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Υλτιμα Ι The First Age of Darkness

Ultima 1 First Age of Darkness - Lucas' Abandonware

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Page 1: Ultima 1 First Age of Darkness - Lucas' Abandonware

Υλτιµα ΙThe First Age of Darkness

Page 2: Ultima 1 First Age of Darkness - Lucas' Abandonware

DisclaimerThis document is a word-for-word digital copy of the printed Ultima I manual that

came with the re-distributed Ultima 1 with enhanced EGA graphics. It is intended toaccompany the Ultima 1-6 CD compilation. Origin apparently decided that thisdocument was not necessary for redistribution when putting the CD together. However,there's a wealth of information about the world of Ultima 1 within the pages of thisdocument. I find the exclusion of this document from the Ultima 1-6 CD to be anoversight. The game can't be played or enjoyed to its fullest extent without theinformation provided here. Thus, the existence of this document.

I tried to keep the documentation as close to the original as possible. However, I didtake the liberty to correct a few minor grammatical and spelling errors. Millions ofthanks go out to both Brian Reynolds ([email protected]) and Scott Leonard (e-mail:[email protected], web address: http://members.aol.com/trigonman3/ultima.html)who provided me with photocopies of their Ultima I documents. Without their help (andOrigin’s), this document wouldn’t exist. Both were identical, but each had slightlydifferent scan qualities. so I combined the best of each to make this document.

I scanned in the graphics that existed in the re-distributed Ultima 1, but did not colorthem. I would like to color them, but I am all colored-out. These documents have takenmore of my time that I care to admit and am more interested in getting them released thancoloring the graphics. If someone wishes to color the graphics in this document, e-mailme and I’ll get you the original black and white scan. This document is provided "as is".No warranty is expressed or implied.

The electronic version of this document is not endorsed or supported by Origin (OSI).I am not an employee of Origin, and am not affiliated with them in any way. I just reallylike Ultima, and wanted to fill in the glaring gap of information Origin supplied to theowners of the Ultima 1-6 CD. Please do not charge any money for this document in anyshape, manner or form. I charge no money for this, and neither should you. This whole packageis freeware. Please do not make changes to this archive and then re-distribute it. You may notchunk this file into something smaller, and always be sure that the contents of this archive isunmodified.

If you have any comments, questions, suggestions or problems, direct them [email protected]. In the meantime, please enjoy!

Ultima and Lord British are registered trademarks of Richard Garriott. Avatar, Quest of theAvatar, Spell Book of the Eight Circles are trademarks of Origin Systems, Inc. All Rights Reserved.

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The Adventureail, Noble One! Our land is in need of astalwart hero, one who will brave perils toohorrific to consider. A plague has be-fallen

the Realm, a scourge is upon the land! Ourvillages lie sacked, ruinous mounds of ashes whereonce trod peasants stout of heart and sound ofmind, where once lay fields of grain and fruit,where kine and fowl grew fat upon the bounties of

our fair Sosaria. All manner of wicked and vilecreatures prey upon our people and ravage the land.‘Tis the doing of one so evil that the very earthtrembles at the mention of his name.

Mondain the Wizard hath wrought his malice well.Our nobles bicker amongst themselves, and each hathretired to the confines of his keep in hopes ofwatching the downfall of his rivals. Verily, theEvil One hat heaped indignity upon curse by

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releasing upon the Realm a host of creatures andbeasts so bloodthirsty and wicked that ourdefenseless people fall as grain before thereaper’s scythe.

These denizens of the underworld hold sway overall that can be surveyed, save for the strongholdsof the nobles besotted with their own ambition.Nowhere in our once peaceful country may a travelerfind safe passage or lodging, save in the keeps ofthe self-proclaimed kings—and they demand hardlabors for their indulgences.

Only the young Lord British remains steadfast inthe vision of a peaceful and united Sosaria. Inhis castle and his towne the pure of heart willfind an ally and replenishment for the needs of onewho hath chosen to fight for the Realm.

