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Colville West Marches
Introduction
What is Dungeons and Dragons?
At it's core D&D is game of collective storytelling. You and your new friends tell a story together, guiding your heroes through quests for treasure, battles with deadly foes, daring rescues, courtly intrigue, and much more.
If you're new to D&D... Awesome great to have you! Don’t worry about the rest of this guide for now. Watch this: Welcome to Dungeons and Dragons!
This campaign uses Dungeons and Dragons, 5th Edition
What is a West Marches Campaign?
Matthew Colville made a great video exampling West Marches that can be found here. It's what inspired the creation of this server and campaign.
West Marches is a campaign style coined by Ben Robbins (West Marches; Pt. 1, Pt. 2, Pt. 3, Pt. 4),
It was designed to be pretty much the diametric opposite of the normal weekly D&D game:
- There was no regular time: every session was scheduled by the players on the fly.
- There was no regular party: each game had different players drawn from a large pool of people.
- There was no regular plot: The players decided where to go and what to do. It was a sandbox game in the sense that’s now used to describe video games like Grand Theft Auto.
The goal of setting things up this way was to overcome player apathy and mindless “plot following” by putting the players in charge of both scheduling and what they did in-game.
A secondary goal is to make the schedule adapt to the complex lives of adults. Ad hoc scheduling and a flexible roster (ideally) means people get to play when they could but didn’t hold up the game for everyone else if they couldn’t. If you can play once a week, that’s fine. If you can only play once a month, that’s fine too.
Basic Guide | 1 | |
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Introduction | 2 | |
General Rules | 3 | |
Character Creation | 3 | |
Character Options | 4 | |
Character Classes | 5 | |
Character Races | 6 | |
Homebrew Rules | 9 | |
Questing | 10 | |
Advanced Guide | 12 | |
Advanced Rules | 12 | |
Factions | 17 | |
How Can I Help? | 19 | |
Submitting Ideas | 21 | |
Appendix | 22 |
"Believe not in a future that is dark and wistful and wasted. Believe her future will be bright; full of hearth, comfort, and friendship. Instead of breaking this girl and destroying that future, please, embrace the possibility that she will get better."
~ Kyri, who soothed the madman in stonemail
General Rules
Before you start play, consider the following:
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Don’t be a wangrod!
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Use common sense! Don't be that guy!
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Timeout: if you are uncomfortable with anything that happens in the game, just say “timeout” and the DM will take a break and give everyone a chance to address the issue.
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By default, all PvP requires consent, whether this be touching other people's possessions or attacking them directly. If there is a situation where consensual PvP does arise, we ask that you try to make it non-lethal.
Note: Incidental damage where a player uses an ability to help the party out considerably is not considered PvP, and whether or not something is considered PvP is at the discretion of the DM.
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#character_rolls and #general_bot channels are not for chatting. #character_rolls should only be used for !rollstats rolls, !hproll, and !sgold. Any other rolls belong in the game channel you are playing in or #general_bot.
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Ask in #Out-of-Character before jumping into roleplay chats with others to see if they can add your character in.
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ERP is not allowed and should be taken to PMs
The Town of Farwater
Welcome to Farwater, a small outpost on the frontier of the newly discovered continent of Ofithar. Although not known to the inhabitants of Collabris, it cannot be said that no one has been here before. Great dangers lurk in the wilderness. Orcs, sahuagin, grung, yuan-ti and other vile things wait for the brave, curious, and greedy.
The adventurers beginning can see the local inn The Chilling Yeti and a number of stores offering most goods. Players and their characters do not know the all the details of the world, and thus must learn of the land and it's mysteries based on their adventures.
To learn more about the setting, take a look at the #lore channel. Here, you can see a map, explore an introductory document, and access the link to our Legendkeeper, a living map full of details about all the quests and locations that have been explored previously.
Character Creation
Please read this guide before starting to create your character.
The Colvillian West Marches has guidelines for character creation. These rules help to keep the game fair and balanced for everyone involved. The rules are reviewed in Helper meetings and by DM voting. Currently most Wizards of the Coast and MCDM content is approved.
Once you have created a character, you can find adventurers in either #dm-quest-posting or #player-quest-request channels. You are free to join any of these sessions (though we do try to prioritize players who haven’t played in a long time) by messaging the DM or the player posting the quest, or asking in the #request-discussions channel. In the meantime, why not introduce your character in the RP channels or in #character-profiles - of course this is entirely optional. Have fun!
Character Sheet
There are three options for Character Sheets
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D&D Beyond The easiest method DnDbeyond.com
Easy adding character abilities and automatic calculations but you will need to buy the content you want to use. -
Gsheet a free and easy method Gsheet2.avrae.io
Make a copy of this sheet to your own google drive and start building away! At the bottom of the page there's a second tab with a ? It explains some basics about the sheet and how to edit it. -
Dicecloud the most advanced option Dicecloud.com
Is a more customizable method of tracking your character, however the learning curve is rather steep. If you're interested ask around, there's people that can help you get started.
Later when you have completed with your character, be sure to add it to the character database here: forms.gle/T3DrDRpx2w3LVaii8
Make sure that the sheet anyone with the shareable link can see it. That way DMs can check your sheet out once you've submitted the character. You don't have to wait for anyone to check your sheet.
Starting Level
All new characters start at 3rd level with 900 XP. When making a new primary PC can start at level up to the lowest level of the highest tier reached by any of your past characters.
- Tier 1: 3-4
- Tier 2: 5-8
- Tier 3: 9-12
- Tier 4: 13-16
- Tier 5: 17-20
The new character can also be a lower level. (i.e. Peggy dies at level 11, the new character can be a maximum of level 9, but could start at any level below that)
Ability Scores
There are two options for Ability Scores
If you want to discover a new character recommend:
Discovery Method
Our design philosophy is based around the discovery of new things, so be ready to play races and classes that you would normally never choose - but never fear! Experiencing new characters is part of what makes this hobby so interesting.
Roll 4d6 drop the lowest method, rolling for all six ability scores. The scores are assigned to the abilities in order [Str, Dex, Con, Int, Wis, Cha]. In #character_rolls you can roll your character with the command !rollstats. The command will roll until you have two sets of stats that have at least one ability at 15 or higher, and a second at 13 or higher. Please ask any questions in the #questions chat
Pick which set you like best of your options, and use the numbered emote to denote your pick. Abilities Scores will then be confirmed by a Helper.
