Star Wars Roleplay: Chaos

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Approved Location Mikdash ha'Sheketh | The Temple of Silence

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Kyrinov

][ A B S O L U T I O N ][


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Intent: To create a headquarters/base of operations for the assassins of the AoC
Image Credit: [ X ] | Headers made by Scherezade deWinter Scherezade deWinter
Canon: N/A
Permissions: N/A
Links: Agents of Chaos | The Silencers


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Military Base Name: Mikdash ha’Sheketh [ Temple of Silence ]
Classification: Underground Temple/HQ
Location: Scintilla | Eve
Affiliation: Agents of Chaos | The Silencers
Population: Moderate

  • Silencers | 1,700 and rising
  • Insectoid Beings/Creatures | 282
    • Confined to the Crypt
  • The Quiet Ones | 12
Demographics:
  • Humans/Near Humans/Humanoids | 85%
  • Insectoids | 14.4%
  • The Quiet Ones | 0.6%
Accessibility: Low
  • Mikdash ha’Sheketh is a spectacle to behold and feat in and of itself. It’s hidden within the Caverns of Eve, extending through a total of 40 km of earth and rock. Through various visible security measures, such as gunners, Checkpoint 0, and the requirement of a clearance code for visitation, the Silencer temple has remained untouched since the days of early construction of Eve. Tunnels shrouded in invisible entrances, and undiscovered depths shrouded in mystery and legend, all contribute to the reality that the Temple of Silence has remained undiscovered save for the Temple structure in the grassy meadow that meets Cavern’s brown exterior rocks and cliffs.
Description:
Mikdash ha’Sheketh is the beacon of Silencer excellence. Perhaps, not the most welcoming beacon, but a beacon nonetheless. None outside of the organization know the structure’s true origins, as it as been a part of Eve since the construction of the sphere began, long before the beginning of the Agents of Chaos. It is a heavily guarded structure, shrouded in mystery amongst the general public, often thought to be a local urban legend on Eve. Many have ventured into the Caverns in search of an entrance to the building and none have returned from their quest. Constructed under the supervision of the first Chaplain, Nighthaunter Nighthaunter , the Temple of Silence is a bastion of devotion to Discordia and, subsequently, to the Agents of Chaos.

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The Mausoleum [ X ]
The Mausoleum is located on the outermost area of the encircling statues that surround the Temple, it is located in front of the Temple to provide initiate Silencers (Prowlers) with housing. Prowlers, the uninitiated, live in the Temple as they are not permitted to attend missions of high clearance levels. They may take simple missions given to them by their supervising Reaper, but most of their time is spent on the Temple grounds. The Mausoleum itself is small in appearance but, deceptively, extends approximately 4 km down into the upper levels of the Caverns of Eve. The housing is minimal in design, allowing for personalization in what cramped room Prowlers are given between bunks. The atmosphere is cold, damp, and quite narrow and constricted in terms of space. The Mausoleum is meant to mimic the spatial capacity of a real tomb, forcing Prowlers to learn to maneuver effectively in tight spaces.


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Checkpoint 0 [ X ]
Checkpoint 0 is the first obstacle to entering the Temple grounds. Between two of the bowing statues that surround the Temple stands a small force field security checkpoint where a minimum of two Shadows are posted to check visitors or returning Silencers in and out of the Temple. Gunners are situated on the lower ramparts of the Temple, ready to shoot any who attempt to bypass or otherwise cheat the system. Silencers are checked in through a retina scan, their implants allowing them to come and come as they need. Visitors who are residents of Eve must present identification and proof of residency. Dignitaries or visiting high ranking members of other organizations must have a clearance code granted to them by a sitting Reaper or by the Chaplain.

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The Crypt [ X ]
The Crypt is located at the lowest point in the Caverns, between 35 and 40 km beneath the Temple floor. It is the location of the first phase of Prowler initiation tests. Here, Prowlers face a speed, agility, and maneuverability course designed to push each individual Prowler to their limits and force them to adapt to unusual situations and narrow/confined spaces. The Crypt is home to a labyrinth of corridors, crawlspaces, and actual crypts to serve as dead ends. It also hosts many unknown creatures that no one has yet cataloged or studied in known history. However, it is common knowledge in the Temple that these creatures are deadly and extremely territorial.


