 |
| So is anyone going to come along and move him? |
The Guardian has marooned the Avatar on the world of Pagan, which is dominated by four titans, each with its own school of magic. The Avatar has learned that if he wants to escape, he's going to have to master the different magical systems. Let's get that organized:
| Realm |
Titan |
Magic School |
Founder |
Current Rep |
| Earth |
Lithos |
Necromancy |
Moriens: Made a deal with Lithos to stop earthquakes in exchange for Pagans serving Lithos in death. |
Lothian/Vividos |
| Water |
Hydros |
Tempestry |
Kalen, a Necromancer: Imprisoned Hydros when the titan would not return his dead girlfriend, stole water magic from Hyrdos. |
Mordea |
| Air |
Stratos |
Theurgy |
Stellos: Caused the titan to breathe life into Kalen's beloved, lost his sight as a result. |
???? |
| Fire |
Pyros |
Sorcery |
Four unnamed theurgists who used blackrock to imprison Pyros and thus stop a volcano from destroying the world. |
???? |
| ???? |
None |
Thaumaturgy |
Unknown. |
Mythran |
The backstory of the game has a Guardian whispering dissent to the old followers (Zealans) of the three emotional gods, turning them to the worship of elemental titans as a way to defend against a coming Destroyer. A suggestion has
been made in the comments that the Guardian (the evil being) was both the Guardian and Destroyer of Pagan
and essentially the creator of the elemental titans. (Joshua's rot-13'd comment in that thread is worth reading.) It's an inspired idea, that the Guardian is uniquely good at identifying a world's weaknesses and exploiting them, much as he did with the Fellowship on Britannia—and that he has done so across multiple worlds (we have hints of a few other cases in
Ultima Underworld II). I can't help but lament what could have been if someone had Origin had ever created some kind of governing document for the entire
Ultima universe, outlining the true nature of these multiple worlds, the true nature of the Guardian, and the reason that magic works differently from place to place. This is exactly the sort of thing that Brandon Sanderson would do with his Cosmere in another decade.
The magical assignments seem a bit dubious to me. The link between water and tempestry is the most solid, but I believe that the term was invented for this game. As for the others . . . I don't see why necromancy should be concerned primarily with earth (yes, yes, interment, but still) or healing with air. "Pyromancy" would make sense with fire, but "sorcery" in general? The Ultima series likes to create neat little packages of its themes (8 virtues, 8 classes, 8 towns), but they don't always hold together well. The associations between elements and magic are, to me, the "bards = compassion" of Pagan.
 |
| I take some time to finally organize my backpack. |
(You didn't ask, but writing "tempestry" several times made me think of Shakespeare's The Tempest, which I think is his most autobiographical play and thus one of the most interesting to study, but it's my least favorite to see performed. There's virtually no conflict in it at all.)
But back to the present game. The Avatar has agreed to be the apprentice for Vividos, the new Necromancer Supreme, which of course begins with a fetch quest. I have to head to Western Tenebrae for some "fallen sticks from the place where spirits roam." This would be a good time to introduce the map I've been working on for the world as a whole:
 |
| I haven't visited much so far. |
I'm not sure whether "West Tenebrae" means the area I've already explored (and found no sticks) or the map even further west than that, which I have not yet visited.
I know where there are spirits in West Tenebrae, though I don't remember any sticks there. I revisit just to be sure. I kill the ghost and his ghouls again, and yes, there are a couple of poles on the ground, but I don't think that's what Vividos was talking about. I'm just about to leave the area when I click on some sticks that look like a part of the background texture, and it turns out that they're what I'm looking for: Dead Man's Elbow.
 |
| The "elbows" are the items to the left and right of the tree in the upper-left corner. |
I'm a bit disappointed because I was hoping to explore the area west of West Tenebrae. Even though I have only a Willie Suttonesque reason for doing so, I decide to go there before heading back to Vividos. While trying to find the western exit, I accidentally jump into the river and thus have to repeat everything from the beginning. [Ed. That should have said "George Malloryesque," i.e., "because it's there." Ridiculous mistake.]
