<worn as a badge> the stripes of the Desolate militia [88%]
<worn on head> a drow-made steel hat
<worn on eyes> a troglodyte eyepatch
<worn in ear> a black pearl earring
<worn in ear> an earring of meditation (glowing)
<worn on face> a magenta mask
<worn around neck> a silver stone amulet
<worn around neck> a beautiful dryad charm (magic)
<worn on body> the unholy robes of Graskal (magic)
<worn about body> a mage's traveling cloak (magic)
<worn as quiver> a mystical serpent runed quiver (magic)
<worn about waist> a sparkling dragonscale girth
<worn on arms> some irridescent silk sleeves
<held as shield> a shimmering shield (magic) (glowing)
<worn around wrist> a coiling serpent (illuminating)
<worn on finger> an acrobats ring (magic)
<worn on finger> a frost ring covered in blood (magic)
<held> a skull-headed staff (magic) (humming)
<worn on legs> an extemely large pair of silken pants
<worn on feet> couatl-hide boots (magic)
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. A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite. The road continues both
east and north. A building, to the west, proudly bears the words Kylara's Pet
Shoppe in its front window. You can vaguely make out the shapes of animals
through the dirty glass.
Obvious exits: -North -East -West#
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.
Militia forces muster to bolster the town's defenses against the invaders!!!
You flee westward!
< 668h/609H 62v/148V Pos: standing >
You do not see that here.
< 668h/609H 62v/148V Pos: standing >
You do not see that here.
< 668h/609H 62v/148V Pos: standing >
Road Beneath the Northern Tower
This moderately sized road runs along the inner edge of the high city walls
here, 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. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the western defense tower of the
Tharnadian northern gates. The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.
A shady looking youth is standing here, eyeing you with a devious glance.
A young man in leather armor seems to be patrolling the area.
< 668h/609H 61v/148V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard's feeble punch grazes you.
Sorry, you aren't allowed to do that in combat.
< 667h/609H 61v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
A tharnadian thief-hunter enters from the west.
A militia guard enters from the west.
You do not see that here.
< 667h/609H 62v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
A tharnadian thief-hunter suddenly attacks YOU!
A halo of white light descends upon a tharnadian thief-hunter burning your soul.
A tharnadian thief-hunter's feeble punch grazes you.
A militia guard suddenly attacks YOU!
A militia guard misses you.
Sorry, you aren't allowed to do that in combat.
< 666h/609H 62v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
You do not see that here.
< 666h/609H 62v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
A militia guard suddenly attacks YOU!
A militia guard's feeble punch grazes you.
You attempt to flee...
A Bend in the Wall Road
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. A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite. The road continues both
east and north. A building, to the west, proudly bears the words Kylara's Pet
Shoppe in its front window. You can vaguely make out the shapes of animals
through the dirty glass.
Obvious exits: -North -East -West#
A large wandering dog is here, growling at you.
Alarm bells sound, signalling an invasion!
You flee westward!
< 665h/609H 41v/148V Pos: standing >
A militia guard enters from the east.
A militia guard enters from the east.
Road Beneath the Northern Tower
This moderately sized road runs along the inner edge of the high city walls
here, 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. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the western defense tower of the
Tharnadian northern gates. The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
A young man in leather armor seems to be patrolling the walls.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the area.
A shady looking youth is standing here, eyeing you with a devious glance.
A young man in leather armor seems to be patrolling the area.
< 665h/609H 40v/148V Pos: standing >
A militia guard enters from the west.
A militia guard enters from the west.
The Northern Wall Road
The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East -West
A homeless peasant is here, looking lost and hungry.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 665h/609H 39v/148V Pos: standing >
A militia guard enters from the west.
A militia guard enters from the west.
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
Militia forces muster to bolster the town's defenses against the invaders!!!
< 665h/609H 38v/148V Pos: standing >
A militia guard enters from the west.
A militia guard enters from the west.
You do not see that here.
< 665h/609H 38v/148V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard misses you.
A militia guard suddenly attacks YOU!