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The Priest's Conclave [ X ]
Located just above the Crypt, the Priest’s Conclave is home to the members of the Silencers that create weapons, talismans, armor, and all other necessities of battle. Priests are often left to their own devices and allowed personal space within the entirety of the Conclave unless their specific work is requested. Typical Silencers usually only travel to the Conclave with urgent news, orders from Discordia or the Chaplain, or in the rare event that a Silencer requires a commission to be fulfilled. They are responsible for giving the contents of the Roach the Blessing of Discordia before the item may be placed in the armory for use by any Silencer. All kills made with blessed weapons or enhanced abilities are considered holy and necessary. All armor worn is meant to protect a Silencer from harm to allow them to fight to see another battle and bring glory to both the Agents and to Discordia herself.
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Silent Chamber [ X ]
The Silent Chamber is a completely soundproof room, only decorated with lights above. The Chamber is void of any seating arrangements, forcing the individual locked inside to sit and meditate. It is so quiet within those four walls that a being will hear their blood flowing through their body, the silence is said to break the wills of those unworthy to be Shadows.* The silence is loud and it hums inside of ears in a sensation that can only be called an extreme case of tinnitus. Once a Prowler enters the chamber, the lights are turned off entirely and they are left, seemingly, alone for an undisclosed time period. Typically, it is maxed out at one standard hour per Prowler with a supervising Reaper closely monitoring their progress.

Long term exposure to silence and darkness within the chamber can lead to:

  • Ringing of the ears [Tinnitus]
  • Hearing amplified sounds one’s heartbeat
  • Hearing amplified sounds of breathing
  • Hearing one’s stomach gurgle/growl
  • Progressive hallucinations
    • Visual
    • Audio
  • Disrupted sleep cycle
  • Sensitivity to light
  • Delayed responses to stimuli
  • Sensory overload
    • Typical noises being too loud or too numerous
    • Objects moving trigger hypervigilance
    • Signs of panic may be exhibited
  • Increased sensitivity of smell, touch, and taste
  • Inverted or dampened sense of direction
  • Bouts of paranoia [Short-Moderate-Extended-Chronic, dependant on time spent within the Chamber]

* Denotes that this chamber is also used for torture/interrogation purposes
All effects on OC's are determined by the affected writer


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The Ward [ X ]
The Ward is the location of the final stage of the Prowler initiation process. It was a minimal white room void of furniture and amenities save for a white hammock style circular chair in the center of the room and multiple bright white lights. A week after their visit to the Silent Chamber, after recovering and readjusting back to the rhythm of the natural world, Prowlers are taken to the Ward and locked inside the chamber for a maximum of one standard day per Prowler.* As within the Silent Chamber, Prowlers are monitored closely around the clock and reactions are noted and performance is evaluated.

Long terms exposure to white walls and bright lighting can lead to:

  • Distortion of sight
  • Sensitivity to different amounts of light
    • Photochemical damage of the retina
      • Oxidative stress
    • Inability to distinguish shapes in a darker light setting for a short period of time
  • Retinal degeneration [Extreme cases]
  • Angered or irritable behavior
  • Shortened temper
  • Severe and chronic migraines
  • Heightened feelings of fatigue, stress, and anxiety
  • Heightened awareness
    • Heightened fight, flight, freeze response [Fawn response has shown to be unaffected by the stimuli]
  • Disrupted sleep cycle
  • Hallucinations
    • Visual
      • Patterns and Shapes [Simple and Abstract]

* Denotes that this chamber is also used for torture/interrogation purposes
All effects on OC's are determined by the affected writer



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Noxidome Arena[ X ]
Noxidome Arena, otherwise known as The Noxidome, is an underground arena carved from the upper levels of sandy, brown stone for which the Caverns of Eve are known. Its host location is a massive cave and the Arena itself sits on a cylinder of stone with two gates on the northern and southern sides of the arena being the only entrance and exit points. The Noxidome is often used during tournaments and a location for combat practice, lessons, and drills. However, all who step foot, paw, and appendage into the Arena must take caution. Otherwise, the 30-foot drop and fresh medbay bed await those who fall victim to the plummet. Stadium-style seating surrounds the arena in a complete circle, stairs leading up to the top of the stands. The Arena is open all hours of the day year-round, any and all may observe any training, events, or sparring bouts held at their leisure.

