The Dark Ages of Britannia is the name given to that long span of time when the infamous Triad Of Evil stalked the lands and challenged all for the supremacy of the soul.
The First Era of the Dark Ages came to an end with the downfall of the evil Wizard Mondain and his many minions, as chronicled in Ultima I. The Lords of the lands were weak and scattered, rendered ineffective by factional wars. It was only through the valiant efforts of an itinerant adventurer that the foul Mondain was tracked to his hidden lair and slain.
But a few years of restless peace followed Mondain's downfall. So long had the world shuddered beneath Mondain's yoke that many found it hard to believe he had been really vanquished. In truth, his teachings did not disappear. Mondain's apprentice Minax rose to power soon thereafter to challenge the fledgling city-states that were beginning to evolve. The Terrors had begun anew.
Minax's powers upon maturity greatly exceeded those of her evil mentor. With these powers she was able to rain wholesale destruction upon the planet, twisting and corrupting everything. Her foul web spread through time itself, ensnaring all who sought to oppose her. Finally, there arose a hero out of legend who dared face Minax in her own fiery castle and destroy her. Thus ended the Second Era of Darkness, as told in Ultima II.
1Twenty years of well-earned tranquillity ensued and prosperity favored the land. Then disturbing omens appeared, followed by the mysterious appearance of a fiery island. The tale of the Third Era of the Dark Ages is told by Iolo the Bard in Ultima III — wherein Lord British, sovereign of an incipient empire in the land of Sosaria, called forth through time and space for Heroes of the People to assemble. Four diverse adventurers answered this clarion call. To them fell the geas of the Doom of Exodus. Long they labored on the trail of the mysterious Exodus, through many a deep dungeon which seared their souls. To this day, each member of that team bears the marks of their journey. With the aid of the mystical Time Lord they were successful in bypassing the Great Earth Serpent and gaining access to Exodus' island fortress. The very bricks of the fortress rose up against them, and great is the Bard's tale of their struggle to reach their mortal foe. Of the final confrontation not one of them will speak, save to say that the evil is gone from this plane. So passed the third member of the Triad of Evil and with this death, so passed the Dark Ages of Britannia.
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. In this manner were Lord British's lands organized.
2The 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 rules. Some nearby islands also pay homage to him, while beyond these islands lurk uncharted shoals and rumored pockets of evil.
Lord British's magnificent castle is situated in the centre of the continent, overlooking Britanny Bay. This tall building is the greatest architectural structure of the new age. Loyal subjects may pay homage to his majesty, and renew fealty whenever they are in the vicinity of his castle. Nearby lies the arts centre of Britannia — the town of Britain — where Bards weave tales of legendary deeds and serenade 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. During the summer months, a small out-of-the-way pass allows knowledgeable travellers to save much time on their journeys. Beware of the one-eyed Cyclops and fierce, two-headed Ettins that inhabit this range.
3Northwest from the mountains begin the vast woods known as the Deep Forest. Many a traveller has become lost among these tall, majestic trees. If thy feet stray from the beaten path, do not despair, for 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. 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 well worth sampling.
East of the Deep Forest lie the High Steppes of Britannia, famous for beautiful horses. The only difficulties a traveller 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. Alas, many of our brave men perished here in the fight for virtue. Be very careful when thou passeth through this region. It is whispered that, at some phases of the moon, the undead rise and fight the 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 far and wide for their skill. A tired traveller will also find a
4refreshing 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 large insects and all manner of vile 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, and the bartender is a great source of current gossip. Be sure to tip him well!
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 traveller 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.
This then is the known realm of Britannia. Several small villages also dot the landscape, but all are not recorded in the charts of the realm. Some other islands of varying significance hug the shoreline — most of which are uninhabited and barren. The only islands the traveller should be cautious
5about when exploring are known as the Fens of the Dead. Disembodied Wisps, Ghosts, long-dead Lichs, and savage Zorns have been reported here.
Existing maps are by no means complete. There are said to be other unexplored isles, wherein all manner of monsters and evil beings reside: flame-breathing Dragons, multi-headed Hydras, horned Devils, fiery Lava Lizards and even dreaded Balrons are rumoured to roam the distant shores. 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 magnificent marble palaces and gardens were devastated, and the rich, 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 heart and instill humility in those that overvalue their own worth.
