SURRENDER followed by the coreskill you currently have on your SKILLS list, e.g. SURRENDER WARCRAFT, SURRENDER TRAPPING or SURRENDER SPIRITUALISM. You will get an opportunity to confirm your choice and - if you do so - the deed will be done instantly; your skills will change forever and the new guild's fourth specialist skill will appear on your SKILLS list at 'Beginner' level. All of this applies only to members of the knight profession.

17.38. The skill of Stealth.

Stealth is the skill of subterfuge. It deals with your ability to conceal yourself from others. Hiding is directly compared with perception to discover whether your concealment is sufficient. In addition to being able to hide yourself, you will also be able to hide items and depending on the location and your skill and of course, the size of the item being hidden, you will be able to hide a great deal out of harms (or in harms) way. You may also TRACK others as they make their way around allowing you to slink about unseen and reap the benefits of their knowledge.

17.39. The skill of Thievery.

Thievery is the cornerstone skill of the Thief profession and covers a vast array of abilities, from the simplest of pickpocketing to speaking in tongues, complex offensive trickery and theft, the intricate and highly-evolved art of locks and lockpicking, the utilisation of a diverse range of proximate and/or inventory-centered abilities for self-perservation, subterfuge and indeed whatever aspect of the lifestyle of the thief one may wish to pursue. Crowning the already impressive set of abilities native to all practictioners of Thievery, there comes a choice - made after full master of the skill has been attained - whereupon a specialisation must be selected: that of the burglar or the assassin. The burglar gains deepest insight into the covert arts, lock-kits, inevitable theft and most secret subterfuges. The assassin learns the ways of cunning slaughter, lightning fast martial artistry, abilities to maim and decapitate.

Both specialisations are equally potent and it is up to the character of the individual thief which he or she selects. Thieves of sufficient status (Elders of over two hundred years or guild-leaders) may type SPECIALISTS to view a rollcall of burglars and assassins, just as specialists themselves may type it likewise to gain an inkling into those professionals sharing their rare, sought-after knowledge. If you wish to pick a specialisation and have Ultimate Thievery, type SPECIALIST IN BURGLARY or SPECIALISE IN ASSASSINATION. You must gain acceptance by the majority of active fellow-specialists to be graced with this unique divergence in the last dozen or so abilities in the Thievery skillset.

If you are a witness specialist, present at the ceremony of admission and a potent but non-specialised thief has requested leave to join the ranks of the burglars or the assassins you may type ADMIT <thief name> BURGLARY or ADMIT <thief name> ASSASSINATION (assuming you are one of the aforementioned specialists) to give your consent to his/her joining your ranks. Once the majority has been attained, the decision is rendered permanent and the floodgates of final phase of the thief's development laid bare.

17.40. The skill of Trapping.

Trapping is a skill of subterfuge and deception. It deals with your ability to prepare and lay traps to catch the unwary and protect your valuables. To prepare a trap, you need the correct components. Preparing a trap is done by typing PREPARE, followed by the type of trap, followed by what will set it off. Type PREPARE on its own for a broader syntax of this command. After preparation you may wish to POISON the trap. Ensure that you prepare the poison beforehand.

Once prepared, you must LAY a trap. A trap can be laid either in a specific direction to catch passers-by, on an item, to catch the thieves, or inside a box to attack the curious. You will have to PRIME a trap after it has been effect a few times. As you rise in proficiency, the number of traps you can fashion will increase, as will the effectiveness of your trap and your ability to conceal the trap from the perceptive.

All traps require a single piece of iron ore/copper block/tin slab from which to construct the mechanism. Be careful when preparing traps that you have the correct components. Preparation is an intricate process and you could waste valuable commodities if you attempt to prepare under-equiped. You do not always get back the iron/copper/tin used in preparing a trap when you disarm it. By divine edict traps do not work very effectively against the very young people of the land.


IMPORTANT INFO FOR MEMBERS OF THE KNIGHT PROFESSION

It may be that you have Warcraft, Trapping or Spiritualism as a member of the Knight profession and you end up shifting to a guild (within the same profession, thus no CHANGE PROFESSION is used) with a different fourth core skill. By default you will retain the original fourth guildskill, from your first knight profession guild, without any change in its level or any restrictions on its continued development. You will, however, NOT gain access to the new fourth core skill from the new guild standards. This may suit you and you can continue to freely work up your original fourth skill as normal; but you have the option, although costly, of switching over to develop the new guild's fourth core skill.

In order to gain access to the new guild's fourth core skill you will need to surrender in its ENTIRETY the previous guild's fourth; effectively losing everything you had poured into its development. This is a major decision and should not be taken lightly. If you elect to make the change, your previous fourth (Trapping, Warcraft or Spiritualism) will be lost to your forever and you will gain the new guild's fourth core skill at 'Beginner' level. You will of course be free, subsequent to the changeover, to learn/develop your new fourth skill to the fullest extent possible - just as if you had begun with it from your very first apprenticeship.

To make this momentous change type SURRENDER followed by the coreskill you currently have on your SKILLS list, e.g. SURRENDER WARCRAFT, SURRENDER TRAPPING or SURRENDER SPIRITUALISM. You will get an opportunity to confirm your choice and - if you do so - the deed will be done instantly; your skills will change forever and the new guild's fourth specialist skill will appear on your SKILLS list at 'Beginner' level. All of this applies only to members of the knight profession.

17.41. The skill of Voice.

The Voice is one of the mightiest abilities in Avalon, allowing you to extend your will through vocal tones to control other players. It can be used to effectively "force" an action by another player. Needless to say the higher your Voice, the more successful your Voice will become and once you attain the highest ranks of Master you will find yourself with a considerable power at your disposal for influence. Success of Voice is measured against the inherent level of your opponent and their skill in Voice. Against non-bards, therefore, you will find yourself having more success as they will not realise that you are using The Voice against them. On Computer-Controlled Characters you can mimic the ORDER command with your Voice. If successful you will ORDER the CCC around almost as if it were loyal to you. Voice uses its own form of equilibrium which is broken when other enchantments are used requiring normal equilibrium, but, conversely, does not restrict your use of other equilibrium after issuing a Voice command.

Examples:
- Voice aragorn drop key
- Voice yossarian give potion to me

17.42. The skill of Warcraft.

Warcraft is a combination of abilities for the Knightly profession, primarily the art of poison lore and trapping. Poisons grow all over Avalon, and when you learn to recognise one, you may ANALYSE it, PICK it and then PREPARE it. A most useful ability for populating your trusy blade with a little extra bite. Once you have attained the Knight profession fully you will also be able to use your Warcraft to PLANT various poisons.

Trapping is also a worthwhile pursuit; you will be able to PREPARE a trap, providing you have the correct components, and then LAY it in a specific direction to affect your enemies. By divine edict traps are not particularly effective against the very young of the land.


IMPORTANT INFO FOR MEMBERS OF THE KNIGHT PROFESSION

It may be that you have Warcraft, Trapping or Spiritualism as a member of the Knight profession and you end up shifting to a guild (within the same profession, thus no CHANGE PROFESSION is used) with a different fourth core skill. By default you will retain the original fourth guildskill, from your first knight profession guild, without any change in its level or any restrictions on its continued development. You will, however, NOT gain access to the new fourth core skill from the new guild standards. This may suit you and you can continue to freely work up your original fourth skill as normal; but you have the option, although costly, of switching over to develop the new guild's fourth core skill.

In order to gain access to the new guild's fourth core skill you will need to surrender in its ENTIRETY the previous guild's fourth; effectively losing everything you had poured into its development. This is a major decision and should not be taken lightly. If you elect to make the change, your previous fourth (Trapping, Warcraft or Spiritualism) will be lost to your forever and you will gain the new guild's fourth core skill at 'Beginner' level. You will of course be free, subsequent to the changeover, to learn/develop your new fourth skill to the fullest extent possible - just as if you had begun with it from your very first apprenticeship.

To make this momentous change type SURRENDER followed by the coreskill you currently have on your SKILLS list, e.g. SURRENDER WARCRAFT, SURRENDER TRAPPING or SURRENDER SPIRITUALISM. You will get an opportunity to confirm your choice and - if you do so - the deed will be done instantly; your skills will change forever and the new guild's fourth specialist skill will appear on your SKILLS list at 'Beginner' level. All of this applies only to members of the knight profession.

17.43. The skill of Weaponry.

Weaponry is a dual skill - it is your skill at Forging and your ability to use and fashion bows. Forging is done via a long and arduous process. First you must smelt your chosen ore in the furnace (see HELP FURNACES for information on lighting furnaces), by FILL FURNACE WITH <ore>, and once it is filled with ore, you SMELT. This will produce an ingot of size depending on how much ore was used. Then you must make the ingot into a weapon, by repeatedly heating, hammering and folding it. Different weapons will require varying repetitions of these steps, but once you deem that you have folded the ingot sufficiently, you can type a final HEAT, HAMMER and then FOLD INGOT <type of weapon> which will hopefully turn the ingot into that weapon. From then you can further FOLD it to increase its hardness, or FORGE the weapon to enhance its attack and strike power. Occasionally you will find the Gods intercede in a bout of forging to aid your weapon or armour with a little divine touch. Blessed are those that receive this boon. You can also use Forging to enhance existing weapons. Remember that to work armour, you replace FOLD with POUND in all cases. You can UNSMELT weapons and armour to return them to their ore composite. You can also DETERMINE weapons, armour and ingots to acquire knowledge of their properties.

Example of forging a dagger:
- Put ore in furnace
- Smelt
- Heat ingot
- Hammer ingot
- Fold ingot dagger

18. The City-State.

Information about cities and the various posts your character may hold, from Justice to the sole city Prince.

18.1. The City Councils.

The social hierarchies that are plainly visible in smaller human settlements are even more conspicuous in the four major cities. Here, Councils have been formed under the guidance of their respective royal lines. Thakria lies under the patronage of Emperor Periam, Mercinae under King Thandrades, Springdale under the Earl, and Parrius under Lady Augustine. In reality these royal patrons of the cities act as no more than grandiose figureheads and are quite happy to see the working decisions made by the democratically elected Barons, so called because they are members of the ruling Council. Barons, remember, are real players like yourself and it is the ambition of many a young player to one day win an election and become a Baron of their city.

The Barons are responsible for appointing a Prince from their number. Then Prince of the city is then empowered to bestow titles, from which stem the administrative and ruling powers over a city. Titles can only be given to citizens, but can be given to Barons and non-Barons. Holders of titles are then able to appoint Aides, who have access to their abilities. It is the responsibility of the title holders to ensure that their Aides act in the best interests of the city, and, ultimately, the responsibility of the Prince to ensure the title holders carry out their duties well.

18.2. The elected rank of Baron.

Barons are members of your city whose social status is such that they have been elected, or bestowed, with great power over the city - through the Barons, the ministries and their aides are appointed, with power over civil and military areas. In Mercinae, Parrius, and Thakria, Barons are elected, while in the smaller towns they tend to be hereditary or appointed by existing Barons. Type HELP followed by the name of a city or village to discover their current Barony.

18.3. Questioning the competence of a Baron.

If a citizen becomes dissatisfied with the performance of one of their Barons, he or she is quite likely to question their authority. To do this, type QUESTION <baron>. Typing POLITICS will show if any barons have been questioned, and by whom. If a Baron is questioned by four citizens over a short period of time, he or she will be considered unfit for office and an election will begin. The candidates in the election will be the incumbent Baron and the four citizens who question his/her authority. The election will last for five days by which time the citizen with the most votes will become the new Baron. If votes are tied, the incumbent Baron is declared victorious. If votes are tied between non-Barons, then the earliest questioner will be the victor. If one Baron has been questioned by a citizen, and another citizen comes along to question another Baron, then the first questioner will be forgotten. It is only possible to have an election for one baronial post at a time to prevent a city from becoming crippled without stable Barons to run it. Should you find yourself competing in an election you do not wish to be in you may stand down from contention by typing STANDDOWN followed by the election number code.

18.4. The divinely appointed city guardian status.

The rank of guardian is divinely appointed, usually by the god of time, as the highest and most prestigious position within a city hierarchy. The guardian holds a similar range of powers to a Prince, the ability to bestow government positions and alter citizenship. Unlike a Prince, though, the guardians are not vulnerable to Baronial opinion and have been appointed usually through great historical effort.

18.5. Ministries within City Government.

There are five ministries within a city; the Ministry of State, the Ministry of Trade, the Ministry for Public Relations the Ministry of War and the Ministry of Justice. The Minister for Trade is responsible for city trading and commodity purchase, while the Minister for Public Relations is in charge of newborn, novice and young citizens. The Minister of Justice is responsible for the internal well-being and behaviour of the cities. The Minister is to maintain the ideals and morals of the city. The Minister of Foreign Affairs is responsible for expanding, contracting and purchasing the military of a city, in addition to being the chief diplomat for the city. The Minister of State takes charge of the city's marketplace and domestic economy. He is responsible for shops, the merchant, construction of buildings, and fashioning of items. All of the ministers are appointed by the Prince.

18.6. Aides to government positions.

Citizens may type HELP followed by the name of their city to gain a list of their city's government, and AIDES followed by a title (Chancellor, Marshall, Justice, State, Foreign, Relations and Trade) to gain a list of Aides responsible to the government. Aideships allow citizens of lesser status or citizens with other responsibilities all the commands of the title - they are given out by the title holder by typing AIDE followed by the name of the citizen, followed by that title (e.g. AIDE TRAGNARION CHANCELLOR). Do not give out Aideships frivolously, it is better to have few trusted aides who perform their duties well than many bumbling incompetent aides undermining the city. Titleholders and aides should fully familiarise themselves with the commands associated with their position.

18.7. The Prince of the City.

The Prince is the leader of a city, to whom all the Barons have unanimously sworn an oath of loyalty. The Prince will also hold Baronial rank. The powers of the Prince are to appoint the ministries, and Field Marshall positions. The Prince is a figurehead for the city, the most honoured citizen, the leader and guiding force of a city. Barons swear an oath to a Prince by typing OATH followed by the name of the Prince. They retract their oath by swearing to another, or swearing an oath to nobody (OATH NOBODY). A Baron may test the loyalty of his fellows by swearing an oath to himself - and if support is unanimous, then the Baron will become the Prince.

The Prince does not have many specific commands, except, the all-important ability to bestow ministries. The Princely commands are listed below:

BRAND              To brand an individual friend or enemy.
BESTOW             To bestow a ministry on an individual.
PREFIX/SUFFIX      To change a citizens' prefix or suffix.
AIDE/UNAIDE        To give out aideships (or remove them) as you see fit.
GIVETITLE          To give city title to a fellow citizen.
STRIPTITLE         To strip away city title from a fellow citizen.
DIPLOMATS          To review the city's chosen diplomats.
DIPLOMAT           Command to bestow or cancel diplomat status from another.
QUESTMASTER <ply> To give out the rank of Quest Master to one noble citizen.

18.8. The Chancellor.

The Chancellor is responsible for many things, not least is the financial health and wellbeing of the city. He has sole control over the Chancellory (an additional gold vault), and shares many of the responsibilities of the Minister of State over the marketplaces, shops and the banks. The Chancellor is ultimately responsible for the economic state of the city, and is also responsible for setting and managing taxation. Appointing a good, level-headed Chancellor is the first duty of a new Prince, although often the Chancellor is not replaced until he wishes to resign. All robust city governments are formed with a consistent Chancellor.

18.9. The Field Marshall.

The Field Marshall is the supreme commander of the armed forces of a city. Although he has no responsibility over the treasury or the building of barracks, in times of battle, the Field Marshall will lead the troops and has the ability to give commands to any citizen he feels worthy. The Field Marshall must be militarily adept, aware of the tactics of warfare and siege. This illustrious officer is also responsible for the defence of a city; ensuring that the stores and shops are adequately protected from hostile forces. The primary unique command available to the Field Marshall are COLONEL (or CONS) to setup/remove and list Colonels (the primary legion commanders) and AIDE MARSHALL <aide> to declares direct aides to the Field Marshall.

18.10. The Cardinal.

The Cardinal is the representative of the patron deity of a city, the
highest ranked mortal in the eyes of the divinity most associated with a
city. The Cardinal shares certain administrative powers, and has the
ability to give favour or disfavour on behalf of the patron to the whole
city. It is through the Cardinal that the patron god will interact with a
city, the Cardinal's influence extends over citizenship and as a
counterpart to the Prince. The Cardinal should not hold Baronial or
Princely rank. The citizens of the city have no choice over their
Cardinal, for it is the decision of the patron deity alone.

The Cardinal is appointed by the patron of the city, and acts as
mouthpiece for the city patron. Since the Cardinal is unaffected by the
Prince and the Barony, it is a fairly stable position with not
inconsiderable power. The Cardinal is able to give out favour or disfavour
to the city having widespread effects on the trade
and activity of a city. In addition to this, since the Cardinal's word
reflects the wishes of a deity and are usually held in high esteem by
their patron, they often wield great influence over the government of a
city.

The Cardinal has access to all of the commands available to the Minister of War and the Minister for State.

18.11. The Minister of Justice.

The Minister of Justice is given the least actual commands, but by no means the least responsibility. The duties of the Minister of Justice is to uphold the ideals and morals of a city - to weed out wrong-doers and insurgents, to defend the city, to ensue its citizens are safe against threat from outside. The Minister of Justice should be a powerful and loud combatant, one who will not back down, one who will pursue enemies of the city until they have been vanquished and threaten the sanctity of his homeland no longer.

18.12. The Minister of State.

BATTLEACTION          To log a battleground action.
CITIZEN               To initiate a new citizen.
UNCITIZEN             To eject a current citizen.
BATTLEGROUND          To list the troops in the field.
BRAND                 To brand a player friend or enemy.

See CITYHELP CITY for details of the range of city and state commands available to this ministry.

You have full access to commodity stores, city buildings and the treasury. See CITYHELP INDEX to find details on specific associated commands.

You may also view the citizens list; CITIZENS LIST to list active citizens, CITIZENS DORMANT to list dormant citizens and CITIZENS ALL for a full list.

18.13. The Minister of Foreign Affairs.

The Minister for Foreign Affairs handles diplomacy between the city government and its neighbours, be they city or guild. The Foreign Minister is in charge of treaties, declarations of war or peace, and all matters relating to the city's external presence in the land.

18.14. The Minister of Trade.

It is the responsibility of the Minister of Trade and his aides to purchase commodities from citizens, to ensure that the fields of a city are ploughed, planted and harvested, or leased out to individuals for them to do on their own, and that they know who in the city can assist them with their task. The Minister works closely with the Minister of State, part of whose job is to plan and ensure the city has enough of the commodities it needs.

18.15. The Minister of Foreign Relations.

The Minister for Public Relations is in charge of young citizens, novices, and apprentice guild members, their well-being and equipment. It is up to this Minister to ensure that the young and novices are equipped, clothed and fed, and that they are feeling satisified with the city, as often older players spend little time with them, leaving a sense of bewilderment, and little or no loyalty.

18.16. Crying for aid on home soil.

While standing on home-soil you will be able to call upon the aid of your city's defences, the extent of which will depend on the wealth and efforts of the city government. If you spot an enemy on your home-soil, type CRY followed by their name to cry aloud a call to the local guards to deal with this unwanted foe. The might of the foe will determine the strength and size of the city defenders employed to answer your call.

18.17. Barracks, commodity stores and shop stockrooms.

There are certain locations which are protected beyond the norm, often because of their importance to a city or guild. Stockrooms of shops (where profits are stashed and stock is stored), city barracks (where troops, rations and equipment are housed), and commodity stores (where a guild or city might store its oh-so-valuable commodity reserves) are the maintypes of protected locations. In these types of locations you will find it difficult to be attacked, difficult for offensive acts to be initiated by you or against you. Unauthorized individuals will be subjected to harsh and immediate ejection upon intrusion and you will find some measure of safety while you remain therein.

However, the Gods frown upon cowering in a protected location to avoid confrontation, or worse, launching an ambush from a protected location and fleeing back when the fight turns ill. You will find that while resting or working in a protected location the amount of time you spend there accumulates and, if it rises beyond between forty and fifty-five minutes continuously over an hour period, the local guards will eject you and bar your entry until sufficient time has elapsed. You will also find you need express permission from the local guild or city to enter these restricted areas (such as barracks or commodity stores). Permission is obtained just outside the restricted locations by typing OBTAIN PERMISSION and waiting a short while.

18.18. Freshly created characters, newborn into a city.

Freshly created characters begin their life at Newborn level. They are born into one of the four cities and proceed through a series of hand-held (though increasingly indpendence-encouraging) stages: registration, academy novicehood, school courses, the guild search, guild apprenticeship, 'littlewho' status and then finally a fully-fledged guildmember, holder of a profession and mature character. By this final stage the individual is subject to all the dangers and unregulated unpredictable interactions that make-up the diverse life of an Avalonian. It is the duty of the city and the guild to guide a youngster through these earlier stages, to ensure as many as possible complete the journey from newborn to maturity... and, uopn reaching the latter, are equipped (in knowledge and inventory and skills) to deal with the challenges ahead.

The Ministry of Public Relations (see HELP RELATIONS) is the city's frontline organisation for nurturing the newborn through these early stages in his/her Avalon career. Guilds, of course, have their own independent structures but since guild choice is voluntary, birth-city is a determined when a character is created. This requires a determination to be made, during a newborn's creation process, as to which of the great cities the individual will be born into. In an ideal world all four cities would share one quarter of the newbornds between them. In reality, this is sometimes not the case. The state of a city's public relations ministry has a direct impact on the number of newborns. Although a public relations ministry does not need to be enormously populous it must retain a certain level of activity for the city to retain its full quarter share of newborns.

If the Minister for Public Relations goes dormant the number of newborns is reduced to 20% and then for each subsequent Avalon year, a further 5% goes elsewhere until - after four Avalon years - there are no more newborns in a city. That negligence leads to a permanent cecessation of novices requiring divine intervention to recommence. If the Minister for Public Relations is absent from the land for a week, there will need to be sufficient aides to cover.

A city must reach certin relatively low thresholds for having aides (or minister) for public relations active in the land to gain its newborns. Falling below these thresholds will result in the novice being 'born' elsewhere. This effect is a short-term penalty and is immediately redressed by a modicum of activity helping the young. The dormancy of the Minister, however, should be taken extremely seriously and if ever your own city undergoes the permanent newborn reduction (or complete cecessation) the leaders of the city will be required to act. An active Public Relations minister will need to be found, a ministry of aides rebuilt and then a suit placed before the pantheon to regain the privilege of new characters born once more, to repopulate the city's barren academies and empty schools.

18.19. Conquest specifics; read with HELP 21.

Conquest of an opposing city is one of the singlemost important and significant achievements in Avalon and is an endeavour typically undertaken, after careful planning, by entire armies led by groups of players - usually representing a city and/or a collection of guilds in alliance. HELP BATTLEFIELD documents the specifics of combat on the battlefield and if you read through to section three, you will find details of 'the final occupation' where a victorious invader can pursue their conquest through to the denouement of total, permanent change to the Avalon landscape. Where the third section in HELP BATTLEFIELD deals with conquest where the opponent refuses to surrender and the invader must push victory to the point of comprehensive, absolute superiority, below you will find info about measures to avoid that outcome: the surrender, the ceasefire, the armistice and the long-term consequences of negotiated peace.

ONE: SURRENDER

The scenario is thus: an invasion has taken place and the conquerer has pushed their military superiority to the point where the defending city decides there is no more point continuing to resist; that the war is lost and they desire to sue for peace. Any member of high government (baron or minister) or the Field Marshall may type CONQUEST SURRENDER to make the public, globally acknowledged statement on behalf of their homeland. Immediately following the surrender declaration there will be a few minutes opportunity for any other member of high government to CONQUEST GAINSAY. If the GAINSAY is made, the surrender is annulled and the war continues. If, as is more likely, none gainsay the surrender then a ceasefire is declared and all hostilities on the soil of the supplicant-for-peace will halt.

This first surrender and the ensuing ceasefire will hold for one Avalon month (a real-life day) and during this period negotiations will likely take place regarding conditions for peace, etc. By the end of the ceasefire period the surrender will need to be made formal by a declaration by the Prince or Princess of the defending city, typing CONQUEST SURRENDER PERMANENT. If the Prince does not appear in the land for the ceasefire period it will be extend over two further Avalon months, after which time the permanent surrender can be declared by ANY member of high government; again with the option for CONQUEST GAINSAY if another of similar rank disputes the decisions. If the Prince does appear but does not respond to the ceasefire terms, hostilities will be allowed to resume once the ceasefire period is complete.

TWO: APPOINTING THE VICE REGENT

The Prince or Princess of the occupying city, the victorious conquerer, will need to respond to the surrender quickly by appointing a member of his/her government or military as de facto overlord of the supplicant territory. This is done by typing CONQUEST VICEROY followed by the name of the individual chosen to take the position of Vice Regent of the conquered city. The proposed Vice Regent will accept via CONQUEST ACCEPT or decline via CONQUEST DECLINE. It is a hugely significant role and this is one of the most important delegations a Prince/ss will ever make. It is advised that the wishes of the supplicants be taken into consideration, as well as the merits of the person eventually chosen for this short-term autocracy.

The Vice Regent will, in most cases, seek to gain the support of the conquered city and this is obtained by each citizen having the ability to VICEROY SUPPORT or VICEROY REJECT. If, at the end of each regency period (see below) the Vice Regent has a majority of support from the citizenry he/she will be able to extend the length of the regency. If the majority of citizens log a rejection the regency will be governed by predetermined limits - one to three Avalon years - as described in the following sections. Only citizens active at the time of the regency's commencement (or when it is extended) are able to register their support/rejection and any citizen thrown out of the city involuntarily will automatically become a permanent 'rejection' whenever the citizens' opinions are tallied up.

THREE: POWERS OF THE VICE REGENCY

Following the appointment of the Vice Regent of the conquered city, it will cease to have a Prince or Princess. The Vice Regent will occupy this role. This state of affairs will last for one Avalon year, during which time the affairs of the conquered and the conquerer should be set in order with a view to reaching consensus for a lasting peace. The armistice will continue throughout this period. Appointments can be made by the Vice Regent, elections may be held with the Vice Regent holding power to call early results; in short there can be anything from a quick negotiated peace with little change or a complete changing of the guard across the whole top tier of the conquered city's society (new barons, new ministers, etc).

The Vice Regent will have a variety of powers beyond the ability to select ministers and affect election lengths. He/she will be able to alter the designation of the soil of the conquered city, giving it over to the conquerer or howsoever he pleases. He/she will determine whether the academies remain closed or can open again, schools and guild recruitments likewise. The full powers available to the Vice Regent are to be a found in a special helpfile whose access details will be made available to the individual selected for this all-important role.

FOUR: FINAL DECLARATION OF THE VICE REGENT

The Vice Regency period will end after the Avalon year has passed, with the chosen individual standing at the founding stone of the conquered territory - ideally in company of the Prince or Princess of the conquering city - and making one final public declaration: CONQUEST RESCIND REGENCY to voluntarily give up the regency status and restore full independence, leaving the conquered city free once again and able to select a new Prince/Princess from among its altered barony; or CONQUEST ASSUME MONARCHY to announce the intention to take on permanent citizenship of the conquered city, losing prior citizenship, and thereby altering the position of Vice Regency directly into that of Prince. Independence, to the extent determined by the new Prince, will be restored to the conquered city and normality will be allowed to return to the academy, school, guilds, military, etc.

The Vice Regent-turned-Prince will have all the powers typically associated with the rank, but will not require the oathing of the barony for two Avalon years. Thus he/she will enjoy two years of unchallenged, absolute power (if that is desired) but will be required to consider the longer-term will of the nobles and the citizenry. Once the two year period has elapsed, the absolute Prince will be returned to normal, requiring baronial oaths and subject to deposition and/or challenge. Where the history of the city and the Vice Regent-turned-Prince lead following this point is open-ended and no longer affected by the conquest and its aftermath.

19. Government and Governmental Commands.

General command lists specific to Government officials and their aides.

19.1. Actions, Battleactions, Stallactions and Lockactions.

Since the cities tend to have a number of nobles and an even larger number of concerned citizens, actions performed by the government are logged for all to see. There are six types of action logs for cities and villages. The first is the bank actions - accessible only by government. Type BANK ACTIVITY to view deposits, withdrawals and bank activity. This log can be wiped by the Chancellor by typing BANK ACTIVITY CLEAR. The second log is the treasury actions - withdrawals, deposits and general activity affecting the treasury itself. This can be viewed only by members of government using the CHANCELLORY LOG command and cleared by the Chancellor by typing CHANCELLORY LOG TRADE/STATE/CHANCELLORY/TREASURY CLEAR. Members of the government may choose to annotate notes to these logs, which they can do by using BANK ACTIVITY <message> and CHANCELLORY LOG TRADE/STATE/CHANCELLORY/TREASURY <message> respectively.

The majority of the general governmental activities are logged in the public actions log - which can be viewed by all citizens by typing ACTIONS. Citizens may, in addition, review actions for the past thirty real days by typing ACTIONS followed by the day of the month they wish to view. In addition to general actions, military activity and developments are stored in the same way in a log known as BATTLEACTIONS, while stall and trade activity are stored in a log known as STALLACTIONS. Finally, there is a log which records details of which doors the city locksmith was called to lock or unlock, which is known as LOCKACTIONS. Actions, stallactions, lockactions and battleactions cannot be cleared by any command, they remain accessible for thirty days - a safeguard against embezzlement and crooked individuals.

19.2. Managing the city bank.

The four cities have State Banks, safe depositories for citizens to stash their hard earned gold. Gold deposited into the bank is held, at first, in the bank vault - an inaccessible location, impenetrable even by the finest Thieves. Money can be taken from the bank vault and placed into the treasury using the BANK WITHDRAW command, followed by the amount of gold to take out. Money can, likewise, be moved from the treasury into the bank vault using the BANK DEPOSIT command, followed by the amount of gold to add to the vault. Withdrawals from a city's bank requires sufficient funds in the bank vault, so often large withdrawals have to be arranged with the Barony as the vaults tend to be left with only a minimal compliment of gold.

City Barons can type BANK DEBT to review a comprehensive list of debts owed players by the city bank - often a city treasury is based solely on debts to its depositors. Since the city banks are controlled, ultimately, by the Barons of the city, it is possible to change bank accounts very easily. A financial leader need only type BANK ACCOUNT, followed by an account holder, followed by an amount, and their account will be instantly changed to reflect this new amount. There is a great deal of scope for crooked management of the banks, since it is easy to filter away money through the banks - all account changes are logged for safety, and can be reviewed by the other Barons for a month after they have been made.

19.3. Utilising trading caravans.

The simplest way to assemble commodities in your city or village is to use trading caravans. Sometimes transporting large amounts of a commodity is difficult - dangerous in that a thief or an enemy may try to rob you, and unwieldy since huge batches of a commodity can be difficult to carry. Some commodities cannot even be purchased without the aid of a caravan. Appropriate ministers and aides can type TRADE CARS to list city caravans and their whereabouts, TRADE REQUEST to request use of a caravan to trade, and TRADE RETURN to return the caravan and store its contents after use.
- trade cars
Caravan #4881 (0gp) Whereabouts: Store of City Mercinae.
Caravan #4890 (0gp) Whereabouts: Store of City Mercinae.
Caravan #4909 (0gp) Whereabouts: Store of City Mercinae.
Caravan #4914 (0gp) Whereabouts: Store of City Mercinae.
Caravan #4915 (0gp) Whereabouts: Store of City Mercinae.
Mercinae has 5 trading caravans.
- trade request 4881
You order the trading caravan from its housing to Before the council
tower where it awaits a driver.
[Then, in the presence of the caravan...]
You enter a trading caravan.
Inside a trading caravan.
- steer w
You steer a trading caravan west.
Pathway on Tooth Island.
-
[Take the trading caravan to the commodity store of your target village.]
[At this point, you do your trading, buying the commodities from within the caravan...]
[Then, steer your caravan back to the start and...]
- trade return 4881
You return the caravan to its housing and empty out the commodities within to your city stores.

19.4. Reviewing and altering the citizenry.

Any citizen may type CITIZENS at any time to view a list of citizens in Avalon with him. Barons may type CITIZENS LIST to list all active citizens of their town, or CITIZENS DORMANT to list all dormant citizens. Active citizens are players who have entered Avalon at least once over the past month. CITIZENS ALL will give a complete list of all citizens, active or dormant, of your city. The government has the ability to initiate new citizens and oust existing ones.

Typing CITIZEN followed by an individual will give citizenship of your homeland to another individual, while UNCITIZEN followed by an individual will strip them of citizenship. It is not possible to cast out a citizen whose time in the city has gone beyond a certain length of time - the theory being their affiliation, their very blood, is too closely 'citizen' so as to transcend mere title/simple command. It is also not possible for some high ranked citizens to be ousted from the city by fellows without sufficiently high rank; and the noble ranks Count and Duke are likewise shielded from easy uncitizen'ing.

If the situation becomes so grave the long-time or high rank/noble citizen is determined a threat to the city there is one option available to the Prince, leadership (city constitution permitting) and Cardinal: exile. Exile is explained in detail in HELP EXILE. The stigma and consequences are considered extremely serious: damning to the individual exiled. The decision to issue an order of exile also reflects permanently on the Prince or city leader responsible. Do not open this can o'worms lightly.

As a safeguard in the democracies, you cannot oust a citizen who has questioned you or one of your competitors in an election. Most of the time, the three cities are democracies and the villages are little monarchies.

19.5. Controlling the gates of the city.

Some of the major cities have huge gatehouses which may be shut to prevent unwanted entry within the city walls (or, often, to trap an enemy within the city). These gatehouses can be strongly fortified by the city to prevent or at least hinder potential invaders. Mercinae has three gates, the North Gate, by Trader's Way, the East Gate, before the Parrian Highway, and the Northeast gate, by the river Leithe. Thakria has but one main gate, The South Gate, at the foot of the Avenue of Kings. Parrius has four gates. The West Gate by Hellespont Square, the Midwest Gate, on the River Callieton, the Northwest gate, by the road to Krempton village, and the North Gate, before the road to Pilgrim's Rest and Eastpoint. Springdale has just one major gate - the west gate on River Way. To shut the gates, the Baron must type GATE CLOSE followed by the gate to be closed (e.g. GATE CLOSE NORTH). To open them again, the Baron may type GATE OPEN followed by the gate to be opened (e.g. GATE OPEN MIDWEST). Your city will need to have fortified the interior of the gatehouse to at least one thousand strong before the gate can be effectively closed.

19.6. Fashioning and distributing keys.

Items fashioned via the city craftsmen, or items which come into possession of a member of government, can have keys made for them. Type CITY KEY followed by the name of the item (including the code if possible) and the city locksmiths will work a key for that item, using a small amount of labour and an alloy commodity. This will enable a leader to provide keys for lockable items fashioned by the city stalls, or perform a service for those who have bought lockable items from elsewhere. The city also has available to it the ability to reinforce locks on items to make them more difficult for a Thief to pick. Type CITY REINFORCE followed by the name of them item (including the code, if possible) and, at a cost in labour, the item's lock will be strengthened.

19.7. Controlling the shops in a city.

All of the cities, and some of the villages, have a number of shops which can be owned by individuals or on behalf of guilds. It is the duty of the government to manage the shops, to ensure they have owners and are selling goods on behalf of the city. Shops owned by guilds and individuals are subject to a 10% tax on items sold, which goes directly to the treasury of the city. Gold earned by the shop is stashed in the storeroom where the stock is kept. All shops have a store-room, usually accessible down below the main shop floor. Members of government may type SHOP LIST to view a list of all city/village shops, and their owners or gain information about a specific shop by typing SHOP INFO followed by a shop. All shops have single word codes (shown in SHOP LIST) - the Mercinaen tobacconist is known as PIPESHOP for instance.

Shops can be allocated to individuals using the SHOP OWNER command - type SHOP OWNER followed by the shopcode (e.g. PIPESHOP), followed by the owner (a guild, a city, or an individual). That will determine where gold earned from the shop ends up and will amend the city's list of shops. To allocate a key to a shop and change the lock so that previous keys do not work, type SHOP KEY followed by the name of the shop. This creates a metal key (using a tin commodity) which you can allocate to the new owner of the shop. You may also protect a shop from having its lock picked, with the SHOP PROTECT command, or withdraw the protection with SHOP UNPROTECT. Ministries can also use the SHOP AUDIT facilities to send auditors into shops (amongst other locales) to review trade activity. See CITYHELP SHOP and CITYHELP SHOP AUDIT for up-to-the-minute information on the shop related commands.

19.8. Managing the all-important city stalls.

The city stalls are the lifeblood of economic activity within the three cities. None of the villages have stalls of this kind. Cities have between five and seven stalls, each referenced by a name which corresponds to the type of stall; Magic, Livestock, Weapons, Clothing, Food, etc. Stock rooms for the stalls are inaccessible to mortals (no matter how competent their Thievery or how devious their techniques). Items can be added to the stalls only if they have been previously added to the city resources. All cities and villages have a huge resource store (also inaccessible) in which items may be kept safely. In the cities, the resource stores tend to hold goods not yet being offered for sale in the stalls, while in villages, the resources hold the possessions of the village, safe from robbery. Type CITY RESOURCES to review a list of all items held in the resources. CITY RESOURCE ADD followed by an item, and, optionally, a number of items to be added, will add items to the resources, or CITY RESOURCE REMOVE followed by an item and, optionally, a number to be removed, will remove items from the resources.

- city resources
"caravan4881" A trading caravan Value: 10gp.
"caravan4890" A trading caravan Value: 10gp.
"caravan4909" A trading caravan Value: 10gp.
"caravan4914" A trading caravan Value: 10gp.
"caravan4915" A trading caravan Value: 10gp.
"foil148" A dashing foil Value: 100gp.
"foil2499" A dashing foil Value: 100gp.
"foil2504" A dashing foil Value: 100gp.
- city resource add foil2504 3
You add a dashing foil (foil2504) to the Mercinae Store [3 times].
- city resource remove foil 3
You remove a dashing foil (foil2504) from the Mercinae Store [3 times].

Ministers may see an overview of all the city stalls and the stall names by typing CITY STALLS. To list the contents of an individual stall type CITY STALL LIST followed by the name of the stall. To add items to a specific stall, type CITY STALL ADD, followed by an item, followed optionally by the number of items of that type you wish to add. To remove items from a stall type CITY STALL REMOVE, followed by an item, followed optionally by the number of items you wish to remove. While items exist in the resources, their sale price may be set. This is done using the CITY SALEVALUE command - type CITY SALEVALUE, followed by an item type (e.g. CLOAK), followed by the price you wish to sell at. This will automatically set up all items corresponding to that type to the new price, ready to be added to the stalls and sold on to the general public.

- city stalls
The Market-Place of Mercinae
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[Mclothing] 15 items worth 320 gold coins.

[Mfood]   5 items worth 15 gold coins.
[Mweapons] 0 items worth 0 gold coins.
[Mgeneral] 46 items worth 1276 gold coins.
[Mlivestock] 0 items worth 0 gold coins.
[Mmagic] 12 items worth 0 gold coins.
Your stalls will not sell to enemies of the city.
- city salevalue foil 105
You set a dashing foil (foil148) as of value 150gp.
You set a dashing foil (foil2499) as of value 150gp.
You set a dashing foil (foil2504) as of value 150gp.
- city stall add mweapons foil 5
You place a dashing foil (foil2504) in the weapons stall [3 times].
- city stall list mweapons
"foil148"           A dashing foil.                    150gp.         (x3)
Stall [Weapons] has 3 item(s).
- city stall remove mweapons foil 3
You remove a dashing foil (foil2504) from the weapons stall [3 times].

Ministers may also determine who their stalls sell to, using the CITY SELL command. Typing CITY SELL ALL will open the stalls to everybody. CITY SELL FRIENDS will sell only to those declared as friends in the city's feelings, CITY SELL NEUTRAL will sell to all those not declared as enemies, while CITY SELL CITIZENS will sell only to citizens of the city. This can be useful when a city is undergoing shortages of particular goods, or when a city wishes to keep prices for its own citizens low without benefiting those from another town.

19.9. Taxes and city taxation.

Taxation is controlled by the Chancellor of the City. Taxation tends to be frowned upon by most individuals, who may resent paying tax on their hard earned cash. However, in times of crises or economic expansion, taxation can be a useful method of raising money on behalf of the city. At the end of every Avalon month, an individual's earnings are totalled, and they are taxed upon this amount. The extent of this tax is determined by the Chancellor using the CHANCELLORY TAX command. CHANCELLORY TAX 10 would set tax at 10% of earnings, while CHANCELLORY TAX 50 would set tax to 50% of earnings. Typical tax levels range between 5% and 25%. Going beyond 25% can cause widespread resentment and a migration of citizens away from your city. Appropriate members of government may type CHANCELLORY TAXES to review a list of citizens and the taxes owned by the individuals to the CHANCELLORY - some ministers choose to enforce tax collection by amending the bank accounts of those owing accordingly. Taxes can be exacted or removed using the CHANCELLORY EXACT command. CHANCELLORY EXACT INCOME followed by a percentage will set the CHANCELLORY's income tax on earnings, while CHANCELLORY TAX followed by the citizen, followed by a negative number to reduce their tax bill by that amount.

19.10. Trading and dealing with commodities.

The basis of a city, beside its treasury, are its commodities. The main distinction between a city and a village is the amount of commodities and resources it commands. Amassing commodities is an important duty which all governments must take seriously. Good trading will set the city in good stead, but bad trading can cripple or destroy it.

All cities, villages and towns have a number of fields either outside or just within their city walls, which those with even a basic farming ability can plough and utilise. Each spring, these fields must be ploughed and planted with seed. In autumn, the fields should have a healthy crop ready for harvesting. It is the duty of both the Minister of State and the Minister of Trade to ensure the crops are planted and harvested, and then processed and stored within the commodity stores that can be built to protect them from being stolen by ruthless individuals that seek to cripple a city. Other commodities are ammassed via the skill of Labours, rather than Farming, and these commodities (such as rope, all of the metals and glass to name but a few) must also be found, and purchased or donated to the city from citizens or other settlements.

The Minister of State, or an aide, once a commodity store has been built may enter it to pick up or drop off commodities. The Minister for Trade and aides (unless they also assist the Minister of State) can enter the stores to deposit commodities only. both ministries may utilise the city locksmith to unlock both the exterior and interior doors of commodity stores. Guards, and protective shadows flitter around the stores, keeping out unwanted people and protecting the commodities within. Members of the State ministry may type STOCK followed by any of the city's commodities to review a log of all city stocks and their whereabouts.

Guilds may also construct commodity stores for the safe holding of commodities, note however that the name of the store is intended as a general guide as to what lies within it; it makes sense to store all the commodities in their own store, yet for a guild this would be exceedingly expensive, so they may only have one or two stores. You should speak to your elders or guildmaster to discover futher information about where commodities are stored within your guild.

19.11. Reviewing and managing the overall economy.

An overview of a city or village economy can be gained using the CITY ECONOMY and CHANCELLORY STATUS commands. This command shows various information about the financial state of the city, including how much money is in the generally accessible treasury (not the Chancellory), and how much the city will pay out via a merchant, as well as who the merchant buys from. The simplest way to add money to the treasury directly is to use the CITY INVEST command - which takes money from the floor of the council chamber and adds it to the treasury. Type CITY WITHDRAW followed by an amount to take money out of the treasury and place it onto the floor of the council. Both investments and withdrawals are logged in the town's actions records, so money cannot be easily embezzled using this method.

19.12. Reviewing the expenses of a city.

Two more commands are useful for overall city management. Typing CITY EXPENSES will review the expenses incurred by your city or village every Avalon month - this tends to be upkeep of temples, novice Academies, and sometimes a charge according to the number of active citizens. All four cities, and indeed most of the villages, have computer controlled characters who charge players with quests for the city or deeds to return artifacts they desire. Gold rewards given out by these CCCs come directly from the city treasuries. For example, King Thandrades of Mercinae pays out gold for the dead body of the Great Orc of Goblin Town. The gold he gives out is a regular drain on the Mercinae treasury. City financial leaders can dictate, to an extent, the amount of gold given out as reward deeds and quests performed on behalf of the city by typing CITY REWARDS followed by a percentage. This is the percentage of the 'typical' gold reward that will be given out. So, taking the earlier example, normally Thandrades gives a hundred pieces of gold for the corpse of the Great Orc. If rewards are set to 10%, then his reward will be ten pieces of gold instead.

All citizens of a city will gain, as they progress in level and experience, experience quests from the royal leader of the city - known as city experience quests. Gold is given out from the treasury of the city automatically to individuals performing these quests successful to entice them to rise in proficiency and reward their endeavours. Typically, a city might give out fifty pieces of gold to a citizen for each city experience quest successfully achieved.

A city will also pay out for the dead bodies of men, that is, the type that could be enlisted into the army. Simply taking the dead body to a CCC related to your city will give you the money. Setting this level is the domain of the Chancellor and Minister of State, who should use the CITY DEAD command. Typing this command with no parameter will tell you the current amount being paid out.

19.13. The CITYHELP command and its sub-info files..

Use the CITYHELP command to gain detailed information on the dozens of commands available to members of the appropriate city government ministries, including syntaxes, purposes, some examples etc. CITYHELP has a dual-purpose. You may either use it to display syntax and help for government commands (e.g. CITYHELP BANK STATUS), or you may use it to peruse one of the many informative texts that are availible describing the functions of the Avalonian governments. See CITYHELP INDEX for a list of these.

CH is a convenient abbreviation for CITYHELP. The core helpfiles are contained in CITYHELP CITY, CITYHELP CHANCELLORY, CITYHELP TRADE and CITYHELP SHOP. These are all multi-purpose commands interacting with large swathes of government business, generally denominated between the State Ministry, the Chancellory, the Trade Ministry and combinations thereof.

19.14. Reviewing and altering a city's foreign relations.

Cities and villages have friends and enemies in the same way that individuals do. Type FEELINGS (as a member of government or a normal citizen) and you will be informed of the feelings of your city or village towards the other towns and guilds of the land. Your homeland can be at Peace or War with any of its neighbours, and can be Friendly, Neutral or Enemy to them. If your town holds another city to be its enemy, then it is the duty of all loyal citizens to make that declaration meaningful and act. Barons may change the feelings of their city/village using the DECLARE command. Type DECLARE followed by the name of the town/city/guild, followed by FRIEND, NEUTRAL, ENEMY, WAR or PEACE. DECLARE THAKRIA PEACE would declare your city at peace with Thakria, while DECLARE SPRINGDALE ENEMY would give Springdale enemy status without declaring war.

19.15. Utilising the city locksmiths.

The Minister of Justice has an extra responsibility to be trustworthy, since he can unlock and lock any door within their city. The Minister may call upon the city lock-smiths automatically using the LOCK and UNLOCK command - this action is logged to the city lockactions. This simple ability gives a great deal of power to that minister, and offers a large scope for abusing his powers. It has been known in the past for an evil doer to engineer himself into the position only to use the locksmiths to rob every shop in the city, before fleeing into the hills with his booty. In addition, the Justice Minister can work keys to locks within the city, or change locks on doors within the city.

If you have the appropriate skills or, in some cases, stand in a city locksmith you have access to the following commands:

Syntax: COPY <master key>.
Offers up the master key to the locksmiths, in order that they might make a copy and give back, after a charge has been levied, your original key and another with similar properties.

Syntax: UNFIT LOCK <direction> or UNFIT LOCK <item>.
This command allows you to set about the task of unfitting a lock from an open door item, working away at its mechanism until the entire lock can be taken from its housing and discarded. The pace of the unfitting and the speed depends on the complexity of the lock and whether the individual performing the task has any specialist aptitude.

Syntax: LOCKSMITH <master key> <secondary key>.
Use this command at a city locksmith while in possession of both keys, to demand the craftsman amend your master key (if possible) such that it is able to perform all of the tasks covered by the secondary key. Keys can have, at most, a complexity of ten distinct lock mechanisms. The locksmiths will charge according to the intricacy of the key, the locks involved, and the number of distinct locations covered by the secondary key. Much of the time locksmiths will only be able to work on keys designated part of their hometown sphere of knowledge, e.g. a Mercinaen locksmith will be able to work Mercinaen doors, but will struggle when faced with keys from foreign towns.

19.16. Declaring an outlaw or removing enemy status.

Individuals may be branded an enemy of your city using the BRAND command. Type BRAND followed by the name of an individual, followed by FRIEND or ENEMY. Branding them an enemy will be permanent, until revoked by another Baron, and individual enemies tend to be ill-treated by all members of the city to which they are enemy. Branding an individual friend reverses enemy status, if it exists - Computer Controller Characters loyal to your city will automatically declare an attacker enemy to your city if they are slain. It is the duty of all good Barons to act upon the declarations of their Computer Controlled Characters as well as their human citizens. It is not possible for pacifists or those under divine protection to change the outlaw status, as it is considered a hostile act by the divinities. Barons and citizens may type CITYENEMIES at any time to review a list of all known enemies to their homeland.

19.17. Diplomat status and commands associated.

The status of diplomat is bestowed, in formal terms, by the Prince or Princess of a city. It involves the DIPLOMAT command and is bestowed for a specified number of Avalon months. Those holding high office in a city - any ministerial position will suffice - can type DIPLOMATS to review a list of those with active diplomat passes.

Syntax: DIPLOMAT <foreigner> [<number of months>].
This is the central command for the Prince or Princess to bestow diplomatic rank on a foreigner. You can specify a number of months for the status to remain with the individual, or include nothing to default to one Avalon year (or twelve months). Once the months are used up, the pass is automatically junked and the foreigner loses all special access. Passes cannot be transferred to others, though they can be stolen and rendered ineffectual; they can never be used by anyone but the person originally stated.

Syntax: DIPLOMAT <foreigner> CANCEL.
Use this command to cancel a currently active diplomat-pass, thereby revoking diplomatic status from an individual. Diplomatic status can be cancelled even when the foreigner is out of the land. You must remember to type the full name of the foreigner when cancelling, e.g. AILIANA or FATALUS rather than an abbreviation.

The diplomat, providing he/she holds onto the pass (it can be worn for extra security) has access to a little range of CITY directives, and access to ministry buildings within the city of his/her privileges. The pass must be held in inventory or worn openly (not concealed in a back-pack, for instance) at all times for it to be effective.

CITY STATUS <person>.
CITY TYPES ALL/<item>.
CITY FASHION <item> [...].
CITY FETCH/RETURN.
CITY RESOURCES/RESOURCE ADD/RESOURCE REMOVE.
CITY STALL LIST/ADD/REMOVE.
CITY SALEVALUE
CITY KEY
CITY BUY/SELL
CITY REINFORCE
CITY NOVICES
CITY INVEST/WITHDRAW
GLOBESTAVE GLOBE/EMPOWER from the city's divine globe

Further information on the directives listed above can be found using the CITYHELP command, e.g. CITYHELP CITY STATUS or CITYHELP CITY BUY.

20. Government Command Lists and Syntaxes.

Commands specific to each individual government post.

20.1. Basic Baronial abilities.

The abilities of a Baron revolve primarily around selecting a Prince and occupying the various ministries. However, you have a few basic Baronial commands, listed below:

OATH                 To swear an oath to your Prince.
CITIZEN              To initiate a new citizen.
UNCITIZEN            To eject a current citizen.
DESCRIBE TOWN        To change the description of your city.
DISFAVOUR/FAVOUR     To help or hinder a citizen's city status.
PREFIX/SUFFIX        To change the prefix/suffix of a citizen.

20.2. General city government commands.

All citizens may use the following commands, to examine the running and statue of your city :

FEELINGS           The feelings of your city.
ACTIONS            Latest actions of the administration.
STALLACTIONS       Marketplace latest actions.

If you hold title, Baronial or governmental, you may issue the following commands:

CITYHELP           Further help on specific city commands.
ACTION             Lists actions or add an action comment.
BROADCAST          Broadcasts to all citizens.
GATE               Open and close the city gates.
STALLACTIONS       Like ACTIONS, only watching stalls info.
BATTLEACTIONS      Like ACTIONS, only watching battle info.
LOCKACTIONS        Like ACTIONS, only listing unlock/lock commands.
CITYENEMIES        Lists all enemies of your city.

You should be aware of all titled and Baronial commands, and their use, to fully carry out the duties of whatever role the Prince bestows upon you.

20.3. The open treasury commands.

TRE STATUS        To gain status on your treasury.
TRE DEPOSIT       To deposit funds into the treasury.
TRE WITHDRAW      To withdraw gold from the treasury.
TRE TAX           To set the city income tax level.
TRE MERCHANT      To determine the level of merchant payout.
TRE EXACT         To exact taxes from specific individuals.
TRE LOG           To log a comment into the treasury log.
TRE TRANSFER      To transfer gold to and from the chancellory reserve.

20.4. CITYHELP the central government command listings.

Use the CITYHELP command to gain detailed information on the dozens of commands available to members of the appropriate city government ministries, including syntaxes, purposes, some examples etc. CITYHELP has a dual-purpose. You may either use it to display syntax and help for government commands (e.g. CITYHELP BANK STATUS), or you may use it to peruse one of the many informative texts that are availible describing the functions of the Avalonian governments. See CITYHELP INDEX for a list of these.

CH is a convenient abbreviation for CITYHELP. The core helpfiles are contained in CITYHELP CITY, CITYHELP CHANCELLORY, CITYHELP TRADE and CITYHELP SHOP. These are all multi-purpose commands interacting with large swathes of government business, generally denominated between the State Ministry, the Chancellory, the Trade Ministry and combinations thereof.

20.5. Field Marshall, Colonels and Marshall aides.

The following apply to the military loyal to a city:

BATTLEACTION          To add a note to the battleactions.
BATTLEGROUND          To review the battleground of troops.
ARMY                  To gain an overview of the city army.
ASSEMBLE              Assembling troops under your banner.
DISMISS               Dismissing troops to rejoin the main army or to guard.
LOCALE                To review local legion formations.

20.6. Minister of Justice abilities.

BATTLEACTION          To add a comment to the battleactions.
BATTLEGROUND          To review troops in the field.
ARMY                  To review the city's army.
UNLOCK/LOCK           To lock or unlock a city door.
BRAND                 To brand an individual friend or enemy.
PREFIX/SUFFIX         To change the prefix/suffix of a citizen.
CITY RESO REM         To remove items from city resources.

You may also enter commodity stores to deposit commodities, and you have access to a range of the treasury commands (see CITYHELP INDEX).

You may also view the citizens list; CITIZENS LIST to list active citizens, CITIZENS DORMANT to list dormant citizens and CITIZENS ALL for a full list.

20.7. Commands for the Minister of State.

BATTLEACTION          To log a battleground action.
CITIZEN               To initiate a new citizen.
UNCITIZEN             To eject a current citizen.
BATTLEGROUND          To list the troops in the field.
BRAND                 To brand a player friend or enemy.
CONSTRUCT             To construct a new city building.
DEMOLISH              To destroy an empty city building.

See CITYHELP CITY for details of the range of city and state commands available to this ministry.

You have full access to commodity stores, city buildings and the treasury. See CITYHELP INDEX to find details on specific associated commands.

You may also view the citizens list; CITIZENS LIST to list active citizens, CITIZENS DORMANT to list dormant citizens and CITIZENS ALL for a full list.

20.8. Commands for the Minister of Foreign Affairs.

ARMY                  To gain an overview of the city army.
BATTLEACTION          To add a note to the battleactions.
BATTLEGROUND          To review the battleground of troops.
BRAND                 To brand an individual friend or enemy.
DECLARE               To declare your city's feelings.

CITY FASHION          To fashion goods for war.
CITY RESO REM         To remove an item from resources.
CITY DEFENCES         To control the city's automated defences.
CITY FORT/FORT BUY    To buy, sell and list city fort defences.
CITY INFLUENCE        To examine the sphere of influence of your city.

As the Minister for Foreign Affairs, you may also enter commodity stores to either see or deposit commodities, and you have access to the basic treasury commands also (see CITYHELP INDEX). The Minister alone, and not the aides, has free commodity store access.

You may also view the citizens list; CITIZENS LIST to list active citizens, CITIZENS DORMANT to list dormant citizens and CITIZENS ALL for a full list.

20.9. The Ministry for Public Relations.

The Ministry of Relations is in charge of the local Academy within the city, and as such is responsible for the wellbeing of all novices, from their arrival within the city, through the accolade quests until graduation and then until they join their first guild, at which point the local guild assumes responsibility for them. To this end, there are a number of commands, paralleling those availible to guildmasters to all within the department.

NOVICES         List all novices who arrived in your city today.
NOVICE TODAY    List all novices who arrived in your city today.
NOVICE LIST     List all members of the academy who are not dormant.
NOVICE ALL      List all members of your academy.
NOVICE STATUS <novice>   Display detailed information on <novice>.
NOVICE SKILLS <novice>   Review the academy skills of <novice>.
NOVICE QUEST <novice>    Display the current accolade quest for <novice>.
NOVICE PREFIX <novice> [<prefix>] Change the prefix of a novice.
NOVICE SUFFIX <novice> [<suffix>] Change the suffix of a novice.
NOVICE ACTIVITY [<number>/<message>] write to or review the activity log.
NOVICE ACTIVITY CLEAR to clear the novice activity log. Minister for Public Relations only.
NOVICE BRING <novice>    Bring a novice to you.
FORCE <novice> <command>   Force a novice to issue a command.
SCHOLARS             To list through scholars in the land.
SCHOLARWATCH ON/OFF To watch commands of your city scholars.
RECORD <scholar>     To review a scholarly record.

In addition to the Minister and their aides, the Barony and the Chancellor may access the local Academy's bank account through one of the many banks on the continent. Anyone may deposit money into the account.

The commands for this are :

ACCOUNT <academy guild> To check the balance.
WITHDRAW <academy guild> <amount> To withdraw money.
DEPOSIT <academy guild> <amount>   To deposit money into the account.

Where <academy guild> is the name of the local academy in your city.

CNW/CNWHO        List all city novices currently playing.
NNW              List all novices currently playing.
NOVICEWATCH      Begin watching of all novices.
WATCH <novice>   Watch a specific novice.
UNWATCH          Cease watching novices.
REM <novice>     To remember a novice's present accolade or quest.
CITIZEN <player> Introduce a new citizen to your city.
CITYNOVICEWATCH Watch all of your novices within your city.

The prompt for this watch is changed from the usual ---> to --->->.

The Minister for Public Relations has this forced upon them, and may, along with the Prince/Guardian optionally declare this for their aides using the following commands :

NOVICE FORCEWATCH        Declare CITYNOVICEWATCH to be mandatory on aides.
NOVICE OPTIONWATCH       Declare CITYNOVICEWATCH to be optional on aides.

20.10. Minister of Trade and aides.

TRADE INVEST        To invest gold in the trading treasury from council.
TRADE WITHDRAW      To withdraw gold from the trading treasury.

RESOURCES           To list the contents of city resources.
RESOURCE ADD        To add items to city resources.

You may enter commodity stores to review their contents, and to add commodities.

20.11. How the Minister of State can extend a city.

Construction is the province of the Ministry of State, or guildmasters. They (or their aides) may construct or order the demolition of a wide range of buildings for the citizens, or the government, or the military of the city. Type BUILDINGS for a list of state owned construction whilst within your city walls, or GUILDHOUSE whilst you stand within your guild for any extensions that have been made.

CONSTRUCT <type of building> <direction>.
Stand out in the open in your city and decide on the plot for your new construction. Type HELP BUILDINGS for a list of the available buildings and a cost in commodities and gold coins for the construction. You can only declare construction within your city walls (or guildhouse), and in directions that have no adjacency (e.g. if you want to build to the north, there must be nothing other than other state constructed buildings to the northeast and northwest). Construction is a costly process - do not do so lightly.

