Myth-Weavers Help

Characters, Resources, and Maps

Forums and posts are where the story gets told, but a campaign is so much more than that. Myth-Weavers hands you the tools that make a game feel like a living world: character sheets you can post as, wiki-style Pages for your lore and house rules, journal-style Blogs for in-character diaries and GM session notes, and interactive Maps for when things turn tactical.

This guide is one bundled tour; each section can stand alone, and individual content-type guides will split out as the docs evolve.


Characters

Characters are the centerpiece. Linking a sheet to a game makes it postable, browsable by the rest of the party, and the editor's sheet-field placeholders can pull live values straight from it.

Linking a character sheet

From a game's Characters tab, link an existing sheet (or create a new one and link it). The character appears in the game's roster immediately and is selectable in the editor's Character Selector.

When you create a new sheet you pick a template. Most templates are built for a specific system (D&D 5e, Pathfinder, and so on), but if your system isn't in the list — or you just need a lightweight sheet for an NPC you want to reference in a thread — choose Generic (system-agnostic). It gives you plain identity fields (name, type, concept, faction), a few labeled resource tracks (HP and two of your own), a freeform attributes table you name yourself (Strength, Cool, Morale — whatever your system uses), plus the shared portrait, description, languages, and notes every sheet has. Every field you fill in is insertable as a live sheet-field placeholder in your posts, just like a full system sheet.

The character list

The Characters tab is your whole party at a glance: every character's name, the player behind them, and a link to each sheet. Anyone in the game can scroll the roster and click through to read a linked sheet in full.

Posting as a character

Once your character is linked:

  1. Open the Character Selector dropdown above the editor.
  2. Pick the character whose voice you're using.
  3. Write the post as normal.

The published post displays with the character's name and avatar instead of your username. This is what makes the IC layer feel like a game and not a forum.

If your character has a Character Template configured (postbit styling, statblock, IC body wrapper, preferred color, etc.), it applies automatically — see the next section for the three template surfaces and how to set yours up.

Character templates

A character can have three distinct template surfaces that shape how their posts render. Open the template editor from your character on the game's Characters tab (the ✎ button); it's a full page with each surface in its own section, every one with its own format toggle (Rich Text / Markdown / HTML / BBCode):

The postbit and statblock are always yours to author. Any surface can reference sheet-field placeholders ({{key}}-style references that pull live values from the sheet; see The Post Editor) so a postbit can show "HP: 23/42" without you typing those numbers every post. Templates are per-character: the rogue's understated noir postbit and the bard's riot of color travel with each character when you switch in the editor's Character Selector.

Character avatar. By default a linked character's avatar comes straight from the portrait on its sheet — set the sheet portrait and the character posts with that image, no extra step. The template editor's Character Avatar section lets you override it with a different upload or image URL just for posts. Clicking Remove on that override clears it and the avatar falls back to the sheet portrait again.

[GM]

The post-content template is the one surface a GM can standardize, from the game's Content Template page (the "Content Template" button on the Characters tab, or the link under Character Templates in game settings). Choose who controls it:

Postbits and statblocks are always player-owned — the GM standardizes the post body only.


Pages

Pages are your wiki: living documents for world lore, house rules, campaign notes, session recaps, and anything else you want to keep close to the game but out of the post timeline.

Creating a Page

New Page from the Pages section. Title, content (full editor, same as posts), publish. Done.

You can optionally tag the page with the game system it was written for (D&D 5e, Pathfinder, etc.). The tag is shown as a badge on the page in resource listings and lets readers filter by system — handy when you keep system-specific references, house rules, or cheat sheets. Leave it as "No specific system" for system-agnostic pages. Downloads carry the same optional system tag.

Table of contents

Pages auto-generate a table-of-contents sidebar from your headings (H2, H3, etc.). Use clear, descriptive headings so readers can jump to the section they care about. Each TOC entry is an anchor: the link you get from a TOC entry can be shared, and opening it jumps straight to that heading. Headings can be anywhere in the content, including in box/fieldset headers.

Revision history

Every edit is saved as a revision. The page's history shows who changed what and when; you can compare any two revisions side-by-side. Useful when six players have been editing the party's faction notes for two months and someone reverted a key detail.

Edit locking

When you're editing a page, Myth-Weavers locks it to prevent simultaneous-edit conflicts. Other users see that you're editing and have to wait until you save or cancel. Locks release automatically after a period of inactivity, so an abandoned edit session won't hold a page hostage.

Linking pages to games

Pages can be linked to a game as a Resource. Linked pages show up in the game's Resources tab for easy access by all members. When resources are tagged with a game system, the Resources tab — and the site-wide resource directory — offer a system filter so you can narrow a long list to just the ones for the system you're playing.


Blogs

Blogs are a journal format; ongoing, dated entries. Good for campaign journals, in-character diaries, GM session notes, world-building chronicles.

Creating a Blog

Create a blog from the Blogs section. Title, description, publish. The blog is now a container for entries.

Blog entries

Each entry is a dated post within the blog, with the same full editor as posts and pages. Entries display in reverse chronological order (newest first).

Each entry can have an optional Feature Photo — a banner image shown at the top of the entry and as a thumbnail in the blog's entry list. Upload it from the entry editor (a wide landscape image works best; it's displayed as-is). Use Replace Photo to swap it or Remove to clear it.

Comments

Readers can comment on individual entries. Useful for in-character reactions, GM follow-ups, or out-of-character discussion threaded under the entry.

Linking blogs to games

Like pages, blogs can be linked to a game and surface in the Resources tab.


Maps

Maps are an interactive canvas — locations, battle scenes, dungeon layouts. Tokens for characters and NPCs, shape overlays for areas of effect and annotations, an optional grid for tactical movement.

Maps are a supporter-tier feature; see Account Settings for what supporter status unlocks.

Creating a map

New Map from the Maps section. Each map starts as a blank canvas you customize.

Background images

Upload a background image as the base layer — a hand-drawn dungeon map, a city plan, a battle grid, a world atlas. Anything that represents the space.

Tokens

Tokens represent characters, NPCs, monsters, or points of interest. Each token has:

The GM can move any token; players can move their own if the GM has turned on Allow players to add tokens in the map's settings.

Overlays

Overlays are shapes, images, and labels drawn on top of the map — circles, cones, bursts, lines, and rectangles for areas of effect, plus text labels and custom images for terrain features or points of interest. Drag, resize, and rotate them to annotate the map during play.

Grid system

Enable Grid in the map's settings for customizable, snap-to-grid tactical movement:

Access permissions

Map access is controlled the same way as other resources: the GM grants read access (who can view the map) and write access (who can edit tokens and overlays) separately, from the map's settings. There's no in-canvas fog-of-war or per-layer reveal — if you want to control what players see before a scene, publish separate maps or add tokens/overlays only when you're ready to show them.

[GM]

Maps pay back every minute you spend on them ahead of time. Build the battlefield before the session with your tokens and overlays already in place, and you'll be ready the instant the table arrives. You can improvise mid-scene, but it tends to break the pacing, so a little front-loading goes a long way.


Next steps