<worn as a badge> the mark of the saboteur enchanted by Zetho [82%]
<worn on head> the burning crown of Krizzix enchanted by Daerg (glowing)
<worn on eyes> the eyes of the High Forest (glowing)
<worn in ear> the earring of the Dragon Lords
<worn in ear> an enchanted earring of dexterity enchanted by Daerg [78%]
<worn on face> the mask of Avernus enchanted by Daerg (glowing)
<worn around neck> the collar of Infinite Flames (glowing) [89%]
<worn around neck> a holy symbol of the Ravenkind enchanted by Daerg (glowing)
<worn on body> Lobos' leather coat enchanted by Daerg [85%]
<worn about body> a tight green cloak of damage [51%]
<worn as quiver> the ancient quiver of Oberon, the elven king enchanted by Daerg (humming)
<worn about waist> the spiked circles of bloodletting enchanted by Daerg (humming)
<worn on belt buckle>an ankylosaur tail club [superior] enchanted by Daerg (glowing)
<attached to belt> the wand of the Plane of Earth (glowing)
<worn on arms> a shoulder drape of emerald dragonscale enchanted by Zetho
<worn around wrist> the ancient bracelet of Oberon, the elven king enchanted by Daerg (humming)
<worn around wrist> the power infused bracelet of dark-mithril enchanted by Daerg
<worn on hands> some massive studded mithril fists enchanted by Zetho
<worn on finger> a shiny crimson ring of endurance enchanted by Daerg (invis)
<worn on finger> a ring of regeneration (glowing)
<primary weapon> Tiamat's poison tail stinger[239h 48m 4s]
<secondary weapon> a wicked black dagger named 'Sanguine Blessing' [modified]
<worn on legs> some stitched leggings of the Knights of the Raven enchanted by Zetho [88%]
<worn on feet> a pair of boots of stealth [superior] enchanted by Daerg
Jodnan who is close by to your north.
A militia guard who is close by to your east.
A large rat who is close by to your east.
A militia guard who is close by to your east.
A large rat who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is close by to your west.
A young cleric who is close by to your west.
A stray cat who is close by to your west.
A street sweeper who is not far off to your west.
A militia guard who is not far off to your west.
A religious zealot who is a brief walk away to your west.
< 1316h/1316H 202v/203V Pos: standing >
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
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A young cleric is standing here, smiling at you warmly.(Gold Aura)
A stray tomcat is darting after rodents, here.
There are Barbarian tracks going west.
< 1316h/1316H 202v/203V Pos: standing >
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. A small building opens up to the
south.
Obvious exits: -North -East -South -West
The corpse of a Human is lying here.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
A young man in leather armor seems to be patrolling the area.
< 1316h/1316H 201v/203V Pos: standing >
A Bend in the Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west. 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 north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)
There are some tracks heading west.
< 1316h/1316H 200v/203V Pos: standing >
Doctors Office
As this place is run by all of the towns clerics taking shifts, it is
purposely left non-denominational. A cabinet against the wall holds
various worthless herbs, used more as placebos than anything else.
Obvious exits: -East
The doctor on duty reads a current medical journal.(Gold Aura)
< 1316h/1316H 200v/203V Pos: standing >
Alas, you cannot go that way. . . .
< 1316h/1316H 201v/203V Pos: standing >
You quickly scan the area.
A religious zealot who is close by to your east.
A street sweeper who is not far off to your east.
A militia guard who is not far off to your east.
A large rat who is a brief walk away to your east.
A militia guard who is a brief walk away to your east.
A militia guard who is a brief walk away to your east.
A young cleric who is a brief walk away to your east.
A stray cat who is a brief walk away to your east.
A large rat who is rather far off to your east.
A militia guard who is rather far off to your east.
The Tharnadian Quartermaster who is rather far off to your east.
The town crier who is rather far off to your east.
A militia guard who is in the distance to your east.
< 1316h/1316H 202v/203V Pos: standing >
A Bend in the Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west. 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 north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)
There are some tracks heading west.
< 1316h/1316H 202v/203V Pos: standing >
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. A small building opens up to the
south.
Obvious exits: -North -East -South -West
The corpse of a Human is lying here.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
A young man in leather armor seems to be patrolling the area.
