Albion
“Open to All, Owned by None.”The neutral crown where every newcomer begins. Open halls, open roads, and no quarrel with any kingdom. A PvE haven for trading, learning and meeting people.
Read about AlbionA hard-mode Wurm Unlimited server
Four kingdoms on one landmass. Everyone arrives with empty hands.
Every character starts at skill 1 with an empty pack. Skills come slowly, but your hands move faster than they do in Wurm Online, so there is always something to do with them. What you need you will find, borrow or earn in Albion’s streets.
Event · first login
[Server] You wake on Tir Anferth with nothing but your name and your two hands. Skills are learned here, not given.
[Server] The Crown keeps no starter kit waiting for you. What you need, you will find, borrow, or earn in Albion’s own streets.
[Server] Seek the Herald at the Throne Room steps. They won’t hand you a trade, but they’ll show you where one is learned.
Herald: Welcome to Albion. Your pack is empty by design, not neglect. The Crown measures worth by what is learned, not handed. Start with the forge and the workshops, then come find me again.
Albion is the neutral crown where everyone begins. Northumbria, Mercia and Wessex each answer to their own law and trade in their own goods.
The neutral crown where every newcomer begins. Open halls, open roads, and no quarrel with any kingdom. A PvE haven for trading, learning and meeting people.
Read about AlbionIron, stone, and a hearth that does not suffer fools. Miners, smiths and masons earn their place at the forge in the cold northern hills.
Read about NorthumbriaSandstone, clay, and a harbour that never quite stops trading. Potters, shipwrights and merchants: bring something to sell.
Read about MerciaDeep woods, honest timber, and a welcome that has to be earned season by season. Carpenters, foresters and hunters feel at home here.
Read about WessexThere is no tutorial island. There is a Herald, a road, and a decision.
Every new character starts in Albion as a subject of the Crown, with an empty pack and every skill at 1. There is no starter kit, by design.
The Herald in the Throne Room tells you the empty pack is on purpose: work earns tools. He sends you to Steward Wystan at the Cloth Hall on Crown Square, a few minutes on foot.
Wystan wants five branches from around the Cloth Hall. Gather them and he lends you a hatchet.
See Crown Square, then stand at the north door of the Fish Market on the harbour. About ten minutes on foot, and no danger on the way.
Fell young trees in the grove north-east of the Cloth Hall, cut three logs and deliver them. The Mine House lends you a pickaxe.
Read the four kingdom banners on the south side of the Throne Room, then speak to the Herald again. He tells you to keep the hatchet and the pickaxe.
Stay in Albion, or pledge to Northumbria, Mercia or Wessex. Closing the Herald’s window means you stay under Albion. The choice is a single offer, and changing your mind later is meant to be hard.
“The land does not care which banner you choose. It only asks that you work it.”
Compared with Wurm Online and the median of 46 public Wurm Unlimited servers we surveyed, Tir Anferth is one of the slowest places to level and one of the quickest to act.
Lower is slower. Log scale.
Higher is faster. Log scale.
Median taken from public server listings in October 2026. The full comparison, server by server.
In the last days of October the realm began, at last, to feel inhabited. The Stewards had said it would take more than walls to make a city, and so they gave Albion its people.
First came the citizens, walking Albion’s streets on errands of their own. A smaller company followed: travellers on the roads between the towns, and a few quiet folk who had kept faith with the old ruins. They speak only to those who stand near them.
At the Chapel of the Crown the priest took his place, and at the tavern the barman learned to send a weary newcomer back out refreshed.
The new arrivals found work waiting for them. The Herald offers the Starter Missions, and those who stay learn the Royal Way, carry logs to the Hall and are lent the tools to go on with.
The land itself was reshaped. Clay returned to the shores and rivers, peat and tar opened across the moors, and new veins of ore were laid in the hills. The fields were set to a six hour cycle, so that harvests came round while the days were still fresh.
Then the wilds filled. The count of creatures passed four hundred thousand, then four hundred and fifty, and on the twenty-seventh of October it passed half a million. The Stewards tuned the realm so that it could carry them all, and the beasts of the hills, the forests and the caves have not been the same since.
As the leaves fell, the stones woke. Ten graves in Albion stirred for the Hallows, and Steward Ingram took up the roll of the dead. His errands asked for light and not for blood, and the realm was kinder for it.
And so the chronicle stands at the twenty-seventh of October: citizens in the streets, the Royal Way, a wilderness of half a million, and a Last Night on the seventh of November. What follows is not yet written.
At the turn of the month the Stewards went over the realm as a good housekeeper goes over a great house, and what they found in the corners surprised even them.
In the wilds, tall stones now stand where none stood before. These are the waymark obelisks, and at the foot of each lies something a traveller once dropped, lost or left behind. There are forty gatherings of such things, a hundred pieces to each, and the chronicler has not met anyone who has seen the whole of one. Walk with your eyes open. The realm murmurs when you are near.
Far from the roads stand weathered temples, raised by pilgrims and left to the wind. They keep no priest and no altar, yet those who work with their hands and stand quiet inside them say the realm teaches there.
Under the hills, new mine openings have been found, and in each a locked chest that somebody meant to come back for. Elsewhere lie forgotten houses, left in haste, with coin still behind in the dust. Here and there, off the roads, a plain chest waits for whoever reaches it first.
The wilds themselves stirred. Eighty-four gatherings of creatures now keep to the quiet places of the land, and the count of beasts, past half a million, has not fallen for it. The chronicler advises caution on the way.
For those who would rather not wander blind, the Stewards lent a gold arrow and a tally of how far there is yet to go. It is shown only to those who ask for it, and only to travellers who carry the client pack.
Smaller things were mended as well. The priests’ favour bar was set right, the walls of the castle were made good, and the King’s Tower now stands three storeys higher than it did, so that it may be seen from further off.
The gates stand ajar, by invitation, and the chronicler has left a page empty at the end of the roll.
Hard mode, with room for everyone who finds the way. No address to type: the world appears in the server list whenever it is up.