Lockheed Archon
(?)Community Member
- Posted: Wed, 22 Jun 2005 02:34:19 +0000
"For Justice is blind and so you shall be its eyes"
So many meaningless wars have broken out across the lands of Gaia, which used to only involve smaller guilds that had just begun to start out. Nowadays, those smaller guilds have gained rather large allies, and as such, have dragged many an unwilling soldier into battle. We are here to stop those wars as painlessly as possible.
We aren't here to choose which side we think will win, or to create enemies or allies. We are our own people, as such, we are unaffected by who wins and who loses within these wars. Those whom we choose to aid in battle, depends solely upon what that Guild and its people represent. To sum it all up in one sentence, we are pacifists for hire. If you don't like that idea, perhaps you could consider us Mercenaries of Order, to put it another way.
(~Note~ we are NOT a mercenary guild precisely, though we don't object to jobs. Please Pm the Overlord for more Info)
Alignment
LN, or Lawful, Neutral.
Basically, we're Neutral.
Story:
In the lands of Gaia, when blood and battle ruled, there came at the end of the era, a great war between four Guilds. Though their names were long forgotten, there was one place that all the surviving soldiers that were injured could remember visiting at one time or another, where they all felt at ease, and comforted. This place, a hospital to be exact, rested exactly upon where the four Guild's territories met, and as such, was proclaimed neutral ground, although there were several debates on building wings where soldiers from each Guild could be grouped together (of course, this idea was immediately thrown out the window when the founder of the hospital built it). None of the Guilds could really complain, because so many soldiers were being injured each day, they were running out of places to put them where they could all receive the medical attention they needed. The war between those Guilds ravaged on for 8 long years, in which not a single shingle upon the roof of the hospital was harmed. Strangely enough, the hospital was also where the war finally ended; where a peace treaty was signed. After that time, the Hospital still ran, though its original founder had long since died (Back then, it was thought to have been food poisoning, though really, the man's kidney had failed). A few years ago, the hospital was a rather run down old building, abandoned after terrorists had taken hostages and killed them within the Hospital's main lobby. Finding an interest in it, a long-time soldier, and Veteran of the great war of the Forsaken, set out to restore the building, and turn it into a base of the operations for an organization that wished to stop another era of bloodbaths. Renamed and rebuilt, "The Armistice" is now the headquarters of the organization of the same name.
Locations and Information on Locations
The Armistice resides within a valley, though the area that the base is on is actually quite flat. The plain on which it resides goes on for about 6 miles, and from there, its Northwest side is surrounded almost entirely by a large mountain as well as a forest. The only route that one could travel on foot through would be a narrow dirt road that goes through the only pass in the mountainside. The rest of the area surrounding the base is mostly flat plains, a few small groves and thickets here and there, but hardly anything that one could hide a scouting troop in, let alone an entire Militia.
CREEK
Not too far away from The Armistice, is a rather wide fresh spring water creek, one could almost call it a river, because of the water moving at such high speeds. Because of that, upstream, a small dam was put into place, as well as a small power plant, which is the secondary power source for The Armistice, if the power plant for the nearby city in the South were to ever go down, or there were to be problems with the electrical lines. The small power plant is run and used entirely by The Armistice, though rumors say that there are a few other places that use the electricity provided by this small plant, under circumstances that only The Overlord of The Armistice knows about.
THAESIS
As mentioned, there is a city south of The Armistice called Thaesis, though the city really is of no other importance to them other than supplies and electricity. Even so, there are also rumors that even if the supplies from the city were cut off from The Armistice, they had an 'underground' distributor from which they could get most food and other goods. This underground distributor is also who they say gives The Armistice their extra weaponry in order to pay off a rather large debt that they owed to them.
The rest of the area surrounding the base is mostly flat plains, a few small groves and thickets here and there, but hardly anything that one could hide a scouting troop in, let alone an entire Militia.
Base
The actual base itself is mostly underground, with a main entrance, a side entrance, and two hidden escape tunnels. The main entrance as well as the lobby is above ground. The Main Entrance and Lobby is the only remaining piece of the original Hospital on which The Armistice based the foundations of why it exists.
