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Steampunk: Postapocalyptica 'Notable Creations'

darkangel76

.:The Vampiric Fae:.
Supporter
Joined
Jan 26, 2010
Location
Why do you care?
This thread is for all of us to use as a reference since it is here that we should post any and all notable things we create within the group RP. These notables can be locations (ie, cities, buildings, etc), specific items or goods, various technology, etc. But basically it will be things we all create as we go that should be noted in case we need to mention it in any subsequent posts.

When you create something in your posts, please mention it here and give a brief description for reference. I will then add the name of your 'creation' to the appropriate list and link to your post below.

Thanks!


Locations
Inalt Assassins Guild
Miljoc Assassins Guild
Munte Assassins Guild
Insula Assassins Guild
Uscat Assassins Guild
Inchisoare

Items

Technology

Other
Assassin Organization for Tara
The Dark Arts
 
The Assassins


The History:
The comet brought about ruins to the world and humans began to recreate it. Humans have that instinct to survive. But humans also have dark desires to embrace any or all of the 7 deadly sins. In the chaos something was born from the shadows. In a world where the best way to end a threat is death humans have sympathy and allow that threat to live. Someone had to step up and help restore order right? They say there was this one man who came from a lineage of the darker arts but he was the sole survivor that could pass on those arts. Taking a stand he gathered five individuals that had the potential to carry out his plan and pass on his legacy. Together with their master these five created a guild of assassins. They became the council and watched over the guild passing or denying the assignments they received. Though no one could ever tell when they were in the presence of a council member. They blended in so well they could have easily been a guild master or a member of the guild possibly even a pledge. They were a mysterious force that kept the ranks tight and the identity as well as their presence in the shadows. Word began to spread that if you were corrupt and guilty of any major crime the assassins could possibly be right behind you at any time.


The Creed
(All punishable up to death)

1) Never kill an innocent man.
2) Hide in plain sight or stay in the shadows.
3) To expose an assassin or guild is to sign your own death you will be found and killed.


The Hierarchy

Councilmembers
Slots open: 4
The secretive overall leaders said to possess the highest forms of the dark arts. Also known as "The Godly Eagles of the shadows."

Guild masters
Slots open: 4
The masters of each guild known throughout the guild for specific skills and training. Also known as "The Grand Eagles"

S Rank Assassins
Slots open: 5 per guild
The Veterans of the shadows mostly likely to become a guild master. They are usually the right hands of the guild masters. They take the hardest jobs that require utmost stealth and precision. They make sure the city doesn't fall into corruption and/or ruins. Also Known as "The Hawks of the city."

City Assassins
Slots open: Always open
They take care of the mildly hard jobs that are less important to the higher ranks but still a plausible issue. Also used as spies to infiltrate the government systems. They may also take on other jobs as a cover or to place themselves in a spot to receive intel. Also known as "The Falcons of the streets."

Runners
Slots open: Always open
These assassins watch the roads and take out incoming threats. Mostly loners and wanderers take up this job. "The Swifts of the roads."

Pledges Slots open: Always open
The ones that take the mild to low threat assignments. They are usually hazed by the higher ranks in joke. Simply known as "The Sparrows."
 
Inalt Assassins guild​
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1st Class Guild

Three stories high this guild looks prestigious on the outside and for good reason too. It is the largest and best branch in all of Tara. Being in the largest city of Tara this guild is naturally involved in the biggest assassinations. The loud family like guild. Full of good times and great skills. Strangely enough they let outsiders in but never past the first floor… right? Rivals to the Miljoc guild.

1st floor- Kitchen, Guild hall, Stables, and Smith shop
There’s a bar as well as many tables to sit the many assassins that belong to the guild. This is usually the loudest most social area. The kitchen in the back fully equipped with top notch appliances. The stables hold the left wing housing many horses. The smith shop takes over the right wing bringing in extra money for the guild by selling its extra weapons.

2nd floor- Training room, Rec room and Sleeping quarters
The Training happens on this floor the left wing is devoted to training and sharpening your skills. It’s basically one large open gym. Weapons line the walls and training posts and projectile targets can be found in the middle. Sleeping quarters for members and lower classes are found in the left wing. In the middle when you can find free time you can grab a drink and sit around playing cards amongst other things. Job board found as soon as you come up the stairs.

3rd floor- Offices, Library, and High ranking sleeping quarters
The office for the Guild Master can be found in the middle. The S-class assassins have their offices are either to the left or right of his. The library can be found in the right wing where you can find a large selection of books. There’s a secret section hidden in this section perhaps a hidden door that holds books on special techniques for the dark arts. Lastly in the left wing the Guild Master sleeps at the end of the hall and the higher ranking assassins line the hall.
 
