Trammel
Trammel
Trammel is the second face of Britannia, introduced with the Renaissance expansion as a mirror of Felucca where non-consensual Player-vs-Player combat is forbidden. Geographically the two facets share an identical landmass — the same cities, the same dungeons, the same coast and forest — but the rules of engagement are entirely different. Trammel is the safe facet, the home of role-players, crafters, casual adventurers, and the bulk of UO's player population since its 2000 introduction. Every facet released since (Ilshenar, Malas, Tokuno, the Stygian Abyss surface, Eodon) has followed Trammel's PvP-restricted ruleset, and the term "Trammel-rules facet" has entered the game's vocabulary as shorthand for that style of play.
The fiction of creation
The lore of Trammel's origin is one of UO's foundational events. Nystul, court mage to Lord British, performed the great sundering ritual that split the Gem of Immortality's face into two — preserving the original Britannia (now Felucca) for those who chose to live with risk, and creating Trammel as a safe haven for those who wished to live free from non-consensual violence.
The fictional motivation was Minax — the dark sorceress whose forces, alongside the Player Killer (PKer) and Murderer problem, were threatening Britannia at the time, with particular violence around the city of Trinsic. Nystul's ritual moved the bulk of the population to the new facet; the Felucca that remained became the domain of the Factions (Order, Chaos, Minax, Shadowlords) and later the Vice vs Virtue conflict. Trammel was placed under the rule of Lord British and, after his disappearance, the Britannian Council (joined on each shard by the role-played High Councils that have arisen across the years).
Facet rules
Trammel and Felucca share the same surface map but flip the engagement rules:
- No non-consensual PvP. A character cannot be attacked by another player without explicit consent (duel windows, faction flags, or Vice vs Virtue opt-in). Hostile actions outside these systems are blocked at the engine level.
- No looting of player corpses. A dropped player corpse is not lootable by other players in Trammel — only the original owner may reclaim items. Items left on the ground are still claimable by anyone.
- No Murder Count accumulation from PvP. Killing a Blue player simply does not happen in Trammel.
- Standard Trammel-ruleset travel. Recall, Sacred Journey, and Gate Travel function freely on the surface, with normal restrictions inside dungeons.
- Single resource yield. Resource nodes in Trammel yield half what Felucca's do — the structural cost of safety.
Cities and the shared geography
Trammel's sixteen cities are the same as Felucca's, occupying the same coordinates with the same NPC roster.
| City | Region | Notable for |
|---|---|---|
| Britain | Central | Capital city; Castle British; the main moongate hub |
| Britain (Wind) | Central highlands | Mage-themed gated city |
| Buccaneer's Den | South-central island | Pirate-themed but no faction tension in Trammel; Thieves Guild office |
| Cove | Northeast coast | Small fishing town; Orc Fort dungeon (Cove) nearby |
| Jhelom | Southwest islands | Warrior city; multi-island layout; the dueling pit |
| Minoc | Northeast | Mining city; gypsy camp |
| Moonglow | Verity Isle (east) | Mage city; the Lycaeum; main library and arcane shops |
| New Magincia | Magincia Isle (east) | Rebuilt after the Magincia ruin; trader's haven |
| New Haven | South-east near Verity Isle | The new-player starting city; hosts the new-player questlines |
| Nujel'm | Eastern islands | Gambling town; theater |
| Sanctuary | Western forest | Refuge city in the southern jungle |
| Serpent's Hold | Southern islands | Paladin city |
| Skara Brae | Western coast | Bardic city; ranger post |
| Trinsic | Southwest coast | Paladin capital |
| Vesper | Northeast coast | Trader city |
| Yew | Northwest forest | Forest city; the Empath Abbey; Yew Crypts |
New Haven is the structural difference between the two facets. The city was added to Trammel as the dedicated new-player onboarding hub — every new character's tutorial questlines (the Art of Stealth for Ninjas, the Patience and Discipline lines for Spellweavers, basic combat and crafting tutorials) fire here. New Haven has its own moongate, its own shrine of Wisdom, and the New Haven Mine dungeon designed for early-skill mining and combat training. Old Haven sits in ruins north of New Haven; it serves as an accelerated-skill-gain training zone for characters past the introductory questlines.
