<worn on head> a black crown encrusted with mindstones (glowing)
<worn on eyes> a troglodyte eyepatch
<worn in ear> the earring of the gods
<worn in ear> a masterly-crafted dragonscale stud
<worn on face> the mask of Tentro (glowing)
<worn around neck> a spiked steel gorget
<worn on body> the tethered robe of the universe (magic)
<worn about body> a blood red robe of linked bones (humming)
<worn as quiver> a golden scabbard encrusted with emeralds and rubies (magic) (glowing)
<worn about waist> a fine dragonscale belt
<worn on arms> some blue dragonscale sleeves
<worn around wrist> a crimson braid of rank [66%]
<worn around wrist> a glowing emerald bracelet (glowing) (humming)
<worn on hands> a virulent case of herpes simplex
<worn on finger> a ring of absorption (magic)
<worn on finger> a soldier's dragonscale ring from Zalkapfaan, City of the Headless Horde
<primary weapon> the globe of stars (glowing) (humming)
<held> a shriveled and rotting human head
<worn on legs> some dwarven-made crystal greaves
<worn on feet> a pair of fur lined boots
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
You quickly scan the area.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
You quickly scan the area.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
You quickly scan the area.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
You quickly scan the area.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
You quickly scan the area.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
You quickly scan the area.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
Ok.
< 678h/625H 163v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
The town crier who is close by to your north.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
The town crier who is close by to your north.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
The town crier who is close by to your north.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 678h/625H 163v/163V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A large wandering dog is here, growling at you.
The town crier is standing here, eagerly awaiting to perform his duties.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 678h/625H 162v/163V Pos: standing >
The Tharnadia-Keats Intersection
This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza. The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil. Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here. To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
< 678h/625H 161v/163V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A stray cat who is close by to your north.
A stray dog who is close by to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
A stray dog who is close by to your west.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
< 678h/625H 161v/163V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A stray cat who is close by to your north.
A stray dog who is close by to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
A stray dog who is close by to your west.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
The doctor who is in the distance to your west.
< 677h/625H 161v/163V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A stray cat who is close by to your north.
A stray dog who is close by to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
A stray dog who is close by to your west.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
The doctor who is in the distance to your west.
< 677h/625H 161v/163V Pos: standing >
A stray dog enters from the west.
You quickly scan the area.
A militia guard who is close by to your north.
A stray cat who is close by to your north.
A stray dog who is close by to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
The doctor who is in the distance to your west.
< 677h/625H 162v/163V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A stray cat who is close by to your north.
A stray dog who is close by to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
The doctor who is in the distance to your west.
< 677h/625H 162v/163V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A stray dog who is close by to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
The doctor who is in the distance to your west.
< 677h/625H 163v/163V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason few of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues to an intersection both north
and south of here. To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.
A large wandering dog is here, growling at you.
< 677h/625H 162v/163V Pos: standing >
The Northern Keats Intersection
This enclosed intersection is where the northern wall road meets with Keats
street. The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road. The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds. Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up
< 677h/625H 161v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 677h/625H 161v/163V Pos: standing >
A militia guard enters from the south.
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
where, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
east, while to the west it intersects with Keats street. To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
Alarm bells sound, signalling an invasion!
< 677h/625H 160v/163V Pos: standing >
A militia guard enters from the west.
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. A large arch
to the north leads to the path of the Holy Warrior. The road continues to the
west and to the east.
Obvious exits: -North -East -West
A human merchant from another town stands here, perusing Tharnadia.
Alarm bells sound, signalling an invasion!
< 677h/625H 159v/163V Pos: standing >
A militia guard enters from the west.
The Path of Holy Warriors
The grass surrounding this pathway is perfectly groomed and dark green in
color. Long white blocks of marble have been set in the ground here, perfectly
smooth and obviously well cared for. At the end of the pathway stands a
magnificent-looking structure, nearly as high as the city walls that surround
it, which is designed like a huge gothic cathedral. Just above the arched
doorway, a beautiful ankh is carved into the stone, marking this the temple of
the paladins. The doorway is open and appears to be open at all times. The
pathway continues through an arch to the south.
Obvious exits: -North -South
Alarm bells sound, signalling an invasion!
< 677h/625H 158v/163V Pos: standing >
A militia guard enters from the south.
