#AREADATA Name EnkArc /{CCamarilla Hall{x~ Builders Enkidu Arcite~ VNUMs 9800 9899 Credits Enkidu/Arcite~ Security 9 End #MOBILES #9801 leopold hunter~ a man of faith~ A man wearing the insignia of the Society of Leopold on his lapel is here~ This man has a fervent, hungry look about him you find disturbing. You see that on his lapel is the insignia of the Society of Leopold, but he is no knight ~ AMPSU DH 0 1000 S 97 10000 -999 100d100+200000 50d50+25000 0 8000 8 8 1 0 0 0 #9802 hrothgar giant gargoyle~ hrothgar~ A Giant Gargoyle protects the halls of this castle.~ {DA giant gargoyle, in service to the Clan Tremere Protects this castle. You might want to leave. ~ ABELMP DFHJPQTW 0 0 S 198 32000 -10000 100d80+400000 50d100+5000 0 8000 8 8 0 0 256 0 #0 #OBJECTS #9800 spring~ spring~ Spring~ ~ 25 0 0 100000 100000 0 0 0 0 0 Q (null)~ (null)~ (null)~ (null)~ (null)~ (null)~ 0 0 #9802 hat~ a hat~ A hat~ ~ 9 0 E 25 0 0 17 1 100000 0 Q (null)~ (null)~ (null)~ (null)~ (null)~ (null)~ 0 0 #9809 blood fountain~ a blood fountain~ {rA large blood fountain flows here.{x~ ~ 25 0 0 -1 -1 13 0 0 0 0 Q (null)~ (null)~ (null)~ (null)~ (null)~ (null)~ 0 0 #9814 key iron meditation~ an iron key~ A coarse iron key with a thick cylinder is here~ ~ 18 CDNO AO 0 0 0 0 1 1 0 Q (null)~ (null)~ (null)~ (null)~ (null)~ (null)~ 0 0 #0 #ROOMS #9800 The Grand Hall~ This large brilliantly lit foyer is illuminated by a huge crystal chandelier hanging from a ceiling so high that it can not be seen even in the outer reaches of the light provided by the dozens of candles on the chandelier. The few torches in this room provide enough light to appreciate the outstanding quality of the many paintings that line the walls. In front of you, you see two staircases that lead up either side of the room to the same door at the top of the stairs. To your right and left leads a wide hallway. From the hallway north of you, you get a forboding feeling. ~ 0 0 0 D0 ~ ~ 0 0 9801 D1 ~ ~ 0 0 9810 D2 ~ ~ 1 0 9802 D3 ~ ~ 0 0 9806 D4 ~ ~ 1 0 9854 S #9801 The Hall of Tradition~ {RThe First Tradition - The Legacy - Thy blood is that of Dominion, cursed by God, blessed by Lilith. To seek to change your state or to return to that of you mortal life is a sin against thy Father and Mother, and against thy God. ~ 0 0 0 D0 ~ ~ 0 0 9803 D2 ~ ~ 0 0 9800 S #9802 The Main Library~ You are standing at the door of a large, spacious library. Three of the four walls have large book cases that reach nearly twenty feet to the ceiling. Several step ladders are strategically placed throughout the room to aid in the retrival of hard to reach tomes. In the center of the room, there are several desks with chairs, some of which still have open books on them. ~ 0 0 0 D0 ~ ~ 1 0 9800 S #9803 The Hall of Tradition~ {RThe Second Tradition - Destruction - Thou art forbidden to destroy another of thy kind who is thy elder. Those close to Dominion know his will, and may destroy any childer who are unfit in his sight. Do not rise against an elder. ~ 0 0 0 D0 ~ ~ 0 0 9804 D2 ~ ~ 0 0 9801 S #9804 The Hall of Tradition~ {RThe Third Tradition - Progeny - Thou shalt only sire another with permission of thy elder. If thou createst another without thine elder's leave, both thou and thy progeny shall be slain. ~ 0 0 0 D0 ~ ~ 0 0 9805 D2 ~ ~ 0 0 9803 S #9805 The Hall of Tradition~ {RThe Fourth Tradition - Accounting - Those thou create are thine own childer. Until thy progeny shall be released, thou shalt command them in all things. Their sins are thine to endure. ~ 0 0 0 D0 ~ ~ 0 0 9869 D2 ~ ~ 0 0 9804 S #9806 The Halls of Hardestadt Castle~ This dreary hall spans nearly 8 feet in width and is decorated by one sole torch. The hallway continues to the west. On the doorway behind you, you notice a bloody fingernail protruding from between two stone blocks that line the hallway. Maniacal laughter can be heard comming from the room. ~ 