City buildings must be outside, but guild buildings may be constructed anywhere in the guild. Neither, however, can be constructed as extensions of existing commodity stores/constructed buildings; they must be CONSTRUCTed from permanent locations. The construction will be completed immediately and will automatically be considered an extension of whichever city or guild it was constructed in. REMEMBER also constructions are not automatically fitted with doors and if you wish to fill doorways you must source and fit your own.

DEMOLISH <direction>.
Demolition of a building is quick and easy, providing you have sufficient gold coins in your hands to pay the workmen and artisans for their time. Stand outside the entrance to a building (usually out on the street) and issue this command to commence its demolition. You will not be able to demolish a building that has not been emptied of its contents and occupants beforehand. Demolition costs the city one thousand pieces of gold per location in the building being demolished.

BUILDINGS
Members of government, and other priviledged citizens can use this command to review any state owned, constructed buildings, that lie within the influence of your city. You must be standing on home soil to review the list.

GUILDHOUSE
Guildmembers above the rank of apprentice can issue this command to discover the whereabouts of any extensions that have been made within a guild. You must be standing within your guild to review the extensions.

21. Warfare in Avalon.

War inside of the game, between guilds, cities and allied forces - all related information about the strain on resources is here.

21.1. Introduction to warfare in Avalon.

Warfare in Avalon is conducted using legions of either city-loyal or guild-loyal troops. These troops are kept in barracks in the cities and the guilds about the land and, during times of war or invasion, they are equipped, brought out and sent into battle or siege. In order to interact with the military of a city you will need to either hold the post of Field Marshall or, more likely, be an aide to the Field Marshall or Colonel. In a guild you will need to be either the guildmaster or to have had the status of guild captain bestowed upon you. Much of warfare is restricted to those without pacifist, protected and duellist status - for the sake of fairplay since it is important the leader of a troop bent on battlefield action be able to be held culpable, personally, for their choices.

There has been a tendency in the past to launch invasions, with the expectation of carrying through to successful completion while the defending leaders are absent (taking advantage of timezone differences, for instance). This is no longer so easily achieved in modern times as the cities and guilds have a default defensive boost - a citizens-at-arms response - when their territory is threatened by largescale invasion. This means, in effect, that if an invasion is carried out with NO representatives of the target military to take to the field in defence, the citizens/guildmembers in-the-background will take up arms and augment fortified defences and, indeed, expand covert minefield and blockages to slow down the invasion. While this is unlikely to defeat a determined attack, the aim is to retard it for long enough to give an opportunity for the leaders to return. These effects do not last for more than Avalon month.

It takes quite some time to march a large army across the land and requires a great deal of rations to keep them fed; you should experiment with troop movement and feeding before you embark on any serious military exercise. For the purposes of legion movement, locations are divided into nine areas - as shown below. You will need to be aware of your legion's positions within a location, there is great advantage to clever attack and defensive formations.

The location "Meeting Place" is at sea-level.

          Northwest +2   NORTH +1     NORTHEAST +2

               WEST --   CENTRE +1    EAST +2

          SOUTHWEST -1   SOUTH --     SOUTHEAST +1

The numbers after the compass directions represent the undulations within a location, significant for melee and military battleground actions. Each +1 represents a foot raised, each -1 a foot below the location aggregate. Anyone may type LOCALE in a location to see nearby legions and their positions within the location. Soldiers and fieldworkers unassigned to a legion/regiment appear in lowercase, while those trained to their purpose and readied on active service are shown in capitals. Optionally you may type LOCALE followed by a direction to review troops in adjacent locations. If you wish to review troops by legion name instead of more-cumbersome numeric figures, type BANNER instead. Use it precisely as you would use LOCALE.

See HELP LEGION, HELP DISPATCHES, HELP BATTLEFIELD (especially the last section) and HELP TRAINING for up-to-date information and useful overview. The rest of Section 21 is yet to be brought in line with the finished warfare metamorphosis.

21.2. The concept of legions and command-set thereof.


SECTION I: OVERVIEW OF LEGIONS, CREATING AND MAKING UNIQUE A LEGION

The concept of a 'legion' is a convenient way of referring to groups of
soldiers/workers collected under the banner of a city, guild or
individual. Legions have an ideal size (denoted by its type), a
constituent personell (e.g. cityfolk or guild specialist) and, most
importantly, a wide range of trained abilities and equipment for use of
those sworn under its banner. The main command LEGION is used for all
manner of things relating to these groups and it is only when you wish
to employ specialist skills, set about marching/moving locations or step
onto the battlefield/begin melee that you will need to explore beyond
the list below. Almost your entire military/fieldworker personell
preparations/training/arranging into suitable structure is covered here.

Those of you commanding pacifist legions should note that although there
may be a warlike tendency to the terminology/wordings used below and
in the responses to your commands, this is only a temporary matter while
the functionality is fresh. Ultimately the pacifist fieldworker will
have his/her own texts and mannerisms, more applicable to the non-violent
path chosen by this battle-spurning brand of legion; for now, bear with
the present text, bring any reference changes you would like to see to the
attention of the Gods and instead concentrate on the many aspects of the
system accessible to the pacifist with clear conscience and consider the
widespread ramifications their contribution may bring to bear on the
ebb and flow of the continent's geopolitical landscape.

Syntax: LEGION LIST MINE/GUILD/CITY.
Provides you with a list of legions created under your banner, or that of your city or guild. Open to all fighters, duellists and pacifists alike.

Syntax: LEGION WHERE MINE/CITY/GUILD.
Allows you to list out all legions of appropriate loyalty/constituent specialists together with information on their size-type, their present captain, their current state-of-affairs and, if possible, the location of the standard bearer in the land. Thus, unlike LEGION LIST, it is possible to use LEGION WHERE to manage a spread of legions across the largescale battlefield of the land in addition to those in barracks undergoing training/exercises.

Syntax: LEGION INFO <legion>, LEGION SPECIALISTS/ACTIVITY <legion>.
To gain more detailed information about the specified legion, its type, size and location of those individuals attached to its banner. Most importantly, however, it gives you details of specific training ongoing, equipment, rations, morale, and its specialist skills. Available to all: fighters, duellists and pacifists alike. NOTE: you can abbreciate 'specialists'to 'spec' and 'activity' to 'act'.

Syntax: LEGION INV <legion>.
Use this command to review solely the quartermaster inventory of your legions, the items they possess, equipment, weapons, steeds, etc.

Syntax: LEGION NEW <new legion name> <city or guild>.
To create a new legion name and set it under a certain banner - be that
city or guild. New legions always begin with the size of 'party' and
must accumulate a certain number of individuals before it can move onto
the first of the significant sizes, the 'company'. Your name should be
something original. It cannot clash with an existing city, village,
area, guild or Avalonian's name.

Syntax: LEGION TITLE <legion> <title>.
Legions have a single word name, which you refer to when interacting
with them - in the field, in barracks, etc - and a title, generally
referring to their greater purpose. Examples of titles might be:
Guardians of the Night, Defenders of the Faith, Narl's Mercenary Scouts.

Syntax: LEGION RENAME <legion> <new legion name>.
Renames an existing legion (providing it lies under your banner) with a
new, ideally more significant short-name. You cannot name a legion after
a guild, a city, an area or village, or one of your fellow Avalonians.

Syntax: LEGION HISTORY <legion> or LEGION JOURNAL <legion>.
Allows you to review the documented history or journal of a specific
legion. Those with high rank and/or deep connections to the legion will
be able to view its complete journal, including all records of past
engagements, expansions and contractions, specialist skills gained and
lost, etc. LEGION JOURNAL therefore is the more comprehensive info.
Others, if the legion is sufficiently open and you possess the status,
may review the scribed history: the LEGION HISTORY option. Scribed
history is penned by the legionnaires themselves and tend to focus
instead on a narrative of the legion's past, present and future.

Syntax: LEGION NARRATE <legion> <comment>.
Using the NARRATE command an individual with sufficient rank or
closeness to the specified legion may begin a continuous entry sequence
somewhat akin to writing a letter or bulletin board message. This is
used for writing longer entries into the legion histories. These
histories are penned in secrecy and will be added only to the private
annals of the legion's ongoing records. It is not to be confused with
the semi-public LEGION HISTORY or LEGION INSCRIBE book of record. NOTE:
presently this date stamps but does not allow pages of entry. It will do
so as soon as warfare is continentwide returned to us.

Syntax: LEGION NOTE <legion> <private note>.

or      LEGION INSCRIBE <legion> <semi-public inscription>.
One would use the NOTE command to add a private, legionnaires only note
to the ongoing permanent recorded history of the specified legion or the
INSCRIBE option for those with rather broader 'right of access' to pen a
semi-public inscripion. Note, along with any entry in the closed-history
of the legion, will only be viewable by those of high enough rank or
close long-term connections with said legion (e.g. its creator or its
captain). Inscriptions are always viewable by those of broadly high
enough rank/stature and are often displayed publicly if the legion's
records are ever inspected or placed out openly for all to see.


SECTION II: CLASSIFYING YOUR LEGION BY SIZE-TYPE AND DETERMINING LEADERSHIP

Syntax: LEGION SIZES.
Reviews the various legion sizes and the number of individuals required
to maintain a legion with the advantages of certain size statuses: from
party and company as the smallest, to corps and army as the largest.

Syntax: LEGION DISBAND <legion>.
Disbands an existing legion (providing it lies under your banner),
removing its name, title and very existence from the land. The legion
must not have any individuals sworn to its standard. You will lose all
specialist-skills attached to a legion banner when it disbands, although
if you have successfully deployed the trained individuals elsewhere you
will not be concerned by this since the disbanding will occur with no
training to lose.

Syntax: LEGION EXPAND <legion>.
Assuming you have sufficient numbers sworn loyal to the specified legion
you may order its expansion, thereby commanding it to assume a more
efficient hierarchy appropriate to its size. Consider the distinction
between hundreds of ill-organised folk in a crowd contrasted with the
same hundreds structured into a well-defined structure. It becomes more
potent, faster to execute commands, more effective in every way. See
LEGION SIZES for information on the structures available to you and
remember that a legion must have attained a sufficient number to reform
into the superior-size hierarchy.

Syntax: LEGION CONTRACT <legion>.
As the numbers sworn loyal to the specified legion fall below certain thresholds you will need to contract the structure accordingly. See LEGION SIZES for info on the specific numbers for the various hierarchies most appropriate. Ensuring the correct hierarchy structure for your legion size maximises its efficiency, impacts positively on each and every one of its actions (both potency and pace of operation). Contraction requires the legion to be sitting at the low number boundary of its current structure.

Syntax: LEGION LIEUTENANT <legion> <new lieutenant>/<guild or city>.
Designates an individual as lieutenant of the specified legion. This can be done by the legion's overall commander/creator (or others, depending on ASSIGNed hierarchy paradigm as described below) or by its existing lieutenant (passing the baton of leadership). If you specify a guild or city to take over lieutenantship you leave the post open for suitably qualified folks to assume control whenever appropriate. Lieutenant rank is suitable for legions of size company or party; those of greater numbers must be under the command of individuals of superior rank. Lieutenants may only command larger groups if the group has grown from smaller size under his/her stewardship - and thus remains singularly loyal. Lieutenants have full access to all possible legion commands and powers.

Syntax: LEGION ASSIGN <legion> <hierarchy paradigm>.
The hierarchy paradigm simply refers to the structure expected by the
legion into which it will settle for the purposes of taking commands.
Thus one may have a regiment solely loyal to its founder and scornful of
orders from any other, whatever their rank; or an open-minded company
happy to receive orders from any not definitively a declared enemy. See
HELP DISPATCHES for the comprehensive order scripts available for
dispatches, effectiveness and suitability to be dictated by a
combination of your personal stature and the legion's assigned hierarchy
paradigm as listed below:
"military" fits neatly into a guild or city military structure, with commanders appropriate to the legion size and denomination.
"fieldworkers" is structured, for conveience and efficiency, along military lines but without the oft necessity of combat readiness/experience to command.
"independent" turns aside from formal military structures or traditional authority figures, trusting instead legion founder and inner circle only.
"personal" allows the group to be part of a structure but determines it to place personal allegience (such as to its founder) above all and disallow many more fundamental orders save from its founder.
"open" declares the group open to commands from all non-enemies.
"authority" establishes the importance of authority figures (e.g. Prince, Field Marshall, Guildmaster) giving equal measure of command to such figures as founders or designated commander.
"mercenary" allows for a full military structure and command hierarchy but without fixed loyalty and thus, depending on circumstances, said loyalty can become fluid - self-preserving - more robust than blind adherence to orders.


SECTION III: TRAINING SPECIALIST SKILLS, EQUIPPING LEGIONS - THE ROAD TO
VICTORY

Syntax: LEGION POTENTIAL <legion>/<city>/<guild>
Depending on your legion type (city or guild specialist) they will have
access to a wide range of abilities useful in the field of battle or
other circumstances about the land. This command allows you to view the
potentialities of the specified legion or, if you specify a guild or
city, the base potential of those denominations of legions (not taking
into account any factors that are specific to an individual legion). All
have access to this command, fighters, pacifists and duellists alike.

Syntax: LEGION TRAIN <legion> <specialist skill> <target potency>
Commands the commencement of a training period for the specified legion.
You will need the correct tools for the training and the legion must be
in safely in-barracks to be unmolested while the training is carried
out. See HELP TRAINING for comprehensive details of the skills a
legion-type can gain; these skills will depend on whether it is a city
or guildspecialist legion. See your LEGION POTENTIAL command above to
see the extent of training possible. It is slightly faster for a legion
to learn less skills concurrently and they enjoy more rest periods in
between the marginally lower number of sessions required to advance
potency in a specific skill. Legions gain potency more slowly as the
higher eschelons of a skill are reached; thus a legion will take more
time to learn the challenging rigours of 70% to 75% in a
specialist-skill than it would the relatively simple lessons required to
move from 5% to 10% in the same.

Legions train one specialist-skill at a time, in real terms, despite
having the capacity to carry out training orders to progress numerous
skills concurrently. They will progress each skill at a similar pace but
focus, at any given instance, on just one. Each percent of potency (and
you will find certain types of guildsmen or cityfolk are delimited by
maximums in this or that specialist-skill) is advanced via successful
completion of a number of sessions; the number of sessions per potency
advance increases as explained earlier. Some skills affect session
requirements (e.g. alacrity reduces sessions required to advance
potency). Do bear in mind that timings here are approximate and where a
legion states a certain number of minutes to completion of a session,
this is a rough figure and can vary by a certain percentage, as can
session numbers required and impact of circumstances/brethren-skills on
the training. Nothing is so exact to be precisely formulaic and the most
successful military minds factor such unpredictabilities into their
tactics and/or scenarios.

Syntax: LEGION TRAIN <legion> OFF.
This command switches off and nullifies ALL training sessions, aborting any that are ongoing and discarding any dispatches relating to ongoing learning. It frees your legion in one fell swoop to commence deployment, marching or melee.

Syntax: LEGION FINISH <legion> <specialist skill>.
Declares the training of the specified legion complete, thereby freeing
the legion to be employed at other tasks. Training, while it is going
on, is completely occupying of a legion's attentions. You will need to
finish all of its training sessions to regain quick responsive control
of the legion for future commands.

Syntax: LEGION TEACH <legion> <skill>.
This command is used for you, the individual specialist (doubtless a fine example of whichever guild or city in which you ply your trade) to augment the training of a specific legion. You will need to specofy the legion to teach and the specialist skill to augment, and the legion must already be training at that skill. Performing a TEACH will push the legion to almost immediately advance a percent in the specified skill. It comes at a price, however: your precious lessons. The larger the legion and the higher the skill percentage, the greater the cost per percentage improvement.

Precise algorithm is:
X = legion skill value, between 1 and 5. Divide legion's skill by 20 and round up to nearest whole number, e.g. 1-19 is 1, 20-39 is 2, 40-59 is 3, 60-79 is 4, and 80 above is 5.
Y = legion size value. Divide legion's size by 50 and round up to the nearest whole number, so a legion of 30 would be '1' and a legion of 300 would be '6'.
OPTION A:
The lesson cost is a simple sum: X multiplied by Y, minimum of two per LEGION TEACH instruction. So to take a legion of 100 men from 30% in a skill would be 2 x 2 = 4 lessons. To take a legion of 500 men from 75% in a skill is 4 x 10 = 40 lessons.
OPTION B:
The lesson cost is a simple sum: add X to Y, minimum of two lessons per LEGION TRAIN instruction. So take a legion of 100 men from 30% in a skill would be 2 + 2 = 4 lessons. To take a legion of 500 men from 75% in a skill would be 4 + 10 = 14 lessons.

Syntax: LEGION PROGRESS <legion>.
Reviews the current training schedule of your specified legion, details of the specialist skills being learned and, most usefully, the extent of its progress towards the stated goals. Any can issue this command, be they pacifist, duellist or figher status. You will be informed how many sessions (if any) remain before the next advance of potency percentage in all those specialist-skills being trained and, in summary, which skill (if any) is presently the group's focus alongside an approximation of how long before the session is complete. Legions work through each specialist-skill they are told to train up, one by one, in no particular order until they have completed a session for each one. Once all have had a session the cycle begins again, progress duly updated.

Syntax: LEGION PROGRESS <legion> <specialist-skill>.
Those with sufficient rank over the specified legion can go a step further than the broad summary gained by the LEGION PROGESS use above. If you specify a skill by name, e.g. LEGION PROGESS GUARDIANS4 ALACRITY you will be given far more detailed information its specific purpose, usages and the extent to which your legion's potency affords you access to new commands/abilities. Many specialist-skills are background and simply affect legion performance without the need for commands to be dispatched but others do require special orders - particularly the more esoteric, higher-end specialities. LEGION PROGRESS is, therefore, somewhat akin to an amalgamation of doing a HELP and AB on one of your character's personal skills: gains a broad but skill-specific info document and ability by ability list dependant on potency level attained. See HELP TRAINING for a specialist-skills list.

Syntax: LEGION EQUIP <legion> <equipment>.
Bestows an item of equipment on the specified legion, looking on the ground only - to save confusion with items you may have in your inventory. If you wish to equip with an item you are holding, drop it first then LEGION EQUIP. Equipping a legion is most easily accomplished when the legionnaires are not busy on active deployment. It is impossible to LEGION EQUIP a legion if some or all of their ranks are occupied about the "forts" active deployment.

There are various reasons for loading up a legion with items of inventory. Firstly: many of the specialist skills require equipment to carry out or enjoy improved effectiveness when used with a specific item (legions automatically attempt to employ their inventories to best possible result unless otherwise instructed). Secondly: powerful legions may be used to transport valuables across the land more safely than a troop of vulnerable individuals, particularly large-size commodities that would be otherwise too cumbersome for easy maneuver. Thirdly, legions benefit in other ways from certain important components whose use is not covered by a specialist skill: food, shelter/bedding, healing herbs or potions, etc.

Syntax: LEGION UNEQUIP <legion> <equipment> [<number to take>].
Removes an item of equipment from the specified legion. Use this with
care as you risk removing from a dutiful legion an item pivotal to it
carrying out its orders or utilising its specialist skills to their
maximum effect (e.g. take all the quivers from a legion skilled at
archery and you will find your archers suddenly little or no use on the
battlefield). Morale is also adversely affected if important items (such
as food, bedding, et al) are taken back once given over. There are,
however, many situations where relieving a legion of its equipment is
the best course of action: while they are in barracks and others in the
field have greater need, for instance, or, more ambivalently, when one
legion is deemed to be on the verge of utter defeat and risks losing
valuable artifacts that might make the difference between another
group's survival or route. One may doom the first legion to certain
vanquish but if, in doing so, the second has twice the chance of
prevailing; who can argue the military logical? Such decisions are not
for the faint-hearted and it is well-worth experimenting with balances
of apposite equipment versus overequipping, overencumbering or
overpampering (all of which sap morale) and fighting spirit.


SECTION IV: ASSEMBLING AND DEPLOYING INDIVIDUALS IN AND OUT OF LEGIONS

Syntax: LEGION ASSEMBLE <legion> FILL/<number> [<guild name/city name>].
Syntax: PV <legion> FILL/<number> as a shortcut for the above.
Commands freshly enlisted untrained individuals into the specified privates-only
legion. This assumes there exists in the locale both a source of
privates and a group in existence under the legion's banner. If you have
no-one under the legion's banner in the land it must be begun, on just
the first occasion, by specifying a guild or city-name as per syntax
above. This way the privates are taken from the correct guildsfolk or
citizens. Note: you may use the FILL directive on pre-existing legions
to bring in the maximum possible privates to swell its numbers to the
edge of the next size-type up; ready for possible expansion.

Syntax: LEGION DISMISS <legion> <number> [<locale direction/CENTRE>].
Ejects privates from the specified legion thereby increasing remaining
legionnaires' equipment, rations and speed of operations (as is always
the case with a smaller group). You will, however, risk losing some of
your trained talent since in dismissing anyone from a regimented,
orderly environment to off-duty status takes its toll on their
abilities. Thus you will lose a portion of the legion's specialist skill
prowess, despte those you retain gaining, on average, as individuals. If
you were to go so far as to dismiss each and every last member of the
legion you will effecively be disbanding it as an active presence,
returning all its equipment to the decommissioned group. Be warned,
though: doing this also abandons all the specialist skills accumulated
over the legion's active lifespan.

Syntax: LEGION SPLIT <master legion> <destination empty legion banner>.
Use this command should you wish to reduce the size of an individual legion while retaining all the expertise and experience/training picked up by those sworn to follow its banner. You begin with your large first legion and then find a second legion banner, preferably newly created or two or less individiuals within. The splitting will then halve the size of the master legion, shifting the oath of fealty for the other half to serve under the new banner. Although both legions will be of equal size and thus, in theory, weaker in any weight of numbers clash, they will share without loss the specialist skills, training and battlefield experience garnered during the unmolested existence of the original.

Note, however, that splitting legions is not always a settling experience and there are sometimes occasional individuals who get lost in the process; fortunately these tend to be the ones with the least specialist skills. There are also occasional teething problems and the odd percent of specialist skill progress can be lost in transit. Better to retain legion integrity whereever possible.

Syntax: LEGION MERGE <master legion> <secondary legion>.
This command is a simple one. Providing you are addressing two legions
of the same guild or city and neither are constituted entirely of
unskilled privates (those without having ANY specialist skill knowledge)
you can issue the order for them to merge. You will need to have
authority sufficient for this command over both legions but, if
successful, quickly rearranges the previously smaller legions into a
larger single legion, merging (where possible) the skill prowess and
exchanging (as much as can be conveyed) the advantages of past
experiences/morale. Merging a less skilled legion into a more skilled
master will result, as you would doubtles have surmised, in a larger
resultant legion with skills proportionally lower as a result of the
merge. Note, however, that merging itself is not an experience all
remain unaffected by and there is a net loss (albeit only minor if the
merge circumstances are carefully set-up) of specialist skill
percentiles across the newly enlarged group.

Syntax: LEGION DEPLOY <master legion> <destination legion> <number>.
Deploys individuals from the master legion (which must be larger than a 'party' in size) to shift allegience to the new banner of the destination legion. The <number> specified will attempt to move across, swelling the numbers of the destination and altering its average specialist-skill potencies accordingly. It is unwise to water down hard won specialist-skills of higher rank with poorly trained neophytes else you will find the distractions cause an overall lose of skill and thus precious training time.

Do bear in mind, however, that there are optimum sizes for legions -
regiment/brigade by default - optimums affected by leader prowess,
history, circumstances, terrain, legion recent engagements, etc. Take
all of the archers from even an enormous group on the front-line (and
engaged in combat) and you run the risk of ensuring its defeat, despite
its numbers and otherwise high specialist skills; simply as a consequent
of poor timing and removing crucial individuals from a situation of
great need into one of less. Such choices often make or break a military
campaign. It is not for naught that an individual's military history is
so respectfully perused, their successes lauded, their failures lamented
and feared...

It is never possible to have a mixed single legion of guild specialists
and city soldiers/fieldworkers, nor can you shortcut training or the
invaluable boost of real engagement experience - but you can try to
tread a line between having a single crack regiment with enormous skills
and experience (and an army of uneducated ill-equipped novices) and
spreading the regiment's relatively small numbers in and around your
entire military/society to gain the most possible training, for the
maximum number of people, in the shortest time. Every military's
conundrum.

See next HELP COMMANDER and HELP VANGUARD to discover more about taking
command of a legion directly, and the all-important HELP DISPATCH to begin
to delve into the world of mission/goal order dispatches, the foundation
of largescale military command.

21.3. Comprehensive training for legions.

There are a wide variety of specialist skills, some broadly shared across profession and citizenship, others unique to this or that profression; all have a bearing on the complex web of tactics both in war-preparation and on the battlefield. Below is a summary of the specialist skills with a brief descripion. More detailed information remains closely guarded and cannot be revealed here. See HELP LEGIONS for command-set relating to warfare, legions and the acquisition of these abilities. You can train a legion in a number of skills at the same time but to do so will retard progress in all.

Very large legions learn more slowly than those of optimum middling size (regiment and brigade is most effective, the former if solely automated, the latter if any player teach is involved on occasion). The division and battalion are markedly slower to train yet remain relatively adept, but when your size drops down 'company' and 'party' size, or gets so large it passes 'corps' and 'army' numbers - then is training retarded greatly; the former by lack of numbers to practice and coordinate and enthuse and spawn competition, the latter by weight of numbers overwhelming the trainers unable to reach sufficient numbers to advance matters as quickly as possible. Nonetheless, all legions big and small WILL advance under training and many say, regardless, there is no substitute for real battle experience.

The list of specialist skills below is a complete run-down of all areas of development open to legions, the extent of said development determined by the guild or city from which the legion hails. "The Core Skills" should be deemed priority for all legions, and form the basis from which all other endeavour and specialist development should begin. Without competent core skills the legion will be extremely vulnerable on the battlefield, be it fieldworker or fighter. Where you develop beyond (or in addition to) the core skills is entirely up to you, and in most cases depends on the vision of the city/guild and its proximate needs. It is recommended that a spread of specialists together with a vanguard of core par-excellence is the initial goal, as one becomes more familiar with the subtleties and nuances of warfare, fieldwork and its myriad potential.

You will find you are able to type HELP followed by a specialist-skill to gain some information, in many cases, or for the less publicly known skills, LEGION PROGRESS <legion> <skill> when your legion is training in the skill to gain further details.

THE CORE SKILLS

"Meleefight"       Combat hand to hand, in melee, when no weapons available.
"Alacrity"         Determines the pace of order response/execution.
"Deployment"       Speed of deployment on orders, movement, actions.
"Meleeweapons"     Combat at close-quarters, in melee, using weapons.
"Familiarity"      Closeness to fellows and leader; rewards constancy.
"Armourforms"      Using armour worn and in conjunction with formation.
"Formations"       Adopting designated battle formations in real-time.
"Highground"       Taking advantage of higher ground over opposition.
"Lowground"        Experienced use of lower-ground on the battlefield.
"Cavalry"          Skill and experience in the mounted arts.
"Hawkeyes"         Accuracy for actions performed at distance/long-range.

HELP 21.9 - MARCHING SUPPORT SKILLS
"Marchendure"      Marching faster, longer distances, greater endurance.
"Levitation"       Employing magical arts to levitate, controlling height.
"Rivermastery"     Handling boats, transports, routes via the rivers.
"Circumventions"   Passing obstacles via best trained/expedient method.
"Leaping"          Leaping obstacles, dodging inbound, into depths/water.
"Swimming"         Traversing bodies of water, diving in/out quickly.
"Livingwalls"      Tighteing about an exit or locale to block movement.
"Climbing"         Clambering up or down natural or man-made height obstacles.
"Gathering"        Gathering up legions, snowballing momentum/size.

HELP 21.11 - TERRAIN SUPPORT SKILLS
"Trenches"         Digging and fortifying trenches in suitable environs.
"Scorchedearth"    Long term devastation of farming, fields, etc.
"Levelground"      Filling in trenches and pits, downing obstacles.
"Tunnelling"       Making tunnels underground between adjacent locations.
"Lumberjacking"    Felling trees, cutting bush/hedge, scything wildland paths.

HELP 21.13 - EQUIPMENT SUPPORT SKILLS
"Fieldequipment"   Using/maneuvering field equipment (eg catapults etc).
"Buildforts"       Building fortifications in locations or for tactical gain.
"Minefields"       Laying detonating mines in appropriate surrounds.
"Forts"            Potency within forts, barbicans, field holeouts.
"Equipmentfix"     Mechanic skills required to mend/improve field equipment.
"Sabotage"         Covert destruction (oft timed) against field equipment.
"Oilcauldrons"     Cauldrons of boiling oil/water high to lowground.
"Minehunting"      Finding and/or avoiding minefields, uncovering/diffusing.

HELP 21.14 - CONFLICT SUPPORT SKILLS and HELP 21.16 - DESTRUCTION SKILLS
"Archers"          Employing the longbow and/or crossbow in battle.
"Projectiles"      Thrown, catapulted or speared items in battle.
"Bodyguarding"     Guarding the person or small group from incoming damage.
"Protectionism"    Preventing melee between points adjacent but duly bisected.
"Razing"           Burning/destroying undefended enemy constructions.
"Plundering"       Plundering treasure/items from unfortified locale.
"Besieging"        Organised, slowsteady attack against fortified targets.
"Rearguarding"     Notice weakness on battlefield, move to plug it.
"Desperation"      If defeat inevitable, resort to desperate, doomed heroism.
"Leadership"       Leading offensive or defensive lines/formations.

HELP 21.15 - SCOUTING/INFORMATION SUPPORT SKILLS
"Orderscripts"     Preparing scripts with complex distributed orders.
"Battletactics"    Taking on and executing writing tactics/orders.
"Conveyencing"     Conveying skills between legions efficiently.
"Scouting"         Covert, speedy information from enemy territory.
"Messengering"     Passing messages (orders and more) all over Avalon.
"Distantrelay"     Info and scenes from distant events; no end of covert uses.
"Covertcitizen"    Incognito travel on foreign soil, gather info/theft.
"Windwords"        Mimicry and falsewords bandied about to derail plans/info.
"Pathways"         Working through best routes about the dangerous land.

THE ESOTERIC SKILLS
"Girdling"         Rituals used to thwart enemy movement and activity.
"Attackmagic"      Magic attacks to augment offence against targets/enemies.
"Weathermods"      Modifying localised weather as per orders and tactics.
"Globechanneling" Utilising globepower via legion trained orders.
"Fireworking"      Blasting and burning environs with magical flame.
"Globestavepower" Empowering globestaves as an ongoing instruction.
"Globestaveblast" Destroying enemy globestaves whenever opportune.
"Enemytheft"       Stealing equipment from enemies (individuals/legions).
"Fatalism"         Inspire depression and demoralise enemies over time.
"Mysticalfear"     Voodoo-esque irrational fear strikes weakest present.
"Spiritualist"     Rejection of money/salary in favour of spiritual succour.
"Ghostrider"       Ethereal leadership; following orders from the dead.
"Foraging"         Foraging about for herbs/poisons/concealed items.
"Animalcare"       Training/caring for animals (eg steeds or carrier pigeons).
"Rustling"         Disrupting, chasing off and disabling enemy animals/steeds.
"Forestgrowth"     Enchanted growth/musclework to shift natural obstacles.
"Forestcleanse"    Restoring forest nature-state, removing invaders.
"Selfhealing"      Calm affliction diagnosis and selfhelp on the fly.
"Healinghands"     Spotting afflictions and healing them on-the-fly.
"Elementcalming"   Rebalancing elemental dangers; fires out, winds down etc.
"Forestfood"       Bringing forth rations and/or food from the wilderness.

Not all of the specialist skills listed above are of equal value on the battlefield and circumstances dictate the usefulness of a great many but there are some (such as 'alacrity') that aid every aspect of a legion's performance. The tactical masters of the land will doubtless have much to teach you about these subtleties.

21.4. Taking up the role of legion commander.

Although it is possible (and commonplace) for legions to be controlled entirely through dispatches prepared and sent out by remote masters, many chose to lead their city or guild legions personally. They take up the status of 'commander', also known as the lieutenant, colonel or the guild-captain. It is the lowest military rank an Avalonian can hold since it is the only non-commisioned rank, but, perhaps more importantly it is also a position open to all citizens and guildsmen, regardless of age, nobility and past experience. It is the entrypoint to interacting hands-on with the military and fieldworker legions of the land.

Syntax: MARSHALL <legion>.
Use this instruction to take up a command-post at the centre of the specified legion. It takes a little time for the legion to marshall the correct formation but, having done so, you will be much protected by dint of being at the epicentre of the group. At the commandpost and, if you are of lieutenant rank, there alone - will you be able to take hands-on control of passing orders to and gathering information from the legion. This is one of the cornerstones of battlefield action. If the legion is sufficiently developed at the 'ghostrider' specialist-skill then it will be possible to marshall the legion in ghost, mist, light or other non-human forms. Normally, however, proper human form must be maintained.

Syntax: RELINQUISH <legion>.
Reverses the effects of the MARSHALL order by information your legion to disperse and afford you a way out, back into the open. The legion will quickly adjust its formation to let you relinquish your commandpost (thereby losing direct control of the group) and return to a normal unprotected state.

Syntax: COMMAND <legion> [<...goal/mission...>].
A marshall, having taken up a commandpost at the epicentre of a legion, may use this command to pass orders directly - in real-time - to the group over which he or she has assumed leadership. Commands generally supersede dispatches (the other form of order-giving). They are simpler, more direct, less inviting of interpretation or complex assessment of criteria. You command; the legion obeys. See HELP GOALS for a list of direct legion-goals or actions available to the 'commander'.

Syntax: BATTLEREVIEW CITY/GUILD <date>.
This command provides you with an overview of the battlefield actions for your legions (city or guild). If you include an date it will inform you of action on a period around that date. The interactions are listed by Avalon date but the date you specify should be 'real' date, in the format DDmmmYYYY e.g. 10apr2010 to review the 10th of April 2010.

See also HELP LEGION for the central legion management command documentation, HELP DISPATCH for a comprehensive dossier on the creation, writing and propogation of dispatches while HELP SPECIALIST/HELP SPECIALIST <skill> gives you crucial rundowns on the specialist-skills.

21.5. Dispatches for order-scripts: legion actions.

Dispatches are orders written by the military leaders of a city or a guild and dispatched into the custody of a legion or designated group of legions detailing actions/responses to be undertaken in the event of specific circumstances and/or criteria being met. Thus complex and tactically strong defences can be mounted against an aggressor led by active, belligerent individuals entirely by dint of well-written defensive dispatches (assuming, of course, a touch of military genius on the part of their author). See HELP GOALS and HELP MISSIONS for the list of actual actions/broader targets available, for adding into dispatches and thus passing onto your legions/fieldworkers. Use HELP SPECIALIST followed by any of the specialists-skills for detailed rundowns on each specific skill, its real-world applications, commands, interskill associations, et al.

Syntax: DISPATCHES.
Shows you all dispatches in play about the land written and/or put into action by you personally.

Syntax: DISPATCHES <legion>.
Reviews all active dispatches under the banner of the specified legion. The legion must be one over which you have a modicum of authority but the dispatches may have originated from any source.

Syntax: DISPATCH NEW.
In possession (or in sight) of papyrus and some wood, this command allows you to quickly have a blank dispatches sheet made up and presented to you; ready for inscription. This command can only be issued by guild captains, colonels, Field Marshall aides and, of course, Princes, Field Marshalls, Guildmasters and Barons.

Syntax: DISPATCH ERASE <dispatch>.
Erases all orders, timings and circumstance/event catalysts from a dispatch sheet allowing it to be freshly inscribed as if newly created.

Syntax: DISPATCH READ <dispatch>.
Reads over a specific dispatch scroll, listing out the orders it contains and any circumstance/event criteria for their exectutions alongside associated timings.

Syntax: DISPATCH FETCH <dispatch>.
Fetches a dispatch with your city, guild or personal stamp - providing it is nearby. The dispatch is subsequently placed in your inventory.

Syntax: DISPATH CLAIM <dispatch>.
Places your unique mark on the spool of a suitable dispatch, so it will appear when you type DISPATCHES and represent your authority when scribed/executed. You can claim any dispatch of shared/familiar origin (city, guild or personal).

Syntax: DISPATCH CHAIN <primary dispatch> <dispatch to chain>.
Chains the secondary dispatch onto the primary, ensuring that once the primary has been executed the secondary will come into play.

Syntax: DISPATCH UNCHAIN <primary dispatch>.
Removes all secondary dispatches that have been chained to the specified primary, placing those chained into your inventory as independent dispatches once again.

Syntax: DISPATCH GIVE <dispatch> <target legion> [EXECUTE].
If you are standing before the target legion or at a commandpost in the same location as the target, you will be able to give them, in an instant, the dispatch scroll and thus have the immediately acquainted with its contents, readied to act on your commands. There is no faster, more certain method of delivery. If you append EXECUTE to the end of this command then you will give over the dispatches with the express instruction that they are to be read through and acted upon promptly.

Syntax: DISPATCH RUNNER <dispatch>/ANY <runner>/<runnertype>/ANYpotency> <to legion>.
You can send dispatches out to legions using runners - wily children, young men enlisted but without legions, or young folk of sympathetic loyalty (over whom you have authority) as yet unenlisted - who will take the dispatch from you and make their way as quickly as possible to the target legion. Specifying ALL for <dispsatch> will hand over all your suitable dispatches to the runner; the greater the load, the more risky the operation (albeit only marginally when dispatch numbers remain relatively low). Upon reaching their destination they will hand over the dispatch into the safe custody of the legion. Beware, however: the further away your legion the longer the runner will take to reach them, no matter how well he/she knows the lay of the land. Obstacles you might expect to prevent an infantryman or cavalryman will also risk thwarting a runner.

Syntax: DISPATCH PIGEON <dispatch>/ANY ANY/<pigeonpotency>%/<pigeon> <to legion>.
Quicker than runners but in some ways less reliable, and certainly less intelligent if spotted/caught, the carrier pigeon can be used to carry dispatches to legions in all four corners of the land. It has advantages over runners insofar as the pigeon moves faster, is more difficult to blockade from reaching its destination and, if lost, is less a tragedy than sacrificing a runner; a human youth. Pigeons may be trained to move at great pace about pretaught routes - see AB LABOURS PIGEONS (if you have sufficient skill) for information on pigeon fancying; a Farming ability many opt to pursue, often for personal rather than military satisfaction. Pigeons, it should be borne in mind, can be spotted, tracked and shot down/slain too (an arrow, a firebolt, even a bird of prey can make light work of a pigeon) - thereby preventing your dispatches from reaching their destination.

Pigeons have the advantage of, upon their return from having delivered a dispatch, returning with a little coded note about the locale/battlefield around their target legion. See HELP LOCALE for details but you can type LOCALE <pigeon> or BANNER <pigeon> and gain locale info via the pigeon of the legion's surrounds.

Syntax: DISPATCH WITHDRAW <dispatch> <target legion>.
This command allows you to withdraw the specified dispatch from the order repertoire of a specific legion. You must be in the same location as those flying the banner of the target legion to withdraw the dispatch immediately, else you will need to resort to sending a runner or carrier pigeon armed with a dispatch containing an order nullifying a previous dispatch!

Syntax: DISPATCH SCRIBE <dispatch> GOAL/MISSION <goal or mission order>.
To inscribe an order on a dispatch sheet you use this command. The syntax and parameters of an order will vary according to the goal or mission being assigned - check your helpfiles (HELP GOALS, HELP MISSION) and the subsection at the end of this command list to learn more (particularly about criteria and timings). The newly inscribed order will be given a number - dispatch sheets can hold a handful of orders, the maximum being dependent on the complexity of each individual command. Example might be DISPATCH SCRIBE DISPATCH1234 GOAL MARCH NORTHEAST. These commands, when the dispatch is executed by a legion, should be carried out in sequence first to last.

Syntax: DISPATCH WIPE <dispatch> <order number>
Allows you to remove a single order from a dispatch sheet without interfering with anything else written on the scroll.

Syntax: DISPATCH PRIORITY <dispatch> <order number>
Dispatch scrolls have a default priority order that begins with the first order written and ends with the latest. Using this command will bring the specified order up to the top of the priority list; thus a couple of iterations of this command will allow you to sort your commands in any sequence you desire.

Syntax: DISPATCH TIMING <order number> <timing type> <time value>.
You are able to include a variety of timings with a dispatch to inform the bearers when to proceed with carryng out the order. Needless to say unpredicted events could hamper a legion's ability to obey the timings to the second but they will always endeavour to proceed with the order as close as possible to the time specified. See the table below for timing types and values.

Syntax: DISPATCH CRITERIA <order number> <criteria type> [<settings>].
The most complex aspect of dispatches is the attempt to predict when and under what circumstances a set of orders ought to be carried out; particularly on an ever-changing battlefield or against a cunning, quick-thinking foe. Nothing is as effective as the personal touch in legion leadership but, so saying, orders from above can also be extremely effective and this command sets up the criteria for the execution of a specific order. Below is a table with criteria types and their expected settings.

TIMING TYPES AND SETTINGS:
"commence" - determines a precise time to begin an order execution.
"end" - attempts to determine a time by which an order should be completed/ceased.
"length" - defines the length of time a legion may spend executing an order.
"total" - gives a total amount of time during which the order is a valid part of the dispatch.
"pace" - declares the pace the legion either executes or seeks circumstances to execute an order.

CRITERIA TYPES AND SETTINGS:
"always" - states the order is ALWAYS to be carried out.
"dominating" - states the order to be carried out when the legion is deemed in a dominant position.
"losing" - states the order to be executed only when the legion thinks itself in a losing situation.
"inrout" - defines orders that are to be obeyed when the legion is undeniably in route, i.e. approaching total defeat.
"altruistic" - pegs an order to only be carried out if doing so would be an act of altruism.
"location" - defines where the order is to be carried out, at home, neutral ground, battlefields, foreign soil, certain foreign locations, etc.
"opposition" - lists the opposition against which the legion must be facing before the order is executed.
"support" - defines the support the legion must have nearby before it carries out the order.

21.6. Direct action goals for legions in the field.

The easiest way to cause a legion to attempt the action required to achieve its goal is to become its commander and COMMAND it to act. Almost as straightforward is the dispatches method whereby a dispatches scroll is gotten (by hand, runner or carrier pigeon) to the legion, its contents being a single unequivacol order to act, regardless of circumstances, and pursue the stated goal. Beyond these methods are the more complex routes whereby a legion can be given a variety of possible actions/commands. This is generally achieved via chained dispatches, distributed by individuals, by pigeons or by runners/scouts.

ONE: Direct Commands


Legion actions detailed below have been divided up, for convenience, into more intuitive sections. Each action is given a syntax with three dots before the command being documented. The three dots are where you would either place the word COMMAND assuming you are at a legion command-post and want to send the order for immediately attention, e.g. COMMAND MARCH NORTH. This is the quickest and most reactive/flexible method of legion control; especially effective in the hurly burly of the battlefield. See HELP COMMANDER for further details on the command-post position and how you would marshall yourself into the role of directly controlling a legion. You can also pass commands to legions while not at the command-post, by typing COMMAND followed by the legion name, then ... the specific action syntax, e.g. COMMAND MYLEGION1 MARCH NORTH.

TWO: Dispatches


Alternatively, you can control multiple legions (and, moreover, exert this control whether or not you are present in the land at any given moment) by using dispatches. HELP DISPATCHES contains all you need to know on the intricacies of penning advance commands. Use DISPATCH SCRIBE <dispatch number> followed by your actions/commands whose syntaxes are described in the various helpfiles in HELP SECTION 21: HELP FORMATION, HELP TERRAIN, HELP DEPLOY, HELP EQUIPMENT, etc. You can include up to six separate command/action orders per dispatch and you can chain dispatches together to create even longer lists of orders.

Dispatches are given over to legions by individuals - though this can be a risky business, entering the battlefield personally; or by carrier pigeons; or by using runners and scouts (either derived from legions themselves or trained separately). See HELP DISPATCHES for info on the use of pigeons and HELP SCOUTING for details on the runners/scouts.

THREE: Summary of Help Files


The actions or command-orders are all imminent actions and they can be divided into seven distinctive types: FORMATION, TERRAIN, DEPLOYMENT, EQUIPMENT, SCOUTING, PROACTION, and BATTLEFIELD. Key to all seven aspects, however, are factors such as legion size, its specialist training (the skills it possesses, as documented in HELP TRAINING and HELP SPECIALIST), morale, recent experiences, battlefield situation and how its legionnaires are deployed.

FORMATION is covered in HELP FORMATION and relates to shifting position of a legion, amending formation and stance within a locale, adjusting its direction facing, ascending, descending, circumventing obstacles, and/or moving location to location.

TERRAIN is detailed in HELP TERRAIN and covers those actions/command-orders causing a legion to attempt to make an impact on the locale, such as digging trenches, burrowing tunnels, or building up fortifications.

DEPLOYMENT is documented in HELP DEPLOYMENT and deals with the usage of a legion's various active specialist skills, deploying them to perform such actions as fortification manning, use of catapults, minehunting and minefield laying, etc.

EQUIPMENT can be found in HELP EQUIPMENT and this helpfile covers the creation of equipment, battlefield or otherwise, armouring, repairs to constructions/equipment, grooming and foraging.

BATTLEFIELD is the core set of actions/command-orders relating to interplay of legions in a violent/specialised manner - it is documented in HELP BATTLEFIELD and explains engagement on the battlefield, deployment of specialist-skills in appropriate circumstances, basis non-mission criteria for such, etc. See also HELP BESIEGING for specifics on laying siege, the core of the battlefield endeavour.

SCOUTING is the last but by no means least facet of the actions system and is related in HELP SCOUTING. This aspect deals with gathering and relaying information, insight into one's enemy positions and skills, events happening in the land, and subterfuge passing bogus orders to one's foes on or off the battlefield.

See also HELP LEGIONS and HELP DISPATCHES - peruse these in detail and learn them by heart since the commands described within are the foundation of everything you will do in warfare; the basis of all your marshalling of legions to carry out the disparate endeavour required to achieve your city, your guild or your personal military goals.

21.7. Specialist-skills, basic intro and specific data.

There are many specialist-skills a legion may learn, all of them summarised in the HELP TRAINING document. This helpfile also splits up the various skills into sections and these sections are important as a way of thinking about the way these specialist-skills are used. The core skills (like meleefight, alacrity, etc) are used by default every time the legion performs an applicable action or faces an applicable circumstance, whereas the more esoteric the skill, the more likely it will require specific deployment (see HELP DEPLOY) or pro-active orders/dispatches to enact (see HELP PROACTION).

In many cases you will be able to type HELP followed by a specialist skill to gain more detailed information, or LEGION PROGRESS <legion> <skill> when the specified legion is undergoing training in the designated skill to retrieve details otherwise not publicly available. The legion MUST be training the skill before you are able to gather deeper insight via the LEGION PROGRESS command, otherwise you are forced to rely on HELP SPECIALIST <specialist-skill> (e.g. HELP SPECIALIST RAZING) or books/word-of-mouth sourced from about the land. The old axiom 'there is no substitute for real battlefield experience' is nowhere more true than in this disparate, potentially complex but - at least where core skills are concerned - also simple and intuitive area of warfare and legionnaire/fieldworker study.

See HELP SPECIALISATIONS for a comprehensive run-down of the various professions and the specialisations attainable within them.

21.8. Legion formation, marching, facing direction.

There are two distinct types of movement, the 'move' and the 'quickstep'. The quickstep is a simple command-order and shifts the position of a legion in an friendly suitable locale. Full movement, however, encompasses all other forms of movement and is a state of being - an approach to moving around - shared by the legion and dictated by dispatches or by its commander. A legion may, for example, be simply marching in normal, unobstructed formation - the default state of movement. But should they face the need to go UP, their movement state must shift to climbing. Movement state affects the speed of the legion when it moves around but ALSO affects many actions involving movement (like skills being actively deployed or sieges undertaken).

Bear in mind, a legion may welll be able to make its way from one side of Avalon to the other merely by doggedly marching on; but progress will be vastly slower than a legion prepared to shift its approach to its continued movement according to circumstances, terrain and available resources. Speed of deployment about the battlefield is one of the key necessities of a successful military campaign and though seemingly innocuous, intelligent 'marching orders' can make all the differrence in the world.

Virtually all movement related goals use 'alacrity', 'deployment', 'highground' or 'lowground', 'leadership' and 'familiarity' as core skills with futher specialist-skills introducing a range of further, more esoteric orders for circumstances appropriate. Where a specialist-skill forms the basis of the goal-command it is listed; where none is listed, assume only a blend of the core skills previously mentioned are required.

SECTION ONE: GENERAL COMMANDS/GOALS AVAILABLE TO ALL LEGIONS

Syntax: ... QUICKSTEP/QUICKSWIM <compass direction>
This is the simplest of the movement goals and is issued to cause a legion to attempt to quickly step (or swim), in formation, in the specified direction about the LOCALE. It will not allow moving into an adjacent location. It is faster and less serious than marching, not taxing on the legion but likewise can be indisciplined during execution. Needs: enough space in new locale spot, no obstructions, level/near-level ground. Specialist skills of 'deployment', 'alacrity', 'formations' are of heightened use here.

Syntax: ... MOVE <cardinal compass direction> or SWIM/TRANSPORT <direction>.
This is the basic command-order/goal issued to move a legion either around its locale by a single position or, if on the edge of the locale, move it between locations. The precise effects of the order to move are dictated by the approach currently being taken by the legion (as defined by the APPROACH command, listed below). These approaches range from regular marching to swashbuckling attacks from highground towards low/entrenched targets. You should use the SWIM movement only when you have 'swimming' as your movement approach and you are navigating water-only locations; likewise use TRANSPORT when your legion has sufficient water-transports in its inventory and faces deepwater passage.

It is a combination of approach, specialist skills associated (both with the chosen movement approach and the circumstances a legion finds itself involved in) together with equipment, morale, experience and leadership - all these factors determine whether the move is possible and, if possible, how long it takes to complete. Note: COMPASS DIRECTIONS ONLY, and legion should be in correct size (brigade, regiment, etc) to its numbers to ensure movement is not much delayed by chaos in the ranks.

Syntax: ... FORMATION <formation> [CEASE/<percentage focus>].
Since the advent of large-scale city and guild combat, the military minds have formulated, over time, certain formations well suited to the various aspects of battlefield combat. Field Marshall, Colonels, Captains, and those with high enough rank to command legions may alter a group's formation, even in the heat of battle. Read through HELP FORMATIONS to gain detailed information on the various formation names and some insight into the pros and cons of each. Leaving a legion in partially completed formation can be risky - the higher percentage focus given over to reaching the new formation, the faster it is achieved. NOTE: while changing formation if a legion is also being attacked, it will be more vulnerable, and its attacks will be less effective.

Syntax: ... FACE <direction> [CEASE]
Most of the time the direction a legion is facing will either be random (and therefore considered roughly equal in all directions, or consistent with a recent movement) or the result of a set formation (as described above). It is possible, however, to command a legion to remain facing in a specific direction regardless of other considerations. Doing so can be detrimental to the smooth execution of other maneuvers but often keeping one's enemy in line of sight is beneficial, or other times high-tailing it away from an opponent is hastened by resolutely not looking back towards your foe. NOTE: while executing a change of direction-facing any combat will be less effective, any defences likewise hindered as the formation shifts.

If you are attacked in regular melee, the direction facing will be taken into account when evaluating damage taken and likewise when attacking back - consider quite simply if you are flanked you fight at half your effectiveness, if you are ambushed from behind you combat the invasion at one quarter your normal potency. Important battlefield issues, then; the formation and the direction facing.

Syntax: ... APPROACH <movement style>.
Movement approach is used to command a legion to utilise its resources and innate skills in various ways, affecting the pace and/or manner of its movement about the locale, and between locations. Movement types are: "marching", "running" and "cavalry". Legions running are less defended than legions marching in tight formation, while cavalry legions perform better in battle, move faster between locations but deploy many specialist skills more slowly.

Movement types currently live:
"marching" (also known as "walking")
Marching involves a more serious, disciplined, steady-paced movement than the quickstep and enables the legion to not only shift position within a LOCALE but also move off into adjacent locations. It is slower than quickstepping but less vulnerable during execution. Needs: enough space inthe new locale spot, no obstructions of sufficient size to disrupt, passable ground (can clamber up or down via march).

"running"
Rather than the steady, formation-holding march this ensures your legion travels faster about land than it would if employing the regular march. However, while running it is more prone to attack out of formation, its readiness against ambush is reduced and it must eventually cease running else its ranks will be drained of reserves of energy for the battle ahead. Many use it solely if a retreat is called for.

"cavalry"
If your legion has sufficient cavalry seats (that is horses of appropriate stature) to seat all its individual legionnaires you will be able to command it to take up the 'cavalry' approach. The individuals will then mount their steeds, thereby changing the complexion of the legion in various ways: attack and defence is augmented, movement speed greatly enhanced, but various other manoeuvres are retarded (due to the ridden position). It is ideal for speedy, melee-centered legions but less appropriate for legions with construction or those faced with complex, apposite obstacles.

"battlefield"
Where 'running' and 'cavalry' are the fastest modus operandi for moving legions around, shifting their physical position and marching/riding between locations there may come a point when a legion wishes to make its stand; battle position has been selected, equipment is at the ready, and what remains is to face the enemy at close quarters. Here the 'battleready' movement approach may be the best idea since it informs the legion to focus on combat and melee-related action over all others. It speeds up formation changing, shifting directions faced, switching emphasis from archers to besiegers to close-quarter melee; that type of thing. It also augments the strength of close-quarter strike, the accuracy of siege and arrow and the wariness - during the slower-than-usual changes in actioanl location - of traps (e.g. minefields).

"climbing"
Attempting to move between locale points whose height differential is beyond the ability of even the most well-trained of 'highground' operators requires climbing or levitating. Making use of the 'climbing' specialist skill and equipment the legion can then face off against the extent of the height requiring scaling. It is a most vulnerable position for a legion to take-up - fragmented, aiding one another in an ascent - and thus fast completion is very important. MOVE FREE is possible here, it should be noted, by way of telling the legion to climb up away from real or possible entrapment. REMEMBER: if a legion is changed to climbing approach all subsequent move-relate instructions will take MUCH longer, including changing approach back to another movement style (e.g. from climbing to running).

"digging"
One of the most important of the tactical movement approaches - though seldom used in the heat of battle. Digging employs a combination of skills, selecting the most appropriate for the task, e.g. tunnelling up through a roof will use 'tunnelling', 'highground' and 'climbing' or 'levitating' (depending on your legion's peference). While digging the legion will move about non-dig related exercises extremely slowly due to the very specific, labour and focus-intensive formation required to carry out the various digging orders: DIG, TRENCH, TUNNEL, WIDEN, deployment of 'levelground' action. Do not forget to flip from 'digging' to 'climbing' as appropriate when engaged solely in trenchwork, and 'digging' to the fastest possible movement approach otherwise - otherwise you will find your legionnaires operating at a snail's pace in battle.

"levitating"
This movement approach is generally switched on using the LEVITATE command-order as documente below in section two. If a legion is commanded to simply adopt the 'levitating approach they will not attempt to use it to gain any specific height but instead will bring it ino play whenever moving/quickstepping between positions of greatly different heights, e.g. passing into a deep trench or quickly quickstepping/running over holes. Controlled levitation can be attempted only by those with the "levitation" specialist-skill but this movement approach version can be commanded from any legion, though the ability and extent of its usefulness for those without even a modicum of the ksill will be restricted.

"swimming"
Employing the 'swimming' specialist skill, this approach ensures your legion does its best to traverse a locale otherwise impassable due to depth of its water. If the legion cannot swim it will not make any use if this approach. If you command your legion to swim when outside water... the poor but dutiful souls will quickly resemble freshly netted fish flopping about on the deck of some boat; comical to onlookers but as a fighting formation it is one of the worst imaginable. Swimming is a slow movement approach and leaves your legion vulnerable to attack.

"transporting"
Utilising the 'rivermastery' specialist skill, this approach allows your legion to use the water transport to pass over deepwater locations with minimal delay. The transports allow the legion to move and act more quickly than the rearrangements required for swimming (even, indeed, a swim is even possible) and have no detrimental effect on legion conflict. NOTE: a legion navigating deepwater using transports engaging a legion swimming will have similar advantages to cavalry versus footsoldiers.


SECTION TWO: SPECIALIST COMMANDS/GOALS AVAILABLE TO CERTAIN LEGIONS

The following commands require the development of specialist skills not generally part of the core skillset worked on by all legions. Some are, indeed, available only to those of certain professioal background while others - it is advised - are studied only once a legion's fundamentals are in tact. See HELP TRAINING for further advice.

Syntax: ... TRENCH ASCEND/DESCEND/CREATE <direction>/HERE.
Using the "trenches" specialist-skill this order tells a legion to either ascend out from a trench, aiming to emerge in the specified direction from the trench's entrypoint in the destination locale; or tells it to descend into a trench either immediately nearby or in a specified direction in the locale. TRENCH ASCEND/DESCEND when a direction is specified performs an automatic QUICKSTEP at the same time as climbing in and out of the trench. TRENCH CREATE is executed when a legion has dug to its limits in a location (twelve feet) and further digging and/or use of the newly dug 'hole' requires some bolstering/safeguarding - thus the CREATE instruction uses a scaffold to turn a deep hole into a fledgling trench, ready for further digging and/or use in defensive positions. This small trench can also be used as a neat way to abscond legions from LOCALE/BANNER for a location. Ascending or descending trenches where a greater than ten foot disparity exists to navigate requires the legion to have ladders. Speed of ascent/descend depeneds on ladders to legionnaires ratio.

Syntax: ... LEVITATE <number of feet above localepoint>.
Requiring the "levitation" specialist skill, this enables legions to specify the height they wish to levitate at, relative to the ground-level of the localepoint in which they stand. How potent the "levitation" skill level of the legion determines how quickly it levitates, how high it is able to reach (or deep, in the event of holes) and the extent to which it is able to levitate in possession of a heavy inventory, e.g. when holding catapults and barricades etc. Legion cannot levitate when mounted and will often find the highpoint of their levitation limited (if not outside) by the roof/ceiling of a location, typically at twenty feet.

It should be borne in mind that the number of feet you specify for the levitation is relative to the ground-level of the LOCALEPOINT of the legion, i.e. one of the nine points in a location (see HELP LOCALE) and not to the location as a whole. If you are standing in a ten foot hole and demand a LEVITATE 10 your legion will levitate up to the top of the hole; if you move from a 10ft hole, levitated to 15ft and therefore at 5ft above location ground-level, to an 18ft hole you will find yourself quickly at 3ft below ground. It will be necessary to levitate to a greater height to make up for the deeper hole/localepoint.

Syntax: ... ENDURANCE BEGIN or ENDURANCE END.
All legions have an inate capacity for endurance above and beyond the norm and any who have enlisted on as soldiers or fieldworkers will expect a certain level of rigorous lifestyle. However, you may call upon the legion to exert extraordinary, short-term effort in the endurance of their tasks (particularly movement in difficult conditions or against obstacles). The enduring legion will utilise less equipment, consume less rations, may act more quickly or with greater awareness of potential dangers and will react with greater defiance to setbacks/hardships.

Overuse of endurance saps morale. Underuse can risk 'pampered barrack syndrome' - a common complaint in military circles where the legion, unused even to getting out of barracks to exercise its skills, loses potency (in the short term, at least) in specialist-skills and general strength. This is particularly shown up in difficult circumstances or against battle-hardened or well-exercised foes. The specialist skill of 'marchendure' is central here.