Aid us in ridding our land of the scourge thathath befallen us, O Noble One. We beseech thee,for without thine aid we shall surely perish beforethe onslaught of the maleficent necromancer. Slaythe evil Mondain!

Fellowshiphe lands of Sosaria are populated by adiversity of races as varied as the elements.From the tiniest Bobbit to the most towering

human, our folk show a strength of characterunknown in other parts of the world. Until thecoming of the foul Mondain, our folk lived inharmony and worked together in the true spirit ofcomrade-ship. The principal inhabitants of Sosariaare:

Human: Endowed with a natural intellect higherthan any other race, the humans are the backbone of

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Sosarian society. Found in all walks of life, theyare strong of body and of unexcelled spirit.

Elf: Shorter than their human counterparts by thespan of three hands, the elves of Sosaria areslight of build and swift of movement. Theirsuperior natural agility makes them excellentmusicians and clever thieves. At home amongst thetrees of the deepest forest or in the alleyways ofthe capital, the Sosarian Elf makes a stalwartcompanion and a relentless foe.

Dwarf: Mountain fold and legendary miners, thedwarves of Sosaria stand but half a human’s height,yet often outweigh slender elves. They arematchless in courage and possess and inordinateendowment of natural strength. Never accept theSosarian Dwarf’s challenge to wrestle for drinks ina tavern, unless thy supply of gold be endless andthy generosity ample.

Bobbit: A small and gentle race, the SosarianBobbits are believed to have come to our Realm froma distant place. They are said to favourmountainside meadows and the serenity of forestclearings. Their diminutive height being even lessthan that of a dwarf, they shun any task thatinvolves hard, physical labour, preferring insteadto pursuits of study and contemplation. Bobbitsare naturally weak, yet possess a serenityindicative of profound wisdom.

Professions

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hilst the professions practiced by our folk arenumerous, there are but four courses of action thatmay be followed by the novice adventurer.These are:

Fighter – The rigorous training involved inlearning to become a fighter results in a stronger,more agile adventurer. The knowledge acquiredduring this period permits the fighter to usevirtually every kind of weapon that might be foundin Sosaria.

Cleric – A profession suited to those who are ofan introspective nature, the study of the ways ofthe cleric requires patience and results in a gooddeal of wisdom. Such is their calm andconcentration that at no time will the proper spellcast by a cleric fail to attain its desired result.

Wizard – To become a wizard in our Realm, onemust study long and diligently, poring over ancientwritings and dusty tomes. Mastery of the arcanearts comes not easily, yet such training hones theintellect to a superior edge! The fruits of thelong years of discipline are deemed to be worth theeffort, however, for only the wizard may purchasethe necessary supplies for the casting of the morepowerful enchantments.

Thief – Whilst not a profession held in thehighest esteem among those charged with maintainingthe public order, thieving is a trade that oftenserves the adventurer well. Many of the explorer’sfinds are guarded by clever and devious traps thatrequire nimble fingers and a dexterous hand.

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Larceny and the opening of locks comes much easierfor the thief than for other mortals, for they whofollow this occupation are endowed with exceptionalagility.

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Castles & Townesosaria is a land dotted with the castles of thenobility of the Realmand with numerous townes

wherein the traveler mightpurchase supplies andprovender. Townes andcastles may be enteredfreely, but woe to the onewho foolishly is apprehendedin an act of thievery, forthe public order ismaintained here by burlyGuards who fear none.

ach castle is held by a noble, the King of hisparticular region. Visit these local rulers, theyhave much to offer the adventurer. The castles areoften built of stone and peopled with merchants,courtiers, guardsand fools. Bewareof the jesters, foralthough theyamuse, they mayalso deceive.

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Shoppeshe merchant class of Sosaria is the mainstayof the Realm’s economy. All manner of tradegoods – foodstuffs and the handiwork of local

artisans – can be found in the towne and castleshoppes. An adequate supply ofgold will help to equip theadventurer with everything fromrations to the most esoteric ofweapons. Some of the more commonemporiums include:

Armoury – The tailors ofprotective garments await your pleasure in thearmouries of Sosaria. The finest craftsmen in theRealm will swiftly fit out the adventurer in a suitmade of worked leather or metal. Price variesaccording to the level of protection offered by thesuit of armour.

