0 ratings0% found this document useful (0 votes) 203 views38 pagesUltima I - Manual
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
rit
JThe Adventure
ail, Noble One! Our land is in need of a
Sf en hero, one who will brave perils
too horrific to consider. A plague has be-
fallen the Realm, a scourge is upon the land! Our
villages lie sacked, ruinous mounds of ashes where
once trod peasants stout of heart and sound of
mind, 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 vile
creatures prey upon our people and ravage the
land. Tis the doing of one so evil that the very
earth trembles at the mention of his name.
Wiz
a Coe Co Ce © (1) Comm Com @® Gomme
|
ieach hath retired to the confines of his keep in hopes
of watching the downfall of his rivals. Verily, the
Evil One hath heaped indignity upon curse by re-
leasing upon the Realm a host of creatures and
beasts so bloodthirsty and wicked that our defense-
less people fall as grain before the reaper's scythe.
‘These denizens of the underworld hold sway over
all that can be surveyed, save for the strongholds
of the nobles besotted with their own ambition.
Nowhere in our once peaceful country may a travel-
ler find safe passage or lodging, save in the Keeps
of the self-proclaimed Kings -- and they demand
hard labors for their indulgences.
Only the young Lord British remains steadfast
in the vision of a peaceful and united Sosaria. In
his castle and his towne the pure of heart will find
an ally and replenishment for the needs of one who
hath chosen to fight for the Realm.
Aid us in ridding our land of the scourge that
hath befallen us, O Noble One. We beseech thee,
for without thine aid we shall surely perish before
the onslaught of the maleficent necromancer. Slay
the evil Mondain!
a Coe Co Ce © (1) Comm Com @® GommeFellowship
he lands of Sosaria are populated by
¢ } a diversity of races as varied as the ele-
ments.From the tiniest bobbit to the
most towering human, our folk show a strength
of character unknown in other parts of the world.
Until the coming of the foul Mondain, our folk.
lived in harmony and worked together in the true
spirit of comrade-ship. The principal inhabitants
of Sosaria are:
Human: Endowed with a natural intellect higher
than any other race, the humans are the backbone
of Sosarian society. Found in all walks of life, they
are strong of body and of unexcelled spirit.
EDf: Shorter than their fuuman counterparts by the
span of three hands, the elves of Sosaria are slight
of build and swift of movement. Their superior nat-
ural agility makes them excellent musicians and clev-
er thieves. At home amongst the trees of the deepest
forest or in the alleyways of the capital The So-
sarian Elf makes a stafwart companion and
a relentless foe.
a Coe Co Ce © (1) Comm Com @® GommeDwarf: Mountain folk and legendary miners,
the dwarves of Sosaria stand but half a human's
height, yet often outweigh slender elves. They are
matchless in courage and possess an inordinate
endowment of natural strength. Never accept the
Sosarian Dwarf 's challenge to wrestle for drinks
ina tavern, unless thy supply of gold be endless
and thy generosity ample.
Bobbit: A small and gentle race, the Sosar-
ian Bobbits are believed to have come to our
Realm from a distant place. They are said to
favour mountainside meadows and the serenity
of forest clearings. Their diminutive height being
even less than that of a dwarf, they shun any task,
that involves hard, physical labour, preferring
instead the pursuits of study and contemplation.
Bobbits are naturally weak, yet possess a
serenity indicative of profound wisdom.
Professions
hilst the professions practiced by our folk are
numerous, there are but four courses of action that
may be followed by the novice adventurer.
‘These are:
a Coe Co Ce © (1) Comm Com @® GommeFighter -- The rigorous training involved in
learning to become a fighter results in a stronger,
more agile adventurer. The knowledge acquired
during this period permits the fighter to use vir-
tually every Kind of weapon that might be found
in Sosaria.
Cleric -- A profession suited to those who are of
an introspective nature, the study of the ways of
the cleric requires patience and results in a good
deal of wisdom. Such is their calm and concentra-
tion that at no time will the proper spell cast by a
cleric fail to attain its desired result.
