Games PC ULTIMA VII PART TWO User Manual

Beyond the
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Serpent Pillars
A Journal Describing this New World
by Erstam – Mage
Rendered into English by Andrew Morris – Scribe
Illustrated by Glen Johnson – Artist
(assisted by Gary Washington and Steve Powers)
Illuminated by Al Carnley – Designer
Overseen by David Ladyman – Editor
CONTENTS
FOREWORD...............................2
LESSONS OF THE PAST ...........3
First Age of Darkness..............3
Second Age of Darkness .........4
Third Age of Darkness............4
Further Ages...........................4
Ophidian History ...................6
Runic, Ophidian & Druidic....8
Cities and Towns....................9
Other Landmarks .................10
Tradesfolk and Commerce....10
Paths Through Life...............13
Arms and Armour.................15
BESTIARY.................................17
MYSTIC ARTS..........................25
Components of Casting........25
Spell Book........................25
Reagents..........................25
Words of Power ................27
Spells....................................28
First Circle of Magic..........28
Second Circle of Magic......29
Third Circle of Magic........29
Fourth Circle of Magic ......30
Fifth Circle of Magic.........31
Sixth Circle of Magic.........32
Seventh Circle of Magic.....32
Eighth Circle of Magic.......33
Ninth Circle of Magic........34
AFTERWORD...........................35
CREDITS ..................................36

FOREWORD

Locating the Serpent Pillars took considerably less eff o rt than I first expected, though even now I am still a bit dizzy from the trip. This new land beyond the Pillars is m a rvelous! Here, free from the tyrannical rule of Lord British, I can further my studies in magic. I know there is still much to see, far too much to observe without re c o rd ­keeping – for even my mind could not retain the memories of all I see.
* * *
It is perhaps best to note here what made all this investigation much simpler than I had expected. While investigating one of the ruins, I noticed a large, ivory-toned object in the shape of a half moon. As I picked up the item, requiring both hands, I realized it was made of bone. Though I saw no teeth, I surmised I held in my hands the jawbone of some cre a t u re. But what could it be?
I re t u rned to my laboratory for further observation. I was able to match the shape to sketches I had made both here and in Sosaria, pleased that I have always had the f o resight to note my surroundings in journals. The jawbone matched that of a serpent in all aspects save its size. Then, remembering the many serpentine re f e rences I had seen throughout the land, including the runes, I realized what I had. This must be, I thought, an archaic relic, sacred to the continent’s original inhabitants. I was holding the jawbone of a giant serpent – a cre a t u re they must have worshipped!
* * *
I was determined to learn more. Returning to the ruins I continued my searc h . Spying more bone-like material, I dug through the debris and pulled out what looked like a large fang. And then I noticed another. And another! Soon I had several such
teeth. Back in my study, I set the teeth inside the jawbone. The
fit was better than one of Dro g e n i ’s lambskin gloves.
Suspecting great powers were now in my possession, I began a series of experiments to learn what secrets I could. It was not long before I had discovered all I needed to know. Each tooth, when set within the jawbone, called forth magical pathways leading to other locations about the land. Sadly, other mages, envious of my new-found power, secreted away most of the teeth, leaving me powerless to explore the entire land. It is for this reason I have departed their petty, thieving company forever.
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LESSONS OF THE PAST

I put this history to paper for but one reason: posterity. Future generations should know of the events that led to our emigration to the Serpent Isle, that they may avoid repeating the mistakes of their forebears. Know that ruling power should be granted to no single individual, for such will turn any lord into a tyrant, especially one already weak in character. Mark well what is documented here. Shouldst all my research be for naught, leaving my body lifeless and withered, this record shall be all that is left as a reminder of the past.
What is known of our history begins centuries ago, before the unfortunate Sosarian unification. Eight great kingdoms coexisted, albeit often uneasily, upon a fantastic world. This land upon which we lived we called Sosaria. Despite frequent outbreaks of violence, the times were good and the people happy. At this point, even Lord British, monarch of one of the eight kingdoms, ruled with an even hand.

