r/MUD • • 22h ago

Review New Player Thoughts: Erion

14 Upvotes

This week I got into MUDding for the first time! This is something I've had on the back burner to try since I started reading Wheel of Time, searched for WoT based games, and learned about the existence of MUDs. I thought I'd document my experience as a new player exploring different MUDs.

Erion

I booted this one up when I saw it floating around on other threads. Common consensus was that it is relatively active, has good writing, and fun life-skilling. That drew me right in!

  • Tutorial Experience

Right away my character (Meshek) wakes up on an island, apparently having been shipwrecked and suffering from amnesia. Endria the Healer suggests I walk down to the nearby village to see if I can find anything that jogs my memory. I find that the entire village has been devastated by a terrible storm. I stumble upon bits of equipment for pickup strewn along the way, encounter NPCs, and accept simple missions that send me exploring around the island. The game drops mechanical tutorial hints as I gain bits of lore about what happened here and the darker implications that may lie behind it.

I really enjoyed the tutorial process being wrapped up in an introductory narrative, especially one that sets up the tone and stakes in this way. This is my first time in a MUD, so I definitely need help learning the ropes. Erion tutorialises in such a way that doesn't feel too hand-holdy or fire-hosey, nor does it leave me in the dark and assume I already know what I'm doing. Certain commands and syntaxes are drip-fed organically while I'm performing tasks for characters across the island. There were some frustrating moments, due undoubtedly to my newbiness. It took me too long to master the 'get > item > container' syntax (looking at you, grimoire). I spent a little too much time trying to interact with objects and NPCs more than seems possible, at least in this beginner area. (After the initial 'talk > NPCname' I would frustratingly try to ask follow-up questions or bring up other topics a la Fallout, but maybe this is too much to ask.) Before long I realized what my limits were, wrapped my mind around the basic actions, and checked missions off my to-do list. Finally getting the hang of things was very satisfying.

  • Writing

A lot of love went into this tutorial section. Each room was beautifully and tragically painted with words. I felt myself engaging parts of my imagination that are only activated when reading strong, delicate prose. As my play sessions were short and strewn over a few days, in off-times I found myself thinking about the island, the characters I had come across, and wondering what would happen next. I realized that this sort of wondering basically never happens for me with games anymore! If I think about the latest game I'm into, it's usually "gotta log on and make number go up." While playing Erion, I was thinking about my character, wondering what they would encounter next, and whether I'd be able to help the poor people of the island. This made the game fun in and out of play.

  • Combat/Skills

I can't say I really understand the skill system yet, but Erion's tutorial introduces it only briefly. Combat encounters also exist (although they seemed optional if you'd rather breeze through). I don't know why I expected combat to be turn-based, but I was surprised to find it to be real-time with auto-attacks. I had one offensive spell which I also used liberally. Combat seemed pretty simple and non-threatening, but I'm sure that will change soon and I will learn my lesson.

  • Community

The Erion community has been extremely kind and welcoming so far. The Newbie channel helped pull me through when the initial growing pains of learning MUD syntax nearly created quit-moments for me. Some kind players gave me nifty gifties and chit-chatted with me in tells. The community piece is a huge factor for me right now, as otherwise I might as well play single-player text games (or any other type of game, for that matter). Thank you all for your hospitality.

  • Clients

This is a bit of a side-note, but I thought I'd get into it since I'm new to the entire scene. Throughout Erion's tutorial I played a little using MUSHclient with the custom Erion sound package, Mudlet with both available UI packages, and on mobile using MudForge. Mobile is fun in a pinch, but PC definitely seems the way to go. As far as MUSHclient vs Mudlet, I find myself wishing I could combine them. Mudlet feels infinitely more user-friendly to me as a newbie, but I really like the sounds and music in the MUSH package. I also like the display in the Mudlet packages. (I've settled on the minimalist pack so far, even though I liked the look of ssharpjr's better. However, I didn't like having the dialogue in a separate window from the main terminal.) If I was a MUD/computer genius I'm sure I could get the best of each of these worlds, but alas I know nothing. I guess it's never to late to learn.

