Old One Rising
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I'm currently constructing a horror-adventure roleplay that is absolutely saturated in inspiration by both the works of H.P. Lovecraft and the Fantasy Flight boardgame "Arkham Horror". It takes place in the fateful town of Arkham, Massachusets wherein Lovecraft set up a great deal of his mythos. However, I am attempting to be original with my ideas beyond this point. This is my first time constructing a roleplay, and I have several concepts in mind that will make up the "major organs" of this roleplay; hopefully they will be a little refreshing and enough to keep your interest.
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"The process of delving into the black abyss is to me the keenest form of fascination." - Howard Phillips Lovecraft
Of things irrefutably true, that there exists a mysticism to the world is one; that which alludes simultaneously to the grandeur of life and also all the macabre happenings and sights we are privy to. After the closing of the Great War, the United States is experiencing a widespread shifting of identity. Some say it was the American progressive movement at its finest, while others say that the war snuffed out its already dying light. The Prohibition is in full swing, intolerance and prejudice towards immigrants and foreigners is rife, youth is disenfranchised with the prominent individuals of government and science has found itself called upon to answer the social questions of the time.
Arkham, Massachusets, 1925. The sea-softened town of Arkham, at once both large and small, home to schools of thought both conservative and youthful, sees most of this social struggle through word-of-mouth and printed news. Once a humble fishing village, and lies some significant distance north of Boston. It is home to the Miskatonic University, an institution known for its quality of education in the sciences of both the world and mind. Arkham is historical in that it is host to dark legends, rumors and dreadful wive's tales that have lurked about its wooded hills and rock-laden, driftwood shores for centuries. Bizarre happenings in the sea, disappearances, plagues, a furtively operated sanitarium and a number of resident cults are among this plethora of grim stories.
It would seem, however, that this morbid air that hangs over the town of Arkham is to be requited; an ancient horror, something beyond the comprehension of mere mortals and dwelling within a loathful otherworldly realm, has chosen Arkham as its bastion by which to awaken, and enslave the world of man. Once again, as happened so many decades ago, the tides of the ocean have begun to swell and recede and strange happenings are abound. An impenetrable fog broods in the hills, slowly seeping forward, and inmates of the Arkham Asylum howl madly at the waning moon.
The signs are there, patterns hinting at an imminent evil churning in the ether. For those few in Arkham who question the freakish occurrences, those who are possessed of a curiousity, courage or dark fascination to peer into the impending doom - they shall face the Old One rising.
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The tentative goal of the characters, or investigators as they may be referred to, will be to work together to find out the nature of the bizarre things happening in Arkham, discover their source, battle the forces of evil and ultimately try to stop the coming of the Great Old One. However, each character may have their own ambitions that could further or hinder this task. Any number of things from a sudden banishment of monsters to a character death could mean Arkham is closer to either being saved, or consumed.
As I mentioned, there were a few principles to the roleplay I'd like to work with, both to make it vaguely unique and to remain true to the horrific, dark nature of Lovecraft's mythos. However, I'm not one for being caked in rules or a certain way of doing things, think of these more as things to chew on as we go:
1.) I want this roleplay to be dynamic, for lack of better words. Of course interactions will determine the course of the plot, but as time progresses and the Great Old One gets closer and closer to awakening, things in Arkham will change regardless of how much progress the characters have made. The utmost will be done to ensure that this does not impede the main goal of roleplaying.
2.) Should you like to join, I'd ask you work with fellow roleplayers and I to make this a very difficult roleplay. For example, as these individuals in Arkham learn of the Great Old One and its coming, battle the horrors spawning from other dimensions and even enter these otherworld realms themselves, they face great danger. Horrific sights, be they nightmarish creatures or atrocities, will pose a threat both physically and psychologically to each investigator of the paranormal. Death, insanity and disappearance are all very readily available fates for any character, be they a hardened war veteran or frail student of the university. This will not mean the end of your involvement however, another character can be brought in and the previous simply becomes part of the plotline.
3.) I'm kicking around the idea of having several semi-static NPC's, such as a university professor, deputy of Arkham, barkeep and the like. Individuals that will help track the status of Arkham, provide information, act on their own and help our investigators. Like your characters, they are not immune to meeting their ends.
4.) It is 1925. With that said, appropriate era technology applies. Characters shall fight with such things as cavalry sabres and tommy guns, but magic will be made available as otherworldly power seeps into Arkham.
5.) By this point, you should expect this RP to involve somewhat mature themes of violence, psychological development (or degradation), anguish and keep a general air of horror to itself. It goes without saying that the rules of the roleplayer's guild, as well as common courtesy should be obeyed so we may all enjoy in peace.
If you're interested in joining me on this Lovecraftian adventure, please let me know. Further details about the roleplay, a character sheet and the like will follow any interest shown.
Thanks!