Grand Hallway
This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling. The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords. The building's entrance lies to the
south, and a hallway leads eastward.
Obvious exits: -East -South
< 677h/625H 157v/163V Pos: standing >
A militia guard enters from the south.
You quickly scan the area.
The knight who is not far off to your east.
A human merchant who is not far off to your south.
< 677h/625H 157v/163V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard's weak punch grazes you.
Sorry, you aren't allowed to do that in combat.
< 676h/625H 157v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 676h/625H 157v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
You start chanting...
< 676h/625H 157v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
Casting: negative concussion blast
< 676h/625H 157v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
You complete your spell...
[Damage: 77 ] Your blast shatters a militia guard into a million pieces!
A militia guard is dead! R.I.P.
You receive your share of experience.
You feel the bloodlust in your heart as you hear the death cry of a militia guard.
You are not willing to summon pets from death blows.
< 687h/625H 157v/163V Pos: standing >
Grand Hallway
This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling. The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords. The main temple lies to the east,
and the supplies shop is to the north. The hallway heads to the west.
Obvious exits: -North -East -West
< 687h/625H 156v/163V Pos: standing >
The Temple of Holy Warriors
This spacious circular chamber is nearly fifty feet in diameter and forty
feet high. The majority of the floor is covered with a thick mat of padded
leather, perfect for training in the ways of combat. Roughly a dozen weapon
racks line the walls, each filled with wooden practice swords and spears. At
the far eastern end of the room stands a large tablet of solid gold. The
plaque is covered with writing, and titled "The Holy Code of Honor." The
chamber is illuminated by several stained glass windows, though only one exit
is available, leading west into the grand hallway.
Obvious exits: -West
A gold plaque is mounted in the wall here.
Made of polished platinum, a water basin stands to the right of the arch.
(Q)A knight is standing here, peacefully watching over the temple.
< 687h/625H 155v/163V Pos: standing >
You quickly scan the area.
You see nothing.
< 687h/625H 155v/163V Pos: standing >
The knight suddenly attacks YOU!
The knight's feeble punch grazes you.
< 686h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: excellent >
You failed.
< 686h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: excellent >
You start chanting...
< 686h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: excellent >
You complete your spell...
[Damage: 77 ] Your concussion blast rips into the knight, shattering his soul!
< 687h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: few wounds >
[Damage: 3 ] Your crude crush wounds the knight.
[Damage: 4 ] Your decent crush wounds the knight.
[Damage: 4 ] Your crush wounds the knight.
The knight dodges your futile attack.
You start chanting...
< 687h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: few wounds >
The knight's feeble punch grazes you.
You dodge the knight's vicious attack.
You block the knight's feeble kick with your arm.
< 686h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: few wounds >
Casting: negative concussion blast
< 685h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: few wounds >
You complete your spell...
[Damage: 78 ] Your concussion blast rips into the knight, shattering his soul!
< 687h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: pretty hurt >
You start chanting...
< 687h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: pretty hurt >
Casting: negative concussion blast
< 687h/625H 156v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: knight sta EP: pretty hurt >
You complete your spell...
[Damage: 79 ] Your blast shatters the knight into a million pieces!
The knight is dead! R.I.P.
You receive your share of experience.
The unmistakable scent of fresh blood can be smelled as the knight dies in agony.
You are not willing to summon pets from death blows.
< 687h/625H 156v/163V Pos: standing >
You sit down and relax.
< 687h/625H 156v/163V Pos: sitting >
You currently have the following spell slots available:
1st circle: 11 of 11
2nd circle: 10 of 10
3rd circle: 9 of 9
4th circle: 8 of 8
5th circle: 7 of 7
6th circle: 6 of 6
7th circle: 6 of 6
8th circle: 1 of 5 ( 28 seconds)
9th circle: 4 of 4
10th circle: 1 of 1
You begin to invoke evil and assimilate the powers of darkness.
< 687h/625H 156v/163V Pos: sitting >
You start meditating...
< 687h/625H 156v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!
< 687h/625H 163v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!
< 687h/625H 163v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!
< 686h/625H 163v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!
You feel fully infused...
The assimilation process leaves you momentarily shocked.
< 686h/625H 163v/163V Pos: sitting >
The world speeds up around you.
You clamber to your feet.
< 686h/625H 163v/163V Pos: standing >
You start chanting...
