#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 #0 #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. ~ 0 1048832 0 D1 ~ ~ 0 0 5802 S #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. ~ 0 0 0 D0 ~ ~ 0 0 5804 D2 ~ ~ 0 0 5803 D3 ~ ~ 0 0 5801 S #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. ~ 0 0 0 D0 ~ ~ 0 0 5802 D1 ~ ~ 0 0 5812 S #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. ~ 0 0 0 D0 ~ ~ 0 0 5805 D2 ~ ~ 0 0 5802 D5 ~ ~ 1 0 5813 S #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. ~ 0 0 0 D1 ~ ~ 0 0 5806 D2 ~ ~ 0 0 5804 D3 ~ ~ 0 0 5809 D4 ~ ~ 0 0 5810 S #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. ~ 0 0 0 D1 ~ ~ 0 0 5807 D3 ~ ~ 0 0 5805 S #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. ~ 0 0 0 D1 ~ ~ 0 0 5808 D3 ~ ~ 0 0 5806 S #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. ~ 0 256 0 D3 ~ ~ 0 0 5807 S #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. ~ 0 0 0 D1 ~ ~ 0 0 5805 D2 ~ ~ 0 0 5814 S #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. ~ 0 1 0 D1 ~ ~ 0 0 5811 D5 ~ ~ 0 0 5805 S #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. ~ 0 0 0 D3 ~ ~ 0 0 5810 S #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. ~ 0 0 0 D3 ~ ~ 0 0 5803 S #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. ~ 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. ~ D4 ~ ~ 1 0 5804 S #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. ~ 0 0 0 D0 ~ ~ 0 0 5809 S #0 #SPECIALS S #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 S #SHOPS 0 #MOBPROGS #0 #$