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THE 1 PAGE WOT GUIDE
Jordan's books tells of Rand al'Thor, who is destined to become the champion who will battle ultimate evil in a mythical land. You won't find Rand at the Wheel of Time MUD as we are set immediately prior to the series. Thus, you'll find all the setting elements and characters from the series that affected the companions, but not the companions themselves.The idea is for you to live in the same world and be such a character.
The Wheel of Time is a fantasy environment which is characterised above all by humanity in conflict. Humanity, the Light, suffers from internal conflict between different kingdoms, further internal conflict between magic-users (women) and those not permitted to do so (men), and external conflict, both against the minions of Shai'tan (The Dark) and the invaders from across the seas (the Seanchan race).
The Wheel of Time is a fantasy environment which is characterised above all by humanity in conflict.
The Light is divided into a factional kingdoms. The oldest such kingdom in the land is the Crown of Andor, which rules the area around Caemlyn, located broadly in the centre of the land. Directly to Caemlyn's north lies Tar Valon, the city of the Aes Sedai, female magic users (channelers) who have the White Tower as their homebase. To Tar Valon's north lie vast battle plains and the city of Fal Dara, whose inhabitants are directly in the front line in the battle against the Dark One's forces which come from the nearby Blight.
The most austere opposition to enemies is the Children of the Light, an ascetic fighting order from Amador. Independantly-minded, they loathe and fear the One Power. Aes Sedai, male channelers and anyone that supports either is considered and denounced as a Darkfriend. Tear, the merchant capital of the world lies far to the south, near to Illian, another large city. The Two Rivers area is a relatively provincial backwater located southwest of Caemlyn, but it here that the book series starts with the adventures of Rand and company, and it is one of the starting options for beginners to the MUD.
Magic is core to the Wheel of Time, and is referred to as channeling, weaving, or the use of the One Power. The amount of the One Power that can be handled by individual channelers varies but can be increased by the use of ancient artifacts. These Angreal are highly sought after and are almost impossible to find. Since 'The Breaking', a period primarily remembered for the bloody descent of male channelers into a frenzy of genocide, women have successfully sought to keep a monopoly on the use of the One Power.
Men that are born with an ability to channel vex Tar Valon. Aes Sedai are convinced that men tainted with the Power must inevitably lose their senses. Hearsay offers another view. They believe that the Dark One will ultimately only be routed by a channeling man, and that all in the land shall fall before his armies. He will be known as the Dragon Reborn. Fearing the loss of power, Aes Sedai seek out male channelers in order to nullify their grasp of the One Power: Gentling.
...Twisted brutes of human and animal stock and huge in stature, they will eat anything or anyone
The eternal struggle against the Dark One, Shai'tan, is the background to everything that occurs in the Wheel of Time. He is the antithesis of the creator and source of all evil. His minions glory in malice. Most dreaded amongst these are the Forsaken, or 'Chosen' as they prefer to call themselves, the Dark One's generals.
Trollocs are the most abundant of the Dark One's servants. Twisted brutes of human and animal stock, huge in stature, they will eat anything or anyone. They live for the kill. They cooperate with the Forsaken, and often accompany the Dark One's other creations.
The Seanchan occupy a large continent to the west of the main continent, and spend their days planning a return and conquest. An organised, rigid military monarchy, the Seanchan's armies are accompanied by exotic creatures such as flying dragons which are ridden by their soldiers. The Seanchan fear and enslave channelers.
The land in which the action takes place is riddled with a massive network of underground tunnels, the Ways. A handy shortcut, but for the less fortunate, death at the hands of the Black Wind, the creature that haunts the tunnels is the result. Overland, the land has a series of Steddings, peaceful groves built by another race in which channeleing is not possible.
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