< 684h/625H 163v/163V Pos: standing >
You complete your spell...
You feel your heart start to race REAL FAST!
< 684h/625H 163v/163V Pos: standing >
< 684h/625H 163v/163V Pos: standing >
Score information for Orp
Level: 46 Race: Kobold Class: Necromancer / Necrolyte Sex: Male
Hit points: 684(625) Moves: 163(163)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 165 platinum 577 gold 17 silver 0 copper
Playing time: 4 days / 12 hours/ 58 minutes
Received data: 2.1232 MB this session.
Send data: 0.0297 MB this session.
Compression ratio: none
Send data: 0.0297 MB this session.
Status: Standing.
Epic points: 443 Skill points: 4
Epic Bonus: No Epic Bonus (0.00%)
Frags: +2.27 Deaths: 83
Detecting: Invisible Evil Magic Heat
Protected from: Living All but High Circle Spells
Protected by: Slow Poison
Enchantments: Ultravision Farsee Fly Haste Tower of Iron Will
Bartender Quests Remaining: 6
Combat Pulse: 13 Spell Pulse: 0.60
Leaderboard Points: 683
Active Spells:
--------------
haste (10 minutes)
stone skin (6 minutes)
globe of invulnerability (5 minutes)
stone skin (4 minutes)
vitalize undead (9 minutes)
detect invisibility (25 minutes)
fly (22 minutes)
vampiric trance (9 minutes)
< 684h/625H 163v/163V Pos: standing >
You sit down and relax.
< 684h/625H 163v/163V Pos: sitting >
You currently have the following spell slots available:
1st circle: 11 of 11
2nd circle: 10 of 10
3rd circle: 9 of 9
4th circle: 8 of 8
5th circle: 7 of 7
6th circle: 6 of 6
7th circle: 6 of 6
8th circle: 4 of 5 ( 7 seconds)
9th circle: 4 of 4
10th circle: 1 of 1
You begin to invoke evil and assimilate the powers of darkness.
< 684h/625H 163v/163V Pos: sitting >
You start meditating...
< 684h/625H 163v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!
You feel fully infused...
The assimilation process leaves you momentarily shocked.
< 684h/625H 163v/163V Pos: sitting >
You clamber to your feet.
< 684h/625H 163v/163V Pos: standing >
Grand Hallway
This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling. The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords. The main temple lies to the east,
and the supplies shop is to the north. The hallway heads to the west.
Obvious exits: -North -East -West
< 684h/625H 162v/163V Pos: standing >
Grand Hallway
This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling. The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords. The building's entrance lies to the
south, and a hallway leads eastward.
Obvious exits: -East -South
Puddles of fresh blood cover the ground.
The corpse of a militia guard is lying here.
Alarm bells sound, signalling an invasion!
< 684h/625H 161v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 684h/625H 161v/163V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your south.
A human merchant who is not far off to your south.
< 684h/625H 161v/163V Pos: standing >
The Path of Holy Warriors
The grass surrounding this pathway is perfectly groomed and dark green in
color. Long white blocks of marble have been set in the ground here, perfectly
smooth and obviously well cared for. At the end of the pathway stands a
magnificent-looking structure, nearly as high as the city walls that surround
it, which is designed like a huge gothic cathedral. Just above the arched
doorway, a beautiful ankh is carved into the stone, marking this the temple of
the paladins. The doorway is open and appears to be open at all times. The
pathway continues through an arch to the south.
Obvious exits: -North -South
< 684h/625H 161v/163V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. A large arch
to the north leads to the path of the Holy Warrior. The road continues to the
west and to the east.
Obvious exits: -North -East -West
A young man in leather armor seems to be patrolling the walls.
A human merchant from another town stands here, perusing Tharnadia.
< 683h/625H 159v/163V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
where, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
east, while to the west it intersects with Keats street. To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
Alarm bells sound, signalling an invasion!
< 683h/625H 158v/163V Pos: standing >
A militia guard enters from the east.
The Tharnadian Stables
This is a large, smelly stable with many horses frolicking about in their
stalls. There is hay covering the entire ground. One almost has to hold
his nose when entering here from the strong smell of moldy hay and the quite
overwhelming odor of horse manure. This place is in need of a great hero to
clean it out like the aegean stables of lore. The northern wall road can be
seen to the north and is the only exit.
