What Is This Game?
Heirs of Empire is a political, strategic, roleplay-driven campaign where each player controls a major power — a kingdom, a duchy, a temple, a merchant guild, a wizard's source network, a noble house, or another influential faction.
The game is played at the domain level. Your decisions are bigger than a single battle. You decide what your realm builds, who it allies with, what threats it answers, which rivals it opposes, and how your people see your rule.
Every turn represents a season of rulership — diplomacy, intrigue, taxation, trade, military planning, public reputation, and political consequence.
What Does PBEM Mean?
PBEM stands for Play By Email, but this campaign uses a private website instead of scattered email threads. Players log in, review their private domain information, communicate with the DM and other players, and submit turn orders through the web portal.
This is an asynchronous game. You do not need to be online at the same time as everyone else. Read, plan, negotiate, and submit orders during the turn window at your own pace.
What Would I Do Each Turn?
Each turn, you review your domain's situation and decide what your ruler or organization does next. Depending on your domain type, you might:
Issue public decrees
Negotiate alliances
Send private diplomatic messages
Raise troops
Build roads, castles, or holdings
Expand law, temple, guild, or magical influence
Respond to crises
Contest a rival's power
Spy on enemies
Prepare for war
Make claims to land or titles
Shape your public reputation
The heart of the game is decision-making. You decide what matters most, what risks are worth taking, and what kind of legacy your domain will leave behind.
Turn Pace
One domain turn every 2 to 4 weeks, depending on the size of the turn, player activity, and ongoing events.
During war, major diplomacy, or complicated crises, turns may require more discussion. The goal is to keep the campaign moving while giving players time for thoughtful decisions.
Time Commitment
Expect about 1 to 3 hours per turn. Some turns may take less; turns involving war or complex diplomacy may take more.
You do not need to write long fiction every turn. You do need to communicate clearly, make decisions, and stay engaged.
How Political Is the Game?
Very political.
Heirs of Empire is built around negotiation, rivalry, public reputation, private deals, shifting alliances, and hard choices. War matters, but diplomacy often decides whether a war ever begins. A public insult may cause lasting damage. A marriage alliance may change the balance of power. A secret agreement may save a kingdom — or destroy one.
This is a good campaign for players who enjoy asking:
"Who benefits? Who can be trusted? What happens if I do nothing? What will this cost me later?"
What Counts as Public Diplomacy?
Public diplomacy is anything your domain openly announces to the world — declarations of war, peace treaties, alliances, trade agreements, royal decrees, religious proclamations, marriage announcements, and claims to land or title.
If you announce it publicly, the world may react to it.
If you keep it private, only those involved should know — unless someone discovers it.
Player Conduct
Players are expected to treat each other with respect. In-character conflict is part of the campaign. Out-of-character hostility is not. Schemes, betrayals, wars, and rivalries may happen inside the game. Harassment, personal attacks, and bad-faith play are not welcome outside the game.
Remember the difference between the rival across the border and the player helping tell the story with you.
What Could You Control?
Landed Ruler
Governing provinces and commanding armies
Noble Claimant
Seeking power and building influence
Temple Leader
Guiding the faithful and spreading your faith
Merchant Guildmaster
Controlling trade across the realm
Wizard Regent
Protecting sources of arcane magic
Border Lord
Defending dangerous frontier lands
Military Power
Preparing for conquest or defense
Minor Faction
Influence beyond your size through cunning
Is This a Good Fit?
You may enjoy this campaign if you like:
Strategy and long-term planning
Diplomacy and negotiation
Political tension
Secret dealings
Public reputation management
Realm and domain management
Character-driven leadership
Consequences that unfold over time
How to Join
Register on this website
Watch for a recruitment announcement
Submit your application when recruitment opens
DM reviews and contacts you about a domain
Receive your private domain briefing
Ask questions, then submit your first turn
You do not need to have all the answers before applying. The DM can help match you with a domain that fits your interests.
Do I Need to Know Birthright?
No. Knowing Birthright helps, but it is not required. New players can learn through the website, public realm summaries, and DM guidance. The most important skills are communication, planning, curiosity, and a willingness to engage with politics and consequences.