Hey there! Came across your post and I would be highly interested in being a DM for you group. Just so you can get to know me a little. My name is Nate, and I have been DMing for over a decade and DMd professionally for four years. I started with DnD 4e before jumping into the 5e playtest. When 5e came out I began running it almost exclusively, taking short breaks to play other systems like Shadowrun, Scum & Villainy, Blades in the Dark, and Fantasy Age. I have ran games in-person, online, and at conventions for over one hundred different players, with thousands of hours behind the screen. Currently I am running 5 other games, including two Odyssey of the Dragonlords campaigns that have been ongoing for over a year and a half. My going rate a session is 15 dollars per person. However, since you guys are all together we could potentially discuss doing a group rate. To quick respond to your bulleted points. I am happy to run modules or homebrew, and have done plenty of both! Though from your stated preference, I will be presenting a homebrew setting I have run in before. Typically I advertise for 4 hour sessions. What I tell people before we start is, I run for 3 hours before beginning to look for a good stopping point. Sometimes this is right at 3 hours, and sometimes it is closer to 4 and a half. Typically however, most sessions land in the 3.5-3.75 area. Beyond professional pride in my actions, I am actually getting married in December and am off the market! So no worries on this note. Orientation etc, does not really matter to me, and that also goes into the games I run. I play DnD for the adventure, so while romance may occur my focus will always be on providing a fun game delving dungeons and slaying dragons! And lastly, and potentially most importantly! A pitch for the setting and game I would like to run for your group that would be using the DnD 5e ruleset. Far across the sea, in between the mighty peaks of the Cloudtop Mountains, lies a verdant new land known as the Emerald Wilds. This isolated region has been hidden from the world for millennia. During that time, many civilizations rose to prominence before falling to obscurity; their histories lost to time and only remembered in the fragmented legends still told by the region's native peoples. Thirty years ago ships from the Talbir Cove Trading Company came upon the shores of the Emerald Wilds. There they found material riches beyond imagining, and a native populace eager to trade for their processed goods. They rushed back to home in the kingdom of Brendir, and reported their findings. As knowledge of the Emerald Wilds spread, a race for profit began. Many human interests including the Talbir Cove Trading Company and Dwarves from the mountain kingdom of Strondam returned to the Emerald Wilds. Trade began in earnest with the locals, and soon the sleepy fishing village of Mabasa was transformed into a bustling port city. More traders and craftsmen traveled from the Old World to the new, and natives moved from the jungles to the coast to satisfy their curiosity of these strangers in their lands. For decades the danger of the jungles inland prohibited movement towards the interior, and with the natives happy to bring goods in to Mabasa, few saw the need to endanger themselves exploring the jungle. But as the years passed by one fact became undeniable, the Emerald Wilds was a land full of magic. The plants would sprout at racing pace, growing to unheard of sizes, their leaves and branches full of verdant life. The beasts of the land matched the plants in growth, and many developed fantastical traits unseen elsewhere in the world. The locals saw magic as an every day occurrence, and it was not uncommon to find those adept at using it. However, in direct contrast as civilization grew and flourished in the Old World; magic had slowly faded from the land. It had become a rarity, mostly found in the Elven lands of Syl Astari, or from the divine miracles the clerics performed in the name of their various deities. The arcane practitioners and scholars of the Old World had long attempted to determine why magic seemed to get scarcer every year. Their attempts getting increasingly frantic, as the question "Will it disappear entirely?" began to enter their minds. With the discovery of an abundance of magic in the Emerald Wilds, many believe that the key to restoring magic to the Old World lies hidden somewhere in the jungle. With this renewed interest in the Emerald Wilds, there is a push to explore the interior led by the Elves. Whether you are newly arrived from the mainland, part of the first generation born upon these shores, or a native to this land looking to aid these efforts, one thing is for sure; adventure, fame, and glory are waiting to be found.