Wizard --To become a wizard in our Realm,
one must study long and diligently, poring over
ancient writings and dusty tomes. Mastery of the
arcane arts comes not easily, yet such training
hones the intellect to a superior edge! The fruits
of the long years of discipline are deemed to be
worth the effort, however, for only the wizard
may purchase the necessary supplies for the cast-
ing of the more powerful enchantments.
Thief -- Whilst not a profession heli in the
highest esteem among those charged with
a Coe Co Ce © (1) Comm Com @® Gommemaintaining the public order, thieving is a trade
that often serves the adventurer well. Many of
the explorer's finds are guarded by clever and
devious traps that require nimble fingers and
a dexterous hand. Larceny and the opening of
locks comes much easier for the thief than for
other mortals, for they who follow this occu-
pation are endowed with exceptional agility.Castles ex Townes
osaria is a land dotted with the cas-
tles of the nobility of the Realm and
with numerous townes wherein the
traveller might purchase supplies and proven-
der. Townes and castles pepe.
may be entered freely, La
but woe to the one who
foolishly is apprehended |/\\)\
in an act of thievery, for pray
the public order is main-
tained here by burly 5
Guards who fear none.
Fred caters Feld fy emote reer
of his particular region. Visit these local rulers,
they have much to offer the adventurer. The
castles are often built of stone and peopled
with merchants, courtiers, guards and fools.
Beware of the jesters, for although they
, | A
a Coe Co Ce © (1) Comm Com @® GommeAint pupae cece
Io
Gy,
he merchant class of Sosaria is the main-
stay of the Realm's economy. AM man-
ner of trade goods -- foodstuffs and the
handiwork of local artisans -- can be found in the
towne and castle shoppes. An adequate supply of
gold will help to equip the
adventurer with every-
thing from rations to the
most esoteric of weapons.
=] Some of the more common
ma emporiums include:
Armoury -- The tailors of protective garments
await your pleasure in the armouries of Sosaria.
‘The finest craftsmen in the Realm will swiftly fit
out the adventurer in a suit made of worked eath-
er or metal. Price varies according to the level of
protection offered by the suit of armour.
‘Weapons -- The workers of metal in Sosaria
Know no peer. From a simple carved mace, rein-
forced with good iron, to the most exquisitely
crafted greatswords of tempered steel, the wea-
pons found in the shoppes of the Realm are truly
(Fn ICHJSS S55
works of art. ‘Tis rumored that some of the arms
one may find in the distant reaces of our land
Transportation -- Whilst one may travel
throughout much of the Realm afoot, there are
alternate means of transport that make short jour-
neys pass more quickly, and longer journeys feas-
ible where once such voyages seemed unattainable.
Common modes of travel include the use of horses
and of sea-going vessels. Uncommon modes of
travel are also rumoured to exist.
Magic - - A once-forgotten discipline, the study of
magic has enjoyed a renaissance since the coming
5
Se|
i
of the evil Mondain. Many hold the belief that
sorcery is indeed needed to combat sorcery. The
practitioner of the arcane arts can purchase the
needed tools of the trade in various magic shoppes
scattered throughout the Realm.
Food -- None can live without sustenance. The
food shoppes of Sosaria provide the local populace
with fresh produce and meats, while the adventur-
er can find provisions therein that will last for
weeks in the wilderness with no special care.