A militia guard's punch grazes you.
< 664h/609H 39v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
You try to fake your own demise..
You feel your skill in feign death improving.
< 664h/609H 39v/148V Pos: on your ass >
< 664h/609H 53v/148V Pos: on your ass >
< 664h/609H 61v/148V Pos: on your ass >
A homeless peasant enters from the west.
< 664h/609H 77v/148V Pos: on your ass >
< 663h/609H 96v/148V Pos: on your ass >
A militia guard leaves west.
< 663h/609H 97v/148V Pos: on your ass >
The Northern Keats Intersection
Obvious exits: -East -South -West -Up
A homeless peasant is here, looking lost and hungry.
A young man in leather armor seems to be patrolling the area.
< 663h/609H 117v/148V Pos: on your ass >
< 663h/609H 128v/148V Pos: on your ass >
< 663h/609H 135v/148V Pos: on your ass >
A homeless peasant leaves south.
< 662h/609H 148v/148V Pos: on your ass >
< 662h/609H 148v/148V Pos: on your ass >
You clamber to your feet.
< 662h/609H 148v/148V Pos: standing >
A stray dog enters from the east.
You quickly scan the area.
A street sweeper who is not far off to your east.
A homeless peasant who is close by to your south.
A cat burglar who is close by to your south.
A militia guard who is not far off to your south.
A street sweeper who is in the distance to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A militia guard who is close by to your west.
A tharnadian thief-hunter who is not far off to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
A stray dog who is a brief walk away to your west.
< 662h/609H 148v/148V Pos: standing >
You quickly scan the area.
A street sweeper who is not far off to your east.
A homeless peasant who is close by to your south.
A cat burglar who is close by to your south.
A militia guard who is not far off to your south.
A street sweeper who is in the distance to your south.
A homeless child who is in the distance to your south.
A militia guard who is close by to your west.
A tharnadian thief-hunter who is not far off to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
A stray dog who is a brief walk away to your west.
< 662h/609H 148v/148V Pos: standing >
You quickly scan the area.
A Gnome who is not far off to your east.
A Grey Elf who is not far off to your east.
A sneaky weasel who is not far off to your east.
A street sweeper who is not far off to your east.
A homeless peasant who is close by to your south.
A cat burglar who is close by to your south.
A militia guard who is not far off to your south.
A street sweeper who is in the distance to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A militia guard who is close by to your west.
A tharnadian thief-hunter who is not far off to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
A stray dog who is a brief walk away to your west.
< 662h/609H 148v/148V 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!
< 662h/609H 147v/148V 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 Gnome (tiny) Legionary of The Empire stands in mid-air here.
A Grey Elf (medium) Legionary of The Empire sits atop a sneaky weasel.
A street sweeper is cleaning here, singing songs of labor.
< 662h/609H 146v/148V Pos: standing >
A Grey Elf leaves west riding on a sneaky weasel.
A Gnome leaves west.
< 662h/609H 146v/148V Pos: standing >
You do not see that here.
< 662h/609H 147v/148V 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
< 662h/609H 147v/148V Pos: standing >
You do not see that here.
< 662h/609H 147v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 662h/609H 147v/148V Pos: standing >
You do not see that here.
< 662h/609H 147v/148V 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 Gnome (tiny) Legionary of The Empire stands in mid-air here.
A Grey Elf (medium) Legionary of The Empire sits atop a sneaky weasel.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the area.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 662h/609H 146v/148V Pos: standing >
You see nothing special about him.
This Grey Elf has a few scratches.
He's medium in size.
He is in the front rank.
< 662h/609H 146v/148V 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
Militia forces muster to bolster the town's defenses against the invaders!!!
< 662h/609H 145v/148V Pos: standing >
You do not see that here.
< 662h/609H 145v/148V Pos: standing >
A militia guard enters from the west.
< 662h/609H 146v/148V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard misses you.
Sorry, you aren't allowed to do that in combat.
< 662h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: small wounds >
You failed.