21.9. Location terrain, size and ways for legions to impact.

Terrain types and various informative details about a location can be gleaned by typing SURVEY. It is useful for many of the abilities found in Farming and Labours skillsets but most important is the role played by terrain - and each specific location - in virtually all facets of warfare. See HELP LOCALE for further info on the individual location and its division into nine areas, each compass direction plus the centre-point. Locations vary in size and thus the numbers of legions, the size of equipment, the extent of defences - all these can be affected. SURVEY also informs you of special safeguards (in a vague report) that might interfere with regular lesson gain.

A location described as 'underground tunnel' is likely to occupy a smaller space than one known as 'immense field'. Where a location's size affects the sheer volume of legions, equipment and such capable of being held within, the terrain type plays an equally crucial role in defining the extent to which a legion can alter (potentially permanently) the make-up of a locale. The earthy ground of a forest or field lends itself well to the digging of trenches and tunnels, for instance, while a marshland may hinder fast movement but it may prove even easier to dig into, lay mines within, etc.

The simplest terrain addition (as a defensive tactic) comes in the form of FORTIFICATIONS. Fortifications are makeshift defences erected, typically, using iron, rope and wood. These commodities are wrought together in a manner most suitable for defending a locale - the more fortifications constructed, the better defended is a point in the location. Fortifications can be raised and lowered. When lowered they have little impact save occupying some space in the locale but when raised they offer a form of defensive battlement capable of being occupied by troops on one side (augmenting their offensive capabilities) and requiring besieging from the other (by the invading forces) to gradually knock them down (see HELP BATTLEFIELD for details on the legion goals/command-orders relevant to laying siege to defensive positions). Fortifications manned with well-trained legions are a formidable proposition for any invading army. See HELP FORTS for specifics on all aspects on fortifications.

Syntax: ... CONSTRUCT FORTS HERE/<environs> <percentage of legion involved>
This is the main command for constructing fortifications and is documented in detail in the HELP FORTIFICATIONS helpfile, along with other important orders/dispatches required for manning, raising/lowering and otherwise making the most of your frontline defensive fortifications.

Utilising the specialist-skill "buildforts" and a weight of numbers deployed at "fieldequipment", the legion thus commanded will set up fortifications. The fortifications will typically be built in the locale point pointed to by the direction the legion is facing, blocking (if necessary) passage from that adjacent locale point, to its current point via the exit built over. For instance: a legion facing south builds fortifications blocking enemy movement south to north. Full blockage of a northward route requires, therefore, three fortifications erected alongside (east-centre-west) of one another. The larger the numbers employed, and the higher the skill, the greater the fortification numbers created. If there exist fortifications already then the existing fortifications will be bolstered. Fortification building, every ten rounds require three iron ore, one rope and one marble commodity.

In most terrain-types you will be able to dig into the ground. Legions are hardy, often highly skilled operators and, particularly laden with quality equipment, are able of digging far down into the bowels of the land. From an initial digging, then, numerous further options become available - like trenches for diggings of under nine feet, or tunnels for diggings greater than twelve feet below the surface. Networks of tunnels are destined to play an ever-noteworthy role in the resolution of conflicts on the field of battle for their possibilities for concealment, unhindered movement, surprise revelation/attack, shortcut retreat, etc are myriad.

Syntax: ... DIG <number of feet>/GROUND/CEASE.
Use this command to order a legion to dig a specific number of feet in its localepoint, or to dig to ground-level (using DIG GROUND) or to cease any digging activities (using DIG CEASE). This number of feet you specify is the number of feet from whatever the current localepoint height, downwards, to dig - e.g. if you set a legion to dig 10 feet from a 15ft localepoint it will dig until the localepoint has a height of 5ft. Digging to ground level will inform your legion to dig to the ground-level of the location as shown in LOCALE/BANNER; not to be confused with sea-level. If you dig a localepoint beyond 10ft below the location's groundlevel you will need to know about trenches, and if you dig down towards the 20ft depth you will need to learn about trench extensions and tunnels.

It may be that you wish to reverse the effects of your own or another legion's digging, to bring a locale back to a more level playing field. The typical way to do this is to place your legion into the appropriate locale point to raise up, and then deploy "levelground" specialist-skill to as high as percentage as possible. This will devote manpower to digging away ground from adjacent localepoints and thus increasing the height beneath the legion's feet. See HELP DEPLOY for more detailed info on active deployment of specialist skills and specifics about using "levelground". See HELP MARCHING for info on trenches, since deep digging will require a little knowledge of trench movement.

Syntax: ... WIDEN HERE or WIDEN <compass direction>.
Using either of these commands (both use the "tunnelling"/one third "trenches"/"one sixth "lowground" and "levelground" specialist skills, on a three to one ratio respectively) you can alter the size of a trench or tunnel location. To begin with newly created trench/tunnel locations have relatively low troop limits. Widening increases these limits - allowing entry to more of your allies but, of course, conversely affording access to a greater number of potential enemies. WIDEN followed by a direction rather than HERE performs the widening on adjacent locations (providing you are in the closest-possible localepoint).

One further and pivotal use for the WIDEN order is when it is issued at the foot of a completed trench - twenty feet below the surface of a location. In this case it will widen the trench out beyond it being merely an addendum to the surface (a place to hide, to launch ambushes, etc) and transform it into a brand new location with nine localepoints. The new location will be known as 'Foot of a trench below [the surface location]' and it is from here, sufficiently deep and sufficiently secure, that a legion may begin to tunnel.

Syntax: ... TUNNEL <compass direction>.
Employing the "tunnelling" (or one third "trenches", or one sixth "lowground") specialist-skills, this order is one of the most guileful in a commander's repertoire since the creation of networks of tunnels brings possibilities nigh-on infinite to the interplay of legions and, of course, movement of people and items about the land. The terrain must be suitable for a tunnel to be extended in the specified direction and you must be at least twenty feet below the 'surface', typically - at first - at an appropriate localepoint in a newly created 'foot of a trench' location (see WIDEN above). In theory it would be possible to tunnel from the woodland in Astrea's Delta to the forest of G'harran and, if dug deep enough, move whole divisions in complete and devastating secrecy. Each tunnel requires a scaffold to commence and time to completion depends on legion size, skill combination (as mentioned) and depth below ground.

Trenches and tunnels can be destroyed using the besieging technique - check out HELP BESIEGING and HELP BATTLEFIELD for detailed information on the BESIEGE command and how to use it for the removal of tunnels and trenches.


Syntax: ... BARRICADE <height in feet>.
In some ways the opposite to the DIG command, but with different subtleties - the BARRICADE command attempts to raise the height of a locale point, generally as part of some broader defensive walls/barricade. This uses, primarily, the "levelground" skill. The building of a localepoint requires materials (e.g. nearby ground, or imported earth/scaffolds) and will default to using materials available in the location, primarily from the adjacent localepoint being faced by the barricading legion; then, when easy materials are out of reach in adjacent localepoints, the barricade will be continued (if possible) with imported materials held by the legion itself. It is possible to fill in trenches, block tunnels, or create high vantage points (for various uses) using the barricade command; it is not simply limited to creating blockages/barriers to movement.

21.10. Activity (ongoing) via specialist-skill deployment.

Syntax: ... ACTIONS/ACTIVITY <percentage>.
Declares the percentage of your legion to be on active deployment. Legionnaires can have four status: passive, active-deployed, proactive or melee. Passive is the default, active-deployed means those deployments requiring the above command and specific deployment to be acted upon. Proactive status is achieved by specialist-skills requiring individual commands (see HELP PROACTION) or circumstances that lead to legion autonomously using its skills in an appropriate way. Melee is the status governing a legion's destructive, conflict-based actions like close-proximity combat, archery offence, plundering and such (see HELP BATTLEFIELD).

The percentage you devote to ACTIONS will allocate that percentage of the legion's manpower to potential active deployment, skills associated with this being listed below. For instance if you have 50% of your legion ACTIVE then you could - for example - have 25% deployed on projectiles (working on mortar bombing enemies) and 25% minehunting (searching the locale for hidden mines/defusing any found).

Remember there is an order of priority for the four legionnaire status: melee comes first, then destructive, then active, then passive. So if you declare a MELEE of 80% and had previously set ACTIONS to 50% you will find your ACTIONS automatically reduced to 20% to give men over to the melee. Common sense can be applied here: obviously a legion under threat of physical danger/ordered into battle will treat that command more seriously than a deployment to - for instance - apply lumberjacking and cut down trees in the locale.

Syntax: ... DEPLOY <specialist skill> <percentage> [<parameters>].
Under the assumption that you have declared some of your legion to be about the business of engaging an enemy, you may then deploy the use of specialist abilities (or enter into direct melee) in an effort to best your opponent, work your environment or take up more advantageous positions ready for future action. Deployment is often imperfect and requires a little experience managing the distribution of specialist-skills to maximise the percentile spread. Practice is recommended. Keep an eye on your legion's danger-level assessment (as shown in LEGION INFO) as when this figure goes ten or above, meaning urgent danger/enemy in locale, many deployments will be put on hold until the more important 'problem' is tackled.

You can deploy multiple skills at the same time, and providing you have enough legionnaires set to active deployment, they are able to proceed with many tasks concurrently. Below is a list of specialist-skills directly relating to combat and conflict:

"PROJECTILES" requiring spears or catapult and mortarbomb.
To inform your legion to devote some portion to working with projectile weapons (spears and the like for in-location battling, beyond the range of melee, and catapults for longer distance). The primary skill involved determining projectile damage is "projectiles" with "hawkeyes" as a secondary. "fieldequipment" is taken into account but need not be actively deployed.

"ARCHERS" requiring arrows/crossbow bolts and sufficient longbows or crossbows.
Arranges a portion of your legion into an archery formation, ready to engage distant enemies via the use of the longbow or crossbow. Damage done depends on numbers deployed, "archers" and lesserly "hawkeyes" skills, quality of bows, distance and armouring and formation of enemy, etc. You do not need to deploy "projectiles" to use bows and in fact doing so may confuse your legion attempting to use projectiles where the bow would be more appropriate/effective.

"FIELDEQUIPMENT" requires whatever components needed for future constructions.
See HELP CONSTRUCTION for detailed information but this deployment sets your legion working on fashioning fieldequipment via the CONSTRUCT order. You need to allocate at least some of a legion whenever you wish to construct else none will break formation to work at the task. Ideally you will find a balance of deployment if you wish a legion to work on construction on or near the battlefield, not leaving it completely undefended yet ensuring items are completed as quickly as possible nonetheless.

"MINEFIELDS" requires landmines or watermines.
Sets your legion about the task of laying mines. The mines are laid in the locale point, with a detonation capability based on the construction-potency of the mine itself, the "minefields" and "minehunting" skills of the legion and the number of mines already in the location. There can be, at most, a dozen mines in any locale, thus a hundred and eight total in a location. Mine damage is deflected, in part, by armour and legion agility but - other than the legion setting the mine - ALL other legions will be vulnerable to a minefield once the mines are concealed; even those sharing loyalty with the minelayer.

"MINEHUNTING" aided by iron rods or weapons (risky).
Employing, to an extent, the skill of 'minefields' and primarily 'minehunting' you can use this type of destruction to detonate mines in the immediate vicinity. It is generally used in conjunction with the MINEHUNT command order as described in the HELP SCOUTING helpfile since hunting out the mines initially places them vulnerable for controlled destruction. If you go sabotaging mines without first having unearthed them via hunting you risk detonating them unexpectedly or without proper precautions - and thus would be likely to cause harm to the legion. Find the mine first nd then sabotage becomes far more straightforward and likely to succeed.

"HEALINGHANDS" requires some 'healinghands' skill.
Determines a portion of the legion will, whenever the circumstances are sufficiently safe, carry out a healing on any wounded or seriously wounded members of the party. See HELP GUILDGOAL for details on intelligent healing.

"LUMBERJACKING" requires weapons or better, axes and saws.
Employing the specialist-skill of "lumberjacking" and greatly enhanced by use of the correct equipment, the lumberjacking command-order directs the attentions of the legion against those targets suitable for cutting down (and thus speedier destruction) or cutting through (and thereby negate some undesirable influences on your locale. After the felling of trees, lumberjacking deployment includes logging and wood gathering. Targets for lumberjacking include trees, forest growth/obstructions, towers erected using stilts, etc.

"FORTS" requires fortifications in the locale-point.
Sets your legion, or a portion of it, about the task of actively manning fortifications in the locale-point, or if you specify a percentage less than the numbers already deployed to man, legionnaires will cease manning and rejoin the legion proper. Both options presume the fortifications share the same loyalty as the legion, i.e. are on the legion's homesoil. One of the main distinctions, remember, between fortifications and siegetowers is illustrated here: fortifications are homesoil defences, siegetowers are their battlefield offensive cousins. You will be able to view fortification levels by typing LOCALE or BANNER. Manned fortifications strike back with a far greater vigour, in addition to offering a measure of protection to those legions housed within. NOTE: There are techniques of manning to be experimented with and learned here for pacier deployment.

"SCORCHEDEARTH" requires means of firemaking.
The commmand-order of scorched earth uses the specialist-skill "scorchedearth" to bring about the destruction of fields, gardens, herbs, poisons, woodland and such suitable that might be the result of the farming or labours. Many use scorched earth as part of an invasion tactic to force a foe out onto the battlefield, while others employ its long-term destructive effects as part of a retreat pattern.

"LEVELGROUND" requires "levelground" skill and is aided by spades/shovels.
To fill up holes or render impassable tunnels you would use this command-order to set a legion about the task of, at the very least, redistributing the surrounding earth to negate tunnels, trenches or holes. If the legion stands on the surface, facing higher ground in the specified direction the landfilling will begin to fill in the localepoint (or raising it) by taking ground from the mound faced. The legion will, if it cannot find a mound where it faces, seek to retrieve suitable landfill from other easy-adjacent localepoints or from its own inventory. Number of feet shifted per round is determined by legion size, "levelground" skill deployed and legion innate "levelground" potency. BEWARE: subsistence from overzealous landfilling can be hazardous to legionnaire health.

"OILCAULDRONS" requires "oilcauldrons" skill and nearby oilcauldron.
Use this deployment to inform your legion to take into account the approach of enemies and, when within range, automatically direct and pour the contents of oilcauldrons onto the opponent. Boiling oil or burning oil are both extremely damaging attacks and using this deployment brings the form of attack into play without having to use the direct CAULDRON order (see HELP PROACTION).

* THE FOLLOWING ARE NOT YET SWITCHED ON **


"RUSTLING" is aided by ropes and firemaking means.
This employs the "rustling" secondary-skill as its destruction partner and attempts to rustle livestock - either frightening them to panic or, if overwhelmingly successful, bringing them into the possession of the rustlers themselves. Rustling is particularly effective against an opponent making heavy use of cavalry and/or mounted positions in its dispatches - although generally also doubly difficult to achieve against such a foe since their defensive mindset towards their precious steeds will make a rustling all the more complex. Timing and terrain can prove pivotal in such contests.

"GLOBESTAVEBLAST" requires nothing but the skill.
Here your legion may use the 'globestaveblast' specialist-skill to bring about the destruction of opposing globestaves fixed in the locale. Different guilds boast different approaches to stave destruction but primarily those of the Loremaster profession are advantaged in this art. City-based legions, despite their affinity with the divine globe itself, are lacklustre in their development of stave destruction techniques. A globestave is not destroyed immediately but, if destruction is attempted, occupies those deployed from a legion for some time. See HELP GLOBESTAVES for further documentation on the globestave and the player-initiated commands available relating to its empowerment, use and removal.

"BODYGUARDING" requires some 'melee' allocation.
"BodyGuarding" BRETHREN/ALLIES/<individual/legion/group>/NOBODY - Defines for whom your legion will set itself in aggressive defence, guarding the target against encroachment and attacking if encroached within striking range.

"PROTECTIONISM" requires spears.
"Protectionism" <from direction> <to direction> - to prevent incursion of the enemy from one part of a locale/location to another; at first guarding but quickly holding the potential to become violent.

"REARGUARDING" requires some 'melee' allocation.
"RearGuarding" BRETHREN/ALLIES/REINFORCE/NOBODY RETREAT/<direction> - occupying a position for those chosen friends to offer military cover or protection against those enemies intent on pursuing your ally. Automatically occupies the most vulnerable frontline positions once the friendly legion is alongside or behind the guarded line.

"DESPERATION" uses "pathways" (if available) and speed-related skills.
"Desperation" HOMELAND/REVENGE <percentage difference> - defines the point at which your legion will become desperate, depending on the weight of superiority of enemies arranged against it. Desperation can either be directde towards the homeland (generally a retreat) or on revenge (generally a desperate attack against the enemy, maximum damage with litle hope of survival).

Legions will almost always fight back in self-defence, unless they are members of a specifically pacifist guild - so legions from one city enemy to a second will naturally blockade the advance of the enemy invaders simply by dint of standing, affording no way past. The invaders would need to engage and win to break on through. It is a rarity to find legions in the field without at least some ongoing dispatches to defend their allies when attacked - to draw, even if at the very walls of the homeland, a line in the sand beyond which intrusion becomes invasion and defensive mobilisation is set underway. Each member of a legion can have four possible states-of-health - in summary - healthy, wounded, seriously wounded, and slain. Wounded legions have the potential to be healed more easily than the serioiusly wounded. Needless to say effectiveness of a legion's members to act in all ways is handicapped by their state of health if it is wounded or seriously wounded. Dead legionnaires cannot be resurrected.

21.11. Fashioning and construction by legions.

While much of the equipment used by legions is prepared by cities, by individual citizens or foraged personally from about the land, certain items are fashioned using the specialised skills of well-trained legions while, moreover, many important battlefield tools (some crucial for turning the tide of a conflict) require training to maneuver, handle and bring to bear on an enemy. Foodstuffs are used by default as rations, steeds are aggregated out if cavalry is part of a legion's repertoire, armour likewise apportioned as judiciously as possible. Everything else requires either specific training or apposite orders.

Syntax: ... CONSTRUCT <item of field equipment> HERE/<environs> <quality%>.
Syntax: ... CONSTRUCT CEASE/COMMENCE HERE/<environs>.
The singlemost important command in this section is the CONSTRUCT order, allowing legion commanders and/or dispatches to initiate the creation of new items - using deployed 'fieldequipment' specialist-skill alongside whichever secondary might be appropriate (depending on the item under construction). Remember you must have your legion commanded to ACTION (as opposed to MELEE or passive) so they divert some numbers onto the construction. General legion speed is taken into consideration too - slowed by cavalry-status, spedup by enhanced natural pace. Construction takes place in a specific localepoint and the legion requires the entire localepoint without obstruction to carry it out. At a push a legion can continue construction in adjacent localepoints providing it is same location and legion faces the materials directly.

Construction of fortifications is somewhat more complicated insofar as it requires a legion to occupy its own localepoint and to be facing the localepoint adjacent in which the fortifications are to be erected/upgraded. The construct order then sees the legion erect/upgrade fortifications facing back towards the localepoint it occupies, blocking movement from legion's localepoint in direction facing into forts/construction localepoint. Example: legion in east localepoint facing northwest initiates fortification construction - forts will be built in the north localepoint facing SE, blocking movement from east localepoint going northwest into the north localepoint. See HELP FORTS for fortification specifics.

If, instead of specifying an item of equipment with the CONSTRUCT command you write CEASE or COMMENCE you will interact with the full range of construction projects in the location. Using CEASE aborts all constructions, while using COMMENCE will pick up the projects once again and recommence their completion. It is useful to be able to pull legionnaires away from construction projects when in danger - to leave them in no doubt they should be engaging an enemy - while it is also important sometimes to force them to recomence a steady construction despite impending danger; where otherwise the legionnaires might become fixated on battle and neglect pivotal projects required for the broader war effort. REMEMBER: it is not possible to construct in barracks interiors, but elsewhere - including outer barrack locations - legions are unrestricted.

"CATAPULT" using wood, iron and rope commodities.
It is a wooden contraption, metal-encircled for extra strength, utilising a spring system to retract a large cupola (into which bomb mortars can be placed). When released at speed the catapult can then fire the mortar bomb at opponent legions or enemy targets. Accuracy depends on 'projectiles' and 'besieging' skills and requires the target to be in an adjacent location (for sufficient distance). Mortars - the bombs hurled by catapults - can be fashioned by the specialist craftsmen of cities and guilds or by legions themselves.

"MORTARS" using any metal commodities (can also use blackstone shards).
The mortar-bomb is the projectile hurled by the catapult, a spherical amalgam of metallic ores protruding with sharp-edges and designed to encourage a shattering of shards upon impact. Volume produced per construction depends on 'projectiles' and 'fieldequipment' skillsets, along with numbers deployed on the task.

"BATTERINGRAM" using wood, yarriol and iron.
The ram is a thickset trunk of hardwood reinforced with yarriol rings and set on a wheeled integrated cart. The battering ram head is fashioned of yarriol, the strongest of metals, tapered in places to make for a most effecient strike. It is used for breaking barriers, smashing a path through obstacles - like breaching walls through which invading legions may pass.

"ARROWS" using wood or a woodland locale.
By working away in an appropriate location (if the legion has foraging skill developed) or using sufficient wood commodity from its quartermaster stores, the legion can fletch - en masse - a large number of arrows. It is the same as the 'arrowset' from HELP CRAFTSMEN. Numbers produced depend on the size of the legion, extent of the deployment on 'fieldequipment' and innate 'archers' specialist-skill possessed.

"ARMOURY" using metallic ore.
Mass production of armour suitable for legionnaires is accomplished via this construction command - as opposed to the time-consuming process having to be employed by citizen forgers. The armour produced is of time expended, quality and volume depending on numbers deployed at the task and their 'armourforms' and 'fieldequipment' skills combined.

"WEAPONS" using metallic ore.
Rather than employ a lot of citizen forger time (or a lot of citizen forgers) you may have the legions construct their own weapons by simply providing the ore and setting them about the task. Volume, time-taken and quality depend on the numbers deployed to the task, the quality of the ore used (yarriol better than iron for instance) and their 'meleeweapons' and 'fieldequipment' skills.

"CROSSBOWS" using metal, wood and rope.
This is the most complex of bows, offering fast-paced delivery of arrows at shorter ranges than its companion longbow with a greater chance of jamming in its mechanism. It is useful for closer quarters combat where the longbow range is restrictive but requires more maintenance than its sister bows.

"SPEARS" using wood and metal.
The shortest range projectile is the spear - able to be hurled from fairly close distance (anything just beyond melee range) and capable of doubling as a melee weapon, though with a reduced potency. The spears are massproduced at a pace, quality and volume determined by the numbers deployed on the task and the 'fieldequipment' and 'projectiles' and 'meleeweapons' skills.

"LONGBOWS" using wood and furs.
the longbow is simpler than the crossbow but nearly as accurate, less prone to failure/jamming and possessing of a longer range. It is the default bow of any archrs-trained legion. Numbers produced depend on the usual factors with 'archers' and 'fieldequipment' as primary specialist skills.

"SIEGETOWER" using wood, metals, rope and oil.
The siege-tower is one of the simplest of battlefield housings, capable of being fashioned and moved around the land in an encumbering but nonetheless practical fashion. Lugging around siege-towers hinders a legion's movement speed but, once set in place, can be used to house legions below a certain size - offering protection, access to enemies with an inherent armouring, respite from melee on the ground, etc. It is one of the most complex and time consuming of constructions. See the SIEGETOWER command in HELP PROACTION for details on using it.

"FORTIFICATIONS using iron, and secondary rope and marble.
See HELP TERRAIN for detailed information on the construction of fortifications in context of bolstering/altering location landscape and HELP FORTS for detailed info on various aspects of fortification building, lowering, raising, manning, etc. These are the mainstay of frontline city defence and should be part of all military commander's repertoire.

"LANDMINES" and "WATERMINES" require various metal commodities, essence, balsa, oil and flint.
The mines are created by your legion, or by specialist city/guild craftsmen, and then stashed in with the legion's equipment for later use via active deployment of the 'minefields' and 'minehunting' skills. Mines are potentially deadly, covert devices hidden in locations (or in water) to catch unwary passing legions/guard special areas. See HELP DEPLOYMENT for mine laying information.

"DRAWBRIDGE" requires a great deal of wood and metal.
The drawbridge is a large piece of equipment, stretching down across a wide gap or raising up to prevent access. It requires at least twenty legionnaires to construct and involves a mechanism being created, to one end of the platform, for raising or lowering the drawbridge. Once it has been constructed it can be used to connect two locations or locales separated by a gap of not more than a locale-point/20 feet long.

"OILCAULDRON" requiring iron, wood and rope, and then oil to keep it full.
The oil-cauldron is a large cauldron connected to a framework mechanism wrought in such a way as to allow easy tipping and tilting of the container, enabling its operator to send cascades of - in this case - burning oil crashing down with a modicum of accuracy. It is used ideally from siegetowers or highpoints against nearby besiegers sufficiently lowly placed or accessible from the tower.

"LADDERS" requiring wood.
The ladder is a simple item - fifteen feet high or long, depending on its use - allowing legionnaires to make their way up greater heights than would normally be possible, or to access the tops of walls or siegetowers where otherwise they might be at a gross disadvantage on the battlefield.

"TRANSPORT" requires a great deal of wood, metal and rope.
The transport is a large item and rather costly in commodities. The end-product is a vehicle capable of transporting heavy weights (like a well-equipped modest sized legion) across small bodies of freshwater. It has been known to be used on the coastal seas but at great risk to the occupants. A legion must have at least fifty individuals to carry out a transport construction, and each transport is capable of carrying up to fifty over deepwater. The transports are held in the inventory of the legion whenever used and this is automatic.

"BRIDGE" requires wood, metal and rope.
This is a ropebridge, designed such that it can be relatively easily transported by a sizeable legion. It is also fashioned to make it possible to furl and unfurl the ropebridge, connecting its attachments when appropriate, to provide a ready portable means of traversing narrow rivers, small gorges or trenches.

"COSTUMERY" requires cotton, dyes, silk and wool.
This selection of costumes is a collection of articles of clothing, mainly of generic import but sufficiently distinctive - by dint of cottons, wools, dyes and designs - to afford effective disguise whenever requirement to 'dress like a local' could prove useful. It tends to be an item held by legions involve in covert operations or by scouts traversing hostile territory.

"BARRICADE" requires clay, metal and wood.
The barricade is like a mobile fortification. It is used for reinforcing items like siegetowers and the like, and also for building walls/obstacles/high points within locations - at specific locale points - allowing higher ground positions to be taken, location ceilings to be reached (allowing upward tunneling) - and more besides. See HELP PROACTION for details on how to set up and use constructed barricades.

"SCAFFOLD" requires metal, wood and rope.
The scaffold is a portable framework of uprights, ledgers and transoms used in a flexible fashion during digging, trench and tunnelling exercises. It is an essential component of all three endeavour - rendering deep-digging secure from subsidence, trenches fortified from collapse, and tunnelling free from cave-in. Some consider it the singlemost important piece of equipment in tactical warfare for the art of tunnelling, minefield bottlenecks and surprise troop movement have turned the fortunes of many a battlefield.

"SURVIVALKITS" require wheat, flint, furs and straw.
The survival-kit is an advanced form of travel and battelfield rationpack, together with an assemblage of useful fieldwork tools and commodities aimed at aiding various away-from-homesoil endeavour. Combating cold, requiring fire, needing sustenance, placating hungry animals... four simple examples of commonplace circumstances aided by the survival-kit.

21.12. Scouting and relaying info, spying/covert ops.

[FOR THE TIME BEING THE CONTENTS OF HELP SCOUTING IS AN INDICATION OF WHAT IS GOING TO BE SWITCHED ON BUT, CURRENTLY, TO ALLOW PEOPLE TIME TO ASSIMILATE OTHER ASPECTS (MELEE, ACTIVE DEPLOYMENTS, etc) THESE ARE SWITCHED OFF]

Passing orders/dispatches and gathering information can be two of the most
important aspects of a successful military strategy, defensive or offensive,
whatever your ultimate aims. Fighting an enemy blind, knowing nothing of their
make-up is walking into potential disaster, just as cutting yourself off from
being able to give orders to your legions - rolling with an ever-changing
battlefield - can easily spell your doom. Thus it's pivotal to develop legions
capable of fulfilling these needs; doubly so on those occasions you may
face individual enemies beyond your ability to match toe-to-toe (and thus
find yourself prevented from reaching your legions to pass on orders by
dint of their superior fighting prowess). See HELP DISPATCH for info on
sending dispatches via runners or pigeons to legions in faraway locations.

Syntax: ... LAYER <parent dispatch> <child dispatch> [<priority>].
Syntax: ... LAYER <dispatch> REMOVE.
Using the skill 'orderscripts' to augment pace of layering and moving
between dispatches, but available to all legions, you can use this
command to connect two dispatches. The first (parent) dispatch specified
is executed first, the second (or child) only ever executed after the
first is deemed completed. If your child dispatch was previously linked
to a different parent, this new layering will supersede the earlier one.
You will need to have authority over the dispatches to layer them
together. You can optionally include a priority number, 1 to 1000, which
will dictate the order of execution if there are many subdispatches
attached to a single parent. 1=highest priority, 1000=lowest. Adding a
child to an existing family with a priority of 3 will cause all other
children of the same parent dispatch with priority of 3 or less to be
moved down a priority level, but those of priority 1 and 2 will remain
above the new child (and thus execute first). To separate dispatches
from attachments to parents, use LAYER followed by the dispatch and then
REMOVE to sever any parent-attachments.

Syntax: ... PATHWAY <scouting map number> <desired proximity>
Utilising the 'pathways' skill to greatly augment the speed of evaluation (but not mandatory, particularly if the destination/target is within the same area or on home territory) this command orders the legion to seek out the specified spot as previously scouted and recorded on a special scouting map. The proximity if a positive number attempts to reach a location that number of locations distant, if a negative number marches only the specified number (e.g. -4 proximity would march at most four locations) while 0 for desired proximity declares the intention to reach the target location itself. Needless to say maintaining distance between yourself and your foe can be a safer course of action and it is a brave commander leaves his legions to work their way to a potentially hazardous destination's immediate location.

Syntax: ... SCOUT <destination/target> [<scouting map number>].
With the 'scouting' specialist-skill this action is far more safely executed but even without legions may use scouts from within their ranks to make a beeline out across the land, discover the whereabouts of the destiation and a route to reach it without insurmountable obstacles, and return with details written in code on a scouting map. The scout may have a blank map already (if the legion does, he will) or you may need to specify a map number to be taken from your own inventory or erased from the legion's existing repertoire. Scouted information can quickly become out of date so be warned against relying on it one hundred percent in one's battlefield tactics.

Syntax: ... SPY <destination legion> ON <specialist skill> [WITH <scouting map number>].
Spying is one of the singlemost important aspects of perfecting one's tactics on the field of battle for information is two-thirds the contest. Using scouts from the ranks of your legion (of which it has a certain percentage available at any given time) you may send the young private hotfooting off to find the destination legion and, if successful, bring back up-to-date information about its potency in the specified skill. The skill of 'scouting' is employed here to great effect alongside 'covertcitizen' to augment the chances of the scout creeping in and out unknown since it will attempt to port a disguise (if your legion's inventory has suitable costumery).

Syntax: ... RUNNER <dispatch>/ALL <target legion name> [<potency of runner>].
You can send dispatches out to legions using runners - usually enlisted
young men not yet assigned to a legion, or those unenlisted city/guild
aspirants whose loyalty the dispatch-holding legion can command. The
runner will take the dispatch specified, or all of those duly
designated, and depart; heading out across the land to reach the target
legion as quickly as possible. The dispatches will then, it is hoped, be
safely given over - to be acted upon by the desired remote group.
Meantime, the runner will return whence he/she began. Beware, however:
the further away your legion, the longer the runner will take to reach
its destination, no matter how well he/she knows the lay of the land.
Obstacles that a footsoldier or cavalryman may find insurpassable may
likewise prevent a runner from getting through. Higher potency naturally
selects faster, more agile, more cunning, more skilful runners - but at
a greater risk to the reserves of talent available for future missions
should something go awry in the field. The skill of 'messengering' is of
primary use here.

Syntax: ... PIGEON <dispatch>/ALL <target legion name> [<pigeon potency>].
Quicker than runners but in some ways less reliable, and certainly less
intelligent if spotted/caught, the carrier pigeon can be used to carry
dispatches to legions in all four corners of the land. It has advantages over
runners insofar as the pigeon moves faster, is more difficult to blockade
from reaching its destination and, if lost, is less a tragedy than
sacrificing a runner; a human child. Pigeons, though, if spotted, can be
tracked and shot down/slain too (an arrow, a firebolt, even a bird of prey
can make light work of a pigeon) - thereby preventing your dispatches from
reaching their destination. In all other ways the syntax works precisely as
the runner, save pigeons have a far lesser capacity to carry multiple
dispatches. The skills of 'messengering' and 'animalcare' are of primary
importance here.

Syntax: ... CONVEY <skill> <destination legion> [<percentage>].
With an effectiveness/efficiency that depends in part on prowess in the 'conveyencing' skill, you may issue this order to command your legion to part with sufficient specialists in the designated skill to boost the potency of the desination legion (at the expense of one's own). Excellent conveyencing can lead to an overall augmentation when coupled with recent field experience and sufficiently high morale, while an inexperienced convey from a legion with underdeveloped 'conveyencing' skill can be costly in manpower to achieve the desired goal.

Syntax: ... RELAY <from legion> EVERYTHING/<what to relay> [<time>].
Syntax: ... UNRELAY <from legion> EVERYTHING/<what to cease relaying>.
Using the skill of 'distantrelay' you can gain immediate or almost-immediate reports of goings on from a distant locale, from the perspective of the relaying legion. The success of the relaying and, more importantly, the elapsed time between the event and its relaying back to those watching out for the information will depend on such factors as distance between yourself and the event, scouting network of interceding legions capable of passing on the relay, 'distantrelay' skill and obstacles that might disrupt flow of information. It is difficult to gain relayed information if your legion is deep in a network of tunnels, isolated from the land, while it is easy to have relayed information while patrolling a gatehouse on homesoil when the event may be some distance yet still remains on homeland soil or within one's home sphere of influence.

Syntax: ... WINDWORD <target legion> <dispatch> <percentage>.
Using as primary the "windwords" specialist-skill and a combination of secondaries relating to subterfuge and communication, this command-order sets your legion about the task of transforming and then transferring the specified dispatch into the ranks of the target legion. The success of this windwording is determined by the 'windwords' skill and the distance of the target legion, together with the same factors that influence the BOGUSDISPATCH command-order. Windwords is a long distance version of BOGUSDISPATCH, in some situations more effectual since proximity is not an issue and it can be more difficult to fake dispatches when locked in battle with a foe; in others more difficult if obstacles between your legion and the target thwart possible rapid comunications between the two.

Syntax: ... MINEHUNT LOCALE/HERE/<direction>/ADJACENT <percentage>.
Employing the skill of "minehunting" as primary, this command order sets the legion (or as much of the legion as specified) about the task of hunting for presence of mines in the locale, in a single position within a locale, in a certain direction from the locale position, or in an adjacent location. If successful the mine is duly revealed and can then be sabotages/rendered useless using the SABOTAGE command as described in HELP DESTRUCTION. If unsuccessful then, generally, the legion will simply unearth nothing since the minehunt is a careful process not prone to detonating mines unexpectedly; although an extremely well-laid mine coupled with a low skilled hunter may well be detonated by the mere act of hunting it down. This can cause great damage to the portion of the legion engaged in the hunt (and any others nearby).

Syntax: ... LOOKOUT <from legion>/<direction>/RANGE <percentage>.
With the specialist-skill of "hawkeyes" of primary concern here, dictating distance, completeness and accuracy of the information spotted this command-order has the legion (or as much of the legion as specified) reporting back to those in command-post or those allies in its locale position events discerned within line of sight in the direction specified, or relating to the legion referred to as target. It is possible, therefore, to relate all occurrences in a nearby location or limit what is related to only those events happening to or discerned by the <from legion>. It is possible, via this method, to daisychain legions engaged in the lookout role to pass comprehensive messeges back to a rearguard position some distance from the battlefield - so commanders can determine the best course of action without having to be personally present on the front line.

Syntax: ... BEFRIEND <target> [<extent>].
Speed and success of befriending is determined by the specialist-skill of "familiarity" and, in issuing this command-order, you are dictating that your legion engage in the task of growing increasingly familiar with the specified target (to a maximum extent, if applicable). Familiarity increase such things as pace of order execution and the extent of an order's successful implementation - since a legion with low morale being ordered by an unfamiliar commander may shy away from certain actions or even disregard the order altogether, whereas a commander with a strong bond to the legion will be obeyed promptly even in the most dire of circumstances, even if the command-order represents a foray into great danger.

21.13. Proactive commands using skills/constructions.

The PROACTIVE commands are those orders/dispatches utilising, for the most part, specialist-skills or constructed items of warfare. Unlike MELEE which engages combat automatically according to criteria you set, or ACTIONS which occur depending on the skills deployed, in the background, the PROACTIVE commands are a blend of supplemental offensive/defensive endeavour and deliberate, subtle use of skills and surroundings to keep a legion well-equipped and well-prepared for battle.

SECTION ONE: SIEGETOWERS AND OIL-CAULDRONS

Siegetowers are constructed using the CONSTRUCT dispatch order, with 'fieldequipment' actively deployed. Once it is constructed it may be used on the battlefield in both a defensive and offensive capacity. Siegetower stand some twenty feet high, potentially highly armoured and yet affording (from its top level) view and access to the immediate surrounds. Thus it can be used for laying siege, for mortar bombing, for archery, for tunelling upwards, for defending specific positions and/or fortifications; the list is long and only extensive battlefield experience will reveal the siegetower's worth to your particular tactics.

Syntax: SIEGETOWER ENTER/LEAVE.
Use these orders to inform your legion to enter or leave the interior of a siegetower. The siegetower must be opened (unbarricaded) and in the same localepoint as your legion for it to be able to enter. Siegetowers can accept, at most, two hundred and fifty legionnaires.

Syntax: SIEGETOWER OPEN/CLOSE.
From within the siegetower a legion is able to open and close its doorways/lower level accesspoints. When open, the siegetower can be entered and the interior is more vulnerable; when closed the siegetower cannot be so easily entered and thus whatever is inside is kept more safe.

Syntax: SIEGETOWER BARRICADE <percentage>.
Utilising the same commodities required to build the scaffold (see HELP EQUIPMENT) and clay as a binder, a legion may create an adapted barricade using this order, while inside a siegetower, effectively blocking off the entrance (and therefore exit!) from the outside world. Barricades themselves can be used, reducing the need for wider commodity inventories; clay commodity as a 'glue' will still be required. Layer upon layer of barricading can be added to siegetower interior allowing an extremely potent defensive position to be created.

Syntax: SIEGETOWER UNBARRICADE.
It may be that, having barricaded a siegetower and performed whatever actions required the security of the fortified closed-entry, it then becomes necessary to reopen the siegetower doorways. This will require the destruction of any barricades and said destruction is achieved via this command.

Syntax: SIEGETOWER FORTIFY <percentage>.
From an exterior position it is possible to fortify a siegetower utilising the same commodities as those employed with independent fortifications (see HELP EQUIPMENT). Fortifying a siegetower strengthens its ability to withstand attack, siege and difficult terrain transport. It affords added protection to whatever is inside. It allows the siegetower to be used as a mobile barricade, of sorts, less econmical than static fortifications in terms of sheer defensive might but with far greater flexibility.

Syntax: SIEGETOWER SHIFT <direction>.
The siegetower is an extremely large artifact of war and thus requires special instructions to move it sround. SIEGETOWER SHIFT works the same way as legion QUICKSTEP - moving the siegetower one locale point at a time until it reaches the edge of a location, then applying a longer move to shift it between locations.

Syntax: SIEGETOWER GRAPPLE <permanent grappling-point/direction>.
In this, the final siegetower command, you are able to grapple it against some permanent military or defensive structure (like a fortification) or, when placed in the correct localepoint towards the exterior of a location, against an exit to secure it in the location. Grappled siegetowers are near-impossible to move and are a commonly used addendum to other constructions of war (again, like fortifications) to give it an extra dimension in attack and defence.

When inside the siegetower you can take advantage of the lofty vantage point to gain a wider perspective on your surrounding locations.

Syntax: LOOKOUT LOCALE/BANNER <direction>.
This allows you to perform the equivalent of the LOCALE or BANNER commands but, while within the siegetower, your field of vision is far broader so you are able to see up to half a locations in direct line of sight of the specified direction.

Syntax: SURROUNDS SURVEY or just SURROUNDS on its own.
From within a siegetower your vantage point is much improved and thus, at least visually, you are able to assess your surrounds and the immediate vicinity with greater perspicacity and accuracy. So type SURROUNDS SURVEY to perform a quick but fairly comprehensive survey of the surrounding region, many locations radius, and then SURROUNDS on its own to review your survey.

Syntax: CAULDRON FIX
Depending on the location of the legion performing the cauldron order, the oil-cauldron will be placed in an appropriately dangerous, fixed position (if available). This is generally atop a siegetower (while inside), atop a trench (also while within it) or at a suitable highpoint in a location. It is important for the oil-cauldron to be mounted higher than its targets, else it will not be able to pour its cargo of hot or flaming oil with any effectiveness. It requires a scaffold to erect quickly around the newly fixed cauldron to set it in place.

Syntax: CAULDRON UNFIX
Once a cauldron and scaffolding rigging has been fixed into place it will often be difficult to unfix it, in order to withdraw the war-machinery back into the possession of the legion. Use this command to attempt to do so. All legions are able to CAULDRON UNFIX but the skill "oilcauldrons" helps enormously with the pace of the operation. It is not possible to unfix cauldrons whose oil has been ignited, nor a cauldron in the process of pouring its contents - the pouring must be stopped and the fires doused before the unfix process can commence.

Syntax: CAULDRON FILL <gallons>/CEASE.
This simple order comamnds the legion to fill suitably fixed cauldrons in sufficiently close proximity with oil, up to the number of gallons specified. Each oil commodity is the equivalent of one gallon. The pace of oil filling will be determined, in part, by the 'oilcauldron's skill although all legionnares have an innate ability to perform such a simple operation. Using the FILL CEASE instruction will inform the legion to cease the task of filling the proximate cauldron with oil. Worth remembering that oil filled afresh tends to be cold so it will dilute any boiling/heated oil already in-cauldron, reducing the overall temperature.

Syntax: CAULDRON POUR OFF/<direction>.
Oil-cauldrons, once they have been rigged up using the FIX command above, can then be set to discharge their contents (if any) in a specific direction. To determine this direction a legion must pro-actively set up the POUR. To reset the cauldron upright so it no longer pours outs its oil, use POUR OFF instead of POUR followed by a compass direction.

Syntax: CAULDRON IGNITE.
Oil in a suitably rigged cauldron can be poured on enemies as described above but the oil will cause little harm unless it is heated. Use this command to set fire to the oil contents of a cauldron, rapidly heating it to boiling point. Boiling or burning oil tumbling down on an opponent is, conversely, one of the most damage of single attacks possible (under the right circumstances). Ignited oil will slowly burn off so there is a balance to be struck between the increased damage done of continuously flaming oil and the longevity of heated but not burning cauldron contents. It takes time for oil to heat up so cold oil, even if ignited, will do little damage - whereas boiling oil, even after a dousing, will retain many deadly properties.

Syntax: CAULDRON DOUSE.
Providing the legion is in possession (or has access to) some sand it can use the DOUSE order to extingiush a burning oil-cauldron, thereby retaining - for a time - the heat built up in the oil but ensuring none of the precious cargo is burned away uselessly.


SECTION TWO: MAINTENNCE, PROCTIVE REPAIR, GROOMING AND FORAGING

[NOTE: armour is used by default, as a core skill, and doesn't require the command listed below]

[FURTHER NOTE: DO NOT USE ANY OF THE COMMANDS BELOW. THEY ARE NOT ACTIVE AT PRESENT SINCE THEY DO NOT FORM THE CORE SKILLSETS/BATTLEFIELD COMMANDS. LEGIONS WILL, IN MANY CASES, PEFORM/USE THE EFFECTS OF THE COMMANDS BELOW AUTOMATICALLY. WATCH THIS SPACE FOR NOTIFICATION OR SEE HELP LATEST/PUBLIC BB TO BE NOTIFIED OF THEIR SWITCH-ON]

Syntax: ... REPAIR <item> ALL/<percentage damaged> <percentage fix>.
Any item constructable by a legion can also be, in theory, repaired by one. Whether or not they are able to do so and how quickly/effectively depends on a number of factors. If the legion reparing was not the creator their 'equipmentfix' specialist skill must be equal to or higher than the 'fieldequipment' skill of the creator and/or the threshold of skill required to create the item due for repair. Thus simpler items do not require such a high 'equipmentfix' to mend regardless of the 'fieldequipment' skill of the creator.

Legions involved in repairs will be vulnerable to ambush and instantly distracted (possibly to the detriment of the item) if engaged in battle. Other considerations: repairing items to their full 100% original state can take exponentially longer than performing a 90% refit. The more broken the item, the longer each bout of repair will take, the less easy will its full restoration be. Tools and raw materials aid repairs greatly and items can require a unique range of tools/commodities to effect a proper, speedy repair. Legions will almost always attempt to carry out the orders to repair, even against impossible odds, so it is up to the dispatches and/or commander to ensure time, morale and materials are not wasted on futile repair efforts.

Syntax: ... GROOM <target/s> ALL/<percentage harm> <target health %>.
Using the 'animalcare' specialist-skill and, assuming peaceful surrounds and a good number of legion members to steeds/animals ratio this command-order sets about restoring to better health and fitness the specified targets. It determines when to attend to them, and the ideal health and fitness percentile to attempt to groom the steed towards. Length of time and rations/equipment required for the grooming will depend on the extent of the steeds' injuries and fatigue. The more injured the animal, the longer the healing process, etc. Healing herbs as part of the legion repertoire will help. Being far away from danger likewise speeds recovery. Rests from protracted bouts of movement allows a steed to recover itself from a fatiguing journey... all these facets must be considered when managing a legion accompanied (and thus, one would hope, augmented by) by an animal entourage. Cavalries are far more difficult to run than infantry.

Syntax: ... FORAGE <percentage focus> <environs> <target> <stopping point>.
Employing the 'foraging' specialist-skill to root around the locale (be it searching the bracken of forest undergrowth or poking about nooks and crannies of a city alley) in hope of finding the target, or, at least something of value to the group. The higher percentage of the legion fixated on the task of foraging the more likely and the more quickly it will scour the locale for useful items. The closer the items turned up to the specified target, the faster they will be sorted, distributed and/or discarded - a list of targets follows. The environs/stopping points are a little range of options to control the more immediate criteria for the foraging's duration. Like the targets, the environs and stopping point options are listed below along with brief explanations.

Foraging makes you more prone to ambush. Any foraging is aborted by engagement by an enemy of sufficient size to occupy the majority of individuals in your legion; an army of five thousand attacked by a company of twenty will not, however, cease its foraging while it deals with the problem. If, it should be added, the percentage focus is set at zero then the foraging for the specified target will cease immediately. If the <target> is FOOD, an alternative to the regular legion rations, then the 'forestfood' specialist-skill becomes every bit as useful as 'foraging'.

List of "environs":
<surroundings type as from SURVEY, e.g. Underground or Forest> forages only in a specified environment.
<area name, e.g. Greenwood, Northlands, Rivers> to seek items only in enirons that SURVEY to the chosen area.
EMPTY to only forage in locations empty of fellow legions.
PEACEFUL to forage only in locations without non-friend presence.
UNTROUBLED to forage only when entire area is free of known enemy intrusion.
HOMELAND forages solely on home soil.
VILLAGES to root around on soil belonging only to a village in HELP VILLAGES.
HOMESPHERE to forage only if the location is part of home sphere of influence.
ENEMYSPHERE to forage only in a sphere of influence owned by an enemy.
ENEMYLAND to forage only on land owned directly by an enemy.
ABROAD to forage solely in locations designated abroad - not on homesoil.

List of "targets":
ALL/ARMOUR/COMMODITIES/WARES/WEAPONS/HERBS/POISONS/WOOD/FOOD - any of the object types are valid targets and will occupy a legion in foraging to find examples of the object specified.
<specialist skill to equip for> to seek out only items useful in building an inventory to augment the specified skill.
<specific herb or poison> to forage for a single herb or poison as listed.
<specific item type> to root around solely for the item type as specified, ignoring all other bounty.
<legion whose lead to follow> to follow the foraging lead of another legion.

List of "stopping points":
<number of rounds in which nothing is found> informs the legion to cease its foraging after finding nothing for the specified cycles of the locale.
FULLSTOCK to stop only when fully stocked with whatever has been targetted.
HALFSTOCK to stop as soon as the inventory crosses the half-stocked rubicon.
QUARTERSTOCK ceases the foraging when quarter of the ideal numbers have been turfed up.
TENSTOCK comes to a halt after just a tenth of the perfect, bounties number of the specified target has been foraged out.
DAY spends a single Avalon day at the endeavour.
WEEK allows the legion to occupy a week of its waking time at the foraging goal.
FATIGUED pushes the legion to continue foraging until overtaken by fatigue.

[NOTE: THERE IS NO NEED TO USE THIS COMMAND. AT PRESENT USE OF "armourforms" and/or armour worn is done in the background. When you LEGION INFO your legion you'll see its armour %, and this is actively used armour by default]
Syntax: ... ARMOUR <to protect> <max % covered>/NONE <hits covered/-exposed>.
Bringing into play the specialist-skill of 'armourforms' and, of course, armour available in the inventory, environs and storage vehicles belonging to the legion, the ARMOUR command is one of the main forms of targetted protection available. Although it is possible to specify TOTAL or FORMATION under <what to protect> and thereby spread the armour evenly across the whole legion or formation, it tends to be used to protect certain specialist-skills, e.g. ARMOUR PROTECT RAZING would target the armour around deflecting attacks against razers and thus diverting casualties (if any) with minimal reduction in the overall legion 'razing' specialist-skill potency.

Use the priority percentage to match up the priority of this particular use of armour as against likely other uses for finite armouring (from dispatches, from other orders, from missions or initiated by other circumstances). Specifying the number of hits covered diverts the armour solely to ensure, as best as possible, the number of hits specified against the protected part of the legion are completely deflected. Specifying a number of hits exposed ensures the armour is arranged to afford maximum protection to a smaller number but potentially zero protection to others; thus the likelihood of the exposed members of the legion facing danger without armour is increasd but the spread of armour around both the specific protected section and as much as possible of greatest value peripherally is heightened. Some call the latter a glorified command to self-sacrifice while the former, at least, has the pretence of solely a protective focus without stipulating 'lambs to the slaughter' as it were.

Needless to say the ideal scenario for any legion is to have sufficient armour to cover every individual fully, reserve pieces to replace broken components of the armoury on the battlefield, and time enough between engagements to repair damage/return the inventory to full strength. Since this is a rarity and becomes more so as a conflict rolls on, armour must be used sparingly and wisely; hence, amongst other avenues open to the legion commander, the options detailed above.

21.14. Battlefield conflict: engagement and review.

Legions when equipped are vastly more effective than those without the correct inventories for the battlefield. A small troop of well-trained archers are capable, for instance, of decimating a vast corps of loin-cloth wearing dunderheads even if outnumbered ten to one. The task of the military commmander is twofold: firstly to ensure the legions in his/her charge are suitably equipped, and secondly to either issue commands in real-time or prepare dispatches sufficiently complex to make good use of any advantages (horses, armour, bows, etc).

Conflict dispatches or order sequences generally begin by defining the enemy (if appropriate) and determining the percentage of the legion to involve with the order. Then once you have picked your fight, you dictate the manner of attack (or conflict response) and follow on with any subsequent orders/dispatches required to flesh out the order, add critieria, control it more meticulously. You can cut down on volume of less-relevant text at any time by typing CONCENTRATE, reversing the reduction by typing RELAX.

Syntax: BATTLEFIELD <area>/HOME/ABROAD.
Reviews the visible battlefield for the specified area, for your home legions/territory, your home legions on foreign soil, etc. This is very useful for keeping abreast of widespread legion movement.

Syntax: BATTLES.
Informs you of any active conflict between legions in your region, or involving your home legions; together with the opponents and the numbers involved.

Syntax: ... MELEE [<percentage>].
Engages your legion in direct melee with its declared enemies, involving (if possible) only the specified percentage in the combat. If no percentage is specified then the melee will involve the highest possible percentage - all those in the legion not currently about some other business. The skill of 'meleefight' is used as primary, with 'meleeweapons' as a boost for those legionnaires able to lay hands on weapons for their attack round. A legion, for instance, with 100 weapons but 200 legionnaires with every last man involved in melee will fight with 'meleefight' plus 'meleeweapons' for a hundred soldiers, and 'meleefight' on its own for the rest.

For as long as formation, position, your own legion's combination of skills and morale are sufficiently confident and successful then the melee will continue to involve only those numbers specified by your percentage. However, the battlefield is an unpredictable place and often the tide will turn against you - in which case, rather than risk more casualties, invariably more of your legion will be drawn into the melee and away from whatever else it might have been employed in. A most common example of this might be a legion in proper formation for a mix of rearguarding archers and frontline infantry. 50% of the legion is in the melee, 50% deployed using archery to deplete the enemy. The enemy, however, is strong and numbers deplete in your infantry; down to the point the archers are embroiled, close enough to be caught in the melee. Gradually the 50% melee, 50% archers will shift, the melee percentage growing, the archers falling.

Syntax: ... ENGAGE <enemy> <criteria> or RETRACT <enemy> <criteria>.
To define your enemy, use this command. Enemies can be specific legions, cities, or guilds. Most legions will, unless deployed about something contradictory, defend themselves when attacked but it is better to direct engagement in the manner of your hcoosing and this is the command to do so. ENGAGE THAKRIA will engage all legions of Thakrian origin, for instance, though it is most common - in the hands of a careful tactician - to ENGAGE followed by a specific legion to direct the efforts of your legionnaires where it would do the most harm. There are other 'targets' for your legions akin to an engagement but the ENGAGE command is intended for inter-legion conflict and generally offensives against other targets (e.g. hostile forests) is achieved using the BESIEGE command documented below.

One of the most significant differences between the consequences of warfare and the fall-out from a combat between two individuals is the extent and permanence of harm done to the defeated, the scale of spoils afforded to the victor, and - for some as important as any material wealth - the indelible mark made on the ever unfolding history of the land. Although treaties and divine negotiators tend to involve themselves in aiding peace settlements long before anything so serious as a complete annihilation of one party is countenanced, the theory remains that if a victorious group was so inclined they could chase down and slay every last defender, besiege, raze to the ground and plunder every construction, all the opponent's wealth, possessions, commodities and artifacts; burn down and pillage, to an irretrievable extent, the homeland of the defeated foe.

Guilds could be closed down, academies destroyed, city councils and ministries rendered homeless and impotent... whole cities can be made vassals to the victor; the possibilities and stakes of War are near-limitless and should cause even the most staunch of warmongerer to reflect a moment on the spectrum of outcomes - victory to defeat - merciful occupation to sadistic conquest - futures unknown. Warfare, even more so than the divine ordination, can have the mightiest impact on the land and thus there are many commands/orders to deal with the process of conquest, plunder and reordering enemy soil freshly laid bare and undefended.

See HELP BESIEGING for information on the laying of the siege, the destruction of defences and the removal of non-legion opposition from a target locale. This is followed by the plundering and razing stages, see HELP PLUNDERING or HELP RAZING for documentation on these aspects of battlefield conflict.

The end-result of success on the battlefield and subsequent eradication of defences (legions, fortifications, whatever they may be) is the perogative of the victor. This may be withdrawal; but likewise it may be an attempted conquest. Conquest of a town or village, where the sphere of influence/occupation is being expanded, is different to conquest of an entire city. Occupation and conquest within one's sphere of influence, of towns and villages, is documented in HELP OCCUPATION and HELP CONQUEST while the momentuous final occupation and conquest of a major city is detailed in HELP SUPPLICATION.

21.15. Specific information on the multi-purpose siege.

There are three main comamnds dealing with the most permanently destructive elements of warfare: besieging, plundering and razing. Besieging is the first stage and directs a legion about the destruction/removal of the target/defences set up in the destination location. It is necessary to successfully carry out all appropriate besieging on a target location before you can move onto plundering (looting the contents of the besieged locale) and then razing (final destruction of the plundered location). See HELP BATTLEFIELD for details on engagement on the battlefield and HELP PLUNDER or HELP RAZING for instructions on the post-siege stages.

Syntax: ... BESIEGE <target>/EVERYTHING <direction>/HERE.

Laying siege sets your legion the task of breaking the resistance (in whatever form that might be) of the specified target. It requires the use of the battering ram (or axes if directed against roused trees or huorns) to besiege in-location targets or the catapult/mortar-bombs for longer distance sieges. It uses, primarily, the specialist skill of "besieging" and - for close quarter attack - "meleeweapons". Any fortified target must first have the fortifications destroyed first before any damage can be undertaken against the well-defended object of the siege. Besieging in adjacent (or distant via line-of-sight) locations requires catapult and mortar, while laying siege in your locale requires the battering ram.

Be careful to direct your besieging against your foes rather than mistakenly send your loyal fellows against your own defences. Size of legion, potency and size of defences and quality of any manning of defences; these, and terrain/environmental modifiers, all play a part in the speed and potential costs of the siege. Manned fortified defensive positions or fortifications may strike back and thus cause injury (and potential fatalties) to the besieger. You will find the potency of your besieging against animated targets like huorns (the forest at war) determined in part by equipment, such as how many axes your legion has in its inventory, or how many catapults/mortar-bombs; and the number of legionnaires available and deployed to man the offensive weaponry.

Targets are:
FORTIFICATIONS - the main form of location/regional defence, generally built up over important passes (like gatehouses) or as bulwarks protecting significant areas (like outside guildhouses). Fortifications are the only form of permanent defence that strike back agaist besiegers within range, with or without the need for specific orders or being manned by defensive soldiers.

SIEGETOWER - the siegetower is the multipurpose offesive shield/vantage point and defensive augmentation (when attached to, for instance, a trench entrance or a fortification).

BARRICADES - used to create blockages within a location, to raise obstacles, to augment defensive positions, etc.

DOORS/GATES - found throughout the land protecting buildings, guildhouses, storerooms, shops, private homes, government buildings - stronger doors will resist siege for longer.

HUORNS - the awakened trees of semi-intelligent nature, often led by an ent-shepherd and roused to an aggressive state: generally marshalled by a member of the ranger profession to attack legions or fortifications/defences with a supernatural power. Huorns can only be besieged in-location or in adjacent locations. See HELP HUORNS and HELP FELLING for further info.

OILCAULDRONS - the scaffold-rigged oilcauldrons used for pouring burning oil on besiegers (from defensive positions) or from higher positions against lower (into trenches, for instance).

TUNNELS - all tunnels have a starting point, the basis of the scaffold-fortified tunnel. Besieging the tunnel can be done anywhere but if successful at the startpoint can collapse much of the tunnel (including its all-important entrance/exit).

TRENCHES - the trench is a fortified defensive or pre-offensive position dug into a location. Laying siege to a trench removes it as a threatening tactical location, chasing out whatever is within.

The rest of this helpfil contains a specific summary of besiege setup and the various stages/method required to carry it out, along with any idiosyncracies relating to each of the possible targets: i.e. it is slightly different besieging an angry, aggressive group of trees to destroying a fortified trench.

ONE: Setting your legion to 'action' mode.


