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The ''Deadly Saints'' Organization |
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<<I figured it's safer to put all the data in my profile as opposed to starting chatterbox threads or whatever. I keep on losing links otherwise.>>
Intro
The Grand Junction, the sole point created through the wonders of technology where all portals connect to, is considered the ultimate artificially created gateway toward every discovered dimension. Leaked information also mentions the fluctuating location of such a gateway as to prevent it from being found and the preternatural beings named the Creators who protect such an extraordinary achievement.
The World The Apocalypse Zone, a world in ruin, a world completely deformed where hope still lingers strengthening those engaged in an agonizing fight for survival...
The homeland for paranormal phenomenons, mutated creatures and amazing technological development, the apocalyptical zone is a land of insecurity, of chaos and dismay, a land constantly shaken by the ongoing fight for dominant supremacy, a realm awaiting its true ruler.
The Setup From afar the habitat will appear to the naked eye as an ecodome in the middle of a rather arid piece of land. The light blue folicule forming the protective dome shield maintains the ecosystem relatively intact, operates on low energy and is just as visible as the transition from desert-like environment to lush vegetation.
Harlin City Closest to utopia yet still far from it, with citizens carefree, healthy and taken advantage of high technology, the city is one of the most developed and prosperous in the region. Currently, over 80% of the city's population is considered well above the middle class income threshold, as for the poverty line, of course it still exists but at a very low, insignificant scale. The DS organization owns or works in cooperation with most of the city's enterprises, the rich inhabitants willing to sponsor the organization in order to provide for their own safety and well-being, especially after a period of crisis when the city was almost eradicated off the surface. Harlin Area: -93.5 mi² of it is land and about 8% of it is water. The city is, on average, 100 feet above sea level. Climate: - it has a warm and humid subtropical climate with two major seasons each year. One of those seasons is hot and rainy; the other is a cooler season that brings more moderate temperatures and less frequent rainfall.
DS Organization
History Centuries ago a reputable band of brave warriors and friends had faught corruption side by side. As time passed, each of their destinies drove them on separate paths, but they were never forgotten as the Deadly Saints.
Current times... the world is overwhelmed by darkness. Many greedy, chaotic beings roam the lands, some simply seeking a guide to the light, others seeking to fill this world with corruption, making it a dangerous place, a constant possibility to lose your life wherever you stand.
In this context the DS Organization has been born. Although named after the original Deadly Saints, lead by some of the original Deadly Saints and having as inspiration their brave acts, the DS Organization has evolved over time into something that differs from the actions and original purpose of The Deadly Saints in the sense that it is an intelligence agency involved in various activites in order to suport its rightful cause.
As said, The Organization has evolved over centuries, splitting into multiple branches. The initial source of the technological advance within the organization originated from the City of Nehyt found in the Land of the Ocean's Eye.
Aims - to survive, explore and evolve through scientific/ rational outlook, to cast a ray of hope and understanding in a world where help and kindness have long been forgotten.
Alignment - chaotic good
Location An old, dusty country road splits the lush Harlin Forrest into two equally dark and eerie parts. If one is to walk down that forgoten, rocky road trailing the movement of the sun (walk from east to west down the road) eventually on his right side a wooden sign will appear, quite large, containing an inscription with the name of the forrest and some other unessential information...From behind that sign, parallel to the road, a tiny path spreads through the forrest, hidden under thick layers of vegetation, fallen trees and bits of scrubs. Following that path for approximately 3.5 miles will bring one into a little clearing, in the very heart of the woods. Only one with precise instructions given beforehand will be able to find one's way to the isolated cabin standing in the middle of the clearing(half a mile from exiting the woods)..the cabin might (but does not necessarily) open one's way to the inside of DS headquarters.
However, if one decided to follow the road, it'll eventually lead the traveler to the outskirts of Harlin City.
Organization Branches Depending on the job/ rank, personnel may access different areas of the headquarters, labs, training facilities, etc.
Public Sector The surface level, also known as the city and surrounding areas. Mind the defense mechanisms.
