Untold Dawn is set in Artemis, a colonial
megacity on a remote planet. Our game is made from the ground up to
give you granular control over your story and inhabit a world where
the city doesn't sleep.
Untold Dawn is a roleplay-intensive MUD - a text-only,
multiplayer cyberpunk world built for serious roleplayers. Every
action is in-character unless flagged otherwise. Every
description matters. Every consequence is permanent.
We're building it the way the best RPIs were built: deep
character mechanics, a city full of NPCs that aren't furniture,
and staff systems that get out of the way of the story.
// systems
Fully reactive NPCs.
Named residents of Artemis run on routines. They sleep, work,
eat, and worry. They start their own conversations, remember
what you said last week, and gossip about you the second you
walk out of the room.
Per-NPC schedules tied to time-of-day and location
Needs and drives that bias what an NPC chooses to do next
Topic-aware dialogue - no static menu trees
Persistent memory of who said what, to whom, and when
// characters
Start the character you want, grow through roleplay.
Character creation is fast, granular, and competitive from day
one. No multi-week grind to be relevant - the operator, the
fixer, the suit, the surgeon all walk in with the skills that
match the concept. Gain skills through training them and
roleplay.
Using a skill in real situations builds your practice in it
Roleplay to gain training points that let you convert that practice into a gain
Set the starting wealth of your character, trading attributes for starting liquidity
// world
A persistent, consequential city.
Actions are remembered. Relationships compound. The Artemis you
walk through reflects every choice that came before - factional
politics, the people you owed, the people you crossed.
// property
Build and decorate your own spaces.
Rent an apartment, buy a loft, claim a plot in the industrial
fringe. Every property is yours to shape: design the floor plan,
add and name rooms, decorate them with custom descriptions, and
control who walks through the door.
Multi-floor layouts, room-by-room building from a single console
Per-room descriptions you write yourself - your space, your prose
Locks, keys, and access lists for partners, crews, and guests
Persistent ownership tied to in-character credits and contracts
// setting
Artemis, after the founding.
Years after the colony ships set down on the planet, the city
of Artemis has crystallised: corporate towers, neon-lit transit
lines, and the long, sodium-yellow nights.
This is a city built on the real stories of real players.
// magic
Challenge the rules as an outlaw.
After years studying the nature of Artemis, scholars came to
recognise that certain people have more affinity than others
for the energies the planet itself emits - first observed in
the Aurivor and the Light. Those few who can emulate that
channelling can shape the world in ways the rest cannot, to
the disdain of the authorities.
Become a mage out of chargen, with a secret affinity to magic
Learn spells through time and effort
Channel spells that exhaust your character
Keep to the shadows - open use draws the eyes of the ACC