If you have a character in mind recommend you take:
Standard Array
You have the stats (15, 14, 13, 12, 10, 8) and assign them in any order you like. If this option is chosen, you must announce this in BEFORE you roll. By stating in #character_rolls where you assigned your stats. EG.
- STR: 12
- DEX: 15
- CON: 13
- INT: 10
- WIS: 14
- CHA: 8
Point-buy
See P13 of the D&D 5e Player's Handbook
If this option is chosen, you must announce this BEFORE you roll by stating in Character Stat's the Stat's you've chosen, and the point total allocated. By stating in #character_rolls where you assigned your stats.
Character Races
The following character races are allowed:
- Aarakocra *
- Aasimar
- Autognome
- Bugbear
- Centaur
- Changeling
- Deep Gnome
- Dhampir
- Dragonborn (Chromatic)
- Dragonborn (Draconblood)
- Dragonborn (Gem)
- Dragonborn (Metallic)
- Dragonborn (PHB)
- Dragonborn (Ravenite)
- Duergar
- Dwarf (Hill)
- Dwarf (Mountain)
- Eladrin
- Elf (Astral)
- Elf (Drow)
- Elf (High)
- Elf (Wood)
- Fairy *
- Firbolg
- Genasi (Air)
- Genasi (Earth)
- Genasi (Fire)
- Genasi (Water)
- Githyanki
- Githzerai
- Gnome (Forest)
- Gnome (Rock)
- Goblin
- Goliath
- Half-Elf
- Half-Elf (Variant; Aquatic Elf Descent)
- Half-Elf (Variant; Drow Descent)
- Half-Elf (Variant; High Elf Descent)
- Half-Elf (Variant; Wood Elf Descent)
- Half-Orc
- Halfling (Ghostwise)
- Halfling (Lightfoot)
- Halfling (Lotusden)
- Halfling (Stout)
- Harengon
- Hobgoblin
- Human
- Human (Variant)
- Hexblood
- Kalashtar
- Kender
- Kenku
- Kobold
- Leonin
- Lizardfolk
- Loxodon
- Minotaur
- Orc
- Owlin *
- Plasmoid
- Reborn
- Satyr
- Sea Elf
- Shadar-kai
- Shifter
- Tabaxi
- Thri-kreen
- Tiefling
- Tiefling (Asmodeus)
- Tiefling (Baalzebul)
- Tiefling (Dispater)
- Tiefling (Fierna)
- Tiefling (Glasya)
- Tiefling (Levistus)
- Tiefling (Mammon)
- Tiefling (Mephistopheles)
- Tiefling (Variant; Devil's Tongue)
- Tiefling (Variant; Feral)
- Tiefling (Variant; Hellfire)
- Tiefling (Variant; Infernal Legacy)
- Tiefling (Variant; Winged) *
- Tiefling (Zariel)
- Tortle
- Triton
- Vedalken
- Warforged
- Yuan-Ti
Notes:
- *All races with permanent, natural flight such as Aarakocra and Winged Tiefling only gain the ability to fly at 5th Level
- Customizing Your Origin is Allowed. Meaning you can assign your ability score bonuses to a different stat. More Info
- Races contained in "Mordenkainen Presents: Monsters of the Multiverse" have replaced any existing version of those races.
Character Classes
The following character classes and subclasses are allowed:
- Artificer
- Alchemist
- Armourer
- Artillerist
- Battle Smith
- Barbarian
- Battlerager
- Path of The Ancestral Guardian
- Path of the Beast
- Path of the Berserker
- Path of the Giant
- Path of the Storm Herald
- Path of the Totem Warrior
- Path of the Wild Magic
- Path of the Zealot
- Bard
- Cleric
Notes
Multiclassing Allowed except for MCDM Classes
* See Errata on next page for changes to these classes.
- Druid
- Circle of Dreams
- Circle of Spores
- Circle of Stars
- Circle of the Land
- Circle of the Gilded * (MCDM)
- Circle of the Moon
- Circle of the Shepherd
- Circle of Wildfire
- Fighter
- Arcane Archer
- Battle Master
- Cavalier
- Champion
- Echo Knight
- Eldritch Knight
- Psi Warrior
- Purple Dragon Knight
- Rune Knight
- Samurai
- Monk
- Way of the Ascendant Dragon
- Way of the Astral Self
- Way of the Drunken Master
- Way of the Four Elements
- Way of the Kensei
- Way of the Long Death
- Way of Mercy
- Way of the Open Hand
- Way of Shadow
- Way of the Sun Soul
- Paladin
- Oath of Acquisitions (MCDM)
- Oath of Conquest
- Oath of Devotion
- Oath of Heroism
- Oath of Redemption
- Oath of the Ancients
- Oath of the Watchers
- Oath of the Crown
- Oath of Vengeance
- Oathbreaker
- Ranger
- Beast Master
- Drakewarden
- Gloom Stalker
- Hunter
- Monster Slayer
- Fey Wanderer
- Horizon Walker
- Swarm Keeper
- Rogue
- Arcane Trickster
- Assassin
- Inquisitive
- Mastermind
- Phantom
- Scout
- Swashbuckler
- Thief
- Soulknife
- Sorcerer
- Warlock
- Wizard
- Bladesinging
- Chronurgy Magic
- Graviturgy Magic
- Order of Scribes
- School of Abjuration
- School of Conjuration
- School of Divination
- School of Enchantment
- School of Evocation
- Order of Hibernation * (MCDM)
- School of Illusion
- School of Necromancy
- School of Transmutation
- War Magic
Class Errata
- Subclasses are not restricted by race.
- Tasha’s Cauldron of Everything Optional Class Features are allowed
- College of Spirits Spiritual Focus Starting at 6th level, when you cast a bard spell that deals damage or restores hit points while holding the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.
- Order of Hibernation's Wrathful Conduit is limited to expanding wizard Hit Dice up to your proficiency modifier.
- The Horned One's Horned Hunter counts as a weapon attack the purpose of Hunters Mark and similar spells.
Character Backgrounds
The following character backgrounds are allowed:
- Player's Handbook
- Customizing a Background (PHP 125)
- Sword Coast Adventurer's Guide
- Curse of Strahd
- The Wild Beyond the Feywild
- Tomb of Annihilation
- Explorer’s Guide to Wildemount
- Mythic Odysseys of Theros
- Ghosts of Saltmarsh
- Van Richten’s Guide to Ravenloft
Feats
The following feats are allowed:
- Bigby Presents: Glory of the Giants
- Dragonlance: Shadow of the Dragon Queen
- Divinely Favored only
- Eberron: Rising From The Last War
- Greater Aberrant Powers can only be gained as a quest reward
- Fizban's Treasury of Dragons
- Planescape: Adventures in the Multiverse
- Player's Handbook
- Sword Coast Adventurer's Guide
- Tasha's Cauldron of Everything
- Xanathar's Guide to Everything
Not Allowed:
- Lucky Feat
- Gunner Feat
Hit Points
You may either roll your hit points or use the average. If you choose to roll, please do so in #character_rolls using the !hproll command and you must keep what you rolled. Each level you may decide which way to generate the HP for that level.