Pubs -- The people of our land are not without
a certain fondness for strong spirits and lively com-
panionship. Most settlements are graced with pub-
Gc houses where a tankard of strong ale from the
region of Trinsic or a flagon of the best Jhelom
Wer pm mead may be had for but
A afew coins. Many of the
4 people found in these tav-
ems are quite friendly,
\l} and the ones serving the
aq drinks are often foun-
A tains of wisdom
a Coe Co Ce © (1) Comm Com @® Gommeur land is an ancient one, where strange
and wondrous beings once walked the
earth and civilizations rose and fell. There
are numerous underground labyrinths to be found
throughout Sosaria, the handiwork of unspeakable
creatures and unknown forces. These mazes have
become the dwellings of many of the horrors un-
leashed by Mondain upon our poor land. Indeed,
the lowest depths of some of these hellholes contain
creatures that maKe even the staunchest warriors
blanch and tremble.
cy
55Yet these subterranean passages also contain
caches of the ill-gotten gains of the predations of
Mondain's minions. An intrepid adventurer can
finance many an expedition with the spoils of a
careful foray in the dungeons of Sosaria. Hearken
to my words: The use of extreme caution is needed
when exploring underground. The corridors of the
dungeons are lined with the bones of explorers who
overestimated their abilities!
Starwalking
efore the archmage Mondain can be de-
feated, one's mettle will first have to be
tested in the farthest reaches of the heav-
ens. ‘Tis said that the Evil One has formed alfianc-
es with starwalking monsters of unparalleled
savagery. These malicious creatures stand poised
to swoop down upon our people and devastate
them. The need to slay the vile wizard is redoubled
in the face of this threat.
Shoulda champion emerge from the mists of
legend, the means by which to combat this menace
from the skies will appear -- so say the prophets.
The legends which foretell of this hero include a
number of writings and several ballads sung by
a Coe Co Ce © (1) Comm Com @® Gomme|
i
the bards of our Realm. Among the more recent
discoveries pertaining to the coming of the star-
walkers is an arcane manuscript, found on the
foothills of Mt. Drash. Since it appears to hold
instructions for the use some form of transport, it
has been broadcast throughout the land in hopes
that it might prove useful to one engaged in the
quest to rid Sosaria of Mondain. The substance
of the document is as follows:
o
Tn the feavens, each vehical has the means to
control rotation, as well as thrust and retro (reverse
thrust). In the front view mode one can turn eft,
right, climb, and dive.
"The starways are divided into 49 sectors on
a7x7grid. In the top view mode one can see all
within the current sector. A long range scan may
be obtained by use of the ‘Inform’ control. Con-
sult the Pilot's Reference Manual for the symbols
needed to interpret a scan.
‘One can jump to the next sector in the direction
of current travel by using the Hyperjump capabil-
ity of the vehicle.
‘Docking with starbases can be attained at any
of the unused docking ports and should be made
a Coe Co Ce © (1) Comm Com @® Gomme|
i
only at slow speeds while headed directly into
the port opening. A docking fee is required. Upon
docking, a ‘Base Command query will be issued
and the pilot is expected to indicate the direction
toward the next vehicle that will be used.
‘Reentry takes place when your ship passes over
the lands of Sosaria. NOTE: Only the shuttle craft
has heat shields. Any vehicle will incinerate if it
collides with a star.
‘One may encounter and engage in combat with
hostile beings in the heavens. Once combat has
begun, the pilot cannot return to the top view mode
until all enemy craft have been driven from the cur-
rent sector or the pilot has chosen to hyperjump to
the next sector. IMPORTANT: Changing from
front view mode to top view mode at high speeds
will surely result in a fatal collison. Be wary of
fuel levels and shield condition. A ship without
fuel drifts forever and a depleted shield spells
certain death.
OF most leamed scholars have translated the
document into the common tongue of the Realm,
but certains terms and phrases have no meaning
even to the most erudite sage. Nonetheless, such is
our desire to be rid of the scourge of Mondain
that we make this information available to all.
a Coe Co Ce © (1) Comm Com @® Gomme|
i
The Magical Arts
s mentioned elsewhere in this manuscript,
the practice of magic had once died out in
Sosaria. The power of the mystic tradi-
tion proved too corrupting for the general popu-
lace and the lords of the land decreed that all who
dabbled in sorcery were to be banished. ‘Twas not
until the coming of Mondain the Wicked that our
scholars once again unearthed the dusty tomes that
contained the records of the once flourishing arcane
arts, and set about to retrain adepts in the use of
enchantments. Our leaders realize that once the dis-
cipline of magic is reawakened, it shall never again
be put to rest. Such is our plight that even the most
dreaded of the arts is laid bare to all who will try
to lean it and who swear to use its powers to com-
bat the spread of Mondain's vile influence.
