Quest of the Avatar
This article is about a game concept. For other uses, see Quest of the Avatar (disambiguation).
The Quest of the Avatar is the quest to know and become the embodiment of the Eight Virtues, or an Avatar; to prove oneself to be virtuous by nature, and to show the people of the land the way of enlightenment and virtue. Lord British writes about it:
"The Quest of the Avatar is the search for a new standard, a new vision of life for which out people may strive. We seek the person who can become a shining example of our nation and guides us from the Age of Darkness into the Age of Light."
The original Quest of the Avatar in Ultima IV included becoming a partial Avatar in all Eight Virtues, and then discovering the Codex of Ultimate Wisdom in the depths of the Great Stygian Abyss.
History[edit]
After the founding of Britannia, Lord British established the Eight Virtues as a way to give people guidance on how to improve themselves. In order to find a living example for all Britannians, Lord British instituted the Quest of the Avatar.
The Quest was composed of several parts. The first, and most important part, was to become an embodiment or partial Avatar in each of the Eight Virtues. In order to do this, any aspiring Avatar would have to travel the land, learning of the Virtues and striving to improve in each of them. Most of the information about the Virtues could be found in the town that corresponded to each Virtue, as well as in the three keeps of the Three Principles (Empath Abbey, the Lycaeum, and Serpent's Hold). Hawkwind the Seer in Castle Britannia could see Virtue within those seeking his counsel, and tell them how they were faring on their quests for each of the Eight Virtues.
Once Hawkwind determined that a candidate sufficiently demonstrated deeds according to a certain Virtue, meditation at the Shrine corresponding to that Virtue would achieve partial Avatarhood. Whether prepared for partial Avatarhood or not, visitors to the Shrines would also be awarded instruction on how to improve themselves in each Virtue. In order to enter a Shrine, one had to carry the corresponding rune, which could usually be obtained in the town associated with that Virtue. In order to meditate and communicate with the Shrine, one also needed to know the corresponding mantra.
Lord British built three Shrines of the Principles on the Isle of Fire before it sank. There he protected this proving ground with creatures and traps, so that only an Avatar could access them. By Ultima VII the mage Erethian had raised the Isle of Fire from the depths, making the three Shrines accessible once again.
The final challenge in this Quest was to enter the Great Stygian Abyss, travel to its lowest level, and reach the Codex of Ultimate Wisdom. At this point, success required various accoutrements, as well as certain other achievement. Besides partial Avatarhood in each Virtue and in-depth knowledge of the Virtues, the adventurer must have the symbols of the Three Principles, the Virtue Stones, seven companions, the Key of Three Parts, and the Word of Passage.
Lord British sent the call to the farthest reaches of Britannia, and also to other worlds and times. Many tried and met with partial success, becoming partial Avatars in some of the Virtues, but only the Stranger from Earth was able to become the Avatar. But after reaching the Codex, it told the Avatar that the Quest of the Avatar is never ending; always, the goodness and virtue of an Avatar is tested. It is an eternal struggle against the darkness in man's heart, and to prove again and again to the people of the land that they are worthy of the title "Avatar."
Trivia[edit]
- According to Ultima IX, the Guardian was created by the exorcism of the Avatar's negative energy when the Quest of the Avatar was completed. This energy eventually became the Guardian: the embodiment of all the evil the hero once held within. This segment of Guardian's origin is criticized by Ultima fans for conflicting with the purpose of the Quest of the Avatar. Ultimately, this plot point came about due to several plot changes throughout the Guardian saga, some of which were the results of time constraints put on the games' release dates.