Midnight Sun, we do not define ourselves in terms of roleplaying
or hack-and-slash. We believe in giving every player the freedom
to interact with the world in a way he or she chooses - as
long as they agree to follow a few simple rules.
If you are a roleplayer, you can build a character without
any application process, simply by entering the world and
letting it shape you. We do not give rewards for roleplaying,
but we promise you will find little to throw you off. If you
are an explorer, you can have the time of your life discovering
all the secrets (some of them only known by a few still to
this day) or embarking on one of the quests.
And all the powerplayers out there can test their skills and
strategies against a large number of enemies and runs, solo
or in a party of friends, gather powerful equipment, and gain
new spells or powers as they advance within their guild. Each
of our guilds has a unique playing
style, and many of them consist of several subguilds, giving
you even more room to build the "perfect" character
that will suit your style. We are not a playerkilling mud,
but should you want to match your power against another's
in friendly competition, you can do so in a special arena.
Travel through our world
by foot or hitchhike yourself a ride on the back of a dragon,
grow as a character to join the famous ranks of our lords
and ladies, meet new friends, and most importantly - have
Some of the features
you will find:
What kind of game
is Midnight Sun then?
Midnight Sun is a strictly
medieval fantasy LPmud that has been around since 1991. Since
then it has seen a lot of changes and development and has
gradually expanded. Somewhere along the way (more precisely
in 1998) we replaced the ageing Amylaar driver to gain a newer,
faster, more stable mud with a more powerful mudlib - and
added an extra number to our name to reflect the change. Hence,
Midnight Sun 2 is not a sequel to, but a continuation of the
original Midnight Sun.
We do not have a single owner,
but a group of admins and wizards who once were newbies like
everyone else, and the sense of community is strong. You will
not see the immortals only when you are in trouble. They are
generally responsive and helpful, because they too used to
be players. There is little competition or animosity between
players and wizards and the wizards often use player input
on ideas and issues. We do not pit one group against the other.
We just have folks who enjoy building the game and folks who
enjoy playing it.
How do I get started
in the game?
Midnight Sun is an easy place
to get started. Most of the commands are intuitive, the help
files are extensive and easy to navigate, and the players
helpful. There is no newbie school that you have to go through
before entering the real world, but if you are new to the
game, it might be a good idea to consult the Newbiebook
(which you can also get in the game in the Adventurers' Guildhall,
south of your login point), or even the Getting
Started section of this webpage. For instructions on how
to connect to the game, look here.
Okay, what else?
You can also see who
is logged in. If players have set their homepages, you
can jump to those as well. Do note that we don't verify or
check any of those pages. Somebody you are looking for isn't
there? Use this option to finger
him/her. Wondering who are the biggest addicts around here?
Then check our toplists. Last
but not least we have a statistics
page for those that really have nothing better to do or just
And if you like the game and
find a free while, you can go to the voting
page to help us promote Midnight Sun on several gaming
Total page hits (since Dec 9, 2015)
By voting at Top Mud Sites every 12
hours you help new players find the game.
your vote to Midnight Sun now!
More voting links.