0 0 0 D1 ~ ~ 0 0 9800 D2 ~ ~ 1 0 9850 D3 ~ ~ 0 0 9807 S #9807 The Halls of Hardestadt Castle~ This portion of the hallway is especially gloomy. Where a torch once hung on the stone wall, there are conspicuous claw marks. On the ground beneath them is the torch and a chunk of stone. To the north is an entryway into a dark room, nothing of which can be seen from here. From somewhere a lone cricket can be heard. ~ 0 0 0 D0 ~ ~ 1 0 9846 D1 ~ ~ 0 0 9806 D3 ~ ~ 0 0 9808 S #9808 The Halls of Hardestadt Castle~ The hallway here is much cleaner then the rest of the hallway. Two torches light the area and on either side of the doorway south of you, are carved two finely crafted stone vases. Inside each vase are seven fresh red roses. ~ 0 0 0 D1 ~ ~ 0 0 9807 D2 ~ ~ 1 0 9842 D3 ~ ~ 0 0 9873 S #9809 The Chapel of Saint Augustine ~ This dimly lit chapel is said to hold the remains of Saint Augustine. A dozen pews lead up to a large marble alter. Candles around the alter illuminate the room in a shadowy, flickering light. The Ventrue Hardestat is said to be a very devout kindred and can still be seen here from time to time when attending to business matters in the area. ~ 0 4 0 D1 ~ ~ 0 0 9873 D3 ~ ~ 4 9814 9814 D5 ~ ~ 1 0 9860 S #9810 The Halls of Hardestadt Castle~ This dreary hall spans nearly 8 feet in width and is decorated by one sole torch. The hallway continues to the east. On the floor you see several drops of blood creating a trail leading north through a large doorway. ~ 0 0 0 D0 ~ ~ 1 0 9840 D1 ~ ~ 0 0 9811 D3 ~ ~ 0 0 9800 S #9811 The Halls of Hardestadt Castle~ You see a pool of blood on hallway floor here. Parts of a broken chiar litter the area, appearently having been thrown from inside the room south of you. You hear a muffled sound comming from the room. ~ 0 0 0 D1 ~ ~ 0 0 9812 D2 ~ ~ 1 0 9855 D3 ~ ~ 0 0 9810 S #9812 The Halls of Hardestadt Castle~ This portion of the hallway is brightly lit and meticulously clean. Looking to the east you see a large meeting room. From the north you smell a strange odour. Perhaps sulfur? ~ 0 0 0 D0 ~ ~ 1 0 9844 D1 ~ ~ 0 0 9813 D3 ~ ~ 0 0 9811 S #9813 The Meeting Chambers~ Accessible through two sets of doors spaced a few feet apart, this long room is marked by a sense of disuse and almost decay. Spider webs hang from the walls and ceilings, the once vibrant tapestries lining the walls and depicting scenes from the Book of Nod and Kindred history are now faded or torn, and the stained glass windows with images from past times are cracked and shattered. Spaced along the walls are rusted toarch brackets, most empty, some containing the rotted stumps of ancient toarches. At the far end of the room from the two sets of doors is a stone dias with an empty, high-backed wooden chair, chipped and a little rotted from misuse. Over the chair hang the faded purple pendants of the Brujah, Toreador, Malkavian, and Ventrue clans, marked in gold and black. Opposite this chair and between the space of the two sets of doors is a smaller chair, with a faded red pendant hanging over it, marked with the Malkavian Primogen's insignia in silver and black. Placed along the left and right walls are six similar chairs, each with a faded or torn crimson pendant hanging over them, marked with the insigna of the six remaining Primogen of the Camarilla; Nosferatu, Gangrel, and Brujah on the right side of the entranceway, Tremere, Toreador, and Venture on the left side. ~ 0 0 0 D3 ~ ~ 0 0 9812 S #9814 Meditation Chamber~ This circular stone room disturbs you in an uncanny way. You sense that this pit has been the witness of pain unimagined by one such as you who has seen more death than innumerable mortal lifetimes. As your feet shuffle through the ashes littering the floor, you become aware of the stout shackles bolted into the wall and the open sky above you. Now you comprehend why the old refer to this room with chilling laughter