GLRP:EMs:Misc Events:2010:30th Anniversary of Ultima I

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30th Anniversary of Ultima I


August 31, 2010


September 2nd is the 30th Anniversary of the release of Ultima I. In honor of that day, Elder EM Malachi and EM Elizabella crafted a quest that took people through many of the plot points of that game.


Sherry the Mouse: Hello and welcome! Tonight I have a very special story on a very special anniversary!
Sherry the Mouse: This is the anniversary of the arrival of the Stranger! *claps paws*
Sherry the Mouse: To celebrate, tonight you will reenact the story and defeat Mondain!
Sherry the Mouse: Once upon a time, there was a terrible wizard named Mondain who wished to conquer Sosaria!
Sherry the Mouse: The armies of Mondain terrorized the lands of Akalabeth, which would become Britannia.
Sherry the Mouse: Despite the Valor of a young king named British, defeat seemed inevitable.
Sherry the Mouse: For Mondain had thousands of evil followers and his vile fortress! *shivers*
Sherry the Mouse: Mondain's fortress was hidden by strange magics. It held his greatest weapon!
Sherry the Mouse: The weapon was the Gem of Immortality, a ruby of great power bound with his evil spirit!
Sherry the Mouse: As long as the gem remained, Mondain could never die or be stopped.
Sherry the Mouse: The gem's power shrouded the world in an Age of Darkness!
Sherry the Mouse: Many had given up hope, but never Lord British! *bows head to Serpent seal*
Sherry the Mouse: Lord British summoned the Stranger, from another place!
Sherry the Mouse: The Stranger travelled the four continents of old Sosaria, learning how to save the world!
Sherry the Mouse: Tonight, I will play the part of Lord British and call a champion! *puts on imaginary crown*
Sherry the Mouse: *holds up a serpent medallion* Come forth hero and save Sosaria! You must be clever and brave!
Sherry the Mouse: The road will be long, for each of the eight kings of Sosaria will test your resolve!
Sherry the Mouse: Each test will give you the wisdom or magic needed to face the evil wizard!
Sherry the Mouse: I, "Lord British" will test you first. You must travel to Grave of the Lost Soul!
Sherry the Mouse: The grave rests on an island to the east of here, 41o51'N 153o37'E, in a cemetery!
Sherry the Mouse: The grave has wisdom that will help you defeat Mondain! Go read the epitaph!
Sherry the Mouse: Return with the words, and I will tell you what you must do next!


You travel to the graveyard in Nujel'm where you find the grave:

'Grave of the Lost Soul - The Destruction Magic Causes Magic Can Reflect'

You return to "Lord British" and recite the inscription.


Sherry the Mouse: Use that information well and that scroll! Now you must travel to the Castle of the Lost King!
Sherry the Mouse: The Lost King was Wolfgang, father of Mondain. His castle is north of here.
Sherry the Mouse: Your sextant should read 14o20'N 14o3'E when you get there. Good luck!


You head to the Casle of the Lost King (Lord Blackthorn's keep) and greet the Elder Son of Wolfgang.


