home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Shareware 1 2 the Maxx
/
sw_1.zip
/
sw_1
/
COMMGAME
/
U7DOCS.ZIP
/
U7-TRAV.DOC
< prev
Wrap
Text File
|
1992-04-25
|
32KB
|
621 lines
The Fellowship Traveller's Companion
────────────────────────────────────
A guide to travelling in Britannia
as written by Batlin of Britain.
i. The Cities and Towns of Britannia
Built upon the foundations of the ancient city-states of Sosaria, the
towns of Britan, Jhelom, Minoc, Moonglow, New Magincia, Trinsic and Yew have
risen up to become major cities in their own right. Numerous other cities have
also grown and doing so deserve recognition as proud jewels in the crown of
Britannia. All of these cities are decribed below, being listed in alphabetical
order for the sake of traveller's convenience in using this book as a reference
guide.
Buccaneer's Den
~~~~~~~~~~~~~~~
This island is the notorious home of the pirates and thieves. It is a
place that is not without risks and dangers -- especially if one is too free in
displaying one's money. Still, Buccaneer's Den has attracted many travellers
in recent years with the lurid thrill of its well-monied House of Games and
sensuous indoor Baths. It is also a place where one may purchase many exotic
goods.
Britain
~~~~~~~
This is the opulent and majestic capital of Britannia, famed city of
Compassion, and it is where thou mayes find the Caslte of Lord British.
Britain is build on the shore of Britanny Bay. It is easily the largest city
in all of Britannia and it has seen much new development. It is the home of
the historic Wayfarer's Inn, Royal Theatre and the Music Hall. It is a center
of commerce for the entire kingdom. Here in Britain thou will find vendors
hawking their wares, a Farmer's Market, shops of every type and fabulous
entertainment for everyone. Britain is also home to the headquearters of The
Fellowship.
Cove
~~~~
The city of Cove is the cleanest city in all of Britannia. Although
the city itself is pristine, a traveller would be wise to avoid Lock Lake,
which has become very polluted in recent years. One of the most romantic
places in all of Britannia is the "Lover's Walk", which is not far from the
Shrine. Across the mountains from Cove the traveller will find the Bloody
Marsh, site of one of Britannia's most savage wars.
Isle of the Avatar
~~~~~~~~~~~~~~~~~~
While no formal city has ever been built upon the Isle of the Avatar,
it is such a place of interest that it is included here in this section. This
strange volcanic island -- which arose from the tumultuous upheaval of the
Great Stygian Abyss -- recieves numerous visitors on pilgrimage to the Shrine
of the Codex. The Shrine is considered to be a national monument of great
historical importance to Britannia and as such is under armed guard day and
night.
Jhelom
~~~~~~
Located in the Valorian Isles in southwest Britannia, Jhelom is a
meeting place for fighters, paladins and rangers. It is the birthplace of many
and esteemed Britannian warrior. This city of Valor is also known for its well
stocked armoury, the hopitality of its barmaids and for its local fighting
club, the Library of Scars.
Minoc
~~~~~
This thriving seaport is located in northern Britannia at the mouth of
Lost Hope Bay. Minoc, also known as the city of Sacrifice, has an active
sawmill, armourer, shipwright and branch of the Britannian Mining Company. It
is the home of the Artis's Guild, where craftsmen of all types display their
craft. In Minoc there is also an active branch of The Fellowship.
Moonglow
~~~~~~~~
Moonglow is the city of Honesty and sits upon the southern tip of
Verity Isle. It is where the Lycaeum, the great storehouse of knowledge and
wisdom, is located. Nearby, the traveller will also find the ovservatory,
which contains an orrery. An active brance of The Fellowship also operates in
Moonglow.
New Magincia
~~~~~~~~~~~~
New Magincia is known as the city of Humility, and hence it chooses to
remain isolated from much of the rest of Britannia. If thou venture there,
thou wilt find that the people are basically shy, but also warm and hopistable
once they have gotten used to thee. The city is located on an eastern island
well past most of the main trade routes. Time progresses more slowly in New
Magincia than anywhere else in Britannia. The economy of New Magincia is based
on shipbuilding, horticulture and raising sheep.
