the Game
This group is a hybrid of the traditional ARPG format and tried-and-true D&D campaigns. We refer to Miredawn collectively as a game, as it is one, and we encourage you to have as much fun with it or take it as seriously as you would any other. As in tabletop role-playing games, you are placed into a small group with a specific goal to achieve, and you can derail this goal or alter the gamemaster’s plans in any way, using your character as a vessel.
Miredawn was created with the intention to run indefinitely, as long as there are still players willing to interact with it. The game sessions are run via text in the server, slightly fast-paced but without the pressure of immediate vocal response. Your gamemaster will guide you on your Journey, and they will decide when it is over, so Journeys can last anywhere from one real-life day to many real-life months, depending on the actions of the players. What you do during this Journey will likely have consequences on the world and on all the games that follow. Once completed, your group will disperse, and a new one will take its place. Your character can join again, or you may make a new one.
If this format of roleplay is unappealing to you, you may also participate in the group via prompts. These prompts were written so that everyone who plays the game can reap the same rewards and have the opportunity to involve themselves with the setting at their own pace. They are completed by either writing, drawing, or creating something by your own hands.
We are open to feedback and appreciate your understanding during our trial phase that some things may be unfinished or missing, or added later. When we are no longer in beta, this message will be removed.
the World
Regardless of how you ended up here, you have stepped foot in the Mire, a swath of dreary, overcast land nestled between impossibly tall spires capped with snow. The ground is marshy and wet underfoot, the most stable and dry places saved for homes nestled against the cliffs or atop them. The Bowl, as they refer to the sunken center of the Mire, is where most of the residents gather on the daily to pray and socialize. It has been fortified with wooden bridges and walkways, though some are as decaying and brittle as the world is.
Word is the permanent residents of the Mire are trying to salvage their dying civilization, sending out a petition to any soul brave enough to crest the peaks and see what is on the other side. They're looking for relics of the past, and you're here to help them. Well, you tell them as much. Your reasons are yours to share.
See Character Creation to learn how to enter the world.