Welcome to Gate

The Bright Night

Ash couldn't stop thinking about tomorrow. They were finally, actually, leaving Tarr—leaving the planet she called home.

Her dad had been talking about it for years, of course. New opportunities off-world. A new colony in another star system. New frontiers in ‘xenobiology.’

It was his dream.

It felt like hers, too, but she still couldn't sleep. For all of her dad’s excitement, it was everything her parents didn't tell her that kept her awake. Where exactly they were going. Why now, so suddenly. She didn't like them keeping secrets from her.

She wasn't totally in the dark, though. Her mother didn't talk about the war much, but Ash could tell it must be getting bad. She heard the way people talked in temple. Horrors from the black. Worlds gone silent. But the tension in her mother's voice when she asked Ash about school or her friends was scarier than any vid clip or spooky story. Her mother, worried? She was so strong, but Ash could see it in her eyes when she tucked her in at night. The fear.

"Everything is going to be alright," her dad would say.

Ash wanted to believe him. If anyone could protect them, after all, it would be her mother—a real cleric of the Path. And maybe that was it. Maybe they were leaving to go someplace safe, away from the fighting—somewhere the Whispers could never find them. Leaving Tarr behind still didn't seem like something her mom would do, though. It was their home, and her mother its protector. They couldn't just leave it behind.

Something rumbled in the stillness of the night, rousing Ash from her troubled thoughts. She rolled over, dragging a pillow with her and squeezing it over her ear to muffle the sound. What time was it? Too late to be up and too early to be awake; that's for sure. She wondered how many hours she'd been lying there herself. She squeezed her eyes shut as a deep boom sounded somewhere in the distance. She groaned into her pillow. Were they still lighting fireworks? The wintercrest festival was over, but she knew that didn't stop some people.

A series of booms, louder this time, prompted Ash to open her eyes. Dust drifted down from the ceiling, knocked loose by the sound, and she was beginning to sit up when the whole room shook with a sudden crash, rattling the bed and making the house creak. She was bolt upright now, wide awake as her heart began to pound.

"Aion?!" She called out to her guardian, voice piercing the dark. "What was that?"

His voice resonated in her mind as if it were passing through a thick fog, distant and muffled. "Your father's on his way." His voice was calm, but something in his tone made her skin prickle. "We're leaving now. Get your things."

Ash looked to the window as a sudden brightness cast long shadows across the bare room. She rolled out of bed, stepped toward it, and drew back the curtains. Vast globes of light blossomed on the horizon, illuminating the distant city skyline in stark relief. Her eyes widened as she watched the lights swell larger and larger, like radiant suns swallowing whole skyscrapers in brilliant white. A wave rolled through the clouds in the night sky above, erasing them as it went... and revealing dark shapes hanging far overhead.

Aion's voice leapt back into her mind, closer this time.

"Ash, stay away from the window!"

Her eyes flashed open with fright as she realized what was coming. She turned and screamed just as the concussive blast arrived and the window exploded with a roar of wind, knocking her off her feet and spraying tiny chunks of safety glass across the room.

She gasped on the floor, ears ringing. She felt the sharp sting of tiny cuts on her face and hands, but steadied herself with her bedpost and dragged herself up and away from the window. Glass crunched beneath her feet as she stepped back, but she didn't dare look away.

"Aion, is it them?" Her mind was still spinning. The shapes in the sky. It couldn't be.

"Is it the Whispers?"

Aion's reply was quiet, heavy with sorrow.

"Yes, Ash, it's them."

She froze, breathe caught in here throat. The Whispers. How did they get here? They were never supposed to make it this far. And her family was leaving. They were getting away from the war. Everything was packed. They were supposed to be halfway across the galaxy in a few hours. And now... Qholotsa fe matlaf! What was happening?

A low hum began to build behind her, and she tore her eyes away from the window to see the air by her door shimmering like a mirage. A tiny pebble emerged, then grew into an ovoid gray stone floating toward her, air rippling around it like the dark surface of a pond. Ash threw out her arms and stumbled toward it.

"Aion!"

She nearly collapsed onto him, his stone shell warm and reassuring. He thrummed as he caught her small weight and held them both aloft.

"What's going on? Where's mom and dad?"

"They're safe." Aion's voice, still in her mind, was gentle, but firm. "Your mother is in the air, and your father is on his way here now." She felt the pressure of Aion's kinetic fields on her sides, guiding her upright.

"Are you okay, Ash?"