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Simulation Room [ X ]
The Simulation (Sim) Room is the site of holographic and high quality projected imagery that is used for training in similar conditions found on missions. The room itself is barren save for a single central hub, often referred to as the Mission Trainer, which allows the trainee to choose between the following available settings:

  • Single Operative
  • Dyad Operations [Maximum of 2 participants]
  • Group Operations [3+ participants OR 2 groups]
  • Assassination Level I, II, and III,
  • Obstacle courses [Agility, Speed, Stealth, Crowd Control]
  • Timed missions [Crowd Control, Stealth, Speed, Hacking]

The simulations randomize environmental changes including, but not limited to:
  • Planet Selection
  • Location Selection [High Building, Indoors, Outdoors, Tight Hallways/Corridors, etc.]
  • Climate
  • Species of Foes/Enemy forces
  • Nature of Foe/Enemy forces
  • Skill level of Foes

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Zenith Library [ X ]
Zenith Library is home to a wealth of knowledge available to all Silencers. It is located on the upper levels of the Temple and attended by any and all members of the Silencers that wish to volunteer for the job in their free time to aid in the pursuit and acquisition of knowledge. The library is considered one of the most extensive within the Agents, following closely behind the repository of the Blackguard. Information can be found in the forms of books, scrolls, and datapads.

The Library boasts a wide variety of selections which includes, but isn’t limited to:

  • Galactic Information
    • Hyperlanes
    • Trade Routes
    • Galactic Companies
    • Major Organizations & Factions
      • Public Information on Major Organization & Factions
      • Known High Ranking Officials
  • Sector Information
  • Planet Information
  • Knowledge of the Force
    • The Force
      • Force Abilities
        • Light
        • Universal
        • Dark
    • The Jedi
      • History
      • Dogma
      • Organization
      • Weapons
      • Ancient Weapons
    • Grey Jedi
      • History
      • Dogma
      • Organization
    • Dark Jedi
      • History
      • Dogma
      • Organization
    • The Sith
      • History
      • Dogma
      • Organization
      • Weapons
      • Ancient Weapons
  • Species Studies
  • Botanical Studies
  • Languages of the Galaxy
    • Writing
    • Reading
    • Phonetics
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The Slough [ X ]
The Slough is the dining hall of the Temple. As desolate as it may appear, it is still a thing of odd beauty. Here, all Silencers, from Prowlers to even the Chaplain, are welcome to dine and socialize whenever they have free time. The space itself, like many of the other spaces within the sublevels of the Temple, is quite crowded. It holds tables, support beams, and buffet-style lines of food and drink shipped in weekly from the city proper within its stony confines. Above, in the center of the room, is a hole in the ceiling. An opening through which water drips in a constant, controlled stream down into a container where the water is filtered, cured, and prepared with vital supplements necessary for every day life as well as pain alleviation. The treated water is then used to replace the water that flows into the Nightpool.

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The Nightpool [ X ]
Nightpool is a place of healing, essentially a medbay for the Temple. Located only a “floor” beneath the Slough, medical professionals, both organic and inorganic, are available all hours of the day to assist and mend any injuries that may plague a Silencer. The Nightpool itself is a bioluminescent pool of water with seats and ramps that allow both ease of movement and of access. The ruins around the pool are filled with equipment, bacta tanks, and beds should a patient require rest and specialized attention. The surrounding rocky landscape is outfitted with rails to aid in walking and a small agility course near the water for testing patients who may be nearly/fully healed from their injuries to test if they are ready to resume their line of work.


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The Roach [ X ]
The Roach is the armory of the Silencers. Located in the main structure, the Roach is the hub of all weaponry, mechanics, and armor that the Silencers have at their disposal. Priests often place blessed weapons and talismans of all sorts in the Roach once they are prepared for battle. The Roach also hosts training/sparring mats on the back wall of the armory so Silencers may test out weapons and get a feel for which weapons they wish to use and specialize in. A Priest may be found in the Roach at all times to assist their brothers and sisters in finding the weapon(s) that fits them perfectly. The Roach is open at all times, in case of both emergency and necessity.