1F:
The Main Entrance was the Emergency entrance for the Hospital. The place seems welcoming enough if you were to step inside, though the main entrance has few windows, in the lobby there are several skylights in the roof, as well as chairs and couches of every shape and size, though they follow the same color scheme of Silver and Navy. They all seemed to be grouped with one of each type of chair and two types of couches resulting in groups of 5 or 6 pieces of furniture, all centered around a fireplace, coffee table (covered in magazines and books) or one of the three TV's within the lobby. A very fine Oak desk in which a woman with short brown hair is behind sitting back and reading some sort of Romance novel and chewing gum. On the desk there is a stack of papers, and a small sticky note on top asking you to circle your answer to the following question, and hand it to the Clerk. There are four simple choices that you could circle.
I Require...
1. Membership into the Armistice
2. The services of The Armistice
3. A meeting with one of the High Officials, or the Overlord of The Armistice
4. Other
Of course afterwards, if you were to hand it back to the Clerk, she'd either slide a keycard over the counter as well as a small note that has a simple password on it, or she'd ask that you leave and come back another time, depending on how busy The Armistice currently was. In the back of the lobby, there is long wall, with only two entrances into the back. If you were to step back there, you'd notice there is a place to slide a keycard and enter a pass code, as well as a video camera and a guard watching your every move. These aren't the ones that you see watching TV eating donuts, or reading the paper, they seem extremely alert. It really doesn't seem to take much time or effort to get into The Armistice, but unbeknownst to you while you sat waiting in the lobby for those very brief few moments, a video camera had caught you on film, and the clerk behind the desk had already identified you through The Armistice's complex system.
The side entrance is for members use only. All it is is basically a ditch with stairs leading down to a steel barred door. A keycard and password is required to open this door. Upon opening the door, there is a small chamber, and in front of you would be another steel barred door, and a scanner pad which requires one to place the palm of their hand flat upon it. If you're recognized as a member, the door will open, and you'll enter a small hangar, where there are a few vehicles that don't look like they've been used very often at all.
The two hidden escape tunnels are for use in emergency situations only. Both start out in the second floor basement, and if you were to travel through one of them, you'd end up in the middle of a forest, crawling out from under a trap door after having to climb a rather narrow shaft. The other tunnel takes you on the other side of the river, but no one knows exactly where you'd end up.
1B:
Inside, you can either turn around and go back to the lobby, or travel down a flight of stairs into the first basement. The first Basement is actually the Main keep of the guild. It looks rather similar to the Lobby that you just passed through, only with more TV's, the furniture all being scattered yet somehow all grouped. There is a mini-bar in the upper right corner, containing bottles and cans of any type of alcoholic beverage that you could think of. Of which are neatly stores in cabinets behind the bar counter. There is also a small freezer for those who liked their glasses frosted, and also contains a bucket that is constantly full of ice. The glasses are located in the hollowed out space within the counter, only reachable on the bartender's side. Adjoining the mini-bar, there is a small kitchen, closed off as a separate room. There is a refrigerator containing the nonalcoholic beverages, a cookie jar, as well as cabinets for snacks and other foods. The skylights in the main keep are tinted, yet still allow sunlight in. The flooring is hardwood, and looks like it has been waxed until you could see your face within the shine. Even more so, there aren't many scuffmarks on the floor. The walls are merely painted white, with a few old tapestries adorning them, as well as a painting or two of the surrounding terrain of The Armistice.
2B:
The second floor basement consists of the living quarters for each of the members of The Armistice, as well as the debriefing room, library, and the mess hall and kitchen. The living quarter for each regular member consists of two rooms. One would be the bedroom, which has a queen sized bed, a desk, and small walk-in closet, as well as a bookshelf, radio, and a phone. The phone and the radio are on top of the desk. There is also an overhead light fixture, and a dimmer switch for those who need light, but not too much of it. The walls are painted just an ordinary white, while the carpet is a dark navy blue. The second room is just your average bathroom, containing a bathtub/shower, a toilet, sink and mirror. The floor is soft blue tiling, and the walls are painted simply white. Since a lot of the members prefer to make their living quarters customized, several of the rooms that already have members living in them may have more furniture or the carpet and walls a different color. There is no rule saying that you cannot change anything about your room.