She let him steady her as she took in a ragged breath, nodded, and winced, still trying to clear her head. He whirred and pulsed.

"You have suffered a mild concussion and minor contusions, Ash, but right now we need to get moving. We don't have much time."

She nodded, hugging him close as she glanced back at her ruined bedroom. It had felt empty and unfamiliar when she went to bed the night before, but now, strewn with glass and splinters of wood...

"I know, Ash."

She wiped away her tears, turned back to the doorway, and stepped into the hall.

The house shuddered again as she reached the stairs and Ash shrieked, clutching the handrail. Aion kept her from stumbling with another kinetic field, but she still felt numb and disoriented.

"Can I talk to dad? I want to talk to dad."

She didn't have to wait more than a moment. Her father's voice in her mind was awash with relief.

"I'm here, Shutterfly."

She faltered on the steps and burst into tears.

"Dad, I'm so scared. Where are you?"

"I'm coming to you from the temple, honey, but I need you to meet me halfway, okay? I know you can do it, Ash. You need to move. Aion's going to keep you safe."

"Dad, I can't–"

"Yes you can, Ashanti."

Ash stiffened. It was her mother's voice, sudden and full of command.

"Mom?!"

Aion hummed.

"You need to move, Ashanti. Now. I know you're scared. So are we. But you have to move forward. We'll be with you the whole time."

"But mom, the Whisp–"

"Leave them to me. Now go. Go!"

Ash felt another push from Aion, stronger this time, and she pulled herself up again, staggering down the stairs toward the front door of their home. Her father spoke, steady but urgent.

"We love you, Ash. I'll be there soon, okay?"

Ash reached the door as it swung open with one of Aion's kinetic fields, but she paused at the threshold.

This was it.

She was leaving. Really leaving.

It wasn't supposed to be like this.

She squeezed Aion tight to her chest and released him to float ahead of her.

"Find the Path," her mother intoned.

"Light the Way," Aion replied.

And Ash followed him outside, into the night.

Welcome to Gate!

Feeling lost? Click here to learn more about James's West Marches D&D campaign, but to summarize, the campaign begins with a group of mysteriously displaced adventurers from other worlds who have just arrived on a strange frontier planet called Gate. Following the steps below will help you create characters—like Ash in the story above—with similar shared experiences rooted in the world of the campaign, though much is still totally left to your own imagination.

Each session, you will venture past the walls of Gate's only colony and into the uncharted wilderness beyond, where you'll encounter exotic monsters, strange magic, alien societies, weird geology, and ancient ruins. Sometimes you'll be on a mission, sent to fight or find something by one of Gate's many factions or residents. Other times you'll be striking out on your own, following up on clues and rumors from previous sessions or just exploring hidden spaces on (and beyond) the map.

Between sessions, players who drop in often and trade notes with each other can piece together a compelling story of growth and change—one that may challenge your understanding of the world, your characters, and what you're all doing there.

If you have more questions about aspects of the world that come up below, just ask! For example, if you want to play a character who worships one of the gods of the Path, I'm happy to share more information with you.

Your Character's Background

"On your Old World…"

Characters on Gate hail from many worlds. Most of Gate's colonists came from a few core worlds that share some history, culture, and religion due to their connection to a pantheon of gods they call the Path. Other worlds, however, are entirely unfamiliar to them and sound more like realms of fiction and fantasy. The colony is fairly new, though, and it can use all the help it can get, so colonists are inclined to welcome everyone even if they don't understand where you came from.

Roll 1d10 (a ten-side die) and consult the table below for inspiration.

"...you crossed a Threshold…"

Wherever you came from, the last memory your character has from that world is of crossing a Threshold. The Threshold may be literal, like a doorway, or metaphorical, like a milestone in your life. It may be magical, like an enchanted wardrobe, or non-magical, like a cave entrance. You may even have crossed the Threshold with a friend, your family, or fellow adventurers. Colonists from Path homeworlds came here through a gate in their local temple. Whatever happened, the experience divides your character's life into a meaningful before and after.

Roll 1d10 and consult the table below for inspiration.

"...into a new World."

The other side of the Threshold takes many forms, each unique to the person who experiences it. For some, it's exactly what they might have expected, such as a room or natural setting. For others, it's somewhere vaguely familiar, like the beginning of a dream. Your memories of the Threshold itself may be hazy, and you may have trouble remembering exactly what happened, but your mind makes sense of where you are now somehow.