Spells
The following spells are allowed:
- Explorer’s Guide to Wildemount
- These spells are only available to Dunamancers
- Fizban's Treasury of Dragons
- Guildmaster's Guide to Ravnica
- Icewind Dale: Rime of the Frostmaiden
- Lost Laboratory of Kwalish
- Only Flock of Familiars & Galder's Speedy Courier
- MCDM Arcadia Issue 1
- Only available to Titan Heart Sorcerer
- MCDM Arcadia Issue 3, Issue 5 & Issue 7
- Permanency spell components can only be found as part of a quest
- Note: Artificers class spell list includes
Issue 3: Attract Metal, Glitterdust, Silver Wings, Shrink, Erase
Issue 5: Animate Echoes, Compelling Propulsion, Scryspike, Wielding
Issue 7: Instant Freeze, Tremorsense
- MCDM Arcadia Issue 23
- Astonishing Presence not allowed
- Planescape: Adventures in the Multiverse
- Player's Handbook
- Spelljammer Adventures in Space
- Only Air Bubble
- Sword Coast Adventurer's Guide
- Tasha's Caulron of Everything
- Construct Spirit has a typo should be:
"Hit Points 40 + 15 for each spell level above 4th"
- Construct Spirit has a typo should be:
- Xanathar's Guide to Everything
"Ahh spellcasters, I've seen plenty powerful spellcasters in my travels however none that can call down a storm of rock and fire he seems like an interesting person to talk to perhaps. And I appreciate your help but I think I'm old enough to handle myself." He chuckles, it sounds more like a deep grumble "Well I'm available whenever so if you'd like to spar however it is custom in the monastery to not limit yourself when facing an opponent." Zephran tilts his head at her last statement "Controling ones emotions can mean many things. I learned in the monastery that when you let your emotions control what you do in a fight then you'll soon die to your opponent however if you face every battle with indifference then you face not having enough drive to defeat them. It's about balance emotions are necessary in a battle, it's why we battle in the first place."
- Night at the Chilling Yeti Vol 12 Part 19
Starting Equipment
Players may choose to use the starting equipment given by their characters class and background or they can roll there starting wealth. Either way, they also start with an additional gold detailed below.
Level/Tier | Starting Gold |
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3 | 50gp + 1d4 x 10gp, normal starting equipment |
5 | 100gp + 1d4 x 10gp, normal starting equipment |
9 | 1000gp + 1d10 x 100gp, normal starting equipment |
13 | 5000gp + 1d10 x 250gp, normal starting equipment |
17 | 10000gp + 1d10 x 500gp, normal starting equipment |
Pantheon
The pantheon used in Farwater, and the continent of Ofithar is the Pantheon of the Forgotten Realms.
Character Development
Character development relies heavily on the player. Please be sure your character has a reason for having come to Farwater. From there you can develop your character in the roleplay channels. You may also request quests that help to progress your characters story or goals.
Individual DMs are not likely to know the narrative of your character. You will need to share that with them if you expect it to be written into a quest.
Character Backstory
New characters must have a dissimilar persona and name from your previous 3 characters, at the discretion of the Organizers and Helpers.
Character Age
All player characters must be at least the adolescent age for their listed race. For Humans, races that physically mature at the same rate as humans, and races with no listed age, adolescent is considered to be 13 years old.
For other races, use the following to determine adolescent age (round up): 0.72 x Adult Age
A character cannot have their age reduced below this number by any means.
PC Registration
If you have not yet filled out the PC registration, please register your characters here.
PC Mutability
All characters can change any aspect of their character (such as class, race, features, etc) before the start of their third game. A character created with the standard array may rearrange the array, a character created with the point buy method may redistribute their points, and a character created by rolled statistics may change which of their rolled arrays they wish to use.
Should the array be changed or redistributed make sure to ping a helper in #character-rolls upon locking in your final choice.
Homebrew Rules
The following Homebrew rules are used on the server:
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You can drink a potion as a bonus action (administering a potion is still an action.)
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Any item attuned to an NPC under your control (such as, but not limited to, familiars, beast companions, simulacrums, conjured creatures, hirelings, lickspittles, etc.) counts against your character’s limit of three attuned items. In order to attune to an item, the NPC attempting to attune to it must have an intelligence score of 6 or higher unless the item says otherwise.
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Additionally, the creature must be capable of wearing/holding the item in particular they're trying to use. For example, an owl cannot wear a ring or use a magic wand, and a warhorse cannot wield a sword. If you are unsure of the item/creature combination working, send a ping to helpers for clarification in #questions.
And so Edgar said "You know, it's a good thing we don't have more than two druids on the team."
Pausing for dramatic effect "Because tree is a crowd."
A full five seconds of oppressive silence follows.
Suth: "I cast fireball." Edgar shrieks
Encumberance
Generally is not tracked except when it gets unreasonable for example if a character is carrying 10 greatswords or 10,000 copper pieces. On some quests that are more survival focused encumberance rules maybe used at the DM's discression.
Lifestyle Expenses
It is assumed that, when not adventuring, your character is making sufficient funds to cover their lifestyle. It's up to you to flavour what that looks like.
Quest Summary
Every player that posts a quest summary receives Inspiration that can be used in their next quest to reroll any Saving throw, Ability Check, Attack roll or Skill check. Session summaries are posted in the #session-summaries channel.
Limited Reflavoring
Reflavoring of classes, races, weapons etc. is allowed within reason such as:
- Owlfolk using the Aarakocra race.
- Deck of cards as a Magic Spell Book
- Darts as Throwing Stars
As long as it does not change any mechanics or the flavour of the world such as
- Science Fiction
- Urban Fantasy
- Modern Fantasy
For more ideas see Personalizing Spells TCE. P116
Questing
Questing is the primary source of experience and gold in the campaign. You may join a quest posted by DMs, but the spirit of a West Marches game is that the players decide what quests they wish to endeavor on.
DMs are asked to prioritize players that have played less frequently. They should also not list players that have signed up until the close date for signups, so that players are not discouraged from signing up.