There are some tracks heading east.
< 1316h/1316H 201v/203V Pos: standing >
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
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A young cleric is standing here, smiling at you warmly.(Gold Aura)
A stray tomcat is darting after rodents, here.
There are some tracks heading east.
There are some tracks heading west.
< 1316h/1316H 200v/203V 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
The corpse of a Human is lying here.
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 rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)
< 1316h/1316H 200v/203V 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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
There are Barbarian tracks going east.
There are Barbarian tracks going north.
< 1316h/1316H 200v/203V Pos: standing >
< 1316h/1316H 203v/203V Pos: standing >
< 1316h/1316H 203v/203V Pos: standing >
Barbarian
=========================================
Barbarians are large ill-tempered beings of the Northern
Tribes of Ugta. The cold terrain from which they come serves
to mask their strong scent, yet most still agree that the
company of a Barbarian is best enjoyed from afar. Surprisingly,
Barbarians are quite agile for their size which grants them
the unique ability to fight exceptionally well when taken by
surprise. This has helped transform their brutish reputation
into one of heroic nature. Barbarians are the best all around
fighters bar none, with a mean disposition to fit. They are
often described as brutes or brawlers, with little regard for
manners or thought. Occasionally, the rare individual will
attempt to utilize his head for something more then a butting
contest.
Barbarians are rugged individuals with impressive
hand-to-eye coordination and heroic strength making them
superior to their counterparts in all but wit.
==See also==
* Innate
* Races
* Ugta
==Class list==
* Warrior : Swordsman, Guardian
* Shaman : Elementalist, Spiritualist, Animalist
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* BeRSeRKeR : MaUleR, RaGeloRd
==Racial Statistics==
Strength : 155
Agility : 90
Dexterity : 90
Constitution: 165
Power : 70
Intelligence: 70
Wisdom : 95
Charisma : 75
Luck : 90
Karma : 100
==Racial Traits==
Combat Pulse : bad
Spell Pulse : bad
==Innate abilities==
doorbash
bodyslam
*dauntless (obtained at level 41)
*protection from cold (obtained at level 31)
'*' Designates passive ability.
Barbarian
=========================================
Barbarians are large ill-tempered beings of the Northern
Tribes of Ugta. The cold terrain from which they come serves
to mask their strong scent, yet most still agree that the
company of a Barbarian is best enjoyed from afar. Surprisingly,
Barbarians are quite agile for their size which grants them
the unique ability to fight exceptionally well when taken by
surprise. This has helped transform their brutish reputation
into one of heroic nature. Barbarians are the best all around
fighters bar none, with a mean disposition to fit. They are
often described as brutes or brawlers, with little regard for
manners or thought. Occasionally, the rare individual will
attempt to utilize his head for something more then a butting
contest.
Barbarians are rugged individuals with impressive
hand-to-eye coordination and heroic strength making them
superior to their counterparts in all but wit.
==See also==
* Innate
* Races
* Ugta
==Class list==
* Warrior : Swordsman, Guardian
* Shaman : Elementalist, Spiritualist, Animalist
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* BeRSeRKeR : MaUleR, RaGeloRd
==Racial Statistics==
Strength : 155
Agility : 90
Dexterity : 90
Constitution: 165
Power : 70
Intelligence: 70
Wisdom : 95
Charisma : 75
Luck : 90
Karma : 100
==Racial Traits==
Combat Pulse : bad
Spell Pulse : bad
==Innate abilities==
doorbash
bodyslam
*dauntless (obtained at level 41)
*protection from cold (obtained at level 31)
'*' Designates passive ability.
< 1316h/1316H 203v/203V Pos: standing >
Grey elf
=========================================
Unlike their cousins the Drow, Grey Elves live on the surface and prefer
to dwell in forests. They are exceptionally intelligent and swift, but
are inclined to be weaker and smaller than humans. Grey Elves have a
good-natured disposition and tend to love animals and nature, although
they loathe Drow. They are born with infravision, but, unlike Drow,
can see perfectly in daylight.
