I have been thinking about starting a play by post, and wanted to at least give it a try! It is a totally custom setting, which I am already using in games with my irl game groups. There's a few different ways it could play- normal fantasy adventure, political drama, treasure hunt, ect. I wanna know what type of game you all would like to play! Anything in core rulebooks is allowed, run Unearthed Arcana by me, and homebrew is allowed on a case by case basis. You can homebrew races, gods, and classes, if you really want. I've never done a play by post before, so I might have a few issues, but I hope I can give yall a fun game! I will update this OP as people ask and answer questions- first question being what kind of game do you want and where do you want it to be set. Spoiler: Setting Notes If you want further information or clarification on something, just ask me and I'll give you the more detailed description. Year 0- The Coming of the Gods Year 4132- Current Year Spoiler: Gods and Divinity The current Pantheon that rules over all peoples are the Gemmiads, eight gods who came around four thousand years ago and cast out all the other gods. Nobody knows where they came from, but their clerics and priests say that they came to liberate the people of this world from the cruel, exploitative gods who previously ruled. The worship of them is mostly in Ralune, but they are known in some form to all peoples. In Ralune there are festival days for each of the gods, and each country is said to have the divine favor of one of the gods, but the primary form of worship is the sacrifice of nine girls from each country every twenty five years. Spoiler: The Gemmiads Obsidianae- Goddess of Death- Grave Domain A quiet and distant goddess, Obsidianae keeps separate from the others. Claiming no peoples and ruling no populations, she takes those who are desperate, who come to her, and she demands loyalty. Sappharian- God of Life- Life Domain, War Domain The Leader of the Gods- some call him King, although he himself never would. Most who meet him find him surprisingly unassuming, but behind his calm expression he is a commanding and calculating deity. Rubion- God of Fire- Forge Domain Rubion is not the most formal of the gods, nor is he the most talkative. He seems mostly content to be a distant figure, protective of his flock but easy to disappoint. Aquamaelin- Goddess of Water- Tempest Domain Aquamaelin agreed two thousand years ago to seal herself away within Maexan Lake, a great body of water near the center of Ralune, in order to stop a great monster made by the former gods from reemerging. Although her energy is almost completely occupied, she tries to protect her clerics and paladins with what she has left. Peridion- God of Lightning- Light Domain Peridion values intelligence, invention, and creativity. While not one for divine edicts, he is the most likely of all the gods to talk casually with those who earn his favor. Emeralis- Goddess of Nature- Nature Domain Emeralis is wild, untamable, and vain. She does not suffer fools gladly, and she has suffered quite a bit. Those who are dearest to her heart are those with unbreakable spirits. Amethystine- Goddess of Darkness- Trickery Domain Amethystine drew away from the other gods long ago, preferring to keep to her chosen kingdom of Drou, where she actually dwells. Once a benevolent trickster, her bitterness has only grown deeper over the years. Quartzen- God of Ice- Protection Domain Quartzen is perhaps the most talkative of the gods, although most don’t know it. He prefers to travel in human guise, talking with the people as one of them, without pretensions. Other Major Figures- Dia- The true leader of the gods and a maiden of incomparable purity. She was killed by Pyrope, and the other gods stand watch for her return Pyrope- A devil, temptress, and the betrayer. She is not a true god but has attained immortality, and is said to eternally wander the world. Mothers tell their children stories of her to scare them straight. Spoiler: Other Divine Notes Clerics and Paladins- Servants of the gods are taken very seriously. They are seen as instant authority figures, and are seen as under the jurisdiction of the god only- provided they have passed their trial. Each person, when they swear themselves to a god, are given a trial that they must complete. When they do, they are a full cleric or paladin- if they fail in honor or die along the way, then they will still dwell in that god’s realm, albeit in a lower level. If they fail dishonorably, then they are sent to the lowest part of Obsidianae’s realm. It is illegal to kill those sworn to Obsidianae, but her trials are the hardest to pass and her bargains the least forgiving. Druids- Some druids follow Emeraldis, but more commonly druids follow older gods- the Dwarven Mother Stone, the Halfling’s Alald of the Clouds and Gythe of the Trees, the ancient human dieties Awesin, god of raging waters, Praha, god of calm waters, Meketi, goddess of storms, and many others. Some follow no god in particular, but have developed such a close connection to nature that they access its magic through their own will. There are many other old, forgotten gods- the vast human pantheons, the Dwarven Mother Stone, the Halfling Hendeciad, the strange fae gods of the elves, and stranger beings still. Their clerics practice in secrets, but others, such as warlocks, gain their help in other ways. You can homebrew or import any god you want as one of these "fallen" gods, but be forewarned that all gods in this state have either become twisted versions of themselves or have lost something essential, be it their grand powers, their divine presence, or something more. Tieflings and Aasimar- It is said that the angels are those who first converted to the worship of the new gods, as well as their most loyal and powerful clerics, priests, and paladins. Conversely, demons are those who refused to convert after the new gods overthrew the old ones. Both are still able to breed with the living races, which is where the divine Aasimar and infernal Tieflings come from. Spoiler: The Lands of this World Spoiler: Ralune Ralune is a continent of proud nation-states- monarchies with long histories and strong animosities. Although skirmishes are common, the continent is still recovering from a recent, long war, and even though many have made their best attempts at lasting peace it seems that another is inevitable. Idean’s prosperous, trade heavy eastern half is separated by a mountain range from the mostly agricultural western half, and the split between the two seems to grow larger every day. Alil was once the peaceful, seaside nation of the halflings, until the dwarves were driven up from the depths of the earth