Myth-Weavers Help

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:

  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.

[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 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:

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:

Layer management

The canvas is layered so you can control visibility per element:

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