You will need to ensure your legion is in ACTIONS mode to inform the legionnaires you expect a besieging to take place. This is distinct to MELEE or passive states, and is documented fully in HELP DEPLOY. The command is ACTIONS followed by a percentage, up to 100%, to tell your legion how many of its number to devote to the tasks appropriate to the legion skills deployed (see below). You will find MELEE takes precedence over ACTIONS so be warned to check your LEGION INFO to ensure sufficient men are set to act/be deployed to carry out whatever besieging you require.

TWO: Deploying legion skills appropriately.


It is important to deploy your legionnaires to use the appropriate skills, to carry out whatever task you wish them to complete. The central legion skill for BESIEGE is "Besieging" and so after setting up their ACTIONS percentage, you command DEPLOY BESIEGING followed - again - by the percentage of your legionnaires you wish to deploy specifically to the siege. You may wish to augment the "Besieging" (which should always hold the majority of men) with some secondary legion skills: this is for you to experiment with.

THREE: Commencing, carrying out and ending the siege itself.


To commence your siege you will use the BESIEGE command. This is fully documented in HELP BATTLEFIELD but, in simplest form, it is BESIEGE followed by your target, followed by - if appropriate - the direction of the location in which your target can be found; or HERE to lay siege to a target in your legion's location. Two examples: COM <legion-name> BESIEGE FORTIFICATIONS SOUTH to lay siege to fortifications in a location southwards, or COM <legion-name> BESIEGE HUORNS HERE to attack roused trees in your location. The former require catapult and mortar bombs and the latter axes (though more usually battering ram). Both would be augmented in effectiveness by facing the right way: see HELP FORMATION for info on legion 'direction facing', 'formation' and 'movement approach'.

FOUR: Targets for BESIEGE.


You can target fortifications, siegetowers, oilcauldrons, and barricades using the standard techniques of the battering ram for close-in siege and catapult plus mortar bomb for longer distance offensive. Legion skills used are "Besieging" and either "Projectiles" for ranged attack, or "Projectiles" and "Fieldequipment" for close-in besieging with the battering ram.

You are able to besiege doors and gates, to break them down in order that your legions may pass through or may plunder locations they protect. To lay siege to a door you must place your legion in the localepoint closest to the door/gate and ensure it is facing the door/gate. You can only use the battering ram for this task, and the legion skills involved are "Besieging" and "Fieldequipment".

Sometimes the forests themselves are roused to action - awakened by those with deep woodland lore to take on an aggressive, violent approach. These aroused trees are called 'huorns' and can be deadly enemies: slaughtering large legions or smashing fortifications/city defences. They are besieged in-location using axes (not battering rams) or in adjacent locations using catapults plus mortar bombs. The "Besieging" and "Fieldequipment" legion skills are used. You will need three legionnaires per catapult, or two legionnaires per axe, and then sufficient mortar bombs and/or unbroken axes to carry out the task. The more "Besieging" you deploy, the larger your legion, the more equipment: more chance of felling a greater number of huorns each attack round. It is important to be speedy as the war-like trees slay legionnaires with alarming ease. See HELP HUORNS and HELP FELLING for further info.

You can besiege trenches and tunnels - effectively turning your legion's catapult and mortar bombs to the task of destroying the trench as a cohesive whole, or collapsing a tunnel in on itself. The legion skills of "Besieging", "Fieldequipment" and "Projectiles" are used for this type of BESIEGE, along with "Trenches" or "Tunnelling" depending which you are attempting to destroy. The larger your legion, the more deployment on "Besieging" and the more catapults/mortar-bombs you have at your disposal the faster and more sure will be the attack.

21.16. Plundering, looting and razing/destroying locations.

Let us assume you have completed your legion engagement and stand victorious on the battlefield. You have laid siege to the enemy defences and these have been destroyed. What follows is the plunder and potential razing (destruction) of the conquered territory. This is described below. See HELP BATTLEFIELD for details of legion conflict and engagement; HELP BESIEGING for information on laying siege and destroying defences; and HELP SUPPLICATION, HELP CONQUEST and HELP OCCUPATION for helpfiles detailing the end-consequences of these military actions.

NOTE: remember you will need to have deployed your legions to utilise the appropriate skills for plundering and razing, using the ACTIONS and DEPLOY command orders. This is documented in HELP DEPLOY and should be perused before you attempt your plundering/razing endeavour.

Syntax: ... PLUNDER <direction>/HEREABOUTS.
Plundering is one of the most enjoyable of exercises for the soldiery, a great boost for morale. It employs, for the most part, the specialist-skill of "plundering" to dictate discipline, speed and efficiency of the action. To plunder is to strip an undefended target or locale of its contents, passing the possessions/valuables/livestock out from the defenceless positions back into the inventory of the plundering aggressors. This is used to decimate enemy treasure chambers, commodity stores, bank vaults, etc. It can be used to empty the deepest, darkest stockroom of its booty - providing you have your legions in place and all defences (and, of course, defensive legions) have been fully destroyed.

Syntax: ... RAZE <direction>.
Bringing to bear the most destructive specialist-skill of all, that of "razing", this command-order leaves a potentially indelible mark on the landscape of battle. Most commonly it is used within the citywalls of a defeated foe and as part of a broader strategy to force a surrender or strengthen a bargaining position preceding an occupation. Quite simply, razing a direction destroys it completely. The location target must be besieged of all defences and plundered of all its goods; then it can be destroyed permanently.

Short of divine intervention there is no way to recover a razed target; it must be reconstructed from scratch. Ministry buildings, commodity stores, guilds, shops, great palaces, gatehouses, private homes: all are potentialy vulnerable to being razed.

21.17. The total conquest/victory over major cities.

One of the most significant differences between the consequences of warfare and the fall-out from a combat between two individuals is the extent and permanence of harm done to the defeated, the scale of spoils afforded to the victor, and - for some as important as any material wealth - the indelible mark made on the ever unfolding history of the land. Although treaties and divine negotiators tend to involve themselves in aiding peace settlements long before anything so serious as a complete annihilation of one party is countenanced, the theory remains that if a victorious group was so inclined they could chase down and slay every last defender, besiege, raze to the ground and plunder every construction, all the opponent's wealth, possessions, commodities and artifacts; burn down and pillage, to an irretrievable extent, the homeland of the defeated foe.

Guilds could be closed down, academies destroyed, city councils and ministries rendered homeless and impotent... whole cities can be made vassals to the victor; the possibilities and stakes of War are near-limitless and should cause even the most staunch of warmongerer to reflect a moment on the spectrum of outcomes - victory to defeat - merciful occupation to sadistic conquest - futures unknown. Warfare, even more so than the divine ordination, can have the mightiest impact on the land and thus there are many commands/orders to deal with the process of conquest, plunder and reordering enemy soil freshly laid bare and undefended.

This section details the occupation and conquest of a major city. See HELP OCCUPATION and HELP CONQUEST for details on occupation/conquest of towns and villages within one's sphere of influence: an entirely less momentous event though extremely important in its own right.

War cannot continue forever. Eventually the battlefield actions are over and the victorious legions may mount an invasion against the loser's home sphere of influence (see HELP INFLUENCE). The victor may not stop at seizing enemy's sphere but instead press on to the very homeland of their opponent. This is likely to precipitate the most emotionally-charged conflict in Avalon: a full-scale invasion versus the final defence of one's homeland. Consequences for both sides are enormous. Invasions are costly in terms of equipment and life, likely to face well-prepared defensive positions, and always a uniting force to bring peoples together to protect their homeland.

The successful execution of an invasion comes in various stages: firstly breaking through the outer defences (fortified gatehouses, siegetower and troop lines, trench positions, etc) to penetrate into the homeland proper; secondly the routing of the defending armies to leave the homeland unprotected; thirdly the besieging of homeland constructions, buildings, leftover positions etc; fourthly the plundering of the undefended homeland locations; fifthly the razing (or destruction) of defenceless, plundered locations across the entire homeland. Finally, the undisputed occupation of all key positions in the homeland (city milestones, gatehouses and subjegation of the royal palace and council chambers). Alongside this occupation the invader spreads its sphere of influence across the invaded territory until such a point as the sphere covers it totally.

Thus, the invader has destroyed all defending armies, all defensive fortifications/positions, besieged/plundered/razed all applicable constructions and spread an undisputed, undefeated sphere of influence to raise the invader's flag in every location of the defeated land. This leads to the denouement: CONQUEST. Fortfied siegetowers are erected at the milestones of the conquered city, outside of all remaining permanent buildings and - last of all - in the palace and council chamber. Each siegetower then raises aloft the flag of the conquering force and to all of Avalon: DECLARE OCCUPATION.

One full Avalon year must pass with the occupying armies and their siegetowers in tact, their flags of conquest raised in full and open declaration of glorious conuest. If this criteria is satisfied the noble leader of the invading forces may stand before the monarch of the occupied city and type: DEMAND SUPPLICATION. The monarch, if they have no-one to call upon, will supplicate before the conquerer opening the door to the ultimate act: the conquering leader stands at the public central milestone, the foundingstone, and issues the fateful comand: DECLARE CONQUEST.

At this point the conquerer must make epoch-making choices: specifically, whether to impose total conquest or to allow the conquered city to continue in some modified or subservient form. See HELP REGENCY for one of the options available to a victorious power, to impose a form of interim government on the occupied major city without the necessity of its complete destruction.

Perhaps the conquerer is not so lenient. In which case DECLARE ERADICATION is the command; typed by the conquering leaders - it being necessary for each to assent - to impose total conquest. Should this historical declaration be made, the destiny of the conquered land will be sealed: it will cease to exist as an independent entity. Its locations will become a permanent part of the conquerer. Its citizens will be absorbed by the conquerer. Newborns will cease. Its institutions will be defunct, replaced by those of the conquering forces. Its history will have come to an end.

21.18. Morale and good-health of a legion.

Morale is central to the effectiveness of a legion and its capacity to perform the various tasks demanded of it once it sets foot outside of barracks - from defending homesoil against invasion or penetrating deep into enemy territory in search of plunder. When morale is at its highest all actions are performed at fastest possible rate, use of specialist-skills is made with on-the-field showing matching up to the legion's known capabilities. Conversely, when morale is low, actions are performed sluggishly, begrudgingly, sometimes not at all if the leadership is lacking. Seldom, when a legion is scraping the depths of its morale, is use of a specialist-skill able to match anywhere close to the full potential. So morale: the cornerstone of a succesful campaign, the springboard from which both invasion and defensive mobilisation plans are launched.

It is important to keep a legion well paid and well fed and well healed. The former is the province of the guild or city treasury - although it can be offset by the acquisition of plunder, booty or treasures when on the move. Food tends to be kept in ration form for legions and loade up into its inventory before a protracted time abroad. Time without rations reduces morale. The 'forestfood' specialist-skill can be useful here for utilising it, the legion can forage for edibles in the locale and thus negate the need for rations (or preserve them for later need). The health of a legion is mostly only harmed by enemy action or terrain particularly trecherous (e.g. tumbling down a deep ravine), although long marches without rest or succour can impact health as well as morale, in addition to long periods without sustenance eventually draining away health.

If a legion's health falls too low its members will desert. Most afflictions - starvation aside - fall under the purview of the 'selfhealing' specialist-skill. If this is developed to high levels the detrimental influences on health can be gradually reversed while the legion is in the-the-field. When in barracks, health is naturally slowly replenished as the legion is given the benefits of home comforts and civic medical attention.

It is necessary to keep your military well financed to ensure morale is high and your troops remain loyal Military financing involves four distinct areas of expenditure: wages for barracked troops, wages for active troops within one's city walls, wages for troops in the field but within one's home sphere of influence, and wages for troops in full-scale combat on enemy soil. Income is based on the size of the city's sphere of influence. Both wages and sphere of influence income are paid monthly.

Legion wages

Legions within city barracks:   100gp (per 1000)
Legions within city walls:      200gp (per 1000)
Legions within city influence: 400gp (per 1000)
Legions outside city influence: 800gp (per 1000)

Sphere of Influence income (basic value; not including tributes)

Uncivilised wilderness areas:   10gp
Settled villages and towns:     50gp

ACTIONS for cities and ACTIVITY for guilds will log the specific expenses incurred by the military/fieldworkers kept active and likewise will show, usually every Avalon month, the income derived from conquests (colonised villages, spheres of influence, ransoms, etc). See HELP TRIBUTE for details on levying higher amounts of gold, commodities and enlistable men from your sphere of influence - to offset the cost of military campaigns and indeed gain from an expansionist policy.

21.19. The sphere of influence: occupation and conquest.

The sphere of influence is the area around a city, typically outside its walls - beyond its fortified gates - over which the city has a military dominance. This military dominance can be simple influence as depicted by the city's flag, or passive occupation where the city has raised its standard of conquest over a location, active occupation where the city has not only raised its standard but also maintains a military presence in the locale, and conquest, where the city has actively occupied, raised its standard of conquest and commands dominance in all of the significant locations of the village or town. For those not involved with warfare or global politics the state of occupation for a village or town will be of little moment, but for those of you part of city government or guild leadership the consequences are very significant.

ONE: Sphere of Influence

The sphere of influence for most cities tends to spread across multiple villages, towns and hundreds of individual locations. You will find details of the method of expanding or contracting a city's sphere in HELP INFLUENCE. In short, a city's flag is raised over a location and if unchallenged, and the location is adjacent to pre-existing sphere, it will become part of the city's sphere. All locations provide a basic amount of gold to the dominant city and certain locations - the 'key locations' - provide more: increased amounts of gold, boost to enlistable men, etc.

TWO: Passive Occupation

Many cities are not content with merely a background sphere of influence, a one-off establishment of their flag over a region and thence ongoing but relatively small tribute. Occupation is the next stage of dominance. This requires you first to have the location in your sphere of influence and for the location to be one of the 'key locations'. These are: the central milestone, the town/village council, tavern public rooms, all milestone'd locations, trading centre, constructed buildings or stores, shop or mercantile establishment, or any singular noteworthy spot (shown in SURVEY).

In any of these locations you can type DECLARE OCCUPATION in your marshalled position and providing there is no opposing legions in the location (and the town/village is not conquered by another) the standards of your homeland will begin to raise. You will need to be leading a legion of at least twenty legionnaires - the Company size - to erect the standards of occupation. If your legion banner continues to fly undefeated for a designated period (shown in OCCUPATION or regularly as the flag is raised), the standard will be fully raised and the occupation will be considered complete. There are checks to see whether your flags are being properly supported by homeland legion(s) - or opposed by foreign invaders - and the occupation declare date will be brought forward to current date if occupation criteria is unsatisfied. The OCCUPATION command will keep you abreast of occupation declaration and completion dates.

The passive occupation will then be in place. This will enhance the tribute demanded of the location according to its type, above and beyond merely gold coins. The passive occupation will provide said tribute only for as long as your homeland's standard remains in place and there is no opposing soldiery on soil. In summary, trading centre occupation provides commodities, taverns and milestones provided enlistable men, council chamber and buildings provide resources according to their type and shops provide gold and sometimes artifacts. Special locations can be levied of tribute but the specifics of what is gained can only be determined by experience and/or legend.

THREE: Active Occupation

The difference between passive and active occupation is very simple: passive requires just the flag and standard of your homeland to fly over a location, active means you have legions present to exact the tribute. It is not necessary to do anything pro-active to establish an active over passive occupation. Once the passive occupation is complete and the standard raised, and assuming there are no opposing legions present, the number of soldiers/workers you have in your legions present in the location (to a maximum, depending on the location's type and the town/village size) will determine the size of tribute exacted. More sizeable legions in place, more tribute exacted. The principle is straightforward. Imagine you have a whole brigade occupying a tavern or public central milestone: you can expect more gold and more enlistables to be 'persuaded' into your city coffers/barracks.

Type OCCUPATION while on the soil of any town or village and you will be informed of all the significant locations in an area, and the current state of affairs therein, i.e. if the location is occupied, conquered, what soldiery is present, etc. Typing SURVEY in a location will also give you useful information on a location's status, its potential for tribute. If you are of sufficient rank in your city you can type TRIBUTES and you will receive a run-down of your homeland's sphere, its occupations and its conquests, along with a summary of all tributes exacted based on both passive and active occupation states. Typing TRIBUTES followed by an Avalon year number (e.g. TRIBUTES 1261) will give you a tribute/occupation expectation based on the current New Year sphere assessment; then TRIBUTE on its own for tributes to-be-collected during the year.

FOUR: Conquest

There is a level of dominance above and beyond occupation: conquest. Conquest is an absolute command, gathering locations outside of your city's walls unto the homeland to be treated almost as if part of your own soil. To establish conquest will require you to hold active occupation of ALL significant locations in a village or town. It will require you to have beaten off ALL opposing legions/forces from the soil of the proposed conquest. It will require you to have legions in all those significant locations. It will require your marshall'd legion to be of at least regiment size - one hundred individuals.

You will then be able to type DECLARE CONQUEST and the declaration will ring across Avalon. An Avalon year must pass, of unchallenged occupation, at which point the conquest will be concluded. The glorious standards of your homeland will fly over the whole town or village. All of its resources will be directed, as tribute, to your city's coffers and storehouses. All active occupations will be enhanced in value. Reputation and kudos (city's divine globe, guildhouses within your walls, etc) will benefit.

You can type AFFAIRS at any time, whether part of city government or guild leadership, or just a regular citizen - or indeed city-less - and you will be informed of the state of affairs, politically and militarily, of all four cities and the various towns and villages of the land.

See HELP TRIBUTES and HELP INFLUENCE for related information.

21.20. Establishing sphere of influence: flags of a city.

There are three simple commands availaboe to Field Marshalls, Colonels and the Marshall Aides to expand the sphere of influence. See HELP SPHERE for details on the sphere of influence, and passive/active occupation and the notion of town or village conquest; and HELP BATTLEFIELD for detailed insight into inter-legion conflict.

FLAGFASHION
At the cost of two wood, one bronze and three cotton you can fashion an unraised flag depicting the emblem of your city. It is this flag which must be raised to claim a location as part of your sphere of influence. You must be in an appropriate location to issue the FLAGFASHION command, like the interior of a barracks, where suitable equipment is located.

FLAGRAISE
If you have a loyal legion of five or more troops in a location, a legion that has stood unchallenged for a whole Avalon month from the first day through the thirtieth, you may raise your home-flag and claim the location as part of your home city's sphere of influence. This legion must be assembled under a proper, designated banner and be loyal to the city whose sphere of influence is to be expanded. See HELP LEGIONS for info on assembling men into legions.

FLAGLOWER
In the event of dispute or diplomatic agreement it may be desirable to lower your city flag and release a location from your sphere of influence. This is particularly useful for setting up buffer zones between centres of power.

To claim a location under your sphere of influence, you must have at least five troops in that location for an entire Avalon month; this means the troop must be there to see the new month dawn twice, consecutively. Once the troops have assumed uncontested control of a location, you may raise your flag there and your sphere of influence is expanded. You can only expand influence in locations adjacent to your homeland, or adjacent to existing areas of influence. See HELP FINANCES for specific gold coin revenue from sphere of influence. City/village locations outside home soil under your sphere of influence will enhance the number of men appearing loyal to your city and ready for enlistning into the military. To take back a location, remove the resident troops (if any) and place your own legion in its place for the same period. Then raise your own flag.

Many locations are considered points of special significance and bring with them extra benefits, and extra income for whichever flag claims them within their sphere of influence. A good number of these locations are obvious, like milestone locs, the 'Meeting Place' or 'Vale overlooking the western ocean' and those with sufficient privilege provide extra gold coin income and enlistable men monthly for whosoever has raised their flag to claim them. Moreover, in the case of the locations providing enlistable men, unlike the more unpredictable villagers and townsfolk whose whereabouts is difficult to predict, these special sphere locations will see an enlistable appearing in the location itself every Avalon month.

See HELP SPHERE and HELP TRIBUTES for further information. Type AFFAIRS for a summary of the continent's political and military situation. If you have sufficient rank you can type TRIBUTES to view your homeland's active tributes exacted and OCCUPATION while on the soil of a village or town to gain an inkling of the nearby 'key locations' and their military states (occupied, conquered, part of a sphere of influence, or independent).

21.21. The tribute taxed/levied from occupied territory.

Tributes are collected throughout the Avalon year from towns and villages part of a city's sphere of influence, providing said town or village has been occupied or conquered - by the raising of the standard - details about which can be found in HELP SPHERE and HELP INFLUENCE.

These tributes are collected in the following fashion: on the 1st of Midwinter, New Years Day, an assessment is made of what is called the 'tribute potential'. This assessment takes into account the size of the occupied/conquered town or village, their resources (gold and commodities and population) and - most importantly - the number of troops the occupying city has on their soil. Though it is possible to gain a modest tribute from occupied villages where no legions are left to assess and then gather the levied tribute, it is possible to squeeze exponentially more if a large force is left in place. In this way it is also often the case that a city with a smaller sphere of occupation leaves greater soldier numbers on their occupied soil, to levy proportionally larger tributes, by way of compensating versus cities with large spheres and troop numbers spread more thinly across all occupied territory.

On the New Years Day assessment the tribute potential is logged and can be reviewed by typing TRIBUTE followed by the Avalon year. It is then the task of the legions and the citizens of the occupying city to collect and bring home the tributes levied. The first month of the year - Midwinter - will see little taxation but from the second month to the last (Eleuthral to Agamnion) the gold, commodities and enlistable men will be gathered according to the aforementioned tribute potential. The more legions on the occupied soil, again, the more gold, commodities and enlistables will be gathered - until the year is over or the entire tribute assessed is complete.

If your occupying legions face opposition from foreign forces this will interfere with tribute collection. If you lose your conquest or your occupier status it will likewise derail the levying of the taxed tribute. Gold taxed as tribute automatically makes its way into your city's treasury, just as the standard gold worth of sphere of influence locations. Commodities levied as tribute will be brought into the inventory of the occupying legions (no legions on the ground means no commodity tribute for that particular month). It is then up to the city to organise the transport of the commodities home. Enlistable men gathered as potential additions to the occupying city's armies or fieldworker numbers will assemble around the occupying legions. It is, again, up to the city to organise their safe passage to home barracks. It can be a dangerous business.

21.22. The newly matured villager or citizen CCC.

Guilds and cities are an alluring prospect for a young villager or city dweller newly maturing and looking about the land for a future 'calling'. Not all wish, after all, to follow their family trades (village farmboys yearn to join magical guilds, while city apprentices burn to battle their enemies and rise through the ranks of the glorious soldiery). Thus there is a constant flow of CCCs appearing about the land (within villages and citywalls overwhelmingly), of an age perfect for bringing into the soldiery or fieldworker legions of a particular city or guild.

These new arrivals onto the scene are often hard fought over for fresh faces is the lifeblood of a strong soldiery. They begin, one and all, with a strong preference to join a particular city or guild. This may be based simply on their birth but is usually influenced by a more complex blend of circumstances, many of which can be strongly affected by your (and your guild/city's) actions. For the process of transforming a youngster with eyes for your CCC or guild into a fully-fledged member of the fieldworkers or soldiery see HELP ENLISTING. Guilds can affect their ideals and target their recruitment (see HELP RECRUIT and HELP BECKONING, as well as Section Eleven). Cities can affect their reputation and recent historical impact landwide in many ways but the divine globes (see HELP GLOBES) give some insight into the success of recent endeavour - particularly since all are likely about the same business of attracting the young to their cause. Cities can also use enlisting passes as explained in HELP BECKONING.

The landwide reputation of a city or guild, its recent history, the efforts it is undertaking to influence those newly maturing in this or that village/city, its popularity, successes and failures, its relations with the specific village/city, individual efforts to bribe, drug, coerce, etc... so many factors influence a youngsters start choice of guild or city. Assuming the loyalty of the youngster is unchanged then enlistment can be done by any guildmember or citizen with appropriate privileges, into the barracks/dormitory appropriate to the enlistable. While unenlisted the neophyte is very vulnerable to attack, corruption, counter-conscription. Many, for instance, rather than waste money attempting to corrupt a youngster guilty of choosing an opponent guild/city decide instead to slaughter the poor soul and thereby ensure none benefit.

Guildsfolk may wish to see HELP REPUTATION and HELP IDEALS for further insight into their guild's preferred modus operandi and a yardstick against which to judge your own contribution, while citizens might explore HELP GLOBES and HELP GLOBEIDEALS, even go visit the divine globe associated with your homeland and examine it thoroughly, to gain an indication of the recent impact relative to its rivals your city has been achieving and what your own role has been, where it may improve, etc. There will always be a trickle of absolutely stubborn young enlistables to stick doggedly to this guild or that city but as a rough breakdown, when a villager or citizen matures into an enlistable their starting loyalty is determined as follows:

- individuals in the land, citizenship and guild membership

- popularity of guild and/or city initially favoured by youngster and on
through various possible choices

- numbers of enlistable-age yet to be taken under chosen city/guild wing

- recent enlistables locally reduce popularity of choice slightly for each

- recruitment defined by guild, targetting a specific city/guild's youngsters

- city's sphere of influence and recent history (past decade) in the region

- guild rank and city globe-might taken into account

- traditional links or shared homesoil (city or guild alliances/locations)

- individuals in the land near the point of emergence of enlistable

- recent violences done locally to youngsters picking this or that loyalty

- recent successful enlistments completed for those local youngsters

- direct comparison of guildideals versus city citizen ability to live up to,
or success in attacking said ideals; depending on alignment of youngster

- bribes undertaken lately, bribes in place village/citywide, corruption
having its minor influence.

The list above is in roughly descending order of importance, the most significant listed first, although factors of roughly similar weighting may influence more strongly under special circumstances (like a recent conquest of a village by city A from city B is likely to make city A appeal to youngsters lusting for power, victories in the field, ambition and domination, while city B will appeal to those enlistables of an altruistic, underdog or pacifist predisposition). It is left for the experienced gentlefolk of the land to speculate on and ultimately pinpoint with greater accuracy the weightings of the various influences, to develop their own city/guild tactics for handling the young - recruit, ignore, slaughter, bribe; remember too that youngsters are fickle and left to their own devices too long unrewarded by their initial targets, they are prone to changing direction with remarkable alacrity.

21.23. Recruitment of guild CCCs as enlistables.

Recruitment into a guild is done via two means - players (like you) through the guild tutors, and CCCs (computer controlled characters) who populate the background armies and peoples of the land. The former is dealt with elsewhere in Section 11 (Guild and the Guildmaster) and is no concern of legion warfare, while the latter is pivotal to the expansion of guild soldiers and/or fieldworkers. Without recruitment working smoothly the guild legions will stagnante, morale will drop, the guildhouse may become vulnerable; it may become unable to defend itself. Thus, guild's keep a watch across the continent for prospective newly matured CCCs and there is an ever-ongoing conflict between the guild captains and city colonels to win over, recruit and enlist young CCCs easily persuaded to change their initial direction...

CCCs ready for recruiting into your profession appear around the land, in cities and villages, at a rate determined by the extent of your guild's reputation in the land (see HELP REPUTATION), your city's renown and past decade history (see HELP GLOBEIDEALS), and the effort allocated to a specific city/village by the guild's tireless recruiters/a city's ever-flexing sphere of influence. These recruiters seed the CCCs with thoughts of a guild/city and profession, readying them for players such as yourself to come along and lead the CCCs to enlistment in the guild/city membership. Go look at your city's divine globe to ascertain more or type IDEALS to view your guild's idealistic preferences (and thus enable you to judge your own contribution to its standing in the land).

Many conflicting factors are therefore taken into consideration as CCC city and villagefolk reach maturity and decide between a future in a guild, or in a city army; and then, if the maturing citizen elects a guild-career, influences abound to coerce the final choice: sphere of influence of the guild's homeland, recruiters (as stated), ideals of the guild, guild reputation, guild's ranking relative to others, extent of recent interest from both CCCs and players, deaths suffered while wandering waiting on enlistment, fellow citizen-players already full members of the guild, and so on. Newly mature prospective guildsmen will not wait forever, however, and if left unenlisted for too long they have a habit of seeking their fortunes elsewhere. Moreover, if there are simply too many villages/citizens hopeful of joining one particular guild and that guild fails to enlist fast enough, the next wave of maturing youngsters will likewise look to join a different guild or city. Speed is of the essence.

See HELP YOUNGSTERS and HELP ENLISTING for broader information on the young and their enlistment, while Section Eleven and Twelve (on Guilds and Cities respectively) contain more detailed insight into the concept of guild ideals, city influence and city/guild reputation and popularity. Success of citizens, failures of guildsfolk; all is noted by the some in the land. Cities may review their relative renown through the divine globe (see HELP GLOBES) while guilds must compare reputations and rankings via GUILDSTATUS (see HELP GUILD).

21.24. Enlisting newly mature city/guildsmen into legions.

Depending on the popularity and status of your guild or city, untrained but willing folks from the cities and the villages will reveal themselves to you as willing and waiting to be enlisted in either the military or the fieldworker legions of a particular city or guild. To enlist the youngster, take the fledgling enlistee to either a barracks or a special dormitory - often from some far-flung part of the land - and therein you may ENLIST MAN. It is sometimes time consuming to direct an enlistee to your city/guild barracks. It must either be done via ordering them to march location by location or utilising the enlistment passes explained in HELP BECKONING; a far more convenient, less laboursome method.

If you have gathered more than one suitable enlistable, type ENLIST followed by the number you have with you, then MEN (e.g. ENLIST 5 MEN). City enlistments are always to barracks, joining the soldiery. Guild enlistments can be into barracks (for guild armies) or into dormitories (for guild fieldworkers). In the city it is the Field Marshall, Colonels and their aides responsible for enlistments, while in guilds it is the Guildmaster and their captains or field-leaders. Do not leave a man unenlisted for ong in an army barracks. Doing so may lead to the poor fellow running away or coming to some harm if he is left all alone in such a brutish environment.

You may wish to bolster the size of your own military with men whose allegience has been sworn elsewhere. In order to do this you must capture the man and take him to your barracks. There, in the presence of the military of your guild or city, the man may be conscripted. To do this type CONSCRIPT followed by the man you wish to bring into the fold. Conscripting a man costs one thousand pieces of gold and once conscripted, the man will be ready to be enlisted into a legion.

There are two main ways to influence enlistable men who are not, by default, loyal to the city or guild whose army/fieldworkers you wish to expand: drugging and bribery.

Syntax: DRUG <man>.
Utilising the furglewort herb to befuddle the senses of the man whom you are targetting, this command can be used to bring enlistable men into your entourage and - while in a suggestable, stupefied state - allow you to lead the drugged man into barracks/dormitories of your choosing. Once taken into the destination barracks or dormitory it can be a much easier matter to persuade the impressionable enlistable young man to join your city/guild legions rather than whichever group the fellow had initially grown-up desiring.

Syntax: BRIBE <man> WITH <gold coins/gems> FOR <city or guild name>/MY GUILD/MY CITY.
Bribery is an unpredictable affair but can be the most effective and comprehensive means of changing the mind of an impressionable young man of enlistable age. These lately matured young adults spring up all over the land, always with a preferred city or guild into whose legions/fieldworkers they wait to be enlisted. Bribery involves passing over sufficient gold coins/gems that the young man's allegience and future ideals are completely changed, totally won over to the new cause. Bear in mind it is usually impossible to bribe a young man to change his future plans from a place in a city army to become a guild specialist and visa versa.

The amount required for a successful bribe varies according to situation and circumstances, the proximity of the young man to his target home city/guild, and the broader perspective of the enlistable's birth village on the city or guild attempting the bribe. Bribes, it is said, begin at two hundred gold coins/ten gems but seldom succeed at such a paltry level. Failed bribes are still taken by the intransigent young man; thus it is better to bribe successfully from the outset than waste hundreds of gold coins/gems on a number of failures before eventually hitting on a high enough figure to tempt the enlistable to change loyalty.

21.25. Introduction guild-letters and beckoning.

Gathering up prospective guildmembers from around the land can be a labour intensive process, particularly if one is forced to ORDER MARCH them location by location across vast distances and dangerous tracts of land. In order to try to help with this, the guild tutors have established a codified system of letter invitations. These letters, obtained from a guild tutor, are taken to the prospective guild member, be they in the farthest flung village in the land or around the corner in a nearby tavern. Holding the letter, bearing the guild seal, the wielder may introduce him or herself to the youngster, thereby handing over the letter and, with it, the confidence (and some safe passage) for the CCC guildsman to travel across the land. You remain the leader - and you can bring many enlistable folks via this method - but instead of marching individuals you can stand at key junctions (and, ultimately, in the guildhouse itself) and simply BECKON your letter-wielding young brethren towards you.

INTRO LETTER before your designated guild tutors to receive a guild-stamped letter. INTRO PASS does the same thing but in front of your city monarch or designated city CCCs. You can carry many at a time, thus enabling you to bring many enlistables into the appropriate barracks/dormitary concurrently. Keep the letters or passes openly in your inventory and DO NOT place them in backpacks or sacks. Stashing them away will cause the transient missives to crumble away - a security measure to protect against unwanted hording.

INTRO GUILD in the same location as the enlistable guildsman and, assuming you hold a free guild-sealed letter, the youngster will be given the letter and assume a readiness for your next move. You also use INTRO with city enlistables but instead type INTRO CITY while in possession of city enlistment passes. It is possible, providing there is no clash of loyalties, to use INTRO MYSELF to bring prospective enlistables of city or guild into the fold - while holding the appropriate pass - but it is advised you differentiate CITY and GUILD to avoid confusion.

BECKON GUILDSMEN from any reasonable location in the land will then cause all those recently matured villagers and cityfolk holding your guild-letters of invitation to commence making their way, as gingerly as possible, to wheresoever you stand. BECKON CITIZENS will do the same, but for enlistables aiming to join your city's legions. BECKON on its own will attempt to bring all guild and city enlistables with your letters and passes, taking them - perhaps - to a safer location ready for a second separated beckoning into their proper barracks/dorms.

Moving around breaks the beckoning, as does typing CEASE. Experimenting with fastest techniques for mobilising disparate individuals, bringing them together on a central meeting point; these techniques can save huge chunks of time over the old marching one-by-one method.

21.26. Fortifications, construction and siege.

Fortifications are the primary defences of a city or guild, built and manned by legions or as part of an initial construction (see HELP CONSTRUCTION). Fortifications can be left unmanned, too, but their potency is reduced if placed under siege. Locations are divided into nine locale-points (see HELP LOCALE) and fortifications are ideally built into locale-points, facing certain directions - generally away from whatever they're protecting, so they face down potential invaders. Fortifications have two states: raised or lowered. When lowered they are deemed inactive and although successful sieging of locations they're in will require their destruction, they will not perform their primary function: blocking enemy army passage and/or attacking enemies when within range. Raising fortifications, therefore, sets them as an inviolate blockage to passing legions and ensures the forts will respond violently when besieged.

Fortifications can be made more effective by having them manned by legions. When manned their offensive capabilities is much enhanced - the damage done to any armies laying siege is exponentially increased. When manned they can also be raised and lowered according to need. Since fortifications are built at locale-points, and facing certain directions, a complex pattern of fortified locations can be put together at all access points to important areas (like at a city gate or a guild entrance). These fortification patterns are then manned and raised whenever danger threatens, ensuring maximum defensive potency. Invaders will tend to seek out weak points in fortification defenses and target their siege at those points so it is wise to consider carefully where resources are devoted when erecting forts and where manpower is directed when manning them.

TO BUILD FORTIFICATIONS:
Syntax: COM DEPLOY BUILDFORTS <percentage of legion>.

        COM DEPLOY FIELDEQUIPMENT <percentage of legion>.
        COM ACTIVITY <percentage of legion total for active deployment>
then use the CONSTRUCT FORTS command as detailed below.

Syntax: ... CONSTRUCT FORTS HERE/<environs> <percentage of legion involved>

Constructions are built in the localepoint faced by the legion doing the constructing, the new forts facing back towards the legion and potentially blocking/guarding progress from the legion's localepoint to the construction localepoint in the facing direction. Thus: legion is in WEST localepoint, facing EAST, forts will be built at CENTRE blocking passage from WEST localepoint to CENTRE localepoint (heading east). Thus: legion is in WEST localepoint, facing NORTHEAST, forts will be built at NORTH blocking passage from WEST localepoint to NORTHEAST localepoint (heading northeast).

The construction of forts utilises the specialist-skills "buildforts" and a weight of numbers deployed at "fieldequipment" as listed anove. Since a legion facing south builds fortifications blocking enemy movement south to north, full blockage of a northward route requires, therefore, three fortifications erected alongside (east-centre-west) of one another. The larger the numbers employed, and the higher the skill, the greater the fortification numbers created. If there exist fortifications already then the existing fortifications will be bolstered. Fortification building, every ten rounds require three iron ore, one rope and one marble commodity.

TO RAISE OR LOWER FORTIFICATIONS:
Syntax: COM FORTIFY RAISE/LOWER.

Fortifications must be manned to be raised or lowered and the speed of the raising/lowering depends on the numbers available for the task - the legionnaires manning and unoccupied with some other task or combat or other distraction. Raised fortifications block all legions attempting to move against the direction they face (see FORTS HERE). Lowered fortifications can retard progress/actions of foreign legions declared 'enemy status, whether city or guild but need to be raised to be fully effective.

TO MAN FORTIFICATIONS:
Syntax: COM ACTIVITY <percentage legion total for active deployment>
        COM QUICKSTEP <direction> to be adjacent to forts.
        COM FACE <direction of forts to be manned>.
        COM DEPLOY FORTS <percentage of legion>.

You will need to have sufficient of your legion allocated to "forts" skill, and ACTIVITY covering a high enough percentage to include those you allocate to "forts". This will determine the speed and volume of legionnaires moved per round into the fortifications. To unman you simply need remove the forts percentage (set it to zero) and then wait while the legionnaires disengage themselves from the forts.

Laying siege to fortifications and indeed besieging generally, in addition to further information about fortification defensive-work can be found in HELP BATTLEFIELD, while construction is further documented in HELP EQUIPMENT.

Fortifications are often used as 'blockers' to safeguard large specialist or potentially vulnerable legions within a city or guild against long-range attacks (such as archery or projectiles). To use a fortification as a blocker you will need to cover the direction from which the attack is likely to come, ensure the forts are raised and position the legion in the localepoint immediately behind the fortification. For example, fortifications facing westward in the north localepoint would block attacks coming from the west (heading east, therefore) against legions positioned in the northeast localepoint. What a mouthful!

It is very important to take care of your fortifications and with every passing Avalon day new challenges may face the city's frontline defences. To polish up your fortifications, to ensure they are as resistant as possible to attack, you use wax. Stand by the fortifications and type WAX ON, then WAX OFF. This is all one requires, each Avalon day, to keep the fort facade ship-shape and well maintained. You may specify a certain fortification in a localepoint by typing WAX ON/OFF followed by the localepoint, e.g. WAX ON NORTH to direct your waxing at forts in only the north localepoint. Type LOCALE to review the spread of a location's fortifications, and examine fortifications individually to review the state of their facade.

22. Patronage and the Gods of Avalon.

The Gods of Avalon, what they stand for and why you should consider joining an order.

22.1. Avalon's creation song; the nature of divinity.

Avalon, like most lands, has a variety of creation myths. Most centre around the bringing forth of Avalon as a node of light amidst the dark and timeless void where only an omnipotent force once lay. It is fortunate that in this world there are divinities whose existence stretches back to the beginnings of the world and thus there is no need to guess at the origins of the world:

The divinities are not only immortal but, after a fashion, transcend all notions of time and existence - even though their consciousness while within the Avalon world may be somewhat limited by their supernatural but nonetheless human-in-form avatars. These transcendent beings predate Avalon and did once inhabit, along with myriad brethren, the Void - a freeflowing nothingness of thought and concept and limitless potential. At the centre and circumference of the Void (whose radius is infinite) was the Creator and it was while bearing witness to the fascinating and fantastical flow of thoughts emanating from the immortal spirits that a moment, the first moment, was set: the original founding stone of Time and Space. And in awe of this first moment, the innumerable spirits did pause and fall silent. A second moment passed and the silence was broken...

For under direction of the Creator, the immortal divinities did raise their metaphorical voices in a Song more diverse, more wondrous, more beautiful than could be borne by the Void; and from this Song as the immortals wove a vision approaching the infinite in its complexity was Avalon brought into existence. There could be no other outcome.

The Song was too perfect, too intertwined as the divinities coalesced and diverged time and time again. Thus arc'd the sky, thus rose the mountains, thus swirled the mighty oceans and the tenebrous forests... all of the immortals saw something of their creation in the newly-formed world. Underworld, netherworld, depths and bowels of the earth, the surface itself, the eternal flame, the flora and fauna populating the virgin landscape; and above the skies, the winds, the ethereal and astral plans, the heavens and the dome of stars. All self-contained; a wondrous symbiosis in which all Time and Life is held safely, hung suspended in the Void.

Most of these immortal spirits of divine essence remained in the Void, looking in on the embodiment of their Song of Creation but seldom entering within. Some, however, take on physical form and enter Avalon through the Doors of the Night - and these are the Gods of Avalon. The pantheon, centered about their Olympian home, quickly gravitated towards realms consistent with their part in the Song of Creation. Mortals ordained or appointed into the pantheon likewise find their own role in the Order of Things, waxing and waning across these diverse realms as desire, conflict and consensus allows.

It is their influence over these realms, these eternal concepts and elements brought into being by that original Song at the beginning of time, that defines their powers, their roles, their influence on the land of mortals and the world of their fellow divinities; their impact on the unfolding history - as the procession of Time pours moment after moment into the living, mutlifaceted narrative that is and forever will be Avalon.

22.2. Divine Intervention in Avalon's narrative.

The Gods do not sit passive while mortals fight. Sometimes a patron may aid his or her followers against their enemies in a way which might tip the balance of the fight. This you must accept as part of the land, and part of the freedom of the divinities. All mortals are advised to gain divine patrons (See help on Gods and Patronage). Often, though, divine intervention comes as a regulating force to prevent mortals from victimising one another, or to stop combat from deteriorating into something too personal. When considering the intervention of a deity in any future actions you may perform, remember that they do not occupy a competitive or unstable role - their duty is to protect the land from harm, and it is in the mind of all deities that one mortal should not unduly render another helpless. It is within the power of a deity to destroy any mortal, to strip away experience or skills. Do not make the mistake of competing against the will of a God, for it is a battle no mortal can hope to end victorious.

22.3. The Immortal Deities of Avalon.

Spanning the ether above Avalon are the realms of the Gods, divine essences that will come to play a crucial role in your daily life. The Gods will be patrons, guides, even hindrances to you, and on occasions they may act decisively to help another at your expense. The deities embody realms, over which they have power and have holy orders - followers and priesthoods - their mortal representatives in the land. See HELP REALMS for information about the Song of Creation and the divine realms, HELP PRIESTHOOD for detailed insight into the role and purpose of the holy orders and type PRIESTS at any time to look over the land for mortals of holy order rank sufficient to endow them with 'priest' stature.

Patronage is the singlemost decision you are likely to make in Avalon, if you choose to join a deity's holy order - see HELP PATRON for details. More commonly you will come into contact with the divine through favour and disfavour. Gaining the favour of a divinity has sweeping benefit, while labouring under one's disfavour will dog your steps (for as long as it lasts). Should you find yourself pitted against someone who holds the high favour of a particular divinity, then do not be surprised if that God or Goddess aids your opponent against you. This is looked at more closely later in HELP section 22.

Remember at all times, however, that the Gods conform to no laws. They are not bound by the mortal concepts of Equality and Fairness, and this is precisely what makes them so interesting and enigmatic. An important phrase should be borne in mind when you consider them: the Gods do not exist because of the mortals - they exist despite them.

22.4. Realms, the building blocks of creation; song and power.

Avalon is a world made up of 'realms', a convenient tag for the symbolic or metaphorical building blocks of the land, a complex blend of which constitute an individual location. Just as in a world like Earth, a planet sometimes termed 'The Real World' your environment is made up of myriad molecules bonded together in groups (some large enough to be visible, like a table or a tree; others not so) - in Avalon there are no such impersonal phenomena but instead realms serving a similar function.

It is possible for a mortal to live his Avalon life entirely without reference to the fundamental transendental realities, focussing instead on 'a sword is just a sword, a tree just a tree, a city market simply what it is; nothing more'. The only problem with such an approach is another of the features of Avalon that is different to the Earth, representing and embodying these realms and wielding preternatural immortal powers and a living intellect: the Gods. So, though one may ignore the philosophies of Avalon's creation and its ongoing existence, it is more difficult to deny; for the Gods are ever-present, often assertive reminders of greater powers at work than mortal man alone.

It may be worth reading HELP CREATION if you are curious about the Song of Creation that brought this Avalon world into being and the origins of the Gods populating the pantheon, these representatives and eternal defenders of the realm-song from which the continent was born. HELP DEITIES gives you an insight into the existence and freeform purpose of the gods, and HELP PATRONS moves to the practical, providing you with a ever-updated list of individual gods. From this list it is possible to begin exploration of an individual deity's role, realm representations, purpose and personality. Patronage is an uniquely significant part of most Avalonian's daily life - often a defining one - while friendship with a divinity can be incredibly advantageous, making an enemy of one is always an error of judgment often leading to bloodshed, loss of life; or worse.

The land has between thirty and forty primary realms, reflecting the diverse make-up of the Song of Creation (and therefore the Avalon world). Primary realms tend to be dominated by an individual god, though not all are actively embodied, and often contain innumerable sub-realms. It is not always clear whether a realm is primary or a sub-realm, though the distinction is irrelevant to a mortal when interacting with a god since the deity's chosen title is to be respected regardless. As an example, however, Malhavok is god of doom. Doom is a sub-realm of primary realm Death. Malhavok is the dominant deity in the Death realm but elects to be called 'god of doom'. His power in the land is not affected by choosing to emphasise a sub-realm over the primary.

All interactions a mortal is likely to become embroiled in, such as a conflict between opposing gods for control of a particular location's realm-song, will be represented often as a clash of realms. Whenever this is the case, the primary realm name are used. Indeed, Avalon's Song of Creation and its countless locations are constituted solely of realm-song from the primary realms. Perhaps of greater moment is the division of these realms into two types: elemental and conceptual. The elemental realms, like fire, air, earth and sea tend towards powers more cataclysmic and direct; they are often focussed on easily identified locations or centered on specific location groups (e.g. a volcano for the fire-realm). The conceptual realms, like time, wisdom and magic tend towards the more pervasive, existing across the whole of Avalon but in smaller concentration; more locations, less percentage share of the total realm-song blend in each.

Type HELP REALMS for an up-to-date list of all realms, alongside their dominant god (if there is one). The realm-song spread controlled by an individual deity represents a major facet of their existence and accumulating power in the land - each individual strain of realm-song contributing to a potentiality building on the Divine Plane, a potentiality the commanding god can use to earth-shattering effect in the world of mortal man. Conflict between deities though not an everyday occurrence tends to centre around battles for acquisition of a location's realm-song, piece by piece, to bolster future power accumulation and thereby make the acquiring deity more powerful year on year than the divinity whose realm-song was taken.

Mortals play a key role, often, in conflicts between deities since their piety, their proselytising, their triumphs and devotions... these are some of the numerous contributions a mortal can make to a deity's effective power; either accumulating for future use or actively involved in the fantastical battleground of realm-song. Few more noble successes exist in a mortal's life than to have been a pivotal player in the defence of a patron's realm-song against another god's avarice. Look elsewhere in this section for more details about what you can do, why you might consider doing it, the consequences and the risks etc. The priesthoods are a strong force in the land, like cities and guilds though often more passionate and single-mindedly devoted, wielding as they do their own professional powers and - to varying degrees - some of the might of the patron deity. See HELP PRIESTHOOD for more detailed rundown of a god's divine order, followers, the distinction of priesthood and responsibilities it brings.

22.5. Status within a divine order.

Most of the deities have a sizeable number of mortals whose unwavering loyalty and fidelity is assured through that singlemost important of bonds: divine patronage. This group of mortals makes up the Divine Order - from the fledgling supplicants or worshippers, through to the eximious priesthood. Belonging to an order is desirable as it provides not only a ready-made set of mortal allies but also a close relationship with a God. None know Avalon like the deities; none can protect you as can your divine patron if you happen to be face enemies - either divine or high-rank mortal.

The Divine Order, united by pious love for their patron, tends to be a close-knit group, often akin to a large family - fiercely loyal to their cause and generally placing holy goals above all others. To join an Order you will need to speak directly to the patron deity, or to one of the senior members of the priesthood. If you are allowed entry you will begin at the most junior of ranks, generally known by such terms as 'supplicant' or 'worshipper'. As you prove yourself you may find yourself promoted and if you fail your holy fraternity or displease your patron, you may be demoted. Power and privilege come with higher rank, and as status grows so does it illustrate the esteem of your divine patron: a priceless opinion in your Avalon life.

See HELP PRIESTHOOD, HELP FESTIVALS and HELP PATRONAGE for more information.

22.6. The role of a divine patron and mortal follower.

In your travels through Avalon and during your maturing process, you will come into regular contact with many of the divinities, often those whose ideals are similar to your own. To aid your progression and to ensure that on your behalf there exists a voice to cry against injustices that you have suffered, you would be advised to think hard about choosing one of the Gods as the patron to your cause. To do this you must speak to the deity, or the high priest of that deity, and humble yourself before them. Should they accept you as a possible follower, they will instruct you in how best you may be embraced in to the Order.

Type HELP PATRONS for a list of those deities who have chosen to offer themselves as potential patrons, while HELP followed by the name of a deity should provide you with what information the divinity has chosen to give about themselves. There are two ways to join an Order: the first and most common is as a supplicant, gaining access to the Order and, if you like, tentative admittance; but at a supplicant's rank without full patronage having been bestowed. To request this supplicant's rank type SUPPLICATE followed by the name of the deity or high priest responsible for admission. If they agree you will gain a prospective patron; and will be able to choose no other without causing great upset.

The other way to join an Order is to enter immediately as a fully-fledged follower. This is achieved via the PATRON command, typing PATRON followed by the deity's name or the name of the admitting high priest. Should you be accepted you will join the Order with full privileges, bypassing the supplicant's state. If you wish at any time to discard your chosen patron type UNPATRON followed by the name of the dfeity. This is considered one of the most weighty and potentially upsetting decisions a mortal can make and few deities look kindly on fairweather followers

As you will find yourself also coming in to contact with immortals who do not sympathise with your goals, you are likely to find that a patron is invaluable in preventing other deities from burdening you with their wrath. Alone, you cannot hope to fight against the active disfavour of a divine being, but with another immortal on your side, you need only worry about the other mortals. Hence a patron can become a deciding factor in your success; in your instruction of the ways of the land, and in your protection. Once inside an order, type SUPPLICANTS or FOLLOWERS depending on your own rank within the Order, to see the others who have supplicated themselves or been admitted under the patronage of your chosen deity.

Two methods exist for communicating directly to the divinities of Avalon. The first is through the WISH command, whereby you can wish messages to be heard by all the Gods. The second is through the PRAY command. You can pray in any temple or place of holy significance, and your prayer will be heard by the deity whose powers resides there - either immediately, if they are playing Avalon at the time, or when they next return.

22.7. The Greatest Quest of All - Ordination.

Ordinations occur, at the very most, every six months. They are the singlemost important events in the land, involving most of the best players - they are both emotional and highly competitive, since the stakes for victory are so high, and the penalty for losing so great. The contenders for a new God are those who have gained at least one of the fourteen divine gemstones. Those contenders will compete with each other, one against one, in hour-long quests, until only two contenders remain uneliminated. Those final two will contest the divine amethyst, a three hour quest, the victor being the mortal able to step forward and claim the ultimate prize. The fourteen gemstones are quested by various divinities, some of the quests tending towards the violent competitive nature, while others testing intellect, cunning and knowledge of the land. The holders of the fourteen gemstones, it is hoped, will reflect the broad spectrum of excellence within each profession.

The elimination quests undertaken by the contenders involve keeping possession of the sands of time, an elusive artifact which vanishes from sight whenever it is taken out of view of the skies, or when it is held by a non-human form. The sands of time quests involve two contenders (no help is allowed from outside), and last for one hour - the contender holding the sands after the house is up is the winner, and the contender without the sands is eliminated. Contenders may use any means at their disposal and within their conscience to obtain the sands of time from their opponent, or prevent their opponent from taking them back. The sands of time quests continue until all but two of the final contenders have been eliminated.

The Ordination Quest involves the divine amethyst. Like the sands of time, it cannot be taken outside full view of the skies, or held by any player not possessing human form. The Amethyst quest lasts for three hours and involves as many players as wish to become involved - though they must beforehand state their allegiance to one of the two final contenders. For three hours the contenders must compete for possession of the divine amethyst, and, when the time is up, it is the contender in possession of the last gem who is victorious. If the gem is held by a team member, they must get it to the contender quickly, before it is stolen by the opposing players.

Once a player has won the divine amethyst, they may throw it into the pool atop the Rock Pinnacle. It can only be hurled into the pool by one of the level of Avalonian or above. When it is hurled into the pool, the character automatically rises to the level of Ordainable, and the Sceptre of the Divinities will rise from the pool and float into his or her hand. The person who holds the Sceptre will then type CHANT ORDINATION to utter the final denial of mortality, and then, to complete the greatest achievement any mortal can wish to undertake, they will raise the sceptre above their heads and await the eternal transformation to touch the divine.

"It is the aim of virtually every Avalon player to, one day, become a God. Many consider it, fewer actually attempt it, and precious few attain it."

22.8. Boons, gifts from the Gods.

In a mortal's life he or she is likely to come into fairly regular contact with the deities of the land. Whether it be on a personal level, as an order member, or through guild or city patrons, via festivals, organised quests or even chance encounter - whatever the reason, successful navigation through the sea of relationships with Avalon's deities is pivotal to the well-being of your character. See HELP 22 for an index list from the section dealing with patronage and the gods.

One of the most useful gifts a deity is likely to bestow upon a favoured mortal is a divine boon. Boons are given out as a reward for particularly worthy deeds, and cover a diverse range of benefits. Some are specific to a god's realm, some to a particular alignment or restricted conditions of use. Most are single-use gifts, some can be used many times. No mortal knows the full extent of boons possible but below are half a dozen representative examples. Type BOONS to view a list of those bestowed upon your character and, should you find yourself fortunate enough to have a boon, type BOONS followed by its name to gain more information (such as syntax, method of use, scope) - for example BOONS WINGS to find out about the "Wings" gift.

Some example boons:
"Wings" - gives you wings to fly to the sky, or to a player or CCC or city or guild, instantly, anywhere in Avalon.
"Tops" - allows one-off use of a tops command, insight into rankings and ratings across Avalon, hundreds of types.
"Globesight" - an Avalon day spent watching through the eyes of a chosen globe all that it witnesses.
"Footsteps" - an Avalon day whereon the heavy footsteps of marching legions are heard anywhere in the land so acutely as to reveal location, numbers, equipment, etc.
"Nethersight" - one-off details about the inhabitants, events and realworld interplay from the otherwise inaccessible netherworld.
"Resonance" - an Avalon timeperiod during which you are in-tune with all globe-staves, their roots and thus their impact on the land.
"Citizenship" - the ability to give out citizenship to the city/village from which you hail.
"Deepmystic" - enhanced mystical abilities and equilbrium insight.
"Sightbelow" - abilities to look down, through the earth, to the very bottom of the world.

There are many, MANY more boons and wraths available for the deities to bestow upon those mortals fortunate enough to have merited their favour while some boons can be obtained by performing rituals or completing certain quests.

22.9. A list of the active deities.

Type HELP followed by the name of the deity you wish to inquire further about for information on possible patrons.

GENESIS       ALDARON        BRAHADAIR      DIOMEDES       SOLONTUS
CELESTEIRA    THANATOS       MYRKUL         ARCHIMEDES     THOR
ORTHWEIN      OSIRIS         TELEMACHUS     CLYTAEMNESTRA  SEBASTIAN
There are various ranks within a divine order signifying the closeness of the bond between patron deity and follower. Type HELP ORDERSTATUS for a list of those ranks.

22.10. A brief roll-call of all Avalon's deities.

Before the appointment of Proteus, Genesis took a moment to give the roll call of deities in Avalon.

Genesis, the god of time was the first deity in Avalon, having existed since before time. First appointment was then Astrea, goddess of wisdom. She was followed by Perialaga and Chant, god and goddess of hedonism, Myrkul god of evil, Pericles god of the sky, then Aldaron, god of life.

Next came ineffectual deities; Geolin god of fortune, Pippin god of the muses, Radagast god of the sea, Ophelia goddess of love, Elatar god of the stars, Pendragon god of war, Falorn god of the forests and Icarus god of the sun. Cornelius, god of magic was also appointed by Aldaron at the same time as Elatar.

Then Genesis appointed Wraith, and he has proven permanent.

Following him was Morpheus, god of dreams and then the first competitive ordination, Maedhros, the Hunter.

Maedhros was followed by two short lived deities; Skedric, god of equilibrium and Marianina goddess of the sea - born from the first child in Avalon. Then was ordained Apollo, god of light and Anarchos, god of chaos.

Next in the first fully competitive ordination Castigere, god of justice was born from Sir Galahad of the Mages, followed by Mephisto god of the night from Helkarakse of the Sorcerers. These were both true ordinations.

Diabolus was then reborn from Myrkul, god of evil and then Nostradamus was competitively ordained from Blodwyn of the Seers. Andromeda was also appointed as goddess of dreams.

Then came Orthwein, god of fate from Snowlock the Thief. Some while after Shaitan the Sorcerer transcended mortality in the form of Lazarus god of pain and Annihilus was appointed god of doom.

Cinaed the Alchemist was given immortality as Rhadamanthys god of compassion and then Magellan god of civilisation was brought into being.

Finally we have this spate of appointments, Brigantia goddess of life from Sirona, Xanthe goddess of vengeance from Kylan... And finally Grundy as Proteus, god of the sea.

Damocles, god of chaos was born from Sturge in competitive ordination and Mephisto returned to the pantheon in the late 1080s with a soul much changed yet strangely consistent with his predecessor.

The most recent competitive ordination was the extremely competitive contest between Kodiak, Thakrian Loremaster and Fistandantilus, Mercinaen Mage. Kodiak was victorious by a slim margin and thus was born Loki, the god of fire. Beginning a trend of accompanying an ordination with an appointment, Tyranis god of war, from the soul of Kodiak's lifelong Loremaster friend Zenichiro.

22.11. Glossary of terms relating to Gods and Divine Realms.

In this helpfile you will find a glossary of certain terms/vocabulary used to describe aspects of the Avalon 'song of creation', the interplay of the divine and conflict between divine realms.

"deity" is the independent immortal being, generally biased or born of a particular realm (but not necessarily). The deity or god boasts a combinations of powers, some innate, some accumulated, some based on influence over a specific realm and some acquired through influence over mortals and presence in Avalon. The sum total makes up the combined power of the deity.

"faer" is the name given to the proto-elements/concepts derived from the Song of Creation that make-up the building blocks of Avalon. Every location in the mortal world is constituted of a blend of faer, grouped into realms that signify their eternal origins.

"realm" (or divine realm) is the name given to the realised-product of faer, the building-blocks of Avalon. The proto-elemental and conceptual constituents of the world are myriad but the realms are numbered in the dozens and tend to embody large groups of faer, gathered under a particular concept (e.g. time or magic) or element (e.g. fire or the moon).

"realm-song" is the permanent constitutent faer of an Avalon location, divided up into the various realms - some claimed by deities, some unclaimed; the entirety of a single location's faer and therefore its influence on the various realms from which it has been created.

