Marshals in MEAD
Marshals in Mead
Marshal Types in MEAD
Combat Marshals
Combat Marshals wear Light Blue Buttons
A Combat Marshal is concerned with all aspects of combat. A Combat Marshal has the last word in all matters of combat.
Formal Magic Marshals
Formal Magic Marshals wear Purple Buttons
A Formal Magic Marshal knows all the ins and outs of Formal Magic. A Formal Magic Marshal is authorized to determine the outcome of rituals, except those for himself.
Magic Marshals
Magic Marshals wear Yellow Buttons.
Magic Marshals may sign off spell books.
Magic Marshals are the final word on the effects of spells at the event.
Rogue Marshals
Rogue Marshals wear Red Buttons.
A Rogue Marshal is required to enter another player's cabin without that player's permission and mixing a poison into food or drink (e.g., a drink in the tavern). A Rogue Marshal has the last word on any Rogue skills.
Full Marshals
Full Marshals wear a multi-coloured button and are Combat / Formal Magic / Magic & Rogue Marshals
Warchiefs
Warchiefs, also called Monster Marshals, are in charge of sending monsters out to “terrorize the town.” He is responsible for telling players what type of monster they are playing, what those monsters’ statistics and abilities are, the description with which the players are to respond to a “What do I see?” question, and their motivation for being in and around town.
Monster Marshals may be called upon to put to rest any arguments about a monster’s special abilities.
If you are playing a monster, you are NOT permitted to argue with your monster marshal
Plot Marshals
Plot marshals wear those funky buttons with the insect on them.
Becoming a plot marshal is by invitation only.
A Plot Marshal is consulted on matters dealing with plot elements in the world of Meadal and information which only a Plot Marshal would have. These Marshals are very busy during events and should only be consulted if no other Marshal can answer the question.