About The Collective

The Mirewood Collective is a roleplaying guild created to push the boundaries of the established magical lore on Azeroth (and beyond!). Our main roleplay focus consists of missions and heists into the strange and unknown to capture creatures and relics deemed too dangerous to fall into the hands of others. Bringing these back to our Reliquary for storage away from prying eyes and dangerous hands.The Collective inhabits Wood's Reach which is located on the southeastern shores of the Arathi Highlands, and is always in need of assistance - be it merchants (legal or otherwise), farmers, or craftsmen. Shimmercliff and the surrounding towns of Meadowgrove and Honeyglen have definitely seen better days and will need quite a bit of work to reclaim the glory of years past.We focus on presenting adventures in a style that allows for freedom in the actions of a character, promotes collaboration, and in which your power grows as you progress through the ranks of the Collective and prove your worth to both the Director and the mysterious Josephine.

The Mirewood Collective - Moon Guard - Alliance NA


Adventures Thus Far...


The Story So Far...

Rikers Island was once a larger island containing lush forests, ancient temples, and...

Rikers Island

The Mirewood Collective was created to push the boundaries of the little established magical lore on Azeroth (and beyond!). Our main roleplay focus consists of missions and heists to strange and unknown places to capture creatures and relics deemed too dangerous to fall into the hands of others. Bringing them back to our Reliquary for storage away from prying eyes.The land that the Collective inhabits is located on an island between Kul Tiras and Gilneas, and is always in need of assistance - be it merchants (legal or otherwise), farmers, or craftsmen. Highmire Port has definitely seen better days and will need quite a bit of work to reclaim the glory of years past.We focus on presenting adventures in a style that allows for freedom in a characters actions, promotes collaboration, and in which your power grows as you progress through the ranks of the Collective and prove your worth to both the Director and the mysterious Josephine.

Health & Skill Points

Health
Characters begin with 5 Health. Instead of assigning a skill point to a skill; up to 5 points can instead be distributed to your Health in lieu of skill proficiency.
Starting Skill Distribution
Assign +1,+1,+1,+2,+2,+2 each to one of the default skills listed below. Your character is not intended to be perfect from the get-go. You’ll be Proficient at a fourth of the skills, a Novice at another fourth, and untrained in half. These points can be used for Health instead if desired.
Additional Skill Distribution
Upon leveling up, you will gain an additional stat point to assign at your discretion. This can go to any skill, and no skill may have more than 3 points distributed to it.
Leveling Up
At major story moments, players who have participated in the events of the story will be rewarded with a level up. Leveling up will reward a skill point that can be used at the players' discretion.

Character Skills

Skills determine how proficient your character is at a certain thing. You will find many skills overlap with others. This is by design. As a player, you get to choose which action your character does and how. Can you try to Wreck someone during a fight? Sure! As it says below, Skirmish might be less risky or more effective, depending on the situation at hand. Sometimes a more brute method will be better. The Dungeon Master can take these subtle differences into consideration when reacting to group actions and plotting the story.