First Age of Darkness

Then came the time when a terrible sorcerer rose to power. The cruel Mondain, seeking the keys to immortality — not a bad pursuit in and of itself — slew his father for secreting away such knowledge. Focusing his awesome powers against the eight kingdoms, Mondain began his onslaught, planning soon to control all of Sosaria.
L o rd British, unable to marshal his own forces, summoned a hero — an outsider, no less — to confront the wicked mage and protect his precious kingdom. Only with the aid of this stranger was the land re t u rned to its former state. Mondain’s artifact of d e s t ruction, the gem of power, was annihilated, as was he.
An interesting note touching on the foreign hero: There were many reports that colorful gates of magical light had begun to appear, gates that seemed to be linked directly with the phases of the Sosarian moons, Trammel and Felucca. Rumors hold that it was through a gate such as this that the stranger didst arrive.
For reasons still unknown, the destruction of Mondain caused great upheaval. As much as thre e - f o u rths of Sosaria simply disappeared, wrenched from the world as if it had never existed. Among the missing lands were Shamino’s kingdom (the Lands of Danger and Despair), the Lands of the Dark Unknown and the Lands of the Feudal Lord s . It is interesting to note that only the realm of Lord British re m a i n e d .
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H o w e v e r, at least some of the missing lands remained within our reach, as I l e a rned when I discovered the secrets of the Serpent Pillars. They were ru m o red to exist, so the tales of drunken sailors indicated, beneath the surface of the Great Ocean. Other stories mentioned that the pillars would rise only when both moons were above the horizon; some said that the sun itself must also be visible. Yet other tales suggested that the pillars would only appear in the depths of winter. That, combined with specu­lative essays from long ago, allowed me to lead a group of emigrés to this new land, but m o re of that anon.

Second Age of Darkness

A scant few years passed before the second age was upon us. Mondain’s student, Minax, whose talent for magic and capacity for malevolence far exceeded her tutor (and lover), was now in a position to seek revenge upon the people of Sosaria. Her ability to com­mand armies of the dead brought a terror to the land unknown in earlier times.
Yet again was witless Lord British caught without the power re q u i red to stop this wicked ravager. And yet again did the mysterious hero come to the aid of the helpless ru l e r. The war against Minax’s vile legions was long and hard, but the stranger did finally slay the sorc e ress and defeat her ghoulish tro o p s .

Third Age of Darkness

However, the forces of darkness were not through with Sosaria. Unbeknownst to us all, a horrible creature was brought into being by the union of Mondain and Minax. This spawn, neither man nor machine, came forth from the very floor of the Great Ocean to claim vengeance for the death of its parents.
For a third time, the hapless Lord British was forced to seek assistance. This time, the strange hero appeared to do battle with the beast known as Exodus. To the dismay of all, most especially the hero, Exodus was more terrifying than either of its parents and too awesome to face alone. A mysterious being called the Time Lord was integral to the destruction of Exodus. Together, the hero and the Time Lord felled the powerful beast, ending the Third Age of Darkness.
(Note to self: Seek out this Time Lord. His knowledge of longevity could prove useful.)

