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TMC Player Reviews: Avendar: The Crucible of Legends


Review Submitted By: Jessica
Author Status: Player
Started on Avendar: The Crucible of Legends: March 2009
Submission Date: Jul 2, 2009
TMC Listing: Avendar: The Crucible of Legends

The following review is the opinion of the review's author [Jessica] and in no way represents the opinions of this website or its staff.

Avendar's setting is so incredibly rich it's a little intimidating,
at first.

The mud's completely original and there's a huge array of original
races to play; though one can still play a human if they wish to. The
classes are mostly original, with a unique take on some classes
experienced mudders have come to know and love.

The magic system is fairly standard, though selecting what type of
'mage' you want to be isn't just typing 'necromancer', or
'enchanter'. Choosing spheres of study is the way of Avendar, and
all of the elements are present and accounted for. For 'good' and
'evil', one chooses either Spirit or Void (and void is recommended
for experienced Avendarans only), and you can either choose to be a
Greater in your chosen sphere (choosing the sphere twice at creation)
or you can be a combination of them: earth/air scholar, water/void
scholar, etc. (some combinations are better than others, though all
are still quite playable)

The staff is attentive and there are occasional staff-run quests and
events, though most of the mud is player-driven. The organizations are
fairly standard, even if their players don't happen to be. Good has
their Champions of Armril, Evils have their choice of Raiders of
Twilight or the Covenant of the Shunned (an experienced
player-exclusive house), neutrals have Knights of Enirra, and any
alignment can join the Guardians of Law (just need to be lawful).
Houses fight over Stones of Power, and their are only 10 stones to be
had. Makes for interesting diplomacy and house-raiding most certainly.

The gods are pretty important, but they have less of an active hand
in the world. Though, if you wish to be devoted to a god, you simply
need to pray to that god, and if they are listening, a-questing you go
to get a 'sigil' (a god's specific brand that's not easy to get,
but usually worth it.)

The mud environment is a rich place full of role-playing of every
caliber, and playerkilling of every caliber. If player-killing isn't
your thing, don't play a shuddeni (always evil race) or a ch'taren
(always good race) in a house. If rp is your thing, there's literally
no limit to roles one can play in the crucible that is Avendar.


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