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The distinct perfumes of incense and myrrh beckon from within the increasing gap--but over and above, the common denominator tickling the fancies of the collective brood outside brings not a few to the edge of restraint:

Vitae.

The chill night air holds little appeal in comparison to the melody this new siren proffers; the revelry of freedom becomes a slave once more to the wanton sense of need.

All movement ceases.

The newborn frame reveals a great hall of oaken flooring, dark and smooth with ageless tread of the varicultured. Great tapestries adorn the walls, woven in rich tales of old, celebrating the triumphs and tragedies of history--some who take this in will recognize the Fall of Carthage, the Slaughter of Amnes, the Ordaining at Capris--and countless others occupy those prone to nostalgia and sentimentality.

A linen of deepest burgundy shows through between these masterworks of art, graced occasionally by the presence of candelabrae here and there. The glow from within caressing the cheeks of the stunned newcomers emanates from these, and the massive wheels hung impossibly from above on iron chains, each link of which the breadth of two splayed hands. Upon these wheels ivory candles perpetually forfeit themselves in the giving of their light...

The room is not devoid of life--or, rather, unlife.

Myraid booths pepper the voluminous space like bison in a fertile landscape--impressive in number, subsisting on the surroundings--and attractive of parasites.

A plethora of status, the division between the classes of kindred by kind is uncountable.

Impossibly...."peace."

Wary, uneasy, cautious and insecure, on-edge and barely restrained peace.

As the party takes this in, the more attuned to secret life beneath the seen feel the gentle caress of a nearby presence--there.

Above the doorway, upon the wrought-iron cage of a defunct fire-escape--there. Even the learned elders will acknowledge the mastery exhibited in the dissolution of her form, the exquisite obfuscation of her presence--which, upon relfection, a few had previously sensed, but quickly dismissed with the appearance of so many new, and apparent, kindred.

Her voice, a stringed instrument played to perfection in a melancholy key, soothes the bloodlust invoked by the scent so dear...

"For you."

Eyes from within regard you all, sizing you up, tearing you down, categorizing and filing you away as ally or enemy, predator or prey. Though chests swell, not a hand raises. Though some shy away furtively, not a one approaches.

"Please--come in. Unburden yourselves for a time--the war continues, but even Sysyphus had his moments of respite as the rock... rollllled back down the hill..."

The doorway awaits.


So far, no one has been able to figure out exactly what -- or exactly where -- the Great Hall is. Its entrance appeared simultaneously in different places all over the globe. In most instances, it appears from the outside to be a rather smallish house. In Richmond, VA, for example, it appeared to be a small two-story townhouse, a bit old and a bit run-down. It always appears at the end of a seldom-used alleyway, and always seems to warp space around it in order to make room for itself where previously there was none.

Inside, the place looks much, much different. The first thing people notice is the Great Hall itself, a huge room where most of the visitors congregate in this strange Elysium:


The more astute of the fledgling coterie perhaps notice similar doorways opening and closing over time, all along the expanse of the finely woven confines of the Hall. Perhaps they see similar (though by no means affiliated) bands of wayward malcontents, miscreants, Lords and Ladies--and the occasional nomadic wayfarer--enter through shifting apertures in the inconstant fabric.

Perhaps they notice men, women and otherkine roaming without, free of hindrance of obligation to remain.

Perhaps.

And there are others who mayhap have their eyes drawn to the massive oaken bar nestled between columns of slate grey alabaster and deepest onyx, draped in Royal Violet wrappings of luxuriant velvet, trappings well suited to the discerning aesthetic.

The bar teems with the motley array of visitors: Some remain perched upon the high oaken chairs girding the commanding presence of the station of servitude; others procure their desires and retreat to the sanctity of their booths.

All seem quite content with the prizes they come away with.

Behind the framework of the bar is a blur of activity--drinks here, there, and most assuredly everywhere a hand is raised find themselves effortlessly owned by needy fingers. The procurators of said relief are several, alternately gliding blithely to and fro from patron to patron, or bedecking the tiers of bottles rising high behind--yea, they take the air at times, gravity losing her volitional chains upon the bodies in motion.

Silken-garbed, they work patiently, methodically, effortless in their pursuit of the next request.

Perhaps the more discerning ear will hear polite refusal to certain desires, coupled with a sudden stillness of movement otherwise unbroken--a stillness punctuating cause and effect. There will be no part of "No" that you will not understand.

And not a being so halted so much as offers a rebuttal--perhaps a lifting of the eyebrow at length, before the request is remedied to bring acceptance and good cheer.

From a distance, one might not understand the wellspring of such instant submission.

From a distance, one might learn that some questions are better off understood before asked.

And as the evening begins, those with senses capable of such a task pick out the underlying tension of mutual, tentative truce--

overwhelmed by a blanket of grateful awe.

The room awaits...


It is quite possible to stay in this room, to get lost in this room, to never leave the Great Hall and still always find something new. It seems impossibly large, in fact attempting to cross the room from one end to the other takes so long it appears the other end never gets closer as your starting point recedes.

