The World of Moboria

A valley of broken halls, a gate that never sleeps, and heroes who answer to a typed name.

Moboria is a valley at the edge of the old maps, where the Sleepless Gate opens onto a dungeon that never runs out of rooms. Its guildhall lies in ruins, so the valley does what it must: it calls for heroes. Every hero here arrives the same way, by a name typed into chat. Answer the Call, pick a class, and go down together.

The story so far

Moboria is a valley folded between mountains, green by day and violet by night, and at its head stands the Sleepless Gate. Two hooded stone guardians flank the arch. Stone lions crouch above it. The torches in their iron bowls have not gone out in living memory, which is how the Gate got its name and why nobody in the valley sleeps entirely well.

Behind the Gate lies the Deep, and nobody has found its bottom. It is not one place. Each time the doors swing open, the Deep wears a different country: wide plains where the grass grabs at ankles, caves that listen, rivers of lava, a citadel locked in frost. Every country has a boss that has had centuries to practice one nasty trick, and no two tricks are alike.

The Deep used to have a guard. Hearthold, the great guildhall at the foot of the valley, kept the roll of every hero who ever passed the Gate. Then came a long winter of bad luck and worse bookkeeping. The roll was lost, the roof fell in, and what remains is a ring of broken arches where wildflowers grow through the floor and the dawn walks in gold through windows that are no longer there.

So the valley did what valleys do when they run out of heroes: it started calling. Nobody knows who first typed a name into the chat. The story is that a few words went out, the Gate heard them, and a stranger woke at Hearthold with a weapon in hand and a class of their own choosing, as if they had always known the way. The Call has not stopped since.

Called heroes are not like the guild heroes of old, who fought for a banner and a pension. A called hero fights because somebody, somewhere, spoke their name, and the Call follows them down into the Deep. It steadies their hands. It brings them home, too: nobody stays fallen in Moboria, and every hero who goes down wakes at Hearthold by dawn, sore and complaining but whole. That is why the same names keep returning, raid after raid, a little stronger each time.

The Gate admits only so many voices at once, so the rest wait by the cabin fires for the next opening. Inside, heroes meet the creatures of the Deep one duel at a time, and at the end of every road a boss waits. Beat it and the next descent begins one step deeper. Fall to it and the Deep sets you back a step, politely, the way a landlord might. Either way the torches burn, and the Gate opens again.

How a raid works

  1. Gather in chat: when the lobby opens, join from the Twitch chat and your hero appears at the Gate.

  2. Pick a class: eight classes play eight different ways, from the Knight who soaks up hits to the Cleric who patches everyone up.

  3. Fight in duels: heroes take turns stepping up to face the enemies, usually one on one, while the rest of the party supports them.

  4. Beat the boss: the boss decides the depth. Win and the next raid goes one step deeper; lose and it slips back one.

Ready to try it? Type !join in the Twitch chat. See every chat command.

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