< 662h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: small wounds >
The Northern Wall Road
Obvious exits: -East -South -West
A militia guard stands here, fighting YOU!
< 662h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: small wounds >
[Damage: 8 ] Your punch wounds a militia guard.
You miss a militia guard.
[Damage: 7 ] Your powerful punch wounds a militia guard.
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: small wounds >
You tell your racewar '*Zloin* naked grey'
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: small wounds >
You dodge a militia guard's vicious attack.
You dodge a militia guard's vicious attack.
You start chanting...
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: small wounds >
You complete your spell...
This being a hometown, you receive fewer exps...
[Damage: 87 ] Your concussion blast rips into a militia guard, shattering his soul!
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: few wounds >
You start chanting...
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: few wounds >
A Grey Elf rides in on a sneaky weasel from the west.
A Gnome enters from the west.
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: few wounds >
You complete your spell...
[Damage: 92 ] You drain a militia guard of some of his energy.
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: nasty wounds >
You start chanting...
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: nasty wounds >
You dodge a militia guard's vicious attack.
You dodge a militia guard's vicious attack.
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: nasty wounds >
You complete your spell...
[Damage: 87 ] You drain a militia guard of some of his energy.
< 669h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: pretty hurt >
That last attack was particularly invasive, and you feel your collective intelligence decrease.
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
The world starts spinning, and your ears are ringing!
You say in goblin 'GeT tHiS ThiNg OuT oF mY hEaD !!!'
< 574h/609H 146v/148V Pos: standing >
Impossible! You can't concentrate enough!
< 574h/609H 146v/148V 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
< 574h/609H 145v/148V Pos: standing >
The world stops spinning.
< 574h/609H 145v/148V 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
A Gnome (tiny) Legionary of The Empire stands in mid-air here.
A Grey Elf (medium) Legionary of The Empire sits atop a sneaky weasel.
A young man in leather armor seems to be patrolling the area.
Alarm bells sound, signalling an invasion!
< 574h/609H 145v/148V Pos: standing >
A Grey Elf leaves east riding on a sneaky weasel.
A Gnome leaves east.
You failed.
< 574h/609H 145v/148V Pos: standing >
< 574h/609H 146v/148V Pos: standing >
A militia guard attempts to flee.
A militia guard leaves south.
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
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 Gnome (tiny) Legionary of The Empire stands in mid-air here.
A Grey Elf (medium) Legionary of The Empire sits atop a sneaky weasel.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 574h/609H 146v/148V Pos: standing >
A militia guard enters from the west.
A Grey Elf leaves west riding on a sneaky weasel.
You failed.
< 574h/609H 146v/148V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard misses you.
< 574h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:few scratches E: guard sta EP: pretty hurt >
The town crier shouts 'Blessed be the glorious gods of Duris!'
A Grey Elf rides in on a sneaky weasel from the west.
You start chanting...
< 574h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC:few scratches E: guard sta EP: pretty hurt >
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
You fall to your knees as uncontrollable pain engulfs your entire brain!
You burst into tears!
< 362h/609H 146v/148V Pos: kneeling >
< T: Orp TP: kne TC: few wounds E: guard sta EP: pretty hurt >
Get off your knees!
You abort your spell before it's done!
< 362h/609H 146v/148V Pos: kneeling >
< T: Orp TP: kne TC: few wounds E: guard sta EP: pretty hurt >
Maybe you should get up off your knees first?
< 362h/609H 146v/148V Pos: kneeling >
< T: Orp TP: kne TC: few wounds E: guard sta EP: pretty hurt >
A militia guard dodges your futile attack.
< 362h/609H 146v/148V Pos: kneeling >
< T: Orp TP: kne TC: few wounds E: guard sta EP: pretty hurt >
A militia guard misses you.
A militia guard's feeble punch grazes you.
A militia guard's kick hits you directly in the face.
You scramble madly to your feet!
< 360h/609H 146v/148V Pos: standing >
< T: Orp TP: sta TC: few wounds E: guard sta EP: pretty hurt >
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
YIKES! Another hit like that, and you've had it!!