Weapons – The workers of metal in Sosaria knowno peer. From a simple carved mace, reinforcedwith good iron, to the most exquisitely craftedgreatswords of tempered steel, the weapons found inthe shoppes of the Realm are truly works of art.‘Tis rumored that some of the arms one may find inthe distant reaches of our land surpass belief.

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Transportation – Whilst one may travelthroughout much of the Realm afoot, there arealternate means of transport that make shortjourneys pass more quickly, and longer journeysfeasible where once such voyages seemedunattainable. Common modes of travel include theuse of horses and of sea-going vessels. Uncommonmodes of travel are also rumoured to exist.

Magic – A once-forgotten discipline, the studyof magic has enjoyed a renaissance since the comingof the evil Mondain. Many hold the belief thatsorcery is indeed needed to combat sorcery. Thepractitioner of the arcane arts can purchase theneeded tools of the trade in various magic shoppesscattered throughout the Realm.

Food – None can live without sustenance. Thefood shoppes of Sosaria provide the local populacewith fresh produce and meats, while the adventurercan find provisions therein that will last forweeks in the wilderness with no special care.

Pubs – The people of our land are not without acertain fondness for strong spiritsand lively companionship. Mostsettlements are graced with publichouses where a tankard of strong alefrom the region of Trinsic or aflagon of the best Jhelom mead maybe had for but a few coins. Many ofthe people found in these taverns

are quite friendly, and the ones serving the drinksare often fountains of wisdom and gossip.

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Dungeonsur land is an ancient one, where strange andwondrous beings once walked the earth andcivilizations rose and fell. There are

numerous underground labyrinths to be foundthroughout Sosaria, the handiwork of unspeakablecreatures and unknown forces. These mazes havebecome the dwellings of many of the horrors

unleashed by Mondain upon our poor land. Indeed,the lowest depths of some of these hellholescontain creatures that make even the staunchestwarriors blanch and tremble.

Yet these subterranean passages also containcaches of the ill-gotten gains of the predations ofMondain’s minions. An intrepid adventurer canfinance many an expedition with the spoils of acareful foray in the dungeons of Sosaria. Hearken

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to my words: The use of extreme caution is neededwhen exploring underground. The corridors of thedungeons are lined with the bones of explorers whooverestimated their abilities!

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Starwalkingefore the archmage Mondain can be defeated,one’s mettle will first have to be tested inthe farthest reaches of the heavens. ‘Tis

said that the Evil One has formed alliances withstarwalking monsters of unparalleled savagery.These malicious creatures stand poised to swoopdown upon our people and devastate them. The needto slay the vile wizard is redoubled in the face ofthis threat.

hould a champion emerge from the mists oflegend, the means by which to combat this menacefrom the skies will appear—so say the prophets.The legends which foretell of this hero include anumber of writings and several ballads sung by thebards of our Realm. Among the more recentdiscoveries pertaining to the coming of the star-walkers is an arcane manuscript, found on thefoothills of Mt. Drash. Since it appears to holdinstructions for the use of some form of transport,it has been broadcast throughout the land in hopesthat it might prove useful to one engaged in thequest to rid Sosaria of Mondain. The substance ofthe document is as follows:

n the heavens, each vehicle has the means tocontrol rotation, as well as thrust and retro(reverse thrust). In the front view mode one canturn left, right climb, and dive.

“The starways are divided into 49 sectors on a 7x 7 grid. In the top view mode one can see allwithin the current sector. A long range scan may

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be obtained by use of the ‘Inform’ control.Consult the Pilot’s Reference Manual for thesymbols needed to interpret a scan.