==See also==
* Races
* Infravision
* Sneak
* Innate
==Class list==
* Warrior : Swordsman, Guardian, Swashbuckler
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Druid : Forest Druid, Storm Druid
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Windtalker, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 90
Agility : 120
Dexterity : 110
Constitution: 90
Power : 105
Intelligence: 115
Wisdom : 120
Charisma : 120
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : average
Spell Pulse : very good
==Innate abilities==
*infravision
*outdoor sneak (obtained at level 21)
*forest sight (obtained at level 11)
*magic resistance
*longsword master (obtained at level 11)
'*' Designates passive ability.
Grey elf
=========================================
Unlike their cousins the Drow, Grey Elves live on the surface and prefer
to dwell in forests. They are exceptionally intelligent and swift, but
are inclined to be weaker and smaller than humans. Grey Elves have a
good-natured disposition and tend to love animals and nature, although
they loathe Drow. They are born with infravision, but, unlike Drow,
can see perfectly in daylight.
==See also==
* Races
* Infravision
* Sneak
* Innate
==Class list==
* Warrior : Swordsman, Guardian, Swashbuckler
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Druid : Forest Druid, Storm Druid
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Windtalker, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 90
Agility : 120
Dexterity : 110
Constitution: 90
Power : 105
Intelligence: 115
Wisdom : 120
Charisma : 120
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : average
Spell Pulse : very good
==Innate abilities==
*infravision
*outdoor sneak (obtained at level 21)
*forest sight (obtained at level 11)
*magic resistance
*longsword master (obtained at level 11)
'*' Designates passive ability.
< 1316h/1316H 203v/203V Pos: standing >
Githzerai
=========================================
Heralding from the plane of Limbo, the Githzerai were brought into the fold of
the great Durian conflict during the outcast wars. Once they saw firsthand the
evil that both the Illithids and Githyanki were capable of in league with their
unholy allies, they chose to ally themselves with the good races of the realm.
Githzerai look very human, though they are thinner and their skin tone is
frequently gray or yellowish. They are, on average, six feet in height and about
one hundred sixty pounds in weight. Most have a high natural resistance to
magic. Most Githzerai are either monks or mages, having chosen to shun the
psionic powers of their evil brethren the Githyanki, citing that simply embra-
cing such power eats away at the spirit and soul. Instead of worshipping a god
-- a form of slavery, in their opinion -- they revere the memory of their
ancient hero, Zerthimon. His followers call themselves Zerth.
Unlike their relatives the Githyanki, the Githzerai do not normally fight with
weapons, nor do they utilize long-distance psionic attacks against their
enemies. Rather, the Githzerai prefer to bring the "good fight" to their enemies
- typically meaning the Githyanki and the Illithids. Their combat abilities
are geared more toward unarmed combat - hence the large number of Githzerai who
become monks. Githzerai often organize war parties called rrakkma for the
explicit purpose of hunting Illithids. A rrakkma does not return from such an
excursion until it has killed at least as many Illithids as there are Githzerai
in the war party.
==See also==
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Druid : Forest Druid, Storm Druid
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Windtalker, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 120
Intelligence: 115
Wisdom : 110
Charisma : 90
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : below average
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift_astral (obtained at level 45)
shift_prime
*dayvision
*magic resistance
*spirit of the rrakkma (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Githzerai stronghold
Githzerai
=========================================
Heralding from the plane of Limbo, the Githzerai were brought into the fold of
the great Durian conflict during the outcast wars. Once they saw firsthand the
evil that both the Illithids and Githyanki were capable of in league with their
unholy allies, they chose to ally themselves with the good races of the realm.
Githzerai look very human, though they are thinner and their skin tone is
frequently gray or yellowish. They are, on average, six feet in height and about
one hundred sixty pounds in weight. Most have a high natural resistance to
magic. Most Githzerai are either monks or mages, having chosen to shun the
psionic powers of their evil brethren the Githyanki, citing that simply embra-
cing such power eats away at the spirit and soul. Instead of worshipping a god
-- a form of slavery, in their opinion -- they revere the memory of their
ancient hero, Zerthimon. His followers call themselves Zerth.