Obvious exits: -North
Militia forces muster to bolster the town's defenses against the invaders!!!
< 683h/625H 158v/163V Pos: standing >
A militia guard enters from the north.
Alas, you cannot go that way. . . .
< 683h/625H 158v/163V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard misses you.
Sorry, you aren't allowed to do that in combat.
< 683h/625H 158v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 683h/625H 158v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
You attempt to flee...
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
where, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
east, while to the west it intersects with Keats street. To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
You flee northward!
< 683h/625H 129v/163V Pos: standing >
The Northern Keats Intersection
This enclosed intersection is where the northern wall road meets with Keats
street. The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road. The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds. Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up
A large wandering dog is here, growling at you.
Alarm bells sound, signalling an invasion!
< 683h/625H 129v/163V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason few of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues to an intersection both north
and south of here. To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A large wandering dog is here, growling at you.
Alarm bells sound, signalling an invasion!
< 683h/625H 128v/163V Pos: standing >
The Tharnadia-Keats Intersection
This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza. The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil. Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here. To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
A stray tomcat is darting after rodents, here.
< 683h/625H 128v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
The town crier who is close by to your west.
The doctor who is in the distance to your west.
< 683h/625H 129v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
The town crier who is close by to your west.
The doctor who is in the distance to your west.
< 683h/625H 129v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
The town crier who is close by to your west.
The doctor who is in the distance to your west.
< 683h/625H 130v/163V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 683h/625H 130v/163V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your east.
A militia guard who is a brief walk away to your west.
The doctor who is rather far off to your west.
< 683h/625H 130v/163V Pos: standing >
The town crier suddenly attacks YOU!
The town crier's decent punch strikes you.
Sorry, you aren't allowed to do that in combat.
< 662h/625H 131v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: crier sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 662h/625H 131v/163V Pos: standing >
< T: Orp TP: sta TC:excellent E: crier sta EP: excellent >
You attempt to flee...
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west of here. There are onyx menhirs standing every five feet along
the side of the road, silent sentinels on its journey through the city. Small
crimson cobblestones make up the roadway, each fitted to its neighbor through
a tongue and groove system. The street looks highly traveled, with buildings
flanking the road as far off as the eye can see. To the east of here, the
Great Fountain of Tharnadia sits in a large open area. The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
You flee westward!
< 662h/625H 101v/163V Pos: standing >
You quickly scan the area.
The baker who is close by to your north.
The town crier who is close by to your east.
A stray cat who is not far off to your east.
A militia guard who is not far off to your west.
The doctor who is a brief walk away to your west.
< 662h/625H 101v/163V Pos: standing >
You quickly scan the area.
The baker who is close by to your north.
The town crier who is close by to your east.
A militia guard who is not far off to your west.
The doctor who is a brief walk away to your west.
< 662h/625H 101v/163V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 662h/625H 101v/163V Pos: standing >
The Ogre's Foot Lounge
One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn. A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates. Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale. A small bar runs along the southern wall,
around which some warriors wait looking for work. At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A shimmering iron crown lies here on the ground.
A fur backpack has been left here.
The corpse of a Human is lying here.
The corpse of a militia guard is lying here.
[2] The corpse of a Thri-Kreen is lying here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
< 662h/625H 100v/163V Pos: standing >
You quickly scan the area.
The town crier who is close by to your north.
A Thri-Kreen who is close by above you.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 662h/625H 100v/163V Pos: standing >
You quickly scan the area.
The town crier who is close by to your north.
A Thri-Kreen who is close by above you.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 662h/625H 101v/163V Pos: standing >
You quickly scan the area.
The town crier who is close by to your north.
A Thri-Kreen who is close by above you.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 662h/625H 101v/163V Pos: standing >
You quickly scan the area.
The town crier who is close by to your north.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.
< 662h/625H 101v/163V Pos: standing >
Ok.
< 662h/625H 102v/163V Pos: standing >
You start chanting...
< 662h/625H 104v/163V Pos: standing >
A Thri-Kreen enters from above.
< 662h/625H 104v/163V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Thri-Kreen!
[Damage: 15 ] A Thri-Kreen is stunned!
[Damage: 15 ] The shadowy hand tears away the remaining life of a Thri-Kreen.
A Thri-Kreen is dead! R.I.P.
You receive your share of experience.
You raise a level!