0             `%Welcome to the Kingdom of Barabadore
0
0    `$THIS IS AN `#beta `$TEST GAME
0    `$AS SEVERAL FEATURES MAY BE DISABLED OR MISSING
0    `$HOWEVER MANY UNIQUE AND ENJOYABLE FEATURE DO WORK
0
0Upon entering `#Barabadore`5 you are placed in a town or village,
0usually the last one you visited. You will see a map of some kind
0in the upper right hand side.  The center position is the parcel
0you are in. The other 6 are the surrounding 6 parcels. (If you know
0what a hex map is then you will know how this works).  To move to any
0of the ajoining parcels press number key pad of `#1,3,4,6,7 or 9`5.
0You may enter the village and explore the features there.  This is
0similar to the normal Lord Town.
0
0Outside of town you can wander across the land exploring. You will
0encounter creatures... both good and evil.  If you see them at a
0distance you may be able to use your arrows on them before they get
0within striking distance.  Or, you may choose to run.  If you have
0a horse you can travel faster and use less rations per parcel.
0As you explore you will see the lands that you have passed through
0are revealed to you.
0
0`7`#Movement:
0You will notice when you move some numbers near the prompt will
0change as will numbers next to the `#'Movement'`5 label.  What has
0happened is that you have used up time.  Each factor is one hour of
0game time.  Usually one ration of food/water is  consumed per `#8`5 hrs.
0When moving through desert or other harse lands you will consume
0rations at a higher rate.  In woods you may not use ration at all
0since there is plenty of game there.
0You cannot move without movement hours. You can move without rations
0but you lose strength and risk dying. Your forest fights will be
0converted to movement hours at a rate of 16 hours per fight.
0
0 `# Our Story:
0`7-------------------====`$Kingdom of Barabadore`7====-------------------
0
0This ancient kingdom lies on a branch of the `#'Spice Route'`5 not used
0since the collapse of the `#Alexanderian Empire`5.  The evil that has
0befallen that great empire has made its way to `#Barabadore`5.    It is
0only because of the brave ways of lads and ladies like you that the
0kingdom is not overrun with the hordes of Orx and other more terrifing
0creatures that layed waste to the other kingdoms.  But now the attention
0of the forces of the `8dusk are directed here.
0Rumors have it that strange fleets of ships have been seen off the coast
0and even reports of landings by unknown beasts over the past few years.
0Meanwhile strange wailing and drum beats have been heard echoing in once
0peaceful mountain valleys.
0Secretly the `#King`5 is fearful of these happenings. To make matters
0worse a few of his Barons or other Lords seem to have thrown in with
0these still hidden forces and may be plotting against him. Recently many
0villages and towns have been attacked by unknown armies.  Several have
0been sacked and left in ruins.  Their inhabitants have all been killed,
0or carried off, or worse...
0
0   But that is another story.
0         Nothing for `#You`5 to be concerned with though...
0               `#You`5 are here to have fun...
0
0Today you are approaching some dwellings.  Possibly a village or
0even a town.   Generally, towns and villages are pretty safe places.
0Here you may find many of the things you need to explore this land.
0
0`#Enjoy....
1`7`#Weapons:
1Use your range weapons to `2soften`5 up your opponent before you get too
1close to him. If you spot then enemy at long range close the distance
1by charging toward him or stand there and let him cover the distance at
1a slower pace.  Once within effective range loose your weapons on them.
1If you have only a one shot weapon wait until the last second to fire it.
1If the opponent gets under `215`5 paces this is considered hand-to-hand
1combat and you must use your hand arms.  If you are using a two-handed
1weapon don't expect to get any protection from your shield.  You still
1are protected when firing ranged weapons so it is not entirely useless.
1
1When fighting undead, special magical or were-creatures it is very
1important to use `!magically `5charged or `9blessed`5 weapons.  If this cannot
1be found having the weapon `7silvered `5can help somewhat.