Miljoc Assassins Guild​
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1st Class Guild

Four stories tall this building also comes with its own tower as well as a basement. Rumor was it had once been a chapel but a corrupt priest was leading his followers to damnation. The assassins came in and swept out the evil cult and took the place as their own. Miljoc is the rival guild of Inalt. The strictest guild of all no outsiders are allowed to set foot on the property.

Basement- Training room and Rec room
The training room is all serious business a lot of yelling and scolding. In the attempt to finally beat their rival the guild trains the recruits just as hard as the veterans. If you don’t show any improvement you might not be eating. The rec room is really where the broken assassins after raining stumble to when they need to rest. It has things to keep you occupied but are you going to give up time training to play around?

1st floor- Smith shop and Stables
The smith shop takes up most of the front leaving the back for the stables. This guild takes pride in its extraordinary quality of weapons though they don’t sell them. They prefer to keep their deadly blades to themselves.

2nd floor- - Kitchen and Guild hall
The guild hall in Miljoc is not as loud and rambunctious as its Inalt brother but comes close. A lot of singing and laughter can be found here. The kitchen is productive as there is always somebody hungry or in need of a drink. The job board is found as soon as you come up the stairs.

3rd floor- Library and Sleeping Quarters
The Library can be found here but is mostly limited to skill developing books such as smithing, cooking, etc. The Sleeping quarters house everyone except the guild master. At least you can bond with your fellow assassins right?

4th floor- Guild Master’s office and sleeping quarters
The highest floor and the Guild Master has it all to himself. All his things can be found here and anything he may need or require is found here.
 
Munte Assassins Guild​
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2nd Class guild

The stories tall and the fireplaces are always going. It gets cold up in the mountains quickly each floor is warm and cozy. They are only mildly needed and things are kind of peaceful in the guild house. A lot of assassins don’t live in the guild. Visitors are allowed but never past the first room.

1st floor- Kitchen, Guild hall, and Stables
Known for their best dishes this guild has a large kitchen and one long table to fit all of its members. This takes up the entire floor easily. The stables can be found attached to the house out back. Job board found in the guild hall on the left wall.

2nd floor- Training room and Sleeping quarters
Small training room taking up the left wing a social place to help guide your fellow brother or sister of the shadows. The Sleeping quarters is made up of rooms with four to five beds each. Better hope you get along with your roommates.

3rd floor- Offices and Guild Master sleeping quarters
Offices can be found in the right wing and the middle as soon as you come up the stairs. The left wing belongs to the Guild Master.
 
Insula Assassins Guild​
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2nd Class Guild

On the island at most the assassins have to worry about pirates and bandits. They keep the island safe and are laid back in their work. Still keeping the creed but walking a very thin line. Not much happens on the small island but when it does it’s taken care of swiftly.

1st floor- Kitchen, Guild hall, and Stables
Known for their quick horses this is mainly where the other half of their income comes from. The kitchen is small but they make it work. The guild hall is small as well and for lack of a better term cozy. Job board found by the front door.

2nd floor- Sleeping quarters
A lot of the assassins call the guild their home. The Guild Master take the largest room all the way on the far right and rooms line the halls all the way to the opposite end.

Uscat Assassins Guild​
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3rd Class Guild

The Uscat branch is known for their stamina and crazy training. Living in the desert isn’t easy and the assassins that can survive and complete their jobs here are hardy. They take a lot of the road jobs from the coast cities to Munte and vice versa.

The cave- Training room, Smith shop, Guild Master’s sleeping quarters
It is what it is a cave. There is a smith shop in the back a tunnel lead to the left and right. To the right is a training room and to the left is the Guild Master’s quarters. This is simply a base for operations. The jobs board is right by the door.
 
Inchisoare [inch-i-soh-are-ay]

Inchisoare is an island located several hundred miles, if not more, east of Tara in the Azure Ocean. The people of Tara have yet to truly discover this island and thus know nothing about it and its customs. The island itself is comprised of commoners and a wealthy class. The wealthy like to own slaves for their enjoyment and entertainment, however this arrangement is hardly consensual. Because it is an island and secluded from many, they have made their own laws and rules and those of regarding the thoughts and feelings of the commoners have more or less been tossed aside making it such that the wealthy rule the island while the commoners live in fear. The commoners keep the island prosperous with its agriculture and livestock, not to mention provide the wealthy with its slaves for entertainment purposes. Some of the wealthy are kind to their slaves, but most unfortunately are not. The items found on the island of Inchisoare that are of value are various spices that can be grown due to its climate. Pirates that like to disguise themselves as merchants like to take advantage of their goods because the island doesn't want their ways disturbed yet they want to prosper and profit by trading. Pirates are willing to do the trades at cost and keep their secret so long as they can engage in the entertainment from time to time, so the benefits tend to be mutual for all parties involved.
 