The Elder Son of Wolfgang: Hail! I am the elder son of King Wolfgang and brother to the wicked Mondain!
The Elder Son of Wolfgang: My brother always desired power, so even when father taught him magic, he wanted more.
The Elder Son of Wolfgang: My father worried about him and planned to send him to Empath Abbey for a time.
The Elder Son of Wolfgang: My father believed the brothers there could teach him compassion and humility.
The Elder Son of Wolfgang: My father was a great mage, and he had stopped armies with the Sun Ruby.
The Elder Son of Wolfgang: The Sun Ruby was the crown jewel of Akalabeth, which could harness the power of the very sun!
The Elder Son of Wolfgang: Wolfgang had promised the gem to Mondain when his lessons were complete.
The Elder Son of Wolfgang: I believe my father thought the stone could protect Akalabeth better in the greater mage s hand.
The Elder Son of Wolfgang: The king was wrong. Mondain killed father that very next night.
The Elder Son of Wolfgang: He twisted the magic of the gem in upon itself, warping it into the black Gem of Immortality.
The Elder Son of Wolfgang: His war against his father s lands began shortly afterwards. All was nearly lost.
The Elder Son of Wolfgang: A man named British arrived in our lands and rallied the people to his side.
The Elder Son of Wolfgang: He managed to turn away the hordes of Mondain once, but he may not be able to do it again.
The Elder Son of Wolfgang: Akalabeth s rule is divided now, between Lord British and the Lost King s bloodline.
The Elder Son of Wolfgang: British has summoned you and called you a champion of Akalabeth. I am not as certain.
The Elder Son of Wolfgang: I have the means to help you on your quest, but I must trust that you are strong enough.
The Elder Son of Wolfgang: In ancient times, there was a legendary gelatinous creature to test warriors. It is long extinct.
The Elder Son of Wolfgang: So instead you must fight any plague beast and return with either its gland or its core.
The Elder Son of Wolfgang: Give me this proof of your Valor and strength, and I will aid you.


You give the Elder Son of Wolfgang a healthy gland.


The Elder Son of Wolfgang: You show great strength, so I will lend my aid. You need powerful magic to find the fortress.
The Elder Son of Wolfgang: While we have nothing as powerful as the Sun Ruby, there are other large rubies in our vault.
The Elder Son of Wolfgang: I will lend one of these gems to your quest. You must find several other powerful gems.
The Elder Son of Wolfgang: Good luck! Tell Lord British you have The Red Gem.


You return to "Lord British" and say that you have the red gem.


Sherry the Mouse: Good work, champion! Next you must travel into the Lands of the Feudal Lords!
Sherry the Mouse: These islands are now known as Tokuno. Meet with General Takahiko in Zento!
Sherry the Mouse: He will tell you the story of Rondorin Castle at 33o19'N 36o29'W Tokuno! Good Luck!


You greet the General.


General Takehiko Yamamoto: Unlike others you will meet today, I am myself.
General Takehiko Yamamoto: I was not born until long after the actions of the Stranger.
General Takehiko Yamamoto: Still, my family owes much to the Stranger who saved our lands.
General Takehiko Yamamoto: An ancestor of mine served the Daimyo of Rondorin Castle.
General Takehiko Yamamoto: He stood guard as the Stranger entered Rondorin on his quest.
General Takehiko Yamamoto: The Stranger had an audience with the Daimyo.
General Takehiko Yamamoto: The Daimyo started the interview with a single question:
General Takehiko Yamamoto: Are you not a fool to stand against a sea of trouble?
General Takehiko Yamamoto: The Stranger thought for a moment and nodded:
General Takehiko Yamamoto: Maybe, but should a drowning man give in to the ocean?
General Takehiko Yamamoto: Or a good man give in to evil?
General Takehiko Yamamoto: Better to choose and drown than to choose nothing and still drown.
General Takehiko Yamamoto: The Daimyo was impressed by the Stranger s words, but still he doubted.
General Takehiko Yamamoto: He had heard pretty promises before, smooth like carved jade.
General Takehiko Yamamoto: The Daimyo decided to test the Stranger. He sent him where you will be sent.
General Takehiko Yamamoto: In the Crane Marsh, the Guild of Death once worked to undermine the Rondorin Empire.
General Takehiko Yamamoto: Mondain passed them messages at a drop-box on Homare-Jima, at the Southern Sign Post.
General Takehiko Yamamoto: Go to the Southern Sign Post on Homare-Jima, south of the Marsh and read the message.
General Takehiko Yamamoto: Return here with the message. The coordinates are 39o39'N 72o37'W.


You go to the Southern Sign Post and gather the message. You return to the general and say "Sneak into the castle at night."

