A Brief Introduction

If you're reading this it means you've either just joined, or are thinking upon joining Memories of the Creed. Either way a warm welcome to you, this page is here to help you learn how to get around the site, give you ideas for your first character and even point you in the direction of Establishments such as inns where you can start to make contacts and starting plot ideas for threads. We hope this page will prove useful to you, and if you wish to suggest something that would be even more useful on this page we ask that you contact the staff, they are always open to suggestions and can't wait to hear yours!

How to Get Started

So, you’re new here (or at the least contemplating on joining)! This section of the page is dedicated to helping you get started, walking you through the steps to take. We hope this guide will be helpful, and note that if you need help please feel free to contact us via the Helpdesk.

So on with the steps:

Step 1 – If you’ve not registered already this is the perfect first step, your first account should be your out of character account. This will be what you use to post up character bios, as well as communicate out of character
Step 2 – Decide your faction. Whether you’re Civilian, Native American, Templar or Assassin the world of Memories of the Creed has plenty of plotting options, and if you’re not 100% of where to take things contact a member of staff – they’ll be happy to help
Step 3 – Post your character bio! This is it, this is the point you make your character. Once approved on to Step 4
Step 4 – Make your characters account. This account will be used to post everything in character, from threads to journals, letters and logs, anything that you require to have influence In Character is posted off this account
Step 5 – Start a thread, or jump into an existing one! We’re happy for either to be done. If you want to start a thread but are stuck for ideas check the bottom of this guide for a few prompts that are sure to throw you into the action!

Brief Plot

Welcome, to a world full of change. A world where all that was once certain has now become uncertain. The British have been cast out... however this is not the only uncertainty. The Templar led attack on Davenport Homestead that resulted in Connors death, the scattering into the frontier of the assassins that had called it their base and slaughtering the folk of the small village that had been starting to flourish. Following this sudden raid however they called a truce, stated their intention to create an alliance with the assassins. Why? No one knew, no one could explain it, and the assassins were too grateful to question. This new landscape alone would be perplexing enough without the appearance of two assassins who appeared to come from Masyaf, one certainly had the old ritual performed, and they knew knowledge - knowledge that was all but lost. These two came with strange horses, new to the land. Meanwhile with the British no longer a threat the revolutionary army has returned its focus on trying to 'settle' more and more lands of the frontier, trying to civilise it, trying to tame the wildness, or control it. Where the wild spirit of the natives cannot be tamed, they are killed. Those who aren't killed by the settlers are killed just as swiftly by the strange diseases they carry.

The question however now stands - what path will you take? Will you be a civilian serving in the army, or just trying to make a living in Boston or New York? Maybe you'll be a native american fighting for the right to remain on land that has belonged to your tribe for time immemorial. Or maybe you'll join the assassins or the templars, in an attempt to shape the present, and the future. This is your choice, this is your decision.

Historical Events


3rd September 1787
The war of independence ends, America is now free from control of Britain.
June 12th 1790
Mentor Connor Kenway died, gored fatally by an enraged Elk on a hunt.
July 13th 1790
Davenport Homestead is attacked and all but destroyed. The power of the Assassins is broken and the Templars have control of the Americas
September 4th 1790
The grandmaster of the Colonial Rite has died of his wounds. Former Assassin turned Templar Aran Tollemache is elected the new Grandmaster of the Colonial Rite
January 1st 1791
Believing the Assassins totally defeated Aran Tollemache has now elected to offer a truce to the Assassins. They have chosen to accept, and Assassin and Templars are in temporary alliance.

About the Factions

For those who are unaware of the lore of Assassins Creed, or those just wanting to find more information on Civilian and Native American roles this is the place for you to read up. The descriptions written will fit the site's lore, and may not be canon to the main game series.