2`7`#Armour:
2Though the names of armour in Barabadore in most cases is different the
2values are equal to that in Lord.  There is an additional bonus effect
2of a shield.  `2Shield `5armour does not protect in all cases.  The smaller
2the shield the less chance that it will defend against a hit.  The shield
2does not protect when the user is fighting with a two-handed weapon.
2Sometimes the attack will hit a particularly weak spot in the armour
2and penetrate the armour and do great damage.  This is known as a `4Critical
2`4Hit.  `5The blow is not so much more powerful than any other blow, it is
2that the damage done is most unusual.
3`$`#Movement:
3Use the numeric key pad as your guide to the direction a number will
3move you.  The numbers `28`5 and `22`5 are ignored.  (A '`25`5' is used only in
3dungeons and labyrinths to climb up/down stairs.)
3Each hex is about 1 KOB league three (15 statue miles) across.  This
3should take at least 5-7 hours to cross on foot. On horseback you will
3make far better time.
3
3The various symbols represent some type of terrain feature or settlement.
3  ~2`^  `5~^ Village       ~2`^  `5~^ Castle        ~2`1   `5~^ Open        ~2`6`5~^ Hills
3  ~2`^  `5~^ Town          ~2`^  `5~^ Keep          ~2`0`5~^ Forest      ~6`7   `5~^ Mountains
3  ~2`^  `5~^ Oracle        ~2`^  `5~^ Manor         ~3`1`5~^ Swamp       ~6`8`5~^ Volcanoes
3  ~2`^  `5~^ Temple        ~2`^  `5~^ Ruines        ~1`7   `5~^ Sea/Lake    ~6`%`5~^ Icy Mts.
3  ~2`^ x `5~^ Mines         ~2`@  `5~^ Orx Camp      ~2`$`5~^ Desert      ~2`9`5~^ River
3  ~2`%  `5~^ Tower                                           ~2`9`%`9`5~^ Waterfalls
3
3Movement through mountains is very slow and eats up much of your time.
3Time is not the only thing consumed with movement.  You and your team
3also eat rations as you move.  Every `28`5 hours a ration will be eaten in
3normal terrain.  In deserts double rations are taken because there is
3little natural game or water there.
4`$`#Guides:
4Guides are non-player characters who assist a team in movement.  A guide
4helps prevent a party from being surprised by lurking monsters.  The better
4the guide the greater the distance an enemy will be discovered at.
4Guides do not take part in combat except on occasion they are killed in
4place of a team member in an ambush meant for the team.
4Guides also will help a player keep track of the level of monsters they
4have encountered.  Usually lurking monsters will be marked on the map,
4with a '`2`5', but with guide level 5-8 will be marked with a '`2+`5' and levels
49-12 will be marked with a '`2*`5'.
5`7`#Robin's Archery Training:
5
5Master Robin runs all the archery training centers in the kingdom.
5If you lack archery use points practice awhile to gain some.  These will
5help in competition or for just fighting.  (Archery use points add to the
5basic to-hit percentage and to the damage.)
5When you think you are ready you can have a friendly challenge to one of
5the masters.  If you win the match you will be rewarded with a recharge
5of all your use points.  And the master may raise your archery level.
5Bring some extra arrows as 3 arrows are all that you lose it you lose a
5match. (I did say it was friendly.)
6`7`#Olaf's Warrior Training:
6
6Grand Master Death Knight Olaf of the Palidins operates several training
6centers.  Any warrior with 100 gold pieces is welcome to come in and
6sparr with other trainees.  Practice may give the warrior several use
6points.
6When the warrior thinks he is ready to have a challenge one of the
6masters will agree.  If he wins all of his Death Knight use points will
6be restored.  If he loses all will be lost for that day.
6Warriors should not challenge a master without at least some use points
6as they will most certainly not get the first strike.

7`9`#Teams:
7
7A team is a group of players and non-player hirelings that can go on quests
7and adventures together.  The leader of the team (the first player on the
7list of team members) is the only one that can change the Team name or the
7password.  If there are open player slots a new player may join a team if
7he uses the correct password.
7There are at most `05 `5players and `07 `5hirelings per team.
