I have obtained permission from K’aeloree to try hosting a new Play by Post game here at SHS, and am posting here to see if there is interest in either game concept I have developed. Both games are for the 3.5E Eberron Campaign Setting.
About Me: I will be DMing the game, and have more than four years of experience running DnD PbP games on various sites. I prefer to emphasize characters, character interactions, and solving problems as opposed to simple combat, and players in the past have noted that I have a penchant for complex plots and detailed, multifaceted characters. I am always happy to work with my players regarding problems they have with the game or ideas they want for their character or plot, within reason. New players or those who aren’t familiar with certain parts of the game, I am more than happy to help with. Asinine requests and obnoxious players (and characters), less so.
What I Need: For now, just an interest check from 4-7 potential players. If there is insufficient interest in either game proposed, I may look into alternatives.
What Prospective Players Need: I will require players have or have access to the 3.5E Eberron Campaign Setting book, but other 3.5E Eberron books are unnecessary – I may use elements of them as I see fit, although if you have them, go nuts.
Please be able to post at least once every 3 days or so. I reserve the right to remove inactive players from the game.
Be willing to commit to the game. I understand that real life has a way of changing plans, and that it takes precedence over games, but PbP is by necessity a slow-paced format, and I’d rather not have players vanish after a month or two.
Good writing and roleplaying skills. I could not care less how [in]effective your character is in combat or how good or bad you are at building a character. What I care about are good writing and roleplaying abilities, including working with the other players.
You will not, under any circumstances, need Tome of Battle, Dragon Magazine, Oriental Adventures, Pathfinder, Magic of Incarnum, or Dragonlance campaign setting. Material from these books is not permitted. I will note other restrictions should a game concept be chosen.
Game 1: Under the Burning Skies
Two years ago, the Treaty of Thronehold ended the Last War. One hundred years of warfare that devastated Khorvaire were brought to an end. Hundreds of thousands of men, women, children, and sentient constructs and monsters have died. Yet in the end their sacrifices were perhaps worthwhile. The Galifar Empire is dead. Twelve nations have risen from the ashes. Birth rates across Khorvaire have increased dramatically, the people of Eberron breathing a sigh of relief that their nightmare is over. They believe that all is well. That Khorvaire finally knows peace.
They are wrong.
Already, the people of Khorvaire bury the past. So eager they are to throw aside all to recent history that they forget why the Last War raged for so long. Yet some have not forgotten. There are secrets still, mysteries never meant to be buried. Forces never meant to be unleashed. Plans never meant to be stopped. And yet they have. For now. From the grand palaces of the Five Nations to the depths of ruined Cyre and the shores of Argonessen, the sound of thunder echoes. This storm is not yet finished.
And now, a handful of individuals, ignorant of the gathering tempest, are in the right place at the right time. All that remains now is to see whether they are the right people.
General Themes: Legacy of the Last War (including the Day of Mourning), ancient secrets and modern politics of Khorvaire.
Other Notes: No significant restrictions on character creation.
Game 2: Falling Stars
For centuries, the Sentinels have been one of the few organizations with freedom to operate everywhere in Khorvaire. Part of yet not beholden to House Deneith, until the Treaty of Thronehold the Sentinels were tolerated unofficially. Now, they are Khorvaire’s only law enforcement organization authorized to operate across the continent. Most Sentinels are unremarkable, greasing the wheels of cooperation between nations rather than directly intervening.
But some – you – are not most Sentinels. When political circumstances make anyone else untenable, when the local resources are hopelessly outmatched, when victims demand the very best, the field operatives of the Sentinels get the sending spell. Until two years ago, life was easy for you. Jobs were few, and the militant air of the continent made local military forces a viable alternative. But now, military crackdowns are impolitic in much of Khorvaire, and opportunities for the daring and ambitious have rarely been so plentiful. On the surface, the increased demand for the Sentinels’ services means nothing but good news. Certainly House Deneith thinks so.
Beneath the surface, well, let’s just say that there are a number of reasons why demand is growing.
Corruption and betrayal are facts of life in Khorvaire, but something more than unscrupulous greed and ruthless preservation of secrecy is starting to unfold in the shadows of the Five Nations, not to mention the other seven. The Sentinels have been called to New Cyre, a land marred by sorrow and loss, yet shining with hope. If all that hope was for peace and rebuilding lives, of course, the Sentinels wouldn’t have been called.
Oh, don’t mind me. Just think of me as the little voice in the back of your head that picks up things your conscious mind has missed.
General Themes: Conspiracies, war in the shadows, a hidden threat to Khorvaire.
Other Notes: Player characters are Sentinels – affiliates or employees of House Deneith. Non-Deneith Dragonmarked and others not inclined to such a job would need a very good explanation.