SkillEffect
PsycheYou open your mind to magic. You might communicate with telepathy. You could try to perceive through the leylines in order to better understand your situation. You might try to subdue the mind of a lesser creature. You might summon the might of magics to decimate an opponent from afar. You might use the light to perform a life-saving procedure.
WreckYou unleash savage force. You might smash down a door or wall with a sledgehammer, or use your legs to kick it down. You might employ chaos or sabotage to create a distraction or overcome an obstacle. You could try to overwhelm an enemy with sheer brutal physical force in battle.
CommandYou compel swift obedience. You might intimidate or threaten someone to get what you want. You might lead a group in an action. You could try to order people around and they may listen out of fear.
CharmYou socialize with friends and contacts. You might gain access to resources, information, people, or places. You might make a good impression or win someone over with your guile and style. You might lie convincingly.
FinesseYou employ dexterous manipulation or subtle misdirection. You might pick someone’s pocket. You might handle the controls of a vehicle or an animal. You might formally duel an opponent with graceful battle tactics. You may attempt to remove a lodged object from an injured ally.
HuntYou carefully track a target. You might arrange an ambush. You might attack with precision shooting from a distance. You could try to divine the location of a person. You might subdue a wild animal that blocks the way for you and your allies.
StealthYou traverse skillfully and quietly. You might sneak past a guard or hide in the shadows. You might run and leap across the rooftops. You might attack someone from hiding with a backstab or blackjack. You could impersonate an enemy guard.
SkirmishYou entangle a target in close combat so they can’t easily escape. You might brawl or wrestle with them. You might hack and slash with an improvised weapon. You might seize or hold a position in battle.
StudyYou scrutinize details and interpret knowledge. You might gather information from documents, books, and relics. You might do research on an esoteric topic. You might immerse yourself in dark writings. You could formulate elixirs to aid allies. You might attempt to recognize an enemy battle formation.
SurveyYou observe the situation and anticipate outcomes. You might spot telltale signs of trouble before it happens. You might uncover opportunities or weaknesses. You might detect a person’s motivations or intentions. You could try to spot a good ambush point.
SorceryYou manipulate magics. You might hurl a fireball at an enemy. You might conjure a weapon to use. You might summon a demon into the world. You could try to channel the arcane into a large destructive force.
TinkerYou fiddle with devices and mechanisms. You might create a new gadget or alter an existing item. You might pick a lock or crack a safe. You might disable an alarm or trap. You might turn the clockwork devices around the city to your advantage.
LuckYou exhibit better luck than most. You might succeed at something with no skill on the first try. You could try your hand at gambling. You might get details from someone without even asking.

Combat Attributes

  • Two-Handed Weapons

  • One-Handed Weapons

  • Ranged Weapons

  • Thrown Weapons

  • Arcane Magics

  • Fel Magics

  • Nature Magics

  • Death Magics

  • Shadow Magics

  • Light Magics

  • Minion Control

  • Ballistics

  • Shields

Professional Attributes

  • First-Aid

  • Preaching

  • Infiltration

  • Enchanting

  • Inscription

  • Herbalism

  • Prospecting

  • Blacksmithing

  • Hunting

  • Leatherworking

  • Cooking

  • Alchemy

  • Engineering

Social Strata

  • Nobility

  • High Class

  • Middle Class

  • Lowborn

  • Outcast

Character Alignments

  • Lawful Good

  • Lawful Neutral

  • Lawful Evil

  • Neutral Good

  • True Neutral

  • Neutral Evil

  • Chaotic Good

  • Chaotic Neutral

  • Chaotic Evil

Character Attributes

Character Attributes determine how proficient your character is at a certain thing. As a player, you get to choose what your Character is good at, what kind of person they are, and where in society they fit in.The intention behind Character Attributes is for you to feel as if you're inhabiting a character and not a stat sheet with sub-optimal builds or trap options.Character Attributes are broken down into Combat Attributes, Professional Attributes, Social Strata, and Character Alignment. Your character will have multiple Combat and Professional attributes. They will be tagged with one Social Strata and Alignment at any given moment.Combat Skills determine how your character fights during combat.Professional Skills determine how you interact with the world.Social Strata & Alignment both determine how others in the world react to your character. Both of these will change (or not!) depending on how both your character and the group as a whole act during long story campaigns.

CombatProfessionalAlignmentSocial Strata
Two-Handed WeaponsFirst-AidLawful GoodNobility
One-Handed WeaponsPreachingLawful NeutralHigh Class
Ranged WeaponsInfiltrationLawful EvilMiddle Class
Thrown WeaponsEnchantingNeutral GoodLow Born
Arcane MagicsInscriptionTrue NeutralOutcast
Fel MagicsHerbalismNeutral Evil 
Nature MagicsProspectingChaotic Good 
Death MagicsBlacksmithingChaotic Neutral 
Shadow MagicsHuntingChaotic Evil 
Light MagicsAlchemy  
Minion ControlEngineering  
BallisticsCarpentry  
ShieldsAquatics  

All players begin with Three Combat Attributes and Three Professional AttributesThe chosen attributes are then broken down into Novice Rank, Adept Rank, and Master Rank. This determines how you roll when performing an action that uses said attribute.