Further Ages

With peace at long last a re a l i t y , Lord British, considering himself responsible for the salvation of Sosaria, forced the remaining kingdoms to unite into one. This n e w kingdom he chose to call Sosaria, electing himself ru l e r. In addition, this self­appointed Lord began to propagate a set a values — Vi rtues, he called them — of his own devising.
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To further establish these virtues, he had shrines erected to each of them, including three forged on the very home island of Exodus — the Isle of Fire. He put forth another challenge, this time for an individual to step forw a rd and become the Av a t a r, epitome of Beast British’s tyrannical virt u e s .
In the name of these virtues, Lord British turned ethics into law — his e t h i c s and his l a w. Details of the injustices spawned by these rulings I will save for future discourse, but suffice it to say there was enough strife to cause our emigration. Several of the wiser communities, Fawn, the Montors and a coalition of mages f rom Moon, sent members to a secret conclave to discuss possible courses of action. With what information we had, all obtained through my re s e a rch and investigation, we set sail to find the Serpent Pillars — and what we would come to call the Serpent Isle.
The trip was long and arduous and many gave up hope, myself included. But one m o rn, surrounded by a storm sure to shatter the rigging of our ship, a sailor spied two great pillars rising in the distance. With a will of its own, the ship sped to them. As we approached, we watched with a mixture of optimism and tre p i d a t i o n . S u d d e n l y, we were blinded by a brilliant flash of white. And then it was over. We were alive and through the storm. One observant lad noticed that the sky had changed; t h e re was a differing set of stars — star-navigation would not be possible until we could learn these new constellations. However, not even half of the next day passed b e f o re we were upon our new homeland.
I know nothing more of the history of Sosaria, or whether anyone ever achieved the exalted state of Av a t a rhood. I expect British has led his people into a fourth Dark Age and can only hope the stranger re t u rns again to save those who chose to remain behind.
As for the sequence of events following our arrival here, there is far less of intere s t — by that I mean conflict. Those of us who made the journey came from thre e p r i n c ipal areas: Moon, Fawn and the sister settlements of The Montors. For reasons of simp l i c i t y, the arriving colonists divided up to form three towns based upon area of
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origin: Moonshade, Fawn and Monitor, re s p e c t i v e l y. Though peaceful coexistence is the rule, there is little interaction among the three cities, so information must be trans­f e rred via the few travelers who traverse the ancient roads we discovered upon our a rr i v a l .
Several colonists are planning a return trip through the great Serpent Pillars, but I expect naught will come of that. It is unlikely a ship could return to the realm of Sosaria, and even were that possible, I doubt the vessel would arrive intact.

Ophidian History

Originally, we had planned to name the continent beyond the Serpent Pillars “New Sosaria.” However, what we discovered upon arrival suggested — nay, demanded — a different name. Ruins were scattered about the land, strong indication of previous c u l t u res. Unusual serpentine hieroglyphs covered many of the abandoned constru c t s , providing us with a better name — the Serpent Isle. Little else in the way of artifacts remained, though there is still much left to explore.
I did discover one item of interest. Actually, it would be more accurate to mention two things. The first is the ser­pent’s jawbone, an artifact that I described in greater detail earlier in this work. However, using the amazing power of the jawbone, which enabled me to travel long distances very quickly, I uncovered a scroll that had survived the ravages of time. It took much time to translate the ancient language, but I suspect the collection of serpents juxtaposed in varying positions describes a set of beliefs for whomever – or whatever
– inhabited the isle before we landed. I have recorded
the translation here, for
those who may one day
make use of it:
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To those who follow,
I write this in great haste, for I can already hear the forces of Order breaching the keep walls. I know not how this missive will survive to reach the outside lands, or for that matter, future generations. My only hope is that this speedily drafted work will offer record of our hallowed philosophy. For our culture to have any chance of enduring the ages, someone, somewhere, must find this. Please, Reader, I beseech thee, spread the word of our peoples. Release the spirit of our word and learn from the wisdom of the past.
Balance — the harmony between the Principles of Order and Chaos — is the one pure axiom we hold true. All three Principles are symbolized in our hieroglyphs: The Great Earth Serpent, keeper of Balance, lies on a vertical plane, around which the two opposing serpents of Chaos and Order wrap themselves.
Chaos and Order each embrace three Forces. These six Forces, when combined, form the three Principles of Balance. The Forces of Chaos are Tolerance, Enthusiasm and Emotion; the Forces of Order are Ethicality, Discipline and Logic.
Chaos
Tolerance is that which encourages the acceptance of all things.
Enthusiasm is the energy that allows one to perform great tasks.
Emotion is the ability to perceive those feelings that come from the heart, as opposed to those from the mind.
Order
Ethicality is the belief that there is great value in abiding by rules of conduct.
Discipline is the drive to complete a task and avoid the distractions that will prevent its completion.
Logic permits clear, reasoned thought, free from any instinctual biases.
Balance
From the marriage between two Forces, one each from Chaos and Order, come the Principles of Balance:
• Tolerance and Ethicality combine to form Harmony, the ability to be at peace with oneself, other individuals and the world.
• From the union of Enthusiasm and Discipline springs Dedication, that which permits one to surmount obstacles and lead others.
• Emotion tempered by Logic results in Rationality, the ability to comprehend life and understand the world around us.
As thou canst surely see, my world has been torn asunder by disregard for Balance — our dearest axiom! If thou dost thrive in a time less violent, I can do no more than plead with thee to help restore Balance to the Serpent Isle! I must end this brief explication here, for I can hear my attackers pounding upon the oaken door downstairs. I wish thee and thy world better fortunes than mine own.
— Ssithnos, The Great Hierophant
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Doubtless the writer was someone of grave import, though this short snippet gives no indication of the author’s status save for the mysterious title following the name. I hope to learn more of this and of the war that seems to have annihilated an entire culture. At such time when I have additional information to impart, I will pen more of this unusual land’s history.

