Characters, Resources, and Maps
Beyond forums and posts, Myth-Weavers has the tools that make a campaign feel like a campaign: character sheets you can post as, wiki-style Pages for lore and house rules, journal-style Blogs for in-character diaries or GM session notes, and interactive Maps for the tactical layer.
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 addressable by the editor's sheet-field placeholders.
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.
The character list
Each game's Characters tab shows the full roster — character names, owning players, sheet links. Anyone with access to the game can browse the list and click through to view linked sheets.
Posting as a character
Once your character is linked:
- Open the Character Selector dropdown above the editor.
- Pick the character whose voice you're using.
- 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):
- Postbit — the compact identity card shown alongside every post (name, portrait, current HP, status icons). The small box on the timeline.
- Statblock — the expanded view a reader opens with the Show statblock link on your postbit. Authored on an exact replica of the popup it appears in, so what you see is what readers get. Use it for the fuller detail that won't fit the little card.
- Content template — the IC body wrapper your post text is written inside (headers, decorative borders, signature flourishes, system stat-block layouts).
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.
[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:
- GM-supplied — players use your standard content template and can't define their own (they can still freely edit the seeded post, and their postbit/statblock stay their own).
- GM-recommended — your template seeds new posts, but players can override it on their character.
- Player-supplied — no game default; each player supplies their own.
Postbits and statblocks are always player-owned — the GM standardizes the post body only.
Pages
Pages are wiki-like documents — for world lore, house rules, campaign notes, session recaps, anything you want to keep alongside but outside 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.) — including headings you use as a box (fieldset) title. 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.
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, overlays for fog of war and areas of effect, 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:
- A label or name
- A custom image or solid color
- An optional linked character sheet (one click to view)
The GM can move any token; players can move their own (depending on permissions the GM grants).
Overlays
Overlays are shapes and markers drawn on top of the map — areas of effect, fog of war, terrain features, highlighted zones, anything spatial. Use them to annotate the map dynamically during play.
Grid system
Enable a Grid overlay with customizable spacing and snap-to-grid behavior for tactical movement:
- Grid cell size (adjustable)
- Snap-to-grid for token movement
- Optional grid labels (coordinates) on the edges
Layer management
The canvas is layered so you can control visibility per element:
- Background layer — the map image
- Overlay layer — shapes, fog, annotations
- Token layer — characters and objects
GMs can hide entire layers from players (revealing a fog-covered area, for instance, by toggling a layer's visibility for the whole table).
Player permissions
GMs control what players can see and interact with: which parts of the map are revealed, which tokens players can move, which overlays they can edit. The defaults are sensible — players move their own tokens, see what the GM's revealed — but every aspect is tunable.
[GM]
Maps reward setup time. Pre-build the battlefield with all overlays and tokens before the session, set fog of war over the unexplored areas, configure player permissions once, and you'll be ready when the table arrives. Editing on the fly is doable but breaks pacing.
Next steps
- Forums, Topics, and Posting — back to the basics of posting in a game.
- The Post Editor — the editor reference, including sheet-field placeholders that pull live values from a linked character.
- Community, Messages, and Social — community-wide forums and the social side of the site.