Paws
~~~~
Paws is a small coastal village that, because of the continuous
expansion of the capital city, has essentially merged with Britain. While
there was once a time when this village held a quaint rustic charm, in more
recent years the village of Paws has laguished in poverty. A terrible seven
year drought has forced the closure of many of the local farms. The industry
of Paws consists primarily of milling flour, dairy farming and meat curing.
Paws is where The Fellowship runs its shelter for the poor.
Serpent's Hold
~~~~~~~~~~~~~~
This opulent castle fortress is home of the honorable Order of the
Silver Serpent, the training camp for the armed militiamen of Britannia. Here
fighting men learn more than just the martial arts. They are taught honor and
valor as well. Instructions in the ways of the warrior may be obtained and one
may purchase reliable weapons, armour and provisions here. The Meditation
Retreat of The Fellowship is located on an island east of Serpent's Hold.
Skara Brae
~~~~~~~~~~
This sad town was once known as the city of Spirituality. Few are
those who venture to the spot where the city of Skara Brae once stood, near
the mystic forest of Spiritwood, for all the remains are buildings that stand
nearly deserted. While there have been many strange stories as to the goings
on in this uninhabited place, there are few who would seek to verify them. The
wise traveller avoids Skara Brae altogether.
Spektran
~~~~~~~~
The sparse isle of Spaktran is ruled by the notorious Sultan of
Specktran. The sultan is renowned for his unfriendliness to outsiders, and
Specktran is not recommended to travellers.
Terfin
~~~~~~
Terfin is the home of the gargoyles, built upon the island once
occupied by Sutek the Mad. Most gargoyles travel daily to Minoc in order to
work in the mines. In Terfin one may find the gargoyle Hall of Knowledge and
an active Fellowship branch. Not far from Terfin are the ancient ruins that
were once the palace of the traitorous Blackthorn.
Trinsic
~~~~~~~
This active seaport south of Paws and north of the Cape of Heroes is
known as the city of Honor. Trinsic is the home of the Paladins and also has
an active branch of The Fellowship. Travellers might question the need for the
walls that surround the city. As if this would not be enought to keep the city
secure, the guards of the city will not permit anyone to enter to leave the
city unless they know the secret password. While this was once done to
maintain the security of the city and the safety of its citizens, it is now
done mostly to sustain a traditional ritual. (Britannian law forbids the open
publication of Trinsic's password).
Vesper
~~~~~~
Located on the edge of the desert in northeast Britannia, Vesper is an
industrial town. Here the main branch of the Britannian Mining Company is
located. Vesper is one of the few places in Britannia where humans and
gargoyles live together in an approximately equal number.
Yew
~~~
Yew is known as the city of Justice, but it has changed considerably
over the years. The buildings that remain where the city once stood have been
abandoned for many, many years. The citizenry of Yew have chosen a life
independent of normal civilization. They now live scattered throughout the
Great Forest. Their only remaining link with outside civilization is Empath
Abbey. The Abbey has assumed responsibility for the court of Yew as well as
its prison. Many travellers to Empath Abbey come to visit the graves of loved
ones at the nearby graveyard.
ii. The Commerce of Britannia
Britannia is not only a kingdom of great cities, but also a prolific
commerce and industrial might. In any city, thou canst find a pleasing variety
of goods and services available for purchase. Each city has an economy based
upon its industry and the endeavors of the people who work within it. The
goods each city produces are bartered or sold to the people of other cities,
which provides them access to other goods not usually available in their own
city. Through this continuous flurry of commercial activity all the townships
of Britannia are supplied with the products and services that they need to
survive and thrive.
The Farmers of Britannia
~~~~~~~~~~~~~~~~~~~~~~~~
While in recent years a series of droughts has hurt agricultural
production in certain areas of Britannia, most farmers are enjoying a resurg-
ance of bountiful harvests. Farmers will usually be glad to sell the passing
traveller eggs, fruit, vegetables or whatever else they produce.
The Merchants of Britannia
~~~~~~~~~~~~~~~~~~~~~~~~~~
The merchants of Britannia survive by one basic rule -- Buy for less
then sell for more. However, most merchants truly desire to please their cust-
omers and any merchant who engages in unfair business practices is sure to lose
out to his competition in the end.
The Farmer's Market
~~~~~~~~~~~~~~~~~~~
At the Farmer's Market in Britain, the fruits, vegetables, eggs and
meats produced on the farms of Britannia may be found for sale.