"faer inventory" is the accumulation of all the individual faer, in all the individual locations, controlled (or acquired) by a specific God. The size of the faer inventory will determine the deity's ongoing accumulations of power. Gods can acquire faer from multiple-realms and thereby attain realm-powers beyond the original scope of their birth realm.

"realm possessions/influence" is the group term for the faer inventory of a deity, batched realm by realm, relative to all the other gods in the pantheon. The extent of the realm possessions determine the realm-powers/abilities available to a God.

"realm-dominance" refers to the point reached when a single deity posseses a majority of all the faer across all Avalon for a particular realm. Realm-dominance is required to have a monopoly on that realm and brings with it the most potent of the realm-powers.

"realm-spirits" are the by-product of faer realm-song accumulations across the whole of the mortal plane, growing in number each Avalon month as each location has an effect on the Divine Plane. The realm-spirits grow on the Divine Plane loyal to the deity from whose faer possession they derived.

"mortal plane" is the name given to almost all locations not part of the divine plane - everything within Avalon - everything contained with the world. This is as opposed to the "divine plane" where all realms have an ad-infinitum location presence about a nexus; defining the battleground of the Gods. Each location on the mortal plane was created by the original Song of Creation, is represented by a blend of faer (proto-elements/concepts) that are grouped into realms.

"faer conflict" refers to the clash of realmspirit potency (power as embodied by each realm and controlled by deities or autonomously) where these realmspirits are used to try to dislodge a piece of faer from its place in the Song of Creation, to acquire it on behalf of an expansionist God. Needless to say, realm faer defends itself with an innate cohesion - its 'bond' to whatever is its current state - and this defence can be bolstered by realmspirit potency specifically directed, or by "divine plane" action.

22.12. Genesis, the god of time.

The god of time is the oldest of the deities, and is the Creator of Avalon. His followers span the continent, accepted into the Order of Time through competence, or the sheer brightness of their soul.

22.13. Aldaron, the god of life.

As the creator and source of all living things, Aldaron will accept only those who hold upmost reverence for the flora and creatures of Avalon. Those of calm mind and strong spirit will find themselves welcome in the order of life. Those who wish to accumulate power and possessions should seek patronage elsewhere.

22.14. Andromeda, the goddess of dreams.

Like time, like fate, like life and death itself - none can escape their dreams. Good or bad, strong or weak, fearless or fearful - all seek the solace of sleep and the dreams that await them. There, hopes and fears - fantasies and truths, wait to be challenged by what is, and what might be. There Andromeda rules - and she waits for those that dare to dream, to reach the unreachable, to make possible the impossible. Within a realm of whirling mists and boundless possibilities - she waits with open arms for those who would make their dreams real.

It has been many a decade since Andromeda was last seen among mortalkind and thus it is commonly known that her order is closed for new followers. In the annals of the goddess' final words to the good people of the land it is written that she urges they look elsewhere for patronage and guidance.

22.15. Annihilus, god of doom.

The life of man, is a fleeting but bright spark, which in an instant is snuffed out, and extinguished for ever.

Only the deeds of man, live on, after the death of the mortal husk, elevating and edifying the human spirit, capturing forever, that which separates man from his cousin the animal, the indomitable will of the mind, the indefatigablity of the soul.

Nations rise and nations fall, men spring up, and are cut down like the wheat of the fields, and from the heavens, the gods look on.

The annals of human history, are writ in blood, in conquest, violence and strife, for in the great struggle of life, those who set out with unflagging determination, to achieve their goal, are the only, to be remembered

The Order of doom, is for those who would rise above the mediocre, and forge anew, the history of the land of Avalon!

22.16. Apollo, the god of light.

Anyone who feels their heart lift as dawn vanquishes the shadows will find
favour with Apollo, the god of light. But followers of Apollo must display
selfless courage to face the forces of darkness that would plunge the land into eternal night.

Their greatest challenge, however, is to seek the true path, the only
path, that will lead them to self-actualization and true enlightenment.

22.17. Cornelius, the god of magic.

The Realm of Magic has long since receded into the annals of history and
legend.

22.18. Castigere, the god of justice.

Justice may be defined as the due allocation of reward for virtue, and of punishment for vice. Thus, the followers of Castigere, the god of justice carry goodness in their hearts, a willingness to defend the virtuous against the aggressor, and a determination to see fair play at all times.

22.19. The Diabolus.

The Diabolus may be found in the underworld but does not venture into Avalon.

22.20. Lazarus, god of pain.

Details of the god of pain have been lost in the mists of time, for the deity has long since departed the shores of Avalon.

22.21. Maedhros Allendil, the Hunter.

Those people that follow the call of the Hunter elect to seek enlightenment through discarding mankinds material values, adopting instead those of nature herself. All are born equal, and with the passing of time only the fortuitous will rise toward their goal, becoming as one with the land.

22.22. Magellan, god of civilisation.

Magellan, god of civilisation is a recently appointed deity, neutral in outlook and renowned for his fairness and even-handedness.

22.23. Mephisto, god of the night.

As the shadows meld and bestow substance to the land, weariness sets in on the people of the day. For others this convergence of power symbolises the return of their own vitality and a sharpening of the senses as the Night wind sighs cool breath back into their lungs. The profundity of the Night dances with images of starlit lakes, darkened forests and the beauty of a different world. Fleeting mortality flickers from expression to expression as each new star winks into its rightful place once more. Some sleep in order to avoid it, others celebrate with their own poetry. Singing their choirs of laments or stories of passionate love into the star spangled firmament. Their voices, in whatever form, do not go unheard. They give and take suffering as capriciously and diversely as man-kind itself.

You, who are gazing anxiously after the descending sun, strain your ears. You will hear the sound of jet black blades creeping out of their sheaths; hooves clacking their way up along the pathway from the underworld; vats of dripping wax hardening into images; essence being mixed into bottles and whispering political plots and schemes which will change the shape of the land. Listen, for as the Night clouds your world and this reanimation takes place, these people's goals are set into motion and their movements will be the last you ever hear.

22.24. Nostradamus, god of darkness.

darkness - 1. with no or relatively little light, unilluminated; gloomy, sombre. 2. evil, atrocious; cheerless. (esp.) wickedness.

22.25. Orthwein, the god of fate.

Who can claim to know fate? By its very nature, it symbolises the unknown, it is the underlying force governing all of us. Yet, followers of Fate would do well to remember that there is no Fate but that which you make for yourself. Those who would help themselves and prove their worth will find favour with the god of fate.

Orthwein, the god of fate, is - however - seldom in the lands and thus takes on no new followers. He is a fleeting vision for mortals, visible but once a century, and speaks not to mortalkind any longer.

22.26. Rhadamanthys, god of compassion.

Though I speak with the tongues of men and of angels, and have not compassion, I am become as sounding brass, or a tinkling cymbal.

And though I have the gift of prophecy, and understand all mysteries, and all knowledge; and though I have all faith, so that I could remove mountains, and have not compassion, I am nothing.


Compassion suffereth long, and is kind; compassion envieth not; compassion vaunteth not itself, is not puffed up, Doth not behave itself unseemly, seeketh not her own, is not easily provoked, thinketh no evil; Rejoiceth not
in iniquity, but rejoiceth in the truth; Beareth all things, believeth all things, hopeth all things, endureth all things.

Compassion never faileth: but whether there be prophecies, they shall fail; whether there be tongues, they shall cease; whether there be knowledge, it shall vanish away. For we know in part, and we prophesy in part. But when
that which is perfect is come, then that which is in part shall be done away.

When I was a child, I spake as a child, I understood as a child, I thought as a child: but when I became a man, I put away childish things.

For now we see through a glass, darkly; but then face to face: now I know in part; but then shall I know even as also I am known. And now abideth faith, hope, compassion, these three; but the greatest of these is compassion.

22.27. Wraith, god of mischief.










---------------> peek-a-di-BOO!!

22.28. Brigantia, the goddess of life.

What is Nature if not the entirety of the cycle of Life?

From the birth of spring, through the growth of summer, to the harvest of
autumn, to the death of winter and on again. Nothing escapes this eternal
cycle or is unaffected by it. And watching over the world and the endless
cycles therein I stand - Nature herself. I am whimsical like a Maiden,
wise like a Crone but most of all I am loving like the benevolent
Earth-Mother I have become to all of the many creations of my beloved
Father Aldaron, god of Life.

However in the wilds of this world, where I Nature roam unfettered and
unbound, completely unrestrained by such concepts as what would make mortals
or even other Gods happy - I have long made choices where the end results were
not always to the benefit of both sides. When I watch my beloved wild cats
hunt in the forests or on the plains, the end of their hunger and the
prolonging of their lives means the death of another. I accept this in them,
and ask only that they not be cruel or sadistic, or take more then they need.

Mortals should get used to this side of me as well as the more familiar
Benevolent Mother figure they have come to adore. At the very heart of my
realm is the ability and the power to decide who benefits in these contests
between living creatures. Does the antelope escape, or does the lion feed?
Some days I choose the antelope, and some the lion. I balance the needs
of both to ensure a result that will ultimately benefit Life and Nature the
most in the long run. For my world is measured in countless centuries and
not just the short span you mortals call your lives.

If you seek to serve me mortal, remember this. Those of gentle souls with
generous hearts will find much happiness in my service. Those who aspire to
great personal power and wealth at the expense of the world I love so dearly
and the creatures that live in it, would be wise to look elsewhere.
Such people will never find favour with me.

22.29. Xanthe, goddess of vengeance.

An icy voice pierces the darkness as Xanthe, Goddess of Vengeance speaks:

"Vengeance is yours for the taking, I expect you to embrace it. Reclaim what is yours, let no wrong go unpunished. React to the happenings around you and choose your own destiny. Accept not what is handed to you if it is not the path you wish to choose. Do not sit idly by, waiting for fortune to come to you. Seize the moment and make it yours.".

Like the rustling of leaves on a fading breeze, her voice fades into the oblivion.

22.30. Proteus, god of the sea.

I am the sea. My length, breadth and depth are unfathomable. I am the shallows, I am the deep. I am the ripple and tsunami.

I encompass the inevitable cycles and changes. I am the ebb and flow. I give life, I give death. The deepest channels, I raise with the bones of mountains made low before my blows.

I am gain and loss. My depths yield up treasures long lost and swallow up those recently gained. I know what lies beyond the shores mortalkind hugs like a jealous lover. I am the way to discovery and learning for the wise and boundless ignorance and frustration for the foolish.

Mortals are welcome to seek my advice and guidance, but should be aware - like the advancing and receding tides, my answers will be broad and unspecific in direction and mortals may find they are caught amidst changing currents that they cannot escape.

No mortal can encompass my boundlessness. but those who wish to reap the rewards of devotion to me should know my single requirement. Status quo is anathema to me. I am never at rest, nor should you be. All followers are required to take upon themseles one long term goal. It matters not whether it be personal, for guild, city, or order. In working to improve or destroy something, you further my purpose.

That your goal may run counter to the goals of other order members is of little matter; that it may change as you change and mature is of little consequence; that it may run counter to my own plans is impossible. The focus and effort are the desired elements.

I welcome the crashing wave that topples today and the lapping ripple that undermines foundations to topple tomorrow.

22.31. Damocles, god of chaos.


Did something unpredictable happen to you today? That is life. Chaos is an essential ingredient of the life process. Without chaos in your life, you would not be alive. Chaos is the unformed, the unpredictable, the unexpected.

Chaos is formless matter. It does not have a shape that lasts through time. It is not predictable. Chaos is all the random, patternless, haphazard stuff in our universe.

You might learn to appreciate the chaos in your life. Chaos is keeping you alive.

22.32. Malhavok, the god of doom.

The life of man, is a fleeting but bright spark, which in an instant is snuffed out, and extinguished for ever.

Only the deeds of man, live on, after the death of the mortal husk, elevating and edifying the human spirit, capturing forever, that which separates man from his cousin the animal, the indomitable will of the mind, the indefatigablity of the soul.

Nations rise and nations fall, men spring up, and are cut down like the wheat of the fields, and from the heavens, the gods look on.

The annals of human history, are writ in blood, in conquest, violence and strife, for in the great struggle of life, those who set out with unflagging determination, to achieve their goal, are the only, to be remembered

The Order of doom, is for those who would rise above the mediocre, and forge anew, the history of the land of Avalon!

22.33. Tyranis, god of war.

It's the lust for war and the pursuit of glory that sets man apart from the lesser species. For time immemorial the race of men has punctuated its history with tales of bravery, savagery and discord.

War is a brutal, often gruesome struggle from which only one champion will emerge; and yet this conqueror may never rest, lest he come to find himself the next victim. Thus is the nature of man's eternal conflict.

Good and evil? Tyrant or saviour? Victor or defeated? Abandon these narrow and transient concepts; focus on the skill and art with which you proceed, and the manner in which you comport yourself, for it is for these that you will be remembered.

Thus, the gift of the lord of War is the gift to decide your own destiny; to rise above the mediocrity, to forge your own legend in the land, and perhaps, for the greatest amongst you, to earn yourself a place in the halls of Olympus.

22.34. Loki, the god of fire.

In all mortal eyes, good or evil, young or old, burns the flame eternal. The flame of life, the flame that is the indelible mark of the Soul - the line in the sand 'Death, I defy you!'.

'the white heat of anger,

the red passion of revenge,
the golden glow of friendship,
the silvery spark of the Hero.'

Who but Loki, the fire god, source and guardian of these sacred rights; one god and his bright-eyed followers, defenders of this most ancient and holy faith, to stand astride the land and stoke the 'Wicker Man' that encompasses the hearts and minds of Avalon and its peoples...

22.35. Aethon, the Sun-God.

A sun-bird descends from the celestion in answer to you call. It speaks with a timbre deep and wonderful:
"From whence cometh the Light that illuminates your daily path, that grows your crops, brings forth new Life and sustains the forests of Avalon? What is it that reflects across the heavens, to allow humankind to see the Stars and navigate the Seas? What is the flame that affords the Sybil her gift of Prophecy?"

The bird falls silent and instead you reflect on memories from your own childhood.

There are whisperings in the taverns about a new age of Light soon-to-come, greater beyond measure than its pallid and insouciant precursor. It is the light of the Sun realm they speak about. There are tales, too, of enigmatic cults and sacrifices too awful to name in the shadows of the ancient woodlands - learned from the mouths of Arien's nymphs. How much of this is speculation and fireside hyperbole you know not but the name of Aethon, the Sun-God is a constant in all of these stories.

"You ask for help about my Lord," the sun-bird continues. "But it is up to each mortal alone to delve into his true character and challenge his desire. Does it burn brightly enough to seek beyond the reality of the Sun Cults? Does your lust and your instinct demand of you a greater future than those of your peers? I can tell you only this. There is one certainty: the road travelled by the Sun worshipper is not for the faint-hearted, for greatness is not achieved without sacrifice that will change your
life forever..."

The bird fixes you with its sparkling eyes; then spreads its wings and flies back to its nest among the untouched ramparts.

22.36. Telemachus, demi-god Wisdom.

Telemachus, the god of justice stands before you.

"So, you wish to know the meaning of justice, mortal? Justice is balance, as indicated by the scales, the sacred symbol of justice. Balance is done by laws that I have devised and that I oversee. Too many laws and not enough laws upset balance; therefore I must balance the laws, which in turn help balance the land. Do not be confused, mere mortal, in thinking that as long as you do not break a law, that you will find yourself free from my judgment. I dictate the laws, which may be changed, removed
or added at any time, as I see fit for the best of the land."

Telemachus studies you for a moment, before continuing, "If you desire to follow justice and enforce justice, then you must prove you're worthy of such an undertaking. Justice allows no room for loyalty, for only those capable of impartiality will find them able to enforce justice."

Telemachus, the god of justice flails his sword about his head and is consumed in a maelstrom of light

22.37. Diomedes, demi-god War and Light.

War is the great conflict in our land, encompassing all, without regards to such considerations as Good, Evil, Right or Wrong. It is the intense emotions brought out by the struggle for survival that show our true spirit, our true self.
Those wishing to join me must have the courage to face who they really are and revel in these intense emotions. To those without courage, where will you hide when I, Diomedes, set loose the dogs of war.

22.38. Clytaemnestra, demi-goddess of Retribution.

Few things speak to mortals like Vengeance: the hearts She sets aflame burn
with a passion deeper than anything else. The strength and determination to
deliver Retribution two or ten fold the injury suffered is the purest joy Man
may feel.

In Her maternal lap, all wounds are healed. In Her hands, the mind is formed
as clay by a potter, made supple and clear, ingenious and focused. Man hath no
sharper appetite than Vengeance gives.

But be warned! Her favour is lost as quickly as gained, for the world of
Vengeance is one that brooks no failure; failure is the homestead of the
defeated and Vengeance seeks only victory. Her furious wrath, unfailingly
devastating, is felt by all mortals who dare cross Her nave, caring not of
good or evil or neutral. She is as time or darkness or light or the stars in
the sky, everywhere.

Life would no spice have without Vengeance to start and to end a quarrel; Life
would no brilliance have without Her to stoke Man's creativity and to
resurrect Phoenix-like when Death should surely come.

Her Children are miraculous, zealous, blazing with hearts refined in the Forge
of Vengeance. They strive fearless for the seemingly impossible and with the
same fervour demonstrate Her faith sans religion -- a faith in oneself to be
better, to be best, to be nonpareil.

When all else falls away and becomes void, Vengeance towers over the
nothingness victorious, powerful, burning, eternal.

22.39. Thanatos, demi-god Darkness and Death.

He will find you.

23. History and Legend.

Important events in the land, from times past.

23.1. An overview of Avalon's pre-modern era.

Avalon in its present form has existed for over 800 years. The current balance of power was a result of the Divine War in which the forces of darkness held their supreme attack against the free peoples. Under the leadership of Diabolus, god of darkness the evil forces wrought ruin and destruction all over the land. Under pleas from the citizens of the City-port, which existed roughly where it can be found today, the Gods themselves came into the fight on the side of the city-port. An army of divine forces was assembled to meet and resist the final onslaught and complete conquest of Avalon. The battle which raged ended in the utter ruination of the whole land, even the Gods seemed weakened as their essence within the earth itself was destroyed. One year after the Last Battle both forces were utterly smashed apart - small pockets of those fortunate enough to escape were all that remained of the past civilisations. It is on this basis that the present situation was formed.

See HELP DIVINEWAR for more information on this great event from Avalon's history and HELP 23 for an entire section with various narratives, many of them from the modern era, about the continent and its peoples.

23.2. The fall of Alessandria.

Amongst the legends of Avalon, that of the golden wood is perhaps the most alluring to those of a pure spirit. It lies within the central Greenwood, an island of dense woodland held apart from the great forest by two rivers and the steep escarpment of the southern mountains. When the land was young, and Ilmarael was all but newly founded, the golden wood was discovered by an unwitting traveller. The lady, a victim of shipwreck from the far-off isles of the East, immediately recognised a place of profound spiritual power, and resolved to establish court therein. With the assistance of the guardians of the forest (predecessors of the Rangers Guild), the beasts of the woodland and even the spirits of the forest itself, a town was built between the golden boughs.

Alessandria was quickly heralded as a place of great beauty and magic. The learned and wise amongst the ancient ones flocked there, their studies greatly augmented by the spiritual powers of the forest. All the noble arts of the land, from Chivalrous combat to Animist merging, were fostered within the forest glades. Under the guidance of the lady of Alessandria, and by the vast power of the Old Magic, great rituals were enacted, whereby the enchanted forest was not only safe from harm, but the whole land was blessed with a golden age not since witnessed. So long as this aurora of blessed light hung over Avalon, evil was banished to the depths of the earth. Yet, this could not remain so forever. The golden wood in all its magnificence and beauty was where the Count Agemennion first laid his greedy eyes, once his transfiguration to malignancy was complete. Alas, the trusting souls of Alessandria were caught unawares by this change, and they sallied forth to meet with him upon invitation. All were slain by the diabolic host that awaited them. Thus by the treachery of Agemennion many of the great teachers of Alessandria were lost, and artefacts stolen. The lady lamented and wept, yet none still dared in Ilmarael or the golden wood to openly face the Sorcerer's power.

Without the items of power, nor teachers of skill, the golden age faded. Once more, goblins and twisted creatures were seen abroad, and the Count wasted little time in enslaving them to his will. These goblin hoards, driven by the Sorcerer's magic, set siege to the noble citizens of the golden wood. Many fled to Ilmarael and over-seas, and others were lost to the cruel sword in their valiant defence. In desperation one last ritual was enacted by the lady, a ceremony that would close the golden wood until such a time as the halls could be restored in safety. This is the challenge that awaits those of good heart and eager mind.

23.3. The legend of the Azrilites.

The legend of the Azrilites is perhaps the most well-known. It is said that these children of the Sun inhabit the uppermost regions of the remote northern mountains; that their township is spun entirely of gold; that sickness is unknown to them, and that only joy fills their lives. The Azrilites are led by their Chief Corazon and spiritually guided by Wykoshia, High Priest of the Sun. The vale of Azrili is lit always by the sun, for she rests herself during the night-time upon her sacred temple. The way to Azrili is unknown to all but the most worthy adventurer - it begins with some hidden path in the northern Greenwood east of the hamlet of Ladakh.

23.4. Count Bezejeth and Necromancy.

Necromancy is the final Sorcerous art, practised only by the greatest Necromancers and Sorcerers of Avalon. To gain Necromancy, the Sorcerer must pay a visit to Count Bezejeth who dwells inside the mansion of the Bedillam Forest, just off the Parrian highway. Bezejeth does not take kindly to visitors, though, and unless you boast an evil or bad alignment you should steer clear - the Count will simply slay those he does not like.

To gain Necromancy from Bezejeth, you must prove your worth to him. To do this you will be required to slay one good individual of the level Avalonian, and lay the dead body before Bezejeth, besides the corpse of Wykoshia, high priest of the Azrilites. You will also need to have attained the skill rank of Ultimate in both your Evocation and Demonology skills, and to have attained the alignment of Diabolical.

When you have satisfied these four criteria you should KNEEL before Bezejeth and he will bestow upon you the gift of Necromancy. Undertake the path of the Necromancer not lightly, though, for the price to pay is a great one.

23.5. Early colonisation of Avalon.

The continent of Avalon was colonised by humans migrating from the far-flung islands of the eastern oceans. The exact origin of humanity is unknown, although the Avalonian continent has undoubtedly become its largest foothold. The date of the first colonisation was some four millennia before the fateful divine war, and the original cities were those of Ilmarael and Pagea. Both of these cities have long since vanished into ruins. The most ancient of the villages are Eleusis, river-town, and Snowfoot of the north. The villages of Kristanisti, Astrea's Delta and Eastpoint are also old, and guard jealously their insular communities. You should examine the Avalon map at the end of this book to find the location of the many villages which speckle the northern and northeastern plains and foothills of the continent.

Mercinae is the oldest of the three major cities. It pre-dates the divine war by some six hundred years, and even before then was a bustling town-port. Parrius has only recently expanded in size to warrant the title of a city under the patronage of Lady Augustine, while the formation of Thakria is described in The Birth of Thakria section. The remains of Ilmarael can be found in the Greenwood forest to the northwest of Mercinae, whilst the fate of Pagea is described in the Doom of Pagea section. The remnants of Pagea are the towns of Ariadne and Krempton, both of which can be found to the west of Parrius.

23.6. The Divine War.

The most momentous event in Avalon's modern history was the cataclysmic Divine War and though some eight hundred years have past since the last battle was fought, its effects linger on. Fought between the thralls of an enigmatic ruler known as The Master and the free-peoples of the east (an alliance of most of humankind), the cost of the war was immeasurable. Tens of thousands died on the fiery battlegrounds; both thralls and humans alike. Valleys were rent out of rolling hills and chasms were cut into the mountains. The last stand of The Master was a momentous one.

The battleground of the major conflicts were in central Avalon in the area now known as the Marshland at the fork of the River Leithe and the River Silverlight in central Avalon. The dark forces formed a two-pronged offensive from the north and the west, their aim to scythe through the sturdy defences of the cityport Mercinae. Foul armies led by Uzrog of the Goblins and Agammenion of the Blackhearts met the legions of humankind and the ensuing battles raged on for a decade. Most of the written records ofthe Divine War have been lost to time, but the most famous piece, "Chronicles of The Long Defeat", remain to this day in the Silver Birch Library of Mercinae.

Extract from "Chronicles of The Long Defeat":

'Led by our brave King Thorssus, the Legion of the Sun could do little more than hold up the diabolically inspired armies of Uzrog and Agammenion. Uzrog led his thousand legion army through the woodlands and across the mountains from the west, while Agammenion marched steadily southward to doubly plague his majesty... The first battle saw the Mercinaen soldiers pushed back to but a few leagues north of the City's white walls largely by the battle-prowess of Uzrog. On that day, 'twas said that Uzrog's black mace spread darkness and despair wheresoever it was swung. Our King fought with courage and conviction but even he was forced to surrender the field to the Goblin Lord...

Thus began the long siege of Mercinae. Surrounded by the evil armies and bombarded with cruel blizzards and storms by the art of Agammenion, the city was beleaguered among a sea of enemies. Only the foresight of the Barons who had piled a great store of food and the enchantments of the young Mages Guild kept the people alive. Six ill-fated armies marched forth from the gate in an attempt to break the siege, but each one failed to pierce enemy lines though the battles were arduous and damage upon the besiegers extensive.

Two hopes did Mercinae hold for release from their bondage; an assault from the far north by the people of Gant of the Mountains, or intervention from the Gods themselves. Though the Gods did send a troop of Warriors down from Olympus to tip the balance in favour of Mercinae, The Master was able to divert their march. Not one ever saw the citadels of the Northern Gate. Fate, however, was on the side of our King. On the first day of the tenth year of the siege Mercinae did see the gaunt figure of Death hanging over her. In a matter of months, the wise surmised, the free peoples would be but food for the predatory birds which daily circled above them. Thus Mercinae vowed to act. King Thorssus and his seven princes banded together every able-bodied citizen, man and woman, and, though weakened by malnourishment, their armour was keen and their resolve was strong. Mercinae was prepared to die on the field rather than sicken within their walls...

Thorssus did order the Northern Gate opened and with a flourish of trumpets, the last mustering of Mercinaen might sallied forth and assembled outside her walls. Uzrog and Agammenion, bolstered by an inhuman patience, rallied their troops as if the War was newly started. And, as The Master's armies strode confidently towards the Mercinaens our great King saw the doom of his people. Beneath the blackened clouds our armies fought like caged tigers against a force much mightier. Gradually holes in our defen sive lines began to show. Prince Thessis perished to the quarterstaff of Agammenion and Uzrog's black mace scythed through our brave soldiers as if they were stalks of wheat...

...Then from the northern valleys a resounding cry was heard. The frantic battleground was still for but a fleeting moment as all eyes turned in wonder - Gant of the Mountains had finally roused himself from his slumber and led his forces into battle. The mountain-folk cut into the rear-guard of Agammenion's legions and forced the Sorcerer to about-face and take on the Gantish threat. Thorssus' newly freed men turn westward to join their brethren against the Goblin hordes. Battles raged long into the night and dead bodies littered the valleys, but the Gantish offensive had turned the tide against The Master's men. Gant himself upon the Hill of Arranay fought back Agammenion's magic and slew the Sorcerer with a maniacal scream. Our King faced Uzrog of the Goblins - Uzrog's bodyguard having been ravaged by our brave legions. Though mortally wounded by Uzrog's mace, our King did not die in vain. His final act was to sweep his blood-stained longsword and sever the laughing head of the Goblin Lord from his shoulders. With Gant and the remaining unwounded princes leading the charge against them, the Goblin armies fled leaderless to their labyrinthine stronghold beneath the western mountains..."

23.7. The founding stone of Mercinae.

Mercinae is the oldest of the currently populated cities in Avalon. In the past it was known as Alqualonde and Mycenae, and has grown greatly since its inception. The founding stone of Mercinae can still be seen at the southern sea-front of the city, a statue holding aloft a sword, and a prayer to Aldaron to look over and protect the city forever. Other points of interest in Mercinae include the funeral parlour of Wraith, along Sunset Way, the Tower of Tooth Island, where the council members hold their meetings, and the Cathedral, on the eastern bank, where many of Avalon's weddings have been held.

23.8. Thakria and the Count Agemmenion.

In the ancient days of Avalon, around a hundred years before the Divine War, Thakria was but a modest fishing village nestled on the hillside between Moonstone Lake and the Western Oceans beyond. It was from these uncharted waters that the galleon of Agemennion was run aground, hurled there by a fearsome storm. Rather than choosing to forsake the primitive land, The Count, as Agemennion became known, set about the execution of plans for a great city. Soon the golden streets earned the title of the city of miracles, for its single architect had utilised many techniques both modern and archaic from the far-off isles from whence he came. The entire city is thus an epitaph to his might, yet principal amongst his monuments are the three towers; their spires were said to drive great urgency into the hearts and actions of his citizens. Thus Thakria was swollen with peoples and great activity, all manner of magical arts and trade made welcome.

Alas, for the Count slipped into evil ways, desiring lands and power more feverishly. Legend tells us that he vanished into the black under-deeps for twenty turns of the moon, and upon returning was transformed in body and soul. His mind burning with evil thoughts, he yet concealed his twisted nature from the other civilisations until black smoke poured from the towers and the bleak nature of his soul could not be hidden. Thus it came to pass that his magic was used as a weapon in the great conflict to come. Under the shadow of the towers was gathered a force of great number and strength, sent forth to wage unmerciful destruction upon the land. Much of Thakria was ruined in the great war which followed Agemennion's pursuit of the dark powers, yet the three towers remained impenetrable and untouched. It is rumoured that many of the Count's secrets are still concealed therein, yet few are brave enough to discover the truth.

23.9. The Cult of the Long Night.

Great among the terrifying legends of Avalon is that of the Long Night, when the light of the golden sun and silver moon was blotted from the heavens and Avalon cast into the blackest darkness of despondency. Agemennion, the Count and first master of the Sorcerer's arts, devised the plot which brought upon this terrible cataclysm, in order that he could terrify his foes into submission. Fortunately his efforts were foiled by the upholders of light, who managed to end the darkness and then scattered the artefacts of the arcane ritual. Now, centuries afterward, others seek to inherit the Count's legacy. The Star-Sorcerer Pangyron is chief amongst them, for he alone has the knowledge and great might requisite. He wishes to increase his power to such an extent that none will be able to stand in his way.

Living in the Under-deeps, guarded by the staunch Thaumacians, is the Black Demon, dark-sister to the life-giving Sun. Pangyron intends to free the demon from this prison, and using his power and that of the Demon, to banish the Sun from the sky and replace it with the Demon who will ensure everlasting night. His allies, the members of the Night Cult, work towards this aim, to knit the heavens themselves with utter darkness. Working against these foul machinations are the noble members of the Order of the Sun and Moon, led by the druidical Seer Orestes. Their tireless efforts have held Pangyron and his minions back from plunging the land into endless darkness, yet the persistence of the Cult is great and some would say it is only a matter of time.

23.10. The Doom of Pagea.

"Pagea was one of the two original cities colonised by humankind migrating westward from the islands. Until its downfall it was the epitome of peaceful co-operation - learning and diplomacy had taken the place of war and strife. The lands about Pagea were fertile and the river Callieton carried supplies to and from Ilmarael to the west. For three centuries Pageans lived without discord. It was not until the emergence of the nameless Grey Sorcerer that frost began to tinge the edges of Pagea's summer. Tutored in the famed academies, the Grey one learnt arrogance and unbridled desire during his long and lonely meditations in a nearby forest. Pagea's defences against malice and enemies within had long since lapsed into complacency and the Grey Sorcerer did not waste long before asserting himself in a short battle with the Pagean council. The council's leader, one Timmin the Mystic, was absent from the conflict and without him the council could not contain their young enemy. The Grey one seized control of the council chambers and proclaimed himself leader of Pagea in brilliantine white letters across the night sky.

Timmin saw the Grey Sorcerer's challenge while picking berries in the Northwood forest. He sped back across the plains towards Pagea to confront an enemy he had long expected to meet. The Grey one watched Timmin's approach from afar through the Pagean seeing stone and, upon his arrival, stepped forth from the council chambers and stood to greet the elder at the town gate. The battle of wills which ensued was visually unspectacular - the conflict was fought within the mind. It was dawn before the result was known - Timmin remained at the gate of Pagea and the Grey Sorcerer had vanished into the night.

Pagea waited warily for revenge. Timmin counselled vigilance since he knew better than any that the Grey one had not been destroyed in their conflict. His revenge, though, was more than the council could have imagined. Rather than attacking in person again, the Grey Sorcerer used elementalism to raise the waters of the Callieton into a frenzy. Waves lashed and broke the walls of Pagea as the Grey one channelled the energies of the Forest of Bedillam into an almighty assault against his foes. Neither Timmin, nor the other Pageans could bring themselves to match their enemy's disregard for the elements and could do little more than flee Pagea as it sunk beneath the waters. Thus rose the Lake Thrullmere out of the River Callieton - water borne of earth perverted by the Grey Sorcerer. Upon the banks of the lake grew up the settlements of Ariadne and Krempton, but of Pagea only the barest trace remained. At low tide at the centre of the Thrullmere the turret of a few ghostly steeples poke up above the surface of the water... What became of the Grey one is unknown, but to this day the forest of Bedillam retains its greyish hue from being sapped of life by long-forgotten sorcery."

23.11. The firstborn to Avalon.

The first born in the land of First Age began in the year 820, the 1st of Midwinter, or, in otherworldly terms, the 25th of November, 1999. The First Age of Avalon has been open to the outside world ever since then. The first mortal to set foot in the land was Lightholder. He trekked through empty halls and wild forest, searching for the destinations that many mortals hereafter would seek. After him came many, to lead the realm into the uncharted future of the First Age.

Panaideos was the first to break the silence, responsible for the first scream of the Angel of Death. Old Man Steel joined in the slaughter of countless wandering the perimetre of an empowered Thakria. He was met by Lancelot of the Knights, who was also the first to find the displeasure of the gods in the form of Orthwein, the god of fate. Parrius decreed eminence behind their backs, running to the battlefield in splendour, under the guidance of the inimitable Aradhel.

23.12. The first Masters of the Guilds.

It is a matter of great honour to have been the first master of one of the Avalon guilds, and below is a list, purely for your information, of the original masters of the older Avalon guilds and some of the famous past and present members.

The Knights were founded by Sorcha on the 23rd of Paglost, 820 ADW.
Notable among them were: Lancelot.

The Mages were founded by Malhavok on the 3rd of Midsummer, 820 ADW.
Notable among them were: Kasak, Zorin and Feanor.

The Thieves were founded by Demosthenes on the 23rd of Paglost, 820 ADW.
Notable among them were: Asmodeus, Tenaka and Markkus.

The Sorcerers were founded by Marduk on the 21st of Skyelong, 820 ADW.
Notable among them were: Panaideos, Nazgul, Babidi, Darkelf and Zerax.

The Animists were founded by Stormcrow on the 23rd of Paglost, 820 ADW.
Notable among them were: Doubleduce, Redlady and Dara.

The Rangers were founded by Herne on the 18th of Paglost, 820 ADW.
Notable among them were: Tecumseh, Hocum and Fealorin.

The Astrologers were founded by Keldor on the 23rd of Paglost, 820 ADW.
Notable among them were: Ategenos and Mercy.

The Brigands were founded by Silk on the 5th Skyelong, 820 ADW.
Notable among them were: Skaman, Bilbo and Kristin.

The Seers were founded by Iago on the 24th Paglost, 820 ADW.
Notable among them were: Astaroth, Solur and Plaman.

The Alchemists were founded by Gabby on the 30th of Paglost, 820 ADW.
Notable among them were: Tamathena.

The Artisans were founded by Bartok on the 10th of Paglost, 820 ADW.
Notable among them were: Plenarius and Ezra.

The Bards were founded by Melot on the 21st of Paglost, 820 ADW.
Notable among them were: Melquiades.

The Loremasters were founded by Zenichiro on the 23rd of Paglost, 820 ADW.
Notable among them were: Stormcrow and Kinamic.

The Cavaliers were founded by Gwendolyn on the 23rd of Paglost, 820 ADW.
Notable among them were: Messimistic, Morgaine and Steel.

The Enchanters were founded by Soriella on the 23rd of Paglost, 820 ADW.
Notable among them were: Aradhel, Sundonak and Valnen.

The Minstrels were founded by Lightholder on the 19th of Skyelong, 820 ADW.
Notable among them were: Drakonus, Slayn and Scaramouche.

The Mystics were founded by Derillion on the 14th of Ilmarael, 820 ADW.
Notable among them were: Ariana.

The Warriors were founded by Griffyn on the 29th of Paglost, 820 ADW.
Notable among them were: Ebrem and Kcin.

23.13. The first deities in Avalon.

In the breath before Genesis decreed the start of this brave new age, three Omnipotent deities of opposing tempers were brought into being. Their precise mandate was beyond mortal comprehension; when the first mortals walked the land, they were there, and have been there since.

When the grandfather clock of Genesis was still rewinding through the 850th year and the buds of plants were returning to seeds, already the first divinity came into existence. Osiris, the god of death, rose out of the Deep, wielding the fair sword of retribution. "Genesis, before you may set time in motion, there must be balance in the lives of mortals," he intoned. And so blessed with existence by Genesis, Osiris, adorned in the black of the Underworld, surveyed the yet unfrozen view of mortalkind for his first victims.

The clock, around the year 830, was just about to stop, it is said, when Orthwein, the god of fate, appeared with something in his right hand. They were the silken strands that bind the minds and souls of men. He challenged the arbitrary nature of death, coming betwixt Genesis and Osiris. "To all things must come reason and divine providence," he replied. In him, mortals found fear, for Death had a more pleasant face.

And then came the last of the three, in that moment between tranquility and chaos when Genesis would set the clock at the 820th year. Solontus, god of the stars, formed from the blackened heavens. A single tear dropped from his cheek and spattered across the sky. He spoke: "There must be inspiration and drive in Man. His creations amidst the brutality you propose will help him find some solace." And thus, the Heavens were bespecked with stars as a monument to his compassion.

Then, the grandfather clock bonged. The rest is history.

23.14. The story of Ammarie the Possessed.

Sharra, the guildmistress of the Animist Guild, possessed a pendant of unknown worth which she believed to contain some worthy spirit. While walking through the Eastwood this pendant was stolen from her by a mysterious figure. Understandably shocked, Sharra set out to recover the pendant enlisting the aid of Ammarie, a Faerie, who professed to know the secret of the thief. Trusting the words of Ammarie, Sharra called many of her warrior friends to her aid in recovering a number of items which Ammarie had mysteriously requested in order that she might lend her aid. Fearlessly Maedhros, Euphoria, Sweetpea, Blaggard, Trekker, Zytrothemeyne and nameless others journeyed to the depths of the city of the orcs to recover the Viper Staff of the Orc Shaman. Sharra and Gaea, high-Priestess of Life journeyed with the party to lend healing. It was afterwards discovered that Gaea did not trust the words of Ammarie, but did not speak her fears in reverence for the history and reputation of the Faerie.

Misfortune befell the intrepid party, death was the reward for their bravery and trust in the words of Sharra and Ammarie. Blaggard, Trekker and Sweetpea fell to the Uruk-Hai in a fateful battle and Sharra, Euphoria and Zytrothemeyne were slain as they rushed to aid their companions. Only Maedhros stood firm against all resistance. During this time it become apparent that Ammarie's intentions in leading the party to this carnage were not as pure as were believed. Why, thought the wise, did one who advocated peace, wish to lead people to their deaths? In a climatic revelation Ammarie showed herself to be possessed by some dark force, and mocked the pitiful efforts against the orcs most cruelly. Finally realising the true situation, Euphoria, Sharra and Gaea put forth their love and care for Ammarie to draw out the evil which dwelt within her. Gradually that hatred and resentment against the Faerie turned to sorrow and pity for her misfortune, and the Servitor of Darkness was drawn out and banished back to his master. Ammarie's fate was sealed and she died painfully at the feet of her saviours. Thus ended the life of the last Avalonian Faerie.

A note of heroism ran through this sad tale, however. While Ammarie's spirit was locked in combat with the demon, Maedhros continued his hopeless quest for the Viper Staff, oblivious to other developments. In a moment of great intensity, Maedhros burst in on Ammarie, Sharra, Gaea, Euphoria and the two Gods Genesis and Aldaron, followed closely by the Orc Shaman. He swung the Scimitar of Allendil against his mortal foe and the Shaman let out a deep cry of anguish, dying at their feet. The twisted quest was fulfilled as Sharra took possession of the Viper Staff which had cost the lives of so many. Far reaching consequences of this are only now being realised, with Sharra's spirit forever bearing the burden of the deaths of these great and true souls. The seed of evil sprouts in the most unexpected places, and who could have believed that one who remains so true to herself as Sharra would have been affected. But then, is it not the delight of the Dark Lord that those most pure betray their own friends in an effort to do good?

Written by Alberich, the scribe, in the Spring, 808 years after the Divine War.

23.15. The quest of the Three divine Sons.

Though Genesis was the first of all gods and created Avalon, there were four other deities who have become known as the original Gods. The first of these four was Pericles, then Astrea, goddess of wisdom. Perhaps one of the most guarded secrets of Avalon's history were the Three Sons of Pericles and Astrea. It is said that so afraid for the lives of their sons were Astrea and Pericles during the unstable times of the first years of Avalon's creation that they kept the birth of their sons a secret even from the other gods, all bar Genesis, the god of time, from whom no secret can be kept.

The Three Sons were named Dhakwan, Leucas and Tydeus. During their formative years they were raised in a remote part of Mount Olympus. It is said that Pericles' intentions for his sons were for them to one day walk the lands of Avalon as demi-gods and lead mankind into an era of infinite peace thus proving their right to full god-hood. But Pericle's plans were thwarted while the Three Sons were still young. The Diabolus had long been watching Pericles and Astrea and suspected they were hiding something from the rest of Olympus. Before their secret could be discovered Pericles and Astrea appealed to Genesis for help. He offered them the following choices. To either allow the Three Sons to enter main-land Avalon as mortals and fight their way back into Olympus once they had matured enough to do so, to be released from Olympus as Demi Gods and fend for themselves or the final option, which Pericles and Astrea took.

Their choice was to bid their sons farewell. Genesis, the god of time created a third plane of existence which was named the Three Kingdoms of the Three Sons of Wisdom. This plane of existence was to be divided between Dhakwan, Leucas and Tydeus. Each would be allowed to populate their own Kingdom in the manner of their own choosing with loyal mortal followers. A relic known as the Sapphire of the Sky, originally forged as a counterpart to the Sapphire of Wisdom, was to be split into three shards and each shard was to be kept in the palaces of each son. In order to rejoin main-land Avalon they were to find a way to reunite the three shards, making the Sapphire of the Sky whole again and prove that the Three Sons were both united in their wish to return and mature enough to be ready to begin their lives as full deities.

The Three Sons were not to know of the challenge ahead of them before leaving Mount Olympus but as Astrea stood before Dhakwan, Leucas and Tydeus to offer her sons the last words of Wisdom they would hear for many a century she took an arrow and broke it in three giving one part to each son. Dhakwan asked his mother what he was to do with the broken arrow. Astrea replied that on its own his arrow was a useless piece of wood but when united with its brothers it could become a mighty arrow once more.

Sadly many years had passed in their new Kingdoms and only Dhakwan had understood the meaning of his mother's words. Leucas and Tydeus grew bitter, considering their severance from main-land Avalon as a punishment. They gave up all hope of ever seeing their parents again and grew jealous of each other, thirsting for power instead of unity.

Many millennia have passed since the creation of the Three Kingdoms of the Three Sons of Wisdom. Bloody war has been waged and mortal-kind wiped from the plane of existence entirely. At first Dhakwan had tried to appease his brothers, imparting the wisdom of his mother's words to them. They grew to hate him, considering him worthless and weak. Now each son sits within an empty Kingdom, bereft of friendship, the flagstones of their great cities stained with blood. Even Dhakwan has become a shell of his former self, wishing now to destroy his brothers entirely considering it the only way of reuniting the three shards of the Sapphire of the Sky.

Genesis has grown tired of the Three Sons. All hope of them growing into worthy divinities has been given up. He has now offered the mortals of main-land Avalon the chance to end the Three Brother's incessant warmongering. A tournament will be held by Mephisto, god of the night whereby each participant of the quest must fight it out until only three remain alive. When three worthy mortals have proven their ability to fight they will be taken to the third plane of existence and inhabit the demi-god form of the three sons. At this point the final battle of the Three Kingdoms of the Three Sons of Wisdom will commence. Two sons will die and the third will be told how to reunite the three shards of the Sapphire of the Sky. The victorious son will return to main-land Avalon to become mortal and whichever mortal inhabits his body when this happens will be given the Sapphire of Wisdom as their prize, earning the right to contendership for Ordination. The Sapphire of the Sky will be lost forever, along with the hopes and dreams of Astrea and Pericles for their sons.

23.16. The first marriage between two mortals.

Marriages tend to be grand ceremonial occasions where two mortals undergo the rite of marriage in the presence of one of the Gods. The commitment is binding and divinely sanctified. Most weddings take place in a divine temple of the Mercinaen Cathedral.

Recent Marriages

Marriage between Date Presided by 

Balthos and Hekate 1-Midwinter-925 Aldaron, the god of life 
Fredegar and Sirona 8-Agamnion-931 Apollo, the god of light 
Warfarin and Orielle 23-Ilmarael-960 Magellan, god of civilisation 
Rowdy Scotty and Arielle 11-Leaflost-967 Aldaron, the god of life 
Omacron and Bumble 5-Cloudburst-972 Wraith 
Alkadar and Katherine 29-Agamnion-974 Magellan, god of civilisation 
Bogweed and Urania 1-Skyelong-982 Castigere, the god of justice 
Nathan and Cleindori 7-Hindyear-982 Castigere, the god of justice 
Julian and Calypso 19-Leaflost-982 Castigere, the god of justice 
Diocletian and Blotto 26-Midsummer-990 Lorewarden Grundy 
Tipsy and Selara 4-Eleuthral-992 Proteus, god of the sea 
Wildorchi and Flameblade 16-Midwinter-996 Rhadamanthys, the god of compassion 
Cuchulainn and Sajora 16-Cloudburst-1004 Proteus, god of the sea 
Arikarr and Alecto 30-Skyelong-1005 Xanthe, goddess of vengeance 
Bastion and Mirrigold 14-Leaflost-1010 Wraith 
Ulyssis and Greenleaf 9-Hindyear-1014 Brigantia, the goddess of life 
Prabowo and Schinae 26-Leaflost-1015 Forest Traveller Mestopholies 
Cernunos and Niniane 22-Eleuthral-1019 Brigantia, the goddess of life 
Nennieth and Midori 21-Springflower-1022 Xanthe, the goddess of vengeance 
Nafai and Siobhann 19-Ilmarael-1023 Xanthe, the goddess of vengeance 
Squirrelfish and Jade 4-Agamnion-1026 Xanthe, the goddess of vengeance 
Wotan and Caitriona 28-Hindyear-1027 Wraith 
Laslow and Kiku 7-Leaflost-1027 Wraith 
Mariah and Elione 12-Paglost-1028 Wraith 
Shadowen and Rhapsody 12-Eleuthral-1032 Proteus, god of the sea 
Drasnia and Kalysta 25-Midsummer-1033 Xanthe, the goddess of vengeance 
Warakurna and Wyldefyre 5-Midsummer-1037 Maedhros Allendil, the Hunter 
Tukar and Kat 29-Hindyear-1038 Wraith 
Babidi and Zerina 6-Eleuthral-1039 Inshallah of the Night 
Duroc and Tathagres 26-Cloudburst-1041 Wraith 
Ragar and Sheigh 11-Agamnion-1044 Proteus, god of the sea 
Elysium and Eluria 12-Mournsend-1047 Xanthe, the goddess of vengeance 
Rael and Koyen 29-Mournsend-1047 Xanthe, the goddess of vengeance 
Lithium and Marvinia 11-Cloudburst-1049 Wraith 
Jhor and Kiarn 6-Agamnion-1049 Proteus, god of the sea 
Randon and Taen 30-Cloudburst-1051 Xanthe, the goddess of vengeance 
Agrias and Elanna 27-Mournsend-1052 Inshallah, goddess of the moon 
Foxedup and Mithria 28-Agamnion-1055 Inshallah, goddess of the moon 
Tetsuo and Laiquendai 5-Midsummer-1056 Inshallah, goddess of the moon 
Sisyphus and Wolfsong 8-Ilmarael-1059 Wraith 
Zartuuz and Nuincuiel 14-Skyelong-1061 Wraith 
Fireforge and Lyonesse 2-Midwinter-1062 Wraith 
Ramoth and Alisia 23-Midsummer-1069 Proteus, god of the sea 
Meerkat and Ailiana 23-Springflower-1072 Proteus, god of the sea 
Chronos and Raina 29-Eleuthral-1080 Rhadamanthys, the god of compassion 
Elisin and Araydia 10-Mournsend-1088 Rhadamanthys, god of compassion 
Dookukhan and Aradhyl 9-Agamnion-1091 Wraith 
Honourbound and Maud 9-Leaflost-1107 Aldaron, the god of life (now divorced) 
Hanann and Nydaeza 27-Springflower-1113 Proteus, god of the sea 
Qrick and Maenad 22-Ilmarael-1120 Rhadamanthys, god of compassion 
Zyltan and Allys 4-Agamnion-1120 Rhadamanthys, god of compassion 
Hero and Eilan 22-Skyelong-1121 Rhadamanthys, god of compassion 
Tazius and Eloire 30-Agamnion-1139 Castigere, the god of justice 
Hanann and Tinuviel 1-Skyelong-1142 Brigantia, the goddess of life 
Crimson and Catlania 3-Skyelong-1142 Brigantia, the goddess of life 
Thamior and Ester 20-Agamnion-1160 Brigantia, goddess of nature 
Elmak and Krayia 22-Midsummer-1169 Brigantia, goddess of nature 
Alister and Rakira 18-Midwinter-1183 Xanthe, the goddess of vengeance 
Bowdyn and Dinamoria 9-Skyelong-1183 Brigantia, goddess of nature 
Zeyth and Brightstar 30-Ilmarael-1245 Lady Aine 
Ithikul and Sajora 16-Midsummer-1246 El Salvador, War's Waxwork 
Goten and Alathenia 30-Midwinter-1248 Brigantia, goddess of nature 
Dhonuill and Amarwath 21-Ilmarael-1249 Aldaron, the god of life 
Achelous and Lamothe 3-Springflower-1250 Xanthe, the goddess of vengeance 
Moridaan and Cyndalaste 3-Ilmarael-1250 Xanthe, the goddess of vengeance 
Lightfingers and Adaryn 29-Mournsend-1253 Thanatos, god of Death 
Nightmoth and Tazlilly 23-Agamnion-1253 Telemachus, the god of wisdom 
Laslow and Tazlilly 8-Paglost-1258 Rhadamanthys, god of compassion 

23.17. The secondborn mortals to Avalon.

Avalon was opened again in June of 1990, in the humble abode of Aldaron, the god of life in London. It was at this point that Avalon ran independently. It was immediately populated by a range of new individuals, and the first Avalon summer is still remembered as a time of strange individuals and much conflict. First of the second born was Mnestheus, the Animist, who founded the guild, followed by Sharra, Elviron and Gaea (who also became Aldaron's High Priestess). Euphoria became the first Thief at this time, and Spell, his friend, was the first mortal to embrace the evil ways. Wraith entered Avalon at this time, in the guild of Alchemists, together with Elof and Aredhel (the first Alchemist). Maedhros' mortal incarnation was created at this time, joining first the Mages and then the Rangers, together with Sweetpea, Willim, and Marbles. Panacea became one of the earliest guildmasters of the Mages.

23.18. Pre-Eminence of the Thakrian Mind.


The scroll is entitled "The Pre-Eminence of the Thakrian Mind" and has been dated with the year 821. It is an examination of the reasons behind the strength of Thakria, concentrating for the most part on the Baron Davros Bloodaxe.

Thakria demonstrates the success of mismatches. While the Over-Lord was open about his cultist associations, Davros Bloodaxe spent a decade stoutly defending the Sun from her numerous enemies. Alone he stood against, for the most part, better equipped and better motivated folk. However it is in the building up of Thakria as a world power that Davros will be most lauded. After passing his novice in 806 ADW he rapidly become guildmaster of the Loremasters guild after the premature retirement of their former guildmaster through illness. From guildmaster it was not long before Davros also superseded his old master as Baron. At this time Mercinae was ruled by the likes of Sarik the Arch-Magi and Palin the Old. Davros it was who brought consistency to Thakrian decision-making. He was feared and respected by his Mercinaen counterparts for shrewd economic policies. All the time, however, his strength in business was supported by the threat of power unmatched for many years after the retirement of the Arch-Magi.

One of the greatest achievements of Loremaster Davros Bloodaxe was the reversal of perceptions of the two great cities. Thakria was once considered a poor refuge for Mercinaen outcasts. Today there is a running joke among Thakrians whenever the encounter a novice Mercinaen regarding their misfortune in having been born in such a city. We can attribute this attitude to the machinations of Davros Bloodaxe and to subsequent weakness of Mercinaen Barons.

23.19. The invasion of Mercinae.

The invasion of Mercinae was a relatively recent event in Avalon's history. It was masterminded in Thakria by Snowlock and Nostradamus, ably supported by Trekker, Grendel and Derillion. Mercinae had long been neglected, and its primary Barons, Isildur and Palin were absent. Battlements were erected without conflict all over Mercinae and Thakria, with such overwhelming economic superiority, manned the battlements with legions of their Black Knights. Snowlock assembled a legion of two hundred and fifty cavaliers, a force capable of destroying anything Mercinae could muster. Castigere, god of justice and patron of Mercinae was thwarted in his attempts to rescue his city, for Nostradamus counteracted him at every turn. The god of justice did, however, secure a hundred thousand pieces of gold from Conteck of the Animists, gold used in the defence of Mercinae. The first night of the invasion was inconclusive. Mercinae launched a number of attacks against the individual invaders but could not break down any of the battlements.

The second night was more eventful. With the gold from the Animists, Mercinae was in a position to launch a full defence and, after a discussion among its Barons, Parrius made the fateful decision to back Mercinae with its military might. Parrius' army matched that of Thakria and to the northeast of Mercinae, Parrius' pirates led by Garet Jax and Tarakin stormed the Thakrian battlements. Castigere, however, could take no more - with no mortals from his own city to be directed by him, he handed over patronage of his city to Genesis. The god of time brought his High Priest into Mercinae to defend it, and an army was raised of Mercinaen soldiers to attempt to break Thakria's siege. All over Mercinae battles were taking place, between individuals and legions. Mercinae's lesser army was moved into one battlement and then another, probing for a weak point, but each time Snowlock was able to move his superior numbers in and rout the Mercinaen troops. Finally, though, a weakness was found in a battlement outside Mercinae's Tooth Island. Nalek of Parrius surrounded it with his rituals and Zollrender led the remaining, weakened Mercinaen army in. Reinforcements would have ended Mercinae's defence, but, while leading in his army, Snowlock made a fatal mistake and was caught and slain by Nalek. The Thakrian army floundered without a leader and, after a furious exchange within the battlement, the Thakrian Knights were defeated. Zollrender broke down the battlement and, for the time, ended the siege.

The aftermath of the invasion, though, was widespread. Mercinae, though it had defeated the Thakrian invasion and broken the siege, did not have the resources to fight on. Rather than squander its remaining gold, and in the absence of a patron and Barons to defend it, the city was given over to Thakria. The entire continent was demilitarised for a period and Nostradamus, god of the stars was installed as patron of Mercinae. Mercinae's commodities were offered up to the Gods, to prevent them falling into Thakrian hands and Nostradamus was left with the task of rebuilding the battered city. Snowlock, who had led Thakria's invasion, departed the city he had built up to take over Coriona, by the Mountain of Sapience. Derillion was left to deal with the post-invasion Thakria. After a time, Nostradamus sickened of Mercinae and returned to Thakria, where his heart lay. Castigere took up Mercinae again, and began the long journey along the road of revenge.

23.20. Long-dead Gods of Avalon's past.

There have been many deities appointed for various reasons whose divine status, unlike those Ordained, has been at the whim of the Omnipotent Gods. Thus many have fallen from their divine status. Below is a list of those deities, for history's sake: Geolin, god of fire and fortune, Perialaga, god of hedonism, Radagast, god of the sea, Pendragon, god of war, Elatar, god of the stars, Ophelia, goddess of love, Chant, goddess of pleasure, Falorn, god of the trees, Icarus, god of the sun, Astrea, goddess of wisdom, Pippin, god of the muses, Anarchos, god of chaos, and Skedric, god of equilibrium.

23.21. The Roll Call of Avalonians.

Avalon began in October 1989, and opened itself to the internet on the 9th October 1994. Information about many of the memorable, prominent Avalonians of their time may be reviewed within the game by typing HELP followed by the character name.

23.22. The birth of Parrius.

Though a town has existed where the city of Parrius now stands for centuries, it is only relatively recently that Parrius was expanded into a city. The historical basis for the city is one of freedom fighters, fiercely independent and totally loyal. It is the quest of all true Parrians that they try to reflect these ancient ideals. Parrius itself was formed under the watchful guidance of Pericles, god of the sky, and its first leaders installed by the god were Brucos and Triekos, self-proclaimed Princes. They were soon joined by Conan of Old, who left his home in Eleusis to join the Parrian leadership, Falstaff, the Bard and Nebuchadnezzar, the Knight. Pericles, though, fell silent for a time and the new city's leaders, in particular Brucos and Triekos, were felt to be using the city's resources and their favour with the sky-god to further their own affluence. Thus a bloodless coup was undertaken by Parrius' most prominent citizen of the time, the Enchanter Calladan, soon supported by his apprentices Marie, and her companion, Procyon. Under this new leadership, Parrius flourished and established itself as an economy, and political power in the land.

23.23. The rise of Springdale.

Springtown is a thriving town in the central plains at the junction of three rivers. It is a hub for trade and passing craftsmen.

23.24. The Ordination of Maedhros.

Maedhros was the first mortal to gain ordination, rather than appointment to his divine status. The ordination during his time was a more simple affair - he had simply to rise to the highest of all mortals and gain agreement of all active mortalkind to his appointment. Maedhros began life with a brief excursion into the Mages guild, before finding his vocation in the Rangers. During his eclectic leadership, the Rangers Guild flourished. It was the largest and most potent in Avalon, and many wore the title of Ranger with pride. Maedhros was also owner of the Grove Tavern, where he and his bride Sweetpea plotted and entertained. Maedhros the strongest fighter of his period, the most renowned mortal, and a worthy first god of Avalon. His ordination was witnessed by ten mortals, all of whom agreed to his ascension, and he was bestowed his divine status by Genesis, the god of time. Of the Gods, Astrea, goddess of wisdom and Aldaron, the god of life were also present.

23.25. The Ordination of Castigere.

The ordination of Castigere, god of justice, took place just after New Year. He was the first deity to have risen through a competitive Ordination. Castigere's mortal spirit was Galahad, a Mage with a smattering of Alchemical abilities. He was pitted against Helkarakse, the mightiest Sorcerer of his time. Both mortals were allowed to choose a second. Galahad chose Eshkadeth, his fellow Mage, while Helkarakse chose Grendel, the Thief. Because of previous achievements, it was determined that Galahad should begin with the divine amethyst and his task was simple - to walk, slowly, across the land from Astrea's Delta in the far northeast, to the Rock Pinnacle in the far west. His walk must be uninterrupted, a sign of his dominance of the land. Helkarakse's task was to wrest the amethyst from Galahad, at which point he could claim the gem as his own, and become a God himself. The groups met on the Parrian Highway, with Helkarakse targeting his demons against the Mages while Grendel attempted to steal the amethyst from them. Unfortunately for the Sorcerer, Galahad had charged his white dragon with the task of holding the amethyst - and, faced with the task of slaying the dragon, Helkarakse and Grendel were caught uncertain. Eshkadeth and Galahad counter-attacked along the highway and drove Helkarakse back. The procession was to continue unchallenged, for Galahad's dragon stood firm and was not attacked. Galahad ascended the Rock Pinnacle before the assembled masses, hurled the amethyst into the pool of the Gods and raised the sceptre above the land. Thus was Castigere, the god of justice born.

