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Special Sections: Ultima Related

ULTIMA IV: QUEST OF THE AVATAR - Hii King Chou (12-01-98)

Note: This Article originally written by Hii King Chou and reprinted with permission.

This is the fourth installment to Hii King Chou's history series of Ultima. Be sure to read the introduction "History of Ultima," part one of a "Dark History," part two of "Dark History: Continued," and the conclusion to the "Dark History."

The final destruction of Exodus rocked the known world.

Mountains rose; land masses sank. Most of the surface area of the world became fused together into one large mass.

It is over this major continent - now called Britannia - that Lord British ruled.

From the rubble of Sosaria, Lord British was able to unite all the mainland and a few of the islands under his one rule. This new Empire of Britannia brought much sought-after peace and prosperity to its subjects.

Many of the ancient pockets of evil were destroyed, so that the only remaining hazard to wayfarers was the occasional stray band of marauding orcs or hill giants.

Most of the lands were mapped, although a few unexplored regions still remain.

With the Triad of Evil destroyed, Lord British became known for his dedication to raising the quality of life of his subjects.


To assist in this endeavor, three mighty structures were raised in distant parts of the realm.

One was the Lycaeum, wherein lay the great observatory. Another was the Empath Abbey with its oak groves where wise men and women meditated upon the teachings of the ancients. The third structure was the great castle of the Knight's Order of the Silver Serpent.

Only the flower of Lord British's chivalry was invited to join this order, which embodied the highest ideals and exemplary bravery.

The rest of the land was divided among eight major towns, each with its own political faction. Numerous satellite villages also dotted the countryside between the towns.

Lord British's magnificent castle, situated in the centre of the continent was the greatest architectural structure of the new age. Nearby lay the arts centre of Britannia - the town of Britain - where Bards weaved tales of legendary deeds and serenades visitors.

To the north of the castle of Lord British lies the great mountain range, known as the Serpent's Spine. The peaks of this range are the highest in all Britannia.

The vast woods Northwest from the mountains became known as the Deep Forest.Within the woods lies the beautiful city of Yew, home of the mystic Druids. The High Court of Yew judges all the important cases in Britannia and is famed far and wide for the wisdom of the decisions rendered here.

Nearby is the spiritual centre of Britannia, the famous Empath Abbey, home to the Brotherhood of the Rose. Within these hallowed walls, wise men and women study the ancient writings of past Masters, and meditate upon the Great Principles that govern the universe. A good meditation-focusing on a proper Mantra-will sometimes yield valuable visions to those whose patience and powers of concentration are strong. The experience is worth sampling.

East of the Deep Forest lie the High Steppes of Britannia, famous for beautiful horses. The only difficulties a traveler might encounter here are bands of thieving Rogues and unfriendly Wizards. The High Steppes border an interior lake fabled for mysterious disturbances.


Beyond the High Steppes lies the famous battlefield, known as the Bloody Plains, where the last major forces of evil were vanquished. It is whispered that, at some phases of the moon, the undead rise and battle again.

Lost Hope Bay lies to the north of here, with the sturdy town of Minoc perched on its shore. Minoc is home to some of the finest craftsmen in the realm. The Tinkers of Minoc are known for their skill. A tired traveler will also find a refreshing place to rest at the Wayfarer's Inn.

The northeastern tip of Britannia is rather wild. The treacherous marshes, with their noxious vapors that poison the unwary explorer, are home to swarms of insects and all manner of beasts.

South of Lord British's castle can be found a large plain, mountains, and a dense forest.

On the southern edge of the continent is the magnificent town of Trinsic, from whence come Lord British's finest Paladins. The Tap in town has some of the best brew around!

The claws of the southern tip of Britannia embrace the Cape of Heroes.

Slightly to the west lie the Valarian Isles. The walled town of Jhelom provides Lord British with the best fighters and also has the largest inn of the realm, where the service is outstanding.

The headquarters for the Order of the Silver Serpent is on an island south of the Cape of Heroes. This wooded fortress was given to the members of the Order by Lord British in recognition of their outstanding service. A visit to Serpent Castle will instill within the traveler a true feeling for the ways of chivalry.

Off the western shore of Britannia is the island home of the doughty Rangers. Skara Brae is a beautiful city and spaciously laid out. For those suffering from rare diseases or grievous wounds, a Mystical Healer resides within those walls. The Healer will aid the destitute as readily as the wealthy, expecting no payment save what the sufferer can afford.

In the northeastern part of Britannia lies Verity Isle, famed as the home of the Lycaeum. This pillar of higher learning constitutes the centre for the sharpening of the finest minds in Britannia. The Lycaeum's observatory provides Lord British with valuable information about the course of the heavens and provides a vantage point to watch the happenings within his realm.

On the southern end of Verity is situated the fabled town of Moonglow. The Magi of Moonglow are constantly improving their skills, being tireless in the pursuit of greater knowledge of the mystic arts. Within Moonglow, however, can be obtained the finest in mystical reagents. These herbs will help those with magical skills prepare and cast their spells.

Existing maps are by no means complete. There are said to be other unexplored isles, wherein all manner of monsters and evil beings reside.

Somewhere, out beyond civilization, is also reputed to lie the ruins of the legendary town of Magincia, which the gods destroyed for the insufferable pride of those that dwelt there. All of the marble palaces and gardens were devastated, and the right, haughty inhabitants reduced to haunting spirits.

No one has ever confirmed this legend, so it may just be a fable to frighten the weak of the heart and instill humility in those who overvalue their own worth.


Tremendous growth and prosperity characterized the Age of the Avatar.

The pursuit of scholarship, arts and physical perfection flourished. The great castles of learning were established to study the principles of Truth, Love, and Courage.

The eight city-states, now townes united under Lord British, were each dedicated to fostering the study and spread of a single virtue. Thus, virtue blossomed and spread, science was born and began to grow at a healthy pace, and happiness became a reality.

Now Lord British called for a single individual to be an example for his people. It was far too easy to sit and espouse the path of Virtue, yet never set foot upon it. To be at peace in all areas was a state of mind only achieved by an Avatar. Was such a state attainable by any human, fallible as we all are?

The true answer could only be found by those who quested forth in search of centres of the Eight Virtues of the Avatar.

The Quest of the Avatar awaited, a search for a new standard, a new vision of life for which people may strive. A person who would become a shining example and guide the nation into the Age of Light.

The stranger who answered, a champion of great devotion and dedication, discovered the Codex of Ultimate Wisdom within the Great Stygian Abyss and attained the title of 'Avatar,' the human embodiment of virtue.

After the downfall of the Triad of Evil, and even after the Age of the Avatar, eight terrible dungeons survived: Deceit, Despise, Dastard, Wrong, Shame, Covetous, Hythloth, and the Great Stygian Abyss.

When Lord British summoned the Great Council, they determined to raise and enshrine the Codex of Ultimate Wisdom and to seal the dungeons, those pits so conductive to the breeding of evil.

And so they did.

Thus ended the influence of great evil in the world.

Part Five: The Age Of Enlightenment, continues...

The History of Ultima was compiled using digitised Ultima Game Manuals. The digital versions were created by Micro. Materials displayed have been edited solely by the author. Ultima and Lord British are registered trademarks of Richard Garriott. Avatar is a trademark of Origin Systems, Inc. All contents ©1998 Hii King Chou. All Rights Reserved. GameRifts was granted permission for use.

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