Wherever that is, alone or with fellow travelers, a cheerful 'bing' sound alerts you to the sudden appearance of a stranger in your midst.

"Hi! I'm Janus. Welcome to Gate!"

Their voice is clear and reassuring, and while you can't place the timber or the accent, it's upbeat and confident. Their soft features seem to defy categorization, too. They're human, certainly, maybe 5'10", good posture, pleasant proportions… but you notice their bright eyes aren't a single color. They reflect the light like silver polished to a mirror shine, flashing colors as they turn and smile at you. They could be in their late 20s or their early 40s. It's hard to tell. Their attire is simple but trendy, and their dark hair is tied with an iridescent band in a bun behind their head. But like their eyes, their hair seems to change texture and color as they move.

Enigmatic as they appear, you understand the look of recognition in their smile. Their eyes crinkle with a hint of genuine cheer, as if they've just spotted an old friend across a room. Whoever they are, they seem friendly.

You also notice the seams and overlaps in their clothing blur when they move, like an image struggling to resolve. In fact, everything about the person seems illusory, and for a moment you can see right through them. But then everything snaps back solid, and you shake your head in confusion.

Janus (or was it Janice?) offers to clear up any confusion you might be feeling right now, smiling and gesturing to whatever accommodations fit the setting—anything that might make you feel more comfortable and leave you space to move about.

“Where would you like to begin?”

“Hwhaaa…?”

"I know. It's weird. But you crossed your Threshold, and now you’re here!"

“But I was just…”

"Crossing your Threshold, yes. Everyone's experience is a little different, but it always leads here." They glance about the space and nod with a satisfied smile, then look back at you, eyes glinting. "What do you think of it?"

“It? But this is just…”

"The Gateway. It's where we welcome all our new arrivals. Is it comfortable? Familiar?" They seem eager for your opinion.

“The Gateway was originally built to bring people here from the Path homeworlds, but now people from all over the place are showing up. I apologize if it seems strange, but I promise that this is exactly where you're supposed to be.”

“Where is ‘here’, again? Where am I, exactly?”

Gate! It’s a colony full of people like you, and there's a whole new planet beyond it full of alien life, exotic terrain, and powerful magic—all of which are better seen than described.”

“Most colonists came here looking for a fresh start or new experiences. Others aren’t sure what they’re looking for. Whatever it is, though, I promise the Path will help you find it.”

“The Path?”

“They made all of this possible! Even me! I’m… a construct, I guess. Or an illusion, but I'm quite real, and I'm here to help.”

“The Path is a pantheon of ten gods dedicated to nurturing the potential of all life. You can learn more about them from Ten Temples in the colony below, where each god has a shrine, but you’ll find clues to their history everywhere, even here.”

Janus gestures behind you, and the illusory environment around you melts away. You now find yourself in an enclosed stone room whose walls are decorated with fine platinum filigree. Looking closely, you can see the patterns in the filigree form two series of murals that converge at a single stone doorway marked with a nine-pointed star-like design in the same fine metalwork.

Janus happily explains the murals if you’re interested.

The left mural depicts the history of Gate. It’s pieced together from local legends, depicting flying beasts over barren plains, people gathered under towering trees, and a radiant domed city.

The right mural depicts the history of the Path. It shows a bright light spreading from a single planet to dozens more, ten stars in the sky, and a great shadow sweeping over them with nine reappearing on the other side.

“What if I have more questions?”

“You can always find me here in the Gateway when you reach the colony. If you need anything within its walls, just ask for me! I’m never far away, even down there.”

The room shudders and shakes, and you realize the whole chamber must have been moving this whole time. But now you’ve stopped. The door grinds open, parting from the center of the nine-pointed star.

"Where do I go from here?"

“You’re not far from the colony now. You still have a short journey ahead of you, but others are here, too. You’ll be safer together.”

Janus smiles reassuringly and gestures toward the open doorway.

“Go on. I’ll see you again soon.”

“Everything is going to be alright.”

Character Creation Guidelines

Talk to me, especially if you're new to D&D!

Feel free to reach out to me and we can talk through what kind of character you want to play and figure out what race and class might work best for you. Bounce your ideas off of me before you get attached to a particular character build. Not only should we make sure your character is built according to the rules and makes sense, we’ll integrate your background with the world of the campaign and fudge the rules to fit your vision.

There are typically four major tactical roles -- the Fighter (not the class) offers direct combat strength and durability; the Thief offers cunning and stealth; the Cleric (not the class) provides support in both combat and magic; and the Spell Caster has a variety of magical powers for battlefield control. You might be something in between any of these.