GLRP:EMs:Misc Events:2010:30th Anniversary of Ultima I:Orders|Orders, by Mondain


General Takehiko Yamamoto: Very good! You made excellent time, though these days there is no Guild of Death!
General Takehiko Yamamoto: The Stranger saved the lives of all here by going to the Sign Post and recovering the information.
General Takehiko Yamamoto: My ancestor, a guard who would have died unaware, was one of these lives.
General Takehiko Yamamoto: As reward, the Daimyo gave him a powerful magic emerald!
General Takehiko Yamamoto: The Empress has loaned the gem for tonight. I have sent it along.
General Takehiko Yamamoto: Now, go to 106o53'N 70o31'W Tokuno and speak to a kami of nature about Barataria!


You travel to the Bushido Dojo and mention 'Barataria' to Persephone.


Persephone: I care little for the human culture and machinations! That was not the Barataria I loved.
Persephone: I loved the chrysanthemums and cherry blossoms. The snow monkey and crane.
Persephone: When Mondain s gem cast the world into shadow, these bleak days took so much life.
Persephone: A delicate petal has no place in Mondain s plans. Nor a gentle creature!
Persephone: Mondain s crimes against the natural world are great!
Persephone: He has summoned armies of vile oni and demons even worst and unnatural.
Persephone: He and his apprentice, Minax, have twisted life, making the orcs and lizardmen.
Persephone: He even made deals with unnatural creatures from the stary void, the Kilrathi.
Persephone: These feline creatures have rained fire and destruction from the merciless heavens!
Persephone: Like a tree branch in winter, this horror has made the kami twisted and strong!
Persephone: We will guide you as our weapon against the abomination Mondain!
Persephone: Now we send you against his summonings from the Void!
Persephone: Go to Ter Mur or Grimswind Ruins at 114o11'N 60o57'E Malas. Bring back a trophy!
Persephone: Any piece of Void will do for your trophy. Go now! Nature is impatient!


You head to either location and kill void creatures until you have a void orb, void core or void essence. You return to Persephone and hand her the item.


Persephone: You have shown your devotion to Barataria s wilds! I give this advice:
Persephone: Nature s shape will aid you if you have an extra book of Ninjitsu!
Persephone: For shadow and animal fangs belong to us! Return to British with these words:
Persephone: You are now a Space Ace  !! Nature s blessing be with you!


You return to "Lord British" and say that you have become a "Space Ace."


Sherry the Mouse: *claps her paws* Next you must travel into the Lands of the Dark Unknown!
Sherry the Mouse: These cursed lands became Malas. Travel to Luna to speak to a Paladin Lord!


You head to the upper floor of the main building in Luna where you find the Paladin Lord sitting on the throne.


Paladin Lord: Welcome, hero! The Order of Olympus stands with you against Mondain!
Paladin Lord: The time is coming when our swords of chivalry will strike against the dark army!
Paladin Lord: Fear has kept us fortified in these castle walls! Fear of our own dead!
Paladin Lord: For Mondain, cursed and immortal, has necromancers in his ranks!
Paladin Lord: When one of us dies by their sword, we rise against our own order.
Paladin Lord: We cannot fight ever-increasing odds without help. We must stop necromancy!
Paladin Lord: We heard rumors of an ancient ruin that may help have answers.
Paladin Lord: There lies to the south a great pyramid, and inside a column of stone.
Paladin Lord: It is called the Pillar of Ozymandias! Carved in the stone is an answer from the afterlife.
Paladin Lord: We must defend the walls of Olympus, so you must go to 14o56'S 35o26'E! Good luck!


You head deep onto the Pyramid. There you find a book and the Pillar of Ozymandias. The inscription on the pillar reads:

"Vas An Por Corp"

You return to the Paladin Lord and tell him the words of power.

GLRP:EMs:Misc Events:2010:30th Anniversary of Ultima I:Research Notes|Research Notes, by ...


Paladin Lord: That spell will paralyze and slow undead. We can fight now without hesitation!
Paladin Lord: You must remember that spell. It may protect you from an immortal s remains.
Paladin Lord: Sadly, you must now travel to Dungeon Doom and talk to the Black Dragon!
Paladin Lord: The Black Dragon s hatred for Mondain is legendary. It wishes to make plans.
Paladin Lord: I do not know, but search the dungeon for the beast. Valor shield you!