You turn green and puke...chunks everywhere!!!
You attempt to flee...
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!
You flee northward!
< 138h/609H 118v/148V Pos: standing >
You start chanting...
< 138h/609H 118v/148V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!
< 346h/609H 120v/148V 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
Alarm bells sound, signalling an invasion!
< 346h/609H 119v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 346h/609H 119v/148V Pos: standing >
You start chanting...
< 346h/609H 120v/148V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!
< 510h/609H 121v/148V Pos: standing >
You failed.
< 510h/609H 123v/148V 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
< 511h/609H 122v/148V Pos: standing >
You failed.
< 511h/609H 123v/148V Pos: standing >
< 511h/609H 123v/148V 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
Fresh blood splatters cover the area.
A Grey Elf (medium) Legionary of The Empire sits atop a sneaky weasel.
A young man in leather armor seems to be patrolling the area.
A Gnome (tiny) Legionary of The Empire stands in mid-air here.
Alarm bells sound, signalling an invasion!
< 511h/609H 122v/148V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard misses you.
You start chanting...
< 511h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: small wounds E: guard sta EP: pretty hurt >
A Grey Elf leaves north riding on a sneaky weasel.
< 511h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: small wounds E: guard sta EP: pretty hurt >
Casting: energy drain
A Grey Elf rides in on a sneaky weasel from the north.
< 511h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: small wounds E: guard sta EP: pretty hurt >
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
You complete your spell...
[Damage: 89 ] You drain a Gnome of some of his energy.
A Gnome misses you.
You dodge a Gnome's vicious attack.
< 383h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: few wounds E: guard sta EP: pretty hurt >
You start chanting...
< 383h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: few wounds E: guard sta EP: pretty hurt >
You complete your spell...
[Damage: 87 ] You drain a Gnome of some of his energy.
< 452h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: few wounds E: guard sta EP: pretty hurt >
A militia guard's feeble punch grazes you.
< 451h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: few wounds E: guard sta EP: pretty hurt >
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
Your frost ring covered in blood cracks as the tortured body writhes!
< 345h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: few wounds E: guard sta EP: pretty hurt >
Your power reserves are not sufficient to cast that spell!
< 345h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: few wounds E: guard sta EP: pretty hurt >
You dodge a Gnome's vicious attack.
A Gnome misses you.
< 345h/609H 123v/148V Pos: standing >
< T: Orp TP: sta TC: few wounds E: guard sta EP: pretty hurt >
You attempt to flee...
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, 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. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -South -West
The corpse of a militia guard is lying here.
Alarm bells sound, signalling an invasion!
You flee eastward!
< 345h/609H 99v/148V Pos: standing >
You feel your mind recover from the assault.
< 345h/609H 99v/148V Pos: standing >
You start chanting...
< 345h/609H 99v/148V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!
< 560h/609H 101v/148V Pos: standing >
A Grey Elf enters from the west.
A Gnome enters from the west.
< 560h/609H 101v/148V 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
Fresh blood splatters cover the area.
A sneaky weasel peers around cautiously, trying to avoid people.
< 560h/609H 101v/148V Pos: standing >
You failed.
< 560h/609H 101v/148V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, 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. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -South -West
The corpse of a militia guard is lying here.
A Gnome (tiny) Legionary of The Empire stands in mid-air here. (casting)
A Grey Elf (medium) Legionary of The Empire stands here.
< 560h/609H 101v/148V Pos: standing >
You start chanting...
< 560h/609H 101v/148V Pos: standing >
That last attack was particularly invasive, and you feel your collective wisdom decrease.
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
You turn green and puke...chunks everywhere!!!
< 357h/609H 102v/148V Pos: standing >
You complete your spell...
[Damage: 87 ] Your concussion blast rips into a Gnome, shattering his soul!
< 426h/609H 103v/148V Pos: standing >
You start chanting...
< 426h/609H 104v/148V Pos: standing >
Casting: negative concussion blast
< 427h/609H 105v/148V Pos: standing >
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
< 327h/609H 106v/148V Pos: standing >
You complete your spell...
