This 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 to
accompany the Ultima 1-6 CD compilation. Origin apparently decided that this
document 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 this
document. I find the exclusion of this document from the Ultima 1-6 CD to be an
oversight. The game can't be played or enjoyed to its fullest extent without the
information provided here. Thus, the existence of this document.
I tried to keep the documentation as close to the original as possible. However, I did
take the liberty to correct a few minor grammatical and spelling errors. Millions of
thanks go out to both Brian Reynolds (hurin@silcom.com) and Scott Leonard (e-mail:
TrigonMan3@aol.com, web address: http://members.aol.com/trigonman3/ultima.html)
who provided me with photocopies of their Ultima I documents. Without their help (and
Origin’s), this document wouldn’t exist. Both were identical, but each had slightly
different 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 color
them. I would like to color them, but I am all colored-out. These documents have taken
more of my time that I care to admit and am more interested in getting them released than
coloring the graphics. If someone wishes to color the graphics in this document, e-mail
me 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 really
like Ultima, and wanted to fill in the glaring gap of information Origin supplied to the
owners of the Ultima 1-6 CD. Please do not charge any money for this document in any
shape, manner or form. I charge no money for this, and neither should you. This whole package
is freeware. Please do not make changes to this archive and then re-distribute it. You may not
chunk this file into something smaller, and always be sure that the contents of this archive is
unmodified.
If you have any comments, questions, suggestions or problems, direct them to
micro@psyber.com. In the meantime, please enjoy!
Ultima and Lord British are registered trademarks of Richard Garriott. Avatar, Quest of the
Avatar, Spell Book of the Eight Circles are trademarks of Origin Systems, Inc. All Rights Reserved.
The Adventure
ail, Noble One! Our land is in need of a stalwart hero, one who will brave
perils too horrific to consider. A plague has be-fallen the Realm, a scourge is
H
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.
upon the land! Our villages lie sacked, ruinous mounds of ashes where once
Mondain the Wizard hath wrought his malice well. Our nobles bicker amongst
themselves, and each hath retired to the confines of his keep in hopes of watching the
downfall of his rivals. Verily, the Evil One hat heaped indignity upon curse by
releasing upon the Realm a host of creatures and beasts so bloodthirsty and wicked that
our defenseless 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 traveler find safe passage or lodging, save in the keeps of the
self-proclaimed kings—and they demand hard labors for their indulgences.
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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!
Fellowship
he lands of Sosaria are populated by a diversity of races as varied as the
elements. From the tiniest Bobbit to the most towering human, our folk show
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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:
a strength of character unknown in other parts of the world. Until the coming
Human:
are the backbone of Sosarian society. Found in all walks of life, they are strong of body
and of unexcelled spirit.
Elf:
Sosaria are slight of build and swift of movement. Their superior natural agility makes
them excellent musicians and clever thieves. At home amongst the trees of the deepest
forest or in the alleyways of the capital, the Sosarian Elf makes a stalwart companion
and a relentless foe.
Dwarf:
a human’s height, yet often outweigh slender elves. They are matchless in courage and
possess and inordinate endowment of natural strength. Never accept the Sosarian
Dwarf’s challenge to wrestle for drinks in a tavern, unless thy supply of gold be endless
and thy generosity ample.
Bobbit:
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 to
Endowed with a natural intellect higher than any other race, the humans
Shorter than their human counterparts by the span of three hands, the elves of
Mountain fold and legendary miners, the dwarves of Sosaria stand but half
A small and gentle race, the Sosarian Bobbits are believed to have come to
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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
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courses of action that may be followed by the novice adventurer.
These are:
Fighter
stronger, more agile adventurer. The knowledge acquired during this period permits the
fighter to use virtually every kind of weapon that might be found in Sosaria.
Cleric
the ways of the cleric requires patience and results in a good deal of wisdom. Such is
their calm and concentration that at no time will the proper spell cast by a cleric fail to
attain its desired result.
Wizard
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 casting of the more powerful enchantments.
Thief
maintaining 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 occupation are endowed with
exceptional agility.
– The rigorous training involved in learning to become a fighter results in a
– A profession suited to those who are of an introspective nature, the study of
– To become a wizard in our Realm, one must study long and diligently,
– Whilst not a profession held in the highest esteem among those charged with
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Castles & Townes
osaria is a land dotted with the castles of the nobility of the Realm and with
numerous townes wherein the traveler
S
Townes and castles may be entered freely, but
woe to the one who foolishly is apprehended in
an act of thievery, for the public order is
maintained here by burly Guards who fear none.
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 amuse,
they may also deceive.
might purchase supplies and provender.
E
ach castle is held by a noble, the King of
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