Unlike their relatives the Githyanki, the Githzerai do not normally fight with
weapons, nor do they utilize long-distance psionic attacks against their
enemies. Rather, the Githzerai prefer to bring the "good fight" to their enemies
- typically meaning the Githyanki and the Illithids. Their combat abilities
are geared more toward unarmed combat - hence the large number of Githzerai who
become monks. Githzerai often organize war parties called rrakkma for the
explicit purpose of hunting Illithids. A rrakkma does not return from such an
excursion until it has killed at least as many Illithids as there are Githzerai
in the war party.
==See also==
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Druid : Forest Druid, Storm Druid
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Windtalker, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 120
Intelligence: 115
Wisdom : 110
Charisma : 90
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : below average
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift_astral (obtained at level 45)
shift_prime
*dayvision
*magic resistance
*spirit of the rrakkma (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Githzerai stronghold
< 1316h/1316H 203v/203V Pos: standing >
The first hint of daylight can be seen on the northern horizon.
< 1316h/1316H 203v/203V Pos: standing >
Snow is being blown about by a stiff breeze.
< 1316h/1316H 203v/203V Pos: standing >
< 1316h/1316H 203v/203V Pos: standing >
The Tharnadia-Keats Intersection
Obvious exits: -North -East# -South -West
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
There are Barbarian tracks going east.
There are Barbarian tracks going north.
< 1316h/1316H 203v/203V Pos: standing >
A militia guard enters from the west.
< 1316h/1316H 203v/203V Pos: standing >
Ok.
< 1316h/1316H 203v/203V Pos: standing >
Kieta's Adventurer Supply Shoppe
This small shop serves as a supplier of goods for the adventurer.
Many sorts of items can be purchased frrom within this store. There
is a large supply rack against the eastern wall which displays
various goods. There is only one exit out of this store which
leads back into Tharnadia.
Obvious exits: -West
Kieta is stocking the shelves of her store.(Gold Aura)
< 1316h/1316H 202v/203V 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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
There are some tracks heading west.
There are some tracks heading north.
< 1316h/1316H 201v/203V Pos: standing >
< 1316h/1316H 201v/203V 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
The corpse of a Human is lying here.
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 rat is scurrying about here.
A large rat is scurrying about here.
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)
There are Barbarian tracks going south.
< 1316h/1316H 201v/203V Pos: standing >
A militia guard enters from the west.
< 1316h/1316H 202v/203V Pos: standing >
You quickly scan the area.
Jodnan who is close by to your north.
A militia guard who is close by to your east.
A militia guard who is close by to your east.
A militia guard who is close by to your east.
A militia guard who is close by to your east.
Kieta who is not far off to your east.
A militia guard who is close by to your west.
A militia guard who is close by to your west.
A large rat who is close by to your west.
A militia guard who is close by to your west.
A young cleric who is close by to your west.
A street sweeper who is not far off to your west.
A stray cat who is not far off to your west.
The doctor who is rather far off to your west.
< 1316h/1316H 203v/203V Pos: standing >
< 1316h/1316H 203v/203V Pos: standing >
A militia guard enters from the west.
< 1316h/1316H 203v/203V Pos: standing >
A faint hum can be heard from Tiamat's poison tail stinger you are carrying.
A militia guard leaves west.
< 1316h/1316H 203v/203V Pos: standing >
< 1316h/1316H 203v/203V Pos: standing >
A militia guard enters from the east.
< 1316h/1316H 203v/203V Pos: standing >
A large rat leaves west.
< 1316h/1316H 203v/203V Pos: standing >
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
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A young cleric is standing here, smiling at you warmly.(Gold Aura)
There are some tracks heading west.
There are some tracks heading west.
< 1316h/1316H 202v/203V Pos: standing >
Alas, you cannot go that way. . . .
< 1316h/1316H 202v/203V Pos: standing >
A young cleric starts casting a spell.
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
The corpse of a Human is lying here.
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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)
< 1316h/1316H 201v/203V 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
The corpse of a Grey Elf 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.'
< 1316h/1316H 200v/203V Pos: standing >
The Ogre's Foot Inn
A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it. It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day. A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work. Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
[2] The corpse of a Human is lying here.
The corpse of a Grey Elf is lying here.
The corpse of a Gnome is lying here.
[8] The corpse of a Human is lying here.
The corpse of a Grey Elf is lying here.
The corpse of a Human is lying here.
A large sign hangs from the front of the counter here.
