About Legends of Ultima

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Legends of Ultima is an independently-developed Legends of Aria community server heavily inspired by Ultima Online.

Geography[edit | edit source]

We do not have the Britannia/Sosaria map, however we plan to use it in the future. Legends of Ultima uses the world map of Celador, using Britannian cities, moongates, and similarly themed dungeons.

History[edit | edit source]

Legends of Ultima, the community server, was created by two players, Andi and myself (Gorgan). We met while playing Shards Online, later known as Legends of Aria. It started out as an experiment to see what we could do with the LOA platform and if we could make it emulate UO more than we had ever seen before.

After playing Ultima Online for many years and having a strong passion for it, and the memories that were created from it, we formed a guild called UO Veterans, on the official server, which was a big hit. People that saw the UO guild-tag knew exactly what it meant, and wanted to join fellow UO fans in their adventures. It was then that we realized the power and the following that UO has.

As with any early access games, we suffered through many wipes and updates, eventually a total rebranding, and a huge new world to explore and enjoy. While sitting around waiting for the next world-wipe to occur, we found ourselves wondering what it would be like to have our own server to play on and make it how we wanted it to be.

The problem with this was that we first needed to have a Community Server pledge, which was priced $200.00 USD at the time, and we also needed to have a dedicated server to host it from. Having just gone through a relocation and other life events, I was hesitant to spend that kind of money on something just to toy with it, at the time.

Andi stepped up and said “I will buy the Admin Account if we want to give this a go.” I couldn’t say no, as I had been dying to play the next installment of UO for over a decade of my life and while LoA does fulfill that desire, somehow we wanted more.

At this time we decided to try the server on a less-than-perfect PC for these conditions and see how it ran. In the beginning we could only run one of the many regions at a time without overloading the system. While this works okay for small-time development and testing, we just weren't getting the full experience of the game with just one region running.

In that one region, we had to consider all of the missing content from the rest of the regions, and re-create it in this one region. It was a bit like taking all of Britannia and packing it into Ocllo Island. It just wasn’t going to work over time.

We had to make a choice... did we continue on this path with only part of the world accessible, or do we call it quits and play on the Official or other Community servers? Andi once again stepped up and said “I’ll commit to paying monthly for a dedicated server rental.”

There was no turning back at this point. We knew that this was something we enjoyed and wanted to continue doing, so we decided on our name and purchased our domain name. This was it! We were official, and ready to start taking in play-testers.

Before we knew it we had hundreds of visitors stopping by to see what we were up to, and our Discord community grew into what it is today.

Players also started to show an interest in supporting the server. We were told repeatedly to open a donation box for the server, but we didn’t think it was appropriate as we’re not in it for profit. We’ve seen what cash-shops do to other games and didn’t want to have that here.

After some discussion we decided to start taking donations that are directly paid to the dedicated server hosting service provider, so we never have to manage money and players never have to worry that we’re not using it for the intended purpose.

We’re very fortunate and blessed by the presence of our passionate players and truly appreciate each and every one of you for your time and effort with testing, reporting issues, and providing feedback to help shape our world into what it is today and what we hope it to be for tomorrow.

As we’ve grown, we’ve had to bring on new staff to help with the growing list of demands and duties that were becoming necessary to continue this project. Today we have some great highly-skilled web designers, developers, programmers and specialists in other areas that will help us become and stay a successful gaming community.


Staff Bio: Gorgan[edit | edit source]

Hello, I’m Gorgan, your lead developer, systems administrator and go-to bug-fixer. Now I’ll tell you a little bit about my personal background and what I do around here.

I grew up taking apart computers and other various pieces of tech to see what it looks like, how it works, and to fix things. I have a wide range of personal experience in building & managing computers, networks, servers, and much more.

My personal passion has always been with programming, and using code or programming languages to create and modify things. It started when I bought my first HTML book before I was a teenager. I’ve moved on to have many technology related careers with some major technology companies like Apple, AT&T and DirecTV (separate companies back then).

I have also spent time with UO emulators like SphereServer and RunUO. I must have spent hundreds of hours in both platforms customizing the game and just having a blast with it. At that time there were huge communities of people contributing to the open-source projects and you could find almost anything you wanted already created, unlike our current project.

This combined experience helps me manage this project with proficiency and efficiency. I can say that I have learned new skills and honed old skills from working on this project; I learn something new every day. It’s a blast to be able to do what we do here.

Some of the things that I am responsible for include:

  • managing the server/host machine
  • developing new features for the game
  • managing/assigning/responding to and fixing of issues/bug reports/feedback
  • communications with the public

Staff Bio: Stimwalt[edit | edit source]

Hey guys, I’m Stimwalt. Many of you probably "e-met" me first from one of my YouTube videos on either Legends of Aria and/or Legends of Ultima, but I am also an experienced developer at my day job (C#), and help create new systems and features on the LoU server. Most people refer to me as "the Wizard" as I'm most known for my UO magic systems, but we all work on multiple systems to help recreate that UO feeling and setting.

So I grew up as a nerd, wearing glasses, and playing a lot of Nintendo games (before it was cool => hipster). As I got older I started building computers to run the cutting edge games on PC, like Diablo 1 and Warcraft 1! In 1998 I discovered Ultima Online, when my brother was running around with his miner "online" and I saw him get killed by an online player? It totally blew my mind. My UO experience is fairly old school, as I quit the game before Trammel was introduced, and I mainly played a Red character, and was fairly successful at it on Chesapeake server until around 2000. UO essentially ignited my hacking/programming career, as UO had so many exploits and bugs that I learned a lot about poor software design and reverse engineering. After that I was writing utilities on Windows, and the rest is history. Today I'm a Software Development Manager at a major company, and I still code everyday at work, and for LoU. I'm also a new dad, and spend a lot of time with my little one, and contribute to the server when I have time to kill.

On the Legends of Ultima team I help by creating new systems, adding new particle effect and animation designs, creating game lore, brainstorming ideas, public relations, promotion on YouTube/Twitch, and engaging the community on Discord and worldwide. I'm not afraid to get on the microphone to talk about our amazing project, or dive deep into some code. Cheers!

Social Media[edit | edit source]

Reddit is still in use for suggestions, feedback, and as a general forum (but not for bug reports). All posts should be flaired.

Other social media is no longer updated, but still exists for posterity.

See also[edit | edit source]