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... as easy as 1-2-3!
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EXPLORING AT THE WHEEL OF TIME MUD
The world Robert Jordan created in his books is rich in detail, with entire associated books, calendars, and art devoted simply to the layout of his world. From the largest cities to the smallest farm village, from the highest mountains to the rivers and streams, he created a visual environment in which readers immerse themselves as if real to them. At the Wheel of Time MUD, we take transferring Robert Jordan’s vision to our game environment very seriously. There are over 360 zones in the game world, some of them open full-time and others open only in specialty quest times. The timeline is set prior to book one, but our game map is as up to date as time and playability allows. Most players would like to visit Tar Valon, or Caemlyn, or Two Rivers - but you can also find yourself deep in long-lost Aes Sedai vaults from the First Age, or in Tel’aran’rhiod, or any other number of richly written areas designed to help the player feel as if the Wheel of Time is an experience that can be not only read but also felt.
... each zone has multiple layers and depths
On top of exploring and finding your way around the world, players can sail the seas and rivers piloting ships, even travel the Ways. Part of adventuring in our gaming world is the possibility that your character may bumble into a deep pit with a series of twisty passages, a maze, or worse! Be aware of the surroundings, read about where you are, and use caution! Our builders leave subtle clues regarding danger lurking nearby. Some areas are specially built to as carefully recreate danger as coding will allow. Don’t think you’ll have a tea party in Shadar Logoth after dark and survive! As with any creative project, there are certain ‘Easter Eggs’ that the Builders put into zones. Your ability to spot them is endless, as each zone has multiple layers and depths to its descriptions and coding.
From the great city of Tar Valon down to Amador, and from Baerlon across to Cairhien, the human heartlands of the Wheel of Time MUD are located slap bang in the middle of the main continent, referred to by afficionadoes as 'Randland'. Encompassing all the great cities found in the Wheel of Time world, the terrain is primarily forested, with the vast expanse of the Braem Wood covering much of its area. This are covers approximately 6000 individual rooms, detailed down to the bedroom of Rand al'Thor's farm. Immersed throughout these rooms are ponds, lakes, interactive descriptors and the limitations are only those of your imagination. There are coach services running between the major cities, and the world's vast rivers offer ferry services.
For those who would prefer to enjoy the individual room detail whilst traveling, horses and even your own two feet will allow you to travel between cities, allowing you to enjoy the majestic and creative talents of our building team here at the Wheel of Time MUD. If the forest and pastures are not your style, our team has also constructed roads between all major cities and even meticulously crafted tracks and trails to follow and explore between small towns and villages.
The Spine of the World
Stretching from the Dry Forest of Mayene and Haddon Mirk in the south to the village of Lockshear in the north is the Spine of the World. The Spine is a delight of explorers, adventurers and pioneers alike with a multitude of dangers and hidden intricacies to discover. The Spine is a descriptive master-piece of mountainous, rugged terrain laced with a plethora of gorges, cliffs and dead-ends. The mountains of the Spine are tentatively placed to serve as the barrier between the people of Cairhien in the west and the Aiel in the east.
... the Spine is a delight of explorers, adventurers and pioneers alike
In the Wheel of Time MUD, the Spine of the World serves as a ground for not only the adventurer and explorer, but for the pker and the exp'er alike. The Spine is blessed with not only dangerous creatures that are well worth the effort of killing, but is also proximal to connections with the Shadowspawn in the north and is an area partial to the advancement of the eternal race-war between the Light and the Dark.
The Aiel Waste
Located to the east of the Spine of the World, the Aiel Waste is a land of rock and aridity, and scarce in supply of water. Inhabited by the dangerous Aiel and their Wise women, the terrain is uninhabitable by any human. Encompassing these traits, the Building team here at the Wheel of Time MUD has created a descriptive pallor of a sparse land decrepit of the forest terrain found in the heart of the MUD and replaced it with a land of rock and dirt, void of all but the most dangerous of life.
... surviving the Waste requires skill and attention to detail
For those of you who are of a mind to risk danger and be rewarded for it, the Aiel Waste is a rare offering. Surviving the Waste requires skill and attention to detail provided for you move between the rooms. Very few rooms are safe from harm and many more may be harmful. Paying attention to the designs of these rooms can, and will, save your life.