The Assassins
In recent times the Assassins have lost their goal. They have also lost the place they called home, their grandmaster and apparently everything. The Templars attack destroyed their outpost while they were still grieving the death of Connor - who had been gored by an elk, fatally so. So it was they have been left in disarray, and those who fled the attack have gone into hiding. There are still some assassins about though, those who were at sea became privateers or pirates, pretending they are nothing more then civilians. Those who were on land and fled or were not near the homestead during the attack have also gone into hiding, pretending to be civilians. All awaiting the messenger pigeon at the dock, letting them know if it was safe or not to come out of hiding.
Recently there has been strange rumours. Two assassins, tanned but not dark enough to be slaves, at least one showing the sign of having been around (or maybe inducted into a sect that still followed the old Syrian rules) during Masyaf. During Altairs rein. It is not known what effect these two travellers will have, whether they are here to serve the order, or change it. Either way the assassins need to recover, and quickly. The Templars are moulding the new worlds order to suit themselves better, the advantage great.

Options:

While in Hiding - Any civilian Job other then Mayor or Governor
As Assassins - Assassin or Privateer only

The Templars
The Templars have grown strong, and are growing stronger. They are unopposed in their job and focus now the Assassins are all but defeated. Some do not approve of some of the rumours surrounding their Grand Master, and are calling for him to prove that he can have children with his wife, but the infighting is kept quiet. They are focused on moulding order, order caused by a restriction of freedom. Without the Assassins to oppose them they are able to do this almost effortlessly. It would seem that the Templars are fulfilling the Assassins original creed of Peace, even if it is a Peace where Freedoms are being restricted in subtle ways.
Of more concern is the Dutch and French still with ships in the areas, but Templar Privateers and Bounty Hunters who strike with little or no warning (or in some cases cause). These activities are naturally kept quiet, with the promise the rogue ships will be destroyed. They never are.

With the Templars now having full control, and apparently peace, it is not known how life will move into.

Available Jobs - Any Job.

Civilians
Civilians have the most roles open to them, Privateer, Weapons maker, innkeeper etc. What it is rare for them to manage to attain however is any significant rank without they are sympathisers to the Templar cause. Those who sympathise with the Templars are afforded rank indeed. They can become Bounty Hunters, and can blend in. Some sympathise with Assassins, despite the dominance of the Templars, and will harbour those of the order who are in hiding - or offer them a way of making a living.

They are however rapidly getting trodden down, losing freedoms without even realising it. They are being turned slowly into obedient cattle, for it is easier to obey the orders of their overlords - those wealthier then themselves - then it is to try and fight. They do not see any reason to fight, for their life is still relatively comfortable. The removal of freedom is so subtle that they justify them with 'well we never really used it anyway' or 'it must be for the better'.

Available jobs: Anything time period appropriate.

Civilians can be of any race - British, German, Dutch, French, Spanish, Americans. Civilians will also include any slaves that are played.

Native Americans
The Native Americans within Memories of the Creed are all apart of the Iroquois Confederacy. On Frontier the primary tribe is the Mohawk. On River Valley the tribes available are:
Oneida - sides with the continental army
Cayuga - no side
Tuscarora - sides with the continental army
Seneca - sided with the British
Kanien'kehá:ka - sided with the British
Onondaga - favoured no sides until attacked.

Clan Mothers tend to lead the tribes, and are known as Iakotiiá:ner and take on :ner at the end of their names (eg Oia:ner), while they have a clan chief (Roia:ner) who represents them in the 50-strong Haudenosaunee Grand Council.

To deliberate decisions the first party, made up of Seneca and Kanien'kehá:ka Chiefs, present an issue to the second party (who are made up of Oneida, Cayuga and Tuscarora Chiefs). They then come up with a resolution that they propose to the first party to consider. On reaching a consensus the Onondaga Chiefs will either approve the decision or offer a counter-proposal.

The Iroquois family if from a single clan live in long houses, with opposite families sharing a hearth. Canoes were stored in the rafters. Their economic system is built around growing the 'Three Sisters' - Squash, Corn and Beans. It was supplemented by hunting and fishing. Beads were made from shells known as wampum, and these were popular symbollic decorations. When going to war the Iroquios used Tomahawks, Clubs and Bows.