Pubs
~~~~
In a pub one may relax and enjoy a refreshing drink or a fine meal. In
many pubs one will hear the local band sing rousing songs of legend and lore.
When conversing with the other patrons of the pub, be prepared to hear
anecdotes, war stories, local history -- perhaps even useful information!
Food Vendors
~~~~~~~~~~~~
For a quick meal one could do no better than to sample to wares of the
local food vendor. To find the local food vendor, one need only listen for his
friendly bark and call.
Provisioners
~~~~~~~~~~~~
There is no end to the number of odd things that a traveller or advent-
urer may find himself of need of, and the one place where nearly all of these
things might be found for sale is the local Provisioner's Shop.
Stables
~~~~~~~
There is no faster mode of land travel than riding in a horsedrawn
wagon. When travelling in the wilderness, the quicker one is, the safer one
is. Horses and carts can be purchased from the stables in Britain.
Magical Reagents
~~~~~~~~~~~~~~~~
Now that magic is severly on the decline, those who still pursue this
dying art may find that many mages are willing to sell their magical reagents.
One need not concern oneself with the freshness of these reagents, for all
things magical only increase in potency with age.
Inns
~~~~
The inns of Britannia provide the traveller with safety and a place to
rest. Camping in the wilderness is a risky proposition and the danger to one's
health is great, especially in times of inclement weather.
Craftsman
~~~~~~~~~
The craftsmen of Britannia are skill artisans who sell wares made by
their own hand. While such items are often of high price, the price reflects
compensation due for the time, toil and talent of the craftsman, as seen in the
quality of the item.
Armourers
~~~~~~~~~
Here one may purchase armour and shields made for the protection of a
fighting man in combat. Most armourers will also sell weapons, thus completely
preparing any would-be fighter. Armour is generally sold piecemeal, but certain
armourers have been known to sell entire suits at a cheaper price than the total
cost of each individual piece.
Fletchers and Bowyers
~~~~~~~~~~~~~~~~~~~~~
Without question, the bowyer that is held in highest regard throughout
all of Britannia is Iolo Fitzowen, the proprietor of the establisment that has
come to be known as "Iolo's Bows". So popular is this bowyer's shop that a sim-
ilar establishment was set up in Serpent's Hold.
Healers
~~~~~~~
Many who succumb to injury or illness have their conditions worsened
and their purses lightened by a healer. The wise traveller knows that sickness
and injury is rooted chiefly in the mind and that only through self-discipline
can pain, illness and injury be overcome.
Apothecaries
~~~~~~~~~~~~
It is the shrewd apothecary who mixes his strange chemicals and produces
the formulas to create potions. Apothercaries have long since stopped the sale
of magical reagents, as magic has become so unreliable.
Clothiers
~~~~~~~~~
The marketplace of Britain provides the traveller with an opportunity
to purchase clothing, ranging from the latest fashions to the more comfortable
and functional.
Shipwrights
~~~~~~~~~~~
Ships may be purchased from shipwrights in nearly any coastal city. By
Britannian law, no ship is considered to be legally held unless the owner has in
his possession that ship's deed of sale.
iii. The Rune Writing of Britannia (see the file U7-Lang.Doc)
Following a tradition that has been passed down from generation to gen-
eration for centuries, many signs and placards in Britannia are written in a
unique and attractive runic script that was once the language of the druids.
This strange writing is older than Britannia itself. While the presence of
such writing might befuddle a casual tourist, the wise traveller knows that it
is a wortwhile pursuit to learn the meaning of this writing.
Nowadays, the use of run writing is beginning to fall out of fashion,
and its use generally denotes an establishment that clings to an antiquated
style of operation.
iv. The Arms of Britannia
It is the wise party of travellers who make sure that they are well
armoured and heavily armed when travelling in the wilderness. To that end, the
following is a introduction to the armour and weapons that one may use to insure
ones safety.
Armour and Shields
~~~~~~~~~~~~~~~~~~
There are six parts of the body that one does seek to protect: the head,
the torso, the legs, the hands, the feet and the neck. All pieces of armour are
specifically designed for the protection of one of these places.
There are basically four types of armour: leather, scale, chainmail and
plate. Leather provides the least protection, but is exceedingly light and is
relatively inexpensive. While scale and chainmail provide rouphly the same lev-
el of protection, scale is the heavier and the less expensive of the two. The
heaviest type of armour is plate; since it provides great protection it is also
the most expensive.