Wit those naturally bor to the practice of
sorcery, who can invent their own enchantments
and forge new ground in the arts, fave yet to
emerge as powerful wizards in their own right,
a certain progress has been made. There are four
artifacts available to the budding mage which
will enhance the ability to weave enchantments:
Staff, Wand, Amulet, and Triangle. The latter
a Coe Co Ce © (1) Comm Com @® Gomme|
i
is a magical sword that may also serve as a wea-
pon. Several powerful spells, which will cost the
buyer in both gold and experience, may be pur-
chased in the magic shoppes of Sosaria.
These include:
Blink -- The ability to be physically transported
a short distance while underground.
Create -- The ability to create a wall of magical
force directly in front of the spellcaster.
Destroy -- The ability to remove a wall of mag-
ical force that blocks the spellcaster's path.
Kill -- An enchantment hurled at a foe in front
of the spellcaster. If successful, this cantrip will
destroy the opponent.
Ladder Down -- This enchantment creates a
magical ladder which permits the spellcaster to
descend to the next level of a dungeon.
Ladder Up -- This enchantment creates a mag-
ical ladder which permits the spellcaster to ascend.
to the next level of a dungeon.
Magic Missile -- The ability to strike a foe with
a blast of magical force. The more skilled and well-
equipped the spellcaster, the greater the damage
inflicted by the blast.
Open -- This spell permits the opening of coffins
a Coe Co Ce © (1) Comm Com @® Gommeat no risk to the spell caster by magically
disarming any traps.
Prayer -- The ability, when in dire straits, to
call upon one's personal deity in hopes of finding
a way out of a pressing dilemma. Should be used
only when the spellcaster is in serious need of
divine aid.
Unlock. -- This spell permits the opening of
chests at no risk to the spellcaster by magically
disarming any traps.
= oma ccvariety of creatures, both natural and
unnatural. The latter group hath been
on the increase since the coming of the Evil One.
Through the efforts of a posterity-minded few, a
collection of names and descriptions of the more
common beasts hath been compiled and may be
perused herein.
T he Realm of Sosaria is populated bya
Archer, Hidden -- So lacking in courage are
the minons of the vile Mondain that his Archers
only ply thei trade from hiding places figh inthe
treetops of the forests of
Sosaria. Their aim, none-
theless, is accurate and
many a traveller has died
| without ever Knowing
3| whence came the deadly
rain of barbed shafts.
Balron--Huge, leather-skinned daemon lords,
the Balron are perhaps the most fearsome of the
evil minions of Mondain. Armed with vicious
barbed whips and the ability to cast devastat-
ing fireballs at their victims, these winged scions
a Coe Co Ce © (1) Comm Com @® Gommeof Hell have proved to
be the nemesis of the
flower of Sosarian
\ knighthood.
Bat, Giant -- Although the Sosarian Giant
Bat is but a dumb brute, this ae cousin of
the more common vam- :
pire bat found in other
lands is indeed a men-
ace to those unfortun-
ate enough to disturb
its subterranean slumb-
er. The Giant Bat lives MA?
ona des ented
feasting on adventurers.
Bear -- The Hill Bear
towers over the tallest
human and is armed
with saber-like claws
capable of rending even
the stoutest plate ar-
mour ina single blow.
a Coe Co Ce © (1) Comm Com @® Gomme‘The species was first sighted on the slopes of Mt.
Drash, but hath since spread throughout the land.
‘These creatures are extremely ill-tempered and will
attack without provocation.
Carrion Creeper -- These loathsome worms in-
habit the deeper reaches of most dungeons, where
they feed on the corpses of any lucKless creatures
they encounter. ‘Ther numerous legs on their segment-
ed bodies are equipped
S| with small barbs that al-
low them to move quick:
fy on walls and ceilings,
ha as well as along corridors.
| Carrion Creepers should
be avoided at all costs.