Sea travel along the coast of the main continent is reasonably safe, although a bold band of pirates has been raiding Britannia of late, terrorizing the populace. Beware, for the pirates take no prisoners! Farther out to sea roam many mythical creatures.
The unwary voyager will likely encounter Giant Squids, Nixies, poisonous Serpents, and mystical Seahorses. The ever-present danger of whirlpools and waterspouts make seafaring a hazardous experience at best.
It is hoped that with the next edition of the History of Britannia, travellers will have brought back more information on these unexplored regions, so that the map may be completely filled in. As a final caution for the would be traveller — Beware of the many Dungeons and their dark, subterranean passages!
6Under Lord British's rule, each of the eight towns has developed into a cultural centre for one of the eight major professions. In this manner, an orderly society has evolved with little friction between the diverse inhabitants. No one is restricted to their town of birth, and one frequently finds people of various professions visiting a particular town.
These are the eight major professions:
![]() |
![]() |
![]() |
Mage | Bard | Fighter |
by these minstrels, for they find metal harsh and too noisy for their sensitive ears. The Bard also dabbles in magic and makes a fine companion on a long journey.
![]() |
![]() |
![]() |
Druids | Tinker | Paladin |
![]() |
![]() |
![]() |
Ranger | Shepherd |
A traveller in Britannia need not journey alone. In each town one may — indeed one ought to — converse with all the inhabitants. If thy personal philosophy of life is close to that of the town, then thou may ask one of the residents to join thy party. If amenable to your invitation, this person will travel with thee, aid thee, and fight with thee. He or she will stay loyal to thee only as long as thou stay true to thy beliefs. If at any time, through actions or deeds, thou stray from the Path, then thy companions will desert thee to thy Fate. Remember, these are Free Companions — not servants or mercenaries. Such is their faith in thee as their leader, that all gold and supplies held by the party is given into thy care for the good of all. Use this trust wisely!
There is a thriving merchant class in Britannia. Each town and village has its own shops that specialize in local wares and services. The seasoned traveller will discover many delightful and useful items to purchase, as well as a wide variety of places to eat and sleep.
The monetary system of Britannia is based on Lord British's heraldic charge. It is a gold coin with a silver serpent cast vermeil upon the gold. The process is so difficult that the coin has never been successfully counterfeited or debased in value. This coin has been the foundation of the realm's stability and is universally accepted by merchants. Coins of the realm are also to be found in the chests that appear from time to time and are found below the surface in the dank dungeons. Beware, as most chests have diabolical traps in place to confound thieves.
Here is a partial list of some of the more popular shops and their wares:
Staff | Sword |
Dagger | Bow |
Sling | Crossbow |
Mace | Flaming oil |
Axe | Halberd |
The weapon shops also offer liberal trade-ins on used equipment, although if thy axe is greatly notched from battle, do not expect much for it.
11Cloth |
Leather |
Chain |
Plate |
The armouries will likewise offer trade-ins on used armour, although most would not consider them liberal. By the time most fighters get around to seeking improved armour, the old armour is almost completely falling apart, and its principal value is as scrap for the foundries.
Sulphurous Ash | Blood Moss |
Ginseng | Black Pearl |
Garlic | Nightshade |
Spider Silk | Mandrake Root |
Care should be taken to mix the herbs in the correct proportions, so as not to waste the valuable ingredients.
These are the main shops in Britannia. A few other places exist that are worthy of note:
Throughout the centuries most travel has been accomplished by use of the feet. While this method lends itself to scenic hikes, it is a terribly slow way to journey from one end of a huge continent to the other. Getting around Britannia, which may never be without risk, could soon become easier. Under the auspices of Lord British, studies of the properties of the Moon Gates are beginning to yield a clearer understanding of the Gates' mystical workings. People forecast that future citizens will use these gates as a normal means of distant travel. The destinations of the gates appear to be rigidly bound to the phases of the twin moons Trammel and Felucca. The appearance and disappearance of the gates are definitely so linked. The location of the gates are represented on most maps of the realm as phases of the moons. The gate active is indicated by the phase of the moon Trammel. Once a gate is entered, thy destination is indicated by the phase of the moon Felucca.