Nibafk (Human)(medium) stands here.(Gold Aura)
*Tiu - The Resistance (Minotaur)(huge) stands in mid-air here.(Gold Aura)
Morrigu (Dwarf)(medium) stands in mid-air here.
Rukkus (Halfling)(small) stands in mid-air here.(Gold Aura)
Nom - The Resistance (Human)(medium) stands here.(Gold Aura)
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.(Gold Aura)
< 1316h/1316H 201v/203V Pos: standing >
You quickly scan the area.
The mailman who is not far off below you.
< 1316h/1316H 203v/203V Pos: standing >
You notice a tired look in her face. She beams a pretty smile at you!
The receptionist appears to be Human and is in excellent condition.
She's medium in size.
She seems to be moving much faster than normal..
You attempt to peek at the inventory:
You can't see anything.
< 1316h/1316H 203v/203V 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
The corpse of a Grey Elf 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.'
< 1316h/1316H 202v/203V 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
The corpse of a Human is lying here.
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 young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)
There are some tracks heading north.
There are some tracks heading west.
< 1316h/1316H 201v/203V 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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the area.
There are some tracks heading east.
There are Barbarian tracks going west.
< 1316h/1316H 202v/203V 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
The corpse of a Lich is lying here.
A young man in leather armor seems to be patrolling the walls.
< 1316h/1316H 201v/203V 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 young man in leather armor seems to be patrolling the area.
< 1316h/1316H 200v/203V Pos: standing >
< 1316h/1316H 202v/203V Pos: standing >
< 1316h/1316H 203v/203V Pos: standing >
A faint hum can be heard from Tiamat's poison tail stinger you are carrying.
< 1316h/1316H 203v/203V Pos: standing >
< 1316h/1316H 203v/203V 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 large wandering dog is here, growling at you.
< 1316h/1316H 202v/203V 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 street sweeper is cleaning here, singing songs of labor.(Gold Aura)
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the walls.
There are Barbarian tracks going east.
< 1316h/1316H 201v/203V 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 Goblin is lying here.
< 1316h/1316H 200v/203V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your south.
Nz who is not far off to your south.
A street sweeper who is close by to your west.
A stray dog who is close by to your west.
A militia guard who is close by to your west.
A stray dog who is not far off to your west.
A militia guard who is a brief walk away to your west.
< 1316h/1316H 203v/203V 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. 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. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the east and to the north. There is a
burned-out home to the south.
Obvious exits: -North -East -South
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
There are some tracks heading south.
< 1316h/1316H 202v/203V 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. 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: -East -West
The corpse of a Lich is lying here.
A stray tomcat is darting after rodents, here.
< 1316h/1316H 201v/203V 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. 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. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
A stray tomcat is darting after rodents, here.
< 1316h/1316H 200v/203V Pos: standing >
You quickly scan the area.
A Lich who is close by to your north.
Sarn, the banker who is close by to your north.
A tharnadian thief-hunter who is not far off to your south.
A tharnadian thief-hunter who is not far off to your south.
A tharnadian thief-hunter who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A militia guard who is rather far off to your south.
A stray cat who is close by to your west.
A tharnadian thief-hunter who is not far off to your west.
< 1316h/1316H 201v/203V Pos: standing >
Tharnadian Bank
This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside. There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house. Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
The corpse of a Lich is lying here.
[2] The corpse of a Human is lying here.
A large wooden counter is here, with a sign posted on it.
A Lich (large) stands in mid-air here. (casting)
A greedy looking banker stands behind the counter, eyeing you curiously.(Gold Aura)
< 1316h/1316H 202v/203V Pos: standing >
You don't know that spell!
< 1316h/1316H 202v/203V Pos: standing >
A Lich completes his spell...
A Lich utters the words 'sfahzqh jioculoae'
A dark chill from beyond the grave permeates the air around a Lich.
< 1316h/1316H 202v/203V Pos: standing >
< 1316h/1316H 202v/203V Pos: standing >
A Lich starts casting a spell.
< 1316h/1316H 202v/203V Pos: standing >
A Lich completes his spell...
A Lich utters the words 'sfahzqh jioculoae'
A dark chill from beyond the grave permeates the air around a Lich.
You attempt to stab a Lich in the back, but their stone skin quickly absorbs the impact before fading away!