When you message a DM to request joining their Quest, if you can, include the date of the last game you played.
Voice and PBP Games
The server hosts two types of games, voice and play by post.
Voice Games are expected to be run by speaking and by using the Discord and other programs to enhance and grant ease for the play. Voice games are expected to be done within a session which are generally 4 - 6 hours. If they are to continue for longer, a new posting is made for them.
Play by Post (PBP) Games are primarily played by text. These sessions can last over a week and they go forward in much slower pace than a normal session.
Play by Post (PBP) Rules
How to set up to play in a PBP
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When joining a PBP, make a copy of your character sheet with the name "[character name] PBP"
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Link the copied sheet to Avrae in general-bot with the appropriate commands
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When playing in the PBP, switch to your character with the "!char [character name]" command
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The character may join voice sessions as normal, switching to their regular sheet for voice session play
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Any voice session is assumed to run some time after the PBP session concluded. The character is simply choosing to not speak of events that occurred in the PBP during that session
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If a character will not be participating in any Voice sessions for the entire duration of the PBP they are not required to have a duplicate character sheet made
Items and Equipment
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Items and equipment gained in Voice sessions played while the PBP is running cannot be used within the PBP
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Items and equipment gained within the PBP cannot be used in Voice sessions until the PBP concludes
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Consumables gained before the PBP can be used in any game as normal, but must be removed from both character sheets on their use
Death and Time
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If you die in the PBP, then any voice session is assumed to have run some time before the PBP
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If you die in the PBP and a Voice session and are not revived in/after either, then your character becomes a twisted creature of paradox. Send your character sheet to an Organizer who will provide it to a DM of your choice for potential use.
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If you die in a voice session and then again in the PBP and are resurrected in both, add 1 to any negative modifiers from resurrection if still suffering affects
A Call to Adventure
Congratulations! You now have all that you need to start making your character on the Colvillian West Marches Server
To start making your character please ping @Helpers in the #Welcome-Chat
Advanced Guide
Beyond this is the advanced rules such as Secondary Characters, Epic Level Play and How to become a DM
Would you like to know more?
Downtime
The downtime system allows characters to pursue long-term activities between game sessions. More details can be found in the Downtime Rules
Trading Restrictions
To avoid unbalanced power distribution between tiers, trading of items are restricted based on their rarity.
Tier | Level Range | Minor | Major |
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1 | 3-4 | Uncommon | Common |
2 | 5-8 | Rare | Uncommon |
3 | 9-12 | Very Rare | Rare |
4 | 13-16 | Legendary | Very Rare |
5 | 17+ | Legendary | Legendary |
It is not possible to trade an item of a rarity higher than the designated tier.
Wills and Retirement
Upon the completion of any character's second game they can be retired. Once a character's journey has run its course, make a post in the #the-sunset channel announcing the end of their adventures.
When a character dies or retires, their possessions are able to be given away. Their body must be recovered in order to recover their items, but gold and the rest of their estate can still be willed away.
Upon their demise or retirement, a character can can gift a single magic item to each of their five closest friends and colleagues. The player outlines who each of their magic items go to, adhering to the trade restrictions regarding Tier and Item Rarity. The rest of their items can be sold at the rates of the item liquidation table below. The character’s total gold can then be gifted to other characters, as they desire.
Item Liquidation Rates
(Minor tier items sell for half)
Rarity | Gold |
---|---|
Common | 50 GP |
Uncommon | 250 GP |
Rare | 1250 GP |
Very Rare | 2500 GP |
Legendary | 5000 GP |
Artifacts are reclaimed by the Farwater Society for the Prevention of Artifact Misuse.
Requesting a Quest
Post your request in the #player-quest-posting channel. You may utilize the level tier roles (e.g. @Lvl 3-4) for pick–up games in the #request-discussions channel to find players to join your quest and @DM or @TrialDM to locate a DM to run the quest.
Quest Format
Name: "Quest Name"
Time and Date: "Time Zone / Time"
Run time estimation: 4 hours
Type: "Exploration/RP/Town/Raid"
Recommended Level: "Level Range: i.e: lvl 13-24"
Slot: "Insert Number"
Signup Deadline: "date"
Signup: Open/Closed
(DMs List the PCs once the application is closed)
Roll20 Game link if played on R20: "link"
- include ``` in the beginning and end to create a code block in Discord.
For Player Quests, you may collect the other players you would like to join in your quest or take people who request to join. Player Quests do not require prioritizing people who have played less frequently through it's kind to do so.
Additional Characters
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You may create a additional character once you've reached level 5 with a character.
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Characters cannot trade with other characters controlled by the same player Note: Trading to a third party to work around this is also not allowed.
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The allowed starting levels of your characters is the lowest level of the highest tier you've reached, or any level lower than that For example, if you previously had a character reach level 15, you can make a character at level 13, or any lower level
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An additional character slot is allowed for a max of three. This third character slot begins at level 3, regardless of previous levels reached. It is highly encouraged people who make a third character keep them at tier 1, but this is not mandatory.
Paid Tools
Our West Marches game is open to all. While you are free to use a tool such as Fantasy Grounds to run your games, you must be able to offer that option free to players.
Most games are run on Discord using Avrae if battlemaps are required then on Roll20. Other options may be possible and offered, so long as are no cost to players.
Epic Level Play
After obtaining a 20th-level character, you can choose one of these two options for every 50,000 XP you earn after 355,000 XP. You may only do this up to Epic Level 5.
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Ability Score Improvement. The character can increase one ability score by 2 or increase two ability scores by 1 each. The ability score can now be increased above 20, up to a maximum of 26. If you have the Primal Champion Barbarian class feature, you can increase your Strength and Constitution scores to a maximum of 30. No Attribute Score can be increased past 30 through any means.
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Epic Feat. You can select a new feat.
“Not all who wander are lost; some are on quests.”
― J. Zachary Pike, Orconomics
Spell Rules
The following spells have modified effect durations that fit the West Marches game better:
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Spells for Buildings
- A spell that must be cast every day for a year to take permanent effect only needs to be cast every day for 30 IRL days within an area that you have ownership or have permission to.
- A spell that must be cast every day for 30 days to take permanent effect only needs to be cast every day for 7 IRL days within an area that you have ownership or have permission to.
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Ceremony
- Time of the wedding effect from 7 days to the next 2 quests they share.