The Blight, a warped, twisted, cankerous area, slowly impresses itself onto the Borderlands in the north, allowing the Shadowspawn to infringe on the safety of the Light. The Blight stretches from the just beyond the human cities of Maradon and Fal Dara to as far north as can be traveled. Encompassing forests, mountains, tunnels and cities, the Blight is the home to Shadow and all who serve the Dark One. The Blight is a land infected by canker, and the Dark One’s touch and descriptors of death are a common theme.
... Blight creatures are rabid, crippled by disease, like the land they live in
The Blighted Lands consist of not only terrain but also cities, evoking themes of evil and hatred. These reside in the Blight, allowing for nests of trollocs, fades and dreadlords to congregate and prepare themselves to submit to the will of their dark master. For those creatures of the Dark, they may even look upon Shadar Haran himself. Just as the terrain of the Blight is infected by the Shadow, as are the creatures that reside within its boundaries. Blight creatures are rabid, crippled by disease, like the land they live in; they essentially reflect the nature of the evil that surrounds them.
From Illian to Mayene and stretching down to the Winderbiter’s Finger, the southern lands of the Wheel of Time MUD are found on the coast. The terrain is mostly swampland with delicately placed roads connecting all major cities. Settlements can be found in the drier regions of Illian and the Ebou Dari coast features a front of Seanchan activity as they advance their hostilities towards the humans.
In the hopes of avoiding undesirable contact with the Seanchan, or just for those who feel particularly partial to a break from riding, coaches and ships can be found to take passage between the southern cities. Passage is also available to those who wish to seek safe passage to the heart of the human civilization and visit the Two Rivers to locate the Cauthon farm or to travel to Caemlyn and seek audience with Queen Morgase.
West of Amador lie the Mountains of the Mist. Beyond this, the cities of Bandar Eban, Tanchico and the Seanchan-controlled Falme lie on terrains of plains interspersed with small woodland areas; all this awaits those who dare to cross ice-covered mountains to the cities beyond. Littered throughout the expanse of plains small villages can be found with settlers who must tolerate the battle ground of the Seanchan and the Humans that their once-peaceful home has become. For those of you who wish to visit the far west, but the threat of the mountains or of battle is too great, passage can be bought on ships or even by way of a coach if necessary.
The continent of Seandar
... Seanchan lands themselves have a plethora of swamp land, open plains, major cities and beaches to explore
The lands of the Seanchan Empire are separate from the main Wheel of Time MUD continent. Requiring the use of specially enabled ships that respond only to those of the Seanchan race, you are able to travel to both Falme and the Ebou Dari coastline from their homeland to wage war on the humans, known as the Oathbreakers. The Seanchan lands themselves have a plethora of swamp land, open plains, major cities and beaches to explore. All of which, extend over an area of an incredible 19 zones, which is a total of more than 1600 individual rooms, including the throne room of the Empress herself and the chambers of Tuon, Daughter of the Nine Moons. As a Seanchan, explore the continent at your leisure but remain wary, for it is still possible for invaders to reach you.
... the Ways allow for quick movement between areas on the MUD
Not fitting neatly into any other category remain areas of exploration that sit firmly in the fantasy realm. As featured in the world of the Wheel of Time, the Ways are a prominent feature of the Wheel of Time MUD. Allowing reduced travel between otherwise vast distances, the Ways allow for quick movement between areas on the MUD. Waygates currently exist in many areas throughout the MUD, from the Blight, to the heartlands of the humans, and even on the Seanchan Continent. Be wary however, the Ways are a dangerous place to visit and instant death awaits those who take a wrong turning. For those who linger, a worse fate awaits at the hands of the Black wind, the Machin Sin.
Just as in the Wheel of Time, the Wheel of Time MUD features the home of the Ogier. The Stedding are multiple and exist throughout all areas of the world (except the Seanchan Continent). Trees and Ogier are the predominant life forms to be found in these places of peace. Ogier found within these Steddings, are as a general rule, light-faring and at peace with humans. Seanchan and Shadowspawn will find themselves not so welcome. Additionally, those with the ability to touch Saidar or Saidin will find their ability shielded whilst within a Stedding.
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