331 lines
15 KiB
Groff
331 lines
15 KiB
Groff
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DDDD L Presents...
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D D L O------------------------------------------O
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D D L | Ultima I (THE NEW VERSION) DOX |
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D D L | Typed by: Hobin Rood |
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DDDD ark LLLLL ogic O------------------------------------------O
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THE ADVENTURE
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Hail, Noble One! Our land is in need of a stalwart hero, one who will
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brave perils to horrific to consider. A plague has befallen the Realm, a
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scourge is upon the land! Our villages lie sacked, ruinous mounds of
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ashes where once trod peasants stout of heart and sound of mind, where
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once lay fields of grain and fruit, where kine and fowl grew fat upon
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the bounties of our fair Sosaria. All manner of wicked and vile
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creatures prey upon our people and ravage the land. 'Tis the doing of
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one so evil that the Very Earth Trembles at the Mention of his Name.
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Mondain the Wizard hath wrought his malice well. Our nobles bicker
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amongst themselves, and each hath retired to the confines of his keep in
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hopes of watching the downfall of his rivals. Verily, the Evil One hath
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heaped indignity upon curse by releasing upon the Realm a host of
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creatures and beasts so bloodthirsty and wicked that our defenseless
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people fall as grain before the reaper's scythe. These denizens of the
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underworld hold sway over all that can be surveyed, save for the
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strongholds of the nobles besotted with their own ambition. Nowhere in
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our once peaceful country may a traveller find safe passage or lodging,
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save in the keeps of the self-proclaimed kings -- and they demand hard
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labors for their indulgences.
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Only the young Lord British remains steadfast in the vision of a
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peaceful and united Sosaria. In his castle and his towne the pure of
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heart will find an ally and replenishment for the needs of one who hath
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chosen to fight for the Realm.
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Aid us in ridding our land of the scourge that hath befallen us, O Noble
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One. We beseech thee, for without thine aid we shall surely perish
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before the onslaught of the maleficent necromancer. Slay the evil
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Mondain!
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FELLOWSHIP
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The lands of Sosaria are populated by a diversity of races as varied as
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the elements. From the tiniest bobbit to the most towering human, our
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folk show a strength of character unknown in other parts of the world.
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Until the coming of the foul Mondain, our folk lived in harmony and
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worked together in the true spirit of comrade-ship. The principal
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inhabitants of Sosaria are:
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HUMAN:
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Endowed with a natural intellact higher than any other race, the humans
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are the backbone of Sosarian society. Found in all walks of life, they
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are strong of body and of unexcelled spirit.
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ELF:
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Shorter than their human counterparts by the span of three handsm the
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elves of Sosaria are slight of build and swift of movement. Their
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superior natural agility makes them excellent musicians and clever
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thieves. At home amongst the trees of the deepest forest or in the
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alleyways of the capital, The Sosarian Elf makes a stalwart companion
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and a relentless foe.
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DWARF:
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Mountain folk and legendary miners, the dwarves of Sosaria stand but
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half a humans height, yet often outwiegh slender elves. They are
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matchless in courage and possess an inordinate endowment of natural
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strength. Never accept the Sosarian Dwarf's challenge to wrestle for
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drinks in a tavern, unless thy supply of gold be endless and thy
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generosity ample.
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BOBBIT:
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A small and gentle race, the Sosarian Bobbits are believed to have come
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to our realm from a distant place. They are said to favour mountainside
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meadows and the serenity of forest clearings. Their dimunitive height
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being even less then that of a dwarf, they shun any task that involves
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hard, physical labour, preferring instead the pursuits of study and
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contemplation. Bobbits are naturally weak, yet possess a serenity
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indicative of profound wisdom.
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PROFESSIONS
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Whilst the professions practiced by our folk are numerous, there are but
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four courses of action that may be followed by the novice adventurer.
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These are:
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FIGHTER:
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The rigorous training involved in learning to become a fighter results
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in a stronger, more agile adventurer. The knowledge acquired during this
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period permits the fighter to use virtually every kind of weapon that
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might be found in Sosaria.
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CLERIC:
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A profession suited to those who are of an introspective nature, the
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study of the ways of the cleric requires patience and results in a good
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deal of wisdom. Such is their calm and concentration that at no time
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will the proper spell cast by a cleric fail to attain its desired
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result.
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WIZARD:
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To become a wizard in our Realm, one must study long and diligently,
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poring over ancient writings and dusty tomes. Mastery of the arcane arts
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comes not easily, yet such training hones the intellect to a superior
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edge! The fruits of the long years of discipline are deemed to be worth
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the effort, however, for only the wizard may purchase the necessary
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supplies for the casting of the more powerful enchantments.