Cyclops -- A race of belligerent, one-eyed giants,
the Cyclops dwelt in Sosaria long before humans
ever landed on these shores.
Driven underground many
h years ago, the Cyclops long
to return to the surface and
drive humans into the sea.
Beware, for they will attack.
any adventurers on sight.
a Coe Co Ce © (1) Comm Com @® Gomme
|
i|
i
Daemon -- Fierce, bat-winged horrors armed
with cruel talons and barbed tridents, Daemons
rah were unknown in Sosaria
‘ " hitherto the advent of
Mondain. Drinkers of
human souls, Daemons
are said to relish the
screams of tortured fiu-
mans above all else.
Dark Knight -- Such is the corrupting influ-
ence of the foul Mondain that even the most vir-
tuous of Sosarian chivalry are subject to fall un-
der his sway. The land is
now befouled with Dark.
Kughts -- predatory war-
tiors who seeK to waylay
innocent travellers and to
| rob them of their hard-
a Coe Co Ce © (1) Comm Com @® Gommedragons inhabit ‘hes seas
around Sosaria and are
con-sidered an event
Sreater menace to mar-
iners than the winds of
a typhoon. They are pro-
tected by a shell tougher [2
shan enchanted plate armour, and thus wre ex:
traordinarily difficult to defeat in combat.
Ettin --Travellers in the forests of our land have
oft been fooled into thinking they have drawn near
to a group of fellow explorers when they ¢ encounter
an Extin, for these two-headed
been Known to carryon [>
heated discussions with
themselves. An Ettin in-
variably abandons its
dialogue when it hath
the chance to attack an
adventurer.
a Coe Co Ce © (1) Comm Com @® Gomme|
i
Gelatinous Cube -- Called ‘dungeon-sweeper’
by some, the Gelatinous Cube is a subterranean
dweller that roams corridors in search of food.
Their bodies are composed of a clear, corrosive,
jelly-like substance which renders them difficult
to see, but they may sometimes be detected by
the remnants of armor or debris contained with-
in them. They are omnivores, digesting anything
May they find ofter
B) absorbing it in-
to their massive
, bodies. Contact
4\q with a Gelatin-
ous Cube hath
ruined the ar-
mour of many
a hardy warrior.
a Coe Co Ce © (1) Comm Com @® GommeGremlins -- Mischievous kin of the trolls and
lizard men, Gremlins are underground creatures
of voracious appetite. A favorite diversion is to
stealthily approach unwary travellers and pilfer
their food rations. Many an adventurer hath
been consigned to death by starvation below
the surface of Sosaria as a result of the antics
of these creatures.
Hood -- When the corrupt influence of the un-
speakable Mondain spread throughout the Realm,
even some of our stalwart peasants fell under the
sway of the evil wizard. These warped individuals
now roam the countryside attacking travellers.
While unskilled in the use of arms, they nonetheless
pose quite a nuisance to adventurers.
Invisible SeeKer -- Among the most dangerous
of the denizens of the catacombs below our land is
a Coe Co Ce © (1) Comm Com @® Gomme|
i
the Invisible Seeker. None have ever seen one of
these horrific slayers, for they are -- as their name
implies -- unseeable. Their presence is usually first
detected when open wounds suddenly begin ap-
pearing on the body of a victim. They are, how-
ever, susceptible to harm from most weapons.
Knight -- Like their forest-dwelling counterparts
the Dark Knights, the predatory Knights of Sosar-
ia are warriors who have
forsaken the ways of Chiv-
alry for the paths of Evil.
‘They are fierce opponents
and must be treated with
q care if one is to avoid an
untimely demise.