“One can jump to the next sector in thedirection of current travel by using the Hyperjumpcapability of the vehicle.“Docking with starbases can be attained at any

of the unused docking ports and should be made onlyat slow speeds while headed directly into the portopening. A docking fee is required. Upon docking,a ‘Base Command’ query will be issued and the pilotis expected to indicate the direction toward thenext vehicle that will be used.“Reentry takes place when your ship passes over

the lands of Sosaria. NOTE: Only the shuttle crafthas heated shields. Any vehicle will incinerate ifit collides with a star.“One may encounter and engage in combat with

hostile beings in the heavens. Once combat hasbegun, the pilot cannot return to the top view modeuntil all enemy craft have been driven from thecurrent sector or the pilot has chosen to hyperjumpto the next sector. IMPORTANT: Changing from frontview mode to top view mode at high speeds willsurely result in a fatal collision. Be wary offuel levels and shield condition. A ship withoutfuel drifts forever and a depleted shield spellscertain death.”

ur most learned scholars have translated thedocument into the common tongue of the Realm, butcertain terms and phrases have no meaning even tothe most erudite sage. Nonetheless, such is ourdesire to be rid of the scourge of Mondain that wemake this information available to all.

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The Magical Artss mentioned elsewhere in this manuscript, thepractice of magic had once died out in Sosaria.The power of the mystic tradition proved too

corrupting for the general populace and the lordsof the land decreed that all those dabbled insorcery were to be banished. ‘Twas not until thecoming of Mondain the Wicked that our scholars onceagain unearthed the dusty tomes that contained therecords of the once flourishing arcane arts, andset about to retrain adepts in the use ofenchantments. Our leaders realize that once thediscipline of magic is reawakened, it shall neveragain be put to rest. Such is our plight that eventhe most dreaded of the arts is laid bare to allwho will try to learn it and who swear to use itspowers to combat the spread of Mondain’s vileinfluences.

hile those naturally born to the practice ofsorcery, who can invent their own enchantments andforge new ground in the arts, have yet to emerge aspowerful wizards in their own right, a certainprogress has been made. There are four artifactsavailable to the budding mage which will enhancethe ability to weave enchantments: Staff, Wand,Amulet, and Triangle. The latter is a magicalsword that may also serve as a weapon. Severalpowerful spells, which will cost the buyer in bothgold and experience, may be purchased in the magicshoppes of Sosaria.

These include:

A

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Blink – The ability to be physically transporteda short distance while underground.

Create – The ability to create a wall of magicalforce directly in front of the spellcaster.

Destroy – The ability to remove a wall of magicalforce that blocks the spellcaster’s path.

Kill – An enchantment hurled at a foe in front ofthe spellcaster. If successful, this cantrip willdestroy the opponent.

Ladder Down – This enchantment creates a magicalladder which permits the spellcaster to descend tothe next level of a dungeon.

Ladder Up – This enchantment creates a magicalladder which permits the spellcaster to ascend tothe next level of a dungeon.

Magic Missile – The ability to strike a foewith a blast of magical force. The more skilledand well-equipped the spellcaster, the greater thedamage inflicted by the blast.

Open – This spell permits the opening of coffinsat no risk to the spellcaster by magicallydisarming any traps.

Prayer – The ability, when in dire straits, tocall upon one’s personal deity in hopes of findinga way out of a pressing dilemma. Should be used

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only when the spellcaster is in serious need ofdivine aid.

Unlock – This spell permits the opening of chestsat no risk to the spellcaster by magicallydisarming any traps.

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The Bestiaryhe Realm of Sosaria is populated by a varietyof creatures, both natural and unnatural. Thelatter group hath been on the increase since

the coming of the Evil One. Through the efforts ofa posterity-minded few, a collection of names anddescriptions of the more common beasts hath beencompiled and may be perused herein.

Archer, Hidden – So lacking in courage are theminions of the vile Mondain that his Archers onlyply their trade from hiding places high in thetreetops of the forests of Sosaria. Their aim,nonetheless, is accurate and many a traveler hasdied without ever knowing whence came the deadlyrain of barbed shafts.