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THIEF:
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Whilst not a profession held in the highest esteem among those charged
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with maintaining the public order, thieving is a trade that often serves
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the adventurer well. Many of the explorer's finds are guarded by clever
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and devious traps that require nimble fingers and a dexterous hand.
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Larceny and the opening of locks comes much easier for the thief than
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for other mortals, for they who follow this occupation are endowed with
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exceptional agility.
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CASTLES & TOWNES
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Sosaria is a land dotted with the castles of the nobility of the Realm
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and with numerous townes wherein the traveller might purchase supplies
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and provender. Townes and castles may be entered freely, but woe to the
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one who foolishly is apprehended in an act of thievery, for the public
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order is maintained here by burly Guards who fear none.
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Each castle is held by a noble, the King of his particular region. Visit
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these local rulers, they have much to offer the adventurer. The castles
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are often built of stone and peopled with merchants, courtiers, guards
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and adven- uh, fools. Beware of the jesters, for although they amuse,
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they may also decieve.
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SHOPPES
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The merchant class of Sosaria is the mainstay of the Realm's economy.
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All manner of trade goods -- foodstuffs and the handiwork of local
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artisans -- can be found in the towne and castle shoppes. An adequate
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supply of gold will help to equip the adventurer with everything from
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rations to the most esoteric of weapons. Some of the more common
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emporiums include:
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ARMOURY:
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The tailors of protective garments await your pleasure in the armouries
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of Sosaria. The finest craftsmen in the Realm will swiftly fit out the
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adventurer in a suit made of worked leather or metal. Price varies
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according to the level of protection offered by the suit of armour.
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WEAPONS:
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The workers of metal in Sosaria know no peer. From a simple carved mace,
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reinforced with good iron, to the most exquisitely crafted greatswords
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of tempered steel, the weapons found in the shoppes of the Realm are
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truly works of art. 'Tis rumored that some of the arms one may find in
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the distant reaches of our land surpass belief.
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TRANSPORTATION:
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Whilst one may travel throughout much of the Realm afoot, there are
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alternate means of transport that make short journeys pass more quickly,
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and longer journeys feasible where once such voyages seemed
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unattainable. Common modes of travel include the use of horses and of
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sea-going vessels. Uncommon modes of travel (Hmmm!) are also rumored to
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exist.
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MAGIC:
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A once-forgotten discipline, the study of magic has enjoyed a
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renaissance since the coming of the evil Mondain. Many hold the belief
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that sorcery is indeed needed to combat sorcery. The practitioner of the
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arcane arts can purchase the needed tools of the trade in various magic
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shoppes scattered throughout the Realm.
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FOOD:
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None can live without sustenance. The food shoppes of Sosaria provide
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the local populace with fresh produce and meats, while the adventurer
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can find provisions therein that will last for weeks in the wilderness
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with no special care.
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PUBS:
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The people of our land are not without a certain fondness for strong
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spirits and lively companionship. Most settlements are graced with
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public houses where a tankard of strong ale from the region of Trinsic
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or a flagon of the best Jhelom mead may be had for but a few coins. Many
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of the people found in these taverns are quite friendly, and the ones
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serving the drinks are often fountains of wisdom and gossip.
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DUNGEONS
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Our land is an ancient one, where strange and wondrous beings once
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walked the earth and civilizations rose and fell. There are numerous
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labyrinths to be found throughout Sosaria, the handiwork of unspeakable
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creatures and unknown forces. These mazes have become the dwellings of
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many of the horrors unleashed by Mondain upon our poor land. Indeed, the
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lowest depths of some of these hellholes contain creatures that make
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even the staunchest warriors blanch and tremble. Yet these subterranean
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passages also contain caches of the ill-gotten gains of the predations
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of Mondain's minions. An intrepid adventurer can finance many an
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expedition with the spoils of a careful foray in the dungeons of
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Sosaria. Hearken to my words: The use of extreme caution is needed when
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exploring underground. The corridors of the dungeons are lined with the
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bones of explorers who overestimated their abilities!
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STARWALKING
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Before the archmage Mondain can be defeated, one's mettle will first
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have to be tested in the farthest reaches of the heavens. 'Tis said that
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the Evil One has formed Alliances with Starwalking Monsters of
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Unparalleled Savagery. These malicious creatures stand poised to swoop
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down upon our people and devastate them. The need to slay the vile
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wizard is doubled in the face of this threat.