Runic, Ophidian and Druidic

Here are the original symbols from which I translated the scroll into our common alphabet and language. It is easy to see why even I had difficulty, for the combina­tions are not intuitive. As my understanding may be slightly flawed, I trust that all who apply my work to their studies will excuse any misinformation. Make what thou canst of it.
1 2 3 4 5 6 7 8 9 0
A B C D E F G H I
J K L M N O P Q R
S T U V W X Y Z
I include an alphabet of the druidic runes as well. I do this for comparison’s sake o n l y, for I can but hope that any similarities between our language, the druidic ru n e s and the serpentine alphabet will lead to a better understanding of their ancient culture .
A B C D E F G H I J K L
M N O P Q R S T U V W X
Y Z TH EE NG EA ST
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A GUIDE FOR TRAVELLERS

Cities and Towns

There are three towns now established upon the new continent. With effort and more than a little luck, each one will flourish and grow into a larger, self-supporting city. Already, they have begun to establish their own systems of rule and currency.
Fawn
This unusual village is named after its original in Sosaria, which in turn is named for its founding queen. Lady Fawn, renowned for her lovely appearance, held beauty as the one true trait of value. In her honor, the town quickly adopted the same belief. Though Lady Fawn has since died, her rather superficial values continue on. A port town, Fawn’s main sources of income are the various sea-based occupations, including ship building and fishing. The currency accepted in Fawn is called the Filari.
Monitor
Though still a warr i o r-based society, Monitor bears little resemblance to the Tw o Montors, its source cities. The town is quickly dividing into three clans: the Bear, Wo l f and Leopard. Apparently all three seem to have retained their admiration of the princi­ple of Courage, but their competition has reduced such a lofty aspiration to an object of trivial contention. Not even on the definition of Courage can they agree. There are plans to devise tests of mettle, though I expect there will be no cooperation to speed p ro g ress along. The coin used by the residents of Monitor is the Monetari.
Later note: The test was constructed. Despite my prediction to the contrary, all three factions worked in harmony to design this challenge. In more than two hundred years, the tenuous ties among the three have weakened remarkably little. However, the lines of division are still pre­sent. Members of each clan color their faces with tattoos symbolizing their totem animal.
Moonshade
Both in Sosaria and here on the new continent, this town is dominated by members of my profession. In an attempt to rid ourselves of Lord British’s tyrannical rule, we set out, joined by the residents of Fawn and the twin cities of Montor, to find the Serpent Pillars. Upon discovering land, my fellows and I settled immediately upon the Isle of Beyond’s lake s h o res. So far, we have agreed upon government by a council of mages. Those who live in Moonshade trade with the Guilder.
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Later note: As the surrounding area is filled with useful resources, Moonshade has attracted a great many artisans. They trade in wood-workings, glass, weaponry and wine, in addition to our own supply of reagents. I know the others are displeased, as am I. However, I find still less pleasure in the ridiculous propositions of my fellow enchanters. Beragdole even had the audacity to claim I was becoming paranoid! I have no need for their petty squabbles and inconsequential spells, for my research has taken me far beyond their capabilities.
Further note: I am forced to withdraw from Moonshade. Like the other two centers of popula­tion, the city has prospered and of that I am proud. But the incessant babbling of the Council of Mages, an organization I faulted from the beginning, reaches inside me, wearing at my sanity. There is now a Magelord who reigns over the Council — practically a king! Here, away from the others, I can pursue the true discipline of magic.