You head to Dungeon Doom and find the Black Dragon just east of the enterance. You greet the fell beast.


The Black Dragon: I smell no fear on you, little human. Will you be a fool and waste my time?
The Black Dragon: What can you promise me that I do not already have in my dark realm?
The Black Dragon: Normally, I would never deal with one life you. I generally eat heroes.
The Black Dragon: But this is your lucky day, mortal. For I desire revenge more than food.
The Black Dragon: I am a dragon, and you would claim my soul is foul like viper pit.
The Black Dragon: However, not all evil is unified behind the banner of Mondain.
The Black Dragon: That coward has chosen only allies he can bully and control.
The Black Dragon: Those of their own will and might, he has shown contempt toward.
The Black Dragon: Mondain has the ability to conquer this world that I desire.
The Black Dragon: Yet his trickery and cowardice keep him safe from my claws.
The Black Dragon: So I will use you, little hero, to strike down this other human for this insult.
The Black Dragon: I will give you the power of my sapphire eye if you prove yourself worthy.
The Black Dragon: Kill any of my servants and show me their demonic bones, and I will aid you.


You slay a nearby monster and carve a bone from its corpse. You fling it at the feet of the Black Dragon and he seems pleased.


The Black Dragon: You are not weak! You may have a chance! Return to your king with this message:
The Black Dragon: You now have The Eye of Doom. May you kill the sorcerer!


You return to "Lord British" and say the you have the Eye of Doom.


Sherry the Mouse: Wow! The last two lords are in the Lands of Danger and Despair!
Sherry the Mouse: These lands broke off into Ilshenar. Meet Shamino at the Spirituality Shrine there!


You find the ranger Shamino meditating at the Ilshenar Shrine of Spirituality.


Shamino: Hello. Long ago, I had a castle here in these lands.
Shamino: But I am no lord. In my heart, I have always been a ranger.
Shamino: In my youth, I traveled the wilds of the four continents.
Shamino: It was here that I met young Cantabrigian British, who became Lord British.
Shamino: But even wanders come to an end, and years later, I retired to a castle, betrothed.
Shamino: *nods sadly* You may hear how that story ends later, but now for the test.
Shamino: As it was my duty to test the Stranger, it is my duty again.
Shamino: Travel to the Tower of Knowledge at Terort Skitas.
Shamino: The coordinates are 101o 58'N 54o37'W Ilshenar. Go to that library and find a book of prophecy.
Shamino: Learn what you can from the book and return here with the dedication.


You heat to the library of Terort Skitas and locate the required book. You return to Shamino and recite the inscription:

"Strangers and their Companions."

GLRP:EMs:Misc Events:2010:30th Anniversary of Ultima I:Book of Prophecy|Book of Prophecy, by Hawkwind


Shamino: You have passed my test and learned the wisdom needed to fight the wizard.
Shamino: Go now to the ruins of the White Dragon s Castle and learn the rest of my story.
Shamino: The coordinates are 66o48'N 69o15'W in Ilshenar. Go with Virtue!


You head to the ruind of the Castle of the White Dragon where you find the Ghost of Beatrix.


Ghost of Beatrix: *looks up sadly* My father s ghost will not meet with you. He still curses Shamino s name.
Ghost of Beatrix: Shamino and I were to be married, and my father constructed him a castle.
Ghost of Beatrix: My father helped the Stranger, the friend of Shamino and British.
Ghost of Beatrix: My father did what was asked and required of him, and it brought him sorrow.
Ghost of Beatrix: My love Shamino gathered his forces and traveled to Akalabeth.
Ghost of Beatrix: He joined his forces with those of Lord British, a last desperate stand against Mondain.
Ghost of Beatrix: The night Shamino left, he promised many things, his eyes filled with hope in this Stranger.
Ghost of Beatrix: The Stranger was successful, but with the destruction of the gem, the world was sundered.
Ghost of Beatrix: And my heart as well. As lizardmen laid siege to our home, I died, haunted by Shamino s betrayal.
Ghost of Beatrix: While I died to grief, my father was destroyed by rage. One day, you may face that madness.
Ghost of Beatrix: Today, I grant you a reprieve. Here is the test of the White Dragon:
Ghost of Beatrix: Kill liches and bring me their grave dust! Prove you can avoid the pull of the grave!