23.26. The Ordination of Mephisto.

The Ordination of Mephisto was a more hectic affair than that of Castigere. Mephisto was born of Helkarakse, the Sorcerer. His main challenger was Urquoth, the Astrologer. On Helkarakse's side were the two Thieves, Grendel and Inshallah. With Urquoth stood Galahad, Eshkadeth and Aragorn. The quest was to take place over two hours, and Helkarakse began holding the amethyst, for he had earned the right in a previous competition. Urquoth's group set off in pursuit of Helkarakse, who initially held the amethyst. Cleverly, Helkarakse passed the gem to Grendel, whose knowledge of the paths of the land is second-to-none. For two hours Grendel dodged and darted about the land like a man possessed, eluding the grasp of his hunters. On one occasion Aragorn managed to wrest the gem and hold it, but the foolish young Bard wandered under cover and the amethyst, which cannot be taken outside view of the skies, slipped through his fingers into the lap of Inshallah, who was waiting close by. Twice more, while holding the gem, did Grendel wander inside, but both times, his speed in retrieving the gem was sufficient. At the end of the two hours, Grendel had retained the gem and Helkarakse, who was cowering in the Dark Void, praying for his companions, won the right to ascend the Rock Pinnacle, hurl the amethyst into the pool of the Gods and raise the sceptre. Thus was Mephisto, god of the night born.


23.27. The Ordination of Nostradamus.

The Ordination of Nostradamus was the first of the organised Ordinations. The divine amethyst quest was joined by the sands of time quests - as described in Section 9.8. The final four contenders were Blodwyn, the Seer, Eshkadeth, the Enchanter, Isildur, the Bard and Zollrender, the Thief. Zollrender competed first against Isildur for the sands of time. The contest was simple. Zollrender used this Thief abilities to clamber onto the rooftops of Thakria, laid the sands of time upon the ground and surrounded it with traps. Isildur did not yet have the skill to climb onto the rooftops and did not foresee this tactic - from the ground he wove songs of enchantment and many a time forced Zollrender to flee from the rooftops. Each time, though, the Thief was fast enough to return to guard the sands. With a few minutes to go, Zollrender was finally forced to flee the rooftops, with the sands in his hand. Isildur pursued him, but there was not enough time. Zollrender had defeated Isildur to progress to the amethyst quest.

In the second of the sands quests, Blodwyn faced Eshkadeth. Blodwyn had the advantage of a portable seeing stone, though Eshkadeth began with the sands. Eshkadeth danced up his rituals and prepared to defend himself, but Blodwyn was too quick. She had won the divine sapphire and moonstone, and used The Voice to wrest the sands from Eshkadeth. Once in possession of the sands, Blodwyn used her seeing stone to traverse across the land. Eshkadeth set off in hot pursuit for the remainder of the hour long quest, but could never come close to his prey. Blodwyn's speed and ability was too great.

The amethyst quest was the finest event of all. Blodwyn began with the amethyst, since she had the greater experience. With Blodwyn were the Sorcerers Rack, Sepultura and Kiall and the Guildmaster of the Astrologers, Vanion. With Zollrender was Snowlock, his fellow Thief, Xpor, of the Astrologers, the Knight Sturm, and the Enchanters Eshkadeth, Garet, Nalek and Tarakin. The first exchange was brief, and at the start of the quest. Blodwyn held the amethyst but Zollrender was too fast and he stole the gem from under her nose. Support from the large group of Mages ensured that death rained down upon the Sorcerers, and Zollrender entrusted the gem to Tarakin and Snowlock, who set off to defend it among the central villages. For a time, Tarakin's rituals and Snowlock's guile kept the gem from the reach of the encroaching Sorcerers, but eventually, Blodwyn's skill with the seeing stone was enough to destroy the rituals and allow the Sorcerers in. Snowlock and Tarakin fled with the gem to Parrius, along the Highway, to set up another defence. During this time, Vanion was preparing a waxen image of Zollrender. When Snowlock and Tarakin returned to Parrius, they handed the amethyst to Zollrender. Vanion took his chance, descended from the skies and caressed the waxen image to force Zollrender to hand him the amethyst. Vanion took the gem and rose up to the heavens - but he had miscalculated. He had risen too high, and taken the amethyst above the skies. The gem slipped through his fingers, for it must be beneath them. Zollrender was first to find the fallen gem.

The remaining ninety minutes were spent with the Sorcerers occupying the Mages and Blodwyn gradually working her seeing stone closer to the amethyst. At the very end, the quest boiled down to Eshkadeth and Tarakin supporting Zollrender, in a last stand against Blodwyn, supported by the Sorcerer Rack and the Astrologer Vanion. With four minutes left, Blodwyn fell to the might of Eshkadeth, while Tarakin beside him held the amethyst safe. Upon the Ship of Death, Blodwyn saw defeat - Rack and Vanion were forced to flee. As she came off the ship, Blodwyn saw she had one more chance. She descended quickly upon Tarakin, who held the gem, and returned his hearing. In the excitement, Tarakin made the fatal mistake of forgetting to restore his deafness, and Blodwyn, a few moments later, returned and used her Voice of Command to force Tarakin to give her the amethyst. Rack, on the other side of the land, used his Necromancy to bring Blodwyn to him. A minute later, Tarakin turned to hand the amethyst to Zollrender, so that he might carry it for the final two minutes to victory - and he realised the gem was gone. In horror, Zollrender flew up the rivers towards Thakria and Blodwyn, and, came to within a single location of her, poised to steal back the gem, when the time was over. Blodwyn had won by the skin of her teeth and thus was born Nostradamus, god of the stars.

23.28. The Ordination of Orthwein.

The Ordination of Orthwein was a far less close affair than that of Nostradamus, some six months before. Snowlock, then Guildmaster of the Thieves, had earned the trust and support of the combined forces of the Mages and Enchanters Guild (Garet, Dankworth, Belvadere, Nalek, and Aerynius, to name a few), in addition to the Sorceress Simaril, the Astrologer Xpor and the Seers Derillion and Zakath. His opponent was Zollrender, whose allies were far fewer - only Isildur, Sturm, Conan and Kiall the Sorcerer. First to hold the amethyst was Zollrender, but not for long, for early on in the ordination quest he paid the price for his lack of leadership and reliance on the wisdom of Isildur. Zakath of the Seers used his seeing stone to force Zollrender indoors, and the amethyst slipped through his fingers. Snowlock was first to regain the stone - and under cover of ritual and fatalism, Snowlock was never again threatened. Though Zollrender, Isildur and Kiall gave tentative pursuit, Snowlock was never troubled by their attentions and while his opponents were left scrapping with the Mages, Snowlock calmly held the amethyst for the allotted time and ascended to immortality without breaking sweat. Thus was born Orthwein, god of fate.

23.29. The darkening of Nostradamus.

Nostradamus was ordained as god of the stars, a neutral deity, centred around the profession of the Seer. However, after the successful invasion of Mercinae and vanquishing of Castigere, the god of justice, Nostradamus chose to associate more closely with The Diabolus. Atop the Mountain of Sapience, Diabolus' influence on Nostradamus was felt and the god of the stars chose, before all of Avalon, to relinquish the light he had espoused and take up the realm of darkness. After the departure of the Diabolus, it was Nostradamus who was standard-bearer of the Evil cause, from the tower of Gaurthang to the west and through his High Priest, Macros, Prince of Darkness.

23.30. The Birth and Death of the Messiah.

Shortly after his Ordination, Shaitan's godly form, The Messiah met with a difficult realisation. While a mortal, Shaitan was free to roam the land, attempting to slaughter and maim where he would. However, Gods operate on a different level. With ultimate power at their fingertips and the ability to crush any mortal, forever, with a single command, there is no more competition. Dismayed at his new followers' lack of lust for blood, The Messsiah took to challenging mortals directly and attempting to crush their spirits with his divine powers.

The other Gods, though, would not suffer such behaviour against their mortal flocks and before long, The Messiah realised that direct action as a God against any mortal with an active patron was impossible. He despaired and after a clash with Orthwein, the god of fate, against whose might he could not yet compete, he was cast from the heavens - his divine powers shattered.

Part-penitent, part-pragmatic, he presented the shadow of his former godly avatar to Genesis and Aldaron in Olympus. Divine judgment was passed and The Messiah relinquished his divine status. Shaitan's spirit lingered on, returned to mortal Avalon to ponder his hasty decisions. As an ordained mortal, though, he had earned the right forever to be at least a Demi-God. After making peace with the god of fate, it was no surprise when Lazarus, the god of pain rose from the ashes of The Messiah to take up divine status once more. The Messiah's decision to relinquish his divine status for a time signalled the silent return of The Diabolus, the omnipotent evil.

23.31. The Ordination of Lazarus.

The ordination of Shaitan took place in the ninth century of Avalon's post-divine war period. His contender in Ordination was Gandalf, Prince of Mercinae and member of the mystics guild. Supporting Shaitan were the followers of Nostradamus, god of darkness, and Mephisto, god of the night - his people were the Thakrians, the Gaurthangis and the evil doers. On Gandalf's side were the Mercinaens and the Parrians, the followers of Apollo, and Orthwein. Shaitan was first to obtain the amethyst, and the method he employed to keep it was simple; he waited, surrounded by the rituals of Singe, and the swords of Morgan, and Ammon, for Gandalf and his allies to launch some assault. Surprisingly few times did the good people pull together sufficiently to even worry their opponents, and only by the guile of Sebastien the Parrian were Singe's rituals dislodged even for a time. While Gandalf and his second, Ithakus, remained without ideas and direction, the evil doers continued to hold onto the amethyst. It was only towards the end of the three hour period that Taliesin, a relatively new young Rogue managed to generate a little momentum. A few times he made forays into the rituals of Singe and the defences that Shaitan had built up - each time unsuccessful in stealing the amethyst from Shaitan and fleeing.

However, with but a minute to go of the three hours, Taliesin made one final run into the village of North Ogg where the evil group had gathered to hold onto the amethyst. Taliesin kept his head and dove into the fray, attacked on all sides by the rituals, Shaitan and his entourage of demons. Before the Morgan and Ammon (the swordsmen) could react, Taliesin had taken the amethyst from Shaitan. With seconds to go, Taliesin rushed away from North Ogg. The three hours ran out, and all across the land Shaitan's supporters rejoiced, little knowing that their leader did not hold the gem. Taliesin held it - and he had only to take it to Gandalf, and the Prince of Mercinae would hold aloft the sceptre of the divinities instead. Fate did not favour the good folk, though, for Gandalf was standing inside by a seeing stone and Taliesin could not use his traversal magic to go to him without losing the amethyst. So while Gandalf realised the situation and began to move out of doors, and Shaitan panicked, Sir Morgan chased Taliesin out of North Ogg and attacked him just south of the village. Taliesin could not escape the blades of the Guildmaster of the Cavaliers and was slain. The amethyst tumbled to the ground and before Gandalf's supporters could take the gem, Morgan had the presence of mind to pick it up and sprint back to North Ogg, where Shaitan still waited. Morgan handed over the amethyst and the Ordination was over; Shaitan had prevailed by the skin of his teeth, and he was Ordained at the Rock Pinnacle and became, first, The Messiah, and then Lazarus, the god of pain.

23.32. The Ordination of Damocles.

The ordination of Sturge was the first of the new millennium and took place in the midsummer of the year 1012.

His opponent was Threap, a man of great experience and many Thakrian guilds, but currently of the Bandits guild, like Sturge himself. Sturge, who had always remained loyal to his profession, had support from all corners of Avalon; in contrast Threap, never afraid of burning his bridges in the past, could only call upon a small, though talented and close-knit, team from the heart of Thakria.

The scene was set then for the contest between two of the Thief profession. Uniquely, they had both planned the same strategy of seizing the amethyst and then guarding the gem-holder in a mountain side stronghold, defended by runic staves, traps and magical enchantments. The start of the quest was signalled by the divine amethyst being hurled from Mount Olympus and the race was on. It was Sturge himself who reached it first as it came to rest upon the roof of a Parrian dwelling, and he quickly retreated to his already prepared stronghold.

Support for Sturge was numerically overwhelming and he went to ground in his defensive position surrounded by a 'shield wall' of supporters. However, Threap's team started strongly and agressively claiming all the first kills in the opening exchanges on the slopes of Sapience, but failing to break through the lines to get to Sturge himself. The effort began to take its toll and when Threap was slain by Allanon it marked a turning point and Sturge's defenders began to gel and the attacks of Threap's Thakrian cohorts weakened.

Constantly on hand throughout were the Animists Wolfsong and Fizzy who worked tirelessly to tend the casualties, Threap himself was one among many resurrected through their use of the spirit magics. These tireless efforts resulted in a constant replenishment of the attackers and it became only a matter of time until the deadlock was broken.

Inevitably the two contenders clashed after a time. A newly concerted effort by Threap's supporters created a breach in the shield wall and Threap broke through to get his hands on Sturge. Although Sturge came out on top in that skirmish, shortly after he was forced back into the cave of Sapience causing the amethyst to be wrenched from his grasp and be lost, for the gem cannot be taken beyond view of the skies.

For some time the fighting continued on the slopes of the mountain as many didn't realise what had happened to the gem in the melee. This allowed Sturge to slink away and retrieve the amethyst from the northern mountains where it lay, but his only plan was to return to his defensive position around which the battle still raged. In his hurry to get back to his supporters Sturge made a potentially disasterous mistake, taking the gem from beneath the clouds where no mortal can hold it and once again it was lost to him. The gem was hurled to the far west of Avalon and this time it was Zakath of Threap's side who was the first to react. For the first time the gem had changed hands.

Now it was the turn of Threap and his supporters to retire to their prepared defensive positions on the slopes of the northern mountains approaching Archangel. The gem was passed to Zenichiro to hold and they took up position. Sturge called back all his supporters to regroup and plan their attack showing patience and good leadership but also allowing Threap's supporters to further strengthen their defences on the side of the mountain of Archangel as they awaited the coming assault. When it did finally come they were well prepared and easily repelled it.

Further attacks also faltered, though some brave souls did manage to breach the lines individually and at one point Zenichiro lost the gem, but recovered quickly in the confusion to grasp it again before anyone could capitalise.

Finally, after long battles, Threap's defences could not stand against the force of numbers weighed against their position and the gem was lost. Mirrigold held it briefly before it was wrenched from her grasp and to the very depths of Moonstone lake it fell.

Sturge was first to the lake but Threap was upon him like lightening and for moments when time stood still the two contenders were toe to toe with the gem between them. They fought and Threap fell, Sturge fled for his defences on Sapience while his supporters harried Threap's side as they tried to re-group, and it was some time before they were ready to launch an attack.

The first attack on the position was easily repulsed and the defences continued to hold, but supplies were becoming a problem for both sides after so much action; pouches devoid of herbs and poisons, magical items with their power spent and the whole position littered with empty potion bottles. The fortress of staves, rituals, icewalls and traps held fast as the sands of time drained away.

Threap was continually harried by the clever use of an Avalon ritual to stop him returning from an enforced trip to the pool of life. As the last seconds ticked away, final desperate attempts made by Threap's side to break the line were in vain and their leader was kept at bay, trapped by rituals and magic as he struggled to travel east along the highway toward Coriona and Sapience. Physical attacks also rained down upon him, Plaman especially was a thorn in his side at this time and as the final sands fell, there so fell Threap's valiant attempt.

Sturge was victorious and later that day was ordained as Damocles, the god of chaos.

23.33. The Ordination of Malhavok.

THE ORDINATION OF MALHAVOK, GOD OF DOOM

Historical document for the Amethyst Quest: 24th May 2004.

Xandamere faced off against Kodiak after a series of gruelling and tactically impressive sands eliminations that saw both contenders defeating opponents previously ranked more highly. Orinoko and Threap, the expected candidates for Ordination fell to the final contenders in earlier sands rounds.

Kodiak's main body of support came from Orinoko, Mohrion, Zakath, Zenichiro (having lately returned to do battle for his old friend), Aerian (leading the mage contingent's tactics) and the Order of Light - most notably Edgtho, Finbar, Galadriel, and Foxedup. Xandamere, for his part, had the backing of the Damocles, Castigere and Mephisto contingents: Tetsuo, Fistandantilus, Gandalph, Grymauch, Elandir, Xerimor, and Dunccan. Most significantly, however, was the late entry of Plaman, High Priest of Damocles, whose last-minute support for Xandamere tipped the balance irrevocably in his favour. Kodiak selected the Peak of Mount Sapience to gather his people, while Xandamere fought from the holy village of Archangel.

The quest began with Orinoko fastest to retrieve the amethyst. He passed it over to Kodiak a number of times, but before Kodiak's supporters could muster and fortify, Xandamere sped in and stole the gem. A flurry of the amethyst changing hands a number of times finally settled with Xandamere, in Archangel, supported by a defence led ably by Fistandantilus and Gandalph clustered about an Avalon ritual. There, they spent an hour valiantly scattering their considerable firepower about the land to ward off Kodiak and his supporters.

One gained the impression, just over an hour into the contest, that Kodiak's team was gradually pulling together a battleplan. The return of Zenichiro, at this point, was a crucial factor in coalescing a mighty counterattack that finally broke through Xandamere and his mage-led defences. Xandamere was forced to retreat to Gaurthang but quick-witted Edgtho muscled him indoors; the amethyst was out in the open once more. Kodiak, demonstrating his unparalleled knowledge of the outer lying reaches of the continent, was first to the gem. The second phase of the quest began. Kodiak, surrounded by his allies, mounted a seemingly invincible defence at the peak of Mount Sapience. Xandamere's team was unable to form a coherent battleplan, regrouping and reattacking again and again only to find Kodiak's far more experienced and battleworn supporters able to repulse them. Time was running out. With a matter of minutes left, Kodiak held the gem, his defences were sound and the Orinoko/Zenichiro axis was beating back all-comers. Kodiak must have believed, at last, that it would be he climbing the Rock Pinnacle to seize his place in Olympus.

But it was not to be.

Plaman entered the fray and communicated his presence to Xandamere. Invigorated to mount one last-ditch assault on Kodiak's mountain position, Xandamere's team pulled it together and thrust up Mount Sapience. The chaos of battle was all Plaman required. He slipped through, mostly unnoticed, and snatched the amethyst from under Kodiak's nose with a mere two minutes remaining. Pitched battles were fought all along the Parrian Highway, defending Plaman who chose to dive into the nearby Grey Forest to try to evade capture.

Kodiak's supporters came together in an enormous and diverse last gasp attempt to chase down Plaman and beat back Xandamere's teams attempts to divert their attention. Xandamere, one blow from death at the last moment, Fistandantilus his most staunch supporter seeing out the final moments as a ghost, the rest of their group scattered. Had there been a few more minutes of combat, the outcome may have been difference. But the sands of time ran out. Plaman, cool under pressure, was able to hand the amethyst to Xandamere with a mere ten seconds remaining. Xandamere, battered but alive, claimed victory.

Few ordinations have been so close. No sands elimination quests have been so competitive and tactically impressive. The ordination of Malhavok, god of doom will live on in memory for all those taking part and forms a proud chapter in the annals of Avalon's eternally unfolding history.

23.34. The Ordination of Loki, god of fire.

Detailed write-up of the ordination of Loki, between Kodiak and Fistandantilus, is in progress right now. Watch this space.

23.35. The Ordination of Aethon, the Sun-God.

Ordination of Aethon details to follow.

24. Life and Events in Avalon; recent history.

The most significant historical events of the past few years and the mortals involved.

24.1. Life in Avalon on 1st Leaflost 844.

Here is a summary of political and social situation as it was on the 1st of Leaflost, 844 years since the Divine War. Although the subsequent sections contain more up-to-date information on current hierarchies, the information below might give you an idea of the evolution of the continent.

"Mercinae remains a proud and strong city. Its economy is bustling and robust. The city is led by Isildur, the Swift who masterminds Mercinae's economy and trading. The other Barons are Eshkadeth, Last of the Valheru, Guildmaster of the Mages Guild and de fender of justice in Mercinae and Markus of the Woods, a doughty ranger. Despite recently losing the Guild of Animists because of its war-like stance, Mercinae retains its role as protector of the wronged under the patronage of Castigere, god of justice. Lugonn, the Shining One remains a Baron of Mercinae and representative of the Guild of Animists.

Thakria has decayed much since, but a few years ago, it stood firmly as Avalon's greatest city. Under the leadership of Davros it had overtaken Mercinae and dominated world trading. Its military force of Black Knights had no equal. Now, though, it is only just recovering from the overthrow of Davros as head of the Loremasters. Davros alone remains of the ancient barons of the city. New blood is slowly rising up to replace the old stagnation, ably led by Klassi, Guildmistress of the Loremasters and Belit, the Sorceress. Jaysen and Wease of the Seers and Sophacles of the Loremasters make up the five leaders of Thakria. Slowly the City of Miracles is recovering itself.

Though it begun as the smallest of the three cities, Parrius has blossomed more than any other over the past few years of Avalon's history. After a bloodless overthrow of its pacifist leaders, Falstaff and Nebuchadnezzar, Parrius is now ruled by the Encha nters Procyon and Marie and the Guildmaster of the Astrologers, Lord Urquoth. No longer is it under the thumb of Mercinae, but now stands alone as an economic power rivalling its Mercinaen ally. New citizens arrive each day to bolster the city's numbers and Chapman's Square, its central market, is renowned the world over for its variety of goods. Militarily, though, Parrius remains strong but largely unconcerned with the historical conflict of Mercinae and Thakria. It prefers to forge its own path.

24.2. Life in Avalon on 1st Leaflost 852.

"Parrius is the richest individual economy, having been built up by the diligence of Marie, Procyon and Calladan (all prominent Enchanters). The old guard have all but vanished now, from Parrius and the city has assumed a peaceful, prosperous guise. Its current Barony consists of Conteck of the Animists, Calladan of the Enchanters, Aragorn of the Bards, and Chopper of the Enchanters. Parrius boasts three guilds - the Enchanters, the Astrologers and locally the Brigands. The Enchanters are led by Random, the Necromancers by Astiroth de Sade, and the Brigands by Charlemagne the Huntsman."

"Mercinae is the second wealthiest economy to Parrius, and even now, decades after his Ascension to immortality, the city's commodity stores show the fruits of Galahad's labour. They measure twice that of Parrius and Thakria. The current Barony is strong and active - they are led by Isildur, the Swift and Eshkadeth, the Dark Savant and are ably supported by Mnestheus and Lugonn of the Animists Guild and Markus of the Woods. Mercinae's guilds are the Minstrels (led by Isildur), the Bards (led by Aragorn),the Knights (led by Sir Ammon), the Mages (led by Eshkadeth), the Rangers (led by Markus) and the Alchemists (who remain leaderless)."

"Thakria is an enigmatic city, based on ideals of personal liberty and freedom of expression. They are often accused of power-mongering and of breeding self-centredness. The city is led, undisputedly by Blodwyn the Seer. Beneath her are Macros, the Necromancer, Belit, the Sorceress, and Sophacles, the Loremaster. Thakria's guilds are the Sorcerers (led by Shagrat), the Loremasters (led by Foxus), the Cavaliers (led by Anastasia the Golden) and the Seers (led by Blodwyn)."

"Avalon boasts a number of other prominent individuals at this time in its history. Perhaps the most potent is Zaphod - former Guildmaster of the Alchemists Guild. Foxus is high priest to Pericles, god of the sky. The Diabolus has Azrael the Black as his high priest, while Aldaron, the god of life has chosen Fiorella, guildmistress of the Animists. Maedhros Allendil, the Hunter has Markus as leader of his order, Mephisto has chosen Blodwyn, and Castigere has selected Eshkadeth to lead his Order. Wraith allows Zollrender, the Master Thief to lead his flock."

24.3. Life in Avalon on 1st Leaflost 864.

"Thakria is the richest city of the three, under the careful eye of Snowlock, Guildmaster o the Thieves. It is his guidance which has seen the recovery of Thakrian pre-eminence, and the City of Miracles has regained its reputation for fine trade and stout-hearted citizens. Alongside Snowlock are his fellow Thief Belit, while Derillion and Elektra of the Seers occupy the third and fourth Baronial positions. Cuchulain of the Loremasters is the fifth Baron."

"Parrius stands as the second wealthiest economy, recently recovered from a period of disastrous Baronial decisions and now guided by one of its most ancient citizens, Procyon, Bringer of Light, and Master of the Artisans. Alongside Procyon is Vanion, High Priest of the Stars and Master of the Astrologers. Garet Jax and Calladan, Guardian of the East, both Enchanters stand alongside Eshkadeth, Guildmaster of the Enchanters, are the other three Barons of the city. Parrius' reputation for herbs, runes and poisons is known the world over."

"Mercinae, the third city, has slumped over the past decade of Avalon life. Isildur retains his control of the city under the watchful eye of Castigere, god of justice, the city patron. However, Baronial work has been slack and the city marketplace on Cassiandora Square is often empty. Mercinae's treasury is gradually being drawn away by the expenses incurred maintaining the richly adorned city and the threat of war from the Thakrian frontier is ever a worry on the mind of its Barons. Isildur's fellow Barons are Aragorn, the Bard, Lord Palin of the Knights, Markus of the Rangers, and Sir Galahad, the Ancient Mage."

"Castigere retains Isildur of Mercinae as his High Priest, while The Diabolus holds Count Rack as leader of his brood. Fiorella, though retiring from her position as Mistress of the Animists, still holds the lofty role as high priestess of life. Nostradamus, god of the stars, has chosen Vanion to lead his flock, while Mephisto has Belit, Mistress Thief. Lord Eshkadeth leads the Order of Cornelius, the god of Magik, and Markus heads the order of Maedhros Allendil, the Hunter. Genesis, the god of time has chosen Zollrender as his High Priest."

24.4. Life in Avalon on 1st Leaflost 870.

24.5. Life in Avalon on 1st Leaflost 876.

"Mercinae has recovered from its defeat at the hands of Thakria under the patronage of Genesis, the god of time, and the leadership of Prince Isildur, Minister of State Cuchulain, Minister of Justice Tragnarion of the Mages, Minister of War Eshkadeth (having returned from the Enchanters in Parrius). The Chancellor is Chaos of the Mystics, and the Field Marshall is Sir Tavon of the Knights. The god of time has appointed Elfish of the Bards as Cardinal of Mercinae. Zollrender, who took great part in the rebuilding of Mercinae, recently departed the city to return the village of Archangel in the mountains."

"Thakria is the weakest of the three cities, having declined ever since the departure of Snowlock - with Nostradamus increasingly taking a less active role as city patron, Thakria's Barons appear unable to pull the city together. Derillion is Prince of Thakria, and Ganymede occupies the post of Minister of State. Zakath is Cardinal, and Shaitan is Minister of Justice, and War. Sir Morgan of the Cavaliers is Field Marshall. If Thakria's decline continues and Mercinae's rise likewise, the City of Miracles will soon lie under threat of invasion by the Mercinaens, to avenge the defeat of some years past."

"Parrius is the most powerful of the three cities. Its treasury is vast, and its resources beyond any of the other cities - it is under the patron of Orthwein, god of fate. The Prince of Parrius is Procyon, while the Ministries are held by Garet Jax, Throthgar, Cardodius and Layla. Parrius has recently begun to exert its economic superiority by successfully occupying villages around its periphery - while the other cities watch unable to muster the finances to resist."

"There are no Chosen Ones in Avalon. Isildur is High Priest of Castigere, Derillion of Nostradamus, Fiorella of Aldaron and Markus of Maedhros Allendil. Wraith has no High Priest, and Orthwein has not yet chosen one to lead his Order. Zollrender is High Priest of Genesis, and Azrael still of The Diabolus. Apollo, god of light, having returned to prominence in the land has taken no High Priest yet."

24.6. Life in Avalon on 1st Leaflost 908.

Mercinae boasts Gandalf, Bane of Darkness as its Prince. He is a mystic under the tutorledge of Ithakus, his guildmaster. The Barony is made up of Cinaed, the Minister of State and most excellent trader, and Ithakus, the Chancellor. Hero of the Mages and Tavon of the Knights complete the Barony. Tragnarion heads the Mages Guild, while Yousuf controls the Knights and is also Cardinal. The Bards are led by Jacinta, the former Sorceress, and the Rangers remain under the protection of Markus. The Alchemists are led by Cinaed. The patron of the city is now Apollo, god of light, who has decreed that henceforth Mercinae shall be known as the city of light.

Thakria, recovering from the loss of Shaitan as dictator and Prince, are led by Macros, Prince of Darkness under the patronage of Nostradamus, god of darkness. Kuurus manages the treasury and the other Baronial posts are in a state of flux, while the government search for suitably loyal individuals. The Thieves Guild is led by Cimares and Zane jointly, while the Sorcerers are under Macros. The Seers are run by Sorithia and the Cavaliers by Sir Morgan. The Loremaster Guildmaster and Thakria's cardinal is Kuurus.

Parrius, to the east, has Dakeyras as Prince, its competent Barony being made up of Mercy of the Astrologers, Polgara of the Enchanters, Taliesin of the Rogues and Rentoo of the Enchanters. The Guild of Astrologers is led by Mercy, the Rogues by Taliesin. the Enchanters by Rentoo, and the Artisans by Allanon (though he is Mercinaen after an altercation with the Parrian Barony some while past). The Cardinal of Parrius is Karamis of the grass-stained feet. Orthwein, the god of fate is patron of the city.

Springdale, under the patronage of Andromeda, goddess of dreams is run by Tarkus and Sirrus in the main, though its government is not yet structured as the other cities and it holds no native guilds of its own. Of the Gods, Apollo has no High Priest, while Aldaron keeps faith with Fiorella of the Animists. Mephisto has nobody since Shaitan was ordained and took most of his followers, while Nostradamus has chosen Macros to lead his flock. Genesis, the god of time has Zollrender as his Chosen One, while Maedhros keeps Markus closest to his heart. Wraith has no High Priest, and Andromeda has chosen Lancelot above all others.

24.7. Life in Avalon on 1st Leaflost 930.

Mercinae, the city of light, has the Allanon of the Artisans as its Prince. Grace, papillion de lumiere, is the Chancellor and Cardinal to Apollo, patron of the city. Her fellow Bard Cymric is the Minister for Trade and the first follower of the God of Compassion. Other luminaries of Mercinae are Etrigan, Minister for War and Justice, field marshall Yousuf and Grim the Alchemist as Minister for Public Relations. Ranger Hudson, Gringle of the Alchemists and guildmaster of the Mages Vilon, compliment the barony.

Thakria has undergone a great change as Orthwein, god of fate, returned to the city of his mortality and began to build anew in his image. Strangely Xandamere, follower of Lazarus, is Prince of the city, although the loyal Warlock Taz acts as Chancellor and Cardinal for his patron. Shakal the Jackal is Minister of State, accomplanied by Kirwond of the Bards and Zane. The mighty Sorcerers are dominated by the realm of pain with Sethanor as their leader. The Seers, ever mysterious, are lead by Talos whilst the Cavaliers return to strength under the guide of Kylan, Trident and their new patron Nostradamus.

Parrius has been troubled with the departure of its patron, but seeks new strength under the guidance of Maedhros, the Hunter. Heidi is the city's new Princess, bringing with her a new order of Kardak, Khalia, Trell and Fedora. Rentoo remains as Chancellor of the city, with Menk as public relations minister and the rapid Mopa as Minister of Justice.

Springdale continues to dominate the central plains of Avalon under the watchful eye of its patron Andromeda. Tarkus, Sirrus, Haplo and Aryca contribute to its success. The city of Springdale now boasts a Wizards guild, led by Casimian, with a rumour of more guilds to be opened soon.

Markus remains the high priest of Maedhros. Karamis is the high priestess of fate, despite the changes in Orthwein's patronage. Lancelot is the high priest of Andromeda, whilst Genesis, Aldaron, Apollo, Lazarus and Nostradamus all have no high priest for the present.

24.8. Life in Avalon on 1st Leaflost 950.

24.9. Life in Avalon on 1st Leaflost 1091.

THE AVALON TIMES
Autumn Edition

9th of September 2003


A newspaper for regular, irregular, past and future Avalonians.

On the Web:
   http://www.avalon-rpg.com

"Probably the most complex, atmospheric RPG on the Net."
         PC Format (Gold Star Award)

==========================================================================

TABLE OF CONTENTS

The newspaper contains seven sections covering different aspects of
the land's recent developments and two further sections on accessing
Avalon and contacting us.

Section Contents

I Welcome to the third edition of The Avalon Times
II Avalon's Redesigned Web Site and Java Client
III Avalon's Current Political and Social Events
IV The Historical Figures of Olympus Return
V Future Additions
VI Accessing Avalon
VII Business Opportunities with Avalon

Acknowledgements to all those who have contributed opinion and information
for this newspaper. If you have any comments about this or questions about
Avalon e-mail us at support@avalon-rpg.com.

==========================================================================

** STOP PRESS ***


There will be a gem quest on September 19th 2003. The gem being quested is
the Divine Diamond - the eternal mana gemstone; a key quest in the lead-up
to the ordination planned for this coming November/December. This quest will
be using a specially adapted version of the Avalon java client, currently
available for testing and acclimatisation on the website
(www.avalon-rpg.com). Instructions for downloading are available on the
site.

Each of the fifty skill in Avalon is to gain two new abilities specifically
targetted at evolving an original, multi-purpose addition to the skill's
traditional repertoire. One ability will be arranged between the Master and
Grand-Master levels, the second as a crowning ability - a sign of mastery -
of the skill, for those who've pushed their learning to its very limits.
Suggestions, if you have any, must be made quickly - before the end of
September - and should be directed online to one of the deities or e-mailed
to genesis@avalon-rpg.com. Please, as a guideline, do not suggest alternate
versions of existing abilities; original ideas only!

==========================================================================

SECTION I Welcome

Remember to keep your e-mail address up to date on Avalon by registering
with up-to-date details. To update your details enter Avalon and type
REGISTER. Use INFO to check what information is currently registered under
your name. You will find a copy of this newsletter on our web site
(http://www.avalon-rpg.com) and as time goes by, past editions will all be
kept there as an ongoing record.

If you don't want to receive this document via e-mail then all you need to
do is let us know, including REMOVE in the subject heading and you won't
see this again.

Well, good reading and we hope you enjoy.

==========================================================================

SECTION II Avalon's Web Site

The old Avalon web site was extremely popular and very difficult to improve
upon. However, it has been totally redesigned at http://www.avalon-rpg.com

We are delighted with both its aesthetic and functional improvements and by
all accounts our visitors both old and new agree. As well as the information
carried over from the old site, brought up-to-date with current events in
the land, the new site offers a vast array of Avalon-related content with
improved functionality, speed and navigation. You can view the entire Avalon
manual, current affairs, modern and ancient histories as well as new
features designed to make the land more accessible. The Avalon roll call,
for example, makes Avalon's cast of characters; both the illustrious and the
unknown, and their noteworthy actions available for viewing.
(http://www.avalon-rpg.com/rollcall/).

The simple to use and vastly popular Java client has also received the brush
of change. Though the look and feel remains, especially the interactive
features, the inner-workings have been totally re-programmed. The most
advantageous aspect of which has been the decreased loading time and faster
reception of information from the game itself. As always, comments,
compliments and criticisms are always welcome at our support address:
support@avalon-rpg.com.

==========================================================================

SECTION III Current Affairs

Below is a summarised timeline of the most important political and social
events, followed by a detailed description of what took place:

   I:  5th of Springflower 1081	- Mercinean surprise attack on Thakria.
II: 6th of Paglost 1082 - Thakria invades Mercinae.
III: 24th of Hindyear 1082 - Thakria forces Parrius to capitulate.
IV: 10th of Ilmarael 1087 - Divine coup of Thakria.
   V: 25th day of Paglost 1091	- The Order of Chaos enters Parrius.

Avalon's history has always been diverse and richly alive with breath-taking
events; sometimes these can be intricately subtle, political movements for
example, and others explosive on a game-wide basis, such as the raising of
the Long Night, or surprise raids from an allied city. For years the
political climate between the old city in the north-western shadow, Thakria
and the eastern sea-port, Parrius had been one of guarded neutrality. Though
on the stage of public debate, Parrius was often derided for portions of its
citizens aiding Thakrians in combat, the city as a whole resolutely
maintained their stance of freedom for the individual to choose. Events
unfolded that soon changed this mutual understanding between Thakria and
Parrius.

I - 5th of Springflower 1081: An End to Peace

Mercinae had been at peace for too long; thus thought a certain number of
citizens newly risen to positions of influence. The results of economic
growth were obvious; the city shops bulged with produce, the youth was
growing in numbers and voice. Alongside this economy resurgence, Mercinae
had worked up its military and quietly regained strength under protection
from treaty and skillful diplomacy. Whispers of revenge against their old
enemies began to take shape, restitution for past defeats and the Mercinaens
slowly found their footing to stand again in battle against their foes.

On the 5th of Springflower 1081 the gates of Mercinae opened and a division
of its armies moved out on the offensive for the first time in decades. The
Mercinean generals Edgtho, India and Fistandantilus executed a well
organised quick-march through the Greenwood, battering easily through the
Thakrian defences that had been ill-arranged to meet the invaders. Having
dealt with the defenders, the Mercinaens set up raids against Thakrian
barracks and commodity stores. It became very obvious that this was a
tactical raiding party designed to strike quickly and take away Thakrian
resources. Thakria may have made an arrogant mistake in leaving their
southern gates virtually unguarded but their citizens were quick to react
once the danger became widely communicated. The small raiding party split
up, some heading towards commodity sheds, others for the city barracks. As
each broke through their respective doors with a wild cheer, the Thakrian
war machine responded: the legions attacking the barracks had stumbled upon
what was more than forty thousand troops. The Mercinean generals had vastly
underestimated the enemy numbers and speed of mobilisation. This
miscalculation had disasterous consequences. The Mercinean legions were
swallowed up with only minor losses sustained by Thakrians. Those attacking
the commodity sheds were then assailed before managing to collect a
substantial booty. Outnumbered and forced on the defensive the Mercineans
burst out of the commodity sheds and onto the streets of Thakria, soon to
make a hasty retreat with only the slimmest of pickings.

The Mercineans, all told, lost in excess of fifteen thousand men but, once
the retreating forces had been taken within their city walls once more, the
city leadership declared their raid a success. India, especially, sounded
the general consensus: a symbolic 'punch in the nose' had been carried out
and Mercinaen pride had been well-serviced, despite the brevity of their
raid.

II - On the 6th of Paglost 1082: Thakria Strikes Back

Mercinae's raid had been partly successful, though, more importantly,
it had revealed a more serious error: Mercinae did not have an army large
enough to face the Thakrians, man for man, on the field of battle. It was
only a matter of time before the Thakrians mobilised their full resources
and began the slow march south towards the Mercinaen walls. Though fully
alerted to the counterattack, Mercinaen numbers and recent losses meant they
were on the defensive from the outset. Thakria's timing was perfect, its
leadership potent, and the most significant Mercinaen generals were either
absent or outnumbered. India and a few lower-ranked Mercinaens led a brave
but, ultimately, ineffectual defence. Its fortifications were destroyed and
its gates burst asunder. The city of light was soon to feel the squeeze; its
guildhouses were torn to pieces, its commodities looted, its barracks put to
the torch.

Most surprisingly of all, during this period of warfare, was the reaction of
independent Parrius. Marshalled, for the most part by Thakrian-sympathetic
Cordon, the Parrian armies began a march towards the western gates of
Mercinae. Shouts of warning and open dispute within his own government did
nothing to dissuade the Parrian military and though Zheredan and Tetsuo
heatedly tried to veto the attack, they could not prevent a clash of arms.
The result was disasterous for Parrius. By the time Thakria had finished
their looting of Mercinae their turned their attentions east and, though
depleted in number, were able to assail and rout Cordon's slow marching
legions. Thakrian fighters kept the Parrian generals at bay while the troops
did their work. Zenichiro, once Parrian and newly returned to lead Thakria,
was key to the shift in military prowess. Parrius was invaded with a full,
healthy Thakrian army.

III - On the 24th of Hindyear 1082 Thakria began an assault on Parrius.

Tetsuo, Cordon and Zheredan laid down their lives day after Avalon day in an
attempt to issue their troops the correct tactical commands. Unable to avoid
the ghastly Ships of Death, Cordon left the lands in despair. Zheredan and
Tetsuo continued to sail towards to Pool of Life and barely had time to
muster the Parrian armies from the barracks. Despite the Parrian army's
superiority in number, the Thakrians were successful. Ultimately, the
fighters who supported the Thakrian generals had achieved an historic feat;
two city conquests in the space of one year. Zenichiro, Hermione, Lancelot
and Yairi; these four masterminded the Thakrian achievements. They committed
the most time and tactical knowledge to win two campaigns back to back. The
list of people fighting alongside them and marching at ungodly hours is too
long to mention here.

The Parrian government sued for peace at the last moment, saving their city
from total destruction and salvaging what little pride remainded for the
rebuilding effort. The Thakrians, in the peace settlement, were relatively
magnanimous and both Tetsuo and Zheredan were praised for their bravery. A
cease-fire was hailed and the two governments discussed peace, eventually
agreeing on terms and returning control of the city back to the Parrian
government. Soon after, the finger of blame was justifiably levelled at
Cordon's controversial actions. The anger for the most part lay in his
defiance of the requests for proper consideration made by his peers. He is
no longer a citizen of Parrius.

IV - 10th of Ilmarael 1087: Nostradamus, god of Darkness takes over Thakria.

A few days before the date mentioned above, warning signals went out across
the lands of Avalon about trouble in Thakria. The city had enjoyed
affluence, military might unsurpassed and a strong complement of citizens.
Yet some of Olympus closest to the city were letting it be known that all
was not right in the City of Miracles. The city had become an economic,
laissez-fair meritocracy, a 'live and let live' metropolis. On the 10th of
Ilmarael dark clouds rumbled out of the northwestern mountains and engulfed
the city of Thakria. It was Nostradamus, god of Darkness. He decended to the
Centre of Thakria Square in his divine physical form and began to assert, in
unparallelled fashion, his divine might about the citystate.

The mortals were stunned and virtually helpless as Mephisto, god of the
night, joined Nostradamus' assertion of power to collapse the Thakrian
infrastructure. The entire Barony and government were stripped of their
positions and ejected from their homes. Nostradamus imposed a return to the
founding ideology of the city; power hungry, despotic and aggressive. He
denied entry to pacifists, whatever their economic benefit to the city. He
stated that Thakria must stand alone, on its founding ideals, for good or
ill - whatever the military and economic cost.

Nostradamus proceeded to install his own idea of a true government. A truly
evil government it was indeed. Yet, the events that unfolded were perhaps
the most controversial in all Avalon's history. Damocles, the god of Chaos
came to the ejected citizen's aid, offering them citizenship of his patron
village: Coriona. The main figures of the two Thakrian military campaigns
were now no longer homeless. In a shock move, the citizens of Coriona (who
were still members of many Thakrian guilds) marched troops out of the
Loremaster's guild house and began to destroy their own city from within.
Their timing was perfect. The new government were abroad and by the time
they reacted, only a stand off could be acheived. For the first time,
Thakrian troops stood on guard outside the Loremaster's guild house. Civil
war had begun. The disenfranchised Thakrians treatened to destroy all they
had come to build in their beloved city. They ran the risk of enraging
Nostradamus further and crippling Thakria. They refused to stand down.

Their gambit worked. Throughout the coup, Nostradamus had maintained that
the moral and physical fibre of Thakria were truest to his heart. This state
of affairs was not wanted be either side of the political fence. The
citizens of Coriona and Nostradamus came to an agreement and the Barony and
government were allowed to return home. Whether Thakria's approach to their
ideals has changed or not can only be answered by the citizens themselves.
One aspect of this page in Avalon's history is certain: Nostradamus, god of
Darkness and the citizens of Thakria have become close once more and his
close patronage has remained.

V - 16th day of Paglost 1089: The Order of Chaos enters Parrius.

The system of government in Parrius has always been truly unique. The
distinction between leader and citizen was slight and merely implied
responsibility, instead of power. The Custodial over Baronial leadership
sprung from the cities founding ideals of freedom. Yet the wind of change
arrived on the 16th of Paglost 1089. Damocles' protege, Bandit Plaman,
Emissary of Chaos left his long term home Thakria and joined Parrius. At
first, many citizens of Parrius were suspicious of his intentions. Soon
after Ender, the Ranger and also a higher member of Damocles' Order also
left Thakria to join Parrius. Since then Damocles' entire Order, including
Orinoko, former bastion of Springdale, has also gained Parrian citizenship.
The Parrian city bulletin board was rife for many weeks with suspicion,
accusation and deep concern. Since many of Parrius' leadership had left for
Thakria, including Zenichiro and Keldor, the city had been weakened. The
military conflict with Thakria left a gaping wound in the city economy and
self-belief. The timing of the order of Chaos' entry was perfect and the
make-up of Parrius has been undeniably changed.

The old custodial system has been scrapped and the modern baronial
leadership that the other three cities utilise has been implemented. Despite
protestations of a take-over, accusations of underhanded tactics and a
deeply ingrained fear of what is to come from these events, a poll was taken
and the citizens of Parrius have, at last, supported these changes. Where
the city of freedom will go from here, time will tell...

- Below we have a brief summary of the current state of the four
major cities of the continent:

- Mercinae is the weakest military city after she was conquered by the
Thakrians. She is, only now, regaining her footing. Its economy is finally
growing in strength, though sorely missing the profits of its once large
military sphere of influence. Its citizenry remains diverse, though the
fighting arm is still less than its counterparts. Edgtho of the Knights,
follower of the god of light, has gained the Princedom and promises a new
era of greater dynamism for the cityfolk. Guilds like the Mages, now full of
promising youth, are the city's great hope and confidence is slowly building
once again. Can Mercinae ever marry the power-house economy determined
pacifists can bring with the demands of a fighting leadership? Mercinae's
barony is as follows: Parnassus, Hannan, Edgtho, India and Foxedup.

- Thakria has enjoyed one of its longest periods of affluent dominance over
all three of the other cities in recent years: the invasion of Mercinae and
Parrius has made the two potential threats irrelevant militarily. This is
especially true since the fourth great city, Springdale, had been beaten
into submission by Parrian invasion and thus posed no threat to Thakrian
pre-eminence. Thakria, recovered from the civil war and reconciled with the
god of darkness, stands atop the tree; yet the winds of changes are blowing
from the south and the east. The barony of Thakria are as follows:
Zenichiro, Hermione, Aerian, Kodiak and Gaar.

- Parrius thrived under good leadership until some of its key, or older
citizens such as Orielle, Keldor and Zenichiro defected to Thakria. The
younger citizens, in charge of the largest army in the land, found it
difficult to cope. Economically, they had learned the ropes very quickly and
continued to bring in good harvests. Militarily, Parrius was divided until
the conflict with Thakria ultimately left it powerless and tattered.
Citizens such as Cordon are homeless. Zheredan, who remains one of the most
experienced field marshals in the land, is aloof from city life. The Parrian
citizenry remain enthusiastic, motivated and hungry to learn despite all
their setbacks. Those who are experienced are willing to teach, and those
who wish to learn do so with energy. Parrius will recover fully if they
continue on their current track and the influx of Damocles' proud,
independent followers may turn the tide sooner than would otherwise have
been. The Barons of Parrius are as follows: Plaman, Blotto, Raina and
Ailiana.

- Springdale had been looking to grow quietly since the Parrian invasion and
had succeeded in effecting a steady recovery. The expiration of peace
treaties has recently allowed its troops to issue from the city gates to
secure a sphere of influence; small skirmishes with Thakrian outposts have
not led to major conflict. Pacifists made up a large proportion of the
citizenry for quite some time and they were suffering for it in much the
same way as Mercinae; strong economy, weak war-machine. However, the
Springdalians are increasingly marrying the economic and vibrant city life
that motivated pacifism can bring with a select group of determined
fighters. In the past year there has been divided debate between pacifists,
often backed by the fighting Paladins who follow Apollo, the god of light,
and those fighters who follow Mephisto, god of the night. The city of
dreams continues to fight to uphold its notion of diversity and individual
independence. Will this diversity lead to division and, thus, to
vulnerability? Springdale has proven remarkably spirited and resilient in
the past. The Barony of Springdale is as follows: Gandalph, Rhapsody,
Rastafar, Finbar, Armicia.

- Below is a list of the currently active public guilds, together with the
head of the guild and its patron deity.

Guild Name          ^  Guildhead  ^  Patron Deity
----------             ---------     ------------
Knights Guild       ^  Edgtho     ^  Apollo, the god of light
Mages Guild         ^  India      ^  Castigere, the god of justice
Sorcerers Guild     ^  Solan      ^  Orthwein, the god of fate
Animists Guild      ^  Dhonuill   ^  Rhadamanthys, god of compassion
Rangers Guild       ^  Pahn       ^  Damocles, the god of chaos
Astrologers Guild   ^  Zheredan   ^  Mephisto, god of the night
Seers Guild         ^  Cthulhu    ^  Nostradamus, god of darkness
Alchemists Guild    ^  Chronos    ^  Proteus, god of the sea
Artisans Guild      ^  Alexandra  ^  No Patron
Bards Guild         ^  Calidon    ^  Wraith
Loremasters Guild   ^  Yairi      ^  Xanthe, the goddess of vengeance
Cavaliers Guild     ^  Gaar       ^  Xanthe, the goddess of vengeance
Enchanters Guild    ^  Ailiana    ^  Genesis, the god of time
Warlocks Guild      ^  Aerian     ^  Xanthe, the goddess of vengeance
Wizards Guild       ^  Gandalph   ^  Mephisto, god of the night
Paladins Guild      ^  Finbar     ^  Apollo, the god of light
Warriors Guild      ^  Blotto     ^  Xanthe, the goddess of vengeance
Mystics Guild       ^  Tristian   ^  Proteus, god of the sea
Bandits Guild       ^  Dreeman    ^  Damocles, the god of chaos
Prophets Guild      ^  Galadriel  ^  Mephisto, god of the night
Craftmasters Guild  ^  Talisker   ^  Wraith

- Three mortals hold the lofty title of Prince; Rhapsody the Craftmistress
is Princess of Springdale, Edgtho, the Guildmaster of the Knights is Prince
of Mercinae and Zenichiro, the Loremaster, heads Thakria. With Thakria in
its current state he is thus the most influential.

==========================================================================

Section IV The Historical Figures of Olympus Return

The Gods have been a deciding and guiding in the ways of Avalon since its
Genesis, the god of time, brought the land to life. This is often expressed
through the patronage of individuals and guilds, or manifested through
mysterious and sometimes explosive reactions to the actions of mortals. The
more rich the pantheon is at any given time in history, the greater the
diversity of Avalon itself. All the Gods in the Halls of Olympus are
different and their relationships with mortals can be wide and varied, or
few and far between. These relationships often become the stuff of legends.
Lately many of the Olympians, most notably Nostradamus, have taken up a more
pro-active, belligerent stance towards mortalkind. This has rekindled the
fire of many an Olympian and the land quakes to their renewed vigour.

- Mephisto, god of the night returned: 10th Springflower 1069

Mephisto: Ordained from Helkarakse.
Profession: Sorcerer.
Date of Ordination: May 21st, 1993.
City: Thakria.
Patron: The Diabolus.
Defeated: Urquoth (Astrologer).

Mephisto was the second to win an ordination contest and ascend to the Halls
of Olympus. His first years of immortality have become but distant memories
to the old and virtually unknown to the young. He was the patron of Thakria
and lead three of his disciples also to the halls of Olympus. His dream
speaks more widely of these achievements and the transcendence of his realm
beyond the distinction of good and evil. Will his return herald a new age
for his charges or, as is suspected from his influence thus far, could it
herald something closer to chaos and insurgence elsewhere? His higher Order
are citizens of Parrius and Springdale, two cities previously excluded from
his divine influence.

- Nostradamus, god of darkness returned: 16th Skyelong 1073

Nostradamus Ordained from Blodwyn
Profession: Seer.
Date of Ordination: March 21st, 1994.
City: Thakria
Patron: Mephisto, god of the night.
Defeated Zollrender (Thief)

Nostradamus was the third mortal to win an ordination contest, rising to his
current immortal form. In Avalon's long history, his mortal avatar remains
one of the five greatest fighters to have walked the land. His Order, since
his return, has been a small, personally selected group of some of the more
prominent Thakrian citizens. Nostradamus is renowned for his intricate
machinations and keeps his own council. It is rumoured and, by many, feared
that Nostradamus lies in wait, keeping a vigilant eye on the darker corners
of the lands for those mortals worthy of his patronage. That he is building
his next cataclysm. More often than not, his eye roves northwest, to
establish and build his powerbase, and thence east, southeast, south,
anywhere not already under his dominion.

- Rhadamanthys, god of compassion returned: 7th Agamnion 1075

Rhadamanthys Ordained from Cinaed
Profession: Alchemist
Date of appointment: 2001
City: Mercinae
Patron: Aldaron, the god of life.
Defeated: Appointed by Genesis, the god of time.

Rhadamanthys was born from the mortal Cinaed. The appointment heralded a new
age for the more peaceful folk in Avalon. Cinaed was known as a mortal who
never once committed a violent act and Rhadamanthys' recent return to the
lands has been celebrated widely. The Animists guild have snapped up the
opportunity to sue for patronage. Rhadamanthys' Order now spans all cities
in Avalon, and the guidance offered has added a vibrancy to this side of the
land. Will the god of compassion's resurgence herald a more peaceful era, or
will it fuel the fires of those mortals avowed to thwart the pacifists and
persecute the peace-loving? The next pages of the land's ever evolving
history will prove interesting indeed.

==========================================================================

SECTION V Future Additions and Requests

Avalon is always evolving, cities and guilds expanding one way or being
beaten back in others, skills growing with more abilities, greater scope,
the list goes on. Below we've highlighted a few specific additions coming
into Avalon over the next few months. Hopefully you'll find them
interesting and enticing. Remember we always welcome comment, criticism
and new ideas.

- Warfare is an area that intrigues a great number of players and is due
for further expansion now that the long period of military conflict
appears to have subsided. Terrain effects, manoeuvering during battle,
tactical positioning and more will be brought into play. All cities and
guilds have nominated a representative and there will be public forum
discussions to pool ideas for evolutions in the warfare system. Any
independent ideas should be submitted to genesis@avalon-rpg.com for
consideration and comment.

- The addition of Seafaring is approaching but Avalon would like to invite
all those with a penchant for literary and creative writing to consider
contributing islands. Islands can be independent quest centres or, if
ambitious, entirely distinct sub-continents. Contact any of the deities on
Avalon for further information and guidelines.

- There are hundreds of quests in Avalon, ranging from the commonplace
to the global and epic. Many of these remain undiscovered by most, some
are even forgotten to all of mortalkind. On the back of a long period of
militarism, though, there will now come to bear a wide range of new
quests. Quests mostly of the larger, more involving scale. Quests for all
walks of life, testing a whole range of abilities. Submissions for quest
ideas and writing are always welcome. Send anything you would like to see
in Avalon to support@avalon-rpg.com. We read everything we receive. If you
are keen to write your quest idea in full, consult us first for advice on
standard of prose and layout.

==========================================================================

SECTION VI Accessing Avalon

Avalon is accessed most commonly via our web site using your web browser
and JAVA. Once players become more accustomed to the game they tend to
switch to an independent client which will offer more features for the
experienced player (typically zMUD or Avplay Windows are used). We can
offer advice on which client to use, especially for non-Windows platforms.
E-mail us at support@avalon-rpg.com with any questions you might have.

If you continue to experience unacceptable lag you should get in contact
with us (support@avalon-rpg.com) and perhaps we can help. If you know how to
run a traceroute to investigate the state of your route to us, send us the
results, it'll help us suggest a solution.

Points of Presence (hubs):
Washington DC (Main) avalon-rpg.com 23
San Jose, CA (WestUSA) www.avalon-rpg.com 33
	London (European)     	london.avalon-rpg.com 33

==========================================================================

SECTION VII Business Opportunities

Avalon offers a number of business opportunities, mostly centred around
publicity and the World Wide Web.

- We are always interested in reciprocal advertising. Our web site is
popular and well-linked to the net (via search engines, advertising
banners, relevant sites).

- We are prepared to reward well positioned advertising, carrying one
of Avalon's web banners or any effective marketing. We have a number of
very stylish banners which would look good on any pages. Any player who
places an Avalon banner on their homepage, for instance, can apply for a
free credit reward.

- Reviews or coverage in the press is both appreciated and rewarded
depending on the extent of the effort involved and coverage obtained.

- We are keen to discuss with any prominent, well-positioned, well-used
web sites the possibility of distributing access to Avalon via Java with
potential for both payment and ongoing royalty. These should be major
sites with thousands of regular hits.

- Contributions to Avalon in the form of fully-fleshed out ideas,
additions, creative work such as quests and events, are always appreciated
and may be rewarded.

==========================================================================

Thanks for reading!

24.10. Life in Avalon on 1st Leaflost 1110.

THE AVALON TIMES
Spring Edition

21st of March 2004


=====================================================================

UPCOMING EVENTS

* STOP PRESS ** There will be a divine gem quest on Saturday, April

17th at 8pm GMT (3pm EST, 12pm noon PST). The gem being quested is the
Opal of Compassion, which gives its holder the dual rewards of the
bonds and touch of compassion.

This peaceful quest will be open to all, testing knowledge of Avalon's
geography and landmarks. The winner will not only gain the powers of
the gem but contendership in the upcoming ordination. A bulletin board
message with more details will be posted in due course.

The ordination itself will be held over the course of a weekend in
early May. In time-honoured tradition, the divine emerald of life will
be quested first, in a 24-hour quest from midnight to midnight GMT on
Saturday the 9th. This bestows on its holder the gifts of knowledge and
life eternal. Following a short break, the final quest for the amethyst
of Genesis, god of time, will take place on the afternoon of Sunday the
10th. The winner will be given the right to hurl the amethyst into the
pool at the rock pinnacle and their soul will ascend to ranks of the
gods in Olympus.

To contend in the Ordination you must previously have won a divine gem.
There are now but two opportunities left to earn a gem - the opal, and
the emerald. The current list of contenders is as follows:

- Mohrion, a Thakrian Sorcerer and follower of Genesis, god of time.
- Threap, also a Sorcerer, a follower of Nostradamus, god of darkness,
and Prince of Thakria.
- Zenichiro, formerly Prince of Thakria, a Loremaster and follower of
Orthwein, god of fate, holding two gems.
- Plaman, guild master of the Bandits, First Mariner of Parrius, and
high-priest of Damocles, god of chaos, also with two gems.
- Keldor, a Parrian Brigand with no divine patron.
- Orinoko, a Warrior and a captain in Parrius, and a beloved follower
of Damocles, god of chaos, holding two divine gems.
- Edgtho, the guild master of the Knights, Baron of Mercinae and a
beloved follower of Apollo, god of light, also holding two gems.
- Jhor, a follower of Proteus, god of the sea and a Thakrian Warlock.