Jobs available are rare, and limited in civilian life to:
Fur Trader (bringing furs from the frontier to cities to trade for money, horses or guns)
Hunting Guide.

Roles & Jobs

We work in the shadows to serve the light. We are Assassins.
The Assassins are individuals who dwell seemingly in the shadows. They are the meaning of ‘a blade in the crowd’ when they are working well. However as of late they have lost their way. No longer seeking peace, they have focused just on the concept of freedom.

Typically, however they are exceptionally disciplined. Stories tell of how the assassins leapt to their apparent death under the leadership of Al Mualim, in the time of Altair ibn-La’Ahad. They are brave, but not reckless, and more then capable at blending in. Their skills are many, pickpocket, eavesdropping, and occasionally just beating the information out of targets. A head for heights is also a necessity. They are skilled at Parkour, and will climb to the highest point they can to give them an idea of the lay of the land, before leaping into a swan dive. Doing a leap of faith, trusting that there will be something at the bottom to break their fall

General Build: Athletic, never overly muscled. They are almost always ready, poised for action

Traits: Disciplined, calm, focused, determined.
The Messengers are there for when the information cannot be delivered by paper and pigeon. They will be given their information verbally, or a scroll to take with them. Then it’s to horse, and as many days riding as is required to find the person their information is needed to be given to. While on the move they tend to have to resupply themselves with meat or other items foraged or hunted. Occasionally they will be accompanied on their travels with an informant or tracker.

The best messengers have the ability to receive information given verbally, and simultaneously place it out of their mind, almost forgetting it until they reach the person they are intended to speak with. Then they will recall it to mind and speak it verbally. They also tend to be good at resisting torture.

General Build: Athletic, maybe slightly bow-legged from time spent in the saddle
Traits: Strong memory, disciplined, resistant to torture
As their name suggests trackers tend to track targets. They are often journeymen Assassins, assigned to a master assassin to aid the master in his work. They may also be assigned to a messenger, whether that’s to track down whom they are to give information to, scout out and help dispatch of threats, or assist with hunting and foraging. Many times they will be found in the safe inns, if they are unassigned to any assassin. In which case they will head out to assist a pursued assassin make safety.

General Build: Athletic, maybe slightly lither then most other assassins
Traits: Focused, Good Ears, Knowledgeable of the world, Silent Mover
Safehouse keepers, are always apparently normal innkeepers. They are normally older Assassins, or cripples who have been given a new job in the order. They are strictly ordered to not allow any Assassin in who haven’t shed pursuit, no matter how injured. To the point of barring the doors – in the pretence of protecting their patrons from dangerous individuals. However just as they bar the front door, you may notice a few individuals slip out of a side door, moving from the shadows. These will be informants and trackers who have been waiting for new assignments.

They are also a handy source of information. After all they may not look like Assassins, but they still have the Assassins skill of eavesdropping.

General Build: Tends to be heavier set then most Assassins, doesn’t need a lot of effort to blend in with the crowd
Traits: Charismatic, Jovial, willing to converse with anyone
Informants are another group that often start their lives as journeyman assassins. They are practising their skills of eavesdropping, and otherwise finding information out. They, like the trackers, will frequently set out in the companionship of a messenger, the two working together to safely get to the city, the informant needing to go to their new assignment, the messenger to deliver his or her information. They also tend to settle in inns, both assassin held and civilian. After all inns are a good source of gossip.

They are adept at blending in perfectly with the surrounding crowd, being totally unremarkable, listening to the conversations in the crowd, pinpointing useful information. Or else discreetly following targets, observing guard movements, everything to gather information. This information they then pass onto any assassin hunting for targets they know about.

General Build: Athletic, this is typically hidden by clothing to make them blend in with civilians better
Traits: Blends in, good ears, good eyes, good memory
Templars have no creed, other than a focus of bringing order to the world by enslaving the civilians. They do not believe in freedoms, as they believe freedom creates nothing more than chaos. They are in control right now, and are tightening their grasp on the civilians. Not openly however, no they work in the shadows to influence the powers that be.