There is also a massive spiral staircase in the center of the call, climbing high into the arched ceiling. It connects with other floors that overlook the Great Hall like huge balconies.

This is not, however, all there is to this place. The Great Hall has many other rooms, that seem to appear and vanish on a whim, making actual navigation through the rest of the place difficult. There do seem, however, to be a few consistent elements:

The Hall of Doors


He was standing in a long hallway. It was narrow by comparison to the place he'd left -- no wider than three shoulder spans -- but the ceiling arched as high at it had in the Great Hall. The feel of the place was different, however: where the Great Hall was festive and grand, this hallway was somber and dark, covered in thick carpet, thick curtain and thick tapestries, all a dark red, perhaps maroon. It smelled of dust and cobweb.

The hall seemed to go on forever. On each side of the hall were doors much like the ones behind him... massive oaken doors with iron rings, all bearing the Great Halls sigil. Above each door was a large window, curtained, and to the left and right of each window was a tapestry that travelled the length of the wall to the next set of doors and window.

No window over the door behind him, Elijah noticed. No tapestries either. He tried opening the doors, but they wouldn't budge.

Shrugging his shoulders, the hunter began to walk down the length of the hall, occasionally trying an oaken door and finding that it, too, would not open. Soft light -- moonlight perhaps -- streamed through the occasional breaks in the curtains hanging over the doors. It wasn't much, but it was enough for Elijah to see relatively clearly.

As he began walking down the hall, he began to worry that this place, like the Great Hall, would play the same trick on his eyes, where it would go on forever, no doors opening. He wondered if this was perhaps some kind of elaborate trap. After a minute, however, he could make out a wall on the other side... and he noticed soon after that the doors on that side looked open.

Happy to be going somewhere, even if he didn't know exactly where, he quickened his pace.

The tapestries, he noticed, were very old, depicting tall, strong, dark-haired men and women of noble bearing, engaged in various activities. One or two of the figures looked a bit like... the hostess? Perhaps? There was a passing similarity to the lady who seemed to have entranced Vash, Florindo, and, well, every other male creature in the Great Hall... but he couldn't be certain it was the same person.

A relative, maybe? Or maybe just a lousy artist? Or maybe just the ravages of time affecting what was once a clearer picture. In truth, all of the tapestries were worn and covered in dust.


At present only Elijah, and perhaps Voracia, have discovered this hallway. Elijah suspects that it is the spine of the Great Hall, and that someone with the proper knowledge can use the doors to travel anywhere else in the Hall they please, and perhaps even to places beyond. It is not known why Elijah keeps running into this hallway when he's travelling alone. However, when other people attempt to leave the hall, or when Elijah is travelling with other people, they inevitably wind up in...

The Labyrinth

A strange maze of corridors appears to take up a fair amount of space within the Great Hall... a few Kindred were able to successfully navigate this area only by placing candles at every intersection and following the trail of light. It is extremely easy to get lost in here.

It is worth noting that at one point in time Elijah, travelling alone, found that before many of the doors in the Hall of Doors were candles -- the very same candles the Kindred had placed in the Labyrinth to guide their way. It may be that the Labyrinth and the Hall of Doors are in fact the same thing, changed only by forces playing on the minds of whoever is travelling through it...

Occasionally the doors found in the Labyrinth can be entered. Most of these doors lead to...

The Harrowing-Rooms


Altiriel walked through the maze of tunnels, making sure that Elijah followed close behind. They had already almost been separated several times, and that would be disastrous. In this maze, Altiriel did not want to take any chances.

He had already seen Elijah's room--at least, he thought that he had. It looked exactly the same as the room that his Sight had picked up from Elijah's chesspiece, but when he looked again down that corridor, it was only a blank wall. Twice since then, he thought that he had seen it...but nothing ever came of it besides a empty wall or another endless passage.

The maze spread out in all directions like a vine--or a cancer. Altiriel had already lost all sense of direction, merely wandering wherever his whims took him.

"Is that it?" Elijah asked.

Altiriel turned to look. He followed Elijah's finger and saw a room looming just ahead. He could see shadowed shapes looming just inside the entrance, but noticed that they did not seem to be moving.

"No..." Altiriel answered, "but it would be worth checking out." He walked into the room and looked around, drawing on the gifts that Aoibheann had taught him. In the red glow of his eyes, the shapes lost their shadows and became clear.

Zadkiel? Altiriel thought. There he was--as lifelike a carving as Altiriel had ever seen. Even the sword was there, and the flames along its blade were carved so realistically that Elijah flinched away for a moment, before realizing what it was he faced.

"It's...him," Altiriel whispered. For a moment--a moment only--his serenity cracked as a single blood-tear rolled down his cheek. He turned around and found himself face to face with a statue of Aoibheann O'Connor, the Gangrel who taught him how to survive in the wild.

He looked around the rest of the room now. They were all here--Aoibheann, Zadkiel, Gustav, Renee, Ardanol, Don Fernando...all the characters from his unlife, done in stone and arranged in the order he had met them.

"What is this place?" Elijah asked.