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Clone
- Time for clone to maturity reduced from 120 days to 30 IRL days
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Hallow
- Casting Time change from 24 hours to 1 Downtime while not in a quest
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Simulacrum
- A simulacrum counts as being the caster for the purposes of spells such as Wish or Simulacrum, a character may only ever have one simulacrum at a time, this includes simulacrums who have been permanently changed into another creature by spells such as true polymorph
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Raise Dead & Resurrection
- Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, ability checks, and its save DC for all spells and class features. Every time the target starts a quest the penalty is reduced by 1 until it disappears.
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Wish
- The Wish spell can only be used with a DM if not replicating a lower level spell.
- Monster Stat Blocks
- Applies to any spells or features that involve summoning or otherwise using monster stat blocks for example:
- Polymorph
- True Polymorph
- Wild Shape
- Conjure animals
- When using a spell, class, or racial feature that uses an NPC stat block such as what's listed above, the following restrictions are applied:
- Must be an officially released WOTC monster, not a homebrewed creature without express DM approval for that quest. One DM allowing you to True Polymorph into a Void Dragon doesn't mean another has to.
- Must not be an individual, named creature. The generic Archmage is a fine true polymorph target, Mordenkainen is not.
- A quest reward that gives a player a homebrew creature form is not affected by this rule
- Applies to any spells or features that involve summoning or otherwise using monster stat blocks for example:
- Find Steed and Find Greater Steed
- Steeds summoned by Find Steed and Find Greater Steed can be converted into Arcadian mounts as per the Arcadian Mount rules found later in this document
- Reincarnation
- When a player character is reincarnated via the spell Reincarnate outside of a quest, the player rolls on the following table to determine what form the creature takes when restored to life. This table also replaces the existing table within the spell Reincarnate:
- Note: Customizing your Origin from Tasha's does not apply to a reincarnated race
Reincarnate Races
D100 | Race | Subrace |
---|---|---|
1-2 | Aarakocra | |
3-4 | Aasimar | 1d3 1. Fallen 2. Protector 3. Scourge |
5-6 | Changeling | |
7-10 | Dragonborn (ancestry of your choice as applicable) |
1d8 1. Dracon blood 2. Ravenite 3-4. Chromatic 5-6. Metallic 7-8. Gem |
11-12 | Loxodon | |
13-18 | Dwarf | 1d6 1-3. Hill 4-5. Mountain 6. Duergar |
19-20 | Harengon | |
21-22 | Leonin | |
23-28 | Elf | 1d12 1-2. Drow 3. Eladrin 4-7. High 8. Sea 9. Shadar Kai 10-12. Wood |
29-30 | Firbolg | |
31-32 | Genasi | 1d4 1. Air 2. Earth 3. Fire 4. Water |
33-34 | Gith | 1d4 1-2. Githyanki 3-4. Githzerai |
35-38 | Gnome | 1d6 1-2. Forest 3-5. Rock 6. Deep |
39-40 | Kobold | |
41-42 | Goliath |
D100 | Race | Subrace |
---|---|---|
43-48 | Halfling | 1d8 1-3. Lightfoot 4-6. Stout 7. Ghostwise 8. Lotusden |
49-50 | Fairy | |
51-52 | Goblinoid | 1d3 1. Goblin 2. Hobgoblin 3. Bugbear |
53-57 | Half Elf | 1d4 1. High 2. Wood 3. Drow 4. Sea |
58-59 | Vedalken | |
60-64 | Half-Orc | |
65-66 | Orc | |
67-78 | Human | 1d4 1-2. Non variant 3-4. Variant |
79-80 | Kalashtar | |
81-82 | Kenku | |
83-84 | LizardFolk | |
85-86 | Shifter | 1d4 1. BeastHide 2. Longtooth 3. Swift Stride 4. Wild Hunt |
87-88 | Tabaxi | |
89-92 | Tiefling | 1d10 1. Asmodeus 2. Baalzebub 3. Dispater 4. Fierna 5. Glasya 6. Levistus 7. Mammon 8. Mephistopheles 9. Zariel 10. Variant (Your Choice) |
93-94 | Minotaur | |
95-96 | Tortle | |
97-98 | Triton | |
99-100 | Warforged |
Tome and Manual Limitations
A player character can only increase each ability score maximum once though a tome, manual, or similar homebrew magic item/reward, typically 22 before other features/epic.
A player character can still use tomes, manuals, and similar homebrew magic items/rewards to increase the score further, just not the maximum, which will remain at the restricted limit.
A player controlled companion or NPC cannot benefit from a tome, manual, or similar magic item/reward.
If a class feature or reaching epic levels says to increase your maximum for an ability score above 20 (26 for Epic, 24 for Barb Capstone), that ability score maximum is further increased by previously or subsequently used tomes, manuals, and similar magic items/rewards, to a maximum of 30.
Arcadian Mounts
The image of the mounted hero is indelibly marked in our imagination. But the core rules don’t support this fantasy as well as they could.
The Arcadian Template, based on the Jumping On Mounted Combat article from MCDM Arcadia Issue 1, may be used by players to strengthen their mounts and provide greater combat versatility.
Training an Arcadian Mount
A standard mount, as listed in the Player's Handbook under Mounts and Vehicles, may be trained into an Arcadian Mount by paying gold equal to 400 times the mount's CR. The Arcadian template is applied to the mount, which is simply adding the three features listed under the Arcadian Mount Template and applying their effects to the new mount.
Standard Mount | CR | Cost |
---|---|---|
Camel, Mastiff, Pony, Donkey or Mule | 1/8 | 50gp |
Horse (draft) or Horse (riding) | 1/4 | 100gp |
Warhorse | 1/2 | 200gp |
Any steed summoned by a spell such as Find Steed or Find Greater Steed can be trained in the same manner as a regular mount. The caster only pays the gold cost (400 times mount CR) once and does not need to pay it again if they re-summon the same mount. If the caster uses this spell to summon a different mount, such as changing from a Warhorse to a Camel, they will need to pay this cost for the new mount.
Arcadian Mount Template
After paying the requisite gold costs, the following three traits are applied to newly trained Arcadian mounts.
Mounted.
During a long rest, the mount can designate one creature that rode it within the last 10 days as its rider. The mount gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The mount uses its rider’s proficiency bonus in place of its own proficiency bonus on ability checks, attack rolls, saving throws, and the DC to resist effects of the mount’s actions as listed in its stat block, and the rider’s proficiency bonus is applied to the mount’s AC.
As One.
The trained mount acts on the rider’s turn, even when the rider is not mounted. The mount may move and take the Dash, Disengage, or Dodge action. While mounted, the rider may also use a bonus action to command the mount to take one action listed in the mount’s stat block. The rider and mount work in tandem and may take their respective actions in any order during their turn.