I end up calling the area "West Valley." It's a truncated map, about as long as a regular map north-south but only about as third as wide east-west. Encounters:
- A guardhouse. Inside a barrel, I find an abacus, which automatically counts up my various piles of obsidian pieces. Barrels on the roof include a hallucinogenic mushroom (the screen changes colors for a few seconds) and a hurricane, which does indeed seem to be the New Orleans drink, as after I drink it, the Avatar starts moving around in random directions. Hurricanes suck, by the way. Be a man and order a Sazerac.
 |
| Of course, just clicking on the pile of obsidian pieces accomplishes the same thing. |
- There's a waterfall at the north end of the map with some nice water effects.
 |
| Contrasting with the absolutely banal depiction of water immediately to the right. |
- A cave that I nearly miss behind a tree is occupied by a kith. I kill it. Among the skeletons in the cave, I find half a dozen obsidian coins, some spell reagents, and a Scroll of Trap Destruction.
 |
| It's hard to take screenshots while moving. All my screenshots look like the Avatar is just standing around. |
- A shack on the western edge is occupied by a woman and a little girl. The woman yells at me to go away, and the girl has the same dialogue options as the inquisitive little girl in Eastern Tenebrae.
- A house with a roof deck has another one of these girls. They're annoying because you have to go through the whole dialogue before you can move on.
 |
| Argh. Not again. |
- There are a couple of large houses side by side in the southwestern part of the area. One seems to be a store, but nobody is manning the counter. I wait through several time periods.
- The other house is occupied by a fisherwoman named Kilandra. She stays away from town because Mordea "is a selfish, black-hearted woman." She recounts how she brought her sick daughter, Elaina, to the palace steps for healing, but Salkind (the seneschal) insisted that Mordea was taking a bath and couldn't be disturbed, "especially to help a filthy gutter snipe." The girl later died. The name seems familiar, and a quick search reveals she's the author of What the Fish Tell Me, a silly poem for children.
 |
| Kilandra, this world isn't big enough to have dialects. |
- A ghost and a pack of ghouls.
- An unoccupied hut. There's a kith in a fenced-in back yard, but I can't figure out how to get to it.
- A dead fisherman on a bedroll next to his rope and basket.
 |
| Not a bad way to go in this world. |
- A two-story stone house. It is well-kept and fairly opulent, but no one is living there. It does contribute the humorous My Rival, My Love to the "Books of Pagan" entry.
 |
| Does no one live here? |
That is all I can find, so I gird myself for the long walk back to Vividos. (Couldn't he have invested in a teleportation pad?) A guard stops me as I enter the Eastern Shore area and demands to know what I know of the scholar Bentic. I refuse to answer his questions, so he attacks me, and I actually manage to kill him. A nearby guard says "no fighting" but otherwise doesn't seem perturbed that I've just murdered his compatriot.
I decide I'd better see what this is about, so I reload and say, "We have spoken." The guard says that Mordea has executed Bentic for "conducting forbidden research." He then asks about the fisherman, Devon, who of course I also know. He has been arrested and imprisoned. Man, Mordea really has to go.
 |
| Can't you just say "killed"? |
I teleport back to the palace. Just for fun, I try to kill Mordea, but the game isn't having it. With the first blow, a sorcerer appears and executes me. Actually, the sorcerer appears, and while Mordea is explaining to him what crime I've committed, she executes me.
Down in the dusty basement I previously visited, I find Devon in a locked room. I'm able to speak to him through the door. He asks me to help figure out what is happening and suggests I talk to Salkind. (In any conversation with Mordea, she asks where I'm from and refuses to talk anymore after I give the answer.) I find him in the throne room at mid-day. He is unapologetic about Bentic's execution (though he won't tell me what constitutes "forbidden research") and he says that Devon will be executed soon.
 |
| At least they gave you a decent bed. |
Salkind mentions his logbook of executions a couple of times, which is back at his house in East Tenebrae. I head there, and sure enough, it has been updated to include Bentic's execution. It notes that: "The confiscated research is secured in the dungeon evidence chamber for further review to determine the presence of additional conspirators." Does the game really want me to find out the specific reason Bentic was executed? It strikes me that Mordea and Salkind aren't above just executing people on any old trumped-up charge.
