Board Thread:Roleplaying/@comment-5583506-20150708222546

Introduction: (Read this introduction! Read this introduction! Read this introduction! Have you read it? Are you sure? Are you really sure that you have read it? Blame yourself for never reading this long introduction, the rules and the setting if you find yourself astray. Don't say I didn't warn you!)

Ladies and gentlemen... The time has once again come for us to revel in an RP set in the dead of night. With the unexpected success of Forgotten Archives: Around Every Corner, Zoor and I immediately decided that a sequel had to be done. Although it took some sweet time to get it up and running. This RP has been through development hell and back for about almost several months in a row now.

'''Men den som väntar på något gott väntar aldrig för länge! = "'''But the one who waits for something good, never waits too long!"

Now we are back! Bigger and badder with a whole new story and setting! In the last Forgotten Archives, we had our Investigators face the threat of the Pale Man, the ancient killer of Riften. However, for those who might be new to this RP I will say to them that there is no background lore needed for what happened in the last part. We will take up important aspects of this world and timeline in the settings section.

But first, let's have some rules before we roll up the anticipated setting description...

Rules:

1. Do not, I repeat, do not fool around! It will not be accepted! Not now! Not ever! Zoor and I have worked hard in order to develop a serious plot that is meant to make players immerse into the setting and the atmosphere. If you find yourself bored, go ahead and write a flashback or something similiar, but do not spoil the excitement for other players!

2. I think most of us here are mature people who knows that there are evil things at work, even in our own reality, but nevertheless I think it is necessary to take precautions when I say that this RP is not for the faint of heart. Dark things can and probably will happen. If people are inclined to leave when they do, they are free to do so, but we ask that you try not to leave important plot points unfinished.

3. Dragonborn, who? No, seriously, I have never even heard of the guy. He does not exist. He is a figment of imagination. Now, if he would have existed, he would probably be all powerful and all that. But he doesn't. So... no Dragonborn!

4. No Daedra Princes or Nine Divines or other sorts of deities are allowed! At least to be used as a character. You may perhaps encounter them on your travels. In this RP, they have mostly taken a lengthy vacation, to prevent them from making drastic changes in the plot device.

5. Can you be added to the list of casualties? Well... that is true... But only as long as you allow it! We do not force players into simply lie down and die. That would be awkward!

6. No powerplaying! Don't know what that is? Don't worry. We will call you out on it as soon as it is discovered. Jokes aside: An example of powerplaying is User A attacking and destroying User B without letting the latter react/retaliate in any way, or putting the latter into a situation with no other course of action. A user persistenty breaking this rule will have his/her characters eliminated without prior notice. You will be given one, maybe two warnings, depending on the severity, and on the third strike: you are out!

7. No modded or customized races! We may however approve of it, if they can give us a good reason behind for why this strange anomaly is found in the TES universe. And what purpose it would serve. Is it trying to make contact? Perhaps...

8. The lore can not be altered. If you want to include some important stuff on your own, you can post to or PM me or Zoor about it. And then we will tie you down a chair, point a lightbulb at your face and ask why you think you are the chosen one to alter the lore.

9. This is the most common rule, but it's common for a good reason. Do NOT force other people's characters to do something. Maybe they just don't want you to play around with characters they have created?

10. Being overpowered is a huge no-no! Owerpowered simply means that you have abilities, skills, spells, and powers that are more likely to destroy all of Tamriel than doing any good. Like saving your dying friends, for instance?

11. Weaknesses are a must have! As a follow-up to the above mentioned rule. So... you cannot be that perfect Divine being you always dreamt of being. Why is that? You are a mortal, that's why. Mortals have faults. What are yours?

12. No dragons allowed! They sorta... disappeared... Big mystery... No idea where they went... *Burps*

13. Do not imprison other characters unless they agree to it. Kind of kinky, if you think about it.

14. Characters must be approved by the GMs' before they can be used. Thought you could just sneak that Mecha-Argonian in there without me or Zoor noticing, did you? Shame on you...