"My history," Altiriel answered. "I'm not sure I like this Hall so much anymore. It looks innocent, and it is open to all, but many of the most colorful animals are the most poisonous."


Travellers moving through the Labyrinth often find doors with symbols on them -- symbols that relate in some way to their own past. Within this room is almost invariably something unpleasant... a scene from their past presented in the most malevolent way possible. While none of the rooms appear deadly, they are, without fail, extremely stressful--and tend to leave the visitor quite shaken when (if) they eventually leave...

The Chess Room


In one corner, a fire in a small fireplace popped merrily. Elijah forced down the urge to run -- it's over there, I'm over here, he reminded himself. To one side of the fireplace was a small table with a tray of what looked to be tea or coffee on it, on the other side was small bookcase filled with old books bearing titles he'd never heard of.

In the center of the room was a coffee table with a chess set on it and extra game pieces set off to one side. At the end of the room was a large bay window overlooking, of all things, a bay.

Elijah looked out the window. It was night over some kind of seaport... somewhere up north, he thought. It overlooked the docks... not necessarily a beautiful view, but certainly striking. Picturesque. He could smell the thick scent of sea air, as well as the smell of diesel from the ships arriving by night. The crecent of a moon was just rising over the edge of the water, and the skies were clear.

There wasn't anyone in the room, however. The tea (it didn't smell like coffee, Elijah decided) was still hot, so he assumed who was here would be coming back. He sat down in a chair and admired the finely wrought figurines sitting on the chess board...

...and then he froze. And then, finally, he swore to himself, softly.

The chess board itself was a common faux-cherry, mass produced item, but the chess pieces were exquisite. He picked up one of the Bishops from the board, hand trembling. It seemed to be carved of a heavy, strong rock, but the features were exquisite. He could very clearly make out the expression, the clothing, everything about the character it portrayed.

"It's me."

Elijah Robert Marks stared in horror at a chess figurine of Elijah Robert Marks.

They were all there -- Nikodemus, Vash, Oldan, Larson, Mr. Giovanni, the Malkavians, everyone he'd met in the Great Hall -- even Father "Forgiveme" was represented (another Bishop, but on the other side of the board. Elijah tucked that away as irony to appreciate at a later date). Those who weren't on the board were arranged carefully to the side, as if they were waiting their turn.

Sweat tricked down Elijah's forhead. It wasn't until he brushed it away that he rembered he no longer perspired. Elijah looked on the blood on his hands, dripping on to the figurine with his image on it, in horror.

With a cry, he kicked over the table, flinging the chess board and the intricately carved figurines onto the floor.

The air felt heavy, oppressive. "My life is not a game!" he shouted hoarsely. "Do you hear me, who ever you are? It is not a game!"


One of the rooms in the Great Hall appears to have been claimed by the Tall Man; this is the room where Elijah discovered that a band of Kindred in the Great Hall were being manipulated in some way by outside forces. This room is a mystery to many except perhaps Voracia, who has existed and survived in the Great Hall for quite some time.

What is it for? According to Altiriel, this may be where a very old creature plots out his moves for the Jyhad, using the visitors in the Great Hall as pawns. At present, however, there isn't enough information on this place to know for certain...

The Room of Games Past


A flick of the eyes to the board. A table-tent bearing an intricate calligraphy rests beside the board, which now looks as though it has seen a difficult game--the gypsy white knight still stands amidst a handful of black pieces, none of which bear familiarity. Another, smaller pawn has advanced almost the length of the field, but stands ready one space diagonal to a looming tower, anticipating his demise.

And lying face down in one corner of the board, a large white piece bearing a sceptre lies felled between an ominous knight astride a winged gargoyle and a woman bearing a hideous, malevolent grin that splits her face ear to ear.

A fallen king.

And a closer look at the card reveals a single word:

"Ravnos."

"No tactics, caitiff?"

Regarding Marks with that cocked eye which offsets his flat tone, another minute gesture.

The two turn to observe the bookcase.

Which stands open, revealing another room beyond.

"Go and see."

As they step through, both are confronted by a room vast as the Great Hall itself.

A room full of tables.

And on each table, a glass dome.

And under each dome, a board.

And on each board, pieces, frozen in time.

With dawning horror, they stand transfixed as they notice each table bears a table-tent ascribed with intricate calligraphy.

And next to this, an overturned hourglass with not a grain of sand remaining topside.


This room was discovered once, and never seen again. It appears to hold games that were once in play, but now finished. No other information is known about this room at present.

The Underhall

Beneath the Great Hall itself is a strange area that the Lasombra Darkana discovered... a kind of tomb designed in a mixture of styles from wildly differing periods of history. Darkana discovered one tomb that, according to the inscriptions on the side, apparently contained the remains of King Arthur. However, the style of the tomb and language of the writing was so far removed from the actual historical period that Arthur allegedly existed in that Darkana didn't know this could be.

There are apparently denizens of the Underhall who do not take kindly to interruptions. When Darkana appeared in the Great Hall after her explorations, it was obvious she had been fighting something. She would not, however, talk about what it was... she only mentioned she wasn't willing to go back.

 

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