Yudum World
Keep the hearth burning.
Yudum has been a chat since 1998. Yudum World gives that chat a place: a highland, a square, and in the middle a hearth that burns on words.

A short tour
Yudum World in one minute
Stroll the square, build your character, meet Dede Korkut, sit down to backgammon and stand together against Tepegรถz: a one-minute tour before you step in.
Why a world?
Same chat, now it has a place.
Yudum has been a chat since 1998, and the chat is going nowhere: the same rooms, the same people; from the world or from the webchat, you write into the same conversation.
Yudum World gives that chat a place. You see who is there; even when nobody is typing, the square is not empty. You sit at a tea table, start a game of backgammon; in the evening, when the Cyclops comes down to the valley, everyone runs together.
You have a tribe, a house for your group, a title. Inside the tales told by Dede Korkut: our village.
- Same chatThe square is the chat itself. People writing from the webchat are there too; every word you write reaches them.
- One accountYour nick, profile, friends and group come with you into the world.
- Classic if you likeClosing the world and going back to classic chat is one click; both are the same room.
The story
The tales have begun to be forgotten.
The Highland is the summer home of kindred tribes. A hearth burns in the middle of the square, and Dede Korkut sits beside it with his kopuz. But this year there is trouble: the tales are being forgotten.
The creature of every forgotten tale escapes the book and comes down to the Highland. There is one cure: the tribes meet at the hearth, live that tale again together and write it back into the book. The defeated creature does not die; it returns to its tale.
Epics
Five tales on the kopuz.
Each epic brings a new place, new creatures and new titles to the Highland. Dede Korkut announces it when its time comes.
- Raids live
Basat and the Cyclops
The one-eyed giant comes down from the valley. He is beaten by wit, not strength: Archers aim for his eye, the rest stand shoulder to shoulder.
- Raids live
The Winter Night
In the dead of winter Karakoncolos knocks on the door, and Al Karฤฑsฤฑ takes on a familiar face. Both fear light and company.
- Raids live
Shahmaran's Secret
The queen of serpents is not wicked, only wounded. Not the sword but a kept promise calms her.
- Raids live
Ergenekon
The tribes are trapped behind the iron mountain. Bรถrรผ Ata shows the way; he is no enemy, he only tests the strength of the tribes.
- Coming
Mount Kaf
At the edge of the world lies the Simurgh's nest. That road is long; first you must find companions on the square.
Your guide
Dede Korkut sits by the hearth.
He is the first one you see when you enter the square. Click him: he tells you about the Highland, sings a tale, opens his book and shows you what you can do here.
Latest pages
The whole bookThe creature of every forgotten tale escapes the book and comes down to the Highland. There is one cure: the tribes meet at the hearth, live that tale again together and write it back into the book. The defeated creature does not die; it returns to its tale.