Dungeons
Trammel mirrors Felucca's dungeon roster with two additions and one structural shift: every dungeon follows Trammel rules (no PvP, no corpse looting), and the New Haven Mine is unique to Trammel.
| Dungeon | Location | Theme |
|---|---|---|
| Covetous | Northeast | Earth/serpent |
| Deceit | Far east | Undead |
| Despise | Central | Mountain humanoids |
| Destard | Southwest | Dragons |
| Fire | Southern islands | Fire elementals |
| Hythloth | Far southeast | Demons and lava |
| Ice | Far north | Ice elementals; Frost Dragon |
| Orc Cave | Central | Orc warrens |
| Orc Fort (Yew) | Northwest | Yew-side orc stronghold |
| Painted Caves | Southern jungle | Trolls and ettins |
| Shame | West | Earth elementals |
| Wrong | Far north | Prison ruin |
| Britain Sewers | Beneath Britain | Sewer-themed mob lineup |
| Trinsic-Delucia Passage | Southern jungle | Lost Lands corridor |
| Prism of Light | Eastern mountains | Crystal elementals; Crystal Hydra encounters |
| Blighted Grove | Western forest | Blight-themed mob lineup |
| New Haven Mine | South of New Haven | Unique-to-Trammel; new-player mining dungeon |
Moongates and travel
Eight standard moongates serve Trammel, mirroring Felucca, plus the New Haven Moongate:
| Moongate | Location |
|---|---|
| Britain Moongate | Central |
| Yew Moongate | Northwest |
| Skara Brae Moongate | West coast |
| Jhelom Moongate | Southwest islands |
| Trinsic Moongate | South coast |
| Magincia Moongate | East |
| Moonglow Moongate | Verity Isle |
| Minoc Moongate | Northeast |
| New Haven Moongate | South-east, near New Haven |
All standard travel spells work freely in Trammel. The moongate system uses lunar phase as the destination cycle on the original Britannian gates; the New Haven gate is fixed to its destination. Trammel and Felucca do not share runebook coordinates — a Trammel rune cannot be cast from a Felucca runebook and vice versa.
The eight Virtue Shrines
The Eight Virtue Shrines anchor Trammel's lore the same way they do Felucca, mirroring their positions:
| Shrine | Virtue | Location |
|---|---|---|
| Compassion Shrine | Compassion | West of Britain |
| Honesty Shrine | Honesty | Verity Isle |
| Honor Shrine | Honor | South of Trinsic |
| Humility Shrine | Humility | Southeast islands |
| Justice Shrine | Justice | North of Britain |
| Sacrifice Shrine | Sacrifice | Far north |
| Spirituality Shrine | Spirituality | South-central, near the Hidden Valley |
| Valor Shrine | Valor | South islands |
Trammel does not host the Chaos Shrine — that fixture is Felucca-only.
The Lost Lands
The Trammel Lost Lands extend the southern map with the same three settlements as the Felucca side: Delucia (south-central), Papua (eastern coast), the Terathan Keep, the Ophidian Lair, and the surrounding wilderness. The Trinsic-Delucia Passage connects the two regions internally. With Trammel rules, exploration in the Lost Lands is a leisurely affair compared to its Felucca counterpart.
Notable Trammel-only features
- New Haven as the new-player city — every new character starts here.
- Old Haven as the accelerated-skill-gain zone — particularly important for skills like Bushido (40+) where the trainer's quest unlocks faster gain.
- Sanctuary carries the Spellweaving Discipline questline that grants the discipline.
- Heartwood — the Elven capital, accessible only via Trammel — is the Patience-questline counterpart for Spellweaving.
Why Trammel exists, in practice
The 2000 introduction of Trammel was UO's response to the player exodus driven by unrestricted PvP. Player Killers and Murderers had been using the original Britannia as their hunting ground; the safe-haven facet rapidly became the dominant population center. The doubled resources and Power Scroll drops on Felucca exist precisely as compensation for the safety differential — they are the carrots that pull crafters and PvErs back to the original facet despite the risk. Most players today maintain a Trammel home and a Felucca alt, switching facets by purpose.
Strategy notes
- Trammel is the trade hub. The Luna shopping district (in Malas) is the formal market, but Britain, Vesper, and New Haven house the bulk of player-run vendors on most shards. Trammel-rules safety means vendors can be stocked without fear of theft.
- Use Trammel for crafting trains. Skill gain is identical across facets, but Trammel's safety lets a tailor or smith spend hours at the same anvil without interruption. Felucca crafters work in pairs; Trammel crafters work alone.
- The new-player questlines pay. New Haven's introductory quests award gold, gear, and accelerated skill gain in chosen disciplines. Even veterans returning to the game benefit from running them on a fresh character.
- Houses are safer here. Trammel's PvP restriction means house attacks are limited to the standard claim-and-decay mechanic — no faction siege mechanics.
- Cross-facet by Recall. The fastest move between Trammel and Felucca is via runebook recall to a known anchor — moongate transit is slower because of the lunar-phase cycle.
See also
Felucca, Lost Lands, New Haven, Old Haven, Heartwood, Sanctuary, Britain, Trinsic, Yew, Skara Brae, Moonglow, Vesper, Minoc, Buccaneer's Den, Magincia, Wind, Renaissance, Nystul, Lord British, Britannian Council, Minax, Eight Virtues, Gem of Immortality, Facets.