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    Hidden Blades Guild Territory Information

    Hidden Blades
    Hidden Blades

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    Hidden Blades Guild Territory Information Empty Hidden Blades Guild Territory Information

    Post by Hidden Blades 17th January 2019, 7:29 am


    Hidden Blades terrorities all run under some sort of guise, whether they are an enemy corporations posing as a shelf company, random warehouses affiliated with various trades, or completely hidden bases found in the middles of nowhere. To outsiders, all Hidden Blade territories are impossible to find, and can only be entired if you have a guildmark branded on your body. Your guildmark, also works as an access pass of sorts. Without it, you cannot pass the magical barriers surrounding each room without it. New members will all have access to the generic guildhall, in order to enter any sub-board territories, they must have a completed introduction that includes either the guilds Directors or Chairman,  


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    The Bellevue Estate [ Guild Hall ]

    Bellevue LTD was once an investment corporation that was a well-known competitor to Dagger Corp. However several years ago; the Hidden Blades underwent an operation that wiped out all Bellevue representatives that were known enemies of the organisation. Breaking it down to its foundation, a year later the company re-emerged under new ownership. Still, a competitor to Dagger Corp.  However what the world does not know is that the new owners of the company were actually put there by the Dagger Corporation as a façade for this is actually the base of operations for the Hidden Blades. Because Bellevue reputation has always been profoundly conventional, law-abiding and systematic in how they run their business, they tend to draw no government attention, their audits are always smooth and never require any follow-up investigation, it is essentially shelf-company for Dagger Corp.

    The area in which the estate inbuilt on is approximately sixty acres. When pulling up to the Estate; you will find that the entire area is surrounding by a magical fencing and security cameras. Once you pass through the main entrance, you will drive past several acres of forestry. It is said that the Bellevue family purchased this land when it was under review for construction. This is because in their view it was ideal for a nature reserve and they wanted to maintain the wildlife living there. Once have past the forest, you will pull into the clearing that leads up to the Bellevue LTD office building. The building is surrounded by a sparse littering of outer buildings, and features. For example, a carpark, generators, telephone polls and recreational areas around there fountains where employees can enjoy the view of the flowers beds from seating areas.

    When entering the building, you'll find yourself stepping into a sizeable reception-style room, beautifully laid out, with black marble floor laced with gold flecks, and while the outer walls are made of glass, the walls inside are a soft cream colour. On which you find the paintings and architectural blueprints, framed layouts of the Bellevue Estate and the land preserved here. Directly in front of you is a fountain, a smaller replica of the fountains outside, surrounding which are some pine benches for people to sit on. To the left, a glass room. Inside of which is the visitor's lounge. It is fitted with a seating area, decorated with beige leather couches, a glass coffee table in the centre, and a small collection of magazines such as Fiore's Finance, Jewels Journal Review and other finances related material. In the room, you will also find a coffee machine as well as a vending machine filled with various snacks. Here guests will be seated to wait until someone from the company arrives to escort them through the building. To your right of the fountain, there is a door, the walls around which are not glass but beige painted walls. The door has a metal plate on it that reads 'Security Office'.  To the centre of the room, a little way past the fountain sits a long reception desk, clean and white marbles counter with a pine wood front. Behind it are two receptionists, working away either on their computes or on the phone. On the right, the younger of the two, a pretty blonde. Hair swept back tightly on her head and wearing a dark grey suit.

    A name in front of her that reads Jenny Fargo. To the left, a slightly older woman, also blonde but with hair cut in a short pixie-cut style. She is wearing a navy pantsuit, still attractive but in a maturer way. Her nameplate reads Alice Bateman. Regardless of which lady greets you both will deliver charming, service with a smile and sign you in as long as you have an appointment. Should you threaten them in any way, security will be on you in seconds, and the girls will happily go about their day as you are escorted out. Behind the reception desk is a glass wall, with an opening on either side. Once you walk around this, you will find several steel-plated elevators, a decoratively potted ficus between them.

    Should you enter the elevator and decide for whatever reason to head to the upper levels, you will find general facilities for the 'Bellevue LTD' business. For example, the second floor is fitted with general offices and staff cubicles, where the work for the company is completed. Also, there are staff resting areas and meeting rooms designed for the 'Bellevue LTD' employees needs. On the third floor, there is a similar layout; Server Rooms, and Controlled Access Investment areas, Meeting/Boardrooms, and executive offices. Generally, members of Hidden Blades, are not authorised to visit these areas. The employee's running these areas generally will not speak to anyone without a Bellevue Employee ID. They had been informed NOT to by their bosses and are all under contracts that prevent them from speaking about any activity that happens there not involving Bellevue LTD Employees.  

    Should you be someone invited to join Hidden Blades, who has already passed their 'Recruitment Test'. You will have been informed by your 'tester' to use the phrase "Blanche sent me here to collect some files." Upon hearing this the Receptions will hand you a Silver Coin, embedded with the Guild's Mark and instruct you to head over to the elevator. Inside of which you will notice next to the number panel, a coin slot. Put the coin in here, and the elevator will take you down. Should you attempt to leave the Bellevue Estate with the coin, it will vanish into thin air the moment you step outside, however, if you are a Hidden Blades member who already HAS their guild mark. The elevator has a magical sensor that will detect this, automatically taking you down to the underground levels, where you will find Hidden Blades true base of operations.