The official rules for character creation are guidelines, and I suggest you adhere to them, but if none of the options presented seem right to you, we can work out something that does.

All official race and class options are fair game.

There are many new race, background, and class variations in official Wizards of the Coast publications beyond the Player’s Handbook (PHB), including lots of content that may not be freely available on dndbeyond.com. You’re welcome and encouraged to use any of them, but I need to sign off on any final build.

The most common races are Dwarves, Elves, Halflings, and Humans. Less common are Dragonborn, Gnomes, Half-Elves, Half-Orcs, Tieflings, and other races. All races will be welcome and represented in the world of the campaign. Multi-classing is allowed, but you’ll want to keep in mind the rules for that in the PHB.

If you want to do something custom, like my Blood Witch class, just run it by me first. 

No evil or unbearable characters...

...unless you have a very good reason or idea.

At least in this campaign, you will be the ‘good guys’ and you will need to work together. The last thing any group needs is for one or two characters (players) to be sabotaging the party's efforts or breaking away from the party to do their own thing “because that's what my character would do.” Your characters don’t all have to love each other and be best buddies (though that can be nice), but you do have to be willing and able to function as a team.

I can work with each of you to flesh out your character in a way that fits your vision, creates a fun experience for everyone else, and makes sense in the world of the game, but keeping this guideline in mind will ensure it’s easier to drop in at any time!

Your starting character should be between levels 1-4.

Even though this campaign lets you create any character you like and swap them in and out, there is still going to be a progression of power levels throughout the campaign as your characters explore and learn more about the world. While your starting adventurers may be extraordinary, they still have much to learn and room to grow.

Use 'point buy' to set your base ability scores.

Some people might be used to rolling dice for their stats, but it leads to characters with very different power levels and often requires some after-the-fact fudging of your numbers to get what you want anyway. Point buy lets you build well-rounded characters and makes the process fair for everyone.

You don't have to strictly adhere to the point buy system in the PHB and on dndbeyond.com, though, which limits you to base ability scores between 8 and 15. You may instead use the table below to choose any base score from 7 to 16. You still have 27 points total to build your character’s six stats, but taking a score of 7 for an ability nets you an extra point to work with for the others, which you might need if you want a score of 16, which costs a lot of points. If you use this method to get a base score of 7 or 16 and create your character in dndbeyond.com, you'll need to set your scores manually.

 Score  Cost

  7 -1

 8 0

 9 1

10 2

11 3

12 4

13 5

14 7

15 9

 16 12

7 is at the bottom of the bell curve, 8–9 is below average, 10–11 is average, 12–13 is above average, and 14+ is exceptional. Don’t be afraid to go low in one score to go higher in another. If you want to go even lower, just ask. But as a friendly reminder, in D&D an Ape has an Intelligence score of 6 and an Animated Object has a Wisdom score of 5. So if you want to be as wise as a literal butter knife, that’s your prerogative, but it's a bit of a choice.

Don't worry; you have time and flexibility to change your character.

Not only can you just drop your character and start playing a new one for each session, it’s okay to change your existing character if something about it isn’t working out. The last thing I want is for you to feel stuck with a character you’re not excited about.

If you’re new to D&D or trying a new kind of character, think of the first 4 levels as an opportunity to play-test your character. If you want to change a feat or proficiency you took, change your sub-race or some other racial feature, change your ability scores, switch to a different class path, or change your class altogether, you’re welcome to do so. Just ask.

If something important happened in the game that was heavily impacted by your race, class, etc., that might limit our ability to retcon your character without breaking the space-time continuum, but we can work it out.

(Yes, even if you're not new to D&D)

Taking the survey is critical to helping me create the right adventures for you and for matching you up with other people you might enjoy playing D&D with! There are literally dozens of people who have asked about this campaign, and while you're all fantastic human beings, many of you have different playstyles and preferences.

The survey should only take 10-15 minutes to complete—even less if you're brand new to D&D—and you might even learn a bit about yourself by working through it! It's time well spent, I promise.

Finally, please send me your character when it's ready!

A link to your character sheet on dndbeyond.com or a picture of your character sheet will do, and anything else you may have written about your character is welcome, too! The more I know about each character and your vision for them, the better I’ll be able to integrate each character into the world, with each other, and help you find cool and meaningful ways for your characters to grow and develop throughout the campaign.