15. This RP involves a whole lot of thinking! If you find that you get lost, just ask for a recap!

16. METAgaming... Urgh... Do I need to say more? This term means that you break a rule, yet continue to play, oblivious to the fact that people are now looking at you as if you just happily took a leak in their coffee. While we do not treat METAgamers as harshly as powerplayers (the player might not have taken the hint of METAgaming or does not know what this means), the posts of a METAgamer should always be removed, buried and ignored.

17. You can not change major plot points without a GM's permission. That's us right here, brother or sister! Kachiiing!

18. Give players some time to react to posts. You might have all the time in the world, but your companion/enemy might not have.

19. Do not avoid damage or hits, and brush them off like it was nothing. You know what it means to have a knife blade striking five inches into your jugular? Yeah... You cannot ignore that. You can of course block hits or dodge them, but after three attacks you must have at least been struck or taken off balance.

20. Customized spells, abilities, powers, weapons and armors, will be allowed to some degree. Just take it up in discussion with me or Zoor before you put them into use, and we will see if we can work something out to make them more... lore-friendly?

21. Immerse! Probably the most important rule of all! This RP is meant to be played in the dark. Listen to some atmospherical music to get the mood right or warm up by reading some Edgar Allen Poe or H.P. Lovecraft. What do I know? The important thing for us is that you have fun while you are participating in this and we hope that you will stay and solve this mystery we have created just for you... And who knows? If you are solving it, perhaps there is a surprise for you in the form of an equally well-written sequel?

GMs: Zoordovahsil (responsible for bringing up the subject and co-writer) and Lazarus Grimm (writer and plot developer).

In order to join, you need to make a character card like this.

Character Card example:

Name: Remian Fortus

Race: Imperial

Gender: Male

Age: Mid 50's

Height/Weight: 6'0 / 190lbs

Appearance:

Equipment:

Powers(Racial+1):

Skills(1 Master, 2 Expert, 3 Adept):

Spells(8 max):

Noteworthy (fears, hobbies):

Bio:



And if you should feel up to it, you can add your character card here: Forgotten Archives.



Setting:

The Skyrim Civil war ended with a cold peace treaty which preserved Skyrim's independence from the Empire, but allowed the Imperial Legion to march through the land in order to fight off the Thalmor. Since then peace has been restored. The Third Aldmeri Dominion came to an end. The Empire now only consists of High Rock, Morrowind, Cyrodiil and Black Marsh. But in this world there is more than meets the eye. Shadows move where light should be...

The Investigators is an organisation specialised in handling cases far too advanced or too obscure for the City Watch to handle. They have their headquarters in Solitude while the senior offices can be found in the Imperial City.

This story takes place some time after the Pale Man incident in Riften, in which the ghost of an ancient killer had possessed his descendant to fullfill a curse which would grant him his true body back. The plot was however thwarted by a group brave Investigators who descended into the Underways of Riften and defeated him at his own game.

Since then eight years have gone by. The year is now 4E 364...

What is the "greatest" work ever know to man? Is it religion? The way we pray and look up to the skies, believing that some transcendental entity will be the solution to all of our problems? Is it warfare? The tool with which we make civilizations rise and fall before our feet? Is the "greatest" work something achieved by man, yet has somehow slipped by our very senses and into shadow, causing us to forget just how much it means us? Or is the Great Work something we have yet to achieve, yet something we all strive for?

As a new age of alchemical knowledge sweeps across Tamriel, aspiring young alchemists from all over the continent travel to the Crimson Academy located in western Cyrodiil in order to try their fortune and perhaps be acknowledged as the greatest minds the known world has to offer. But while some strive to create the perfect love potion and while some try to create gold, they haven't got a single clue that in the shadows there are dark forces at work, silently continuing their effort in order to fulfill perhaps the greatest work of all...

Take on the role as an intelligent Investigator or a hapless bystander as you open your mind and hone your survival instincts to face a threat with roots in the very darkest corners of the human nature...



Will you find out who or what the force behind the Great Work is, or will you be added to the list of casualties?

Fear the night... 