This is a very exciting time in Avalon and a chance to become a part of
history. We encourage everybody to give their best efforts towards
winning a gem and gaining the privilege of contending for divinity. Be
sure to keep up with the News BB for more information.

=====================================================================

AVALON UPDATES

Avalon is an ever-changing world, and skills evolve with more depth and
complexity as time goes by. Currently, every skill in Avalon is gaining
two new abilities. The basic, non-professional skills have already been
activated, and the specialist skills are being launched in balanced
stages. Following the introduction all the skills, there will be a
period in which the new abilities will be fine-tuned and balanced. This
is a good opportunity to have any concerns about other abilities
addressed as well, so speak to deities in Avalon about these issues. As
the guild skills are not all complete, those that are will be
deactivated during major quests.

=====================================================================

CURRENT AFFAIRS

Divine Diamond
--------------
Last weekend, the divine diamond of magic was quested in a
skill-testing challenge of large-scale egg warfare. Contestants were
tasked to throw as many eggs accurately at as many targets as possible
to earn points. The winner was Edgtho, who already held contendership
in the Ordination, but now has the gift of eternal mana to go with it.

Warfare
-------
Tensions are high as the cities plot their strategies and begin
campaigns of misdirection and misinformation with various peace
treaties expiring and the warfare ban expected to be lifted by summer.
After the period of extended conflict mentioned in the last Avalon
Times, the gods decreed that the land should go a period without
large-scale troop movement, enabling the losers to lick their wounds
and the victors to strengthen their armies.

The warfare system is also undergoing updates to create a more
flavourful and interesting aspect of Avalon. Avalon however remains as
vibrant and full of conflict as ever, with individuals striving to
prove their dominance over their enemies.

The influx of the followers of Night into Springdale
----------------------------------------------------
With Nostradamus, the god of darkness and Damocles, the god of chaos
asserting a closer role in the running of Thakria and Parrius,
respectively, it is clear that the gods have decided to take a more
active role in Avalonian politics once more. Mephisto, god of the night
has become involved as well, as many of his followers have recently
made their way to Springdale. Historically the weakest of the four
populated cities, Springdale has always sought recognition and equality
within their ranks. Perhaps the addition of Mephisto's order will give
them the power to claim their place.

The return of Aldaron, the god of life
--------------------------------------
There was great rejoicing around the land throughout the year 1106 as
the ancient god of life Aldaron chose to return at the beginning of
that year. Aldaron was the first deity to enter the land after Genesis,
the god of time, and he holds sway over all living things. It is
rumoured that with his return, a Golden Age cannot be far behind.

Life in Avalon in the 1110th year since the Divine War
------------------------------------------------------
Thakria is the preeminent city at this time, having defeated each of
the other three cities militarily within recent memory. The return of
Nostradamus, the god of darkness, and his taking up the mantle of
patron of Thakria has helped guide the city to its heights. The
departure of Zenichiro has left a void in the city that must be filled,
with Threap of the Sorcerers stepping up to assume the mantle of
leadership and attempt to lead Thakria on a continuing path of glory.
The Thakrian Barony consists of Threap, Astlebe, Tetsuo, Dartanian, and
Magdalene. Threap guides the Sorcerers guild and has led its return to
prominence, Dartanianl is attempting to build the Seers guild, and
Yairi is guildmaster of the Loremasters. The Cavaliers are led by
Strongbow, and the Warlocks by Aerian.

Mercinae has been going through hard times, with Thakria currently
dominant, but the city of light has not lost her spirit. Led by Edgtho
the indomitable knight, Mercinae continues to stand against the
darkness of Thakria. Mercinae is placing its faith in its younger
generation of citizens, hoping they will rise to the challenge of
combating Thakria as they gain in experience in ability. Edgtho is the
Prince of Mercinae, with the rest of the Barony made up of Allys,
Hanann, India, and Eilan. Edgtho leads the Knights, India the Mages,
and Aryanna is in charge of the Alchemists. The Mercinaen guilds are
rounded out with the Mystics led by Esprii, and the Bards currently
under the guidance of Mephisto, god of the night due to a lack of
active members.

Parrius has had a very rapid rise and decline, as many worshippers of
Damocles, the god of chaos populated the city. After enjoying a brief
period of strength, the departure of Ender, the city's leader, has
thrown Parrius into turmoil. Many of the city's prominent citizens
including Orinoko, Alarius, and Plaman have not been seen often in the
land recently, and Parrius is having a hard time finding a fitting
leader to continue its rise. Plaman is First Mariner of Parrius, backed
up by Orinoko, Alarius, Blotto, and Aradhyl as his captains. As for the
Parrian guilds, Cadmus heads the Astrologers, Alexandra is
guildmistress of the Artisans, Poog is in charge of the Enchanters and
Blotto leads the Warriors.

Springdale continues its struggle to be counted among the ranks of the
great cities of Avalon. While it has enjoyed economic success,
Springdale's fighters have never been numerous enough to claim
superiority on the field of combat. However, with the recent defections
of Dunccan and Gandalph from Mercinae, as well as the influx of
Mephisto's order, Springdale's prospects look brighter. The Prince of
Springdale is Fatalus, backed by the barons Graedes, Rikki, Rhapsody,
and Grymauch. The Paladins guild led by Grymauch represents
Springdale's greatest combative force, with assistance from the
Craftmasters under Rhapsody and the Wizards led by Gandalph. The
Prophets, under Zyltan, have been rather quiet lately, with apparent
difficulty in attracting members to their profession.

=====================================================================

GUILDS

Below is a list of the currently active public guilds, together with
the head of the guild and its patron deity.

Guild Name Guildhead Patron Deity 

Knights Guild Edgtho Apollo, the god of light 
Mages Guild India Castigere, the god of justice 
Sorcerers Guild Threap Nostradamus, god of darkness 
Animists Guild Elbethamore Rhadamanthys, god of compassion 
Rangers Guild Pahn Mephisto, god of the night 
Astrologers Guild Cadmus Mephisto, god of the night 
Brigands Guild Magdalene Nostradamus, god of darkness 
Seers Guild Dartanian Nostradamus, god of darkness 
Alchemists Guild Aryanna Proteus, god of the sea 
Artisans Guild Alexandra No Patron 
Bards Guild Mephisto Mephisto, god of the night 
Loremasters Guild Yairi Xanthe, the goddess of vengeance 
Cavaliers Guild Strongbow Xanthe, the goddess of vengeance 
Enchanters Guild Poog Mephisto, god of the night 
Warlocks Guild Aerian Xanthe, the goddess of vengeance 
Wizards Guild Gandalph Mephisto, god of the night 
Paladins Guild Grymauch Apollo, the god of light 
Warriors Guild Blotto No Patron 
Mystics Guild Esprii Proteus, god of the sea 
Bandits Guild Plaman Damocles, the god of chaos 
Prophets Guild Zyltan Mephisto, god of the night 
Craftmasters Guild Rhapsody Wraith 


=====================================================================

ACCESSING AVALON

Avalon is accessed most commonly via our web site using your web
browser and JAVA. Once players become more accustomed to the game they
tend to switch to an independent client which will offer more features
for the experienced player (typically zMUD or Avplay Windows are used).
We can offer advice on which client to use, especially for non-Windows
platforms. E-mail us at support@avalon-rpg.com with any questions you
might have.

If you continue to experience unacceptable lag you should get in
contact with us (support@avalon-rpg.com) and perhaps we can help. If
you know how to run a traceroute to investigate the state of your route
to us, send us the results, it'll help us suggest a solution.

Points of Presence (hubs):
        New York (Main)         avalon-rpg.com 23
        Houston, TX (MidUSA)    houston.avalon-rpg.com 23
        London (European)       london.avalon-rpg.com 23


=====================================================================

Remember to keep your e-mail address up to date on Avalon by
registering with up-to-date details. To update your details enter
Avalon and type REGISTER. Use INFO to check what information is
currently registered under your name. You will find a copy of this
newsletter on our web site (http://www.avalon-rpg.com) and as time goes
by, past editions will all be kept there as an ongoing record.

If you don't want to receive this newsletter via e-mail then all you
need to do is let us know by e-mailing support@avalon-rpg.com,
including REMOVE in the subject heading, and you won't see this again.

Thanks for reading and we look forward to seeing you again in the land.

24.11. The Siege of Kristanisti.

Memorable among the events of the more recent past is the siege of Kristanisti. Marie, formerly one of the esteemed leaders of Parrius, had fallen to arguing with the new blood in the city of her birth, and had quit Parrius in favour of a quieter life in the village of Kristanisti. However, she had many enemies, not least, the Prince of Thakria, and High Priest of the God of the Night, Shaitan. By cover of night, one evening, Shaitan decided that the time had come to silence Marie and squash her village. Thakria marched on Kristanisti in Leaflost of the year 885, and Shaitan was supported by Kailess of the Mercinaen Knights and Enth of the Parrian Astrologers. He had imposed his will on Layla, then Princess of Parrius, who slyly supported his invasion with Parrian money. Shaitan also secured the neutrality of Mercinae by convincing the cowardly Isildur, then Prince of that city, that it would be in his best interests to stay out of the fray. Isildur had a long time hatred of both Marie, and of risk, so ch ose not to hinder Shaitan and the Thakrian invasion. Apollo, patron of Mercinae was silent.

The battle was long and hard, but the defence of Kristanisti was, in the end, to prove successful. The god of time, and patron of Marie, sent one of his Mage followers, Nataykk, together with Polgara, Conan, and Nelgin, to the defence of Kristanisti. Marie spent every resource the city could muster in raising an army for their defence, while Parrian and Mercinaen troops remained in their barracks. Shaitan, in the end, was outnumbered by his foes and forced to pull back when Layla, realising her folly in supporting Shaitan, promised Parrian support for Kristanisti. Thakrian troops were withdrawn.

24.12. The Siege of Parrius.

Only once in the first nine centuries of Avalon's modern times has Parrius been the subject of an invasion. Thakria, under its Prince, Shaitan, and patron, The Diabolus, bought the services of the Artisan Cardodius. Cardodius wormed his way into the Parrian leadership, until such a time as Orthwein, god of fate and patron of Parrius appointed him Chancellor of all Parrius' wealth. Though the Prince at this time, Anikan the Warrior, warned against Cardodius' introduction, the god of fate's will was felt. No sooner had Cardodius entered into the chambers, than his hands were filled with Parrian gold. He fled Parrius with the support of many Thakrians, bearing away Parrius' wealth to the Thakrian coffers. Though Cardodius' will was subsequently crushed by the wrath of Orthwein, the gold remained with Thakria.

In response to Parrius' weakness, it was decided that Thakria must take the opportunity to invade. Marie of Kristanisti had returned to her birth-place with Krisnatisti's not inconsiderable wealth, and the Animists under Conteck had given money to aid the rebuilding of Parrius. Mercinae also lent a hundred thousand pieces of gold to their Parrian allies. The Thakrian invasion of Parrius began but a few days after Cardodius' robbery, battlements were erected and the Thakrian military readied. However, the invasion was unsuccessful. Mercinae, sensing its own impending doom gave orders to her citizens to aid Parrius fully, while Parrius itself mustered some two dozen eager captains from its own ranks to lead its small, but effective army. The Thakrians, on the other hand, were slow to show support and in the end, Shaitan stood alone, unable to lead his armies, and unable to defeat the defenders. Parrius was saved.

24.13. Thakria's invasion of the Rangers Guild.

Thakria, led in this endeavour by Princess Kylan, Panaideos the Sorcerer and Baron Ingens put together a well-rationed legion of 1700 troops in Midsummer of 966. They picked a time when the Rangers Guild was poorly guarded, marched their troops down the Great North Road and through to the foot of the Rangers Guild in the Greenwood Forest. They met little resistance and managed to force their way up into the guild and set up their legions to besiege the well-fortified outer guild barracks. Intelligence had reported that the Rangers stored a great proportion of their commodities and valuables in their inner barracks. Despite a modest defensive effort the Rangers were no match for the invaders and could not prevent the Thakrian besiegers from breaking all of the inner barracks fortifications to naught and slaughtering the few hundred Rangers left guarding it. However, just as Kylan marched her legions into the outer barracks in preparation for siege and plundering of the bountiful inner barracks, the Gods were forced to step in and halt proceedings. The unforeseen problems thrown up by the invasion were seen to and the Gods oversaw a recommencement of hostilities in Leaflost of 966. Both sides were set in the same position as they were when the battle was paused. This time the conflict fought to a conclusion.

Thakria had far the greater individual fire power, and the upper hand militarily. Their legion was united under one banner just outside the unfortified, undefended outer barracks. Around 950 Thakrian men remained after the destruction of the outer fortifications and routing of the defence force. The Rangers, on the other hand, had over a thousand men in the inner barracks but they were disorganised and partially assembled under Lilandrin's banner. She, the only Ranger with any real experience of warfare, was not present to defend the guild. Tryn, newly elected to Guildmaster status was left floundering with willing but inexperience aid from primarily Scotty, the Deputy Guildmaster. The Thakrians had arranged for their people to pursue and slaughter any who tried to defend the Rangers Guild, with Kylan leading the 950 Thakrians within the guild and Panaideos back in Thakria pulling together reinforcements.

The Rangers started poorly. They barely knew how to command troops or muster legions. For the first day of the battle the Ranger legions were floundering about in the inner barracks, in small groups, vulnerable and directionless. Kylan used her legion to break open the door to the outer barracks. The scene was set for a Thakrian rout. Kylan marched all 950 men into the outer barracks and turned them to face the disorganised interior. However, inexplicably, Kylan neglected to order her legion to assail the Ranger legions in their vulnerable state. Instead she allowed herself to be separated from her legion, the whole legion remaining inside the barracks, while Kylan was back in the meeting hall of the guild. Had the Rangers thought quickly enough to lock their barracks up they would have trapped the Thakrian legion without orders or purpose. Kylan would have been unable to get back to them as she had no troops left with her to break down the barracks door. They did not do so, but to the dismay of the watching Gods keen to see real battle, nor did Kylan or any Thakrian punish the Rangers for their disarray. Panaideos continued to toil near Thakria, bringing together a number of fresh legions of around two hundred men each, and leading them on the slow march south out of the city towards the Rangers guild. Though the Rangers and their allies continued to be hammered individually by the better-organised Thakrians little heed was paid to strategic concerns. Slowly, fumblingly, the Rangers mustered their men into a single united legion in their inner barracks while but a single location away 950 Thakrian men stood awaiting orders. And while Panaideos, perhaps the only Thakrian with the insight to realise the precariousness of their position, marched slowly on through the northwestern Greenwood some distance still from the guild, the Ranger legion reached its full potential and assailed the leaderless and now less sizeable Thakrian assembly. The battle was fought without much attention from the mortal protagonists. Th
e Thakrians were outnumbered and without initiative. All of the Thakrians were slain with barely over three hundred Ranger casualties. The Rangers had retaken the outer barracks and no Thakrian soldier was close enough to prevent them.

The one-sidedness of the individual confrontations remained unchanged. The Thakrians were victorious in almost all cases. Rangers and supporters (their supporters were few in body despite much verbal support beforehand) dropped like flies. But these scuffles were of much lesser importance. Despite their unexpected and resounding victory over the Thakrian legion, the Rangers were unable to press home any advantage. The accumulation of wounds inflicted on them by the Thakrians took its toll and the Rangers gradually dropped out of the defence until only Scotty remained to meet the Thakrian reinforcements. Panaideos finally closed in on the guild with his reinforcements but Thakrian morale was low and the cost of the battle was already over fifteen hundred men. Perhaps this can explain yet another error in their military leadership. Rather than pulling the reinforcement legions together into one large group capable of defeating the Ranger legion (which was the only line of defence between the guild and the plundering of their commodities, treasures and resources), Panaideos sent smaller legions into the guildhouse which were quickly engaged by the watchful rangers and defeated before a retreat could be organised. It was fortunate for the Rangers that Scotty had battled his fatigue and remained for it was his standing order to the ranger legion to watch the guildhouse and attack as one any visible Thakrian targets. Three Thakrian legions of over two hundred men each were lost in this manner with minimal casualties on the ranger side.

At this point, some two thousand men down and with no material gain from the endeavour, Kylan and Panaideos swallowed their pride and anger and ordered a withdrawal. The remaining Thakrian troops marshalled for battle were redistributed elsewhere or taken back to barracks. The Rangers Guild had successfully repelled the Thakrian invasion - less as a result of the competence of its members (though the resilience of a few was noteworthy) than blunders and miscalculations by the Thakrian high command. Lessons learned on both sides, no doubt but the Gods were disappointed. They still await a real battle.

24.14. The appointment of Brigantia, goddess of life.

The appointment of Brigantia, the goddess of life took place on the 2nd day of Mournsend, 990 from the mortal form of Peaceful Sirona. An account of the proceedings follows.

Genesis, the god of time intones, "Sirona, if you'd like to make your way to the Rock Pinnacle by foot then you will find the pantheon awaiting you for this appointment.".

Rock pinnacle.
The sky about you is alive with the day-time. Sitting on the snow-crowned tip of the rocky spire, you survey a cloudscape of a truly wondrous splendour and beauty. Rock-snow mountaintops rise up, adrift on a smooth white cloud-sea, sparkling in blazing sunlight. Against the whiteness below, the dome of the sky is a deep blue hemisphere atop the horizon, the sun a bright disc shining down through stray streamers of mist... The air is bitingly cold, but to you, a mortal privileged to visit what is surely the realm of the Gods, it seems merely invigorating. To your left, casting dancing watery reflections against the surrounding rocks is a deep pool of mountain water, while at the foot of the pinnacle is the mountain village of Archangel, sacred village of Genesis, the god of time. There is a distinct feeling of privacy here.

You hear the distant chiming of a grandfather clock, and Genesis, the god of time, appears.
Castigere, the god of justice stands before you.
Wraith appears to a chorus of jangling bells.
Wreathed in robes of light-blue, Orthwein, the god of fate steps down from an unseen stairway.
Light flares up as Apollo, the god of light arrives.
A fanfare is heard as the Divine Herald proclaims the arrival of Magellan, god of civilisation.
A cascade of white rose petals fall from the skies to herald the entrance of Rhadamanthys, the god of compassion.

Also present: Conan, Alecto, Julian, Gerexan, Kilthas, Neidhart, Duda, Gwendolyn, Cuchulainn, Giliad, Kharnak, Orielle, Mystra, Kylan, Warfarin, Cleindori, Groog, Ithakus, Loric, Sturge, Grundy, Zenichiro, Jared and Aerian.

Wraith says, "Hmm, anyone got any hors d'ouerves while we waiting?".
Wraith's face is covered by a look of silent hope.
Wraith says, "Oh great, stale rolls".

Peaceful Sirona has just arrived.

Wraith gives Peaceful Sirona a compassionate hug.

Peaceful Sirona's face breaks into an encouraging smile.

Peaceful Sirona bows respectfully to Orthwein, the god of fate.
Peaceful Sirona bows respectfully to Genesis, the god of time.
Peaceful Sirona bows respectfully to Rhadamanthys, the god of compassion.
Peaceful Sirona bows respectfully to Wraith.
Peaceful Sirona bows respectfully to Magellan, god of civilisation.

Peaceful Sirona says, "I think I just found the reason we include this on the first guild quest".

Peaceful Sirona bows respectfully to you.

Castigere, the god of justice calls for silence from all present.

Genesis, the god of time says, "Alright, let us begin this appointment.".

Genesis, the god of time says, "Stop your triggers and such.".

Genesis, the god of time says, "Today, the 2nd of Mournsend, 990 will witness a rather unique appointment in Avalon's history.".

Genesis, the god of time says, "Sirona, who will be appointed here, will be joining an existing divinity and sharing one of the land's original realms - that of life.".

Genesis, the god of time says, "Aldaron, who has been sole god of life since early in Avalon's history, has lately stepped back from active participation in the pantheon and Sirona has been chosen to step into his shoes.".

Genesis, the god of time says, "She will have autonomy over the realm of life. She will become the goddess of life. She will be the equal of the god of life in all ways.".

Genesis, the god of time says, "Sirona has been chosen for her long term and tireless support of the Animist cause and for her dedication to the god of life over the past years.".

Genesis, the god of time says, "It is hoped that Sirona, leaving behind her mortal form, will be able to grow in stature and take up this most illustrious of challenges.".

Genesis, the god of time says, "But before I make this appointment let me ask each of the deities here present whether they have any objection to me elevating Sirona, the mortal, to divine form.".

Genesis, the god of time says, "I will ask one at a time.".

Genesis, the god of time says, "Magellan, god of civilisation, have you any objections or comments?".

Magellan, god of civilisation says, "I have no objections, and hope that Sirona, in her new form will leave her mark on the land as equally as Aldaron left his originally".

Genesis, the god of time says, "Rhadamanthys, appointed god of compassion, have you any objections or comments?".

Rhadamanthys, the god of compassion says, "I have no objection. May you grow into your realm to come, Sirona".

Rhadamanthys, the god of compassion smiles encouragingly at Peaceful Sirona.

Genesis, the god of time says, "Wraith, appointed and aged god, objections or comments?".

Wraith gives Peaceful Sirona a passionate kiss.
Wraith says, "New goddess, good!".
Peaceful Sirona gives Wraith a compassionate hug.

Genesis, the god of time says, "Castigere, ordained god of justice, have you any comments or objections?".

Castigere, the god of justice says, "I have no objections. I will welcome Sirona to our illustrious ranks.".

Genesis, the god of time says, "Orthwein, ordained god of fate, have you any comments or objections?".

Orthwein, the god of fate says, "I have no objections, and have faith in Sirona's ability to rise up to the challenge ahead of her.".

Genesis, the god of time says, "Finally, Apollo, appointed god of light and omnipotent, have you any comments or objections?".

Apollo, the god of light says, "I have had very few dealings with the realm of life directly, but have always been close to Aldaron and feel sure of his confidence in Sirona to carry on his teachings. I wish her well".

Apollo, the god of light smiles encouragingly at Peaceful Sirona.

Genesis, the god of time says, "Fine.".

Genesis, the god of time says, "Sirona, what will your godly form be called?".

Peaceful Sirona says, "Brigantia".

Genesis, the god of time says, "So be it.".

Genesis, the god of time says, "One last thing before your appointment is made.".

Genesis, the god of time says, "You should know that an appointed position, appointed by me, can also be taken away by me.".

Genesis, the god of time says, "You are charged with the task of establishing a strong presence and bringing vigour to the realm of life.".

Genesis, the god of time says, "For as long as you act for the good of Avalon you will receive no sanction from me.".

Peaceful Sirona says, "As I've served Aldaron, I will serve Avalon, with all I have.".

Genesis, the god of time says, "Should you stray from that ideal, though, you will find (as all appointed Gods) that I have the power to strip divine rank as well as bestow it.".

Peaceful Sirona says, "If I were to stray, I'd deserve that and more.".

Genesis, the god of time says, "Sirona, we offer you this opportunity. I trust you won't disappoint me.".

There is a flash of light and Peaceful Sirona, Starry-eyed Dryad is gone.

A cascade of cherry blossom announce the arrival of Brigantia, the goddess of life.

Rhadamanthys, the god of compassion greets Brigantia, the goddess of life with a smile.
Magellan, god of civilisation wipes his brow.
Apollo, the god of light smiles encouragingly at Brigantia, the goddess of life.
Castigere, the god of justice welcomes Brigantia, the goddess of life.
Magellan, god of civilisation greets Brigantia, the goddess of life with a smile.

Genesis, the god of time says, "Welcome Brigantia, goddess of life and newest member of the pantheon.".
Brigantia, the goddess of life's face breaks into an encouraging smile.

Rhadamanthys, the god of compassion says, "Welcome, Brigantia, and well come,
indeed".

Wraith lifts a chocolate cake out from inside a nightgown embroidered with bunny rabbits.
Wraith hands a slice of wedding cake to Brigantia, the goddess of life.
Castigere, the god of justice nudges Wraith suggestively.
Castigere, the god of justice whispers something in Wraith's ear.
Wraith hands a chocolate cake to Brigantia, the goddess of life.
Wraith giggles happily.
Brigantia, the goddess of life beams broadly.
Brigantia, the goddess of life gives Wraith a compassionate hug.

Genesis, the god of time says, "Mortals you may all speak freely and meet the new goddess.".

Warfarin says, "The forests will be pleased to know they have one to care for them again, Brigantia".

Genesis, the god of time says, "Brigantia, become accustomed to your divine form, speak with these well-wishers and when you are ready come to Olympus and you will receive further instruction.".

Genesis, the god of time says, "This appointment is complete.".

A clock chimes in the distance and Genesis, the god of time is gone.

Brigantia, the goddess of life says, "Thank you".

Wizard Kilthas says, "One of Life's oldest friends is now also its newest guardian.".

Castigere, the god of justice flails his sword about his head and is consumed in a maelstrom of light.
The sound of a distant fanfare is heard, and Magellan, god of civilisation departs.

Wraith says, "We get to eat now?".
Wraith's face is covered by a look of silent hope.
Apollo, the god of light nods his head at Wraith.

Shadows return as Apollo, the god of light departs.

A crisp breeze blows russet autumnal leaves about you in the wake of
Brigantia, the goddess of life.

24.15. The appointment of Xanthe, goddess of vengeance.

The following is an account of the appointment of Xanthe, goddess of vengeance from the mortal Kylan. It took place on the 11th day of Midsummer, 990.

Rock pinnacle.
Dawn has lit the sky with her streamers of rosy red. Sitting on the snow-crowned tip of the rocky spire, you survey a cloudscape of a truly wondrous splendour and beauty. Rock-snow mountaintops rise up, adrift on a smooth white cloud-sea, sparkling in blazing sunlight. Against the whiteness below, the dome of the sky is a deep blue hemisphere atop the horizon, the sun a bright disc shining down through stray streamers of mist. The air is bitingly cold, but to you, a mortal privileged to visit what is surely the realm of the Gods, it seems merely invigorating. To your left, casting dancing watery reflections against the surrounding rocks, is a deep pool of mountain water, while at the foot of the pinnacle is the mountain village of Archangel, sacred village of Genesis, the god of time. There is a distinct feeling of privacy here.

Genesis, the god of time is here, bathed in divine splendour.
The Diabolus is here, bathed in divine splendour.
Apollo, the god of light is here, bathed in divine splendour.
Castigere, the god of justice is here, bathed in divine splendour.
Rhadamanthys, the god of compassion is here, bathed in divine splendour.
Magellan, god of civilisation is here, bathed in divine splendour.
Wraith is here, bathed in divine splendour.

Also present: Hero, Weasal, Gandalph, Omacron, Taolin, Taliesin, Zenichiro, Grundy, Kandar, Tanglong, Flagg, Lirril, Lurkalot, Nathan, Alecto, Secer, Kes, Blade, Diocletian, Arthor, Shadwwblade, Csl, Dempsey, Gwendolyn, Groog, Panamon, Loric, Zippy, Cleindori, Nighteagle, Dhonuill, Sautoir, Basilisk, Geist, Neidhart, Tipsy, Ixpah, Wolfsong, Saphir, Orielle, Cimares, Exeter, Giliad, Dartanian, Skruff, Calagan, Slade, Plaman, Hellchaser, Trefoil, Sajora, Telgalon, Ithakus, Tarkus, Marik, Dani, Warfarin, Gringle, Griswald, Mestopholies, Alleria, Zakath, Blotto.

Castigere, the god of justice dances the ritual of Divine Peace.

Genesis, the god of time says, "Kylan is making her way here on foot, as is fitting.".

A great, winged wyvern carries Kylan into view from the below.

Genesis, the god of time says, "Welcome Kylan.".

[ mortal greetings omitted ]

Kylan curtsies gracefully to the Gods present.

Kylan hands Hope, the radiant girl to Lady Alecto.

Genesis, the god of time says, "Time to begin.".

Genesis, the god of time says, "Mortals, leave off speaking or emoting until the appointment is performed.".

Genesis, the god of time says, "Following this appointment Castigere will be running a 50 question quiz, with a divine artifact as main prize.".

Genesis, the god of time says, "After this will be the appointment of Grundy to the divine order.".

Genesis, the god of time says, "This, however, is Kylan's final and finest hour.".

Genesis, the god of time says, "Just as Aldaron was first to be appointed a deity, Kylan is the latest in a long line of illustrious Avalonians.".

Genesis, the god of time says, "She has served city, guild and patron with fervour and great heart for years now.".

Wreathed in robes of light-blue, Orthwein, the god of fate steps down from an
unseen stairway.

Genesis, the god of time says, "It is in recognition of this, of her contribution in so many areas of the land, her driving spirit and lustre that she is being given this opportunity to join the ranks of the divine.".

Genesis, the god of time says, "Kylan, before I continue, I have two questions to ask of you.".

Kylan says, "Yes, Lord?".

Genesis, the god of time says, "Firstly, do you consent here and now to abandon your mortal form and come up, to Olympus, as a goddess and equal of the divine?".

Kylan says, "I do".

Genesis, the god of time says, "And secondly, what realm do you wish for your godly form?".

Kylan says, "Vengeance".

Kal Zakath grins in an amiable manner.
Genesis, the god of time says, "Mortal, desist any contribution.".

Genesis, the god of time says, "Vengeance it shall be, then.".

Genesis, the god of time says, "But before I can make this appointment the deities here present must lend their consent to your elevation.".

Genesis, the god of time says, "Gods of Avalon I will ask you one by one for your blessing and your comment on this latest appointment.".

Genesis, the god of time says, "If any of you should deny Kylan at this late hour her appointment then she will be denied entry to Olympus by me.".

Genesis, the god of time says, "Rhadamanthys, first you.".

Rhadamanthys, the god of compassion says, "I do consent to Kylan's appointment. I am confident you will do as well in the Halls of Olympus, as you have done in the mortal realms".

Kylan gives Rhadamanthys, the god of compassion an encouraging smile.

Genesis, the god of time says, "Diabolus, your turn.".

The Diabolus says, "I consent to Kylan's appointment but she will find herself no equal of mine.".

The Diabolus bares his teeth.

Genesis, the god of time says, "Magellan?".

Magellan, god of civilisation says, "From highpriestess of Darkness to being in control of your own realm, good luck, and welcome".

Genesis, the god of time says, "Castigere, god of justice, your word?".

Castigere, the god of justice says, "I consent to her appointment, though I am sure in the years ahead we will have much to argue about.".

The Diabolus shocks you with a sudden snore.

Genesis, the god of time says, "Orthwein, god of fate?".

Wreathed in robes of light-blue, Orthwein, the god of fate steps down from an unseen stairway.

Genesis, the god of time raises his left eyebrow and glances at Orthwein, the
god of fate.

Orthwein, the god of fate says, "I gladly give my consent, and hope that she achieves as much in her divine form as she did as a mortal.".

Genesis, the god of time says, "Wraith, one of my earliest appointments and still lingering in the pantheon, what say you?".

Wraith says, "'nuvver goddess in 'lympus! Good! Now we got one for cooking and one for laundry!".

Wraith hands a nightgown embroidered with bunny rabbits to Kylan.
Wraith says, "No starch please!".
Wraith says, "Oops," and ducks down quickly.
Genesis, the god of time grins in an amiable manner.
Kylan gives Wraith an encouraging smile.

Genesis, the god of time says, "Finally, and not least of those here gathered, Apollo?".

Apollo, the god of light says, "I believe Kylan has shown herself to be worthy of this gift over a great many years of trial and triumph. I wish her luck and will not stand in her way.".

Apollo, the god of light smiles encouragingly at Kylan.

Genesis, the god of time says, "Then all approve of Kylan's appointment.".

Genesis, the god of time says, "So it is with great anticipation and expectation that I conclude this ceremony. Kylan, you have been given the opportunity most mortals can only dream of.".

Genesis, the god of time says, "You will be trusted with divine might, with the well-being of this land, with freedom to act for good or for ill.".

Genesis, the god of time says, "You will answer only to me in your words and deed.".

Genesis, the god of time says, "So be it.".

There is a flash of light and Kylan is gone.

Xanthe, goddess of vengeance is borne in on a bower of anguished denizens of the underworld.

Castigere, the god of justice greets Xanthe, goddess of vengeance with a smile.

Genesis, the god of time says, "Welcome, Xanthe.".

Rhadamanthys, the god of compassion cries, "You are most welcome!" to Xanthe, goddess of vengeance.

Genesis, the god of time says, "Mortals, you may act freely.".

Apollo, the god of light smiles encouragingly at Xanthe, goddess of vengeance.

Wraith lifts a chocolate cake out from inside a nightgown embroidered with bunny rabbits.

Wraith hands a chocolate cake to Xanthe, goddess of vengeance.

[ mortal greetings omitted ]

Wraith wants to know where his clean nightgown is.

Genesis, the god of time says, "Castigere, leave 15 minutes before this big quiz.".
Castigere, the god of justice nods his head at Genesis, the god of time.

Genesis, the god of time says, "Remember all that the appointment of Grundy will begin after the quiz.".

A clock chimes in the distance and Genesis, the god of time is gone.

Diabolus fades away gradually into nothingness.

Castigere, the god of justice intones, "The quiz will begin at ten minutes past eleven, by the Avalon clock. Further details will be given then.".

Shadows return as Apollo, the god of light departs.

Castigere, the god of justice flails his sword about his head and is consumed in a maelstrom of light.

Sir Arthor, Scion of Darkness shouts, "Behold! Xanthe, goddess of Vengeance takes her place as Guildpatron of the Cavaliers.".

Warrior Tanglong shouts, "Warriors are proud to announce Xanthe, Goddess of Vengeance is now our guild patron.".

24.16. The appointment of Proteus, god of the sea.

The appointment of Proteus, god of the sea took place from the mortal form of Grundy on the 14th day of Midsummer, 990.

Genesis, the god of time intones, "Those who wish to witness the appointment of Grundy and a short divine history should be at the Rock Pinnacle.".

Rock pinnacle.
The sky about you is alive with the day-time. Sitting on the snow-crowned tip of the rocky spire, you survey a cloudscape of a truly wondrous splendour and beauty. Rock-snow mountaintops rise up, adrift on a smooth white cloud-sea, sparkling in blazing sunlight. Against the whiteness below, the dome of the sky is a deep blue hemisphere atop the horizon, the sun a bright disc shining down through stray streamers of mist. The air is bitingly cold, but to you, a mortal privileged to visit what is surely the realm of the Gods, it seems merely invigorating. To your left, casting dancing watery reflections against the surrounding rocks, is a deep pool of mountain water, while at the foot of the pinnacle is the mountain village of Archangel, sacred village of Genesis, the god of time. There is a distinct feeling of privacy here.

Rhadamanthys, the god of compassion is here, bathed in divine splendour.
The Diabolus is here, bathed in divine splendour.
Genesis, the god of time is here, bathed in divine splendour.
Castigere, the god of justice stands before you.
Xanthe, goddess of vengeance is borne in on a bower of anguished denizens of the underworld.
A fanfare is heard as the Divine Herald proclaims the arrival of Magellan, god of civilisation.
Light flares up about you as Apollo, the god of light appears
Wreathed in robes of light-blue, Orthwein, the god of fate steps down from an unseen stairway.

Also present: Groog, Mestopholies, Taliesin, Skruff, Warfarin, Ithakus, Alecto, Orielle, Kandar, Omacron, Saphir, Csl, Wolfsong, Klatsh, Patrice, Tarkus, Bumble, Dempsey, Kilthas, Tipsy, Alexandra, Plaman, Gringle, Sautoir, Flogga, Xercer, Orinoko, Tanglong, Neidhart, Geist, Cuchulainn, Dhonuill, Ananta, Dartanian, Drolmijj, Adelwyn, Nighteagle, Joshua, Hero, Dani, Gond, Raphaim.

Lorewarden Grundy has just entered from below.

Castigere, the god of justice calls for silence from all present.

Genesis, the god of time says, "Time to begin.".

Genesis, the god of time says, "Mortals, be silent and cease the emoting.".

Genesis, the god of time says, "You're here to witness the second appointment of the evening, this time Grundy of the Alchemists, Chosen One of Rhadamanthys, is to ascend to immortal stature.".

Genesis, the god of time says, "Before I go through the appointment I'm going to take this opportunity to give you all the roll call of deities in Avalon.".

Genesis, the god of time says, "This will be brief but I think at this important stage in Avalon's history with a handful of new divinities it is worth noting.".

Lorewarden Grundy has just entered from the outside.
Genesis, the god of time says, "Welcome back Grundy to your own appointment.".
Apollo, the god of light grabs protectively at Lorewarden Grundy.

Genesis, the god of time says, "I was the first deity in Avalon, having existed since before time. First appointment was then Astrea, goddess of wisdom.".

Genesis, the god of time says, "Here's the roll call after her, for history's sake...".

Genesis, the god of time says, "Perialaga and Chant, god and goddess of hedonism, Myrkul god of evil, Pericles god of the sky, then Aldaron, god of life.".

Genesis, the god of time says, "Next came ineffectual deities; Geolin god of fortune, Pippin god of the muses, Radagast god of the sea, Ophelia goddess of love, Elatar god of the stars, Pendragon god of war, Falorn god of the forests and Icarus god of the sun.".

Genesis, the god of time says, "Then I appointed Wraith, and he has proven permanent.".

Genesis, the god of time says, "Following him was Morpheus, god of dreams and then the first competitive ordination, Maedhros, the Hunter.".

Genesis, the god of time says, "Maedhros was followed by two short lived deities; Skedric, god of equilibrium and Marianina goddess of the sea - born from the first child in Avalon.".

Genesis, the god of time says, "Then was ordained Apollo, god of light and Anarchos, god of chaos.".

Genesis, the god of time says, "Next in the first fully competitive ordination Castigere, god of justice was born from Sir Galahad of the Mages, followed by Mephisto god of the night from Helkarakse of the Sorcerers.".

Genesis, the god of time says, "These were both true ordinations.".

Genesis, the god of time says, "Diabolus was then reborn from Myrkul, god of evil and then Nostradamus was competitively ordained from Blodwyn of the Seers.".

Genesis, the god of time says, "Then came Orthwein, god of fate from Snowlock the Thief.".

Genesis, the god of time smiles encouragingly at Orthwein, the god of fate.

Genesis, the god of time says, "Some while after Shaitan the Sorcerer transcended mortality in the form of Lazarus god of pain and Annihilus was appointed god of doom.".

Genesis, the god of time says, "Cinaed the Alchemist was given immortality as Rhadamanthys god of compassion and then Magellan god of civilisation was brought into being.".

Genesis, the god of time says, "Finally we have this spate of appointments, Brigantia goddess of live from Sirona, Xanthe goddess of vengeance from Kylan... And now Grundy.".

Genesis, the god of time says, "Anyway, onward.".

Genesis, the god of time says, "Oh, excuse me, I missed out Andromeda, goddess of dreams- just after Nostradamus and before Orthwein. She was appointed.".

Genesis, the god of time says, "Cornelius, god of magic was also appointed by Aldaron (not me) at the same time as Elatar god of the stars.".

Genesis, the god of time says, "OK.".

Genesis, the god of time says, "Grundy, I have two questions to ask of you here before I put it to the assembled Gods to welcome you or reject you as a deity.".

Genesis, the god of time says, "Firstly that, beyond a ceremonial role as we have discussed, you will abandon Grundy's positions and mortal form to take up this divine challenge. Will you do that?".

Lorewarden Grundy says, "Yes, i will".

Genesis, the god of time says, "And secondly, which realm will you choose?".

Lorewarden Grundy says, "I wish to encompass all that is the Sea".

Apollo, the god of light smiles encouragingly at Lorewarden Grundy.

Genesis, the god of time says, "Then you shall be the third to take that realm. The others shall be just memories in the annals of Avalon history.".

Genesis, the god of time says, "Gods present, I will ask you one by one to assent to Grundy's appointment and pass comment on his last mortal moments.".

Genesis, the god of time says, "Magellan, first.".

Magellan, god of civilisation says, "From Chosen-One of Compassion, the highest a mortal can go, you have broken the barrier to Olympus. I have no objections, and trust you will do well".

Genesis, the god of time says, "Next, Orthwein?".

Orthwein, the god of fate says, "I have no objections.".

Genesis, the god of time says, "Diabolus?".

The Diabolus says, "I have no objection on the grounds that I have never even noticed Grundy beyond his enormous postings.".

Lord Nighteagle says, "Your loss".

The Diabolus mumbles "Naur an edraith ammen!" and casts his divine might. A blast of white hot flame shoots from his fingers to strike Nighteagle. You are mildly surprised when after a matter of seconds all that remains are a few pieces of charred teeth and bone. Lord Nighteagle the Dervish rises again as a ghost to haunt Avalon still.

Genesis, the god of time says, "Nighteagle carries my disfavour for speaking out of turn.".

Genesis, the god of time says, "Xanthe, you have newly joined the pantheon and you must consent to this appointment.".

Xanthe, goddess of vengeance says, "I have no objections and wish him well ".

Genesis, the god of time says, "Castigere, god of justice?".

Castigere, the god of justice says, "As a mortal, Grundy has achieved much of which he may be proud. As he leaves his mortal form, I shall welcome him in the halls of Olympus.".

Genesis, the god of time says, "Good. Apollo, god of light?".

Apollo, the god of light says, "Grundy has shown yet another example of the potential strength of Loremastery, the greatest of all the professions. I welcome him into Olympus.".

Genesis, the god of time says, "Finally, Rhadamanthys, whose loss is greatest here. Do you consent to your Chosen One being taken from you in this manner?".

Rhadamanthys, the god of compassion says, "I will sorely miss my Chosen One, but by the same token I know that his spirit is deserving. Go with my blessing, Grundy".

Rhadamanthys, the god of compassion smiles encouragingly at Lorewarden Grundy.

A soft silver nimbus surrounds the form of Grundy briefly.

Lorewarden Grundy gives Rhadamanthys, the god of compassion a compassionate

Genesis, the god of time says, "Then, Grundy, bid your mortal form farewell. You have earned the right to join the ranks of the divine.".

Lorewarden Grundy bows respectfully to Genesis, the god of time.

Genesis, the god of time says, "In your new form you will have the freedom and creative power that godly stature bestows.".

Genesis, the god of time says, "You will, ultimately, be answerable only to me.".

Genesis, the god of time says, "Let us bring forth your divine form.".

There is a flash of light and Lorewarden Grundy, Avatar of Compassion is gone.

Genesis, the god of time says, "Hush, mortals until Grundy's new form arrives.".

Soft spray alerts you to the presence of Proteus, god of the sea.

Apollo, the god of light greets Proteus, god of the sea with a smile.

Castigere, the god of justice greets Proteus, god of the sea with a smile.

Magellan, god of civilisation greets Proteus, god of the sea with a smile.

Orthwein, the god of fate smiles encouragingly at Proteus, god of the sea.

Xanthe, goddess of vengeance greets Proteus, god of the sea with a smile.

Genesis, the god of time says, "Welcome Proteus, god of the sea.".

Rhadamanthys, the god of compassion greets Proteus, god of the sea with a smile.

Proteus, god of the sea intones, "Greeting Avalon, a tide of change comes".

Genesis, the god of time says, "Take your well wishing and later, adjourn to Olympus for instruction and perhaps meet the other gods in more peaceful surrounds.".

The sound of a distant fanfare is heard, and Magellan, god of civilisation departs.

A clock chimes in the distance and Genesis, the god of time is gone.

Shadows return as Apollo, the god of light departs.

Xanthe, goddess of vengeance waves her divine hand and is carried away by her entourage of forgotten souls.

Orthwein, the god of fate turns away from you and fades away.

Castigere, the god of justice flails his sword about his head and is consumed in a maelstrom of light.

The Diabolus and Lord of the Underworld is gone.

24.17. The newsletter for Avalon in 2007.

-----[ THE AVALON NEWSLETTER FOR NOVEMBER/DECEMBER 2007 ]-----

Welcome to the latest newsletter covering Avalon; the Legend Lives. It
has been many years since our last newsletter and, given the pace of
events within the land, it would make little sense to bombard our
mailing list with merely updates on the ebb and flow of the land's
political and diplomatic shifts. So we have waited until a sufficient
weight of significant events and evolutions have accumulated before
sending out a distilled summary of the past century of Avalon life.

SECTION CONTENTS:
I - Evolution of the Avalon website, apprentices, Java applet.
II - Character Fundamentals: duellism, pacifism, fighters.
III - Addition of 'World Events': dragons and divine globes.
IV - Skills: post Ultimate abilities and myriad tweaks.
V - Deities: impending ordination, appointment, old faces return.
VI - Diplomacy: city status, Oakwood's End, the Druids Guild.
VII - Evolutions: coming updates, warfare, submissions, currency.

If you wish not to receive this newsletter then send an e-mail to
newsletter@avalon-rpg.com. Doing so will ensure you never receive anything
from Avalon again. Please note, either way, that we NEVER share your
e-mail address with anyone else and its privacy is guarded by security
measures developed and updated over more than a decade and a half of
internet experience. You may click through to send any questions or
requests for cesessation of our periodic newsletters by visiting our
website at http://www.avalon-rpg.com if you wish to initiate more
immediate feedback.

For those of you with an eye to anniversaries, Avalon in its preceding
form, the foundation game known as Lands of the Crown, will be twenty
years old next year. Avalon in its present incarnation (albeit far
smaller and only on the first steps of its long development) was born
in October 1989. A large in-game celebration will be planned for
October of 2009 to mark this milestone - an incredible longevity and
testimony to the enduring qualities of the game, its originality and
its long line of players stretching back across the years.


------------------ THE AVALON NEWSLETTER FOR 2007 --------------------

SECTION I: EVOLUTION OF THE AVALON WEBSITE, APPRENTICES AND JAVA APPLET

Those of you using the Avalon Java applet to play the game will have
noticed a major change in the past month. Our applet has undergone a
complete rewrite to make it compatible with more browsers and to expand
its facilities and useful to our players. The sidebar now contains more
useful information about your character including your level,
percentage of experience, gold coins, lessons accrued, and new status
bars to reflect the health of your character. A compass has been added
to make movement more intuitive and interactive help system accessed
via easy click-throughs added to tutor people about the land more
quickly. Special buttons for novices to allow speedy movement about the
land and configuration options for the applet have also been added and
will continue to evolve over the next few months. The applet is
presently in a beta-test phase and does not yet boast the new
illustrations, icons and graphics that will make up the finished
product. All feed back, however, is welcome and should be directed at
support@avalon-rpg.com. We have taken a Java/website manager on
full-time and thus have far greater freedom than before to push things
along in this area.

In tandem with the new Java applet the autoguide has been upgraded and
the academies and schools system for novices evolved to be more
instructional and less susceptible of derailment. Newly graduated
scholars may knock on guild doors to receive instructions and even,
depending on the guild, initiation and lessons in specialist skills
from the recently introduced second-tutor CCC. Existing high-ranking
guild members may wish to test this out firsthand and give feedback at
their leisure. Apprentices should partake in the landwide badges system
in which each new guildmember may complete a series of challenges (of
varying difficulty) to demonstrate their growing knowledge of the land.
Success is judged by high-ranking fellow members and each completed
challenge results in the award of a badge denoting the accomplishment.
Fourteen badges await the ambitious apprentice; full completion brings
a hefty boost in experience, lessons and prestige.

The Avalon website has a new webmaster and is in the process of a
series of updates to its content and layout. More prominence is given
to recounting the latest significant events in the land (like election
results, warfare effects, treaties, notable dates, divine edict, etc).
This real-time information ticker will continue to be developed to
boast more useful facts and figures directly from the land. In
addition, we plan to test the effectiveness of including aspects of the
Avalon bulletin board and new, definitive-topic forums; focal points of
debate accessible by subscribers and non-subscribers alike (such as
forums on planned additions, forthcoming real-life meets, OOC debates
on topics asked to be given open, without-prejudice discussion).
Anybody interested in contributing ideas or managing/overseeing forums
should contact webmaster@avalon-rpg.com. There will be a great deal of
experimentation over the coming months as we attempt to create a
balanced, content-rich yet dynamic site, without losing the core
intuitiveness and importance of existing WITHIN the land rather than
out, a-lucidly a-lurkin' on its periphery.

As always we also welcome those of you who create websites dedicated to
or influenced by Avalon. Please let us know if you have one and we will
add it to our listings and give you advice on spreading the word around
the internet to bring visitors onto your site. Naturally it helps us to
have a broader web presence and there is no better way to achieve this
than through the contribution of enthusiastic Avalonians. Contact
webmaster@avalon-rpg.com if you have a website you wish us to look at.


SECTION II: CHARACTER FUNDAMENTALS: DUELLISM, PACIFISTS, FIGHTERS.

Avalon has always been unique amongst games of its type in the
free-flowing, unfettered nature of its gameplay (and there exist many
clones based on its original design). This is both its greatest
strength, for in no other land can a character impose him/herself so
indelibly on the unfolding history of the land, unshackled by long
lists of rules and regulations, but also a potential weakness; for in
Avalon, the strong often prey on the weak, the cruel abusing the less
competent, less aggressive, without formal censure save the
unpredictable actions of the deities. There exists, therefore, the
pacifist choice - whereby a character may declare him/herself a
pacifist and thus be protected from the hazards of combat and/or
belligerent action. Pacifists pay a price for this protection - they
are greatly restricted themselves from interacting in any way that may
impact adversely on other mortals. This works fine for an animist, for
example, sworn to protect life and never to raise a fist in anger, but
it is of no use to those who wish to enter into combat without
instantly facing the undiluted consequences of enemy wrath.

Thus a new character choice has been introduced known as 'duellism'.
The duellist is able to enter into combat via challenge and duel - but
only on terms dictated by the duellist. Thus a duellist can fight
freely, unfettered, in a mutual challenge but is prevented (as a
pacifist) from ambushing or being ambushed. It is a state perfect for
those of lower or middling level, keen to learn the ways of the land
and the art of combat in an honourable fashion while not yet able to
weather the full force of enemy retribution, organised team
counterattack, etc.

Duellist status can be taken on by any Avalonian and lasts for an
Avalon year (two real-life weeks). It is the perfect way to hone one's
skills, to fight one's peers, to test one's mettle against those of
like skill and competence. Some cities view it as a necessity of
climbing the ladder of combat-knowledge and tactics - for at times in
the land's history one city may be more populous than another and thus
the stronger city will naturally give its citizens advantages in group
combat the other cannot match. A vicious circle can develop wherein the
smaller group can never advance; is never allowed to advance. Duellism
has been added to the land to redress this. Use it wisely and with
purpose.


SECTION III: ADDITION OF 'WORLD EVENTS': DRAGONS AND DIVINE GLOBES.

In addition to the thousands of smaller-scale, individual quests that
embellish every corner of the land there is a new drive to implement
what we may call 'world events'. These are quests involving large
groups, whose impact is far greater. They bring together cities or
guilds to achieve common goals and make an enduring mark on the land.
Six such continent affecting events are planned and two have been
completed. The first two, 'The Sapience Dragon' and 'The Divine Globes'
are centered around city homesoil. The next two will be guild-related,
the fifth focussing on divine order and the sixth will be a
free-for-all.

'The Sapience Dragon' (type HELP DRAGON when playing Avalon or
http://www.avalon-rpg.com/help/pages/dragon.html for web help) requires
a city to make, using valuable commodities, a golden egg. Within the
egg is placed, according to the wealth and tactics of a city, treasures
aimed to tempt the dragon of Mount Sapience from its slumber. The
dragon awakens in the month of Hindyear, reviews the offerings laid in
its cave, and acts accordingly. Cities may have the dragon aid the
harvests, burn the crops of their enemies, or offer protection across
the entirety of their homesoil. The dragon sleeps again at the dawn of
the New Year. Needless to say the impact of dragon protection is felt
by all and complex tactics evolve over spreading city wealth to court
the dragon's support; rewarding the diligent and offering scope for
young and old to work together for the benefit of their homeland.

'The Divine Globes' (type HELP GLOBES when playing Avalon or
http://www.avalon-rpg.com/help/pages/globes.html for web) is a rather
more complex quest. In each of the centrepiece temples of the four main
cities, before the altars, a vast translucent globe of divine origin
has appeared. These globes are now in a state of constant vigilance,
absorbing the distillation of a myriad of actions, triumphs and
failures by all citizens of their home city. A decade of Avalon life is
reflected in this distilled form and the sum of the past ten years
results in, every New Year, the divine globe offering up a certain
amount of power to its citizens. The extent of this power is wholly
defined by the deeds of the citizens (type HELP GLOBEIDEALS when in
Avalon or http://www.avalon-rpg.com/help/pages/globeideals.html to view
deeds most noted by the globe). At the New Year and thence until it is
exhausted, the globe's power may be called upon by any citizen (to an
extent determind by the citizen's rank). The globe may help its
citizens or hinder its foes as determined by individuals (type HELP
GLOBEACTIONS when in Avalon or
http://www.avalon-rpg.com/help/pages/globeactions.html on our site). As
with the dragon, the divine globe encourages citizens to work together,
lends value to every action from the smallest apprentice to the
mightiest Prince, and can be directed to benefit the weak or tip the
balance in the interplay of the powerful.

Similar principles will be followed in the mapping out of the four
forthcoming world events, where guilds will be encouraged to work
together and rewarded for doing so, divine orders likewise, while the
final continent-wide quest will - more akin to the 'Long Night' -
transcend, if an individual wishes, the existing structures (city,
guild and order). A new world event/quest will be brought live each
month or two starting from January 2008 with the first of the two
guild-related ones.


SECTION IV: SKILLS: POST-ULTIMATE ABILITIES AND MYRIAD TWEAKS

As a result of rigorous testing and the introduction of crowning
abilities for those achieving the fullest extent of competence in a
skill (post or arrowed Ultimate) we have made hundreds of tweaks
throughout the skills system to better ensure equilibrium between the
various skillsets. As you can appreciate, this is no mean feat given
the thousands of existing abilities and literally millions of potential
combinations; but Avalon has always boasted the most well-balanced
skills system there is - and, as the originator of the concept of
online gameworlds with character abilities/skills, one would hope
Avalon could lead the way in such things. Combat balancing is, however,
an ongoing affair and your feedback is always welcome - especially from
the two most significant groups in determining a balanced system: the
very young and the very old. Feedback from the young gives insight
long-since lost to the deities about the impact and effect of an
ability - with all the will in the world, we cannot look with newformed
eyes again. Feedback from the very old, those who have pushed the
envelope of their specialist and general skills, those whose experience
of combat is deemed sufficient to be a fair judge of balance - this is
pivotal in the continuing integration of new abilities to the rich
tapestry of those already part of a character repertoire.

With a full-time coder we are once again in a position to react quickly
to perceived problems, imbalances and bugs. Most of the deities would
be happy to set up 'fair, level-playing field' combat between two
similarly skilled individuals to test the balance between opposing
professions and derive feedback accordingly. Do not be shy of
volunteering yourself to be part of the never-ending quest for a
perfect interplay of abilities; an impossible but gloriously worthy
goal. Such perfectionism is, of course, at the root of Avalon's success
at balancing out a combat system requiring such singular personal skill
to master that even the evolutions of client intelligence is still no
match for the deftly timed human touch.


SECTION V: DEITIES: IMPENDING ORDINATION, APPOINTMENT, OLD FACES RETURN

Between November 24th and the first weekend of December there will be a
divine ordination. This oh-so-rare of events is the last of the fifteen
gem quests wherein a mortal may compete to gain entry to the pantheon -
to be ordained as a permanent member of Avalon's divine. The ordination
itself is presently scheduled for Sunday November 25th. The quest, for
possession of the divine amethyst, lasts between three and five hours
and can involve everyone in the land. Mortals wishing to be part of the
amethyst quest will declare their support for one of the two remaining
contenders and all involved will compete in the most intense,
unpredictable and thrilling event in the Avalon calendar. The mortal
whose group holds the amethyst at the end of the allotted quest time is
declared victorious and can thus claim the greatest prize of all:
godhood. On previous occasions, as between Blodwyn and Zollrender,
Blodwyn was able to wrest the amethyst from Zollrender's team with but
seconds to go. These quests are always a roller-coaster, never a
foregone conclusion and throw up the most surprising alliances and
interactions. See HELP AMETHYST if in Avalon or review
http://www.avalon-rpg.com/help/pages/amethyst.html for more
information.

For those unaware of the title of 'contender' it is gained by any mortal
victorious in one of the fourteen gem quests. Contenders are then
whittled down to a final two by means of one versus one sands
elimination rounds (see HELP SANDS when playing Avalon or
http://www.avalon-rpg.com/help/pages/sands.html for web info). In the
build-up to the 2007 ordination, at time of writing, we now have three
contenders plus the victor in the divine emerald quest (scheduled for
Saturday November 24th, under the watchful eye of Aldaron, the god of
life). Three sands quests have been completed so far; with Edgtho
defeating Dunccan and Kodiak defeating Circe on the first weekend and, a
week later, Fistandantilus shocking many by battling out a victory
over Zenichiro, one of the favourites for Ordination. Their bout, it
must be stated, was a contest of extremely high quality - a spectacle worthy
of its combatants: two of the finest players of the present generation.

Details of the emerald quest have been posted on the 'news' bulletin board
and can also be found at http://www.avalon-rpg.com/help/pages/emerald.html
using your web browser. We will, therefore, have one or two final elimination
rounds following the emerald (depending on whether it is won by an existing
or new contender) before entering the final day and the Ordination itself.
Good luck to all those taking part.

It may be of interest to those of you not participating in the
competitive ordination that shortly following the arrival of the new
deity born of the amethyst quest, there will be a divine appointment.
The appointment will be aimed to balance out Olympus depending on the
outlook and realm of the mortal newly ordained. Those who wish to be
considered for appointment should make their cases known over the next
few weeks. The appointment will take place before the Christmas and New
Year vacations. Prospective appointees must have a long and illustrious
history in the land - though it need not necessarily be one of
conflict/combat. Commitment and strength of personality are more
important facets of a divine personality than the ability to perform
well in melee. Any may e-mail queries or propose themselves or others
direct to genesis@avalon-rpg.com or aldaron@avalon-rpg.com.

Two deities who have, for a long period, either lain dormant or been
possessed of ignoble souls have recently returned to prominence in the
land. Xanthe, goddess of vengeance has returned to her original guise
and duly taken up a combatative position among the Olympians while
Castigere has found a new soul, replacing its tattered and worn
predecessor with a personality of fresh vigour and long, long Avalon
experience. Indeed, the bearer of Castigere's mantle has been in Avalon
for over fifteen real-life years and fully deserves the exalted
position. Rhadamanthys, god of compassion, has informed me in advance
that he may be forced into a protracted absence (just under a year) but,
as with all successful deities, his order should continue to thrive
under its long serving High Priest.


SECTION VI: DIPLOMACY: CITY STATUS, OAKWOOD'S END, THE DRUIDS GUILD

The four great cities of Mercinae, Thakria, Parrius and Springdale
continue to pursue their diverse histories:

Thakria has long been stable and aggressively outward-looking under the
expert guidance of its Princess Narissa, also guildmistress of the
Thieves. Its citizen-base is growing, its guilds well populated (even
the Seers Guild which, until recently, was a husk of its former
glories, boasts a growing and increasingly effective membership).

Mercinae is on an upswing although its base was far less dynamic and
successful than its sister cities. Its newly crowned Princess is India,
guildmistress of the Mages, having recently replaced Fistandantilus in
the hope of a more active leadership re-igniting the fortunes of
Avalon's oldest city. Initial signs are positive and the city's
fortunes are looking up.

Parrius is led by Tetsuo, guildmaster of the Enchanters Guild, and
remains the least populated of the four great cities. It has lately
struggled to find a path independent of its alliances but is slowly
emerging from the shadows of Thakrian domination of its foreign policy
to forge its own path and ideals.