Vaulting Attack.
A rider can use their bonus action to dismount spectacularly and perform a vaulting attack. The rider must make a Strength (Athletics) or Dexterity (Acrobatics) check. The DC is equal to 10 + the mount’s challenge rating. On a success, the next attack the rider makes before the end of their turn has advantage. Otherwise, the rider falls prone in an unoccupied space adjacent to the mount and the rider’s speed becomes 0 until the start of their next turn.
Factions
Group of characters come to work together to further goals that they could not individually.
Factions gain a fancy role colour and a Roleplay channel if the faction is active.
Send a document answering these questions to an organizer to create a faction.
- A Name
- A Description of the factions Purpose and Goals
- What should the member ideally do/act and who in is the faction. (This includes responsibilities.)
- Organization Structure and any members have special responsibilities.
- How to join the faction
- List of Members. Minimum 3 members required.
Example Faction: The Guiding Hand
Purpose
- Unite divine classes and other faithful characters in a singular organization, and present a cohesive front to the town of Farwater
- Develop an organization of education and recordkeeping to work in tandem with the new Mage’s Lodge. This includes legal wills and death records.
- Champion order and the good of the town, and generate opportunities to make use of the organization’s particular skills. This includes (non-faction exclusive) quests, as well as establishing a single body of players to be petitioned for aid in dealing with undead and other threats.
Tenets
Unity: The Bastion of Unity is our home, and Unity is our ideal. Inclusive we may be, but the Guiding Hand has pledged to come together in the spirit of cooperativeness to defend the town from the supernatural, educate its populace, and tend to their dead and afflicted. We are accepting, even to those whose faiths -- and even sometimes ideals -- we disagree with. We trust in one another that we will come together for our common man against common problems, and show them that even individuals such as we can work in unison.
Faith: Members pledge to use their powers to the best of their ability and in their best judgement, to not discriminate amongst the needy, and to remember that we are all merely avatars of higher powers, with all the responsibility that comes with. Steadfast adherence to your oaths or beliefs is necessary for the good of us all.
Humility: We are not here to be better than anyone. We are here to cooperate with one another for the betterment of the people. To inspire them, and wade through the muck with them. To be the Hand extended to the lowly as well as the Hand reaching for the divine.
Organization
Tier 1 (Guide): Bulk of organization, earned upon basic entry into the guild. Consisting of ordinary religious-affiliated non-divine classes, less active divine classes, and any who have not yet risen to the next tier. Initial requirements include appreciable religious connection, active contribution to the game, and demonstrable adherence to the tenets of Unity, Faith, and Humility.
Tier 2 (Warden): Higher tier earned by divine classes and those exemplary contributors from non-divine classes. Can vote on faction decisions, potentially has priority for faction quests.
Tier 3 (Exemplar): Leadership group of 3 members. In charge of organizing quests and arbitrating those entering the guild and graduating tiers.
Joining
Joining the faction at all will require an interview like scene done between the applicant and one or more Tier 3 members. This will take the form of a roleplay “profession of faith,” where the applicant describes their character’s relationship with their deity or source of power, what it means to them, and how it relates to the organization and its goals.
Joining the higher Tier will involve a much more challenging encounter, involving combat or skill challenges. This could range from a personal quest, a hunt to banish evil, a fight against one’s inner demons, etc. In both cases, failure will result in the applicant being unable to retry the trial until they advance a level, representing their growth.
Members
Player Name | Character Name | Tier |
---|---|---|
Touchfuzzy | Aldous Lohngrin | Tier 3 (Exemplar) |
Kingdoms and Warfare
Characters can create organizations and raise armies using the rules from pages 9-64 and Pages 93-144 from MCDM Kingdoms and Warfare
The core assumption for the rules are different then what we have for the server. The following is a few extra clarification and small edits to smooth out the experience.
Each Heroic faction is run by a single leading officer. They will decide with the rest of the officers on decisions but ultimately they make the choice.
Organizations
How do I create an Organization?
A faction may become an organization. You must pay the price of gold according to the chart below for each size. Each Organization can have up to (4+domain size) officers. When created can choose one ancestry for their units. They may unlock more through quest rewards. To create an organization submit it to an Organizer.
Domain Size | Price | Max Officers |
---|---|---|
1 | 15,000 GP | 5 |
2 | 30,000 GP | 6 |
3 | 60,000 GP | 7 |
Notes:
- Officers do not get titles but may gain them as rewards from quests.
- An extended rest is 30 days in real life.
- A character cannot be an officer in multiple factions or organizations.
- Players may gain martial advantages or extra units as rewards from quests.
- Power Dice are keep track of by the leader of the organization in an accessible document.
Non-Player Realms
Non-Player Realms are controlled by single Dungeon Master with the approval from the Organizers. That Dungeon Master can transfer ownership at any time. If the Dungeon Master is unresponsive for more then 14 days then an Organizer can sanction a transfer.
The Dungeon Master controlling the hostile realm decides when Intrigue starts and how many intrigue rounds it lasts for.
If a realm is successful conquered. The organization may install an officer who retires their character or friendly Non-Player character to maintain control. The hostile realm won’t face an existential threat for three months after this event.
How Can I Help?
There are many ways you can help make the campaign fun and successful. Engaging with your fellow players is a fantastic way to start. Make everyone feel welcome! And there are a number of roles, you can take on to do your part.
Dungeon Masters (DM)
The life blood of this server running the games on the server as well as reviewing rewards given out to maintain balance on the server. Are given powers to act as moderators for their games if needed then handing over to the helper team.
DMs on the server get access to all these cool assets:
- 40+ Free D&D Beyond Sourcebooks and Adventure books
- Free Legend Keeper
- Free Roll 20 Pro Game
- Free Foundry Virtual Tabletop
We do require those who are looking to be DMs play or sit in on a few games to get good understanding how things work on the server.
Make sure you have read the Dungeon Master Guide
Dungeon Master Application
To apply please message a Helper or Organizer your application and it will be reviewed by the helper team
What is your experience with GMing?
What is your experience with D&D 5e?
What is your experience been with collaborative DMing? And are you willing to learn?
What happens to a devil's body when killed on the material plane?
Trial DMs apply to be a full DM after being active as a Trial DM for a month and running at least 3 games.
Lorekeeper
Those who organize the lore of adventures so it is easy to find and utilise to make the campaign a living breathing world. With the goal of encouraging interesting plotlines and engaging quests. The stories of the world and it's characters are alive and active in every game. Bringing them together into one greater story is your role if you choose it.