as 'The Sun Room.' ~ 0 128 0 D1 ~ ~ 4 9814 9809 S #9840 Clan Ventrue~ The first thing you notice when you walk into this finely decorated room is a life sized portrait of a man hanging from the back wall of this spacious office. In front of the painting is a large maple desk. In the far right corner of the room there is a cabinet containing many files detailing various Ventrue business matters. ~ 0 0 0 D0 ~ ~ 1 0 9841 D2 ~ ~ 1 0 9810 S #9841 Primogen's Office~ This room is a furnished according to the whims of the current primogen. Maps, documents, and lists are arranged in orderly piles, the tools of the primogen's trade. The desk itself is a solid structure implying the strength and dominance of the clan. ~ 0 2 0 D2 ~ ~ 1 0 9840 S #9842 Clan Toreador~ This room is decorated with a decadent but delightfully good eye for exceptional art that only those descended from Arikel should hope to possess. Art in virtually every conceivable form inhabits this chamber, and just as important, the tools of the artiste are kept in supply here in the event inspiration strikes. ~ 0 0 0 D0 ~ ~ 1 0 9808 D2 ~ ~ 1 0 9843 S #9843 Primogen's Office~ This room is a furnished according to the whims of the current primogen. A large desk is the principle piece of furniture, and covering it are the tools of the primogen's trade. ~ 0 2 0 D0 ~ ~ 1 0 9842 S #9844 Clan Tremere~ This room is carefully contrived to portray the studious nature of the clan. Bookshelves dominate the walls from floor to ceiling with carefully selected titles which allude to far more knowledge than they contain, and on the tables various devices for extracting and working with chemicals lie in neat disarray to give the room an air of enticing mystery and esoteric knowledge. A high- backed leather couch and lion's feet chairs center around a roaring fireplace and ornate silk rug with a troubling rusty stain in one corner. Of course, there is nothing here that wasn't selected with thought and purpose; the mysteries of Clan Tremere are theirs alone. ~ 0 0 0 D0 ~ ~ 1 0 9845 D2 ~ ~ 1 0 9812 S #9845 Primogen's Office~ This room is a furnished according to the whims of the current primogen. A large desk is the principle piece of furniture, and covering it are the tools of the primogen's trade. ~ 0 2 0 D2 ~ ~ 1 0 9844 S #9846 Clan Gangrel~ Seldom used and absent of all decoration, this respite for iterant gangrel is lined with unfinished stone and bare earth, lending the room a cave-like feel that only those closely linked to nature could be comfortable. This lair is well-kept, though, and not even a sign of a tenant's passing exists. Somewhere within the corner of this room an unseen cricket sings its melody. ~ 0 0 0 D0 ~ ~ 1 0 9847 D2 ~ ~ 1 0 9807 S #9847 Primogen's Office~ This room is a furnished according to the whims of the current primogen. A large flat tree stump is the principle piece of furniture, and covering it are the tools of the primogen's trade. ~ 0 2 0 D2 ~ ~ 1 0 9846 S #9848 Clan Nosferatu~ Histories and philosphical tracts line bookshelf after bookshelf of this room. Fresh flowers not native to this land fill several vases placed about the room, and three massive reading chairs are placed near a fire kept at a warming glow. ~ 0 2 0 D0 ~ ~ 1 0 9849 D2 ~ ~ 1 0 9873 S #9849 Primogen's Office~ This room is a furnished according to the whims of the current primogen. A large flat desk is the principle piece of furniture, and covering it are the tools of the primogen's trade. ~ 0 2 0 D0 ~ ~ 1 0 9860 D2 ~ ~ 1 0 9848 S #9850 Clan Malkavian~ Entering this room you are immediately confronted with a fresco of a twisted face with a spiralling smile. It adorns the far wall, which upon examination is out of square with the hallway. In fact, the entire room is out-of-kilter with the remaining structure, as if the stone walls and floor were originally constructed like a clay box...and then