Lich -- The Lich is an evil spellcaster who,
through the necromantic arts, hath entered a state
Se ee
y on earth. Woe to the explor-
‘| er who stumbles upon the
lair of a lich, for the undead
mage will guard its domain
fiercely and attack without
hesitation.
a Coe Co Ce © (1) Comm Com @® Gomme|
i
Lizard Man -- When Mondain first came to
our land he performed unspeakable epedinente
with his servitors and the [R
fierce reptiles that inhabit
some of the streams and
rivers in the south of our
land. The result was the
Lizard Man, a being
both reptilian and hu- we
man in a single body, armed with lea ae
disposition to match its appearance.
Mimic -- Beware the treacherous Mimic, for it
hath been the doom of many a dungeon explorer.
Disguised as a tempting treasure chest, the Mimic
patiently awaits the over- RRP
ly-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
‘Whipper is a being with the body of a human, a
face that resembles nothing so much as the
a Coe Co Ce © (1) Comm Com @® Gommeunderside of a squid, and an unquenchable thirst
for the mental energies of its victims. The few who
E ha 1) fave survived encounters
MU TE hp) with Mind Whippers have
emerged as babbling tuna-
tics, their minds flayed
from their souls by the
relentless onslaught of
these terrible creatures.
Minotaur -- As mentioned before, the evil
Mondain experimented ceaselessly with the cross-
breeding of man and beast in an effort to create
the ultimate soldier. As if the creation of the
dread Lizard Man was
| not enough, the vile
wizard also mated the
Ly) famed Baratarian fight-
ing bull with some of his
followers, resulting in the
Le Minotaur -- a horror that
walks on two legs like a man, but which has the
head and the cruel homs of a bull.
Necromancer -- The Necromancer is a mage
whose specialty is the practice of the arcane arts
that pertain to the dead. Practitioners of such a
a Coe Co Ce © (1) Comm Com @® Gomme|
i
morbid specialty were naturally drawn to the foul
Mondain as jackals are to the carrion of the plains.
Ness Creature -- The seas surrounding Sosaria
are home to a number of
beasts, among which num-
bers the dread Ness Crea-
ture. For many years these
reptilian behemoths were
thought to be naught but
the workings of the over-
wrought imaginations of mariners. The sinking of
the frigate Pembroke in plain view of a small
armada hath disproven this belief.
Orc -- Small, pig-visaged humanoids, the Orcs
were the vanguard of Mondain's first advance.
‘Tribal by nature, they are sub-human at best, just
a slight cut above true bestiality. oe abhor all
things human and cultured FS -
and will lay waste to any- PR
thing fashioned by human
hands. Tis said that they
relish the taste of human
‘flesh.
a Coe Co Ce © (1) Comm Com @® Gomme|
i
Pirates -- The pirates that infest the coastal
waters of Sosaria are the scourge of the honest
mariner. They ply the waterways seeking un-
armed merchant ships to plunder, and often press
the younger crew members into service as maraud-
ers. Once engaged, a pirate vessel and its crew will
battle to the end, seeking no quarter and
offering none.
Ranger -- Alas! Even the noble Ranger, preserv-
er of the woodlands and Keeper of the forests, hath
fallen under the sway of dark Mondain! These
matchless trailblazers long watched over the pre-
serves of the Sosarian nobility, but as Mondain's
treachery took fold, many of them forsook their old
ways and became predators themselves. He who is
pursued by a Ranger must tum and make a stand,
for once ona i tial GRA NE it ae
a Coe Co Ce © (1) Comm Com @® GommeRealm are prowled by oversized rodents, the result
of Mondain's necromancy and an abundance of
food in the form of victims e ,
of the Evil One's minions. Ma :
‘The Sosarian Giant Rat is if
a vicious predator and i
should not be taken lightly. |.
Skeleton -- The progeny of Necromancers and
undead Liches, Skeletons are the animated corpses
of dead warriors from
which the flesh hath with-
"| ered and fallen away. They
| fight tirelessly in an effort
to carry out the bidding of
their dark masters.
