Blind Scribes
A painting of a scribe with a cloth bound over his eyes, bent over a desk, writing a map of the world by the light of an oil lamp. Scrolls and books line the shelves behind him.

Blind Scribes

A text MUD with a modern web client. Aardwolf and DragonRealms in one deep, mostly solo game: difficult, but not impossible, with quality-of-life everywhere you look.

Open now as an invite-only alpha. Nothing will be wiped before a full release.

The gate plate: a blind scribe writes the world by lamplight.

What it is

A world of words you read, walk and fight through, set out like a book.

Blind Scribes is a MUD: a multiplayer world made of text. You type where to go and what to do, and the game answers in prose. It takes the spine of Aardwolf (levels, quests, campaigns, remort, maps, a bestiary, autoloot) and the fighting and learning of DragonRealms (roundtime, range, telegraphed heavy blows, skills that grow through use), and puts them in a client that reads like an illuminated manuscript.

It is built to be played mostly alone. A hired hand can stand beside you, and group bosses can be opened and fought by one player with a hand. Groups, clans and a five-player raid are there when you want company.

It is meant to be hard, but never unfair. An on-level boss in decent gear is tuned so that you win about half to three quarters of the time. Ordinary creatures cost real health, and pulling too many can kill you. Death itself is light: you wake in Millbrook's Mender's Hall with everything you carried, minus a little experience and coin.

  • 114 zones
  • 1,540 rooms, or about that
  • 630 quests, or about that
  • 50 levels
  • 6 classes
  • 9 races
  • 8 hub towns

Aardwolf and DragonRealms smashed together, with a lot of quality of life. Difficult but not impossible. Many areas, each with mobs that fit it. Many items, with real stats.

The game's founding brief, September 2026

The game

What you will find, from your first ten minutes to your fiftieth level and past it. The margin notes are the commands you type in the game.

A first hour that teaches

A new character is asked one question: muster, or skip. The Muster Yard is a ten-minute training ground. You look around and read the map, size up a creature, fight it your class's way, loot it, answer a heavy blow, flee, drink a draught, set your wimpy and rest. Deaths in the yard cost nothing.

Walking the core path pays once: level 2, a little gold and two healing potions. Optional schools wait in the yard after that, to take in any order. Skipping costs nothing, and you can come back from any safe room at any level.

Fights you read and answer

Every fight runs in rounds of two seconds. What you type goes off on the next round in place of your swing. Heavy weapon blows and the great spells commit you for longer: that is roundtime, and while it runs you cannot flee or step back.

Every fight also has a range: melee, pole or missile. A spell opens a fight at pole range and the creature has to close on you. A spear reaches from pole, and a bow shoots from any range. You can advance or retreat a band at a time.

Bosses fight in a rhythm. A few ordinary blows, then a wind-up, and on its next turn a heavy blow lands at three times the force, unless you answer it in the round between. Try it:

Grimjaw the Frost Gianta boss of level 14

polemelee

Grimjaw the Frost Giant hits you.

Grimjaw the Frost Giant rears back, gathering itself for a heavy blow!

Heavy blow

An illustration of the web client's wind-up strip. In the game the outcome is rolled, and consider tells you your odds for each answer before you start.

The web client in a boss fight: a painted forest path above, the foe's health bar, a range band marked melee, and a red Heavy blow strip with Bash, Disarm and Retreat buttons.
The real thing, from the web client: the foe card, the range band and the heavy-blow strip.

Eight towns and a long climb

Levels run from 1 to 50 across 114 zones and eight hub towns, each with its own trades, people and roads out. Every weapon has a blow of its own, every guild a ladder of skills and spells, and skills grow the way they do in DragonRealms, through use, with field experience and mindstates.

Quests come from people: ask them what they know, and they hand out work. Many out-of-the-way zones have someone living in them who knows the place. The Questor gives bounties and campaigns, and a long chain called the Proof runs from level 33 to 40.

See the towns and the zones

Remort, the Mantle and the circles

At level 50 the story of the Mantle of the Ascendant asks you one question, and you seat one of its three endings. Then you can remort: begin again at level 1 as any class, and any race if you like, with every attribute one point higher for good. Your old class is mastered, and its abilities keep unlocking beside the new one's. You keep your skills, gear, money, titles and quest points.

