Wind
Wind is the City of Magic — a hidden mage-city accessible only through a teleporter in the mountains north of Britain, gated by a 70 Magery skill requirement. As much dungeon as city, Wind's outer caves are inhabited by Greater Dragons, Drakes, Liches, and Daemons while its central districts house mages, alchemists, and the Oracle that rules it. The city's surface is Trammel and Felucca (both versions are reached through the same teleporter), but Wind's geography corresponds to a mountain enclave rather than a true open city — it is functionally a multi-level dungeon-town hybrid.
Location and entrance
- Surface coordinates: 64° 30' N, 2° 40' E.
- Entrance: a teleporter hidden in the mountains north of Britain.
- Skill gate: characters and unridden pets need over 70 Magery to be allowed through.
Pet-teleport mechanic
Simply running over the teleporter does not bring minions with you — they must themselves step on the plate. Standard procedure:
- Tell pets to stay at one location.
- Walk to the opposite side of the teleporter.
- Order pets to follow you — they walk through the teleporter on the way to you.
- Pets are transported before your character.
Outer caves — the dungeon part
The first area after the teleporter is a warren of caves with serious dungeon-tier spawn:
- Greater Dragons — endgame-tier
- Drakes — fire-resistant melee/casters
- Liches — Necromancy spellcasters, drop reagents
- Daemons — Demon-Slayer-friendly
- Various others — Bone Knights, Rotting Corpses, etc. (Necromancy theme bleeds in)
This area should be respected — don't wander into Wind expecting a city of vendors. Recall scrolls/runes are essential for safe egress.
Central districts — the city part
The more civilised area is in the center of the zone, hosting Wind's mage-themed civic life:
| Theme |
City of Magic |
| Associated Virtue |
None |
| Common Professions |
Wizards, Mages, Oracles |
| Coordinates |
64° 30' N, 2° 40' E (surface entrance) |
| Government (Trammel) |
Ruled by the Oracle |
| Government (Felucca) |
Ruled by the Oracle |
Landmarks
- Wind Bank — central banking
- Wind Park — 141° 09' N, 86° 43' W
Shops — Alchemists & Mages
| Shop |
Coordinates |
| The Alchemist of Wind |
134° 23' N, 79° 07' W |
| Magical Supplies |
131° 50' N, 86° 39' W |
| Wind Alchemy |
135° 47' N, 90° 13' W |
Shops — Bakers & Butchers
| Shop |
Coordinates |
| Mage's Appetite |
137° 06' N, 76° 04' W |
Shops — Healers
| Shop |
Coordinates |
| Wind Healer |
131° 02' N, 82° 22' W |
Shops — Inns & Taverns
| Shop |
Coordinates |
| Seeker's Inn |
139° 28' N, 89° 21' W |
| Wind Tavern |
126° 33' N, 85° 17' W |
| Windy Inn |
138° 57' N, 79° 24' W |
Shops — Provisioners
Shops — Tailors & Tanners
| Shop |
Coordinates |
| Windy Clothes |
134° 23' N, 87° 48' W |
Shops — Weapons & Armor
| Shop |
Coordinates |
| The Hammer and Anvil |
6° 51' N, 7° 22' E |
| Heavy Metal Armorer |
2° 38' S, 8° 38' E |
| The Lord's Arms |
3° 30' N, 3° 18' E |
| Strength and Steel |
3° 20' N, 11° 36' E |
Other notable locations
| Location |
Coordinates |
| The Learned Mage |
129° 06' N, 84° 16' W |
| Seat of Knowledge |
126° 28' N, 83° 02' W |
| Teleporter to the surface |
129° 22' N, 88° 53' W |
| Teleporter into Wind Park |
136° 29' N, 87° 31' W |
The Oracle
Wind is ruled by the Oracle in both Trammel and Felucca — a unique dual-facet sovereignty. The Oracle is a mystical figure rather than a political one; her domain is knowledge and prophecy, not governance in the conventional sense.
The Council of Mages Faction draws much of its philosophical foundation from Wind's mage tradition — though Wind itself is officially neutral and the Faction's stronghold is Magincia's Parliament Building.
Wind in the broader cosmology
Wind's 70 Magery requirement filters the mage caste from general adventurers. The city stands as one of three "schooled" mage centers in UO, alongside Moonglow (the Lycaeum) and Heartwood (the Elven School). Each represents a different magical tradition:
See also