7Team members divide `$gold`5 and `%experience`5 amoung the players but must first
7must give `#5`5% to each hireling.  `3Gems`5 are divided only amoung players.
7
7A team may encounter single monsters or they may encounter groups of
7monsters. The player currently leading the team must pay for all food and
7drink consumed by the team.  This includes rations.  This player must also
7supply the team members with sling bullets and arrows should they require
7them. Team projectiles are not dispersed amoung the various individuals
7but remain as part of the team. Individual players do not use their own
7personal rations or arrows on a team mission.
7
7Players and hirelings all have a team `2morale.`5  If the team leader is pushing
7them too hard they may refuse to fight or may run away for a day or so.  To
7get the morale up a night on the town will usually do it.
7The player commanding the team may use his own money to buy items for the
7team or to pay for healing of wounded team members. Members other than the
7commander may be healed from dead at a temple. But, if the entire team dies
7the adventure ends for that day.
7Teams completing a `9quest`5 will have their players receive a promotion unless
7that would make the two highest ranked players, a `2Baron `5or higher rank, and
7equal to each other.  Promotions never promote the highest ranked player of
7a team to the same rank as another on the same team.
7A Team is the only entity that holds title to land (Manors, Keeps, Castle).
7A team also can have `2men-at-arms`5.  These are fighting men who fight with
7the team when seiging manors, keeps and castles.
7A team can also have `2seige engines`5.  These also only fight when the team
7seiges strongholds.
7Players have the option to `0G`5et off a team.  When they do everyone else in
7the team moves up in place.  The second person then becomes the team leader.


8`#`0Hirelings / Henchmen:
8These are followers of the team commander. For their service the hireling
8expects to receive a `25`5% share and any treasure (`$gold`5) found.  A Hireling
8will also require you to pay a fee (`2bribe`5) to get him to join your party.
8Each town will have a list of hirelings.  Usually this will be about a
8third of the total available.
8Hirelings also expect to be fed and given arrows for their bows.  For
8this service most hirelings will lay down their life for you.  That is,
8most hirelings... Some hirelings are not very trustworthy. You may find
8that some night this devoted follower has disapeared, along with some of
8the teams treasure.
8That aside hirelings usually will fight if properly led and supplied.
8But, if their morale drops and things become very rough they may flee
8for a day or so. If a hireling is killed he still receives his gold for
8his service. He also can be revived (sometimes) at a Temple.

9`7`#System:
9
9The overall object of Barabadore is to become King.  And, to stay king
9as long as possible. The next best thing is to be part of the king's
9team.
9Barabadore is governed by a Feudal system.  The bottom rung are the
9peasants.  These are people bound to land, basically serfs or slaves.
9Above these are other free workers like yeomen and stewards.  Hirelings
9generally of this rank. Above, this rank is the Squire.
9The next higher rank is the lowest royal rank, the Knight. A knight
9is the lowest rank can take a Manor from another player or non-player.
9Knights are the lowest rank that can enter a Keep.  As such he can perform
9quests for Keep holders.  If he succeeds he may be rewarded with a Manor.
9If a knight takes a Manor he is promoted to Lord (or Lady).
9Each manor, keep or castle will have its own treasury.  Anyone knowing the
9keeps password may enter there and take or leave gold.
9
9Taxes are usually collect once a week (on Sunday).
93% of all gold of Lord players are given over to taxes.  One half percent
9will be shared amoung the manor holders, 1.5% shared amoung all keep
9holders and 1% to the king.
9A player king may collect taxes twice a week.

T`#`0Temples:
TIf you or team members are wounded it is possible to `2heal `5them in a
Ttemple. To do this the team must donate some gold.   If the team does
Tnot have enough gold you can include your own gold.
T
TIf a team member is killed it is possible to `2resurrect `5them in a temple.
TFor the temple gods to do this you must donate `3gems`5.  If the team does
Tnot have enough gems your own gems may be included in the donation.
T
T`2Praying `5may bring good things to pass.
T
TSelfless `2donations`5 of `$gold `5or gifts of `3gems `5may also bring good things
Tto pass for the doner.