From the graveyard nearby you acquire the grave dust from a lich who will nolonger need it and return it to Beatrix.


Ghost of Beatrix: Ashes to ashes, dust to dust! I will lend use of the Diamond of Despair!
Ghost of Beatrix: Tell Lord British that you must find a princess for your princess is in another castle.


You return to "Lord British" and say that you need to find a princess.


Sherry the Mouse: You are nearing the end of your quest, brave one! I know of a visiting princess of great nobility!
Sherry the Mouse: This Princess had an audience with me today, but she disappeared from The King s Men Theater.
Sherry the Mouse: The last person to see her was Gwino the Jester. You should go talk to him!


You find the garishly clothed jester practicing in the deserted theater.


Gwino: The buffoon says hello, and so do I! A fool walks into a bar...
Gwino: Ouch! You ve got to stop walking into that one, me lord.
Gwino: No time for jokes? All work and no play makes Jack a dull boy!
Gwino: But all play and no work makes Jack a mere toy! Tis a Stuffed Jester!
Gwino: Are you saying I m wasting your time? Well, what you have isn t much to waste!
Gwino: Foolery, sir, is serious work. Now lording and tyrannizing, that s the buffoonery!
Gwino: What s that, grim reaper to my pun? You wish to know about a princess?
Gwino: I ve got the key. Several in fact. Both answers and one on a ring, Nunckle.
Gwino: A key ring, of course! For, perhaps, a dungeon cell? If you are into that sort of thing!
Gwino: The princess knew secrets, and now she s meeting a cell? Shall I make introductions?
Gwino: You could kill me, but I worry me corpse will talk less than this plastic skull!
Gwino: *holds up skull* This is Yorrick! And he never stops talking! Back to the kidnapping!
Gwino: How did I get her? I set up an e-lab-or-ate play full of sym-bol-ism. Symbolism, funny word!
Gwino: My sap was the protagonist, and her skull the end of Act I! That s slapstick!
Gwino: I lie. I just thwacked her! You want answers? I have riddles! Three in fact!
Gwino: Feed me and I live. Give me drink and I die. What am I?


You wisely respond with "Fire."


Gwino: Correct! Of course give me a drink that tastes like fire and...nevermind. Riddle second:
Gwino: How do you spell mousetrap with only three letters?


Rolling your eyes and sighing, you respond with "Cat."


Gwino: Correct! Did I tell you about my cat? He runs a tavern. Oh, no time? Riddles finale!
Gwino: The Princess is not in my right, nor in my left, but where she's at is opposite right.


Resisting the urge to punch the jester in the face, you respond with "Wrong."


Gwino: Correct. The Princess is in Dungeon Wrong. Take away the fool, gentlemen! Exeunt!
Gwino: That means everyone leaves, and some pompous bass makes a speech. Go away!


You leave the theater quickly and head to Wrong. You find the princess locked in a cell in the western wing of the defunct prison.