ELITES
The living quarters for the elite members and the leader are further down the hall in a closed off section of The Armistice. None of the regular members are allowed within this section of the barracks without permission from an Elite, or the Overlord, and even with permission, they are only allowed in the room of the Elite that invited them, and in the hallways. There seems to be some magic barrier protecting each of the Elite's room from intrusion, as well as a removable 'Do Not Disturb' sign.
The Debriefing room is a plain, long, rectangular room with a giant table going nearly all the way from one side of the room, nearly down to the other. There is a chair for each member of the Guild, as well as one at the very head of the table for the Overlord. The Elites sit near the head of the table, while the regular members going from highest to lowest rank go down the table. This is where the members are told critical information directly from the Leader and the Elites, as well as where discussions take place on what The Armistice should do.
The Library contains information on almost any subject that one could ask about. There are tables and desks set up in random nooks and crannies of the library where one can relax and research what they need to. There is also a small section within the center of the library where one can find fictional books that they might want to read to pass the time with. There are a few computers to help one search for the right book, and where that book would be found. Any info you want on any subject (as mentioned before) can be found here.
The Mess hall and kitchen are adjoining rooms. The Mess hall contains several tables where any member can sit and eat. There are, however, a two or three tables where only the Elites of the guild are allowed to sit at. The kitchen serves food at 6AM, 12PM, 6PM, and 12AM. There is a variety of different foods that they serve each day, from the most exotic and strangest thing you've ever heard of, to the simplest meal, they'll serve it. There are also a few cooks who take requests for meals, in return for a favor or two or extra cooking supplies.
3B:
The third basement is the weaponry stock hold, forge, and the training arenas. There are weapons of every kind within the stock hold, and anything you cannot find there, you can make yourself in the adjoining forge. Several materials are already prepped and ready for you to use, but you most likely will have to bring your own, for The Armistice only has so much money, and they usually only by already made weaponry of the finest quality and strength.
The training area is basically a room with a flat dirt floor, and walls of stone. There are a few benches along the north wall where other members can watch the fights taking place, rest, put their stuff, or wait someone to finish a fight. There is also an area above ground that is designated as a place for training battles to take place, for those who want the elements put against, or in some cases, with them.
4B:
The fourth floor is restricted, and with good reason. Usually, the only people down there are criminals waiting their sentences, or already have them. The fourth floor contains The Armistice's prison, and court rooms. Since this floor is the farthest down into the ground, it gets rather hot down here, and only the court rooms are air conditioned.
One in the prison could easily be driven mad if left down here too long, and it’s basically a death sentence if you're here for more than a few months. Heat strokes and suffocation are rather common in the cells, especially the individual ones. Most of the cells are grouped in cells of 4, called blocks, with guards patrolling them in a way that only a ghost could get out. There are about 10 regular blocks, all named by letters from the alphabet, stopping at J. There are also special cells separated and guarded individually. These ones have magic seals that make any attempt at escape futile through the walls, floor, or ceiling. The insides of the rooms are lined with lead encased steel, with only one air vent through the floor. The walls are painted black and there are no light fixtures in the room, so once the door closes, you're locked in there in the dark. Any teleportation or magic skill that you might have is basically disabled because of the magic seals. Because of the way the door works, it shuts rather seamlessly, so there is no light coming from the door, making it nearly impossibly to find the door once it is shut.
There are only 4 court rooms, two of which have plenty of seating for spectators to come and watch this. The other two court rooms contain only about 2 rows of seats, meant only for people who had business at that particular trial. Other than that, the court rooms are rather average, with seating for a jury, if one is to be needed in a certain trial. The judge is most often The Armistice's Overlord, but in certain cases when she is busy with more important business, or she cannot act as a responsible Justice, an Elite member of The Armistice will act as the judge.
Defenses:
There isn't much of a defense for the guild. Most of it is at the door, where any weaponry that non-members have is to be given to the guards for safe-keeping while their in the guild. But, there is also a weak magic barrier surrounding The Armistice. The barrier prevents teleportation in or out of the guild.
There is also a special unit that protects the mountain pass, and watches for any suspicious activity. If anyone suspicious travels through, they radio back to The Armistice, and the base goes on high alert. The guards double in number, and seem more determined than ever to keep whoever doesn't have a good reason to be at The Armistice, out.