The Rules

These are the D&D5e World of Bethica rules about how the setting and campaign works.

World of Bethica Westmarch style is not a one-shot campaign but an "ongoing campaign setting" where many diverse groups play in the same shared world. While this Westmarch started as a set of interaction one-shot adventures with some recurring characters, it has since evolved into longer sessions to accommodate more exciting and longer adventures.

These were the rules for The World of Bethica WestMarches campaign:

Rule One:
You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn't appeal to you you are driven to leave behind the safety of civilization and explore the wilds to make your name. Regardless of what drives you, you are driven. You choose where to go and what to do. There will be a handful of obvious choices, but you don't by any means need to take them. The adventure is in your hands.

The Rest:
  • Players will sign up and join sessions on an at-will basis. There is no assumed set party characters can adventure in many different groups.
  • Each session is presumed to be self-contained. Players venture into the wild, find or are found by adventure, and return home each session.
  • New characters start at level 1. Characters keep whatever gold, gear, and XP they earn from session to session, including a Treasure Token appropriate to the session tier being run, and characters may (until further notice) group with other characters of any level. However, it is strongly suggested that they play in tier ranks appropriate for their character level.
  • Every character starts each session in Kylar or whatever location the session GM deems necessary. If characters have not returned home by the end of the session, they automatically return after the play has ended. o Exceptions from this rule may be frequently made to accommodate longer adventures spanning over multiple sessions.
  • Players will be penalized a cost of 1GP/Lvl per mile they must travel back home after the end of a session.
  • The World of the Bethica Westmarch persists beyond each session. If players have made a change in one session, other players will see that change if they follow the same path in a later session.
  • All initial objectives and later objectives that are discovered are marked on a shared map, which players can use to suggest places they want to explore.
  • The small city of Kylar is, for whatever reason, safe, and characters can rest here between sessions and come to no harm.


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