and settled the Senefel Mountains in its center, conquering the natives. Tomael, the seat of religion, is an empire whose power has waxed and waned, at times controlling almost all of the continent and at others claiming little more than a castle. Tashe, a young and harsh country, was made by the union of northern humans tired of Tomalen rule and elves driven from their home and transported to Ralune via a terrible storm. Ilidoe, the island where humanity was born, suffers under Tomalen rule still, but nothing has been able to crush their history or their adventurous spirit. Drou, the last true city-state of the dark elves, has little contact with the surface world, content to keep to their underground queendom of treacherous courts and tight knit communities. Spoiler: Asloya Four thousand years ago, Asloya fell. The beautiful palaces of the dragonborn crumbled, the great orc hordes turned against each other, and Dragonsmaw, the volcano at the center of the world, erupted, coating everything in fire and stone. Life returned only slowly, and even now most of the continent is reclaimed wilderness. Visible from all shores of Asloya, nobody has been able to set foot near Dragonsmaw for millennia. Stories say that a dragon slumbers there, his hoard free for the taking- of course, everybody knows that dragons aren’t real. Dragonsmaw is surrounded by a great rainforest, Echidna, which is so impenetrable that nobody who has set foot inside it has ever escaped. It is said, however, that the greatest remains of the dragonborn royalty lie within. Razol is the last remnant of the beautiful Tabaxi cliff cities. Made of sandstone and near-indestructible glass, Razol is the last refuge of the tabaxi and yuan-ti, once reluctant allies who now have a shared history and culture. Once, the western peninsula of Asloya was a great swamp called Xus, full of vibrant plants and a complex ecosystem that the lizardfolk were the undisputed top of. However, when Dragonsmaw erupted the flora and fauna mostly died, and the water boiled. Even now it is a wasteland- but the lizardfolk remain regardless. Scoar is the greatest of the goblin strongholds that dot the great plains where once the orcs ruled. Home to over ten million goblins, hobgoblins, and bugbears, it is by far the largest population on Asloya. Spoiler: Others Hypothetical Third Continent Home to the goliaths, the firbolgs, and shifters, as well as the warforged and the race that created the warforged, which I might just homebrew. Will probably have more of a nature vs technology/kinda steampunk feel. Namala Home to the dragonborn, who allegedly fled their when their ancestors, the mythical dragons, turned on them. They are private, but not reclusive, and those who come to their shores are never turned away. Enea Enea is a fabled island, home to the high elves, who have attained a near mythical status. Nobody who sets forth to find Enea ever succeeds, and even those who have left it can never find their way back. Orphari Ocean- The Ocean between Namala and Ralune In the waters of the Silent Sea, off the coast of Ralune, the rare aquatic elves and the sahuagin wage near constant war. Although neither bother much with the surface folk, attacks from both parties have become increasingly common in recent years. The Great Orc Fleet travels between Orphari, Tyzanth, and even more exotic waters, bringing goods and stories that most people could not even dare to dream of. Tyzanth Ocean- The Ocean between Namala and Asloya The great floating city of Tethne, home to the tritons, is a glorious tower that stretches from the surface down into the depths. Once stationed near the coast of Asloya, when Dragonsmaw erupted the last queen of the tritons tore her castle away from the once capital of Ashelis, saving as many of her people as she could from the plumes of lava and ash. Spoiler: The Peoples of This World Humans- Hailing from the isle of Ilidoe, humans are born explorers, and have taken to almost every climate and landscape imaginable. Elves- Although the mythical homeland of the elves remains out of reach, there are small populations that have grown outside it. High Elves- Extremely rare, most people only know high elves as fairy tales. Wood Elves- The most common kind of elf to leave Enea, Wood Elves are a welcome addition to any community. Snow Elves- The Wood Elves who settled in Tashe came to be known as Snow Elves, for their adoption of the icy climate. Players who wish to be Snow Elves may chose to take +1 to Con instead of Wis, and access to the cantrip Druidcraft instead of the feature Mask of the Wild (you may still take the normal Wood Elf bonuses and lore-wise be a Snow Elf) Dark Elves- Technically the most common kind of elves, they still do not have much contact with the rest of the world. Although Drou has the largest population, there are other population pockets elsewhere. Aquatic Elves- Extremely rare and extremely reclusive, Aquatic Elves reside in depths even the Tritons don’t dare delve into. If you want to play an Aquatic Elf we will figure something out based on the Aquatic subtype for half elves in SCAG. Dwarves- Once, they dwelt as deep as the dark elves, but conflicts over resources pushed them up towards the mountains. As the undisputed noble class of Alil, they hold great military power. Halflings- The serfs of Alil, they do the non prestigious jobs, such as farming and taming the wilderness. Gnomes- Born of breeding between dwarves and halflings, they almost exclusively occupy the artisan and merchant class in Alil. Dragonborn- It is said that a dragon chased them from their homeland, and the survivors settled on Namala. Tieflings- Rare and despised, most tieflings in Ralune either dwell in small, exclusive communities, hide who they are, or try to escape. Aasimar- Even more rare than tieflings, aasimar are seen as a blessing upon a community. Orcs- Once masters of battle, after a long ago civil war the remaining orcs took to the sea, where even now their fleet sails eternally from port to port. Goblins (Hobgoblins, Bugbears)- The youngest people, Goblins now have the largest and fastest growing culture in Asloya. Tabaxi- Once the great traders and explorers of Asloya, they are, even now, a fraction of their former number. Yuan-ti- Yuan-Ti Purebloods, now almost a completely distinct people from their more monstrous relatives, no longer see themselves as culturally distinct from the Tabaxi. Lizardfolk- The Lizardfolk remain mostly the same, but their home dies more and more every year, and the younger generations are starting, for the first time, to move away en mass. Kobalds- Theorized to be distant descendents of the dragonborn, Kobalds are treated as servants and slaves by the goblinoids.