Springdale has endured the most tumultuous in-fighting in its history
over the past few Avalon years with factions competing for leadership,
warring over the soul of the city and its future direction. Kureishi,
the guildmaster of the Paladins was the most high-ranking casualty of
this civil strife with Ailiana of the Craftmasters emerging at last as
consensus Princess. It is a difficult task she must face - healing the
wounds and reuniting the city under common aims. Initial signs,
however, are positive as the leaders of those opposing her rule
gradually come to accept the will of the citizenry. Time will tell
whether Springdale, who during its internecine lost almost its entire
sphere of influence outside its city-walls, will be able to rebuild its
once prime position in the land. Certainly its future looks rosier now,
in the year 1198, than it did five Avalon years ago when all were at
one another's throats and the city threatened to split apart.

Joining the four great cities is a new centre of power, the
recently-expanded village of Oakwood's End. Fatalus, guildmaster of the
Craftmasters and one of the finest traders in the history of the land,
bought the village just west of Springdale (his former home) and
proceeded immediately to use his vast resources to build a mighty
fortress into the rugged hills just north of the village's traditional
centre. This fortress houses Fatalus' fabled riches and, though it has
yet to make an impact on the continent beyond, is the focus of much
attention from leadership of the great cities. Rumours abound of its
trying to tempt existing guilds to move within its walls and already it
has managed to put together an egg filled with treasures to bind the
dragon of Sapience to act for Oakwood's End; something unheard-of
merely a decade ago. One other mortal is closing in on the purchase of
a village and, should he achieve this goal and Fatalus' expansionist
approach continue undiminished, the socio-political landscape of Avalon
may be changed forever.

Despite a brief flaring of interest in the Necromancers Guild and the
disbanding of the Bandits Guild (as the majority of its members joined
the Thieves) there had been little change in the make-up of the land's
many guilds until the creation, just recently, of the Druids Guild.
With a contentious birth - the Animists had been the only
representative of its profession since time immemorial - the Druids
have begun their life under the leadership of Lamothe, long-time
animist and follower of the god of light. Its future is uncertain,
however, and it remains under the watchful eye of Olympus to determine
whether it will be a permanent addition to the land (the extent of its
membership and their influence will determine that). Even in its
fledgling years it has courted internal controversy with many members
departing due to disputes with the guildmistress. We shall see whether
those in favour of the Druids Guild will prevail over those keen to see
its closure and retain the Animist Guild's monopoly on the skillset of
the profession.


SECTION VII: EVOLUTIONS: COMING UPDATES, WARFARE, SUBMISSIONS, CURRENCY

Avalon is now pleased to boast a full-time coder in addition to the
various contributors to its ongoing design and game-writing. Sebastian,
keeper of the scrolls, is the avatar of the coder and you will find him
most receptive to problems (genuine, rather than invented). His e-mail
is sebastian@avalon-rpg.com and ideas may be pitched to him before they
are considered by the pantheon as a whole. Much thanks is due to him
for the speedy implementation of the world event quests, the hundreds
of tweaks and fixes lately pushing Avalon along and his help given
freely to those mortals in need of aid understanding their abilities or
discovering problems requiring coder attention.

Warfare is to be expanded during the month of December, assuming there
is no ongoing military conflict in the land, with siege engines and a
pile of tactical/logistical additions in the pipeline. The present
overbias in favour of fortifications nullifying potential battlefield
conflict is to be redressed as priority. As a toe-in-the-water for the
eventual completion of Seafaring, there are plans to introduce coastal
and river warfare via ships/boats, in addition to islands close to the
mainland. No more will be said of the islands here to allow the first
explorers the joy of discovery and subsequent storytelling. The aim is
to bring the warfare evolutions to light before the third world event
quest is begun, but we'll see how scheduling works out with the holiday
season fast approaching.

There are a handful of abilities yet to be implemented in the Farming
and Labours skills - and the lack of these has caused some commodity
shortages. Some of these abilities will be removed to perpetuate
quality trading of rare commodities while the rest are due for
implementation over the next few months alongside the other more
'glamorous' additions to the land. Keep an eye on the public bulletin
board for relevant messages from Sebastian, Genesis or Apollo.
Suggestions for these generic, everyman skills are particularly welcome
- since they do not impact on the complexities of combat balancing,
there is greater freedom to implement quality ideas quickly.

In addition to the continent-wide 'world events' there will be further
new quests - independent in nature, yet of greater scope than the
standard single-player variety most commonly undertaken. Some of these
are to be contributed by Avalon players and I should take this chance
to remind everybody that we are ALWAYS keen to receive quality,
original proposals for additions to the land. Quests, especially, are
likely to quickly find their way into the land. A thank-you, therefore,
to those who have recently made their contributions: you know who you
are.

Those of you based in the US may have found the exchange rate dollar to
British pound most unfavourable lately as the dollar grows weaker and
weaker against European currencies. Avalon will be attempting to do
what it can to mitigate that problem and ensure the American (and
Australian) players are not penalised, pricewise, because of the
continuing drop in the value of the dollar. To some extent Avalon will
swallow the cost itself since we are well aware that a 50% fall in the
value of the dollar against the UK pound means an effective price hike
of 50% for those Americans subscribing to Avalon. Naturally this isn't
our intention. We will do what we can.

- NEWSLETTER 2007 ENDS -


website: http://www.avalon-rpg.com
general email: support@avalon-rpg.com
overall design/gamewide queries: genesis@avalon-rpg.com
coding/bug related matters: sebastian@avalon-rpg.com
website affairs: webmaster@avalon-rpg.com
postal address: box 3348, sheffield S10 3WS, s yorks, united kingdom.

(c) Avalon September/October 1989 to date-of-writing November 2007; and
on, and on, and on, and on...

24.18. The Avalon newsletter for the 20th anniversary.


Welcome to the 2009 Avalon Newsletter. There has been an unprecedented development of the Avalon game-system over the past nine months, mainly as a result of the forthcoming twentieth anniversary in October/November. For longer than many of the players have been alive there have been a few facets of the game that have begged development, in some cases to satisfy early design blueprints that were never implemented, in others to achieve founding concepts for a profession or a playing-approach. The purpose of the past six months has been to complete and bring live these omissions/evolutions and, as we write this, this goal has been achieved. Approaching twenty years old and Avalon is bigger, better, tighter and more challenging than ever before. It has facets to satisfy the full spectrum of playing styles and character approaches. That was always our goal, and though honing and polishing will continue the 'big leap forward' for the game-system is now complete and ready for your enjoyment.

PROLOGUE: THE 20th ANNIVERSARY


Avalon was always an ambitious project, even back in 1988 when its precursor game was somehow crammed into a tiny amount of RAM on a BBC Micro computer. Everything then had to be kept in memory. Hard drives weren't an option. Verbose descriptions were an impossible luxury. There were multi player games in existence predating Avalon, like Essex MUD (the original multiplayer game) and its imitators Shades and Mirrorworld. Nothing had the scope of Avalon's design, however. Nothing had ambitions to be a whole world simulation, with a complex fight system, skills, economics, commodities, cities, guilds, the new ground broken by Avalon in those early years goes on and on. Things taken for granted now were first seen in Avalon; things so basic as equilibrium or balance or non-automated, pre-resolved inter-player combat...

Like any original work it has itself spawned many imitators and, of course, twenty years down the line exists in a gaming world dominated (at least numerically) by the corporate graphical game-worlds that have exploded online gaming into a mainstream, multi-billion dollar industry. We are often asked how Avalon can survive when it is technologically dated, so small-fry compared to these mega-games. Is there room for a game of Avalon's complexity, described solely in text, where the majority of online gamers will dismiss it out-of-hand? A simple analogy covers the only adequate answer to this: consider the blockbuster movies and the multi-billions they earn, the multi-millions they garner in audience... compare this to 'literary fiction' novels. The latter is small, in numbers, but rich in quality and - if you like - satisfies different needs, attracts a more discerning, more imaginative following.

There is room for both and, like a great book, Avalon seems to transcend ephemeral trends. It was never cutting edge technology. It will always be cutting edge intellectually. It will never attract mainstream millions, but it may always find appreciation from enough discerning individuals, plenty enough to keep the land vibrant, challenging and ever-evolving its history. Twenty years is a long while in anyone's estimation and Avalon's very real history, figures from the past great and small; all contribute to a mythology of real people and real events... an alluring opportunity for those who make up the current generation of Avalonians.

October/November 2009 will be a time of celebration in Avalon, for this is time it turns twenty years old. Twenty years; can you imagine? Who would have thunk it? There are likely to be events published on our website (http://www.avalon-rpg.com) or the News BB closer to the date but, for now, here (for the record) are some of the most significant dates in Avalon's history:

Multiuser game pre-Avalon began during November 1988

The AVALON version, using the pre-game as foundation, began 7th October 1989

AVALON first online at the Adventure 89 show, 28th October 1989

AVALON OPENS ITS DOORS TO THE WORLD 11TH NOVEMBER 1989


For those interested in a couple more significant dates:

Avalon Sheffield officially opens on 1st May 1992 'til 7th May 1995

Avalon First Age opens to the public on 26th November 1999

Avalon's first hostplay opened in West London on 15th May 1992

Avalon joins the internet on 14th October 1994


So enough of the general and down to the specifics. This newsletter is primarily a document of the most significant game-world evolutions, a summary for active Avalonians and perhaps a hook for older players keen to re-engage, etc. There have been too many additions this past nine months for this newsletter to contain everything so we've picked the most important in the hope it gives a suitably in-depth impression. At any time, needless to say, you can come into Avalon and explore the details yourself. We are hopeful many will be persuaded to do so, whether in the guise of their old persona or starting afresh with a clean slate and a history yet unwritten.

------------------[ The Avalon Anniversary Tome and Store ]---------------

A new facility has been added into Avalon itself, wherein you may type PROCURE FROM LIBRARY and you'll be taken into a little shop of real-life products for purchase. The centrepiece of this store is the Avalon Anniversary Tome:

[EXTRACT FROM "greatbook" BLURB direct from AVALON]
You are reviewing the "greatbook" item, priced at 50 British Pounds.
Its summary reads: The 20th Anniversary Great Book of Avalon.

Avalon was begun in a version of its present form on October 11th 1989 and thus celebrates its twentieth anniversary during October 2009. The Great Book was written in recognition of this milestone and contains a wealth of information, far beyond anything ever written about the land, its peoples, its history and its myriad ever-evolving themes. The Great Book is divided into six distinct sections and these are summarised below. In form it resembles a great traditional tome, hundreds of pages in length in quality print and hardbound with gold embossed cover. It is intended as a collectors item and no expense has been spared in its production. It has been edited to a high standard and is the product of many thousands of man-hours work; the single most definitive resource available to Avalonians past, present and future.

First Section: "THE HISTORY OF AVALON in the WORLD OF MAN"
Second Section: "THE HISTORY OF AVALON itself"
Third Section: "COLLECTED TALES, NARRATIVES, WRITINGS from players over the
    past five Avalon centuries"
Fourth Section: "THE CURRENT AVALON GAME-SYSTEM in MASTERCLASS DETAIL"
Fifth Section: "OPEN FORUM, raw contributions and GREAT EVENT LOGS"
Sixth Section: "THE FUTURE OF AVALON in the WORLD OF MAN"
Appendices: "maps, fragments, detailed info and tables, historical curiosities"

RELEASE DATE: end-OCTOBER 2009. PRE-PURCHASE NOW TO GUARANTEE YOU GET ONE 1ST! The "greatbook" is priced at 50 UK pounds (around $80 by current exchange rates) for all pre-purchasers. This will be a quality, durable tome; no expense spared so we don't envisage profiteering. The purchase price includes postage and packing.

----------------[ The 2009 Newsletter ]--------------

ONE - THE PROFESSIONAL SPECIALISATIONS


Across all professions there has been, to varying degrees, a marked evolution in the skillsets available to guild members - a smattering of abilities at all levels but most significantly at the so-called 'crowning' point. This is where the skill has been pushed to its fullest extent and the guild member becomes able to access the possibilities of specialisation. Each profession has a different route to obtaining the specialist abilities (hundreds exist) and a summary has been included below. The specialist abilities do not require further learning in a traditional sense; they do not cost lessons, they do not require procurement or payment. The intention with specialisations is to complete the original vision for each profession, distinctive gameplay and game-approach, unique to each and - in some cases - offering a 'fork in the road' choice for crowning one's character.

Thieves specialise as either a burglar or an assassin. Access to specialist abilities is not publicly known, though rumours of the existence of a brotherhood are whispered in the dark corners of taverns... and only constancy as a thief and persuasion of the secret brotherhood affords admission.

The Seer professions have three choices to crown their skills: the generic, the oracle or the truemystic. The generic does not specialise but is able to use the spread of seer skills without impediment. But most do not choose to remain generic. The truemystic delves in the world of companions, dopplegangers, netherworldly activity and - it is rumoured - is the only mortal able to create Human Life with all the knowledge and potential that entails. The oracle is more of a mystery, existing in part (or sometimes entirely) in the ethereal world - seeing stone spheres giving powers across entire regions of Avalon, allowing manipulation of the very building blocks of the land in incredible and potentially cataclysmic ways. No city can exist in safety without an Oracle. Admission to the seer specialisations requires permission from Olympus and then personal invitation from an existing specialist. The seers are notoriously guarded; few gain access to these incredibly powerful abilities unlike anything else in Avalon.

Loremaster professionals are able to gather both of the specialist skillsets concurrently. The Loremasters practice opalescence first: the development of their robes of lore with woven gemstones in pursuit of the opalescent spectrum (the complete set of gemstones) - each gem bringing its own powers, like the phoenix-fire resurrection, the tutoring of arcana or the dialogue with the moon. Then they attain skymastery, their crowning communion with the Air element: freedom to manipulate the heavens, to rain potions, to hailstorm runes - a battleground in the skies. Specialisation access for those with perfect Alchemy, Elixirs and Runes is determined by the Council of Lore, a ten-strong body made up of part elected, part lifelong members representing a spectrum of opinion as diverse as the profession itself.

One of the most intriguing of specialisations is gained by the Ranger profession, twined to an extent with the Animists and Druids for all share an empathy with the natural world and in particular the forests. First the Rangers gain Falconry, bestowed by ceremonial gifts (a robin, an owl, a crow, a carrier pigeon and a falcon) from five fellow professionals. Then comes access to the Sylvan Lore, the fundamental empathy and interaction with the forest - from awakening the trees and battling the very winds, to directing woodland affinities and marshalling ent-legions with all the terrifying consequences a roused, living forest might entail.

Each of Avalon's forests possess an independent set of affinities, of preferences, of closeness to each individual ranger. By either conflict, competition or consensus the profession determines one another's Sylvan potency. The Ranger most beloved of the Greenwood will possess the most abilities and will evoke them with greatest power, likewise each of the twenty distinct forests/woodlands of Avalon.

Specialisations exist for the Sorcerers, as the elders of the profession gain access to the realm of Thaumaturgy in addition to their practice of Necromancy. The Druids, under circumstances unknown outside their profession, gain Ornithology and Animism. Alone of the professions Avalon's original duo, the Knight and the Mage, do not practice the distinction of regular versus specialist abilities. Instead these more populist guilds benefit from unrestricted access to their new, role-enhancing abilities (like the chessboard ritual or the knightly identity-armour) as befits the 'everyman' professions.

To summarise: the aim of specialisation is twofold: Firstly, to reward those guildsfolk who remain constant to their professional development with a greater range of abilities and powers than those butterfly types, flitting profession to profession without ever mastering their skillset. Secondly, to complete the founding vision of the roles of the various professions by creating a distinctive, noticeably different gameplay for each - thus, in theory, allowing a greater diversity of personality-types and role preferences to be played out. The gameplay of an ethereal being working from a realm divorced from Avalon will be very different to the forest empath garlanding their beloved woodland; likewise the malevolent necromancer-undead at the head of a demonic army quite unlike the skymaster directing rainstorms of holy water from a heavenly battleground of clashing, tactically complex weather-fronts and winds.

TWO - WARFARE (City and Guild) and BATTLEISLE


Warfare in Avalon used to be a relatively simple numbers game - build-up legion numbers for attack, build-up fortifications for defence. Tactics during a contested invasion would boil down to player vs player combat, thereby reducing the number of significant participants greatly; or rewarding the worker-drone mentality building invincible fortifications to protect the home city indefinitely. This has all changed. In line with the concept of each profession providing the individuals with an entirely different game and role experience (particularly through specialisations), warfare has undergone a complete transformation into a whole game in and of itself: tactical, competitive, nuanced, rewarding of intelligent defensive setup and military deployment plans and likewise providing countless permutations for battleground offensives.

Avalon is renowned for its player v player combat system being the progenitor for future standards, intense, fast-paced and adrenalin-filled; but its pace was beyond many (alacrity, complex lightning-quick tactical shifts) and the personalised aggression, though thrilling for some, was not enjoyed by others. Non-individual fighters certainly found plenty to fill their time: trading, politics, diplomacy, city or guild building, questing, the list goes on... but there were many who yearned for competitive conflict at a more cerebral, subtle pace.

Warfare aims to satisfy this need. Its build-up is slow burn, involving city, guild or groups of allies working together to prepare their armies, their offensive and defensive training and battle plans; then the conflagration: battle underway, original thinking and fluid tactical understanding come to the fore without the panic-inducing pressure of inter-player combat. The stakes, however, on the battlefield or over guild/city invasion are higher than anything else in Avalon save divine war. Thus, a distinct and respected new facet of the game-system - violently important, central to the land's sociopolitical landscape yet accessible (and testing) to a different range of player abilities/blend of skills.

There is no space in this newsletter to go into great detail of the fascinating warfare system - help section 21 (HELP WARFARE in Avalon or on the website) is your first port of call for all the details. Here is a taster of some of its aspects: competition over enlistment of new soldiers, legions training in a wide range of skills, tunnelling underground (potentially opening a whole world of tunnels and subterfuge) and levitating towards the skies, archery, catapults and mortar-bombs, minefields and oil-cauldrons, barricades, fortifications, trenches and cavalry, permanent plundering and razing of enemy positions - even their homeland buildings - dispatches with subtle mobilisation plans, carrier pigeons, scouts, flexible military structure, varied terrain and weather effects, legion formations, armour, melee and projectile weapons, battering rams and siege-towers... the list could roll on for pages.

In short, while it remains possible to organise strong defensive positions and provide the city or guild military with dispatch missions to react intelligently to invasion - without reliance on a handful of supreme player v player fighters to lead at key moments (else all is lost). Warfare is intertwined with guild skills and specialisations, with globestaves and inter-realm influence. It impacts the divine-realms, can permanently change the Avalon landscape and - should a city conquest be successful - lead to a whole repertoire of options (such as installation of a regency, changes of constitution, treaty imposition, etc). Just as the player personal skills system, including specialisations, simulates a wide spectrum of possibilities and conjures an interplay that's uniquely challenging; so finally does warfare and subsequent sociopolitical (and material) fall-out from these fascinating and engrossing events.

At the end of this newsletter we have included "The Battle of the Lakeside Promenade" - a small-scale invasion by Springdale of the city of Thakria, through a tunnel beneath their Moonstone Lake. It gives a small taster of the sheer possibilities and thrills'n'spills of the battlefield.

It should also be added that there exists a training ground for all those wishing to learn warfare without any consequences in the real world. This is known as the 'battleisle'. On the battleisle a player can access fully trained legions, all types of equipment and terrain on a micro-world with four opposing towns... competitions are often run therein, and it is possible to practice all aspects of warfare - to experiment, to hone tactics, to work through scenarios - with complete freedom from repercussions on the mainland. It is an invaluable aid and has proven the venue for many an exciting competition on its well-pitted battlefields. See HELP BATTLEISLE in Avalon or on the website for detailed info on using the 'battleisle' facilities. It is open to all: fighters, duellists and protected alike.


THREE - THE SONG OF CREATION, DIVINE REALMS AND DEITY CONFLICT


Unlike mortals, whose little lives are spent about the dizzying acquisition of skills, power and influence, the divine being is an immortal essence - a spirit whose existence precedes the very creation of the world. Under direction of the Creator, the immortal divinities did raise their metaphorical voices in a Song more diverse, more wondrous, more beautiful than could be borne by the Void; and from this Song as the immortals wove a vision approaching the infinite in its complexity was Avalon brought into existence. There could be no other outcome.

The Song was too perfect, too intertwined as the divinities coalesced and diverged time and time again. Thus arc'd the sky, thus rose the mountains, thus swirled the mighty oceans and the tenebrous forests... All of the immortals saw something of their creation in the newly-formed world. Underworld, netherworld, depths and bowels of the earth, the surface itself, the eternal flame, the flora and fauna populating the virgin landscape; and above the skies, the winds, the ethereal and astral planes, the heavens and the dome of stars. All self-contained; a wondrous symbiosis in which all Time and Life is held safely, hung suspended in the Void.

Most of these immortal spirits of divine essence remained in the Void, looking in on the embodiment of their Song of Creation but seldom entering within. Some, however, take on physical form and enter Avalon through the Doors of the Night - and these are the Gods of Avalon. The pantheon, centred about their Olympian home, quickly gravitated towards realms consistent with their part in the Song of Creation. Mortals ordained or appointed into the pantheon likewise find their own role in the Order of Things, waxing and waning across these diverse realms as desire, conflict and consensus allows.

It is their influence over these realms, these eternal concepts and elements brought into being by that original Song at the beginning of time, that defines their powers, their roles, their influence on the land of mortals and the world of their fellow divinities; their impact on the unfolding history - as the procession of Time pours moment after moment into the living, multifaceted narrative that is and forever will be Avalon.

A god may be peaceful and live by consensus, happy with a static realm and unchanging sphere of influence; or a deity might grow ambitious, power-hungry - may even begin to spread influence, control and ultimately power over aspects of the Song of Creation. Sometimes this may even bring one divinity into conflict with another; such events are cataclysmic events in the mortal worlds and great chapters in the storybook of the pantheon.

Every location in Avalon, whether a mortal is able to perceive it or not, is constructed of a combination of realm-song - the nigh-permanent embodiment of the Song of Creation whose unique blend is the genesis of the location. Gods tend to be born or biased in favour of certain realms, aspiring to dominate their chosen realm and claim the realm-song about Avalon to further bolster their potency. The greater the proportion of the world's realm-song possessed by an individual deity, the more numerous and more potent his/her realm-powers.

It is possible for divinities to compete for realm-song, either unclaimed portions (minor realms or slumbering deities) or realm-song owned by a fellow god. Both tend to be strongly defended for the acquisition of realm-song is incredibly difficult and laborious and risky for the attacking deity but successful acquisition forever expands a god's sphere of influence, his/her accumulation of realm-power and realm-influence; growing greater with every passing moment in the mortal realm. Though a god is an immortal spirit, indelible and inviolate, their Avalon avatars are more akin to supernatural, trans-human beings and thus such 'stats' as realm-power impacts on their influence across the world.

The fundamental 'essence' of a god is symbolic (and has practical uses) of his/her eternal presence in Avalon. Further indicators of a deity's prowess include 'reputation', 'word' and the effects of 'piety'. Reputation is acquired by pro-active use of divine powers, priesthood festival, initiation and/or defence of realm-song and imposition of realm-power. It tends to be high for the more aggressive, avaricious gods. Word is gained through divine presence, loyal guilds and cities, order and priesthood ritual, longevity of high profile patronages, expansive followers and busy temple activity. Piety derives primarily from mortal action on behalf of or devoted to their chosen divinity (usually their patron) like offerings, sacrifices, obeisance, public calendar-claimed celebrations initiated by mortals - often in holy temples or significant places about Avalon.

Reputation, word and piety can be applied to augment realm-power accumulations from a deity's location possessions or gradually bled off to engender minor increases in essence. Essence, likewise, can be poured back onto the Divine Plane to augment realm-spirits; a permanent gamble since it empowers the godly avatar's available might at the expense of their indelible persona. A god will have a priesthood led by a High Priest, with ranks within defined by each individual divinity. Their order will contain heroes and beloved followers; worshippers and supplicants; favoured and special mortals charged with holy missions. A robust priesthood is able to aid in their patron's divine conflicts over realm-song/locations or muster spiritual defences able to ward off avaricious opponent gods (often while the patron is absent). This is an entirely new development in the Avalon game-system, yet another facet of gameplay: the religious crusader, the ambitious proselytising priesthood and Avalon-wide supplicants.

To conclude the theory, three practical examples of realm-powers available to a god with sufficient dominance over the sum-total realm-song across the whole of Avalon: the realm of fire can cause massive eruptions in one of the volcanoes, like Mount Sapience, potentially drowning an entire metropolis in an unstoppable flow of lava; the realm of the sea can raise great tsunamis to batter against the coastal cities of the land, flooding the streets, sweeping away buildings and citizens and even armies; the realm of magic is able to magnify, suspend or twist entire swathes of many skillsets (e.g. the Mages, the Bards, the Sorcerers, etc.), the effects completely under the control of the realm-dominant god and potentially influencing the daily lives of a vast array of mortals. It is no minor occurrence when deities conflict over realm-song dominance; priesthoods do well to remain ever-vigilant and ready to react if the outcome of a conflict may bolster the might of an enemy divine.


FOUR - FORAGERS AND THEIR TASKS


Many of the higher level Avalonians have long accumulated lessons that have been of little use; or upon returning from long absences have found themselves short on equipment (ravages of time, etc.). Foragers have been introduced to deal with this, and aid those who need quick specific items of equipment that might otherwise be difficult to obtain. Foragers are young, quick-witted folk found all over the land whom a player take on as a loyal vassal and thence give tasks to forage about the land for items, artefacts, weapons, information, quest insights, etc. Full details can be found in Avalon by typing HELP FORAGERS and HELP TASKS.

It has been used lately by many a returnee to quickly re-equip and enter the fray without the previously laborious task of having to beg, borrow or steal essential inventory from deities and other players. It affords a measure of self-sufficiency to those who chose not to befriend the supplier professions. It has opened up quests that have lain dormant for years and given insight into aspects of the land long slipped into half-believed folklore. Explore for yourself the quest and artefact information gathering abilities of these foragers. It is not an expensive endeavour and the results can be incredibly illuminating!


FIVE - NATURE, LIVESTOCK, BREEDING and LANDSCAPE


It was previously the case that animals were a fairly amorphous commodity, and specific beasts were either found by chance in the wild (and tamed to do one's bidding) or trained-up by city craftsmen, accessible only to members of high government. This is no longer the case. Avalon has evolved a complete nature-system where animals are birthed, grow up, breed with one another - often at the instigation of the keen owner - and eventually die. They have periods in their life where they are fertile, periods where they can be used as a source for valuable commodities (like leather from a cow-hide, or eggs from chickens bred in coops). They can be employed in important tasks, like carrier pigeons distributing crucial dispatches about the land.

In short, all of Avalon's commodities have been shifted from autonomous creation in the villages (though this remains, to an extent, as an addition) to be created/fashioned by the endeavour of those folks whose preference runs to farming, labouring, mining, breeding and nurturing livestock, butchery, falconry, etc. The skills of Farming and Labours are much expanded to take into account this evolution and the landscape of Avalon plays an increasingly important role in arable and pastoral work. Birds, in particular, for their freedom to range about the skies have taken on far greater importance. See, for a taster, HELP LIVESTOCK, HELP SKIES, HELP FORESTS, and of course those who have not looked in a while should review their AB FARMING and AB LABOURS lists.


SIX - DIVINE GLOBES, IDEALS, REPUTATION and GLOBESTAVES


The cities of Mercinae, Parrius, Springdale and Thakria have gained - generally in the altar-room of the city patron temple - a most singular divine gift known as 'the divine globe'. These enormous immovable crystals record impressions of deeds, triumphs and failures of the citizenry in addition to the goings-on within the city's walls and its sphere of influence. The balance of triumph versus failure determines an annual potency for the divine globe - and from this potency a whole raft of powers can be called upon by the cityfolk. See HELP GLOBES for details.

Guilds now have the facility to declare their ideals from a blend of traits and agenda, each guild member contributing to the guild's reputation by dint of their aspirations towards these guildmaster-declared paradigms. Guild reputation has various effects, including determining the guild's popularity among the CCC townsfolk of the land (and therefore its enlistment, the growth of its legions) and its contributions to the divine globe of its home city. High reputation guilds become extremely important to their home city (or, if independent, rely on this growing reputation to perpetuate this separation from reliance on city walls for their defence). See HELP IDEALS and HELP REPUTATION for comprehensive info.

The art of the globestave has been recently discovered by the scholars of the land, artefacts portable and held by individual players (young and old alike) whose power is derived from the annual resources of one's homeland divine globe. Globestaves possess a range of extremely important, wide-ranging abilities and can be used by all Avalonians. Their powers are documented, in part, under HELP GLOBESTAVES and HELP GLOBEACTS; their influence is not limited solely to conflicts between individuals but also between larger forces, with legions, with various realms of existence. In short, a whole world of exploration like a new skillset but available to everyone providing they can acquire a globestave and gain access to empower it from their divine globe (or, rumour has it, from suitably well-prepared members of the Loremaster profession).

SEVEN - BADGES, MEDALS, XPQUESTS, QUESTMASTER


The interaction between the higher ranked guild members and citizens, and the young to mid-level folk of Avalon, has been much expanded. Badges have been introduced as a measure of an apprentice's progress, numbering fifteen in total and testing disparate skills and understanding. Cities, guilds, orders and individuals are able to create and give out medals commemorating praiseworthy deeds, recording historical achievements, etc. There is total flexibility in the creation and bestowing of these medals. Cities and guilds are now able to write their own quests for members (and non-members alike) with the illustrious post of Quest Master heading up their creation in each of the large cities. The XPQuests range from simple yardsticks to gauge the progress of neophyte Avalonians to complex, important business that might further the goals of said city/guild/etc. It is a vehicle for the creativity of individuals, a fluid system enabling, for example, a city to formally declare its 'most wanted' by quickly setting up an XPQuest to reward those brave enough to bring these miscreants to justice. The possibilities are as limitless as the imagination of a quest's creator.


EIGHT - SAPIENCE DRAGON, ALESSANDRIA and other MAJOR QUESTS


There have been numerous major additions to the Avalon landscape, many of which affect the people, guilds and cities of the continent - and most of which can be directly affected by what people do. The ancient forest library of Alessandria has been completed with all its rituals, from the opening to the Golden Age. It is one of the main sources of the basic arcana (abilities from the dawn of time, steeped in mystery but with potential for great powers in the modern Avalon world). It is possible to tempt the dragon of Mount Sapience from his luxuriant apathy, to take to the skies and offer protection to one or other of the great cities; to direct his wrath against enemy crops; to swoop down and steal from the stockrooms and commodity sheds of those declared targets by the city feeding treasure to this greedy beast.

Gem quests have resumed, events dictated by dates on the Avalon calendar have sprung up about the land... all manner of avenues worth exploring whether one is a staunch role-player keen to delve into the world's secrets with eyes of wonderment or a utilitarian power-player bent on the acquisition of greater influence. More will not be revealed here so as not to intrude on the hard work of those currently involved in the uncovering of what amount to a few dozen Alessandria-esque aspects of the ever-evolving continent.


TEN - QUICK SUMMARY OF THE FOUR CITIES AND BATTLE WRITE-UP


Mercinae under Princess Estania the Mystic. It was recently forced into abject surrender by an overwhelming invasion by the forces of Parrius, led ably by Field Marshall Dunccan under Princess Orielle. The Mercinaens, quickly broken, submitted to a Parrian-controlled regency and their former Princess - India of the Mages - was banished in disgrace. The former City of Light has emerged from the regency period, regained a measure of independence and is treading the early steps on the road to - one would hope - full recovery and self-sufficient security. This recovery was dealt a heavy blow recently by a massive, well-planned burglary by Lightfingers, expert burglar and noble of Thakria. Faking defection from Thakria his honey-tongue worked quickly into the confidence of the Mercinaen government, gathering aideships and access to important areas of the city (like their military stockrooms and commodity housings). The robbery was executed with great speed and aplomb but perhaps this final ignominy will be the catalyst for a paradigm shift in Mercinaen thinking. For centuries a virus has afflicted the city, passed on generation to generation, warping minds and driving off the ambitious, the competent and those resilient to its adverse effects. Is the Time approaching, at last, for the virus to be finally destroyed? The city's future lies in its own hands at least.

Thakria led by Prince Mohrion of the Sorcerers. In the after-years of Narissa's despotic but effective rule of Thakria, leaving the city rudderless and in decline, it eventually fell to the reluctant returning guildmaster of the Sorcerers - Mohrion - to arrest the decline. Although no longer the dominant force it was previously, the city is growing in power once again with some promising fledgling barons and ambitious power-hungry goals. Coffers and economy buoyed by the fruits of Lightfingers' huge robbery of the Mercinaen commodity reserves, the City of Miracles is in a relatively strong position.

Thakria recently repelled a tentative invasion force from Springdale (see Battle of the Lakeside Promenade below) but the two cities remain at loggerheads and it is only a weakened Mercinae that gives Thakria a sense of safety. Both cities are engaged in a tit-for-tat war of attrition against one another's defensive fortifications but neither side has, as yet, risked all-out war. The repercussions even for a victorious army if the defending city mounts a serious challenge would leave them vulnerable to the other cities.

Springdale ruled by Prince Orinoko of the Craftmasters Guild. For many decades it has been the most stable and competently managed of the land's cities, Orinoko's many centuries of experience brought to bear on a careful balancing of the city's factions. Its economy is strong, its resources relatively plentiful and its military are well trained. In Elminster the city has one of the land's most respected Field Marshalls and since the fragmenting of the Thakrian Seers and the Parrian Astrologers, the realm of the ethereal has been dominated by the Prophets - giving Springdale an edge across the entire continent.

Springdale's geographically central location, however, raises the spectre of war on three fronts as an ever-present threat and thus the Springdalians tend to err on the side of caution in military spheres, preferring to build up their defences and train the soldiery in readiness for offensive mobilisation - but shy away from setting anything in motion. Parrius, having tied the conquered Mercinae into a treaty of non-aggression, is a constant threat to the east and Thakria, largely recovered from a weak point a few decades ago, continues to nip away at their western fortifications. It is an uncertain future for the City of Dreams but no invader will find an easy conquest should they step too close to Springdalian city-walls.

Parrius under Orielle, Loremistress First Mariner. The city is in a strong commercial and military state, primarily as a result of Dunccan and his companion soldiers. Parrius recently invaded and forced surrender of the city of Mercinae, installing a regency government for a time and binding the defeated citizens to a treaty, seizing much of their eastern lands and installing a barracks on what was once Mercinaen soil. Of late the god of war and his order have made their presence felt in the Parrian government, guiding public opinion and challenging the precepts of Proteus, sea-god, and the city's long-time patron. Field Marshall Dunccan's expected return to a triumphant welcome was not as he had hoped - Parrius' independence of spirit and unpredictable, contrary citizens rebuffed the returning hero and drove him into premature retirement. What the future holds for Parrius none can say, but with many deities converging an interest in the Eastern City it promises to be an eventful next chapter.

Oakwood's End is owned by Fatalus the Wealthy and Knightswood was bought and expanded by Tukar, rumoured to be one of the prime movers in one of Avalon's secret societies.

It is now possible to construct buildings (from palaces to commodity stores, paddocks to banks) about a city, using appropriate commodities and labour. City artisans are available to make complex items, legions can construct equipment of military import but a new, flexible system called 'Crafting' is available to mortals. It allows them to fashion their own personal creations, ensuring a constant flow of additional accessories and a la mode couture to Avalon's already vast repertoire of clothing, equipment and artefacts.


THE BATTLE OF THE LAKESIDE PROMENADE - in the MONTH of PAGLOST 1236


During the month of Paglost 1236 the Springdalians launched an audacious military action against their long-time enemies, the city of Thakria. Since the lifting of the divine peace many years prior the wise had spoken of an impending invasion by the Springdalians - to avenge the humiliations of past conquests at the hands of the Thakrians, to demonstrate the turnaround in their fortunes and establish in everyone's mind the new order in Avalon: with Springdale firmly on top of all potential threats. Prince Orinoko and Field Marshall Elminster were the masterminds behind the Paglost action, both with long memories, both with points to prove, both a desire to serve up an effective first strike against the Thakrians.

The expected 'grand invasion' of the early 13th century did not happen and Springdale, mindful of threats from other cities, chose to bide their time and watch the unfolding border conflicts between her neighbours rather than launch any significant warfare of their own. It was not until Paglost in the year 1236 that Springdale chose to make their first significant move, escalating the 'phoney war' into a genuine and bloody conflict. Mustering some five thousand troops - four army corps of legionnaires - the Springdalians marched under cover of night through the villages and fields of the northern plains 'til they reached the secret tunnel under the Moonstone Lake.

Splitting up their corps into smaller brigades to pass through the tunnel, the well-equipped Springdalians entered the tunnel and made their way towards the relatively modest Thakrian fortifications protecting the 'underlake' entry point. The fortifications were not raised but posed an obstacle nonetheless. Here, for the first time in Avalon's modern history, the ethereal winds of the Prophets Guild under the command of Kaprika the Oracle were brought into play. Weeks of preparations had gathered a potent ethereal force under Kaprika's command and finally she unleashed against the enemy. The fortifications and fixed defences were blasted aside by the unleashed tempest and the Springdalian attack force - unscathed - continued through the tunnel and emerged presently within the walls of Thakria itself.

The City of Miracles was mostly slumbering, few citizens were on the streets. Springdale arranged their formations, distributed their equipment (mortar bombs, catapults, battering rams, archers, etc) and under the direct command of Orinoko and Elminister launched a two-pronged offensive aiming to cause the maximum damage to the Thakrian military and resources as possible. Largely unprepared and in a mediocre defensive layout, the exposed Thakrian legions were few and quickly dispatched. The Springdalians kept away from any major concentration of Thakrian fortification and instead targeted vulnerable commodity sheds, barracks and ill-defended points around the Lakeside quarter of the city. A mood of euphoria was prevalent in the Springdalian camp as they romped through the Thakrian streets causing destruction where ever they aimed their deadly raids.

At last, however, the Thakrian nobility were roused and stepped into the fray. Prince Mohrion was first to attempt a fight back, albeit smallscale and serving to escalate the bloodshed; enough to cause the Springdalians to step up the pace of their destruction-tactics. Sonja, guildmistress of the Warlocks, took charge of the broader defence of the realm. Springdale had not committed forces in any great number and despite tactical frailty and the Prince's enforced absence, Sonja and Achelous of the Loremasters were able to throw enough resources against the invading parties to slay them all. Individually Orinoko, Elminster and supporters competed valiantly to prolong the battle but by day's end five thousand Springdalians had perished on the streets of Thakria.

The Springdalian leaders and the Mercinaen Princess returned to their respective cities and - by this time - the Thakrian Prince Mohrion had returned to receive report of Sonja, Achelous and the other Thakrian citizens having successfully defended the homeland. Much, no doubt, had been learned by this - the first strike against a city's homesoil in the era of modern warfare. The Thakrian casualties greatly outnumbered the Springdalians, such was their initial disorganised and their tactically naive counterattack; but none can argue they failed to show great courage and, in the end, material damage inflicted on Thakria was minor.

Who won the conflict, then? Who came out on top? It is difficult to say. The Springdalians were able to afford the modest invasion force, with great opportunity but little risk; and they were certainly able to inflict more casualities and cost the Thakrians more resources than they lost themselves. But there is little doubt the strike was a significant effort and one the Springdalian leadership might have hoped would lead to a greater loss of Thakrian life, or a richer plunder to take back to the Springdalian coffers. As it stands, the Springdale military command learned a little about the techniques of invasion and the Thakrians learned much about the weakpoints in their defensive setup; not to mention benefiting from the morale boost of vanquishing enemy invaders from the streets of their homeland.

In short: an exchange that promised more than actually transpired with both Springdale and Thakria suffering minor losses and gaining valuable battlefield experience. Little more can be said, save the flames of war have been fanned by the first true Springdalian aggression - and whatever future conflagrations may happen between the two cities, it was here in the "Battle of the Lakeside Promenade" during Paglost 1236 that the fuse was lit once again.

THIS IS THE END OF THE AVALON 2009 NEWSLETTER. WE HOPE YOU ENJOYED IT AND APPRECIATE THE TIME AND EFFORT PUT INTO ITS PRODUCTION.

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24.19. The Battle of the Lakeside Promenade.

During the month of Paglost 1236 the Springdalians launched an audacious military action against their long-time enemies, the city of Thakria. Since the lifting of the divine peace many years prior the wise had spoken of an impending invasion by the Springdalians - to avenge the humiliations of past conquests at the hands of the Thakrians, to demonstrate the turnaround in their fortunes and establish in everyone's mind the new order in Avalon: with Springdale firmly on top of all potential threats. Prince Orinoko and Field Marshall Elminster were the masterminds behind the Paglost action, both with long memories, both with points to prove, both a desire to serve up an effective first strike against the Thakrians.

The expected 'grand invasion' of the early 13th century did not happen and Springdale, mindful of threats from other cities, chose to bide their time and watch the unfolding border conflicts between her neighbours rather than launch any significant warfare of their own. It was not until Paglost in the year 1236 that Springdale chose to make their first significant move, escalating the 'phoney war' into a genuine and bloody conflict. Mustering some five thousand troops - four army corps of legionnaires - the Springdalians marched under cover of night through the villages and fields of the northern plains 'til they reached the secret tunnel under the Moonstone Lake.

Splitting up their corps into smaller brigades to pass through the tunnel, the well-equipped Springdalians entered the tunnel and made their way towards the relatively modest Thakrian fortifications protecting the 'underlake' entry point. The fortifications were not raised but posed an obstacle nonetheless. Here, for the first time in Avalon's modern history, the ethereal winds of the Prophets Guild under the command of Kaprika the Oracle were brought into play. Weeks of preparations had gathered a potent ethereal force under Kaprika's command and finally she unleashed against the enemy. The fortifications and fixed defences were blasted aside by the unleashed tempest and the Springdalian attack force - unscathed - continued through the tunnel and emerged presently within the walls of Thakria itself.

The City of Miracles was mostly slumbering, few citizens were on the streets. Springdale arranged their formations, distributed their equipment (mortar bombs, catapults, battering rams, archers, etc) and under the direct command of Orinoko and Elminister launched a two-pronged offensive aiming to cause the maximum damage to the Thakrian military and resources as possible. Largely unprepared and in a mediocre defensive layout, the exposed Thakrian legions were few and quickly dispatched. The Springdalians kept away from any major concentration of Thakrian fortification and instead targetted vulnerable commodity sheds, barracks and ill-defended points around the Lakeside quarter of the city. A mood of euphoria was prevalent in the Springdalian camp as they romped through the Thakrian streets causing destruction wheresoever they aimed their deadly raids.

At last, however, the Thakrian nobility were roused and stepped into the fray. Prince Mohrion was first to attempt a fight back, albeit smallscale and serving to escalate the bloodshed; enough to cause the Springdalians to step up the pace of their destruction-tactics. Sonja, guildmistress of the Warlocks, took charge of the broader defence of the realm. Springdale had not committed forces in any great number and despite tactical fraility and the Prince's enforced absence, Sonja and Achelous of the Loremasters were able to throw enough resources against the invading parties to slay them all. Individually Orinoko, Elminster and supporters competed valiantly to prolong the battle but by day's end five thousand Springdalians had perished on the streets of Thakria.

The Springdalian leaders and the Mercinaen Princess returned to their respective cities and - by this time - the Thakrian Prince Mohrion had returned to receive report of Sonja, Achelous and the other Thakrian citizens having successfully defended the homeland. Much, no doubt, had been learned by this - the first strike against a city's homesoil in the era of modern warfare. The Thakrian casualties greatly outnumbered the Springdalians, such was their initial disorganised and their tactically naive counterattack; but none can argue they failed to show great courage and, in the end, material damage inflicted on Thakria was minor.

Who won the conflict, then? Who came out on top? It is difficult to say. The Springdalians were able to afford the modest invasion force, with great opportunity but little risk; and they were certainly able to inflict more casualities and cost the Thakrians more resources than they lost themselves. But there is little doubt the strike was a significant effort and one the Springdalian leadership might have hoped would lead to a greater loss of Thakrian life, or a richer plunder to take back to the Springdalian coffers. As it stands, the Springdale military command learned a little about the techniques of invasion and the Thakrians learned much about the weakpoints in their defensive setup; not to mention benefitting from the morale boost of vanquishing enemy invaders from the streets of their homeland.

In short: an exchange that promised more than actually transpired with both Springdale and Thakria suffering minor losses and gaining valuable battlefield experience. Little more can be said, save the flames of war have been fanned by the first true Springdalian aggression - and whatever future conflagrations may happen between the two cities, it was here in the "Battle of the Lakeside Promenade" during Paglost 1236 that the fuse was lit once again.

24.20. Parrius conquers Mercinae, summer 1237.

Watch this space! Meantime, make sure you have read the latest warfare BB post or if you have no access, public bulletin board messages 24965 and 24966; the former as a little background and a helpful allegory, the latter documenting ALL specific modifications and tweaks to warfare brought live from 1st Leaflost 1237, after the declaration of the regency state in Mercinae.

24.21. Springdalian invasion of Parrius, winter 1254.

Springdale launched an invasion against Parrius western gate during the month of Eleuthral 1254 after two Avalon years of mystical preparation. They chose their moment during a quiet period in the Parrian citizenry, while many slumbered, and launched a fullscale offensive against the gate fortifications - picking a uncharacteristic weakpoint and smashing through after a time. Some twenty thousand well-armed Springdalian legions stormed through the defensive Parrian troops and set foot in Chapman Square led by Orinoko and Elminster, while Kaprika in the ethereal winds lent crucial support. They were faced with a city floundering, reeling from the offensive, unable to marshall their troops and untutored in the ways of warfare. Parrius appeared in a doomed situation.

It was the Thakrian military commanders, Sonja and Achelous, who came to the rescue of the city of Parrius, while Esprii - keen to avoid Springdale achieving a victory and thereby strengthening its own military position vis-a-vis her own city - counteracted Kaprika in the winds. Sadly those handful of Parrians experienced in the art of war remained absent and Princess Orielle, unknowing and directionless despite her steadfast resolve, remained unable to act. Other Parrians with possible knowhow lacked the rank to command the Parrian troops though Athenia laboured long and hard as best she could.

It fell to Gwendolyn, a Parrian of ancient standing but little modern experience, to follow the instructions of Sonja and Achelous, to marshall the Parrian defence and almost singlehandedly arrange a frontline of Parrian legions across Chapman Square. The defenders were equipped, and with Thakrian guidance the counteroffensive was launched.

Thousands of Springdalians perished in the first assault as the Parrians, numerically superior and now led by a pro-active citizen and directed by well-skilled Thakrian savoir-faire. Orinoko and Elminster fought on for a while but as Rath of the Warriors assembled his guild legions and brought them towards the battlefield and Gwendolyn mustered further Parrians to swell the numbers at Chapman Square, the Springdale attack faltered. As Kaprika retired and Esprii gained the upper-hand, as Orinoko and Elminster were facing repeated strikes, personal and against their legions - the Parrian archers proved a mighty boon - the bugles sounded the order for retreat. Orinoko, Prince of Springdale and Elminster, its illustrious Field Marshall, gathered the remains of their invading force and backpedalled to their homeland, retiring behind the Springdale city walls and its mighty fortifications.

Springdale had lost many thousands but Parrius, because of early stage routing, suffered the greater number of casualties. The Thakrians commanders proved their military capabilities once again, and the Parrians were confronted with the realities of war; and the perils of knowing too little about the defence of their realm. Gwendolyn deserves great praise for keeping a level head and, under direction, assembling and directing the Parrian defence and counterattack. Parrius, in a state of political deadlock, could have lost a great deal more and the citizens should offer praise to the gods of fortune that - at least on this occasion - their failings were not more fatally punished.

25. Miscellaneous Documentation.

Non-character related information is here, from the Mentor system to various important quests that occur every few months.

25.1. Frequently asked questions about warfare.


FREQUENTLY ASKED QUESTIONS:

1. My legions move very slowly. Why is this?
A complete unskilled, non-mounted, walking legion will move very slowly, it's true. However, develop your 'deployment' primarily, then 'alacrity' 'pathways' and 'marchendure' to speed them up. Larger legions move more slowly. Mounted legions move MUCH faster if they're set to be cavalry. Legions move faster when you tell them to run.

2. How close do I need to be to launch an attack?
Melee, which is toe to toe fighting, requires your legion to be in same location as your enemey and in an adjacent point on LOCALE. Held projectiles can reach from your legion to enemy legions in your own, and any adjacent location. Archers can reach up to two hundred fee - which is five or six locations away. Field equipment distances vary. Magical attacks are not switched on yet.

3. How exactly do I get my legion to fight?
The two important commands are ENGAGE and MELEE. If you're at the commandpost of a legion (MARSHALL <legion>) you should start by declaring how much of your legion you want to be in an offensive-mode, with COM MELEE. COM MELEE on its own uses all available men. Then you're ready to use ENGAGE to direct the legion. Easiest one is ENGAGE <target city or guild> ALL to tell your legion to engage the specific opponent city/guild legions under all circumstances.

4. My legion is getting its ass kicked. What am I doing wrong?
Are you facing your enemy? Check out the FACE command. Are you in a sensible formation, compared with your enemy? The lines formation is a good starting point. Do you have Meleefight skill developed? If no, get it developed! Do you have no weapons against an armed foe? If so, get Meleeweapons developed and arm your legion! Do you have no armour? If that's making a difference, get Armourforms developed and LEGION EQUIP your guys with armour. Is your opponent mounted? Develop the 'cavalry' skill, LEGION EQUIP your legion with steeds and order their APPROACH to be cavalry. There are myriad other subtleties - delve into the helpfiles - but these are the core aspects of legion-to-legion melee.

5. My legion has thousands of men while my enemy has just a thousand. I'm not overwhelming him. Everything looks equal between us. Why?
There is a limited number possible for a single legion, on a frontline, partly depending on formation but mostly innate limits. So while a much larger legion will eventually win out against a smaller one, all other things being equal, if the smaller one has enough men to man a full frontline they will fight on fairly level terms until attrition reduces their numbers sufficiently. Towards the end the bigger legion is likely to start to win faster but at the beginning of the conflict it will not be so easy.

6. I am trying to construct items and issue the commands but my legion doesn't start constructing.
Legions won't construct in the inner barracks. They must be outside the cramped conditions of the interior barracks/dormitory to construct. Don't forget, also, to DEPLOY the legion - sufficient percentile of it - at 'fieldequipment' or whichever primary skill is associated with the construction. If in doubt, try 'fieldequipment' and remember if you deploy 100% of your legion and it has 40% 'fieldequipment' then it will construct at 40% absolute potency. If you deploy 50% of your legion with 40% 'fieldequipment' it will construct at 20% absolute potency.

7. I'm in a location adjacent to my opponent, and our locale-points seem adjacent, but he's able to hit me and my legion isn't striking back.
Check which direction your legion is facing. More than likely your opponent's legion is facing you directly, from the adjacent location, while your unlucky legion is not. Use FACE to adjust direction facing to meet you foe head-on, facing in the same direction as the exit leading to the location of your opponent.

8. Do I need to actively deploy armourforms or use ARMOUR command to benefit from my legion being armoured?
No, armour is a default. Armourforms enhances the armour's use and effectiveness but it isn't essential - your legions can wear armour regardless. You'll see how effective the armour is in LEGION INFO. If the percentage is higher than 100 it means you have spares.

25.2. Administration commands.

There are a number of administrative commands which do not have any real effect on the Avalon world itself.

PASSWORD      Begins the process of changing your password.
BUG <text>    Sends the text to the System Operators regarding a bug.
IDEA <text>   Sends the text to the System Operators regarding an idea.
SYSBELL       Notifies the System Operators of your distress.

CHARGES       Lists the charges for playing Avalon.
CREDITS       Shows you how many credits you have left.
SUBSCRIBE     To subscribe to Avalon with credit card.
UNSUBSCRIBE   To cancel your subscription, should you choose to do so.

TERMS         Views the terms and conditions for use and play of Avalon.
REGISTER      Registers your name, address and telephone number.
EMAIL         To amend your e-mail address.
INFO          Lists the information held on you by the Avalon Computer.

25.3. Scholastic commands list.

Here is a summary of the important scholastic commands. These commands are pivotal for all young Avalon scholars and should be commited to memory forthwith. Acquaint yourself with HELP SCHOOLS and HELP COURSES for detailed information on the purpose and intricacies of the city school.

ENROLL to enroll in a course of study. Stand in the appropriate location.
RECORD to review your academic and scholastic record.
REMEMBER to recall the present state of your school tasks.
SUCCESS to declare your success at appropriate times.
ADVICE to seek advice appropriate to your situation.
BECOME EQUIPPED to receive course equipment (in your course schoolroom) at times when you have lost your full scholastic inventory.
DEMAND TASK to demand, in your school house, a task to perform. This is only necessary if you have none assigned (type REMEMBER to see).
COMPLETE COURSE to declare a course completed and move onto another.
ATTEMPT GRADUATION to attempt a full graduation from the city school.
ADMIT FAILURE to admit failure in a course, once per Avalon day only.
SCHOLARS to list scholars presently active and their rough location.
FEED MYSELF to take a meal from the school eatery.
FIND and MAP will help you navigate between the villages and cities of Avalon.
FLEE HOME to run back to your home city from anywhere in the land.
CEASE will call to an end your attempts at FLEE or FIND.
CALL FOR HELP while within your city and you will likely gain help finding your school, or within your school to gain help with enrolling in scholastic courses.

Next, a summary of some of the key commands you may need when enrolled in one of the four courses. Novices to this land will need to pay close attention as growing comfortable with the Avalon command set is enormously important.

For all courses type SKILLS to see a list of your scholastic skills and HELP followed by the skill name (e.g. HELP FISTICUFFS) for more detailed instructions on using it. Use ADVICE to gain specific advice appropriate to your course and progression.

For the messenger course, SCENT SPIES, SCENT SCHOLARS and GIVE NOTE TO FIGURE to hand over secret notes to covert figures you find in foreign cities.
For the militia course, WIELD RIGHT SHORTSWORD and JAB followed by the enemy scholar name. CHANT followed by the spell to chant up a charm and CAST to cast it.
For the hunter gatherer course, PICK <herb> or PICK <poison> and SKIN <dead beast>. You can only skin foxes, boars and rabbits.
For the disciple, COLLECT TITHE, EVOKE LIGHT EXORCISM (after invoking the correct spirits), and PLAY LUTE.

If you find yourself utterly bamboozled, call for aid from a fellow citizen or divinity.

25.4. Herbalism for the budding gardener.

Herbalists and those skilled in the art of poisons may plant unprepared herbs and poisons. Providing there is sufficient resource within the land to grow and that the plant is in its natural habitat, you should be able to come back to it after an Avalon month or two to find it has grown. Prepared herbs and poisons cannot be planted. To plant a herb, type PLANT followed by the name of that which you wish to plant.

Each herb/poison has a different natural habitat in addition to an optimum base number, to be planted in a location, for optimum growth - a minimum below which it will not multiply, and a maximum beyond which it will be considered to have 'filled' the location. Experienced herbalists will likely have gained a feel for these optimums and limits, per each herb or poison, and many guilds provide useful herbalism documentation in the guild libraries.

25.5. The Avalon Olympics: details and rules.

The Gods offer their Gems to mortals who excel. These Divine gifts bestow wondrous talents and mark forever the holder as one who proved themselves worthy to contend for that greatest of prizes, Ordination.

The great cities of Avalon mark their domination by fighting strength, the wealth of their coffers, and the battlefield.

Now, a new contest is born. One which pays homage to the spirit of personal best touched by the Gods, and calls to the core of vicious competitive spirit, loyalty, and fervent brotherhood in each city: THE OLYMPICS.

An epic contest, offering glory on the fair and even playing field. Every city will strive to obtain the prize: acknowledgement that her competitors are unparalled in all the land. The contest comprises of multiple events played out across several days. Combat, wit, speed, and cunning all play a part.

THE COMPETITORS
For each event, the city must field a team of competitors. The amount of competitors allowed for each team is detailed with the event announcement. Any Avalon player is welcome to participate. You must align yourself with a city and be declared a member of that city's team by that city's arbitrator. Cities may 'borrow' citiless players, or even recruit team members from other cities.

ARBITRATORS
Each city appoints an arbitrator. These four individuals form the board of mortal judges governing the declaration of teams, and the settlement of any disputes in scoring or unfair play. Each city shall present an Arbitrator for each event, who is unable to participate in the event. Should the board be unable to settle a dispute, then assistance will be petitioned from the Divine judge.

THE EVENTS
Individual event types and rules are detailed below. In general, events will be announced at least one week before being run. All the rules and any special conditions will be called out in the announcement.

EVENT 1: THE FEUD

In this event, teams compete to wipe each other out. The last team with members remaining, wins. Feud Rules:
- Each team can have 8 members.
- Teams will be assigned an outdoor location base. No stockrooms, guildhouses, etc. etc. This is an out in the open fight.
- If you are killed, you are eliminated. Return as soon as possible to the event launch area. Your team must continue without you. "Killed" means first death.
- Points will be awarded as follows: 20 points per kill to the individual. 20 points for last man standing for any team, increased to 50 points for last man standing on last remaining team (last opposition member alive). 100 points to winning team, with 40 points for each player left alive on that team at the end of the contest.
- All points won count toward the team total. For example: Snowlock kills 7 for 140 points, and he and Blodwyn are the only two left of their team at the end, for 40 points each. The last opponent to fall is Zollrender, who scores 50 points for that. Nobody else on Snowlock's team got any kills, so the team total is 140+80+100, or 320.

EVENT 2: TREASURE HUNT

The Treasure Hunt is a combined scavenger hunt and race to the finish. In it, contestants solve clues to reach the locations of hidden 'trophies'. In the trophy location is a clue for the next location, and so on, until the final destination is reached. Treasure Hunt Rules:
- No more than 5 members per team.
- All teams receive the first clue in the chain at the same time.
- Follow the clues to find trophies and win the race.
- DO NOT erase the signs containing clues.
- Your team receives 20 points for each trophy you claim (with 20 available), and the first team to cross the finish line receives 200 points. 100 points are awarded for second place, and 50 for third.

EVENT 3: THE QUIZ

A quiz about the world of Avalon. Quiz Rules:
- No more than 6 members per team.
- Each team will be assigned a location to work in.
- Bug runes, etc or other form of spying is not allowed. You may not leave your team location. Any team member who does will be immediately disqualified
- Each team will have 2 minutes to answer the question. Work together, because you may only submit one answer. If you are correct your team gains a point, if wrong, you lose a point. You may abstain from answering a question.
- Each team will be given 2 jokers. Jokers may be used after the question is issued but before answering to double the bet. If you answer correctly, you double your points for the question. Incorrectly or abstain, lose double the base value of the question.
- Some questions will be worth multiple points, by having a bonus in addition to the normal answer. For purposes of scoring, the bonus is considered a completely separate question and may be answered or abstained from.
- Scoring will be 15 points for each quiz point the team has at the end, with a bonus 150 points for the first place team, 100 for second place, and 50 for third.

EVENT 4: LEADERSHIP'S REVENGE

A team of lesser skilled fighters, one advisor. Who will take down the guards and win all 4 trophies! Leadership Rules:
- Each team will have an experienced player to lead them. The leaders may offer advice, but they may not participate in any other way. All other members of the team must be relatively unskilled. LWs or those just off lw, or inexperienced in their skills. Arbitrators will decide on any 'iffy' candidates.
- A trophy is given to each team to guard. The objective is to kill or steal the other trophies until one team owns them all. The event