1 The Skill Tree System ▼
Our server replaces the standard subclass system with a custom Skill Tree for each class.
Why skill trees instead of subclasses? Subclasses give you a broad archetype at a specific level and that's largely it. Skill trees let you build your character concept incrementally, with choices that feel meaningful at every step.
When you receive points:
- Level 2: 2 points to spend
- Level 3: 6 total points (4 new points added)
How nodes work:
- Each node in the tree costs a set number of points
- Some nodes require you to unlock a prerequisite node first
- Trees are class-specific — each class has its own tree with different options
- Some nodes are active abilities; others are passive bonuses or upgrades
Getting your tree: When you create your character, ask your GM for the skill tree document for your class. Review the options before committing.
Costs are experimental: The point values for nodes are still being balanced and may change between or within campaigns. Your GM will handle any retroactive adjustments fairly. If a change affects choices you've already made, you'll be given the opportunity to adjust.
2 Alignments ▼
Standard D&D alignment (Lawful Good through Chaotic Evil) is fully allowed — including Evil alignments.
The one requirement: Your character must be able to function within the party and engage with the campaign.
Alignment doesn't excuse table-disruptive behaviour. A Chaotic Evil character who murders other player characters or refuses every mission isn't a fun edge case — it's a problem. The question isn't what your character is, it's whether they can sit at the table with everyone else and play the game.
In practice:
- Evil characters need a credible reason to cooperate with the group
- Dark worldviews are fine; active sabotage of other players' fun is not
- Complex, morally grey characters are some of the most interesting — they just require more care
If you want to play a character with a morally difficult alignment, talk to your GM before the first session. Give them the chance to make sure the campaign can accommodate that character and that the other players are aware of what they're signing up for.
3 Level Cap & Milestone Leveling ▼
We don't use XP. Characters level up at story milestones, decided by the GM when the narrative supports advancement.
The global level cap All characters across all campaigns are subject to a shared level cap. The current cap is level 3.
This cap rises as the overall campaign world progresses. When it does, the GM will announce it.
Starting and advancing:
- Every character starts at level 1
- One full party session is typically enough to reach level 2 (the current cap)
- You cannot exceed the global cap regardless of what happens in your campaign
Why a global cap? This server runs multiple campaigns in a shared world. The cap keeps character power levels consistent across those campaigns, makes cross-campaign events viable, and ties mechanical progression to the world's actual story.
Applying level-ups: Level up between sessions, not during them. Let your GM know before the next session that you've applied your changes. If the cap increases mid-campaign, the GM will give you time to apply it before the next session.