Britannian Culture
Britannia is an interesting mix of monarchy and theocracies. Many incorrectly assume that the different towns of Britannia have adopted this Virtue or that for political reasons but the truth is that Lord British was wise and watchful over his people and saw different Virtues already deeply rooted in the towns. So while, Lord British is very much the monarch presiding over the realm with strength, kindness and insight, most of the various towns govern themselves through the application of their favored Virtue.
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Holidays
Britannia of Fracture has two well known holidays and they are Quicklight and Harvest Vigil.
Quicklight - Named for the Quicksword and the Lightbringers that wielded it against the Enchantress Minax. Quicklight is observed three days after the Spring Equinox (March 23rd earthling time). Observances of Quicklight range from raucous feasts to festivals, carnivals and just peaceful parties. Bards retelling the tale of the fall of Minax are pretty much expected.
Harvest Vigil - In contrast to Quicklight, Harvest Vigil is a somber fortnight of reflection. It is an unofficial holiday that occurs in the last two weeks of the harvest month (October 15th though 31st earthling time). Candles and bonfires are lit near the moongates to mark the time of the Great Tragedy when the monster Exodus sent hundreds of its minions through the gates to attack all the towns at once. Obervance of Harvest Vigil consists of the candles and bonfires by the moongates, quiet family gatherings and the sending of food and drink to good neighbors. Revelry, dancing, music and story-telling are almost unheard of during these times.
Social and Political Ranks
The highest rank a person can hold in Britannia is that of Lord. Oddly enough, there are many, many lords in Britannia but only one ruler of the Realm. In his absence the Realm is governed by a council of twelve known simply as the Council. They are the leaders-elect of the eight towns dedicated to the Virtues, the Knight Commander of the Britannian Guard, the Vice-Admiral of the Royal Navy, the advocates-elect of Nujel'm and Vesper. Each of these seats comes with its own responsibilities to the domain they control. The council meets four times a year to debate and vote on issues.
Ranks:
- Lord/Lady - 1. Anyone with deeded ownership of more than 1000 acres of land and lineage of ownership tracing back more than one hundred years. 2. An honorary title used as an accolade for famous people, often adventurers.
- Duke - Anyone with deeded ownership of more than 700 hundred acres of land and lineage of ownership tracing back more than one hundred years.
- Count - Anyone with deeded ownership of more than 500 hundred acres of land and lineage of ownership tracing back more than one hundred years.
- Baron - Anyone with deeded ownership of more than 300 hundred acres of land and lineage of ownership tracing back more than one hundred years.
- Magistrate - A druid of Yew elected to the High Court.
- Druid - A a trained emissary of the Virtue of Justice and has authority to sit in legal hearing throughout the realm.
- Knight - A member of a Knightly Order, often denoted with a Sir or Dame before the name. However some women have elected to be called Sir rather than Dame.
- Magus - A legendary master of wizardry.
- Arch-Mage - A grand-master of wizardry.
- Admiral - A military rank granted to a member of the Britannian Guard that has control of six or more warships.
- Vice-Admiral - The highest military rank bestowed on a naval officer. A Vice-Admiral has control over the Britannian Navy branch of the Britannian Guard.
- Mayor - An elected official given capacity to rule a single township, village or city and has limited authority over the attached Britannian Guards stationed within his or her jurisdiction.
- Captain - An owner of a sea-going vessel needing ten or more sailors to handle.
Notable Persons
- Lord British - The ruler of Britannia for the past several hundred years. Though not particularly war-like he is said to be nigh unbeatable in combat and is nearly a legendary magus. He went missing in the Underworld some time ago.
- Lord Blackthorn - A close friend to Lord British, Blackthorn stepped forward to rule as regent when Lord British disappeared. Blackthorn's rule severely damaged the credibility of the Virtues and the Britannian Guard as he used the latter to enforce strict and cruel laws regarding the former. Blackthorn went into hiding when the Shadowlord attacked Castle Britannia and has not been publically seen since and is feared lost alongside Lord British.
- Lord Sir Sentri - The stoic leader of Serpent's Hold. He marshalled the defensive forces of the Hold against the Shadowlord and the Britannian Guard not long ago, but has not been seen since.
- Sir Ustan Windgard - The spokesperson and nominal leader of the Lightbringers when the Shadowlord came to Britannia. Sir Windgard has disappeared along with all other known Lightbringers.
- Magus Jaleal Fae, Magus Grorst Havoc and Magus Mikel Previn - The three most well known and powerful wizards in Britannia and leaders of the Council of Mages of Moonglow. These three were particularly outspoken in their rebuffs against Lord Blackthorn's rule and were forced into hiding before the climactic battle at Serpent's Hold. They have not been seen since along with many other members of the Council of Mages.
- Sir Markton of Jhelom - The commander of the Britannian Guard and the Knight Commander of the Guard's internal knightly order. Sir Markton is the living embodiment of valor on the field of battle and a rallying cry for warriors of the Realm to seek training and entrance into the ranks of the Guard. During Blackthorn's rule Sir Markton severely and publically dressed down by servants of Blackthorn for turning the efforts of his Guardsmen away from the subjugation of dissident citizens in Vesper to fight off an attack on Minoc by the Shadowlord. After that Sir Markton was kept at Castle Britannia doing administrative work.
Notable Guilds and Organizations
The Council of Mages of Moonglow - An order of magi that began in Moonglow and has ever pushed for just and fair use of magic for the betterment of Britannia. Although currently missing or in hiding, they have ever been wealthy, influential and supportive of the adventurer class.
