This is a brand-new, very snazzy, high-tech map of the Ginaz Embassy. The numbers on the map are the DBref numbers of the rooms, these will be irrelevant for most people. It may take a little bit to load up, but the drawings are well worth it, I think, and much better than the old ASCII maps I had up here. Not pictured is the third level of the Embassy which currently contains the Ornithopter Pad and nothing else.
A word about locks: I've chosen not to use IC locks, including the main entrance to the Embassy (which may occasionally be locked down anyway, which allows any faction member to pass, and remains unlocked for 30 seconds after a Ginaz passes through). HOWEVER: this does not mean that you're welcome ICly in all these rooms! Non-faction-members are not to be allowed into the Upper Hallway of the Residential Wing unaccompanied, and only bring them up if you have good reason to. Individual rooms (which may not be marked on this map but are off of the Residence Hallways, which are all off of the Upper Hallway) are NOT to be entered except by the designated occupant and anyone that he or she invites in. The Marquis and the Mentat can typically enter all of these rooms, but will not except in the case of a security breach or other emergency. The same rule goes for each individual office, although the restrictions are a little bit more relaxed. In all cases, assume ICly that security guards prevent unwanted access to these rooms. If you feel you should be allowed IC access to someone else's room or office, contact Jacob.
There are several rooms you should be acquainted with within the Embassy:
- The Courtyard: This is where you will meet any visitors traveling by limo or on foot. Note that this entrance to the Embassy may be locked as described above. This location shouldn't be used for much more than a 'hi, how are you, come in' type of thing, for the most part. Be a good host, invite them in!
- Ornithopter Pad: This is where you meet any visitors traveling by thopter. Also not a recommended location for much more than greetings and introductions.
- Formal Reception Room: This is where most official diplomatic meetings should occur. Put them in a comfy seat, pour drinks, and get down to business. You should be able to fit most small to medium size meetings in here. Even larger groups should be fine.
- Gardens: Another good location for receiving visitors, though it's more appropriate to social gatherings or relaxed meetings. It's large, so this is a great place for larger gatherings.
- Dining Room: Available for formal or informal gatherings. Keep in mind that it's rather large and a public space.
- Ballroom: Another large public space, generally emptier and quieter than the Dining Room. Great for larger more formal gatherings.
- Chapel: A quasi-public space, open to all faction members and invited guests. Keep it relatively quiet, though, this is not a good place for loud gatherings but smaller, more solemn meetings.
- Training Room: Public space, available for sword practice, martial arts training and so on. Plenty of practice weapons available with which to duel.
- Library: Another public option for a meeting space. Generally not too busy, and rather quiet, but you don't need to keep quiet in here. Just don't spill anything on the books.
- Council Room: Basically a smaller conference room, for highly formal meetings. Can seat around 8 comfortably, and the door can be locked from the inside for privacy.
- Ginaz Council Meeting Room: Highly formal room for in-house meetings only. Unless there's a large meeting hosted in there by the Marquis or another high-ranking official, it's probably off-limits. This used to be a sort of throne room.
- Diplomatic Offices: Restricted mostly to House members, a good place to have diplomatic staff meetings, large or small. It's a bit noisy, but there are quieter nooks and all the resources necessary to lead a diplomatic briefing session.
- Jacob's Sitting Room: Generally used for small but important meetings, whether highly formal, extremely secretive, or honoring important guests. However, this room is rarely used when the Marquis is not present, so ask Jacob before you use this room.
- Jacob's Gardens: Less formal, and more used for social RP, this room is as secure as Jacob's Sitting Room. It's also as private; again, ask Jacob if you want to use this room. Typically, the Marquis' immediate family also uses the room, and only extremely trusted guests are allowed.
- Noble Guest Suites: These are guest quarters, if anyone needs to stay at the Embassy. Contact Jacob if you need them, and they'll magically appear. They do exist ICly, even if they're not currently on the grid.
- The Sauna: This is typically reserved for faction members only, although guests are allowed if accompanied. This room could be used for extremely informal meetings or social RP among friends. Do remember, though, that it's mostly private, but not wholly so.
Without further ado, here's the map. If anything is unclear please contact Jacob.
Level One, Embassy:
Level Two, Embassy:
Level Three, Embassy:
Not pictured, only contains the Ornithopter Pad.
There are rumored to be several connections to a hidden series of rooms within the Embassy. This rumor is true, though if you read it here, you certainly don't know ICly where they are! Ask Jacob and he may tell you OOCly or show you ICly if appropriate. If you know about them either way, DO NOT reveal them either OOCly or ICly to anyone else, inside the faction or outside. Thanks.
This map was last updated on February 6, 2002.