The roles of a Templar are varied, from the guards who protect the higher ups, to the individuals who have been hired specifically to influence the governors and officials of the newly independent America.

Some Templars become Bounty Hunters, seeking the Assassins who seek to thwart their plans. Either way, they have a wide and varied role in the new America.

Traits: Aristocratic, Determined, Ambitious
Build: Varies depending upon precise role
Brutal, heavy set. The Templar Enforcers are built to intimidate, and if intimidation doesn’t work they go for brutal violence. They don’t look particularly intelligent, but looks can be deceiving. There are some among them who are capable of using their brains. Either way you don’t want to face them if you’re an assassin with no exit points, that’s a sure fire way of getting seriously injured if not killed.

Not very capable at climbing onto buildings, or free running the enforcers on the ground are a force to be feared, or at least respected.

Traits: Brutal, intimidating, hot headed
Build: generally looks very heavy set, very bulky build, rather brutish.
Like the Assassin variant the informants for the Templars are there to provide information for the Templars. They tend to be average looking, capable of blending in, and while all templars are expected to listen for information, the informants make it an art form. Patient, and able to draw people out of their shells, they also tend to be charismatic. When eavesdropping and talking over a pint isn't working, they will rarely fall to beating an individual for information. It's not something they take pleasure in, and if it looks like this is going to be the case they tend to prefer to get them brought in to be tortured.

Traits: Quiet, unobtrusive, charismatic, good memory
Build: Tends to be average looking, nothing special and able to blend in.
Content here Torturer
Content here Innkeeper
Content here Vicar
Content here Miner
Content here Militia
Content here Craftsman
Content here Farmer
Content here Rancher
Content here Explorer
Content here Hunter
Content here Governor
Content here Fur Trader
Content here Hunting Guide
Content here hunter
Content here Warrior
Content here Weaver
Content here Medicine Man/Woman
Content here Shaman
Content here Merchant
Content here Musician
Content here thief
Content here Companion
Content here Bounty Hunter
Content here Privateer
Content here Whaler
Content here Naval Bounty hunter
For I am a pirate king!!
He's gone rogue!

Upcoming Events

Templar Grand Council - Date to be set
Independence Day - Happening June 1793, watch for threads in New York and Boston

Starting Plot Ideas

“STOP THIEF!” You look up in time to almost get knocked off your feet as a small vagabond comes racing past

You witness an unfortunate individual getting faeces on them, that had been tossed out of an open window

You are caught in a crowd surging towards a public hanging, only to realise the man condemned to die is a friend

You find a person who had passed out drunk. They have woke up, disorientated, unaware that their face has been written on and that they have lost all their money

Three different types of Character Prompts, whether you want a description, a character idea or just a quick and dirty prompt with a profession and some descriptive terms, or even a mix of two or three, its up to you!

by Aran Tollemache
My dear [insert role here],

For long times I have desired you, silently, secretly. While Rosa is not here, would you not be willing to warm my bed? To keep me company? We must keep it quiet, for fear of gossip... but am I not the most powerful man? Still, the bible is clear. Man should not lie with man as woman, but in this I am willing to ignore it. Let me know as discreetly as you may.

Lord Tollemache.
by Aran Tollemache
My Beloved Rosa

Please come visit me soon. I have a house that I feel would be perfect for a songbird such as yourself. With your blonde hair and your blue eyes and your fine porcelain skin, I believe you would love it at my house. We can even visit the cities whenever you wish. Here I can be sure that my men will be able to protect you, and do you not desire to start a family?

- Aran
by Aran Tollemache
I, Aran Tollemache, am in the process of seeking for captain and crew with or without a boat. If you are lacking boat I am more then willing to furnish you with one. Knowledge of naval battles is preferable. Pay will be good, and will be given upon good work. Please apply directly to the mansion Ordo Templi, which you will find upon River Valley. Please expect to be searched and disarmed by my guards before being escorted to me. 

Aran Tollemache

So far there are no establishments to advertise - yours could come here.

YOUR ESTABLISHMENT HERE


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Robmin @admin May 30, 2016 8:46:37 GMT

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