The Knights of Dol Amroth welcome honorable adventurers who wish to serve Prince Imrahil and defend Southern Gondor. Joining takes time and dedication, and the reward is a place in a close fellowship with a long tradition.
If you are new to The Two Towers or to MUDs in general, start with New to MUDs further down this page.
Who We Are Looking For
- Players who will live by our Code of Honor, in word and in deed.
- Players with an interest in roleplay who will fit in with our theme as soldiers of Dol Amroth.
- Players who are loyal, patient, and willing to learn from other members and to work alongside them.
Applicants must also meet our basic criteria regarding race, profession, age, level, and alignment. Ask Erlend about these requirements when you make contact.
The Path to Membership
Quest
Earn the Swan
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Learn Our Ways
Read the Charter and the Code of Honor, and look over the ranks, so that you know what the order stands for and what will be asked of you.
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Contact Erlend
Seek out our Guildmaster, Erlend, in the game and say that you wish to join. Applications are normally handled by the Recruiting Officer, but while that post is vacant, Erlend receives them.
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Serve as a Pledge
Once you apply, you become a Pledge. Get to know our members and join as many parties as you can. Members will send reports about you, and the Guildmaster and Recruiting Officer will decide whether you are ready to advance. You will serve as a Pledge for at least one month.
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Become a Page
When you are accepted, you become a Page of Dol Amroth, a trial member with partial access to the Guildhall and access to the Guild Comm. Take initiative, keep learning, and show that you live by the Code. You will serve as a Page for at least one month.
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Be Inducted as a Squire
The Guildmaster and Recruiting Officer decide on your induction, based on reports from other members, and the guild holds a vote. If the vote is in your favor, you are inducted as a Squire and become a full member of the order.
Be Patient
The minimums are one month as a Pledge and one month as a Page, but the trial period usually lasts quite a few months. The time is well spent: it lets you learn the ways of the Knight, and it lets us get to know you.
New to MUDs?
Never played a MUD before? This part of the page will help you get connected to The Two Towers and find your footing.
What Is a MUD?
A MUD, short for Multi-User Dungeon, is an online game played entirely through text. Instead of graphics, the game describes where you are, what you see, and what is happening around you, and you act by typing commands. Many players are online in the same world at once, so you can talk, explore, fight, and adventure together.
The Two Towers is a MUD set in Tolkien's Middle-earth. You can travel its lands, take on quests, join a guild, and fight the forces of the Enemy.
Connecting to The Two Towers
Play in Your Browser
The quickest way to start is the web client on the official site. Nothing needs to be installed.
Use a MUD Client
Most regular players use a dedicated MUD client, a program designed for playing MUDs. Clients offer features such as saved connections, command history, and shortcuts. Enter these details in your client:
- Host
- t2tmud.org
- Port
- 9999
If you have trouble connecting, the official site suggests using towers.t2tmud.org as the host instead. The official site also has a list of MUD clients, and Mudlet is a popular free client for Windows, Mac, and Linux.
Your First Steps
- Once connected, type new at the prompt to create a character.
- Read the official Getting Started Guide.
- Read the game's rules, which every player must follow.
- Use the in-game help system, or browse the help files online, whenever you are unsure how something works.
Tips for New Players
- Read room descriptions carefully. Exits, objects, and clues are often mentioned only in the text.
- Do not be afraid to ask questions. Most players remember being new and are glad to help.
- Take your time. A MUD rewards patience and exploration more than speed.
- When you are ready to find a home among other players, return to the path to membership.
Glossary
- Alignment
- A measure of how good or evil a character is, shaped by the character's deeds. Some guilds, including ours, require a certain alignment of their members.
- Arda
- Tolkien's name for the world, which includes Middle-earth. Our guild's writings use it for the game world as a whole.
- Guild Comm
- The guild's shared communication line. Instead of sending private messages to one member at a time, a member on the Guild Comm can talk with the whole guild at once.
- Huntbreak
- A way to escape from another player who is trying to kill your character. If you leave by an ordinary exit, such as north, an attacker can simply follow you. If you leave by a special exit, such as climbing a tree, the attacker does not follow you automatically, which gives you the chance to get away.
- NPC
- Short for non-player character: any creature or person in the game that is controlled by the game rather than by another player.
- Party
- A group of players who adventure and fight together.
- Player killing
- Combat in which one player attacks and tries to kill another player's character, often shortened to PK.
- Tabard
- The garment that marks full membership in the Knights of Dol Amroth. Members receive it when they are inducted as Squires.