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A text world

A world you read,
and answer in words.

Four realms under a thousand-year treaty, three crowns still arguing over a capital that burned, and weather that decides what you can carry across the roads between them.

The Auldmere Chronicles · Eldermere, the First Volume

On an iPad

Tappable exits, a live map, macro buttons, and a help pane you can search.

Coming Sep 2026

From a terminal

telnet login.auldmere.com 4000

Any MUD client will do. Everything the game has is here too.

From the Chronicles

All entries →

What you would actually do here

Eight ways to spend an evening, and the ninth card is the rest. Most players end up trying all of them.

Fighting

Fight for ground

Position decides the fight. Close the distance or hold it open, and reach depends on the weapon in your hands.

How combat works →

Crafting

Make things worth having

Seven professions and twelve tiers of material. Most of the good gear in the world was made by another player.

The professions →

Allegiance

Belong to something

Clans with halls and wars, eight gods worth swearing to, and four festivals a year that the whole world turns up for.

Clans and gods →

Endgame

Keep going

World bosses, a tower that resets every month, and seasonal battlegrounds fought by whole sides at once.

What waits at the top →

Exploration

Chart the realms

The map starts dark and you earn it: charts bought in Deepfall, won from crown surveys, or walked the hard way. A mount and a stable make the roads shorter.

The world and its roads →

Callings

Become someone

Twelve callings, each with an eight-chapter story told by its own mentor. Rebirth lets you walk another path without giving up the first.

The callings →

Bloodlines

Carry a curse

The vampire's line runs back to the Remembered; the wolf's plague came up with the Underworld. Both are earned, both cost, and both can be cleansed on the ice.

The two bloods →

Seasons

Turn up for the world

Four festivals a year with games worth winning, a card meet every month, and pantheon cards that only tournaments hand out.

Festivals and the cards →

And more

The list keeps going

Fishing you play in stages, ships you sail yourself, housing and gardens, a bestiary that sharpens as you fight. The full ledger is one page over.

Everything, in one place →

Four realms, one treaty

The Sundering broke the world into pieces that no longer agree on much. The roads between them are the only reason any of it still works.

Realm

The Overworld

Roads, holds and open country. Where the treaty is kept, and where it is quietly broken.

See the map →

Realm

The Underworld

Everything the Crack opened onto. Deep guilds, older things, and the materials nobody finds in daylight.

See the map →

Realm

The Ice Shelf

North past where the roads give up. Weather here is not scenery, it is the thing trying to kill you.

See the map →

Realm

The Remembered

What is left of the world before the burning, held in place by nothing anyone has been able to explain.

See the map →

Read before you arrive

The Hall of Lore holds everything the game knows about itself: every command, every zone, and maps of all four realms. It is generated from the game each patch, so it cannot quietly describe a version nobody plays.

The roads are open

The world keeps its own time whether or not anyone is watching it. Crops come in, weather turns, clans take ground and lose it again. Walk in and find out what it has been doing.

Enter Auldmere