Lizard men

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Lizard men
Black and white drawing of a lizard.
Lizard man, from Memoirs of Sir Cabirus
Variants: green lizardmen
red lizardmen
gray lizardmen
First appearance: Ultima I
Last appearance: Ultima Underworld
Appearances

Ultima Underworld
Animation of a green lizard as is appears in Ultima Underworld
idle animation and 360° rotation
Name: a lizardman
Description: a green lizardman
Height: 46
Mass: 80.0
Vitality: 40
Passiveness: 13%
Movement speed: 5
Poison: 0
Sight: 89
Experience given: 23

Ultima Underworld
Animation of a red lizard as is appears in Ultima Underworld
idle animation and 360° rotation
Name: a lizardman
Description: a red lizardman
Height: 46
Mass: 80.0
Vitality: 42
Passiveness: 13%
Movement speed: 7
Poison: 0
Sight: 86
Experience given: 32

Ultima Underworld
Animation of a grey lizard as is appears in Ultima Underworld.
idle animation and 360° rotation
Name: a lizardman
Description: a gray lizardman
Height: 46
Mass: 80.0
Vitality: 44
Passiveness: 13%
Movement speed: 7
Poison: 0
Sight: 86
Experience given: 36

Lizard men (known among themselves as "thepa") are a race of magically created lizard/human hybrids that populate the damp underground grottos of Sosaria.. In later ages, they proved themselves as civilized and intelligent creatures, and were eventually incorporated into Sir Cabirus' visionary Abyssal Colony.

Description[edit]

Created from some of the foulest of Mondain's magics, lizard men were birthed from the combination of the wizard's own expendable servants and great reptiles which dwelt in the Sosarian wetlands. Strong and dangerous in battle, these cold-blooded creatures were once a significant threat to dungeon-faring adventurers in the earlier ages of Sosaria.

With time, however, these creatures came to develop both culture and language, in spite of their monstrous origins.

Long hunted as unthinking beasts, the lizard folk were almost eradicated from the lands that would become Britannia, and were, in fact, thought extinct until Cabirus' colonists discovered a tribe surviving in the Great Stygian Abyss. The settlers treated these reptilian men with understanding, and found them capable of understanding human speech, although they were largely unable to replicate it. The lizard men eventually were given a place among the colonists of the Abyss, living harmoniously amidst men, goblins, mountain-folk, and trolls for a time..

In this motley settlement, the lizard men appeared to divide themselves into tribal units based on pigmentation, with green, red and gray tribes living in distinct territories. Curiously, the gray lizard men (enigmatically referred to as the "Silent Ones") were capable of pronouncing human language.

After the destruction of the Abyssal Colony, the lizard men were not seen in Britannia again during the course of the Avatar's adventures there, although the colonists as a group were said to have resettled in the dungeon Destard. It is unknown if this strange race ultimately vanished from the land or if these creatures retreated once more into places unknown to men.

Lore[edit]

Black and white drawing of a hefty lizard in a forest.
When Mondain first came to our land he performed unspeakable experiments with his servitors and the fierce reptiles that inhabit some of the streams and rivers in the south of our land. The result was the Lizard Man, a being both reptilian and human in a single body, armed with cruel teeth and a disposition to match its appearance.


Cover of a red book with high-density runic and a drawing of a snake.

"The Dark Ages" is the name given to that long-ago time when the Triad of Evil stalked the lands. In those same years when Lord British first arrived upon our shores, a young mage named Mondain was perfecting his skills in the arcane arts. The wizard slew his own father in order to seize a gem with mystic powers. Mondain subverted the jewel to evil purposes, and began a campaign of unrest and dismay against all of the world. In his most foul experiments, Mondain dissected his own servitors as well as the great reptiles which then dwelt in the southern swamps. Reuniting the body parts through magical means, he created a variety of strange sauran [sic] forms. One strain proved successful, and thus came the Lizardmen into our world. After Mondain was slain, the Lizardmen were hunted down one by one until none remained. Or so it was thought, until our colonists came to settle the Abyss! Here we found the last clan of the reptilians living in the grottos. Inspired by Compassion, we forbore slaying the monsters and taught them of the Path of the Avatar. To our delight, the Lizardmen can understand the common tongue, but not speak it.

Goblins and Lizard- [sic] men intermingle in the wetter portions of the Abyss, and have a friendly rivalry with the Mountain-Folk (the mountain-men hate dampness, and would build channels and drain the Abyss if left to themselves!).

Notable Examples[edit]

  • Ishtass a gray lizard man seeking knowledge of his lost chieftain, Ossikka
  • Iss'leek: a red lizard man capable of instructing others on the "Water Walk" spell
  • Sseetharee: a green lizard man who guarded the imprisoned human, Murgo

Trivia[edit]

  • Gremlins are apparently of some relation to the lizard men, even though the two races bear little resemblance to one another.[1]
  • Lizard men were to be included in the canceled Ultima X. See Planned monsters for Ultima X for further details.
  • Guide to lizard men language has been published.
  • The original Ultima I (non-remake) Apple version has lizard men available as race number 0. This requires modifying the saved game, or editing the game code to allow selecting that race. Text strings for said race selection remain only in the 1986 Apple remake, but the game won't show them.
  • In Ultima Underworld, if you ask any gray lizard man who the leader is, they will say Iss'leek, a red lizard man, and not Ossikka. In fact, Ishtass is the only one who even mentions Ossikka.

Gallery[edit]

See Also[edit]

External Links[edit]

References[edit]

  1. Albert, David. "Bestiary". The First Age of Darkness (Ultima I). Origin Systems, Inc.: 1986. Page 14.