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THE 3 WAY RACEWAR
The Wheel of Time MUD is a racewar MUD in which players choose one of three sides to play: the Light, the dark and the Seanchan. This racewar produces heroes on each side, the tavaren, Reavers and Seitaer. The Light are the strongest side both in terms of territory and numbers; this is the side that the series primarily deals with and we recommend that new players start here first. The Dark and the Seanchan are the minority sides, both primarily preoccupied with attacking and destroying the Light; the Dark is the oldest of the two and has the clearest military structure.
The war between the races
The central feature that the Wheel of Time MUD has which no other Wheel of Time themed MUD does as well is the racewar between the various sides in the Wheel of Time universe. This racewar never stops; it encompasses entire continents and all people on that continent. This makes for non-stop action - excitement and PK round the clock. There's rarely a moment when there's not some intense PvP going on somewhere, be it in the Blight, round Falme or in the centre of the Lightside heartlands, with an attack on Caemlyn, Tar Valon or Whitebridge, or a skirmish outside Fal Dara or Maradon.
The racewar also has a further purpose, to allow players to distinguish themselves on the pk ladders that the MUD has. When a kill is made, the MUD calculates where the killer stands in the PK ladders, and if you're in the top 7 for each side you may become a Tavaren, Reaver or Sei'taer. Furthermore, upon making the kill, the scalps of your enemy are worth questpoints if you're in a clan, an automated manner in which outstanding pkillers can participate in the roleplay structure.
The Light, the strongest side
The largest of the three (currently) sides in the Wheel of Time MUD is humanity, known as the Lightside. The Lightside has playable areas stretching from Saldaea down to The Shadow Coast in the west over to the Termool and Aiel waste in the east, and the borderland states of Shienar, Arafel and Kandor in the north down to the coastline states of Tear, Illian, Altara and Amadicia in the south. Thus, all of that area, known to readers of the series as 'Randland' is theirs to protect and defend.
Humans roll characters strong in all abilities, can ride horses, have access to pets such as hawks which help in PK and are given the most generous practice structure. The Lightside has the largest playerbase (70% of the MUD's characters are lightside), the largest number of active clans and the most protected cities. We recommend that players start playing careers by building a character on the Lightside.
...We recommend that players start playing careers by building a character on the Lightside
In terms of protection, cities have gates which shut at night preventing intruders entry, and always-on defence systems ranging from hot oil and arrows, to guard patrols which scour the streets looking for enemy players to attack and destroy, to alarms which warn all of humanity when a city is under attack. In practise, the Wheel of Time MUD staff try to keep a careful balance between making making cities completely invulnerable (which is no fun for attackers) and completely porous (which makes life no fun for Lightsiders); many a heated debate happens on our forum discussing this balance.
But, as a Lightsider, you're still never truly 100% safe anywhere. The Dark and the Seanchan can and do attack Human heartlands with grim determination. There are not only certain 'runs' through the human heartlands that darkies like to use, but there are also the Ways, a vast network of tunnels that will take any player to any other part of the map... if they can avoid the death the Black Wind brings. Darkies will also travel with Fades, who can fade (teleport) themselves and group members to certain types of places anywhere on the globe. The Lightside is the most passive, introspective of the three sides on the map, and is usually cast in the role of defender rather than attacker. Certain clans such as those of the Borderlands are more proactive, known to take the battle to the enemy by battling it out in the Blight, the Gap and the Borderlands as a whole. At the highest levels, some White Tower Ajahs such as the greens are also known for their battle qualities.
The Dark, the killers of the MUD
The second largest of the three sides on the Wheel of Time MUD is the dark, known to the MUD as darkies. Darkies own the area above the Borderlands on the map, and work in a more unified structure under the leadership of the Chosen, a clan for fades and dreadlords. There isn't much room for 'emote type' roleplaying amongst the Trolloc hordes. Their singleness of purpose makes them a highly effective PK force, popping up in places and at times across the globe you'd least expect. The Dark are the Pkillers of the MUD, with no room for mistakes.
... the Dark are the Pkillers of the MUD, with no room for mistakes
The main bulk of the darkie populace are Trollocs, oafish brutes which are great at fighting but thick as bricks. They have excellent health and moves regen, and pack a hard punch in combat. Meeting a group of 5 trollocs as a human doesn't usually lead to high life expectancy. Trollocs are aided by Fades and Dreadlords, characters who have remorted through achieving Master+ status as darkies. Dreadlords are darkie human channelers, rarely-seen but highly feared. Fades have several unique PK abilities, not least of which is their ability to fade like ther name suggests.
The Seanchan, a newly discovered peoples
The Seanchan live on their own continent across the Aryth Ocean, but their overriding aim is to invade and occupy the Lightside lands. They currently have a foothold in Falme. A relatively new side introduced in 2004, the Seanchan are characterised by their use of "exotics": animals in their range include Raken (dragons who fly similar to the "dragon riders" concept in Pern) and Torm (dragons which run, and are ridden).
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