Purpose: ( A haven for drider players and tainted players, all drowussu templars and tainted hunters aren't allowed in here. )
{Beldrobbaen Characters and Allies Only}
Setting: The Beldrobbaen are a clan of summoners and golum crafters that rarely get any visitors. A clan who worships spiders and allows driders into their fortress, and lets them stay. Almost all their females have had their souls devoured by demons . .
Nobody knows how long this clan will last. They are rapidly diminishing in number due to the Templars of the Drowussu. This has made the Ilharess more and more desparate to keep her clan from disappearing.
The fortress is guarded by a few guards, unseen traps, and golems. All those who wish harm to those who are tainted may not proceed another step further.
Summary: A looming building stands far above the city, home to a clan that was once very powerful, now diminished in number. the only way up to it is a long, twisted, and treacherous stair that leads to it's gates, where skelitons of murdered Drowussu Templars hang to ward off any of their bretheren.
Inside there is a long hall that is guarded by many devious traps and mechanisms that only a true Beldrobbaen Member can get through. The walls and floor are onyx black but elaboratly decorated with spiderweb carvings and statues of both spider, and drider. there are lots of black and silver carpets that have web designs on them, and many other visual attractions. the fortress is vast, but now as you know half empty. But that does not mean there is a lesser chance of being found.
The place is lighted dimly with blue fires that dance on the dark walls of the fortress . . every now and again you think you see movement, but when you turn to look there is nothing there. This place is said to be a haunted space, where the warriors who dies here still lurk about, waiting to pounce an all those unwary . .
Gates: The guards are stiff and emotionless, they only let you in if you are a Beldrobbaen, being escorted by a Beldrobbaen, or if you are invited.
Rules
1. Weapons are checked in at the doors, retreave them when you leave
2. If you are not a Beldrobbaen you must be one, invited by one, or escorted by one to enter.
3. Don't go looking for trouble, you'll more than likely find it.
4. Some doors are locked, please do not try to open them
5. Private chambers are forbidden unless you are invited . .
6. This is a semi-creepy place, act scared and have fun!