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The Table of Contents 

Of Questions Often Asked - Ultima FAQs

Quester's Notes through the Ages - The Ultima Pages
To Exodus
The Lay of the Land - Ultima III Maps
To the Other Orders
Pick a Card
Of Other Resources - Links Pertaining to Exodus

Runes And Spells - Downloads

Through the Void - Main Links Page

The UDICtionary

Of Paulon Dragon - Biography?

New From the Scribe - What's New? 

As the Townes of Sosaria are Described, so too dost thou hear their Theme.

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 The Land of Sosaria

In the Land of Sosaria, prices are fixed due to the scarcity of raw materials caused by the hordes of monsters serving Exodus. The following prices are found in all townes with an appropriate shoppe.

Grocery Shoppes
Rations are 1 gold each

Stables
Horses are 800 gold each

Guild Shoppes
Keys are 50 gold each
Torches are 6 gold each
Powders are 90 gold each
Gems are 75 gold each

Armour Shoppes
Cloth Armour is 75 gold
Leather Armour is 195 gold
Chain Mail is 575 gold
Plate Mail is 2500 gold

Weapons Shoppes
Daggers sell for 5 gold
Maces are worth 30 gold
Slings are valued at 60 gold
Bows are worth 350 gold
Swords go at 200 gold
2H Swords are sold for 250 gold

Healers
To channel the power required to heal, an priest must have an offering of a minimum value.
Cure Poison requires 100 gold
Heal Injuries requires 200 gold
Resurrect the Dead requires 500 gold
Recall from Ashes requires 900 gold

Oracles
The Prophecies of an Oracle vary in Multiples of 100 gold.

Pubs
The Gossip of the Barkeeps can be purchased in Multiples of 10 gold.

 

A Key for the Maps

Grassland

Roads or Dungeons

Bush and Scrub

Moongate

Deep Forest

Door

Water

Chest

Fire & Lava

Force Field

Mountains

Shrine or Whirlpool

Walls or Cities

Sosaria
  The Land of Sosaria

 For those who have travelled the Wilds of Sosaria, the Map above may seem simple. Marked thereupon however are the hiding places of the Exotic Weapons and Armour in Purple, that thou canst seek them out and wield them to good effect. Also shown are the sites of the Townes and Dungeons, that thou mayst know always the nearest refuge or place of adventure.

The Lost Continent of Ambrosia

This hidden land may only be reached by sailing a Ship into the Whirlpool which doth prowl the seas on Sosaria like a hungry animal.

Within Ambrosia lie hidden Shrines, which will grant boons to the one who donates of his wealth. Hidden inside the Shrines, where only a determined Search will find them are tools which may be the means by which thy Ultimate Foe, the Daemon Exodus, can be defeated.

The Continent of Ambrosia

The Castle of Lord British

The Castle of Lord British

The Capital of Sosaria during these troubled times, this Castle is the home of Lord Cantabrigian British.

Within its strong walls lies a Healer, an Oracle, and those who may possess knowlege of value to thee.

Lord British himself will grant thee increased skill as thy deeds warrant it

The Castle of Death

Within these walls lies the Daemon Exodus, defended by terrible monsters, and hidden within a maze of passages blocked with fields of Force and Fire.

To even approach the Castle, one must first pass the Great Earth Serpent bound by dark Magicks to be the Guardian of the Castle.

The Castle of Death

 

The Towne of Britain

This city has grown up around the Castle of Lord British. It is both well guarded and populous, as well as being a safe haven for the harried traveller.

While it lacks the exotic amenities of some townes, Britain is well served by its Pub, Grocery, Weaponsmith, and Armourer.

 The Town of Dawn

Hidden within the Depths of the Forest, and concealed with Powerful Magic, the City of Dawn can be reached be travelling west from the Castle of Lord British, then South 35 leagues into the forests to the south. When both Trammel and Fellucca are new, then shall Dawn appear before thee.

Within the Towne are a Healer, an Oracle, a Grocery Shoppe, the Thieves Guild, a Stable, and the Ballyhoo Pub.

The Weaponsmith and the Armourer are worthy of note however, as in addition to the mundane stock sold by their counterparts elsewhere, they forge and sell items of Magic.

Armour

Weapons

+2 Chainmail for 6130 gold

+2 Axe for 400 gold

+2 Platemail for 8250 gold

+2 Bow for 1050 gold

+2 Sword for 800 gold

Gloves for 1200 gold

+4 Axe for 2700 gold

+4 Bow for 5550 gold

+4 Sword for 4450 gold

The Towne of Dawn

The Towne of Death Gulch

Upon an eastern island, this towne of wretched villains is carved back into the mountains themselves, making it nearly impregnable for any normal foes.

Once thou hast entered the towne (bribery is useful here) thou canst seek out those with valuable knowlege, or visit the various stores. The Armoury may be raided, but take care to bribe the guards before thou doth enter.

The Towne of Devil Guard

This towne is concealed within a valley entirely surrounded by impassable mountains, which can only be entered through a moongate.

Within the towne are a Stable, an establishment offering both Rations and Healing, a Thieves Guild, and the Le Grogshop Pub.

The Towne of Devil Guard

The Towne of Fawn

Lying upon a northen Island, the Towne of Fawn can not be reached save by ship. Within the towne are a healer, a grocer, a pub, and a Thieves Guild.

The Towne of Grey

Grey is noteworthy as being the only easily accessable mainland town with a Thieves Guild. As well as this feature, the towne has shops selling weapons, armour, and rations, as well as the Taphouse pub.

Montor East

Montor West

The Townes of Montor

The Twin Montors are warrior cities that lie opposite each other at the mouth of a southern river. The townes are very similar, and indeed can almost be considered to be one, as each lacks an essential facility that the other has.
While both townes have a weapons shoppe and an armoury, Montor East alone has a pub, while groceries and rations are the sole province of Montor West, which also maintains the prison used by both cities.

It is clear how the inhabitants of the cities will in future times easily unite to form a single city, as they are already used to cooperating for mutual benefit.

The Towne of Moon

Mysterious Moon has a reputation for being the home of Magic, yet the Magi are far and few between in this towne. The amenities are simple, with a grocer, a pub, and a healer

The Towne of Yew

Nestled within a near complete ring of mountains, and concealed within the depths of a great forest, Yew is a quiet towne, where many come for contemplation and prayer.

Concealed within the forest within which the towne has been constructed lie the Aliment Grocery, a Healer, and the Circle of Light, a place where prayers are reputed to come true.

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