Britannia is marked by six terrain types, each with their own features:
At sea, masterful control of thy ship is necessary for survival. Ships have powerful cannons, but they can only fire broadside. To learn seamanship, thou must understand the ways of the water and the wind.
The ocean is made up of three types of water: Large waves mark deep water; small waves indicate shallow water; tight ripples show where lie shoals, too shallow for ships to pass over. Remember that a change in wave size signals approaching land. This will aid thy navigation.
The winds of Britannia blow very constant in a given direction, then shift to a new direction for another long period. This fact allows the skipper of a ship to sail strategically. If the ship is facing into the direction of the wind, (such as sailing East against an East wind) then the ship's progress is at its slowest —1/4 Speed. If the ship is sailing with the wind, (as in sailing West with an East wind behind thee) then the ship's speed is faster — 3/4 Speed. It is only when one tacks across the wind that the ship reaches maximum speed, (such as sailing North or South against an East wind) — Full Speed.
Strive to maneuver thy ship so as to bring either the port or starboard batteries to bear before creatures or pirates can close and try to board. Thy ship has armour which, if reduced to zero, will cause it to sink and thy party shall perish. A captured pirate ship can be used in place of a badly damaged ship. Practice near shore until thou develop seafaring legs. The ship's cannons also serve for firing upon landbound creatures. Beware, some of the land creatures have the power of flight and can pursue thee over the waves!
Several magical weapons are said to be found hither and yon, but the location of these are not known for certain. It is said that perchance a traveller must be worthy of such a weapon before it will become available.
As is the case with weaponry, rumors abound of magical armour that will withstand the breath of a dragon. But, who knows? Perhaps these are but rumors spread by Ores to lure fighters into illusory searches resulting in death.
Most of us understand only those things that we can see and feel. Yet there is a segment of the population that can see the unseeable, and can feel that which has no substance. The perception and use of these ethereal forces is called magic. To some it is an Art, to others a Science. It is difficult for this Historian to describe the Art with which he is totally unfamiliar. He can, however, comment upon what purports to be the Science.
The basis of all spellcasting is the proper mixing of the necessary reagents. Reagents are the physical materials which are said to provide the initial energy to begin the spell. Each spell uses a different reagent formula. These formulas are jealously guarded by magic users, for quite often the difference between life and death is knowing a spell that thy opponent knows not. From the Bill of Fare at the Herb Shops, the observer can glean the names of the reagents: Sulphurous Ash; Ginseng; Garlic; Spider Silk; Blood Moss; and Black Pearl.
Furthermore, there are reputed to be two others, more powerful still than those just listed. However, they are not for sale according to the proprietors of the Herb Shops. They are: Nightshade and Mandrake root.
21Only certain classes of the eight major professions have any talent for magic. Some are quite strongly endowed, such as Magi and Druids, while the Paladins, Bards, Tinkers, and Rangers have but a little power. Fighters and Shepherds have no magical ability at all. In fact, Magi are so tuned to the special energy that comprises magic that when they cast a spell, a blue aura glows around their head and shoulders.
While most spells are reputed to possess either offensive or defensive abilities, some are utilitarian in nature, such as Light, Open, and View spells. The rare aeromancer can harness the power of the winds. An ancient scroll on display in the Library at the Lycaeum tells of different types of energy fields created by means magical. It lists the following fields and discusses their properties.
Whether these fields may be controlled by magic is uncertain. However, the scroll was concerned with the tale of a Wizard's battle! One can only ponder whether the writer survived the encounter.
![]() |
![]() |
![]() |
Bat | Cyclops | Dragon |
![]() |
![]() |
![]() |
Ettin | Gazer | Ghost |
![]() |
![]() |
![]() |
Gremlins | Headless | Hydra |
![]() |
![]() |
![]() |
Insects | Lich | Lava Lizard |
![]() |
![]() |
![]() |
Mimic | Nixie | Orc |
![]() |
![]() |
![]() |
Phantom | Pirates | Python |
![]() |
![]() |
![]() |
Rat | Reaper | Rogue |
![]() |
![]() |
![]() |
Seahorse | Serpent | Skeleton |
![]() |
![]() |
![]() |
Slime | Spider | Squid |
![]() |
![]() |
![]() |
Troll | Wisp |
![]() |
![]() |
![]() |
Wizard | Zorn |
![]() |
![]() |
![]() |
Balron | Devil |
The Historian is a man of intellectual pursuits and therefore little acquainted with the ways of combat. For the following information on such skills, we are deeply indebted to the Master at Arms of the Order of the Silver Serpent.