Spider, Giant -- Few moments hold more terror
for the intrepid explorer than when a Giant Spider,
venom dripping from its fangs, is encountered in
the corridor of a subterranean labyrinth. These
creatures are dazzling in their agility and tireless
in their search for prey. Fight well, or face a
a Coe Co Ce © (1) Comm Com @® Gomme|
i
paralyzing sting and the
fate of becoming a living
hatchery for their young.
Squid, Giant - - Sosarian mariners swap leg-
ends of the Kraken, orgie —_
in every port of the Realm. 5
These monstrous, crea-
tures have been Known
to rise from the ocean
depths, seize a vessel in
their Cong tentacles, and
drag the hapless vessel ;
lace paeeree Game
but a half-dozen heartbeats.
Tangler -- Looking for
all the world as naught
but a vine-covered tree
stump, the Tangler lurks
in subterranean corridors,
waiting to ensnare explor-
ers of the underground.
a Coe Co Ce © (1) Comm Com @® GommeOnce a Tangler hath enmeshed an adventurer in its
tentacles, it will hold the victim fast until starvation
ends the struggle. The monstrosity then feasts on
the corpse.
alleyways, poised behind trees, and skulking in dun-
geon corridors, these villains are always ready to
relieve innocent citizens of their valuables and their
fives. Tis a service to your fellow Sosarian to exter-
minate a Thief whenever possible.
Trent -- Native to the woodlands of Sosaria, the
evil Trent seems like an ordinary oaK tree until one
approaches near enough: to be ensnared in the grasp
of its pliant branches. Once it hath crushed the life
from the victim, the Trent then devours it, leaving
no trace of its prey to warm other travellers.
a Coe Co Ce © (1) Comm Com @® GommeViper -- Since before the dawn of civilization,
the race of serpents hath roamed the land. From
the most oe eee to the giant con-
strictors, these legless erg
creatures have always |
inspired fear in the hu-
man race. In the case
of the Viper, this fear
is well-founded. These /
vicious reptiles strike ek.
fiercely and frequently at all who stray too
closely. Their venom-laden fangs bring a swift
yet painful death.
Wandering Eyes -- Many a dungeon seeKer
hath been startled to enter a darkened chamber
and be greeted by a number of eyes staring out
of the murky blackness. Hen
Wandering Eyes ff no
weave a hypnotic
spell that entrances
even the most strong-
willed and leaves one Va)
helpless before the
magical onslaught
that inevitably follows mesmerization.
a Coe Co Ce © (1) Comm Com @® Gommearts, Warlocks are the evil servitors of Mondain.
ead a rae
WEP bolts of mystic energy and
sent them forth to wreak,
havoc among the populace.
Stay them if ye can, for the
arcane arts should never
7
@\ be used for wicked purpose.
Wraith -- Summoned from the nethermost re-
gions of Hell by Mondain's perverse enchantments,
‘hs rt restless souls of dead clerics. Once
Ras
Ls
on the material plane, they
drift about seeking potential
‘converts’ to the discipline
‘tis sonar) advised that
their enticements be resisted.
a Coe Co Ce © (1) Comm Com @® GommeZorn -- Little is known of the mysterious Zor.
‘Tis a creature that not only defies logic, but that
seems to defy the very laws of nature. It can bur-
row through anything and is completely omnivor-
ous. In battle it seems to generate far more force
quickly evapor-
ates, thus none
have ever been
a Coe Co Ce © (1) Comm Com @® Gommees
ee
Rielly oNkcs came
I, Lord British, would like to thank the following
persons for their efforts in creating this work.
Special thanks goes out to those who spent many
arduous 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 programming
efforts,
Dave Albert for the product management and.
eloquent writings herein.
Denis R. Loubet for the magnificent illustrations
within this book and to Lori Ogwulu for her
outstanding graphic and design work.
And to all those persons found within this game,
I extend warm greetings.
Copyright 1980 by Richard Garriott
Copyright 1986 by Origin Systems, Inc.
and Richard Garriott
136 Harvey Road Building 'B’
Londonderry, NH 03103
‘Ultima and Lord British are Registered Trademarks