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Meditation Chambers [ X ]
Located in the upper levels of the Temple, meditation chambers are stone rooms decorated with tumbled cobblestone rings, a miniature fountain, and large windows to allow fresh air into the chamber. All meditation chambers are open to any visitors and Silencers who wish to utilize them. The chambers are said to swirl and teem with energy for those willing to receive it and open to those willing to pour their energy into the ambiance of the room they occupy. Often, these rooms are only occupied by those who have plenty of downtime to escape from the hustle and bustle of the sublevels of the Temple, normally seeing a population of only Shadows and Reapers seeking a reprieve from missions they’ve returned from or missions they must soon leave for.

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Chamber of Shadows [ X ]
The Chamber of Shadows is on the same level as the Chaplain’s Quarters, directly above the Priest’s Conclave. It is the place where Reapers, Priests, and the Chaplain discuss important matters regarding the Silencers in relation to other divisions and the Agents of Chaos. On rare occasions, the Chamber has been opened so that the gladiator-style seats surrounding the inner red dais may be filled by any Shadow that may wish to listen to the proceedings. It’s rumored that Discordia herself will sometimes attend these meetings in disguise, though no one has ever seen her or identified her as she is an enigma in all that she does.

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Chaplain’s Quarters [ X ]
The Chaplain is the Head of the Silencers. In a rather unorthodox manner, their office is located towards the bottom of the Temple grounds. This is an intentional design, meant to be representative of the fact that a leader must place their subordinates and unit before themselves. The Chaplain’s office is a metallic chamber, sporting large windows, a throne-esque seat, a desk, holo communicator, a monitor system, and a central dais for visitors. The office itself is surrounded by an abnormally large vein of luminescent and unidentified white crystals, providing any and all natural lighting the chamber needs. Visitors are often welcome and Silencers are even encouraged to speak with the Chaplain whenever they have concerns that their brothers and sisters cannot answer or explain.


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Rating: High
Gunners are posted on the lower ramparts to shot any that do not pass peacefully through the scanner as they enter the circle of bowing statues surrounding the Temple. The scanner only shows as a shimmering field in an archway connecting the two statues parallel to the entrance of the Temple. It is not uncommon for at least two Shadows to be present at the scanner field in case anyone would try to sneak through. All Silencers are given implants upon passing initiation, which allows them to leave and exit the Temple as they please. Beneath the main disc of Eve, illusions cover all three cavern tunnel entrances, guards, usually Shadows and Prowlers, are posted and change posts every three hours. The tunnels themselves are a security measure as many of the lower levels are not mapped and will remain that way if the Silencers have their way.


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Footage from Security Camera X9-04, The Tower, Eve

A holotransmitter beeps to life in the center of the room, a man, Nighthaunter crosses the room to receive the call. Discordia is shown, in many shifting figures. From a short female human, to a male Mirialan with a dark eye cover, to a flamboyant Zeltron male. The appearance shifts constantly throughout the meeting and the Head of the Agents’ voice is distorted.


“Nighthaunter, yes? I have an assignment for you. We are growing, as you know. Progress is stable. The thing we lack currently are operatives. Those that work in the dark and can perform assassinations and bring whole planets to their knees with one swoop. You are to lead them.”

“Why are you asking me? I’d rather work alone than have to babysit others and teach them to fight.”

“We will need more than just one skilled assassin, Nighthaunter. There must be others. You cannot single-handedly take down all of the enemies we will face for our cause.”

“I told you I work better on my own. Aren’t there others more qualified for this?”

“There won’t be any that are more qualified than you until you train them to be better than you so that the missions are carried out in the most efficient way possible.”

“Fine, I’ll train them. When do I start?”

“Once your headquarters are built. I’ve plotted off a secluded portion of land near the area that will be the Caverns. You can send the schematics to my office on the upper levels of the Tower, be sure to accommodate for the refugees we took in, they’re called the Quiet Ones. I’m sure you will find a place for them among your assassins. The base must remain a secret, for both the good of the public and the good of the division. See to it.”

The call was cut before another word could be spoken. Nighthaunter crosses the room, sits at a table on the far wall, and begins to scribble on several pieces of paper as well as a datapad.

Written with the permission of Nighthaunter Nighthaunter
 
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