Hello! I’m seeking five players for a play-by-post campaign set in Eberron. The party will be an investigation agency. They will travel to many of the most iconic locations in Eberron, but their base will be in the rainy streets of Sharn—the magical, pseudo-steampunk City of Towers—where made men of criminal organizations smoke in swanky nightclubs and where nobles of Dragonmarked Houses play deadly games of intrigue in high society.
Schedule:
This is a play-by-post game, so while we don’t need to have the same time zone, note that I will be most likely to post sometime from 5 p.m. to 10 p.m. Central Standard Time. Players who don’t post at least once a day will receive a warning and be removed from the game after three warnings. This is to respect everyone else’s time and commitment.
The Party:
You are an agency of Inquisitives, private investigators. Your specialty is traveling to dangerous places and dealing with violent and deceptive foes while trying to recover items or people and delivering them securely to your clients. You bend or break the law to serve your idea of justice, and you uncover secrets that could get you killed. Your reason for joining this inquisitive agency will be unique to your character.
Setting:
This campaign will begin with the party on the hard streets of Sharn, the City of Towers. We’ll often return there during downtime or for certain parts of investigations, but this is also a globe-trotting campaign with frequent trips to the more iconic and exotic locations in Eberron.
Moral Grayness:
You will be required to make complex characters inspired by the “Noir Intrigue” section of the Eberron book. Morality exists in shades of gray here in Eberron. You have your secrets and flaws, but you have virtues too. Likewise, your allies may be hard to trust, and your enemies will often be complex and numerous—con artists, criminal organizations, world-class thieves, crooked guards, ambitious politicians, Dragonmarked noble houses that function like corporations, and more.
Personal Stakes:
Each character will have contacts (good and bad) in multiple locations or in multiple factions. This will create personal reasons to visit (or avoid) certain places or people. Settling (or failing to settle) unresolved issues with your contacts should make each step of the journey more meaningful.
Raising the Stakes:
The campaign‘s stakes will escalate over time as we learn the roles that the major factions of Khorvaire played in various catastrophes that occurred during the Last War and even in the present day.
Pulp Action:
I will aim to make combats “pulpy” with over-the-top settings. The classic Eberron example is a battle on a flaming airship about to crash. Pulp action may also include combats with a mix of minion-like enemies to knock out easily as well as solo boss enemies who are hard to kill and have “phases.”
Sources:
For these adventures, some inspiration will be drawn from the official Oracle of War campaign, as well as the official Eberron sourcebooks from current and past editions.
Edition:
We’ll start with 5e, the 2014 edition. Once Beyond releases the 2024 Player’s Handbook, you will have the option to convert your character to the newest edition.
Adventure Design:
When a client hires you for a case, expect to visit about five of Eberron’s interesting locations before the case is finished. Each case will have about fifteen encounters, with a likely balance of five combats, five social interactions, and five exploration challenges (navigating various dangerous obstacles). Combats will be a mix of easy, moderate, and hard fights.
Limited Character Options:
Players must create characters using the race and alternate race options in Eberron book, such as the Warforged, Changeling, Kalashtar, and all the Dragonmark Alternate Races. Backstories should be tied closely to established factions and places in Eberron. It’s important to me that characters are designed in collaboration between the player and DM, so please be prepared to message with me throughout character creation.
Here are examples of Eberron tropes. Note that Changelings could be pretending to be many of these tropes:
Kalashtar. Warlock, Sorcerer, or Monk with a subclass emphasizing psionics or dreams.
Warforged. Fighter or Barbarian. Background: Veteran or Hermit. From Cyre.
Gnome. Illusion or Enchantment Wizard or Rogue. From Korranberg. Background: Something resembling a Reporter or a similar reskinning of another background. May have the Mark of Scribing from House Sivis.
Goblin or Hobgoblin. Ranger, Rogue, or Bard. From Droaam and with ties to Darguun or vice versa. Background: Archaeologist, Anthropologist, or similar background related to unearthing your culture’s history.
Dragonborn. Obsessed with the Draconic Prophecy.
Half-Orc. Dragonmark: Mark of Finding from House Tharashk. Background: Inquisitive. From Sharn.
Human. Artificer (Mark of Making from House Cannith). From Cyre.
Dwarf. Warlock. From Clan Soldorak or Clan Kundarak of the Mror Holds. If Kundarak, you may have the Mark of Warding from House Kundarak. If Soldorak, you may have a mutation, like a tentacle whip.