I find a book in his desk that I missed the first time (or else it wasn't there before). It's called "Enemies of Tenebrae" and lists nearly everyone in Tenebrae.
 |
| These people seem more like victims of Tenebrae. |
I toss the place, looking for a key to the dungeon. I'm almost surprised when I find a key under a pot. I find another one under a cloth in his bedroom. Unfortunately, they seem to open a door and chest within his house. The chest has several scrolls and 300 obsidian coins.
 |
| Damn. I really do need to move everything in this game, don't I? |
I return to the dungeon and verify that the keys have nothing to do with those doors. I waste a lot of time tossing the dungeon and the palace, looking for the appropriate key. I do find the key to the armory (under a pillow in the barracks), but there's nothing I really want there. I wish I had found it earlier.
 |
| I think I prefer when the Avatar spoke in keywords rather than questions. |
Determined to accomplish something this session, I return to Vividos. (Lothian's body is still just lying on the altar.) "I have found your reagents," I say. Vividos praises me and gives me the "Key of the Caretaker." which despite its name is a fairly large staff. He says my next task is to visit the Catacombs, which will require the "Open Rock" spell, cast on the rock face to the north of the Tomb of Moriens. He outlines the process for casting spells as such:
You must place the proper reagents in a bag, close the bag, and then invoke the power of the Key [of the Caretaker] on the closed bag. When you open the bag, you will find a magic talisman within. When you invoke the magic of the talisman, you cast the spell.
That's a little convoluted, and it requires a free bag. I had hoped to just keep all my reagents in one bag, but I guess that's not going to be possible. "Open Ground" requires Blood and Blackmoor, according to Earthen Magic, and I have both from Vividos's own office. I empty out one of my bags, give it a try, and soon I have an "Open Ground" talisman. Now I want to know whether the system really requires a bag, or whether any container works. In a pinch, could I just hold the reagents in my hand and use the Key on it?
 |
| Casting the spell on the reagent bag. |
Vividos also says that I'll need to learn from the ancient necromancers buried in the Catacombs, and for this, I'll need "Death Speak," which requires Blood and Bone. I have two vials of Blood and two piles of Bone shards, but I suspect I'll need more. Hoping I'll find more in the Catacombs themselves (which in retrospect is probably stupid), I move on.
North of the Tomb of Moriens, I thought a ghost was blocking the exit to a new area. I see now that he's just blocking the gate to a building. I manage to kill the ghost this time; my strength and dexterity both hit their max of 25 during this battle.
I enter the building and use the talisman on the stone wall, which opens to reveal a cavernous entrance.
 |
| I guess I should have assumed it would open at the end of the middle path flanked by busts of Lithos. |
I start exploring the Catacombs. Encounters:
- Skeletons and ghouls. The skeletons are remarkably persistent here, following me from room to room, and rising even if I'm nowhere near their corpses. It would be nice if I were taught some kind of spell to kill them permanently.
 |
| Slain by the undead. |
- Holes in the walls shooting fireballs.
- A lever that flips the entire world upside down; I consider playing like this for as long as it will let me, but it gets annoying fast.
 |
| I need to test the limits of this. |
- Pits that suddenly open up in the floor, requiring me to climb out. Some of these open into pools of lava or acid or something, which means I'm trying to climb out, which is hard enough, while taking damage. I die repeatedly from these.
 |
| I think I like it better in here. |
- Gates that shoot electricity between them.
- An enormous pile of skeletons, not to mention all the ones in loculi on the walls. None of them seem to have anything. Eventually, I stop checking.
- I bypass a closed gate by climbing over a pillar.
 |
| I just realized I probably could have jumped up on that roof from here. I'll have to go back and try it. |
- I reach a plaque that reads "Hegland Hegwood." I think this might be one of the ancient necromancers, but when I cast "Death Speak" on any of the bodies in the area, nothing happens. Ditto with "John of Garland."
- A plaque reads, "Danger, do not enter." I enter anyway. The room beyond has "strange holes" in the floor that spout jets of flame if I get too close. I skirt them and grab a bag from the floor, which I really need.
- A two-story building has a chest on the top. Getting up there takes some real effort (I have to climb some nearby ruins). It has a Scroll of Trap Detection and several fire gems. I still don't really know whether they're spell reagents or valuables. I have a lot.
 |
| A great leap forward. |
I really wanted to finish the Catacombs before posting, but alas, I ran out of time, and I wanted to keep my normal schedule. If I break the pattern, before you know it, I'll be on "hiatus." Thus, we'll have to resolve these plot points next time.
I did find myself enjoying the game a bit more this time around. In my most recent entry on
Ravenloft, VK
noted some similarities between it and
Pagan. It's an apt comparison. Both feature depopulated, depressing worlds run by tyrants and full of undead. Both have vacant houses and a general sense that the world's best days are behind them. I think the problem that I have with
Pagan is that I've lost faith in the development team when it comes to the integrity of their storytelling. I'm not sure whether I'm supposed to regard all the empty mansions as a sign of a society that keeps executing its citizens or whether I'm to regard them as a sign that Origin ran out of time before it fully populated the world with NPCs.