dropped. The floor is tiled in a random fashion with a mosaic of color and shapes that create no discernible pattern, and scattered in the corners incomprehensible sculptures wrench the eye and your understanding. The most disturbing thing you find, is that the longer you remain here, the more you are sure that somehow comprehension is only just beyond your grasp... ~ 0 0 0 D0 ~ ~ 1 0 9806 D2 ~ ~ 1 0 9851 S #9851 Primogen's Office~ Walking into the room is enough to make the senses reel. The floor is a tilted at an odd angle, making it hard to keep one's footing. There is virtually no source of light, except for one candle hanging from the bracket next to the door, for the sake of visitors. Shelves line the wall, and books hang from the shelves in no apparent order. Clocks are spaced along the walls at odd intervals, and the sound of ticking fills the room. In the corner stands a particularly large grandfather clock. Directly in front of the entrance is half of a oaken desk, and the other half hangs from the wall. The walls are brightly decorated with tapestries depicting the Sack of Rome, and the flight of the Brujah and the Malkavians from that city, along with other Roman tapestries. Looking up, the room does not seem to have a visible ceiling, stretching off into the darkness, more shelves and clocks lining the wall in an ascending spiral. In the center of the room stands a marble pedestal with a clear, delicate crystal ball on a velvet cushion. ~ 0 2 0 D0 ~ ~ 1 0 9850 S #9852 Grotto~ A large cavern extends in all directions, lined from floor to ceiling with rock structures of natural, eerie beauty. ~ 0 2 0 D1 ~ ~ 1 0 9872 D2 ~ ~ 1 0 9868 S #9853 Grotto~ A large cavern extends in all directions, lined from floor to ceiling with rock structures of natural, eerie beauty. ~ 0 2 0 D1 ~ ~ 1 0 9868 D2 ~ ~ 1 0 9872 D3 ~ ~ 1 0 9868 S #9854 Office of the Prince~ Several candles cast a shadowy, flickering light about this elegantly designed room. A beautiful rug, imported from the far east, obviously at great expense, leads to a huge oaken desk. Several sheets of paper lie on the desk with a pen and a bottle of ink. Looking closely at the paper, you notice a single drop of fresh blood. ~ 0 2 0 D5 ~ ~ 1 0 9800 S #9855 Clan Brujah~ Blood stains the floor and walls of this dillapidated room. Broken furniture and bones are littered throughout the place. The only piece of furniture that still stands is a single wooden table. One the table is a city map smeared in places with blood. On the eastern wall of the room you see that someone has clawed a message deeply into the wall. ~ 0 0 0 D0 ~ ~ 1 0 9811 D2 ~ ~ 1 0 9856 S #9856 Primogen's Office~ The walls of this room are colored a dark black, with a "window" set in the far south, constantly shaded by a thick curtain. A desk sits in the center of the room, and on it rest various propagandhistic writings, the sign of a true politician. Bookshelves line the walls, holding the writings of both mortal and immortal philosophers of the past. Blood-red candles are mounted on the wall on either side of the desk, emitting a dim glow of light. Also, hanging on the wall is a large map of the great Brujah city of Carthage, no longer in existence, lost to the greed for power of other clans. ~ 0 2 0 D0 ~ ~ 1 0 9855 S #9860 {DThe Catacombs{x~ You can see that the great hall was built upon much older foundations; a vast network of tunnels spans beneath the walkways of the hall, and these tunnels are filled with the skeletal remains of innumerable humans. ~ 0 128 0 D0 ~ ~ 1 0 9862 D1 ~ ~ 0 0 9864 D2 ~ ~ 1 0 9849 D3 ~ ~ 0 0 9866 D4 ~ ~ 1 0 9809 D5 ~ ~ 1 0 9868 S #9861 Grotto~ A large cavern extends in all directions, lined from floor to ceiling with rock structures of natural, eerie beauty. ~ 0 2 0 D0 ~ ~ 1 0 9868 S #9862 {DThe Catacombs{x~ The catacombs here twist and turn even yet, but to your experienced eye they have