Balron – Huge, leather-skinned daemon lords, theBalron are perhaps the most fearsome of the evilminions of Mondain. Armed with vicious barbedwhips and the ability to cast devastating fireballsat their victims, these winged scions of Hell haveproved to be the nemesis of the flower of Sosarianknighthood.

Bat, Giant – Although the Sosarian Giant Bat isbut a dumb brute, this large cousin of the morecommon vampire bat found in other lands is indeed amenace to those unfortunate enough to disturb itssubterranean slumber. The Giant Bat lives on adiet of animal blood and is not averse to feastingon adventurers.

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Bear – The Hill Bear towers over the tallest humanand is armed with saber-like claws capable ofrendering even the stoutest plate armour in asingle blow. The species was first sighted on theslopes of Mt. Drash, but hath since spreadthroughout the land. These creatures are extremelyill-tempered and will attack without provocation.

Carrion Creeper – These loathsome worms inhabit the deeper reaches of most dungeons, wherethey feed on the corpses of any luckless creaturesthey encounter. The numerous legs on theirsegmented bodies are equipped with small barbs thatallow them to move quickly on walls and alongcorridors. Carrion Creepers should be avoided atall costs.

Cyclops – A race of belligerent, one-eyed giants,the Cyclops dwelt in Sosaria long before humansever landed on these shores. Driven undergroundmany years ago, the Cyclops long to return to thesurface and drive humans into the sea. Beware, forthey will attack any adventurers on sight.

Daemon – Fierce, bat-winged horrors armed withcruel talons and barbed tridents, Daemons wereunknown in Sosaria hitherto the advent of Mondain.Drinkers of human souls, Daemons are said to relishthe screams of tortured humans above all else.

Dark Knight – Such is the corrupting influencesof the foul Mondain that even the most virtuous ofSosarian chivalry are subject to fall under hissway. The land is now befouled with Dark Knights—predatory warriors who seek to waylay innocent

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travelers and to rob them of their hard-earnedgoods.

Dragon Turtle – These fire-breathing, aquaticdragons inhabit the seas around Sosaria and areconsidered an even greater menace to mariners thanthe winds of a typhoon. They are protected by ashell tougher than enchanted plate armour, and thusare extraordinarily difficult to defeat in combat.

Ettin – Travelers in the forests of our land haveoft been fooled into thinking they have drawn nearto a group of fellow explorers when they encounteran Ettin, for these two-headed monstrosities havebeen known to carry on heated discussions withthemselves. An Ettin invariably abandons itsdialogue when it hath the chance to attack anadventurer.

Gelatinous Cube – Called ‘dungeon sweeper’ bysome, the Gelatinous Cube is a subterranean dwellerthat roams corridors in search of food. Theirbodies are composed of a clear, corrosive, jelly-like substance which renders them difficult to see,but they may sometimes be detected by the remnantsof armour or debris contained within them. Theyare omnivores, digesting anything they find afterabsorbing it into their massive bodies. Contactwith a Gelatinous Cube hath ruined the armour ofmany a hardy warrior.

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Gremlins – Mischievous kin of the trolls andlizard men, Gremlins are underground creatures ofvoracious appetite. A favorite diversion is tostealthily approach unwary travelers and pilfertheir food rations. Many an adventurer had beenconsigned to death by starvation below the surfaceof Sosaria as a result of the antics of thesecreatures.

Hood – When the corrupt influence of theunspeakable Mondain spread throughout the Realm,even some of our stalwart peasants fell under thesway of the evil wizard. These warped individualsnow roam the countryside attacking travelers.While unskilled in the use of arms, theynonetheless pose quite a nuisance to adventurers.

Invisible Seeker – Among the most dangerous ofthe denizens of the catacombs below our land is theInvisible Seeker. None have ever seen one of thesehorrific slayers, for they are—as their nameimplies—unseeable. Their presence is usually firstdetected when open wounds suddenly begin appearingon the body of a victim. They are, however,susceptible to harm from most weapons.