Other Landmarks

Swamp of Gorlab
This murky area keeps a very dark secret which the supernatural forces that contain it will not release. It is impossible to enter the swamp itself, for long before one can approach too near, powerful enchantments induce slumber. Many witnesses attest to the veracity of this rumor, but I must see for myself.
Later note: It is truly amazing, but the stories are accurate! Mine own eyes have shown me, though I admit fear prevented me from experiencing this mysterious sleep first hand.
Mountains of Freedom
This mountain range lies due north of Moonshade. There is little of interest within its peaks and valleys, but many people seeking to avoid the unpleasant aspects of larg e r societies often head for its areas of solitude. There is talk of converting the caverns of F reedom into a prison — the irony of this conversion delights me, but I know not
whether anything will come of the plan.
Spinebreaker Mountains
I know nothing for certain about these mountains save their name and location. However, rumors abound that they are riddled with underground lairs and caves.
Western Forest
There are rumors of evil beasts dwelling in this place, but I have not yet been able to find my way there, nor have I found anyone who could reliably report to me of it.

Tradesfolk and Commerce

Although I have procrastinated much in preparing this section, hoping to re c o rd f u rther development, it seems that our commerce system evolved and stabilized q u i c k l y. Our re s o u rces show no sign of depletion lo these two centuries. I had
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hoped to abandon the ridiculous trappings of coinage that were common in Sosaria, but so many others found barter cumbersome. There f o re, I must resign myself to accepting a currency-based system. Regardless, let me now discuss the practitioners of this form of exchange.
Farmers
This term applies to any who tend either livestock or vegeta­tion for a living. The temperate climate in the central are a so unlike the frozen north, permits farmers to continue in much the same way their forebears did when they first arrived. Pass a farmer and one is likely to be off e red an egg, chicken, fru i t or whatever else they gro w.
Merchants
The true proponents of our currency-based economy, merchants seek to buy prod­ucts in great quantities at discounted prices. Then they sell smaller amounts to the public at greater prices. While bartering rarely prevents the same practice, it does help standardize values. After all, any educated man can determine the value of another good or service based on his need for it.
Taverns
I rarely visit taverns, for the trivia spouted by their patrons is never useful in comparison to the knowl-
edge gleaned from study, and food and drink are not
reasons to vacate one’s dwelling when there is perf e c t l y
fine bread and butter at home. Of course, were one interested in song, tales of fantasy and local gossip, then I suppose the tavern could be con­sidered quite enthralling.
Inns
As icy temperatures have claimed more than one
traveller’s life, especially during extremely cold evenings, several individuals have chosen to offer houses of safety and comfort for those on the road. The price is sometimes expensive, but to those making long jour­neys, it is often worth the charge. The Inn of the Sleeping Bull, located along the ancient Serpent Highway, is an excellent place to rest a weary body for the night. It once belonged to an enemy of mine, but he is long dead now, and the inn has passed on to more hospitable hands.
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Provisioners
Provisioners are, perhaps, the only true merchant class of
quality. They supply necessities, not luxuries. When we first arrived on the continent, it became apparent
that we would have a great need for supplies and
equipment. A small group chose to become the
providers of such items, initially in exchange for shelter
and food. When I find myself short on candles or vellum,
it is to the provisioner that I go.
Mages
Practitioners of my art — especially those charlatans in
Moonshade — are often willing to sell spells and
reagents. Weaving magic is expensive and often wiz-
a rds are forced to this sort of livelihood as a source of
income. While I hope never to fall prey to such neces­s i t y, I will always be willing to share knowledge with other masters — shouldst t h e re be any — of the arcane art s .
Artisans
This broad group includes all skilled craftsmen who fabri­cate tools and trinkets for sale. While thou wouldst rarely see me purchasing such baubles, many people desire these objects. And let not my harsh judgment mislead thee — these artisans create quite beautiful, though oft-times useless, works.
Blacksmiths
Those hard-working men and women who toil long over the anvil deserve some mention, for the ability to work metal is not a common skill. Some smiths, called weaponsmiths or arm o u rers, work specifically on forging and selling arms and a rm o u r. Others make utensils for eating, chopping and construction. Some have called the smith’s skill magic. While we know better than to think any spell craft is involved, the compliment is, indeed, well­d e s e rv e d .
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