Unless one is armed with a weapon that requires the use of two hands, a
wise combatant, in addition to wearing armour, will also carry a shield. Gen-
erally, the more protection a shield provides, the heavier it is.
One can quickly see that such activities as fleeing from a superior opp-
onent carrying a full load of equipment, or travelling a great distance become
quite daunting tasks if one is heavily armoured. Therefore, the wise traveller
moderates the type of armour worn, taking into account one's own physical str-
ength, the combined weight of any other items one may with to carry and the dis-
tance one expects to be travelling.
Weaponry
~~~~~~~~
There is such a great variety of weaponry available in Britannia that it
is impossible to properly examine all of it in this short space. The wise trav-
eller knows that it is important to select for oneself the most fitting weapon.
After all, the weapon itself is not nearly as important as the own who used it.
The choice of a weapon should be tailored around the user and not vice versa.
What are the factors on considers when choosing a weapon?
Many weapons such as pole arms and the larger swords are heavy enough
to require the use of both hands. If one is not of sufficient strength, att-
empting to wield a two-handed sword could be worse than fighting unarmed. Gen-
erally, the smaller and lighter a weapon is, the easier it is to conceal and the
quicker it is with which to strike. It is not by acident that the simple dagger
is the weapon of choice for many an assassin.
A weapon of great length, such as a spear or two-handed hammer, can be
used to keep one's opponent at bay as well to attack him. The advantage or
reach has decided the day in many a battle. Likewise, a long weapon is a proven
disadvantage when the fight is in cramped quarters. Edged weapons such as a
sword must be handled with precision -- it is usually not enought to simply
contact one's opponent. The skilled combatant knows how to use the cutting edge
of his weapon to its greatest advantage.
Blunt weapons such as maces, clubs and hammers enable the combatant to
concentrate raw strenth in the delivery of crushing blows to one's opponent. The
punishment of such mighty impacts has often been the key to achieving victory.
The strange erffectiveness of well placed missle fire cannot be over-
emphasized. On many occasions an outnumbered party has been able to repel an
attack through the proper application of missle weaponry. The disadvantage of
bows, crossbows and slings is that loading them requires the use of both hands.
Bows and crossbows also require to hands to fire. Daggers, axes, torches and
spears can also be effective as improvised missle weapons.
v. The History and Customs of the Adventurer Classes
The Fighter Class
~~~~~~~~~~~~~~~~~
Many Britannian fighters recieve formal training in the martial arts at
the Serpent's Hold, and in return they serve for a specified term as members of
the Royal Militia. Some fighters study in Jhelom or with other trainers accross
Britannia. Other fighters never receive any formal training. Their unforgiving
teacher is the battlefield, where many lives are lost when lessons are not
mastered quickly enough. Fighters generally possess great strength and endur-
ance, a proficiency with many types of weapons and the courage to face the dem-
anding trials of combat time and time again.
The Bard Class
~~~~~~~~~~~~~~
A true jack-of-all-trades -- a trickster, a minstrel, a battler, a
spellcaster -- the bard possesses all of these skills. Physically, the bard
falls somewhere between the brawny physique of the fighter and the delicate from
of the mage. The bard is dextrous and agile. He tends to be more clever than
intelligent. He also possesses a presence and charm that come in handy in all
manner of situations. The bard has a natural gift for missle weapons and a mind
for riddles. The bard also plays an important part in society by recording
local history in such a way that it is well remembered, through rousing tale
and song.
The Mage Class
~~~~~~~~~~~~~~
A pity to those who live their lives following the treacherous road that
is the way of the mage, now that the time of magic is coming to an end. The
days of wonder, when miracles could be preformed on demand through wisdom and a
devotion to the arcane arts, are part of the past. A mage's mind percieves that
which resides in the invisible world, but as recent history has shown us, but
this keen mind upon which the mage depends is ever in danger of slippng into
lunacy.
What is also tragic is that the way of the mage is not one that is
conciously chosen. One is born with the calling of the mage. While magic has
not yet ceased to function altoether, it has become inaccurate to the point of
becoming unreliable, making the mage's life one of constant uncertainty.
vi. A Bestiary of Britannia
The wilderness of Britannia is the home of a multitude of strange beasts
and magical creatures. While many creatures are mundane and harmless, others
are terrible dangerous and barely understood. For the travelelr it is vitally
important to be able to recognize any type of beast that may be encountered so
that one can respond accordingly. The following is a list of beasts now known
to live in Britannia.