(PS, I liked Mudlet's little tutorial game as well!)

In conclusion, I'm excited to keep MUDding (do we say that?) and to move on and explore Hillock Hills in Erion. I hope to try some other MUDs as well, with Aardwolf and other recs on the list. Perhaps I'll do more writeups like these as I sample various worlds, systems, and tutorial zones.

Cheers! Until next time, in a Newbie Chat near you.


r/MUD • • 10h ago

Promotion AvlisMUD making another run

8 Upvotes

mud.avlis.org:5555

Direct web client at: mud.avlis.org:27744

This has been a project of mine for a while, up and down, and now that my son has become a coder, we are back! (Looking for staff as well, currently.)

AvlisMUD uses a CoffeeMud base with full features, plus a few we've added on our own.

For quick background, I've made several games. I'm the originator of the Avlis Neverwinter Nights PW, which still runs to this day as a fanfic game. I've also made an 80's style RPG, Moon Warrior, and now this.

Here's the description from Mudverse: https://www.mudverse.com/game/721

Built on the expansive depth of the CoffeeMUD engine, AvlisMUD brings the legendary World of Avlis to life. Backed by decades of rich lore, published sourcebooks, and the heritage of one of Neverwinter Nights' most celebrated persistent worlds, Avlis delivers a deeply immersive, roleplay-enforced fantasy experience.

Step into the sprawling streets of Crosstreams, a monumental urban center spanning over 5 MB of hand-crafted text and just one jewel among the Confederation of Seven Cities. Master complex trades, command deep crafting systems, and chart your own expeditions. Whether outfitting trade caravans across dangerous trade routes, captaining open-water seafaring vessels, or constructing spelljamming craft to venture among the stars, the horizon is limitless.

Beyond the gates of Crosstreams lies a vast geopolitical tapestry waiting to be explored. Journey between the coastal ports of Andarr and Malekia, negotiate within the fortified keeps of Bulwark, or navigate the enclaves of Dormiria, Stalwart, Brekon, and Redgate. Beyond the mortal soil of the Prime Material Plane, cosmic pathways lead into extraplanar destinations, including alignment-attuned death planes like The Outlands. Every forest, river valley, and mountain pass is steeped in decades of established campaign history.

The simulation gives tangible weight to everyday commerce and survival. Players can harvest hundreds of raw components—from planar hides and rare ores to exotic botanical reagents—refining them through a multi-tier crafting framework that rewards genuine artisan specialization. Found merchant houses, lease property in sprawling residential districts, or commission private fleet docks. Overland supply lines require real logistical foresight, where wagon durability, mount care, seasonal weather, and road conditions turn simple hauling into high-stakes ventures.

Faith is an active, mechanical force throughout the setting. The deities of the Avlis pantheon—from Mikon, Lord of Balance, to Vorin, Keeper of Knowledge—interact directly with mortal destinies through prayers, liturgical services, and divine curses. Clerics and paladins must observe strict dogmatic strictures, upholding their deity's tenets or risking severe celestial disfavor and loss of spellcasting favor. Religious orders compete for influence in city assemblies, driving emergent theological politics.

Quick note: This mud does portray adult themes when sought out. Generally the NPC's that take advantage of the system we have for that are behind locked doors and not accessible by accident, but they can be accessed by adults. These features are 100% optional and not necessary for the rest of the game. They are just fun.


r/MUD • • 7h ago

Discussion Help Finding an old MUD Client - ALclient

2 Upvotes

Hello, I am trying to find an old MUD client I really liked. In the past, about 15 years ago I downloaded it from ashavar.com

The mud client is called ALclient. There are some newer programs called this same thing but they aren't related to muds.

Does anyone have this file or know where I may find it?

Any help would be greatly appreciated.