Unranked: Roll 17Novice Rank: Roll 18Adept Rank: Roll 19Master Rank: Roll 20

Players have the ability to gain new attributes and rank up existing ones as they participate within The Mirewood Collective. These moments are special and can be expected after great feats, personal milestones, or other story-based moments.

Sync Dice System

The Sync Dice System is the homebrew dice system used within The Mirewood Collective. It is designed to empower players in ways that are true to their characters' strengths while also allowing Dungeon Masters full storytelling potential. The system is made up of four interconnected parts.Resolve, Character Attributes, Abilities, and Ultimates.These are described in detail below.

Rolling The Dice

Players roll a 10-sided die by default when they perform an action that they have no skill in.A modifier of +1, +2, or +3 can be added to the roll based off of the character's Skill Rank for the action being performed. Having the right skill for the action increases the possible total roll value to be between 11 and 13.The dungeon master always rolls a 20 sided die.When dealing more than 1 damage, or healing for greater than 1, you can split the amount amongst multiple targets.If you want to add some flavor to which character will take an action when using a pet or another type of minion, you can flip a coin (roll 2). Minions and pets use the same abilities and skills as the character controlling them when performing an action.

Roll ValueGeneral EffectDamageHeal
1Critical Failure.0-1
2 - 4Unsuccessful.00
5 - 6Minor Success.11
7 - 8Success.22
9 - 10Major Success. Gain 1 Sync Point33
11Empowered Success. Gain 2 Sync Points.44
12Major Empowered Success. Gain 4 Sync Points.55
13Critical Success. Gain 6 Sync Points.66

Sample Character
Sheet

This is a sample Character Sheet for the character Jane Applesmith. It combines everything about the system into one simple to digest sheet that aids both you the player and the Dungeon Master in keeping track of your character.In the sections below, Character Attributes and Abilities will be explained to help you figure out what your character sheet should look like.It's recommended that a copy of the sheet is kept either within a TRP At-A-Glance or Dice Master frame. Somewhere where other members of The Mirewood Collective can take a look at it during events.

Jane Applesmith

Combat Skills

Master: Arcane Magic
Adept: Minion Control
Novice: One-Handed Weapons

Professional Skills

Master: Alchemy
Adept: Infiltration
Novice: First-Aid

Abilities

Loaded Luck
Profane Polyglot
Ravaging Reprisal

Social Strata: Nobility

Alignment: True Neutral

Resolve

All characters start with 20 Resolve, which represents their determination and is used in place of character health.Resolve is affected by damage taken, group morale, extreme weather, curses, boons, and other conditions that may affect how a character is feeling.If a player's resolve hits 0, others can try to bring them back with a test of resolve or through an ability.

Test of Resolve

Certain checks may require a Test of Resolve. In these situations, you would roll using the current amount of Resolve your character has.These tests are used by the Dungeon Master during moments when they wish to present the group with a challenge that may not be inclusive of their attributes, or to gauge the group as a whole instead of through individual means.

Combat SkillsProfessional SkillsAlignmentSocial Strata
Two-Handed WeaponsFirst-AidLawful GoodNobility
One-Handed WeaponsPreachingLawful NeutralHigh Class
Ranged WeaponsInfiltrationLawful EvilMiddle Class
Thrown WeaponsEnchantingNeutral GoodLow Born
Arcane MagicsInscriptionTrue NeutralOutcast
Fel MagicsHerbalismNeutral Evil 
Nature MagicsProspectingChaotic Good 
Death MagicsBlacksmithingChaotic Neutral 
Shadow MagicsHuntingChaotic Evil 
Light MagicsAlchemy  
Minion ControlEngineering  
BallisticsAviation  
ShieldsAquatics  
MeleeAstrology  

Character Attributes

Character Attributes determine how proficient your character is at a certain thing through their Skills, and where they fit in via Social Strata & Alignment. As a player, you get to choose what your Character is good at, what kind of person they are, and where in society they fit in.All players begin with Three Combat Skills and Three Professional SkillsThe chosen skills are then broken down into Novice Rank, Adept Rank, and Master Rank. This determines how you roll when performing an action that uses said skill.