Acid Slug : This very unpleasant creature tends to inhabit dark places under-
ground. Its skin exudes secretions of acid that can burn flesh and
are especially damaging to metal. The best weapon to use against
this monster is fire.
Alligator : This vicious man-eating creature lives in swampy terrain and can
inflict heavy damage with its bite and tail.
Bat(Giant): This large winged rodent attacks by night, aided by its night vis-
ion and acute hearing. Its body is very light and fragile.
Bee(Giant): This enregetic flying insect will instantly attack anything that it
perceives as a threat to its hive. It attackts with a sleep induc-
ing poisonous sting.
Bird : This type of creature is not openly hostile to human beings, but
many will probably attack if provoked or frightend.
Cat : A domestic animal commonly found in city alleyways, this creature
preforms an invaluable service in continuously thinning the rat pop-
ulation.
Centipede : This large, multi-legged insect frequents cool, dark places. Its
(giant) poison is considered to be among the most deadly of any creature.
It can be destroyed by fire.
Chicken : This bird can be found on many farms. It is the source of both eggs
and delicous meat often served in inns. It poses no threat to
humans, as it will generally run away if attacked.
Corpser : This creature is a type of ghoul that ensnares its victims with its
tentacles in order to drag them off to its lair and presumably kill
them in a manner that has never been discovered. Its only known
weakness is fire.
Cow : This harmless farm animal is the source of beef and dairy products.
Cyclops : One of a race of incredibly strong one-eyed giants, when its not
hurling large boulders at its enemies, its favorite weapon is a
large wooden club.
Deer : This swift but timid forest creature has sharp antlers to defend
itself. It is the source of venison.
Dog : A domesticated cousin of the wolf, this animal guards homes from
intruders, tracks game during hunts, and is a playmate for children
and a pet for adults.
Dragon : Dragons are mysterious ancient race of highly evolved reptiles that
posess magical abilities and a high degree of intelligence. They
have large wings and a capable of rapid flight. A dragon is a for-
midable in combat and its all the more lethal due to its noxious
flaming breath. Its lair is usually a cave or dungeon where it
guards its eggs and treasure.
Drake : This creature is a dragon that has not yet fully grown to adulthood,
a process that takes several hundered years. Like its mature
relatives, this creature can also breathe fire and fly. It is com-
monly found in the lair of a dragon.
Emp : This extremely peacful creature lives in the forest. It shuns vio-
lence to such a degree that it is doubtful it will want to have any-
thing to do with any humans it comes into contact with. Some emps
possess a remarkable degree of intelligance and magical capability.
Emps are so named for their empathic abilities. So sensetive are
they to the pain and discomfort of other living things that they
subsist on a diet of such foods as milk and honey.
Fiary : These flirtaious and mischievous tiny flying creatures are rarely
hostile.
Fish : This generally harmless water-breathing creature can be found in
abundance in the seas, rivers and lakes of Britannia. It greatly
contributes to the local food supply.
Fox : This small, wily mammal is related to the wolf, but is not as power-
ful or aggressive.
Gargoyle : This red-skinned creature originally comes from the subterranean
domain of the gargoyles. There are two clasess of gargoyles --
the larger winged gargoyles that possess keen intellect and magical
capability, and the smaller worker drones that possess little
thinking ability but are embodied with great strength.
Gazer : This strange creature is found mostly in dungeons. It hovers about
looking for victims to mesmerize with its multiple eyes. Upon being
killed, the body of a gazer will break up into tiny swarming colony
of insects.
Ghost : This magical spirit of the dead has the power to move through solid
walls and has been known to use magic. It can appear anywhere, but
tends to frequent graveyards or places significant to the life of
the deceased.
Gremlin : This tiny creature travels in a pack and attacks ina large group.
Its primary threat is that it likes to steal food.
Harpy : This half human/half bird creature nests in mountainous caves. It
attacks from the air with the sharp talons on its feet.
Headless : This ensorcelled creature appears to be a living, ambulatory,
beheaded human being. It is unknown exactly how it compensates for
its apparent lack of sensory organs, but it manages to do so quite
well. Its favorite method of attack is strangulation.