This session, I had more fun as I realized I was giving Origin the benefit of the doubt. It does make sense if you compare Salkind's execution logbook with the vacant manors, for instance. It would just make more sense if more NPCs seemed to realize that their society is past the point of recovery. Anyway, I'll try to keep on in this more positive vein.
Time so far: 18 hours
****
Next entry in this series
09/08/2026
> my strength and dexterity both hit their max of 25
ReplyDeleteWhoa -- from the introduction to this post I had assumed the game was only just getting started, but you've already maxed two attributes. Either the game is horribly level/(stat)-capped, or this game is much shorter than I expected.
If you engage in a lot of combat, as the posts suggest, it is rather easy to max the physical stats. I am playing along for old times' sake and avoiding most combats I still ended up maxing Str&Dex by 3/4 of the game (you can run around most monsters, and eventually you can deal with the few unavoidable encounters with magic alone, so the number of times you have to whack something with your weapon is not that high).
DeleteI don't even feel like I've been engaging in excessive combats. I just fight when there's someone blocking my way, really.
DeleteSorry, I did not mean to suggest any "excess". From the looks of it, you are thoroughly exploring most locations and fighting things standing in your way, nothing wrong with that. I rather meant that maxing the physical stats is easy, because I went in purposefully avoiding combat whenever I could (I don't really like how it is implemented) AND having a vague memory of how to navigate the game from a previous playthrough, and I STILL managed to max my stats way before the end. So yeah, to answer the original question I'd say that the game is badly stat-capped.
DeletePer a recent comment on the Ultima Dragons discord... Stats don't mean much in this game...
DeleteI suggest that linking earth to necromancy is based on the Death Gate books that started in 1990. It has four elemental realms (plus a fifth non-elemental), and its earth realm relies heavily on undead servants.
ReplyDeleteAnd whenever there are four elements, the fifth one is usually Void or Aether, so I'm guessing that's the fifth realm for your table. Unless you like the film Fifth Element and/or Captain Planet, in which case it is Love.
And I wish you still had Nystul's wand for dealing with Pyros's blackrock prison!
I had a good chuckle at the thought of the "fifth element" of Pagan being Love.
DeleteI also thought of Death Gate here. Healing for wind is weird though.
DeleteIronically, in the Stormbringer RPG, Earth is 100% adverse to the undead (because they don't stay "there" where they belong). Putting these to rest is even the best way to maximize alignment with its Elemental Lord.
DeleteAlas, with just 4 main schools of Magic here & skeletons being as cool as ever, I cannot see where else to squeeze them without creating new lore & assets.
I always got the sense that Ultima VIII was weirdly LESS rushed than both its prequel and its sequel, though I am not entirely sure if that is true. It certainly seems like Origin Systems Inc. was fairly responsive to the universal dislike of the game's jumping system. Then again, they also sent new patched CDs to owners a while after Ultima IX came out, so I suppose a willingness to fix issues with the game does not necessarily mean it was less rushed
ReplyDeleteNo prequel to Ultima 8 was ever made. You mean "predecessor" or "previous episode".
DeleteA prequel is predecessor and sequel at the same time: something that was released later, but tells events that happened earlier.
Would be cool to have a game about the fight against the titans from the backstory.
DeleteUltima Online's story is functionally set before end of Ultima I, given that the gem of immortality shattering unleashes the nigh-infinite shards/realms, an idea that incidentally I maintain is the greatest conceit to explain the concept of a MMORPG ever.
DeleteAlso not coincidentally probably the last time anyone bothered taking the time to explain why there were dozens or hundreds of copies of the same world and you could not necessarily encounter other people there, haha
I'm the laziest sorcerer. In that situation, what I'd do is cram everything within reach that isn't nailed down into one large sack, throw it about, smack it with the Key of the Caretaker, and make do with whatever pile of talismans I randomly fused together - sort of like the Slush Extractinator from Terraria.
ReplyDeleteI'm going to have to experiment with that next time. I wonder what the game does if you try to use the Key with excess reagents.
DeleteErrr, iirc, you might want to save before ^^.
DeleteTempestry is not unique to Pagan:
ReplyDeletehttps://en.wikipedia.org/wiki/Tempestarii
Hopefully, you’re reading the Analog Antiquarian series on the plays of Shakespeare. There are some truly terrible ones at the start of his careers.