Remort opens places, not power. Gates such as the Skybreak cairn, the Rust Stair and the ring under Corthal open to one remort, and the Drowned Stair to two. The Sounded Coast lies down the river from an empty cradle-berth. About twenty quests appear only once you have begun again, and the ending you seated changes what you see in four mirror zones.

Inside each guild you climb circles, read off your skills, up to circle 150. Circles open each guild's two branch abilities, a title every tenth circle and, at 75, the door to your guild's reliquary. Past circle 101, and again past 126, the guilds ask for a remort.

At fifty: the Quires, the Codex, the seasons

The Quires are a six-tier ladder on the lists. Any boss you have beaten can be wagered again at a quire from 1 to 6. The first two are a gentle way in. From the third, each copy carries an affix from that week's Fair Copy, the same for everyone, so bests compare. A counted win pays marks, spent at the lists' stall on crafting reagents, two cosmetic titles and a small, capped upgrade past a drop's own ceiling. The public board, ranks, shows who has gone furthest against which boss.

The Codex gathers what the game already knows about you into nine chapters, from the Bestiary to the Record, with titles at their milestones. Experience earned past level 50 is tallied there as the margin, toward a title. It never turns into power.

Seasons are world tales that run for about six weeks, with tokens, a stall and a title. Counted Quire wins move a season too, so a level-50 character can carry one alone. A season buys looks, not power.

Crafting and work orders

Three trades, forging, outfitting and remedies, run a recipe ladder from level 1 to 50. Materials come off creatures, off a shop's shelf or out of the ground, and some rooms have a gathering spot of their own. Wearables come out crude, fine, superior or masterwork, and a reagent gives a piece its affix. A crafted piece is built to tie the best ordinary drop of its level, never to beat it: a dependable road, not a shortcut.

Every workshop posts work orders in three tiers, easy, challenging and hard, paid in the materials' worth plus labour. After fifty orders your masterwork carries your name.

Homes and clans

Buy a deeded estate: a cot from Millbrook's Moot House from level 10, then a house or a lodge from Datum's Plot Office. It is reached from any safe room, with a storage chest, furnishings, guests and a description that is yours alone to write. Rent is taken per term you spend online, and nothing is ever confiscated.

Clans can be founded from level 20, with ranks, a treasury, a hall, a channel, clan levels, a weekly quest and a goal board. Each week the clan that best defends a town from invasion becomes its Warden, with its banner over the square.

Quality of life, everywhere

Autoloot and autogold are on from the start. Autodraught drinks your best healing draught for you at a health mark you choose, on your own turn and the draught's own clock. The map draws the rooms you have explored, map zone the whole area, and runto walks you anywhere you have been.

The Day-Book keeps three small daily goals and one weekly one, a bonus lane with no streaks and nothing locked behind it. The Questor draws campaigns of your own, and every few hours a global quest races the whole server. Hire a hand, buy a mount, light a camp in the wild, and ask help search about anything.

A web client worth reading in

The client is set like a manuscript, in a serif made for long reading, with small-caps titles and every room's painting in a gilt frame. It comes in night vellum and day vellum. A slim strip above the room shows the sun or moon's arc, the weather, the season, the tide on the coast and the head of steam underground. The whole page tints gently with the hour and the weather, and the eight towns change to a painted night scene after dark.

Big moments get a small ceremony: a boss card with its portrait the first time you meet one, a toast for a level or a deed, and an illuminated card when you graduate from the Muster. The Map pane draws your explored zone as an inked plan. Sound cues, synthesized in the browser, are off until you turn them on. On a phone the panes fold into one row of buttons, with every target a thumb's width.

Built for screen readers and MUD clients

Screen-reader mode turns every line into plain words: no box drawing, no decorative banners, a spoken prompt, and the map as a list of rooms with the steps to each. The web client has its own live announcer, and a heavy blow's warning is always read first in a busy round.

Nothing is web-only content. Every ceremony has a plain-sentence telnet equivalent, with opt-in banners, word wrap at your window's width and an ASCII fallback. The server speaks GMCP for Mudlet and other clients (room info for mappers, vitals, combat, skills, items, quests, groups, goals) as well as MSSP, and clients that report a screen reader switch the mode on by themselves.