The Princess: Thank you for unlocking this horrible cell!
The Princess: I can make my way back to Britain alone, but I must tell you everything.
The Princess: As I was going to tell Lord British, I know where Mondain is hiding.
The Princess: I am of noble blood and line. Wolfgang s sons were also nobility.
The Princess: As it would be inappropriate for such blood to marry beneath one s station,
The Princess: The various lords of Sosaria tend to arrange the marriages of their children.
The Princess: The reasons are frequently political and often concern wealth and power.
The Princess: Of course, as a child, I knew nothing of this. I knew only of two brothers.
The Princess: The elder, charming and handsome, but weak-willed and cautious.
The Princess: The younger, cruel and devious, but with a mind like a steel trap.
The Princess: The younger was of course Mondain, curse his very name.
The Princess: Well, I knew then something was very wrong, for he bragged of the power he would wield.
The Princess: He knew of his father s gem and desired its power. That child spoke of theft even then.
The Princess: I was not as prim or proper in those days, so I demanded he explain.
The Princess: How could he hide the gem from his father while he learned its magic?
The Princess: He laughed, chastising my simplicity. He claimed he would hide it far back in time.
The Princess: The child Mondain showed me an old tome borrowed from his father.
The Princess: The tome explained Tym or time. It even explained how it could be manipulated.
The Princess: I do not remember much, but I do remember one thing: a location.
The Princess: Far west of Britain, near Skara Brae, there is an island.
The Princess: The island is at 39o43'S 59o37'W. This island is very silent and still.
The Princess: While plants grow there, rarely do animals go there, afraid of the danger.
The Princess: For the boundaries of Tym is weak there, and powerful magic can breach the barrier.
The Princess: I believe that is where Mondain has hidden his fortress.
The Princess: If you had great magical artifacts, you might be able to travel after the brute.
The Princess: Go quickly and find him! I will be fine on my own.
The Princess: And I would rather be eaten by worms than see that creature in control.
The Princess: Good luck! And remember what I told you!


You quickly head to Iver's Rounding north of Skara Brae. There you use the four gemstones to create a rift in time, allowing you to enter Mondain's fortress.

Once inside, you confront the dark wizard...


Echo of Mondain: Intruder and fool! I must remember to make a few guards for later!
Echo of Mondain: Just in case an army follows you. I hardly need guards for one pathetic creature.
Echo of Mondain: Maybe you aren t a creature, but who knows when I am finished with my magic?
Echo of Mondain: My magic is the very sun in the sky. You have no hope against such power.
Echo of Mondain: You think you can stop me? What scroll could possibly stop my power?


You show Mondain your scroll of Magic Reflection.


Echo of Mondain: Hmn...that is a good defense. I will have to pay attention for a moment.
Echo of Mondain: One trick is hardly enough to stop me. I will just turn into a bat.
Echo of Mondain: Yes, I can turn into a bat and fly high onto the ceiling and cast something greater.
Echo of Mondain: I need but a few minutes safety to completely obliterate you with my great spells.
Echo of Mondain: While I am so high up, it isn t like you can change into another animal and interrupt?
Echo of Mondain: I don t believe you could possibly do that. What sort of book would teach that?


You show Mondain your book of Ninjitsu.


Echo of Mondain: So you will come up and temporarily kill me? I ll be immortal ash!
Echo of Mondain: While my gem protects me, I ll remember how to reanimate my dust.
Echo of Mondain: Eventually, I will choke you to death and make myself a new wizardly form.
Echo of Mondain: Unless you know some spell words to stop my remains from strangling you?


You repeat the words of power from the Pillar of Ozymandias in the Pyramid:

"Vas An Por Corp"


Echo of Mondain: Who are you, Stranger? How do you know these things? Well, I m just getting started
Echo of Mondain: I still have my awesome Gem of Immortality. It will protect me until you grow distracted.
Echo of Mondain: Smash a gem? With brute force and a little iron sword? You must be joking!
Echo of Mondain: You aren t joking? What hard sharp thing will you use to smash it then? Tell me that!


You smash the Gem of Immortality with a diamond.


Echo of Mondain: NO! It cannot end like this! Wait, this has already happened.
Echo of Mondain: I am just an echo. A malevolent memory that failed so long ago. I have been defeated.
Echo of Mondain: Tell British that The Sorcerer is Defeated and His Gem Destroyed


You return to "Lord British" and report that 'The sorcerer is defeated and his gem destroyed.'


Sherry the Mouse: *closes tiny book* So that is the story of how the story ends.
Sherry the Mouse: I'm so proud of you. That story really needed a hero and you did wonderfully well!



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