Lorekeeper Application
To apply please message a Helper or Organizer your application and it will be reviewed by the helper team
What is your experience with organizing stories and information? I.E Wiki's, Fansites etc
What is your experience with RPGs?
What is your experience been with collaborative storytelling? And are you willing to learn?
In your experience what is the most important part of a story?
Helpers
Friendly, active & interactive people who help those with questions and newcomers to the server. Additional act as moderators and make sure the community is safe and welcoming.
Helper Application
To apply please message a Helper or Organizer your application and it will be reviewed by the helper team
- What is your experience with being a mod or admin?
- How have you been helpful in CWM and other communities?
- Why do you want to be a helper?
Organizers
The admin team maintains and improves the rules and systems that make up the server. Having a background in homebrew, Dungeon Master and game design helps.
Organizer Application
Being an Helper is a requirement
- What is your experience with being a mod or admin?
- What is your experience with game design?
- What is your experience with 5e Homebrewing?
- What would you like to change about CWM?
If you promise to do something and if you for any reason don’t want to do it anymore, PLEASE tell someone!
"No. Try not. Do… or do not. There is no try."
- Master Yoda, Star Wars Episode V
Submitting Ideas
If you have an idea that you believe would make our West Marches game better, please send it to one of the organizers. Your ideas are important to the improvements of the game we are building together.
If you have ANY ideas, make a detailed suggestion (including exact rules of how it would work) to organizers and they will discuss it. If you feel the game is missing something in the crafting rules or you want to establish a faction, don’t expect anyone else to do the work for you - just write up rules for it and bring it to the organizers for review.
When submitting a suggestion, please consider the following.
- How does the idea improve our game?
- What are the role-playing implications of the idea?
- How does the idea mechanically operate?
- Have you discussed the idea with fellow players and DMs?
- Are others interested in the idea, or only a couple?
- Does the idea affect the entire campaign or just a session or two?
- If it only affects a few games, take the idea to your DM
Remember when submitting an idea, that the more details you provide the more likely for the idea to be accepted.
Example 1:
Player Controlled Farms
"I think that players should be able to buy and maintain farms. That way the town can be fed."
This is a weak suggestion, because it does not include very much information and has no mechanical effect on the campaign. You could easily say your character operates a farm for mechanical purposes. Operating the farm would make them enough money to survive, just as any other trade.
Example 2:
Monster Training
"Having a trained monster could be a fun and exciting option for players. Characters would be able to take trained monsters on adventures with them or leave them at home. Training the monster would require a series of Animal Handling checks equal to the monsters challenge rating multiplied by 3. The DM of the session may increase or decrease the base DC of 15 based on the monsters nature and current disposition to the trainer."
Though this example could use additional details and playtesting, it has enough details for the Organizers to work with when discussing the suggestion.
Appendix A - Server Links
Server Documents
Avrae - D&D 5e utility bot
-
Avrae Tutorial - run !intro in the #general_bot
Character Sheets
-
Google Sheets Character Sheet - make a copy of this in your own Google Drive folder and refer to the "?" tab to answer most questions.
Virtual Tabletops
-
Beyond20 - Integrating D&D Beyond seamlessly with Virtual Tabletops
If you need any help feel free to ping @Helper in the #questions channel.
Appendix B
Character Options
The following character options are allowed:
- Curse of Strahd
- Bigby Presents: Glory of the Giants
- Not Allowed: Backgrounds
- Dragonlance: Shadow of the Dragon Queen
- Not Allowed: Feats other then Divinely Favored
- Not Allowed: Backgrounds
- Dungeon Master's Guide
- Not Allowed: DMG Aasimar
- Eberron: Rising From The Last War
- Not Allowed: Marked Race Options
- Greater Aberrant Powers can only be gained as a quest reward
- Elemental Evil Player’s Companion
- Explorer’s Guide to Wildemount
- Not Allowed: Elf (Pallid)
- Spells only available to Dunamancers
- Ghosts of Saltmarsh
- Guildmaster's Guide to Ravnica
- Not Allowed: Centaur & Simic Hybrid
- Icewind Dale: Rime of the Frostmaiden
- Lost Laboratory of Kwalish
- Not Allowed: Galder's Tower
- MCDM Arcadia: Issue 1
- MCDM Classes cannot Multiclass
- Spells only available to Titan Heart Sorcerer
- MCDM Arcadia: Issue 2
- MCDM Classes cannot Multiclass
- Order of Hibernation's Wrathful Conduit is limited to expanding wizard Hit Dice up to your proficiency modifier.
- The Horned One's Horned Hunter counts as a weapon attack the purpose of Hunters Mark and similar spells.
- MCDM Arcadia: Issue 3
- Permanency spell components can only be found as part of a quest
- Note: Artificers class spell list includes
Attract Metal, Glitterdust, Silver Wings, Shrink, Erase
- MCDM Arcadia: Issue 5
- Note: Artificers class spell list includes
Animate Echoes, Compelling Propulsion, Scryspike, Wielding
- Note: Artificers class spell list includes
- MCDM Arcadia: Issue 7
- Note: Artificers class spell list includes
Instant Freeze, Tremorsense
- Note: Artificers class spell list includes
- MCDM Arcadia: Issue 8
- MCDM Arcadia: Issue 9
- Only Atonement Domain Allowed.
- MCDM Arcadia: Issue 23
- Not Allowed: Astonishing Presence
- Mordenkainen's Tome of Foes
- Mordenkainen Presents: Monsters of the Multiverse
- Mythic Odysseys of Theros
- Not Allowed: Satyr & Centaur (MPMM Ver Only)
- Planescape: Adventures in the Multiverse
- Not Allowed: Feats
- Player's Handbook
- Not Allowed: Lucky Feat
- Spelljammer Adventures in Space
- Not Allowed: Hadozee & Giff
- Not Allowed: Create Spelljamming Helm
- Strixhaven: A Curriculum of Chaos
- Only Owlin Allowed
- Sword Coast Adventurer's Guide
- Subclasses not restricted by race.
- Subclasses not restricted by race.
