~Platform & Time~
We use Roll20 for the map stuff, and TeamSpeak3 for the voice stuff. Our games begin at 7:00 PM EST and can be expected to run until 11:00 PM EST, although it's not unheard of for us to finish up to an hour earlier or later from session to session. Games happen every other Saturday; the next upcoming one is December 5th, then December 19th, then January 2nd, etc. Double-check the timezone
The campaign has an overarching story, but most of the focus going forward is going to be placed on shorter "adventure of the month" side arcs. The players decide what goals they want to accomplish, and how. Out of combat, expect to have conversations with colorful NPCs and interact with the world in a way that lets your character's personality carry the story forward. In combat, expect well-designed maps and interesting encounters where strategic choices and metagaming are welcome, but unorthodox tactics also have a place.
Up first, we have a gnome who is passionate about clockwork machinery and arcane magic in equal regard. He specializes in abjuration, creating shields that can protect himself and his allies, and shutting down enemy spellcasters with incredible skill. When the situation calls for it, he can take dangerous foes out of the fight, or destroy hordes of minions with a single spell.
Second, there's a rugged cleric who believes that purpose in life comes from overcoming challenges. He worships the god of storm and battle, bringing thunderous power down upon his enemies by means of might or magic. When his allies are wounded after a difficult skirmish, his divine healing can mend and inspire them to fight another day.
The next member of the party had become accustomed to a life of petty crime just to scrape by, until she was given enough eldritch power to change both her own life and the world around her. When she can't use her silver tongue to talk her way out of a sticky situation, she uses an onslaught of deadly magic to blast her way out of it.
Finally, the group includes a mysterious soul bound inside a suit of platemail. He journeys with the party to uncover his past and his purpose. He too commands eldritch spells, but his are more ancient and aberrant. He serves as the group's most heavily armored defender, unflinchingly stalwart towards those who strike him, and unforgivingly punishing towards those who ignore his presence.
The party is at 9th level right now, which is where you'll be starting. Given that this is a campaign with strong combat elements, make sure the character you plan to make is able to pull their weight in fights; to this end, only a reasonable point buy allocation is allowed for ability scores. You can roll hit points if you'd prefer to, but do it within the campaign so it's recorded in the chat archive. Start with whatever non-magical equipment you want. Everything in the Player's Handbook is fair game, including optional rules; other sources are usually allowed too, but run it through me before assuming anything.
Your race and class are irrelevant. You should try to choose a thematic role that's different enough from the presented party members that you aren't overshadowing anyone by essentially being a better version of them. That said, the ideal candidate will be someone who can carry a lot of roleplaying weight. We're looking for an initiator whose in-character personality is interesting enough to give me a lot to play off of as the DM, but not so boisterous that the other players feel like their contributions are pointless.
There are no applications or hoops to jump through this time around, but I'd like to have a chat with anyone who wants to be a part of the group. No guarantees that the early bird gets the worm.