Half-Orc. Horizon Walker Ranger. Contacts among the Gatekeepers. Dragonmark: Mark of Finding.
Half-Elf. Dragonmark: Either the Mark of Storm from House Lyrandar or the Mark of Detection from House Medani. Background: Noble, Airship Pilot, or Inquisitive.
Halfling. Cleric. Dragonmark of Hospitality. From House Ghallanda. Inns run by your House are beyond the legal reach of any government or Dragonmarked House.
Each character will have a secret or two that we’ll establish privately as well so the other party members can be surprised. (The secret will never be that one PC is secretly aligned against the party.)
RECRUITMENT CLOSED
Hello! I’m seeking five players for a play-by-post campaign set in Eberron. The party will be an investigation agency. They will travel to many of the most iconic locations in Eberron, but their base will be in the rainy streets of Sharn—the magical, pseudo-steampunk City of Towers—where made men of criminal organizations smoke in swanky nightclubs and where nobles of Dragonmarked Houses play deadly games of intrigue in high society.
Schedule:
This is a play-by-post game, so while we don’t need to have the same time zone, note that I will be most likely to post sometime from 5 p.m. to 10 p.m. Central Standard Time. Players who don’t post at least once a day will receive a warning and be removed from the game after three warnings. This is to respect everyone else’s time and commitment.
The Party:
You are an agency of Inquisitives, private investigators. Your specialty is traveling to dangerous places and dealing with violent and deceptive foes while trying to recover items or people and delivering them securely to your clients. You bend or break the law to serve your idea of justice, and you uncover secrets that could get you killed. Your reason for joining this inquisitive agency will be unique to your character.
Setting:
This campaign will begin with the party on the hard streets of Sharn, the City of Towers. We’ll often return there during downtime or for certain parts of investigations, but this is also a globe-trotting campaign with frequent trips to the more iconic and exotic locations in Eberron.
Moral Grayness:
You will be required to make complex characters inspired by the “Noir Intrigue” section of the Eberron book. Morality exists in shades of gray here in Eberron. You have your secrets and flaws, but you have virtues too. Likewise, your allies may be hard to trust, and your enemies will often be complex and numerous—con artists, criminal organizations, world-class thieves, crooked guards, ambitious politicians, Dragonmarked noble houses that function like corporations, and more.
Personal Stakes:
Each character will have contacts (good and bad) in multiple locations or in multiple factions. This will create personal reasons to visit (or avoid) certain places or people. Settling (or failing to settle) unresolved issues with your contacts should make each step of the journey more meaningful.
Raising the Stakes:
The campaign‘s stakes will escalate over time as we learn the roles that the major factions of Khorvaire played in various catastrophes that occurred during the Last War and even in the present day.
Pulp Action:
I will aim to make combats “pulpy” with over-the-top settings. The classic Eberron example is a battle on a flaming airship about to crash. Pulp action may also include combats with a mix of minion-like enemies to knock out easily as well as solo boss enemies who are hard to kill and have “phases.”
Sources:
For these adventures, some inspiration will be drawn from the official Oracle of War campaign, as well as the official Eberron sourcebooks from current and past editions.
Edition:
We’ll start with 5e, the 2014 edition. Once Beyond releases the 2024 Player’s Handbook, you will have the option to convert your character to the newest edition.
Adventure Design:
When a client hires you for a case, expect to visit about five of Eberron’s interesting locations before the case is finished. Each case will have about fifteen encounters, with a likely balance of five combats, five social interactions, and five exploration challenges (navigating various dangerous obstacles). Combats will be a mix of easy, moderate, and hard fights.
Limited Character Options:
Players must create characters using the race and alternate race options in Eberron book, such as the Warforged, Changeling, Kalashtar, and all the Dragonmark Alternate Races. Backstories should be tied closely to established factions and places in Eberron. It’s important to me that characters are designed in collaboration between the player and DM, so please be prepared to message with me throughout character creation.
Here are examples of Eberron tropes. Note that Changelings could be pretending to be many of these tropes:
Each character will have a secret or two that we’ll establish privately as well so the other party members can be surprised. (The secret will never be that one PC is secretly aligned against the party.)
Starting Level: 5
We have two more spots available.
EDIT: RECRUITMENT CLOSED