Public telnet is not open yet. For this alpha the web client is the only way in. Public telnet is the first thing planned for the next phase.

Classes and races

Six classes, each with a guild hall, a skill ladder and a branch of two abilities earned by circle. Nine races, each with one perk that is always on.

Nine races

Race is chosen at creation and can change at a remort. None of this is perfectly balanced yet: at levels 41 to 50, halflings and gnomes win more boss fights than the target allows, and the game's own help says so.

The world

Eight hub towns, from a mill town on a brook to a cavern town round a great waterwheel, in the order you will reach them. The quotations are the game's own room text.

The towns below follow the page's colours: by day in day vellum, by night in night vellum.

A few of the 114 zones

The first steps

  • The Hedgerows1–4
  • The Brook Meadows1–7
  • The Weeping Citadel1–8
  • Sable Marsh1–10
  • The Sunken Crypt1–10
  • Blackwood Hollow4–11

The teens

  • Frostpeak Foothills5–15
  • Ashfall Caverns8–17
  • Stronghold of the Iron Hand11–20
  • The Soughs12–18
  • The Kite Ledges12–18
  • The Hand's Pass14–20

The long middle

  • Dragon's Reach16–25
  • The Husking Fields18–27
  • The Amber Orchard21–30
  • The Wheel Pits21–27
  • The King's Lodge24–30
  • The Cable Walk26–31

The thirties

  • The Rain Wards30–36
  • Thornhold31–40
  • The Debatable Land32–38
  • The Hammer Ponds34–40
  • The Barrow Heath34–40
  • The Salt Level36–40

The high forties

  • The Hollow Crown41–50
  • The Cinderwrack Reach41–50
  • The Drowned Customs42–48
  • The Heartwood45–50
  • Corthal Under45–50
  • The Second Sky48–50

After a remort

  • The Sounded Coast45–50
  • The Depths, Regeared48–50
  • The Loom, Rewound48–50
  • The Deep, Sounded48–50

Screens and paintings

The web client on a phone, and some of the painted portraits of the bosses waiting for you. Select any picture to see it larger.

Some of the bosses

A lone figure on a rocky outcrop looks across at a dark castle against a sunset sky.

How to play

The alpha is invite-only for now. You need a code to make an account, and a web browser on a computer or a phone. Nothing to install.

  1. Ask for an invite code

    Codes are passed hand to hand for now: ask whoever sent you this page. A Discord and a contact address are coming.

  2. Open the game

    Go to play.blindscribes.com, enter your code and choose a name. Names that read as staff, or that trip the profanity filter, are refused.

  3. Make a character

    Choose a class and a race, then muster or skip. If you are new to MUDs, muster: ten minutes in the yard teaches everything the first hours ask of you.

  4. When you are stuck

    Type help for what you need now, help search <word> to look inside every page, or newbie <message> to ask everyone online.

Telnet and Mudlet: not public yet

For this alpha the game is reachable only through the web client. Public telnet is not open, so Mudlet, TinTin++ and other MUD clients cannot connect from outside, even though the server speaks full telnet, GMCP and MSSP underneath. We know this matters most to screen-reader players who use a MUD client; until it opens, the web client's own live announcer is the way in. Public telnet is the first thing planned for the next phase, and this page will give the address when it opens.

What's new

Each release has a name, the way a manuscript's parts do. Newest first.

  1. v0.8

    The Colophon

    The level-50 endgame. The Quires, a six-tier ladder on the lists with a weekly Fair Copy of affixes, marks, the stall and the public board. The Codex. Seasons that count at fifty. Also: account delete, autoloot on by default, two new telegraphed heavy blows at levels 8 and 12, and the eight bugs the endgame playtest found, fixed.

  2. v0.7

    The Wicket

    Ready for strangers. The game took the name Blind Scribes and the gate gained its painting. A sign-up name filter, report for problems with another player, backups that survive a crash, a health check, and a careful way to remove someone's data on request. The alpha opened, invite-only, at play.blindscribes.com.

  3. v0.6

    The Long Middle

    Levels 12 to 40 filled in. Eight new zones, each with a boss that winds up, from the Soughs to the Salt Level. The Proof, an eight-step chain from level 33 to 40. Quests for six zones that had none. A crafting ladder all the way to 50, work orders in three tiers, gathering spots and the maker's mark. A balance pass.