Unranked: Roll 17Novice Rank: +1 ModifierAdept Rank: +2 ModifierMaster Rank: +3 Modifier

Players have the ability to gain new skills and rank up existing ones as they participate within The Mirewood Collective. These moments are special and can be expected after great feats, personal milestones, or other story-based moments.

Combat Skills

Combat Skills determine how your character fights during combat. Given that the world of Azeroth is full of danger most characters would be expected to know how to fight in some capacity.

Professional Skills

Professional Skills determine how you interact with the world. These are skills that showcase the talents of a character outside of combat. Skills which they use to make it in the world when they aren't fighting.

Social Strata & Alignment

Both Social Strata & Alignment determine how others in the world react to your character. Both of these will change (or not!) depending on how both your character and the group as a whole act during long story campaigns.

Sync Points

Events begin with characters at 5 out of 10 Sync Points.Sync is the resource that regulates the usage of Abilities and Ultimates. Players accrue Sync when they roll a 14 or higher.When using an Ability, Sync will not be generated for that action. Other opportunities to gain Sync may arise in story moments.

Abilities

Every character picks 3 abilities to add to their kit.Abilities cover a range of actions that can turn the tide of battle for you and your allies.

Ultimates

Ultimates are immensely powerful abilities unique to each character. Ultimates have the ability to turn an entire event around if used properly.Ultimates are limited to 1 use per event, and require 10 Sync Points to use.

AbilityCostEffect
Loaded Luck2 SyncTurn a Test of Resolve or Unattributed Roll into a check of your luck. Roll 1d2 to determine if you pass or fail. Anything above a 1 is a success. Cost of 2 sync per additional side added.
Profane Polyglot4 SyncWhen rolling for an attack roll 1d3. If the result is 1, you do the same damage. If the result is 2, you double your attack. If the result is 3, you triple your attack. Success curses the speaker and they must roll 1d17 for their next three actions.
Double Take2 SyncWhen rolling for an attack, any roll that would do 1 damage provides double the usual damage. A successive success if used again adds 4 damage.
Rear Strike1 SyncInstead of rolling for a damaging action, you hit the target for 1 damage. Each successive use increases the damage done by 1. Every two uses roll a Test of Resolve save of 10. Failure results in the strike combo resetting.
Life Incitement4 SyncHeal the group for 1d4. Next turn the group gains +2 to their rolls while you skip yours.
Fated Determination2 SyncProvide a target who failed their roll with a second chance. If their action is successful, gain advantage during your next roll.
Prestigious Aegis3 SyncHeal target for amount rolled. If their Resolve was below 10 then apply a ward for the same value as the heal.
Vampiric Vigors1 SyncLink your health pool to that of an ally. Healing done to either yourself or your ally is mirrored amongst you both with the targeted person taking all incoming damage. Sync cost applies to both user and target per turn.
Death Hymn3 SyncWhen you may be reduced to 0 Resolve as a result of yourself or other forces. You invoke this ability to delay a knock out for three turns. During the Hymn heals are ineffective.
Ravaging Reprisal4 SyncOn your next turn add 1 damage for every 2 damage taken by you in the previous turn. Capped at 5 extra damage.
Iron Blood2 SyncWhen attacked, roll a Test of Resolve. Dodge all incoming damage if you roll between 15 and 20. Reduce damage by half if you roll above 10.
Practical Tactics1 SyncTaunt enemies in the midst of their attacks. Take oncoming damage for your allies in their place.

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