area/
build/testing/
log/
player/
player/backup/
#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

#$