[Damage: 88 ] Your concussion blast rips into a Gnome, shattering his soul!
< 397h/609H 106v/148V Pos: standing >
< 397h/609H 107v/148V 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
Fresh blood splatters cover the area.
A sneaky weasel peers around cautiously, trying to avoid people.
Alarm bells sound, signalling an invasion!
< 397h/609H 106v/148V Pos: standing >
You start chanting...
< 397h/609H 107v/148V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!
< 609h/609H 109v/148V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.
< 609h/609H 110v/148V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.
< 609h/609H 110v/148V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, 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. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -South -West
Fresh blood splatters cover the area.
The corpse of a militia guard is lying here.
A street sweeper is cleaning here, singing songs of labor.
A Grey Elf (medium) Legionary of The Empire stands here.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 609h/609H 110v/148V Pos: standing >
Pardon?
< 609h/609H 111v/148V 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
Fresh blood splatters cover the area.
A sneaky weasel peers around cautiously, trying to avoid people.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 609h/609H 111v/148V 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
< 609h/609H 111v/148V 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
< 609h/609H 109v/148V Pos: standing >
You sit down and relax.
< 609h/609H 110v/148V Pos: sitting >
You currently have the following spell slots available:
1st circle: 8 of 11 ( 6 seconds)
2nd circle: 10 of 10
3rd circle: 9 of 9
4th circle: 8 of 8
5th circle: 3 of 7 ( 21 seconds)
6th circle: 6 of 7 ( 6 seconds)
7th circle: 6 of 6
8th circle: 0 of 5 ( 33 seconds)
9th circle: 0 of 4 ( 29 seconds)
10th circle: 3 of 3
You begin to invoke evil and assimilate the powers of darkness.
< 609h/609H 111v/148V Pos: sitting >
You start meditating...
< 609h/609H 112v/148V Pos: sitting >
< 609h/609H 117v/148V Pos: sitting >
< 609h/609H 119v/148V Pos: sitting >
You feel infused by 9th circle DARK powers!
< 609h/609H 125v/148V Pos: sitting >
< 609h/609H 136v/148V Pos: sitting >
You feel infused by 9th circle DARK powers!
< 609h/609H 138v/148V Pos: sitting >
You are already meditating.
< 609h/609H 140v/148V Pos: sitting >
You feel infused by 9th circle DARK powers!
< 609h/609H 148v/148V Pos: sitting >
A Gnome enters from the south.
< 609h/609H 148v/148V Pos: sitting >
A Gnome leaves east.
< 609h/609H 148v/148V Pos: sitting >
You stop meditating.
You clamber to your feet.
Your mind reels in confusion as your link with negative powers is disturbed!
< 609h/609H 148v/148V 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
Fresh blood covers everything in the area.
Alarm bells sound, signalling an invasion!
< 609h/609H 147v/148V Pos: standing >
You start chanting...
< 609h/609H 147v/148V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Gnome!
[Damage: 14 ] [Damage: 14 ] The shadowy hand slashes a Gnome viciously.
< 631h/609H 147v/148V Pos: standing >
You start chanting...
< 631h/609H 147v/148V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Gnome!
[Damage: 31 ] [Damage: 31 ] The shadowy hand slashes a Gnome viciously.
< 669h/609H 147v/148V Pos: standing >
You start chanting...
< 669h/609H 147v/148V Pos: standing >
A Gnome enters from the east.
< 669h/609H 147v/148V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Gnome!
[Damage: 24 ] [Damage: 24 ] The shadowy hand tears away the remaining life of a Gnome.
A Gnome's mining pick was disintegrated by the negative energy!
A Gnome's light dragonscale pendant was disintegrated by the negative energy!
A Gnome's ring of sandstone was disintegrated by the negative energy!
A Gnome's leather belt with mummified rats heads sewn on was disintegrated by the negative energy!
A Gnome is dead! R.I.P.
You receive your share of experience.