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WoTmud's gameplay area spans
the width and height of the novels that the series is set in, and with
19000 rooms in the game we've covered the backbone of representing the
Wheel of Time world.
Explore, and you will come across the named provinces, cities, towns and
villages of the books, as accurate to the books as possible. But we're
not nearly satisfied - we aim to cover every square inch of the novels,
so once you're familiar with our game, have a chat with us if you are
interested in being one of the
builders to create new zones. For beginners, the following maps may
be useful:
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In the north, Tar Valon, home to the Amyrlin Seat,
occupies a prominent location on the River Erenin,
a place of wealth, power and mystery. Well-defended,
few of the shadow brave the Warders and
Sisters
that protect its stout walls.
A city replete with services,
Tar Valon is easily accessible by one of the game's many
roadways, although the Sisters use their
weaves for a faster method of transport.
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Tear, the grandest city in the south, has the formidable
Stone of Tear as it's focal-point: an as yet unassailed
fortress harbouring the richest treasure in the land,
the Angreal Callandor.
Further to the south lie the Isles of the Sea-Folk
and the Seanchen, islands that are the subject of young
children's rumour and gossip. Both can be reached by
using the game's boat-service.
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The Dome of Truth in Amador, a central gathering place for one
of the clans, the Children of the Light. The call this city
undisputedly their own.
The Children consider themselves the natural rulers
of the world and show little hesitation in dispensing
their own particular brand of justice to those that
they feel deserve it. Beware if your name is reported
to the Children for trespassing the law!
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Watch Hill, one of the smaller communities in Randland. Oft shrouded
in fog, the
areas in the outer reaches of the Queen of Andor's
justice have a way of the world that is very much their own, although
the Tower is wary of the disproportionate number of Ta'varen that
appear to start out
in these parts. Particularly noticable is some place called Emond's
Field....
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Towards the northwest, the Waste is a large, desertous
area. A fierce and hardy people lives here: the Aiel,
who despise the Shadow yet shun contact with the rest
of human society.
Nobody messes with the Aiel, and few are brave enough
to explore the areas in which they are believed to
dwell. Even fewer
Trollocs
go there, as their fighting skills are said to be
unsurpassed, and feared even by the Shadow.
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Of course, the Aiel have a rather good reason to be
semi-psychopaths.
Even further to the north, in the Mountains of Dhoom,
the Shadow maintains its watchful eye, ever-alert to the fissures
that continue to divide human society. Tourist trips to the area
are not recommended: the scenery is unpredictable, the local inhabitants
are unfriendly and the slightest misstep are will result in death.
Sightings of the Shadow vary over the ages, although the Dark's
re-mapping of the Ways would appear to be increasing the number
of hit-and-run raids that they make.
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