Madcap - Hunters Department - Probably the only building extending to the surface, the Hunters Dept. is autonomous, but still under DS juristiction. Unlike the other sections of the organization, the Hunter Department appears to have little exterior defense, save for the guards and patrols. Make no mistake, appearances are deceiving. - The Hunters Department’s appearance is four story high, neo-gothic style building, relatively small as compared to the other Organization-owned ones, integrated in the Harlin Police Academy. Madcap carries no label to differentiate it from the rest of the buildings and it is accessible to most civilians if and only if they pass the security protocol and find themselved in the reception area. - One of the chambers worth mentioning is the highly-secured Rainbow Nexus clearance, named after the multi-colored archways offering passage to the headquarters. - The hunters can be hired. Madcap’s common work policy is 'subject termination' so one needs to be very specific when contracting any of the Hunters
The ''Deadly Saints'' Headquarters The multi-layered underground base of operations is located beneath the planet’s crust so as to say at a distance higher than 22 miles (the thickness of Earth’s crust), which provides perfect protection not only from finding it but also from possible attacks. Entering the certain parts of the underground base(lobby, common areas) can usually be done by means of supervised teleportation, or through the secret passages revealed after one gives the correct password. Limitations do exist.((more details on defense; you better read them))
Not everyone may use the elevators leading down those who found themselves on the surface in the right spot, however for those allowed, upon exiting the elevator about 30 ft. ahead to the left side of the lobby lays the reception office. The plasma touch screen in the center of the room offers an overview of the HQ and information on how to reach certain areas. On the right side, behind sparse foliage, there's a sunken seating area and a small bar.
The reception rooms all across the DS branches are similar in aspect.
Quote: HQ layout
Reception office, lobby, lounges - large areas decorated with couches, armchairs, sofas, marble tables, chairs, with vending machines, coffee makers, TVs, and pool tables, fuss ball tables, darts, etc.
Living quarters ----- Each of the recruits' rooms is exactly alike -clean and contemporary, with air conditioning and no windows, room furnishings consisting of a bed with white bedspread, nightstands with an alarm clock and telephone, a pull-out sofa with coffee table, a work desk with computer and a chair, work lamp and a credenza that also holds the TV. Linens and pillows for the pull out sofa are located in the small closet, in a clear zippable pouch. Also in this closet is the typical iron and board built onto the side wall. ----- The bathroom is average sized, very clean. The flooring is ceramic tile and the large vanity is made of a white cultured marble. A wall-mounted hairdryer and a lighted make-up mirror are handy. Bath care products can be fond as well - shampoo, conditioner, soap, etc... The bathtub has a shampoo, conditioner and body wash dispenser in it ----- The rooms and bathrooms are soundproof. The rooms are under constant surveillance by default, all video recordings being stored in Audrey's vast memory database, but a recruit does have the option to shut down the surveillance in his/her personal quarter. Bathrooms have no surveillance.
Conference rooms - for mission briefing, they're sound proof, bullet proof and monitored constantly.
The communications room - a large multi-sectioned area, - control of any satellites or units. The front wall as one enters is slightly curved, two large plasma screens drawing attention and displaying the areas under surveillance and whatnot.
*Laboratories - highly secured, mostly underground facilities stretching for miles, used for scientific or technical work which may be hazardous, including research and development, quality control, testing, teaching or analysis. Such work may involve the use of chemicals including dangerous goods, pathogens and harmful radiation, or processes including electrical or mechanical work which may or may not be hazardous. ... Storage facility - high security level, this floor is heavily guarded at all times. This is the main supply room. Access allowed to highly restricted personnel.
*Prison Ward- a segment standing on its own, the entrance or exit only possible through teleportation. To be teleported into the prison ward facility one has to use the Rainbow Nexus clearance within the Hunter's department, or another Nexus clearance wihin the headquarters. Never can a teleport be done from an unsecured area like public sectors. If teleporting out of the prison ward one will end up at a one of those highly secured Nexus points as well.
*Millitary/ training grounds - includes artificially created environments simulating various climatic zones with different obstacles to overpass Training facility - the entire equipment one could ever want, top quality and state of the art ready and waiting for use.
Daphne Than · Thu Oct 11, 2007 @ 09:22am · 2 Comments |
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