No, I haven't looked at his entries. I can't think of any early play I don't like except maybe The Two Gentlemen which I have trouble separating from the much better Comedy of Errors.
DeleteWell, you might like them. The Analog Antiquarian's later series (Magellan, Heliocentrism and now The Plays of Shakespeare) are extraordinary. And, well, if you love Shakespeare, how could you not read that :).
DeleteDon't forget that you can run. Helpful for getting around quickly and for avoiding tedious combats.
ReplyDeleteAbout the fire gems: gurl ner jrncbaf.
It's hard to rely on running in cramped dungeon spaces, especially when the enemies follow.
DeleteI'm doing something wrong with the gems. All I can get them to do is blow up in my face.
Double-click the gem to activate it. You have five seconds to throw it before detonation. Chaos gems are the same.
DeleteReally enjoyed that small aside about The tempest. More than a life ago, before I knew my collar was going to be blue, I felt the same. It was so weird studying Shakespeare's plays under every light except the one they were meant to be enjoyed. And when the chance came feeling dissatisfied with the mise-en-scène (for a variety of reasons).
ReplyDeleteI think the chain of associations is air -> sky -> heaven -> divine magic for theurgy and, respectively, fire -> hell -> dark magic for sorcery. The problem is, of course, that it only make sense non-diegetically. Especially theurgy as a term doesn't make sense in-setting, given that Pagan gave up on its gods.
ReplyDeleteCosmere has a predecessor in Michael Moorcock's Eternal Champion multiverse, which he, curiously, began systematising about the time U8 came out.
I thought maybe air for the breath of life. Seems to go with the backstory for the Titan.
DeleteI might be missing some context here, but the term "theurgy" means quite literally "divine magic" ("divine work" to be precise: https://www.etymonline.com/word/theurgy). Associating it with healing takes another step, I assume, by way of the DnD trope.
DeleteOr do you mean that the association chain is just works from the other end, i.e. air -> breath of life -> healing -> divine magic? Could be!
Wow, I remember WAY less of this than I would have thought. My sister and I played through this, painstakingly, on her computer some time in the mid-90s, but very little of the plot and zero of the locations/side-dungeons left any impression. What I retained was really the look and feel, the mushrooms everywhere, and the generally doomy vibe of a world that seemed already half dead before the quest began. I guess that stems from never having replayed the games, unlike Underworld and the U7 entries... But I think it's also from the absence of things like NPC portraits and a greater number of art assets unique to particular areas, to help particular moments, encounters and characters stick in the mind. But glad you're enjoying it a little more than my hazy and bleak impressions would suggest!
ReplyDeleteI suppose Necromancy, being linked to the underworld, follows the logic of underworld -> underground -> ground -> Earth.
ReplyDeleteI would reason it the other way around: if we start with the assumption of four elements, and that a game named "pagan" is clearly going to involve necromancy, then earth is the best element to put it in.
DeleteI'm a bit surprised that the other types of magic have pretty neutral names, instead of e.g. "diabolism" or "blood magic".
I've seen the Tempest at the RSC twice now.
ReplyDeleteThe first was with a CG overlay for Ariel that was using live motion capture of the actor projected onto see through screens around the stage. Visually impressive but a touch soulless.
This year I had the utter delight of seeing Kenneth Branagh play it in a much more tradition set. Having watched that now I think he could convince me to watch him watching paint dry and I'd still be entertained.
"Pagan: Girls Are Annoying"
ReplyDeleteI played it long ago and finished it, I remember the setting being pretty interesting, however I was rather disgusted by the graphics style. I'd rather they made it an FPP (like EoB or Lands of Lore). I didn't remember your stats increased randomly; seems like a mechanic better suited for roguelikes, not fully fledged RPGs.
Fun entry. Feels like you were getting into your Ultima stride with this post.
ReplyDeleteMinor point, when you linked VKs post, you linked to their profile instead not the post.
I similarly noted both games are character taken from one world to another. Except in the case of the Avatar it's the second time removed!
“Even though I have only a Willie Suttonesque reason for doing so, I decide to go there before heading back to Vividos.” Because that’s where the money was?
ReplyDeleteGood lord. I somehow mixed up Willie Sutton and George Mallory. I must be losing it. Although it's kind of funny because their two famous quotes ALMOST work for each other.
DeleteWell... I didn't expect you to read the rot-13'd part, let alone be directly mentioned in your main post. This is quite a surprise. :D
ReplyDelete