asgard/
asgard/.settings/
asgard/area/
asgard/data/clans/
asgard/data/clans/history/
asgard/data/rosters/
asgard/src/notice/
#AREADATA
Name Crusader's Keep~
Builders Unlinked Skyntil~
VNUMs 5800 5899
Continent 0
Credits [ CLAN ] Crusader's Keep~
Security 9
Flags 0
End

#MOBILES
#0



#OBJECTS
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#ROOMS
#5801
Entrance to the Keep of the Crusaders~
You stand at the only entrance to the Keep of the Crusaders.  The walls
have been carved from solid stone by divine power.  Located very deep
underground, it has been recently constructed by the  Lord Skyntil, with
the help of the local populace.  Torches flood the entrance with light and
you smell a strong musky odor in the air.  Patches of blood can be seen on
the ground near your feet.  The silence is broken only by the sounds of
sparring and the shouts of the great men living in the Keep.  
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#5802
Inside the Keep~
You are in the main foyer of the keep. Stone pillars crafted by the
best dwarven stone-smiths hold up the seemingly limitless ceiling.
There is a large pit in the middle of the room, strictly for the
needy, donations are welcome. To the south there appears to be a
barracks of some sort. The main hall is located to the north.
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#5803
Crusader Barracks~
You see several wooden beds and metal cots lining the wall in this room.
A large table dominates the center, upon which is piled several small
weapons, backpacks, haversacks, and water skins. A large filled bucket
of water is below the table, if the Crusaders need a drink. This is
the resting place for the battle worn and weary. The Crusaders come
here to relax and heal their wounds.
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#5804
Main Hall of the Keep~
This is the main hall of the underground fort. Torches illuminate
the walls and you see few warriors walk by on their way to spar.
The floor is earthen dust, yet it sparkles dazzlingly in the light.
It is relatively quiet in here, the sound of your steps echo far
down the corridor.
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#5805
Further into the Compound~
You have reached a three way intersection. To the east there looks to be
a large meeting room. From the west you hear the sounds of battle and
armor clinking. Ahead of you is a large wall with a mural painted on it.
On the right side of the northern wall a ladder scales to heights unknown.
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#5806
The Chamber of Discussion~
A long stone table occupies this room. Wooden chairs are spaced evenly
around it. There are only 10 chairs, thus those of lower rank must
stand around the table. There are two tapestries covering the southern
wall. This is where the Crusaders come to make decisions that they
deem to be important but cannot be dealt with rashly.
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#5807
The Chamber of War~
This room is much smaller than the previous, however its seating capacity
is much higher. Nearly 20 seats are available, all facing the east doorway
with a narrow passage in between them. A podium stands near the eastern
arch from where lessons on war and politics are taught to the soldiers
and recruits. The eastern wall is all but non-existant. From the high seats
a large stone structure can be made out, with shackles and chains on the
ground. An air of divinity and mystery eminates from the east.
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#5808
The Chamber of Execution~
The walls of this chamber echo with the screams of torture that
the Crusaders wring out of the unfortunate abusers of Magic that
fall in to their hands or otherwise wonder into the Keep.
There is a daze in the middle of the chamber where the victims
are put on display before they are put to death. The air in this
room is different than most places, it is said that Lord Skyntil
has placed a blessing upon the daze preventing the casting of
any magic by those sentenced to death.
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#5809
Sparring Arena~
This is where all the commotion you've been hearing has come out of.
Weapons clash and shields block mighty blows as warriors battle it out
until they bleed. The Crusaders teach their new recruit how to fight
in this arena. The veterans of the clan are often the opponents of
the recruits, and eventually they must learn if they want to rise
in rank.
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#5810
The Final Defense~
The walls in this room are reinforced with strong steel and mythril.
A single torch hangs above the precipace beside the ladder. Further
back, the room is shrouded in darkness. Crusaders often use this
place as an ambush point to subdue those raiding to steal the
Battle Gauntlet of Honor.
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#5811
The Altar of the Eternal Crusades~
A slab of black and white marble rests in the middle of the room. In the
block is kept the sacred Battle Gauntlet of Honor. Only those granted
the right by the higher powers may touch its surface without fear of
destruction. To the east over an ivory balcony the Chamber of War can be
seen.
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#5812
Crusader Bar~
This chamber is full of Crusaders having a good time. As part of their
reward for their courage and hard work, a bar has been installed in 
the Keep along with 2 stages. The bar sells only the best beers and
liquors, while several gorgeous women of different races dance on
the stages to entertain the men.
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#5813
Library of the Crusaders~
Mounds of dusty tomes can be seen littering the floors and shelves in
this room. Suprisingly, there is a gorgeous woman behind the welcoming
desk of the keep library. She directs you to the books on the shelf
labeled "The Crusades". She tells you too look at the shelf for all
of the available books of knowledge and lore.
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0 0 0
E
patience~
Since time and blood have proven only that magic is a force overwhelming in
its nature, it has been decreed that time and patience shall prove the
Crusade's mightiest ally. With constant effort and wise leadership, the
Crusade shall grow in strength as the residents of Asgard realize that
magic is a thing best left in divine hands, and that combat is the purest
art form there is. On the day when the day when all of Asgard stands
behind the Crusade, then the final points of resistance shall be swept
from Asgard and the other worlds in a tide of steel!
~
E
books~
As you look at the books on the shelf, you notice a few title that stick out.
They are: "Beginning", "Recent History", "Patience", "Battle", "Ranks", and
"Banned".
~
E
beginning~
The beginning of the Crusades has been brought to Asgard through divine
power. It is looking for the champions of the land to fight with honor,
courage, and mostly for the cause of the Crusades. Only the best can
survive this savage land, as many have already shed their blood to build
the Keep and protect it. Lord Skyntil appointed a leader deemed proper
when the doors of the Keep opened.
~
E
recent history~
The recent history of the Crusades is that of the beginning. See the
section entitled "beginning" for more information.
~
E
ranks~
The ranking system of the great Army of the Crusade is as follows:

Daggers     - These are the lowest ranks, usually fairly new members. The
		Daggers often run errands for the higher-ranked members
		of The Army, and are expected to offer their gear to naked
		members that rank above them.
Broadswords - The Broadswords have proven themselves to be valuable members
		of The Army through Valorous combat.  Most Crusaders are
		at this rank, and they are expected to show unfailing
		bravery in the face of any and all danger.
WarHammers  - Those Crusaders who time and time again prove themselves to be
		Warriors of a truly exceptional caliber are often granted
		the rank of WarHammer.  Much of the burden of raiding and
		defense falls to the Warhammers, since they are adept at
		all manners and styles of combat.
BattleAxes  - When a Warrior demonstrates prowess above and beyond his peers
		in all things desired from a Crusader, he is granted the
		title of BattleAxe.  Battleaxes are those who have found
		true union with the spirit of battle, and understand the
		spiritual nature of the hunt and the fight.
Warlord     - The Warlord of The Army is chosen from the ranks of the
                BattleAxes, and is expected to lead The Army in matters
		military.  In matters military, only the Leader can overrule
                the word of the Warlord.
Envoy       - The Envoy is the political leader of The Army, and is
		responsible for interviewing applicants and negotiating
		with members of other Houses.  In matters political, only
		the Leader can overrule the word of the Envoy.
Leader      - The Leader is the most elite member of The Army.  Chosen from
		either the Warlords or the Envoy, the word of the Leader is
		law for the rest of The Army.
~
E
Banned~
The following items are specifically banned by the Crusade:
	Any item with one or more of the following qualities:
		Flaming Bite	Freezing Bite
		Vampiric	Drowning
		Wrath

        Any item that has morphing qualities. (i.e. changes what
        you look like or appear as)
~
E
Battle~
A Crusader is an elite warrior and is expected to act with Valor and
Discipline.  Intent and action are judged independently when the Battle
Code is applied, so a Crusader is responsible both for their intent AND
the outcome of their actions.  Ignorance and errors are not acceptable
excuses.  Unless stated otherwise, the following rules apply to all
situations where a Crusader anticipates combat with another mortal soul.

