I'm planning on putting together a macro-scale game for the Elliquiy community. We'll be creating characters, teachers, and a number of locals to live and work around the Saint Agatine Miskatonic Academy for the Gifted (colloquially referred to as 'The Academy') and the broader Arkham, Massachusetts area. The game will use Call of Cthulhu rules, with a couple tweaks if interest is shown in the game. The game will primarily focus on romance, daily life, interactions between individuals in various ways, and some major meta-plot events for people who want to delve deeper into the mysteries of the city itself.
Players should remember that this is, in many ways, a period piece. There are certain attitudes and behaviors that were present in the late 1920's that are not present today. Segregation of blacks and whites is still alive and well (although becoming heated). Suffrage is a very new concept (less than a decade), and by and large women are still treated as second class citizens by modern standards. Openly deviant sexual behavior is not only considered immoral and disgusting but is also, in many cases, grounds for legal prosecution. Racism against both Germans, Irishmen, and Chinese is rampant and in many cases outright violent. I encourage players and GM's to both know and understand the conceptualization of late 1920's America before jumping in with both feet first. Arkham Academy is more progressive, but the same cannot necessarily be said for the surrounding area.
I need both players and additional GM's, who must possess Skype. GM's will be responsible for overseeing threads, providing interesting activities and responses from NPC's, and for resolving player disputes. It is more than okay for a GM to also run a player character or two, so long as they never GM a thread they have one of their players involved in.
I've put a lot of thought into this game upon getting to experience the Elliqiy community, and really hope to make this labor of love something everyone here can enjoy for years to come.
(Sections exerted from academy brochure, entered as court evidence, Exhibit B, 1942)
Saint Agatine Miskatonic Academy for the Gifted is one of the finest boarding schools on the East coast. The Academy prides itself in preparing students between the ages of 18-24 with the fine educational and trade skills they need to succeed in life. Located in Arkham Massachusetts, the Academy is one of the premier educational institutions for the rich and famous to dump the children that prove to be in some way an embarrassment to their families. Nonetheless, many of the students are incredibly talented, or possess other unique talents that give them an edge. The Academy provides a premier learning environment, and despite the staff knowledge of the reasons why many of their students are in attendance, they still provide one of the best private educations anywhere. Many of their students go on to being leading authorities in many academic disciplines.
The staff are a diverse lot; economically, socially, and even geographically. Indian professors rub elbows with Germans and South Africans, and the Academy is especially unique in allowing in African and Asian students to their classrooms, so long as their families pay the egregious fees, of course. The Academy also has a long standing habit of inviting professors to serve interim placements, allowing for a degree of staff flexibility to pursue their own interests. This style has also led to a great number of outbuilding and private research centers in the Arkham area, staffed by professors and their charges and funded from the generous coffers of the Academy. These extracurricular projects oftentimes comprise a significant amount of student time.
Nonetheless, the school has a long string of strange circumstances from disappearances, to noise complaints, and even to a number of stress-related ailments. The Arkham Center for the Terminally Insane hosts a small number of Academy professors, and even a small pool of students. Psychology is a young discipline, only now beginning to get out of it's formative years, but the Academy has pioneered some radical new techniques - the promising of which is the lobotomy which has shown to curb criminal behavior by a significant degree. The Academy upholds its image very strongly, and it claims that any linkages between such events and their school is 'patently preposterous'.
Evidence entrance ends.
The year is 1929, the Great depression has just begun, and the world is changing in many ways. The gangs of Chicago and New York are alive and well, and Arkham is a large enough town to have caught the eye of the New York dons. Likewise, the Prohibition is in wide effect, and is just as unpopular as it is in the larger neighboring cities. Given the size of the town, and the proximity to the coast, there exists a vast bootlegging operation all throughout the area, and law enforcement has had little luck shutting it all down. Smuggling is also a booming trade, either by importing alcohol from Euope or through the introduction and shipment of controlled substances through the sieve that is Arkham's law enforcement. Surprisingly enough, smuggling is curtailed by a staggering number of boats that simply go missing, leading to the joking term of 'little Bermuda' for Arkham's coast. Finally, while not nearly as pervasive as in the larger cities, Arkham boasts a quiet sex trade, with an unofficially recognized union of prostitutes, show girls, and street walkers. Such members carry a simple card with their licensing, and authorities look the other way so long as they pay their union dues on time. Those that don't are viciously persecuted and jailed, if not remanded to the Institute for being of sufficient 'moral degeneracy'. This implied threat makes for a surprisingly honest sex trade, and men and women in the industry can expect to bring in a tidy profit from their labors. They also enjoy significant protection from law enforcement, for whom the Union revenues support their salaries.
Law enforcement agents in the region are greeted with a relatively thankless, grueling task. Arkham boasts less than half of the number of uniformed officers it should have, and only a single unit of detectives. This massive under-staffing in law enforcement is what makes the city such an attractive area for organized criminal enterprise. Nonetheless, officers receive a massive amount of respect from the community, as they, almost to a man, are both honest and hardworking. It is a rare evening when an officer isn't invited to dine at a citizen's home, and many citizens are on first name basis's with a least one patrol officer. Minor offences are largely ignored so long as no one is harmed, and a 'common sense' approach to law and the attending officers opinion of the crime scene is encouraged. Whispers, however, speak of deeper and more pervasive corruption within the fraternity of officers, although any ties to organized crime are fervently denied. All in all, this has led to a massive influx of private investigators, men in trench-coats with recording devices and broad-brimmed hats who, for a fee, pick up the slack of the police department.
Arkham is a very diverse citizenry, from a large amount of lower class individuals who live and work around the docks and the fountries in the countryside, to the middle class who run the stores and boutiques in the outer city. The Upper class live and work around the Mountain, a local term for the large hill in the center of Arkham that boasts the cream of societies homes and the impressive collection of museums and art galleries. The peak of the mountain holds Arkham Manor, the oldest building in Arkham, inhabited by the Dean of the Academy. The house has remained in the same family for nearly two centuries now, and seems slightly out of place among the gleaming marble and granite structures that currently make up the rest of the Mountain. The Academy sits nestled near the middle, surrounded by parks and a number of art galleries, the Arkham Museum of Higher Technology, and the Arkham Gallery.
Unfortunately, some things that should have been lost to the wastes of time... still live. Arkham is a city of mysteries in many ways, and has many dark corners and shady alleyways winding between the buildings. It is an old city, and it is a brave man or woman indeed who begins to investigate beneath the veneer of bustling citizenry.
Welcome to Arkham...
Enjoy your stay.