Knight – Like their forest-dwelling counterpartsthe Dark Knights, the predatory Knights of Sosariaare warriors who have forsaken the ways of Chivalryfor the paths of Evil. They are fierce opponentsand must be treated with care if one is to avoid anuntimely demise.

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Lich – The Lich is an evil spellcaster who,through the necromantic arts, hath entered a stateof living death in order to prolong an unholy reignon earth. Woe to the explorer who stumbles uponthe lair of a lich, for the undead mage will guardits domain fiercely and attack without hesitation.

Lizard Man – When Mondain first came to our landhe performed unspeakable experiments with hisservitors and the fierce reptiles that in habitsome of the streams and rivers in the south of ourland. The result was the Lizard Man, a being bothreptilian and human in a single body, armed withcruel teeth and a disposition to match itsappearance.

Mimic – Beware the treacherous Mimic, for it hathbeen the doom of many a dungeon explorer.Disguised as a tempting treasure chest, the Mimicpatiently awaits the overly-curious adventurer.When the victim makes as if to examine the chest,the Mimic attacks with a ferocity unmatched.

Mind Whipper – Truly hideous, the Mind Whipperis a being with the body of a human, a face thatresembles nothing so much as the underside of asquid, and an unquenchable thirst for the mentalenergies of its victims. The few who have survivedencounters with Mind Whippers have emerged asbabbling lunatics, their minds flayed from theirsouls by the relentless onslaught of these terriblecreatures.

Minotaur – As mentioned before, the evil Mondainexperimented ceaselessly with the cross-breeding of

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man and beast in an effort to create the ultimatesoldier. As if the creation of the dreaded LizardMan was not enough, the vile wizard also mated thefamed Baratarian fighting bull with some of hisfollowers, resulting in the Minotaur—a horror thatwalks on two legs like a man, but which has thehead and the cruel horns of a bull.

Necromancer – The Necromancer is a mage whosespecialty is the practice of the arcane arts thatpertain to the dead. Practitioners of such amorbid specialty were naturally drawn to the fowlMondain as jackals are to the carrion of theplains.

Ness Creature – The seas surrounding Sosariaare home to a number of beasts, among which numbersthe dread Ness Creature. For many years thesereptilian behemoths were thought to be naught butthe workings of the over-wrought imaginations ofmariners. The sinking of the frigate Pembroke inplain view of a small armada hath disproven thisbelief.

Orc – Small, pig-visage humanoids, the Orcs werethe vanguard of Mondain’s first advance. Tribal bynature, they are sub-human at best, just a slightcut above true bestiality. They abhor all thingshuman and cultured and will lay waste to anythingfashioned by human hands. ‘Tis said that theyrelish the taste of human flesh.

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Pirates – The pirates that infest the coastalwaters of Sosaria are the scourge of the honestmariner. They ply the waterways seeking unarmedmerchant ships to plunder, and often press theyounger crew members into service as marauders.Once engaged, a pirate vessel and its crew willbattle to the end, seeking no quarter and offeringnone.

Ranger – Alas! Even the noble Ranger, preserverof the woodlands and keeper of the forests, hathfallen under the sway of dark Mondain! Thesematchless trailblazers long watched over thepreserves of the Sosarian nobility, but asMondain’s treachery took hold, many of them forsooktheir old ways and became predators themselves. Hewho is pursued by a Ranger must turn and make astand, for once on a trail a Ranger will never giveit up.

Rat, Giant – The underground passages of theRealm are prowled by oversized rodents, the resultof Mondain’s necromancy and an abundance of food onthe form of victims of the Evil One’s minions. TheSosarian Giant Rat is a vicious predator and shouldnot be taken lightly.

Skeleton – The progeny of Necromancers and undeadLiches, Skeletons are the animated corpses of deadwarriors from which the flesh hath withered andfallen away. They fight tirelessly in an effort tocarry out the bidding of their dark masters.