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Should a champion emerge from the mists of legend, the means by which to
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combat this menace will appear -- so say the prophets. The legends which
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foretell of this hero include a number of writings and several ballads
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sung by the bards of our Realm. Among the more recent discoveries
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pertaing to the coming of the starwalkers is an arcane manuscript, found
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on the foothills of M. Drash. Since it appears to hold instructions for
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the use [of] some form of transport, it has been broadcast throughtout
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the land in hopes that it might prove useful to one engaged in the quest
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to rid Sosaria of Mondain. The substance of the document is as follows:
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"In the heavens, each vehicle has the means to control rotation, as well
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as thrust and retro (reverse thrust). In the front view mode one can
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turn left, right, climb, and dive.
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"The starways are divided into 49 sectors on a 7x7 grid. In the top view
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mode one can see all within the current sector. A long range scan may be
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obtained by use of the 'Inform' control. Consult the Pilots Reference
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Manual for the symbols needed to interpret a scan.
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"One can jump to the next sector in the direction of current travel by
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using the Hyperjump capability of the vehicle.
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"Docking with starbases can be attained at any of the unused docking
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ports and should be made only at slow speeds while headed directly into
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the port opening. A docking fee is required. Upon docking, a 'Base
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Comand' query will be issued and the pilot is expected to indicate the
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direction toward the next vehicle that will be used.
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"Reentry takes place when your ship passes over the lands of Sosaria.
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NOTE:
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Only the shuttle craft has heat shields. Any vehicle will incinerate if
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it collides with a star.
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"One may encounter and engage in combat with hostile beings in the
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heavens. Once combat has begun, the pilot cannot return to the top view
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mode until all enemy craft have been driven from the current sector or
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the pilot has chosen to hyperjump to the next sector.
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IMPORTANT:
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Changing from front view mode to top view mode at high speeds will
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surely result in a fatal collision. Be wary of fuel levels and shield
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condition. A ship without fuel drifts forever and a depleted shield
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spells certain death."
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Our most learned scholars have translated the document into the common
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tongue of the Realm, but certain terms and phrases have no meaning even
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to the most erudite sage. Nonetheless, such is our desire to be rid of
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the scourge of Mondain that we make this information available to all.
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THE MAGICAL ARTS
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As mentioned elsewhere in this manuscript, the practice of magic had
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once died out in Sosaria. The power of the mystic tradition proved too
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corrupting for the general populace and the lords of the land decreed
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that all who dabbled in sorcery were to be banished. 'Twas not until the
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coming of Mondain the Wicked that our scholars once again unearthed the
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dusty tomes that contained the records of the once flourishing arcane
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arts, and set about to retrain adepts in the use of enchantments. Our
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leaders realize that once the discipline of magic is reawakened, it
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shall never again be put to rest. Such is our plight that even the most
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dreaded of the arts is laid bare to all who will try to learn it and who
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swear to use its powers to combat the spread of Mondain's vile
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influence.
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While those naturally born to the practice of sorcery, who can invent
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their own enchantments and forge new ground in the arts, have yet to
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emerge as powerful wizards in their own right, a certain progress has
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been made. There are four artifacts available to the budding mage which
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will enhance the ability to weave enchantments: Staff, Wand, Amulet,
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and Triangle. The latter is a magical sword that may also serve as a
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weapon. Several powerful spells, which will cost the buyer in both gold
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and experience, may be purchased in the magic shoppes of Sosaria. These
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include:
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BLINK:
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The ability to be physically transported a short distance while
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underground.
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CREATE:
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The ability to create a wall of magical force directly in front of the
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spellcaster.
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DESTROY:
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The ability to remove a wall of magical force that blocks the
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spellcaster's path.
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KILL:
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An enchantment hurled at a foe in front of the spellcaster. If
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successful, this cantrip will destroy the opponent.
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LADDER DOWN:
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This enchantment creates a magical ladder which permits the spellcaster
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to descend to the next level of a dungeon.
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LADDER UP:
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This enchantment creates a magical ladder which permits the spellcaster
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to ascend to the next level of a dungeon.
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MAGIC MISSILE:
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The ability to strike a foe with a blast of magical force. The more
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skilled and well-equipped the spellcaster, the greater the damage
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inflicted by the blast.
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OPEN:
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This spell permits the opening of coffins at no risk to the spellcaster
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by magically disarming any traps.
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PRAYER:
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The ability, when in dire straits, to call upon one's personal deity in
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hopes of finding a way out of a pressing dilemma. Should be used only
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when the spellcaster is in serious need of divine aid.
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UNLOCK:
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This spell permits the opening of chests at no risk to the spellcaster
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by magically disarming any traps.
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-END- Part 1 of 2
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