T
TPotions are a good way to heal while on the road.  Bring a few of these
Twith you.

t`#`0Towers:
tThese ancient structures built long ago by powerful wizards.  After the
twizards had passed beyond the stars new inhabitants have moved in.
t
tThe bottom floor is inhabited by some local wizards who support them-
tselves by selling strength potions to the travelers.   The upper floors
tare a maze of windy passageways home to lurking creatures of all kinds.
t
tUse the the keys as per normal movement to travel through the tower.
tIf a stairway is found use '5' to move up or down one level.
t  Key:
t  ~6`7   `5~^ Passageway        ~2`0 ? `5~^ Secret Room        ~6`$`5~^ Stairs Up
t  ~6`7`5~^ Tower Wall        ~3`! ? `5~^ Secret Magic Room  ~6`8`5~^ Stairs Down
t
tOnly one tower map per player is allowed.  If a new tower is entered
tthe old map will be erased.
t
tUnlike the open land once creatures are defeated in a tower or mine
tthey do not reappear.  Nor does their treasure get restocked.
tOnly the sysop has the ability to restock the tower.
Q`#`0Quests:
Q
QYou may ask the Lord of a Manor, Keep or Castle to send you on a quest.
QWhen you complete it you will be rewarded.  If you complete it in within
Qthe specified time you may be granted a higher rank.  Once you reach a
Qhigh enough rank the Lord may grant you title to some Lands.  Only a Keep
QLord or the King may grant you title to a Manor, and only the King may
Qgrant you title to a Keep.
Q
QMost quests will envolve you taking something to a place or bringing an
Qitem back from a place.  In the Great Quest only the name of the item is
Qknown. You will have to travel to certain places and ask certain people
Qfor clues.
Q
QIf you are having difficulty finding certain people or places consult an
Qoracle.  They usually can help with either the distance or direction.
Q
Q
Q`#`0Titles:
Q
QMost lands are granted by a higher authority.  The Lord may grant you
Qownership to unoccupied lands. Or, if your rank is several levels higher
Qthan a current owner the lands may be taken from him and given to you.
QIf you are but one rank below the current owner of a Manor, Keep, or
QCastle you may attempt to assault it and seize control.  You may use
Qyour team and any men-at-arms it has to help you.  Should you fail you
Qwill be reduced in rank and 1/2 your treasure forfeited. (One half of
Qthis going the owner and the other half to the king).
Q
QYour team will claim as home the best of manor, keep, or castle of any
Qof its members and will defend only this fortress when it is attacked.
QIf members of the team are lords of different keeps only one will be
Qdefended by the team members as well as by the team's men-at-arms.
Q
QHigher ranks can only directly lead attacks on lower ranks if the higher
Qrank is untitled.
Q
QIf you cannot complete the quest within 7 days you can ask the master
Qto (`2N`5)ullify the quest.  This option is not on the menu.
C`$`#Mines:
C
CLong ago the mines were worked by hundreds of dwarven miners.  But, they
Chave long since left the region.  Nowadays the mines have been taken over
Cby evil.  Most inhabitants do not dare even speak of the names of the
Cmines let alone venture into them.  But, rumor is that deep down below
Cthe surface lies great danger and greater treasure.
C
CMost mines are of three levels and consists mainly of the dwarven mine
Ctunnels.   Later occupants may have added or even closed some of these
Ctunnels.  The latest inhabitants have cleverly fashioned secret rooms
Cin the rock walls to hide their treasure hordes from others.
C
CMovement in the tunnel is done in the same manner as the outside land.
CExcept where the tunnel either is steeply declined or steeply inclined.
CThere if a '5' is pressed the traveler will climb to another tunnel
Clevel.
C
C  Key:
C  ~6`7   `5~^ Passageway        ~2`0 ? `5~^ Secret Room        ~6`$`5~^ Stairs Up
C  ~2`^ ? `5~^ Orx Barracks      ~3`! ? `5~^ Secret Magic Room  ~6`8`5~^ Stairs Down
C
C
COnly one mine map per player is allowed.  If a new mine is entered
Cthe old map will be erased.