- Tasha's Cauldron of Everything
- Not Allowed: Custom Lineage
- Not Allowed: Gunner Feat
- Construct Spirit has a typo should be:
"Hit Points 40 + 15 for each spell level above 4th"
- The Tortle Package
- Tomb of Annihilation
- Volo's Guide to Monsters
- Not Allowed: Yuan-ti Pureblood (MPMM Ver Only)
- Van Richten’s Guide to Ravenloft
- Dark Gifts may be given as quest rewards
- Xanathar's Guide to Everything
Notes
- All races with permanent, natural flight such as Aarakocra and Winged Tiefling only gain the ability to fly at 5th Level
Not Allowed:
- Acquisitions Incorporated
- Adventure with Muk
- Baldur's Gate: Descent Into Avernus
- Dungeons & Dragons vs. Rick and Morty
- One Grung Above
- Locathah Rising
- Wayfinder's Guide to Eberron
Appendix C - Extra Spells
Details of these spells can be found in:
- MCDM Arcadia: Issue 1
- MCDM Arcadia: Issue 3
- MCDM Arcadia: Issue 5
- MCDM Arcadia: Issue 7
- MCDM Arcadia: Issue 23
Artificer
1st Level
Erase
Instant freeze
Wielding
2nd level
Attract Metal
Compelling Propulsion
Shadowslip
Tremorsense
3rd level
Animate Echoes
Glitterdust
Scryspike
Shrink
4th Level
Silver Wings
Bard
Cantrip
Astonishing Presence
1st Level
Air Walk
Erase
Wielding
2nd level
Attract metal
Compelling Propulsion
Rucio’s Resolute Poise
3rd level
Glitterdust
Walking dead
4th level
Brinn’s Exalted Cruiser
Moonlit Transformation
6th level
Gaze of Venom
Rainbow recurve
Cleric
Cantrip
Astonishing Presence
1st Level
Air Walk
Erase
2nd Level
Rucio’s Resolute Poise
Soulstone
3rd level
Glitterdust
Walking dead
4th level
Brinn’s Exalted Cruiser
Moonlit Transformation
Druid
1st Level
Air Walk
Instant freeze
Nature’s ladder
2nd level
Attract metal
Flurry of icicles
Tremorsense
Soulstone
3rd Level
Amethyst Tomb
Dust cloud
Jet of water
4th Level
Ice sheet
Maelstrom avatar
5th Level
Marine Benison
Sandstorm
6th Level
Alabaster’s Adaptation
Gaze of Venom
Misri’s Buried Eye
Rainbow Recurve
7th Level
Crystaline Barrier
Stoneheart
8th Level
Surge of Life
Ranger
1st Level
Air Walk
Nature’s ladder
2nd Level
Tremorsense
3rd Level
Dust cloud
4th Level
Brinn’s Exalted Cruiser
Maelstrom avatar
Moonlit Transformation
5th Level
Marine Benison
Sandstorm
Sorcerer
Cantrip
Astonishing Presence
1st Level
Alabaster’s Adjacent Acquisition
Erase
Instant freeze
Wielding
2nd level
Attract metal
Compelling Propulsion
Flurry of icicles
Shadowslip
3rd level
Amethyst Tomb
Dust cloud
Glitterdust
Scryspike
Shrink
4th Level
Ice sheet
Moonlit Transformation
Silver wings
6th Level
Gaze of Venom
Rainbow Recurve
8th Level
Surge of Life
Titan Heart Sorcerer
Blaze
Cataclysm
Daybreak
Glacier
Quake
Warlock
Cantrip
Astonishing Presence
1st Level
Erase
Wielding
2nd level
Compelling Propulsion
Rucio’s Resolute Poise
Soulstone
Shadowslip
3rd level
Animate Echoes
Amethyst Tomb
Dust cloud
Scryspike
4th Level
Silver Wings
Maelstrom avatar
Moonlit Transformation
5th Level
Sandstorm
6th Level
Gaze of Venom
7th Level
Stoneheart
Wizard
Cantrip
Astonishing Presence
1st Level
Air Walk
Alabaster’s Adjacent Acquisition
Erase
Wielding
2nd level
Attract Metal
Compelling Propulsion
Rucio’s Resolute Poise
Shadowslip
3rd level
Animate Echoes
Amethyst Tomb
Glitterdust
Scryspike
Shrink
Walking dead
4th Level
Silver Wings
Moonlit Transformation
6th Level
Alabaster’s Adaptation
Gaze of Venom
Misri’s Buried Eye
Rainbow Recurve
7th Level
Crystaline Barrier
Stoneheart
8th Level
Permanency
Surge of Life
9th Level
Realize Image
Appendix D
CWM Roles Descriptions
Server Admin
Maintains the infrastructure of the server and makes sure all the technology works as it should.
Organizers
The admin team maintains and improves the rules and systems that make up the server. Having a background in homebrewing, DMing and game design helps.
Helpers
Friendly, active & interactive people who help those with questions and newcomers to the server. Additional act as moderators and make sure the community is safe and welcoming.
Lorekeeper
Those who organize the lore of adventures so it is easy to find and utilise to make the campaign a living breathing world. With the goal of encouraging interesting plotlines and engaging quests. To apply please PM an Organizer
DM (Dungeon Masters)
The life blood of this server running the games on the server as well as reviewing rewards given out to maintain balance on the server. Are given powers to act as moderators for their games if needed then handing over to the helper team. Can apply to be a full DM after being active as a Trial DM for a month and running at least 3 games.
Trial DM (Trial Dungeon Masters)
DMs that are new to the server and sometimes to DMing. Are getting their feet wet and are still learning the ropes. So help them out and let them make mistakes so they can learn.
Dragonspeaker
Masters of coding and the dark Avrae Bot arts. Work to set up server aliases and functions like downtime tracking working. Called to help when the Helpers can’t fix a Avrae Bot problem.
Merchant
Working in the background to make and run traveling merchants. For merchants a background in homebrewing helps but is not required, as many merchants sell DMG items.
Booster
Amazing people that boost the server using Discord Nitro this gives the server:
- +50 Emoji Slots (for a total of 100 emojis)
- 128 Kbps Audio Quality
- Go Live streams boosted to 720P 60FPS
- Custom Server Invite Background
- Animated Server Icon
- Alot of other stuff
Players
The bread and butter of the server, playing in games and roleplaying the interesting characters. Only requirement is to read this player guide and ask a Helper
Colvillian
West
Marches
Last Updated
April, 2024
Art Credits
Leather Texture: Texture Palace - Link
Wizards of the Coast
- Dungeons & Dragons Artwork
- Magic the Gathering Artwork
- Used under the Wizards of the Coast's Fan Content Policy and Dungeons & Dragons Systems Reference Document
Komika Et Komishi
- Twitter @RobustaArt
- Instagram @RobustaArt
- Used for Non-commercial Purposes