Campaign Rules
A few basics we all need to understand for this to work.
- The GM will regularly post rumors, quests, and adventure hooks (primarily via Discord).
- Players propose sessions by forming their own groups and selecting from available dates provided by the GM, then booping the GM to schedule the session.
- Players are encouraged to communicate openly about availability and intent so sessions can be organized efficiently and fairly.
- Sessions can be run with a minimum of 2 players for exploration, investigation, and social play, or 4 players for combat-heavy sessions, dungeon delving, and megadungeon exploration.
- All characters must belong to the campaign’s main faction.
- Character backstories must be explicitly tied to established world lore (such as locations, factions, historical events, or key NPCs). The GM will provide a curated list of lore hooks before character creation.
- The GM will provide an approved list of ancestries, classes, and subclasses available in the campaign setting.
- Homebrew and third-party content may be allowed, but only with prior approval on a case-by-case basis.
- Characters will be stored and maintained in Foundry VTT, though players are welcome to use external tools such as D&D Beyond.
- Session continuity is persistent: actions, consequences, faction developments, and world changes will carry over between all groups and sessions.
- In-character decisions and outcomes are considered canon and may influence future sessions regardless of which players were present.
- The shared faction acts as the narrative anchor, meaning even when parties differ, their actions contribute to a unified campaign identity and progression.