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Aabahran is a world shaped by war, divine conflict, and the struggle between Life and Death. Gods have risen and fallen here. Cities have burned and
been rebuilt. Entire races have gone extinct and come back. You enter this world as one more soul caught in the turning of the ages, free to carve your
own path through a land that remembers everything and forgives nothing.
The Forsaken Lands is a text-based multiplayer roleplaying game (MUD) set in the world of Aabahran. You create a character, choose a race and class, and
step into a living world where other players are allies, enemies, merchants, spies, kings, and killers. Combat is real. Death has consequences. The
choices you make define who you are.
The World
Aabahran has endured three great ages. The First Age began with the earliest human civilizations and ended when the gods of Life and Death destroyed each
other in battle, forcing the Immortals of Balance to tear the entire planet through a planar rift to save it. The Second Age is a gap of nearly two
centuries where no records survived. The Third Age is the current era, shaped by the arrival of a New Pantheon, the founding of the Tribunal, and
centuries of conflict between cabals fighting for control of the world.
Three cities form the heart of civilization. Val Miran in the west, once a kingdom of Light, has been destroyed and rebuilt more times than anyone can
count. Miruvhor in the east, a city of trade and shadow, has passed between the hands of emperors and crime lords. Rheydin sits in the middle, a neutral
ground open to all races and creeds.
You can read the full account in the History.
Races and Classes
Twenty-four races call Aabahran home. Humans, Elves, Dwarves, and Halflings walk alongside Drow, Illithids, Trolls, Minotaurs, and the Feral, a race born
from exiles left to die in the Forsaken Lands. Each race carries its own strengths, vulnerabilities, and history.
Fourteen classes define how you fight and survive. Warriors and Berserkers favor brute force. Paladins and Dark Knights serve opposing sides of the
divine. Invokers and Battlemages bend the elements. Rogues and Bards operate in the spaces between. Necromancers and Shamans draw power from death itself.
See the full breakdown on the Races page.
Cabals
The real power in Aabahran belongs to the cabals. These are the factions that wage war, enforce law, protect secrets, and tear down everything the others
build. The Tribunal enforces Order across the three cities. The Knights of the Crown fight for the Light. The Nexus serves Chaos. The Syndicate runs the
underworld. The Warmasters live for battle. The Savants guard magical knowledge. The Watchers reject civilization entirely. The Heralds record it all.
Joining a cabal is not required. But the world moves around them whether you participate or not.
See the full breakdown on the Cabals page.
The Current Age
The world is quiet right now. Too quiet. The Nexus grows in strength. Undead roam freely through lands the Knights once held. The Tribunal maintains its
grip on the cities but the cracks are showing. Old powers stir in the dark places of the world. Whether you choose to defend what remains or tear it down,
the next chapter of Aabahran's history belongs to you.