taken on a more orderly, planned appearance than the previous lengths of tunnel. ~ 0 128 0 D0 ~ ~ 1 0 9863 D2 ~ ~ 1 0 9860 S #9863 The Dungeons of Minas Morgul~ From above you hear dreadful screams. A single torch illuminates a dark, dank tunnel and a wooden ladder leading up to where the screams originate. ~ 0 128 0 D2 ~ ~ 1 0 9862 D4 ~ ~ 1 0 11291 S #9864 {DThe Catacombs{x~ Moving among the tunnels, threading your way through the mouldering corpses, you see that the tunnel is becoming progressively more humid. ~ 0 128 0 D1 ~ ~ 0 0 9865 D3 ~ ~ 0 0 9860 S #9865 {WThe Sewer Drain{x~ You are in a dry sewer drain which bends to the north. ~ 0 128 0 D0 ~ ~ 1 0 7129 D3 ~ ~ 0 0 9864 S #9866 {DThe Catacombs{x~ The catacombs here are noticably dry, as if the whole were carved into an impossibly large deposit of salt. Only the remains of the influential would be interred along this corridor. ~ 0 128 0 D1 ~ ~ 0 0 9860 D3 ~ ~ 0 0 9867 S #9867 A Crypt~ This small chamber in the crypts has two exits, one to the north and one to the east, both through a pair of archways. Other things of note in here are the small metal plates in the walls with tiny brass plaques set into each one. ~ 0 128 0 D0 ~ ~ 1 0 19906 D1 ~ ~ 0 0 9866 E plaque~ The Apocalypse is Come, for the Dead have Risen and walk the land. ~ S #9868 {DA subterranean grotto{x~ A large cavern extends in all directions, lined from floor to ceiling with rock structures of natural, eerie beauty. ~ 0 128 0 D0 ~ ~ 1 0 9852 D1 ~ ~ 1 0 9853 D2 ~ ~ 1 0 9861 D3 ~ ~ 1 0 9853 D4 ~ ~ 1 0 9860 S #9869 The Hall of Tradition~ {RThe Fifth Tradition - Domain - Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain. When thou cometh to the fief of another, thou shall present thyself to the one who ruleth there. ~ 0 0 0 D0 ~ ~ 0 0 9870 D2 ~ ~ 0 0 9805 S #9870 The Hall of Tradition~ {RThe Sixth Tradition - The Silence of Blood - Thou shall not reveal thy true nature to those not of the Blood. Doing so shall renounce thy claims of Blood. ~ 0 0 0 D0 ~ ~ 0 0 9871 D2 ~ ~ 0 0 9869 S #9871 The Entrance to Hardestadt Castle~ Stepping into this oppressive entryway the weight of the millenia presses upon you. Here quarried stone blocks of incredible size were set with the precision of a surgeon's knife to support a broad ceiling looming over you. Two flickering braziers give off a wan light by which you see down the corridor. ~ 0 0 0 D2 ~ ~ 0 0 9870 S #9872 Grotto~ A large cavern extends in all directions, lined from floor to ceiling with rock structures of natural, eerie beauty. ~ 0 0 0 D0 ~ ~ 1 0 9872 D1 ~ ~ 1 0 9868 D2 ~ ~ 1 0 9872 D3 ~ ~ 1 0 9852 S #9873 The Halls of Hardstadt Castle~ This passage is draped with a marvelous tapestry depicting the known world as of the thirteenth century. It dampens the echoes of travelers through the hallway, and you notice that nothing reflective is kept in this stretch of the castle. ~ 0 0 0 D0 ~ ~ 1 0 9848 D1 ~ ~ 0 0 9808 D3 ~ ~ 0 0 9809 S #0 #SPECIALS M 9801 spec_rogue Load to: a man of faith M 9802 spec_clan_camarilla Load to: hrothgar S #RESETS D 0 9800 2 1 D 0 9800 4 1 D 0 9802 0 1 D 0 9806 2 1 D 0 9807 0 1 D 0 9808 2 1 D 0 9809 3 4 D 0 9809 5 1 D 0 9810 0 1 D 0 9811 2 1 D 0 9812 0 1 D 0 9814 1 4 D 0 9840 0 1 D 0 9840 2 1 D 0 9841 2 1 D 0 9842 0 1 D 0 9842 2 1 D 0 9843 0 1 D 0 9844 0 1 D 0 9844 2 1 D 0 9845 2 1 D 0 9846 0 1 D 0 9846 2 1 D 0 9847 2 1 D 0 9848 0 1 D 0 9848 2 1 D 0 9849 0 1 D 0 9849 2 1 D 0 9850 0 1 D 0 9850 2 1 D 0 9851 0 1 D 0 9852 1 1 D 0 9852 2 1 D 0 9853 1 1 D 0 9853 2 1 D 0 9853 3 1 D 0 9854 5 1 D 0 9855 0 1 D 0 9855 2 1 D 0 9856 0 1 D 0 9860 0 1 D 0 9860 2 1 D 0 9860 4 1 D 0 9860 5 1 D 0 9861 0 1 D 0 9862 0 1 D 0 9862 2 1 D 0 9863 2 1 D 0 9863 4 1 D 0 9865 0 1 D 0 9867 0 1 D 0 9868 0 1 D 0 9868 1 1 D 0 9868 2 1 D 0 9868 3 1 D 0 9868 4 1 D 0 9872 0 1 D 0 9872 1 1 D 0 9872 2 1 D 0 9872 3 1 D 0 9873 0 1 M 1 9802 1 9871 Load hrothgar S #SHOPS 0 #MOBPROGS #0 #$