  4. v0.5

    The Second Hand

    For the soloist. Hired hands became real companions, with health and a wage. Three group wings and the legendary chase can be finished alone. The Day-Book, campaigns, the lists and the wager, wind-up bosses from level 4, camping, a friendlier map, and five rare wanderers to find.

  5. v0.4

    The Limning

    The web client redrawn as Vellum. A fight HUD with the heavy-blow strip and range band, a sky that follows the hour and weather, painted night scenes for the eight towns, ceremonies for big moments, an inked zone map and sound cues. Ninety-nine bosses repainted. Matching opt-in banners for telnet and screen-reader players.

  6. v0.3

    First Light and The Muster

    Group bosses and re-derived balance, and the Muster Yard: a training ground with six schools for every new character.

What comes next

Public telnet is the first thing planned. Balance waits on the alpha itself: the known rough edges (a few race and class pairs too strong at 41 to 50, some bosses and the higher Quires harder at the keyboard than the numbers say) are written down plainly in the alpha notes, and a balance phase fed by what alpha players actually do will tune them.

Questions

What is a MUD?

A multi-user dungeon: a shared online world told in text. Rooms are described in prose, and you act by typing commands like north, look or kill goblin. Blind Scribes keeps that heart and adds a web client with buttons, bars, a map and paintings, so you can tap as well as type.

Do I need to install anything?

No. The game runs in a web browser on a computer or a phone, at play.blindscribes.com. All the fonts and art come from the game's own server.

Can I play alone?

Yes, and most people will. A hired hand fights beside you and can guard you from blows, and the group wings can be fought by one player with a hand. Groups, clans, a global quest and a five-player raid are there when you want them.

How hard is it?

Hard enough to need thought. An on-level boss in decent gear is tuned for you to win roughly half to three quarters of the time, and ordinary creatures can kill a careless player. consider tells you what you are walking into. Below level 6, death costs nothing.

What happens when I die?

You wake on a cot in Millbrook's Mender's Hall, fully healed, with everything you were wearing and carrying. There is no corpse run and no lost level. From level 6 a death takes a tenth of your current level's experience, from your progress toward the next level only, and 5% of the coin you carry, capped by level. Coin in the bank is never touched, and a friend who reaches you within about a minute can revive you.

Will my character be wiped?

No wipe is planned before a full 1.0 release. If one is ever needed before then, it will be announced at least a week ahead. This is still alpha software, so numbers will move as bugs are found and fixed.

Can I use Mudlet, or a screen reader?

A screen reader, yes: the web client has a live announcer, and config screenreader on turns every line into plain words. Mudlet and other MUD clients will be able to connect once public telnet opens, which it has not yet. More on telnet.

How do I tell you about a bug?

In the game, where it happened: bug <what happened>, typo <the words> or idea <your idea>. Each report is saved with your level, your room and the time, so send a typo from the room where you saw it. Say what you typed and what you expected.

How old do I have to be?

At least 13.

Can I delete my account?

Yes. Type account delete in the game (your password, then a typed confirmation), or ask an admin. It leaves the live game at once and every backup within 30 days.

Conduct and privacy

The short version. In the game, help conduct and help telemetry say the same at length.

The rules

  • Be decent on gossip, newbie and in a tell: no harassment, no hate speech, and don't share anyone else's personal information.
  • report <player> <what happened> tells the admins about someone. An admin answers within 2 days.
  • Admins can mute a player's channels, ban an account, or remove one entirely on request.
  • Admins never ask for your password. If anyone does, don't give it, and report them.
  • You must be at least 13 to play.

Your data

  • We keep your account, character, mail and home: the saves needed to play. IP addresses appear in rotated access logs, the server's event log and, if ever needed, the ban list.
  • There is no ongoing log of what you say. A report carries a snapshot of the last 30 lines of public gossip and newbie chat, kept as evidence; nothing from tells, says, clan or group chat.
  • Anonymous play statistics are off twice over: only if the server keeps them and only if you said yes. What you say is never kept, and nothing leaves the server.
  • Daily backups are kept 14 days on the server and 30 days on a machine the owner controls. A removed account leaves every backup within 30 days.
  • No trackers, no analytics and no third-party scripts on this site.