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Spider, Giant – Few moments hold more terrorfor the intrepid explorer than when a Giant Spider,venom dripping from its fangs, is encountered inthe corridor of a subterranean labyrinth. Thesecreatures are dazzling in their agility andtireless in their search for prey. Fight well, orface a paralyzing sting and the fate of becoming aliving hatchery for their young.

Squid, Giant – Sosarian mariners swap legendsof the Kraken, or Giant Squid, in every pub inevery port of the Realm. These monstrous creatureshave been known to rise from the ocean depths,seize a vessel in their long tentacles, and dragthe hapless vessel and its crew to a watery gravein the space of but a half-dozen heartbeats.

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Tangler – Looking for all the world as naught buta vine-covered tree stump, the Tangler lurks insubterranean corridors, waiting to ensnareexplorers of the underground. Once a Tangler hathenmeshed an adventurer in its tentacles, it willhold the victim fast until starvation ends thestruggle. The monstrosity then feasts on thecorpse.

Thief – Long before the coming of Mondain, thecommon cutpurse was a plague to travelers inSosaria. Lurking in alleyways, poised behindtrees, and skulking in dungeon corridors, thesevillains are always ready to relieve innocentcitizens of their valuables and their lives. ‘Tisa service to your fellow Sosarian to exterminate aThief whenever possible.

Trent – Native to the woodlands of Sosaria, theevil Trent seems like an ordinary oak tree untilone approaches near enough to be ensnared in thegrasp of its plaint branches. Once it hath crushedthe life from the victim, the Trent then devoursit, leaving no trace of its prey to warn othertravelers.

Viper – Since before the dawn of civilization,the race of serpents hath roamed the land. Fromthe most harmless garden snake to the giantconstrictors, these legless creatures have alwaysinspired fear in the human race. In the case ofthe Viper, this fear is well-founded. Thesevicious reptiles strike fiercely and frequently atall who stray too closely. Their venom-laden fangsbring a swift yet painful death.

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Wandering Eyes – Many a dungeon seeker hathbeen startled to enter a darkened chamber and begreeted by a number of eyes staring out of themurky blackness. Stare not long, for the WanderingEyes weave a hypnotic spell that entrances event hemost strong-willed and leaves one helpless beforethe magical onslaught that inevitably followsmesmerization.

Warlock – Rogue practitioners of the magicalarts, Warlocks are the evil servitors of Mondain.The Foul One hath trained them in the casting ofbolts of mystic energy and sent them forth to wreakhavoc among the populace. Slay them if yea can,for the arcane arts should never be used for wickedpurpose.

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Wraith – Summoned from the nethermost regions ofHell by Mondain’s perverse enchantments, Wraithsare the restless souls of dead clerics. Once onthe material plane, they drift about seekingpotential ‘converts’ to the discipline of Evil.Since one must first die in order to be converted,‘tis strongly advised that their enticements beresisted.

Zorn – Little is known of the mysterious Zorn.‘Tis a creature that not only defies logic, butthat seems to defy the very laws of nature. It canburrow through anything and is completelyomnivorous. In battle it seems to generate farmore force than one would estimate possible from acreature of its size. When slain, the Zorn quicklyevaporates, thus none have ever been studiedclosely.

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I, Lord British, would like to thank the followingpersons for their efforts in creating this work.

Special thanks goes out to those who spent manyarduous months programming this new version:

Dav Holle as lead programmer and team man-ager; Dr. Cat, Steve Meuse, Dallas Snell,John Miles and Richard Garriott for their

brilliant programmingefforts.

Dave Albert for the product management andeloquent writings herein.

Denis R. Loubet for the magnificent illustrationswithin this book and to Lori Ogwulu for her

outstanding graphicd and design work.

And to all those persons found within this game,I extend warm greetings.

Copyright 1980 by Richard GarriottCopyright 1986 by Origin Systems, Inc.

and Richard Garriott136 Harvey Road Building ‘B’

Londonderry, NH 03103

Ultima and Lord British are Registered Trademarksof Richard Garriott