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    Ground Zero : The real Hidden Blades GuildHall

    The elevator will seem to be going down for a while when it finally stops; the steel doors will open revealing Ground Zero. This large space is filled with wall to wall with computers, screens and servers. In the centre of the room, a hologram map of the world, this map can be used to check in on specific areas, as long as they have Lacrima Camera's in these locations, Hidden Blades can hack into them and survey the region. This, however, requires clearance from an Ace or your Guild Master.  The view seen on these cameras can actually be seen on the back windows. In truth, they aren't windows, but large digital screens. These screens can also be altered to look down on the Training Grounds to watch fights or training sessions.


    In the Guildhall you will find a desk belonging to a woman if she isn't dealing with another guild member, or working on the systems. She will be sat there, a woman in her late twenties with brown hair, blue eyes and glasses. On her blazer jacket, an ID is pinned, reading the name 'Blanche'. She is the Hidden Blades Guild Hall Executive, meaning she runs all the goings on in the Guildhall, she is who you will go to sign up for jobs and receive payment for the work you do. Should you need to be initiated, Blanche will send a call out for a Director or the Chairman to come down and see you. Unlike the receptionist, she is NOT charming nor charismatic. She is direct and emotionless, she doesn't tend to have a sense of humour and won't engage in small talk. The only individuals she tends to converse with, is the Chairman, the Directors or perhaps a 'veteran' member, but even then there is little warmth.

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    Bar & Lounge

    On the same floor as the Guildhall, near the entrance, there is an area to your right where you will find the Bar and Lounge. This is a general rest area for members; where they can drink, eat and spend some downtime relaxing. There are always, bartenders, and cooks available as the lounge is open 24/7. Seated with several tables for its members, to the back of the lounge is a seating area. Booths fitted with tables, from which members can gather and relax in groups.

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    Briefing Rooms

    To the left of the Guildhall are some stairs, members cannot go upstairs until they have advanced into a specialised department. In these rooms, there are three main offices for the departments. As well as briefing rooms, these briefing rooms can be booked out by teams to use for consulting and mission planning. General these rooms are very sparse, only fitted with a table accompanied by several leather seats. Clearance to the upper level is activated through your guild mark, if you have not been updated as part of a department, attempting to walk upstairs will cause you to hit an invisible barrier which is impervious to magical attacks, meaning it cannot be broken through. Attempting to do so will alarm Blanche, who will record this on your file as well as call for a higher member to 'deal' with you.

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    Training Grounds

    Should you want to go down the lower levels, all you would do is go back to the elevator; the keypad will expand, adding several more numbers. You can get a code for each floor from contacting Blanche, those with an iLac can do this without having to approach her. Blanche never fails to answer the phone. The codes for the various floors are changed daily, meaning they cannot be learned. Heading down one more level will lead to the Training Grounds. This is an area Mages can use to test out their practice their combat skills and magical abilities. The elevators will open up to an open space, fitted with a bridge where members will walk across to get to the 'arena'. It has a magical shield around it to prevent any damage to the Guildhall, meaning there are no limits to watch magic can be tested here. Members can also book at the arena for matches, to test their combat abilities again each other.

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    Armoury

    Back at the entrance to the Training Ground and next to the Elevators there is an alternative route, a door with no label. Should you walk through this door, you will find the Armoury. Fitted with an assortment of weapons, armours, and magical items members can rent out for jobs. Here is often where you will find spare uniforms for guild members. There are also individuals lockers that can only be opened by department members for the upgrading uniforms and items specialised for those departments members.

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    Overnight Rooms

    The bottom floor to the guild hall is a floor filled with 'Overnight Rooms', these rooms can be rented out by guild members in case they are injured on a job and needed to recover before returning to the real world. Also, it is an ideal place to 'lay low' should they need to. These rooms are laid out to the equivalent of a four-star hotel, fitted with a bedroom, bathroom, kitchen and lounge. All rooms have a generic style should a member wish to buy a permanent room for themselves. This can be negotiated with a Director or the Chairman. Permanent rooms can be personalised however a member wants, as long as it doesn't break any guild rules. Should a member be injured when arriving at the Guildhall, there are ways to access the guild via the forest. Hidden entrances under trap doors that only members are aware of, once again only member branded with a Guild Mark can enter through these areas. Coming through one of these routes will lead you through an underground tunnel, through this you will actual end up on the training grounds, from which you can make your way to your room. Once in your room, you can contact Blanche, who will send someone from the Support Office to your room to heal you should you unable to do so yourself.

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    Department offices

    As stated above, on the upper level connected to Ground Zero, next to the briefing rooms, there are three main offices. Each belonging to a department, members in departments can only enter their own rooms via their Guild Mark's clarification. Departments members are prohibited from entering any room that isn't assigned to them. The only exception being Directors and the Chairman.

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    Combat Office

    The Combat Office is the space designed by Combat Directors in the past. Generically this is where mission plans are put together; there are also files on any 'targets' the guild members have, with records collected on them thus far. This is where Combat Operatives will often be found drawing up mission plans and strategising.

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    Intelligence Office

    The Intelligence Office is fitting with the most advanced lacima based technology, Ideal for tracking down information for the guild. There are little these computers can't do in the right hands, able to crack into private archives. This is where Intelligence Operatives will often be found doing research, or writing reports.

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    Support Office

    The Support Office is the glue that holds the guild together. Here is where Support Officers will contact clients, arrange jobs for the guild, handle the exchange of payment to the guild, and going through completed jobs reports for any 'errors'. Essentially the Support office will have access to the most information about the guilds workings. However there are files that are even classified to Support Members that can only be handled by the Director, these classified clients, usually have connections to Dagger Corp. The Support Office will also be where the guild will create contingency plans, should things go wrong. If there is a 'mess' to clean up, they are contacted and sent to handle it.


      Current date/time is 17th November 2024, 7:33 pm