We have just emerged from the darkest period in recorded history. With the vanquishing of the Triad of Evil. We need no longer anxiously watch our backs for fear that evil will fall upon us in the first unguarded moment. The stability achieved by the New Age seems to herald a Golden Age of Peace and Prosperity.
What kind of people will inherit this New Age? Surely our destiny is not to perpetually fight as warring tribes throughout all time. Is there not a higher calling — one worthy of our efforts and capabilities?
If one accepts that the next area of human growth should not be fostered through aggressive territorial expansion, then a possible answer emerges — We must turn inward. Of late a small group of inquisitive philosophers at the Lycaeum have been asking such questions of each other. While their musings seem quite radical and new, they are worthy of consideration:
Is living a life of virtue an essential element of civilization, or can society survive the test of time without such principles?
How might we ensure the long-term continuation of our new-found peace? What systems of laws and ethics will ensure the continued happiness of all our people?
33Why doth Evil still stalk the world and can it ever be truly vanquished?
If the public set of ethics which evolved from the days of primordial survival is impure, how can We achieve a clean foundation upon which to build a life of virtue?
Given the premise that to understand purity, one must strive to be so, how does one strive for that which cannot be understood?
If our true purpose here is to achieve a balance with our surroundings — as is suggested in the ancient scrolls of the Library — how can We face Nature without first facing ourselves?
Meditation seems to hold the key to perspective. In the transcendental state one is freed from the shackles of modern living. The whole of the universe resonates with thee, and thou dost feel for once as if thou dost belong to a greater whole. Yet all too soon the meditation ends, and thou dost return from this brief glimpse of the sublime to the daily need for survival.
It is time for all to put aside their warlike ways and begin fighting the evil that lurks within themselves. It is far too easy to sit and espouse the path of Virtue, yet never set foot upon it. The ancient rule of treating others as thou wouldst be treated thyself takes on new meaning when put in the context of universal harmony. We must become living examples of our beliefs!
How does one begin to first walk along this new way? Do road markers exist if we but open our eyes to see them?
To be at peace in all areas is a state only achieved by an Avatar. Is such a state attainable by any human, fallible as we all are? The true answer can only be found by those who quest forth in search of it — for who can see the end of the Path before beginning the journey? Yet it is also written that for each person the Path is different. Perhaps the seeker of wisdom and enlightenment should begin by visiting Lord British, for his knowledge of the ways of the land is great. Conversing with him may help one to determine where lie the centres of the Eight Virtues of the Avatar.
34Many philosophers hold the opinion that the Path is in reality but a series of separate small paths. Each minor path leads to the fulfillment of an aspect of ourselves. Treading one of these minor paths may be construed as a life's goal, and many people have debated which is the most advantageous to follow.
Yet is not the whole much greater than the sum of its parts? Take up the challenge and tread not one but all of the minor paths in thy search for enlightenment and perfection. Perhaps only then will thou find the beginnings of the great Path. The Quest of the Avatar awaits. It is not thy Heritage that thou does seek, 'tis thy Destiny!
As an addendum to this work, I, Lord British, would like to speak of the Quest of the Avatar mentioned in these pages.
The Quest of the Avatar is the search for a new standard, a new vision of life for which our people may strive. We seek the person who can become a shining example for our nation and guide us from the Age of Darkeness into the Age of Light.
We have sent this message out to the farthest reaches of the known universe, indeed, we have even spoken across the void of time. Is there One who can complete the Quest of the Avatar? Many have tried already, and have met with partial success, becoming enlightened in one or more of the Eight Virtues of the Avatar — but none have yet attained the true state of being an Avatar.
The secrets of the Avatar are buried deep in the hearts of both our people and the land in which we dwell. The search will be arduous and the One who shall succeed must be able to assemble all the parts of the great mystery in order to solve the Quest.
Gaze upon the device portrayed on the facing page of this tome. Learn it well, for when thou dost gaze upon it again then shall thy life's quest be revealed.