BATTLE CODE OF THE CRUSADES

I.    A true Warrior must fight alone.  Do not group with or work with any
        other when fighting, whether intentionally or incidentally.  This
        means no bouncing a target between attackers.  There is NO excuse
        for breaking this rule.
II.   The resources of the Crusade should focus on those who use sorcery.
        We have no desire to alienate those who walk the line, rather we
        would see them converted to the ways of purity.
III.  When attacking an enemy, a Crusader is to announce that target over
        the Clan channel, This then means no other Crusader can touch that
        target until:
	  A. The target dies.
	  B. The Crusader hunting dies, in which case the Crusader who
	       wishes to attack the killer/target must yell out that
	       target's name and alert them to vengeance in the name of
               honor as well as making the Clan channel announcement.
	  C. The Crusader who first called the target announces over the
               Clan channel that they no longer hunt the target and is
	       well out of the area of the target.  Those that wish to hunt
               then announce the name over the Clan channel.
IV.   A mortal is considered one target. Only one Crusader may attack one
        target at a time, no matter the number of pets, slaves, or soldiers
        that target controls.  Any Crusader in range may attack those
        creatures that follow the target in the interest of evening the odds
        for the hunting Crusader as long as they DO NOT interfere with the
        actual target.
V.    Under no circumstances should the followers of a Crusader (Ranger pets
        or enlisted help) outnumber those of the target at the initiation of
        a fight.  This applies equally to hunting, raiding, defending, and
        duelling.  ANY ABUSE of this privilege will result in harsh
        punishment and full revocation of this privilege.
VI.   When The Gauntlet is lost Crusaders are to offer a duel to those who
        hold it, if refused they are to retrieve it.
VII.  If the item of another clan is held within the Keep, a duel offered by
	the enemy must be accepted (if fair) for a chance to regain it.  Any
	Crusader within the range of the challenging party may be chosen as
        the Clan's champion, it need not be the person asked to duel.
VIII. The rare exception that Crusaders can attack one or more mages
        together is this: Only when the Gauntlet is lost and a duel not
        accepted for it. Then the Crusaders may unite to retrieve it.  Note
        that losing a duel is not cause to gang.  After the Gauntlet's return
	no such ganging is allowed.
IX.   Those that take advantage of honor and repeatedly attack in groups or
	with unfair numbers will be judged. The leaders will judge those that
	forsake honor, and when approved by the Immortal leaders of the
	Crusade the "Forsaken" will be added to a list. Those on this list
	are without honor and shall not receive any any protection from it.
	They can be killed in groups by Crusaders and stripped completely of
	gear. ONLY THOSE ON THE FORSAKEN LIST MAY BE DEALT THIS WAY, ANY
	CRUSADER ATTACKING THOSE WHO ARE NOT WILL BE PUNISHED.
X.    Crusaders may not raid a clan unless that clan has a member to
	defend (the member does not have to be in range, immortals do not
	count).  Crusaders may also raid if the Gauntlet is missing and
        believed to be in another clan, if it is not that clan, it is not
        to be raided further.
XI.   Duels are matches or combat between two (2) people. Crusaders may
        duel for honor, to test themselves, or to retrieve the Gauntlet.
        A duel is suppose to be between two people solely, but a Crusader can
        agree to handicap him/herself by allowing the rival to use slaves as
        help. Also the duel can be to the death or until one loses the will
        to go on and flees. The match can have equipment at stake or be merely
        for challenge. Before a duel is fought a Crusader should do two
        things, make sure the terms are clear and have the opponent give a
        ready signal.  The opponent is to do likewise. In the event that you
        duel for a Clan item, no trophy is to be taken, the corpse of the
	loser is to be left untouched, and fallen weapons not taken. Only the
        Clan item is at stake. The clan item is to be handed to the enemy
	if he/she is victorious, not sacrificed.
XII.  When an opponent falls to a Crusader, no more than 1/2 of his/her
        possessions may be taken from his/her corpse.  This is for the
        total looting, not just what the Crusader takes.  However, a Crusader
	can keep 1 piece of equipment as a trophy of victory no matter what.
        If someone else loots the corpse the crusader is to try to post a
	scroll to the victim stating who if he knows and may only keep 1
	piece of eq, returning the rest. Magical devices such as potions,
	staves, wands, etc., are to be sacrificed to the gods. No Crusader
	shall loot a wedding ring/band or a leader weapon or item from anyone,
	to do so is to bring shame and the wrath of the gods upon oneself.
~
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#5814
The Keep Smithy~
The sound of metal banging and steam hissing assault your ears. The
Crusaders have built a small forge in this area of the Keep so that
they can repair and improve their armor and weapons. Racks of fine
armor adorn the walls of this room, and the searing heat of the fire
fills the air.
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#SPECIALS
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#RESETS
D 0 5804 5 1 The down door of Main Hall of the Keep is closed
D 0 5813 4 1 The up door of Library of the Crusaders is closed
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#SHOPS
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#MOBPROGS
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