Horse : The strong, swift animal can be found in the wild or domesticated in
the stables. Horses are most commonly used for rapid transportation
from town to town or through the wilderness.
Hydra : This creature is a type of dragon that possesses three heads. Like
the the dragon, a hydra can also fly and breathe fire.
Insects : This is an insect swarm capable of causing an intolerable number of
bites and stings, as well as severly spooking horses and destroying
crops.
Kraken : This mysterious peril of the sea is not well understood. There have
been numerous reports of sailors being snatched from the decks of
ships by huge suckered tentacles and dragged down to the bottom of
the ocean, never to been seen again. No one has yet reported and
actual sighting of the full body of this creature.
Liche : This is an extremely rare type of undead creature that is both dan-
gerous and very difficult to destroy.
Mongbat : This bizarre and frightening creature is a cross between a bat and a
monkey. Its attacks are fast and powerful, but it usually only
inhabits the deepest dungeons.
Mouse : This harmless rodent lives on whatever little scraps of food it can
find, although it is especially fond of cheese. It occupies the
space just beneath the cat on the food chain.
Rabbit : This fast, long-eaed animal lives primarily on the carrots grown by
local farmers
Rat(Giant): This filthy overgrow rodent is a severe hazard to the health of
human beings. Immune to poison and too large to be trapped, this
creature has a voracious appetite for garbage and carrion. When it
roams in packs it loses its natural fear of human beings. The bite
of the giant rat can cause a variety of potentially fatal diseases.
Reaper : The reaper is actually a malevolent tree spirit that has the power
to reach out and grab passers-by in its long, powerful branches.
The reaper also possesses the magical power to unleash destructive
bolts of lightning. As it is a creature made of dry deadwood, it is
quite vulnerable to fire.
Sea : This creature is a sea-going dragon. It is capable of spitting out
Serpent fireballs much the same as dragons breathe fire. A sea serpent can
severely damage a ship with a sing lash of its powerful tail.
Sheep : These non-threatening beasts are raised by shephers, who take them
out to graze in great numbers. Sheep produce both wool and mutton.
Silver : This creature, seen in the symbols of ancient Sosari, once more
Serpent holds the fascination of Britannia. The venom of the silver serpent
is reported to have a strange and lasting affect on people. No
doubt this shall be the subject of further study.
Skeleton : This is the undead reanimation of a fighter who was slain on the
field of battle. Skeletons tend to cluster in hordes and are often
following the commands of a sorcerer. In fact, they may continue to
do se well after the sorcerer himself is dead!
Slime : This grotesque gelatinous mass lives in the depths of a dungeon or
the murkiest corner of a swamp. It reproduces by dividing itself
and grows through the absorption of other slimes. Slimes attact by
hurling foul blobs of slime at their intended vistims. Fire is
known to by a very effective weapon against them.
Snake : This creature spends the night coiled amonth the cool rocks and
comes out into the sun during the day. This warms its blood,
enabling it to strike more quickly. The creaure is venomous and can
even spit venom from several yards away.
Spider : While this creature may be encountered anywhere in the wilderness,
(giant) its lair is its giant web, which will almost always be hidden in a
cool and dark place. A giant spider is capable of spraying its pois-
onous spittle from a considerable distance. Its bit is also tremen-
dously painful.
Troll : This brutish creature is the bane of all travellers. Many tales
relate how trolls hide beneath bridges in order to terrorize and
press upon all those who would cross it. The wise traveller would
do well to exercise caution when crossing any bridge, especially
those one may come across in the wilderness, far from the security
of a city.
Unicorn : Fanciful stories of these creature abound in rural areas. The
unicorn appears as a splendid young white stallion with a single
great horn rising from its head. Legends speak of how only those
who are truly virtuous may approach a unicorn. Unicorn sigtings are
rare -- so rare in fact that most serious scholars deny their exis-
tance.
Wisp : These mysterious floating lights have been a puzzlement to many an
adventurer. They seem capable of inflicting only slight phsyical
damage, but they also seem impervious from physical harm themselves.
It has been said that these strange creatures are very knowledgable
and that they come from a world other than our own.
Wolf : This plains and forest hunter has a long tail and a greatly
undeserved reputation of a vicous predator. While wolfpacks do thin
the weak and sick from herds of wild animals, and while farmers must
occastionally be wary of their curiosity, their is little to support
the nothion that these animals are bloodthirsty man-eaters.