The Dark Arts

History:
The Dark Arts wasn't always around. It was created from pure energy that the comet left behind. It was one of many new elements to be discovered however it's not something science can find. How The Great Swan harnessed this power is unknown but something about training to be an assassin triggers it. The Five have a theory that somewhere in the training a certain action triggers your body and mind opening up to it. The Dark Arts was everything it was physical, spiritual, a martial art, a survival technique, and a weapon. The Great Swan is known to have created all the techniques and passed it on to The Five. Every technique is taught a specific rank it’s something you earn if you can learn it.

The Tier System

Each tier has special techniques they can learn. On each tier you can perform any of the techniques below your tier. 4th tier assassins are capable of 3rd, 2nd, and 1st tier techniques.

5th Tier- The Five
4th Tier- Guild masters
3rd Tier- S-rank Assassins (Certain Exceptions)
2nd Tier- City Assassins and Runners
1st Tier- Pledges
The Bond

The comet changed some of the animals but some of the birds were huge. Even big enough to ride. The dark arts allow you to bond with the bird of your tier. Those funny nicknames you receive aren’t all just for fun and games

Tier 1- The Sparrow
Tier 2- The Swifts (Runners) and The Falcon (City Assassins)
Tier 3- The Hawk
Tier 4- The Harpy Eagle
Tier 5- The Bald Eagle




1st Tier Techniques

Masking- Being a killer you naturally give off a certain aura. Subconsciously anyone not trained in sensing auras will naturally be scared of you. To prevent yourself from scaring off your prey you can mask it with your aura before you were an assassin.

Aura sensing- Being able sense auras without even looking. This is a technique all assassins must know in order to find their target. You'll be able to feel it. A corrupted aura is yellow. An innocent is blue. An evil/malevolent aura is red. Anything in between is the mix of the two colors.
I.e. Red+Blue= Purple


2nd Tier Techniques

*Note* Muscle enhancements such as speed and strength resulted in one being more dominant than the other. Either your really fast and can enhance your strength slightly or the reverse. You cannot run across water and lift a truck. No OPs.

Enhanced Speed- Tapping into the Dark Arts your legs are filled with pure energy making you much faster. Speeds range from person to person. One case reported a woman being able to run across water. Another reported a man running up to 18 mph.

Enhanced Strength- Tapping into the Dark Arts any muscle used in the moment of a fight, picking up something, or throwing something is enhanced. It only works one section at a time (Arms, legs, etc) and has a cool down period of an hour before switching to different muscles. One case reported a man lifting up a truck. Another reported a man lifting a small car.

3rd Tier Techniques

Aura Projection- You’ve learned how to mask your deadly aura now what would happen if you made it larger and pushed it onto somebody. Or even if you used it to tempt someone else’s aura into making them attack you. Your aura is a tool to manipulate other people. However it doesn’t always work nor can you use it to control somebody just tempt them and hope that they do what you want.

Agility- Moving like a ninja is easy when you have the Dark Arts. Scaling buildings with your bare hands. Jumping 2 stories at a standstill and 2 ½ with a running start. Gravity doesn’t have as much of a hold on you now. Gliding has even been reported in rare cases.

4th Tier Techniques

Invisibility- Not so much exactly but you can make yourself unnoticeable to a certain point. Tapping into the dark arts you can turn attention away from yourself. Just don’t do anything to draw attention or its useless.

Silent- Your body produces no sound no matter how much you move or anything on your body. But if you knock over a glass you’re as good as caught.

5thTier Techniques

Ethereal- Tapping into the dark arts your body begins to lose substance. You become ghostly and can easily walk through solid objects. However it’s limited to living things.

Minor teleportation- You can jump small distances. I.e. Teleporting onto a one story roof. It has to be within eye distance. Unless you know what’s around the corner otherwise you very much could end up in the ground or in a wall dead upon teleportation.

The force- Apparently there was some movie called Star Wars way back when, The Great Swan named this technique off of some weird power. He just said it is what the name says it is… mysterious.
 
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