The Britannian Guard - Protectors of the realm, the Britannian Guard is a tight-knit group of disciplined soldiers. They are always trained at Serpent's Hold first and then at Castle Britannia for their final polishing. Sworn to uphold Lord British's rule and the Virtues they are stationed at all settlements to guard against creatures from the Underworld and other threats. A select few have risen to the rank of knight in their internal knighthood known as the Brothers of the Guard.
The Lightbringers - A guild of adventurers that is known for defeating Minax and her spawn Exodus. It's also common knowledge that they opposed both Blackthorn's recent rule and the Shadowlord that was attacking Britannia and figured strongly in the battle of Serpent's Hold. But none of the Lightbringers have been seen for many months now.
Otherworlders
Britannia has an extensive history of recieving visitors from other worlds. Many of the most prominent denizens of Britannia are from one world in particulat: Earth. Lord British, Lord Sir Sentri and the Hero who destroyed the Gem of Immortality are among those that call Earth their original home.
In all cases those that travel from another world to Britannia find themselves greatly diminished in skill and accumen, likely due to the rigors of the magical crossing itself. Some of the greatest sages of the world have theorized that somewhere back in the deepest history of Sosaria all human beings came from Earth and that the world was only populated by beasts and magic. Others claim that the Ophidians were first people.
Regardless the first civilizations of Sosaria and Britannia it is an absolute truth that great leaps and bounds of progress and victories over darkness have come from the works of otherworlders.
Notable Artifacts
- Mondain's Skull - This vile trophy is said to be capable of obliterating any enemy. It is also an immensely corruptive power, thrusting its used down the path that Mondain once strode.
- The Quicksword - Little is known about this artifact other than that it was desperately sought by the Lightbringers to put an end to Minax. Some believe it actually allowed its wielder to cut right through time to get to the evil enchantress.
- The Gem of Immortality and its Shards - The bane of Sosaria, the Gem was created by Mondain. It was meant to encapsulate all of the four realms of Sosaria and render Mondain immortal and omnipotent within Sosaria. It was shattered by the Hero From Another World. Rumors and mystery abound as to the whereabouts of its pieces and what powers they might possess.
- The Black Heart of Minax - This grisly chunk of meat was cut from the enchantress's chest at her demise and returned to Lord British by the Lightbringers hundreds of years ago. What the monarch did with it is unknown, but rumors state that it couldn't be burnt or otherwise destroyed.
- The Dark Core - When the Lightbringers returned from their ultimate battle with Exodus they told tales of a mad machine using dark sorceries and demonic will to power its war against Britannia. The stories state that Exodus was monstrous, demonic construct comprised of a body to carry out its will, an unfathomable dark spiritual presence and a core device that contained all of its acquired knowledge. The Lightbringers destroyed the body and managed to blast the soul of Exodus into the Abyss but the Core was lost in the resulting destruction of Fire Island. While the Core remains the threat of Exodus's return hangs like a blade over Britannia's neck.
- The Codex of Infinite Wisdom - Only the Avatar of the Virtues can enter the Abyss and retrieve this artifact. Within the Codex all answers to all question can be found. But the path to it is likely impossible as one person would have to collect all of the Runes of Virtue, all of the Stones of Virtue, win the Ankh Sword and the Ankh Armor, find the missing Bell, Book and Candle of the Principles, have three visions at each of the Shrines of Virtue, conquer all of the Great Dungeons and make light the small chore of living at perfect ease with all of the Eight Virtues.
- The Ankh Sword - A unique weapon fashioned by Lord British for the Avatar of Virtue alone. As it cannot be wielded by any other its powers are unknown to anyone.
- The Ankh Armor - A unique set of armor that was crafted specifically to protect the Avatar from the rigors of the Stygian Abyss. It is only useable by the Avatar of Virtue and therefore its abilities are unknown.
- The Candle of Love - One of three keys to the gate of the Stygian Abyss through which the Avatar of Virtue must pass in order to win the Codex of Infinite Wisdom. Only someone with deep knowledge of the Principle of Love and the Virtues that stem from it may even see the Candle of Love.
- The Bell of Courage - One of three keys to the gate of the Stygian Abyss through which the Avatar of Virtue must pass in order to win the Codex of Infinite Wisdom. Only someone with deep knowledge of the Principle of Courage and the Virtues that stem from it may even see the Bell of Courage.
- The Book of Truth - One of three keys to the gate of the Stygian Abyss through which the Avatar of Virtue must pass in order to win the Codex of Infinite Wisdom. Only someone with deep knowledge of the Principle of Truth and the Virtues that stem from it may even see the Book of Truth.
- The Stones of Virtue - Eight small, colored stones that are talismans of the Virtues. Each one is defined by its color which corresponds to a Virtue. What powers they grant are unknown but it is said to be vital to the Avatar.
- The Virtue Runes - While all eight shrines can be located throughout Britannia it is believed that what can be seen and visited is nothing more than the doorstep to the true Shrine. With the corresponding Rune one could gain access to the Shrine and if one was worthy and meditated within one might be granted a vision that would help them come to better terms with the Virtue.
- The Virtue Sigils - These talismans were crafted over time as the symbols of the Virtues. They were crafted by the people of the corresponding towns and have and will always have a strong link to the hearts and minds of the towns from which they come.
- The Glass Sword - This may be an old wives' tale but the Glass Sword is rumored to be an elegant and beautifully crafted glass sword that can instantly kill just about anything it strikes. Pirates, dragons, liches, titans and nefarious wizards are often rumored to have the Glass Sword hidden in their troves. It's popularity as a mythic artifact has prompted some to make replicas and while they are dangerous they break after one thrust, cut or parry.
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