[Damage: 1 ] A Lich makes a strange sound as you place Tiamat's poison tail stinger in his back.
Your Tiamat's poison tail stinger lashes out in a blur of speed at a Lich.
Your spell flows around a Lich, leaving him unharmed!
[Damage: 162 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [modified] in his back.
< 1316h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC:excellent E: A Lich sta EP: few wounds >
You anticipate a Lich's maneuver and masterfully parry the attack.
A Lich misses you.
< 1316h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC:excellent E: A Lich sta EP: few wounds >
A Lich starts casting a spell.
< 1316h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC:excellent E: A Lich sta EP: few wounds >
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. 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. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
A stray tomcat is darting after rodents, here.
You flee southward!
< 1316h/1316H 192v/203V Pos: standing >
Tharnadian Bank
This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside. There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house. Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
The corpse of a Lich is lying here.
[2] The corpse of a Human is lying here.
A large wooden counter is here, with a sign posted on it.
A Lich (large) stands in mid-air here.
A greedy looking banker stands behind the counter, eyeing you curiously.(Gold Aura)
< 1316h/1316H 202v/203V Pos: standing >
[Damage: 6 ] Your pierce wounds a Lich.
You attempt to stab a Lich in the back, but their stone skin quickly absorbs the impact before fading away!
[Damage: 1 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [modified] in his back.
With a swift tug you wrench the weapon free, ramming it into a Lich's spine!.
[Damage: 65 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [modified] in his back.
< 1316h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC:excellent E: A Lich sta EP: few wounds >
A Lich starts casting an offensive spell.
You attempt to flee...
PANIC! You couldn't escape!
< 1316h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC:excellent E: A Lich sta EP: few wounds >
You attempt to flee...
PANIC! You couldn't escape!
< 1316h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC:excellent E: A Lich sta EP: few wounds >
A Lich completes his spell...
A Lich utters the words 'unsozfol efaui'
You feel less energetic as a Lich drains you.
OUCH! That really did HURT!
Your life energy was drained, leaving you a bit shaken.
< 1174h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC: small wounds E: A Lich sta EP: few wounds >
You anticipate a Lich's maneuver and masterfully parry the attack.
You parry a Lich's lunge at you.
< 1174h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC: small wounds E: A Lich sta EP: few wounds >
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. 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. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
A stray tomcat is darting after rodents, here.
There are Barbarian tracks going south.
You flee southward!
< 1174h/1316H 189v/203V 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. 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: -East -West
The corpse of a Lich is lying here.
< 1174h/1316H 188v/203V 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. 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. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the east and to the north. There is a
burned-out home to the south.
Obvious exits: -North -East -South
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
There are some tracks heading south.
< 1174h/1316H 187v/203V Pos: standing >
A Burned-out Home
This house was destroyed by a large fire from the looks of it, and has yet
to be repaired or renovated. There isn't anything left inside, just the
cracked and charred floors and walls, with the faint smell of burnt wood
permeating the air. The northern wall road can be seen through the destroyed
doorway.
Obvious exits: -North
Nz (Gnome)(small) stands here.(Gold Aura)
< 1174h/1316H 187v/203V 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. 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. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the east and to the north. There is a
burned-out home to the south.
Obvious exits: -North -East -South
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
There are some tracks heading south.
< 1191h/1316H 202v/203V 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. 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: -East -West
The corpse of a Lich is lying here.
< 1192h/1316H 201v/203V 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. 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. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
A stray tomcat is darting after rodents, here.
There are Barbarian tracks going west.
There are some tracks heading south.
< 1193h/1316H 200v/203V Pos: standing >
Tharnadian Bank
This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside. There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house. Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
The corpse of a Lich is lying here.
[2] The corpse of a Human is lying here.
A large wooden counter is here, with a sign posted on it.
A Lich (large) stands in mid-air here.
A greedy looking banker stands behind the counter, eyeing you curiously.(Gold Aura)
< 1195h/1316H 202v/203V Pos: standing >
[Damage: 15 ] Your pierce strikes a Lich.
[Damage: 162 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [modified] in his back.
With a swift tug you wrench the weapon free, ramming it into a Lich's spine!.
[Damage: 64 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [modified] in his back.
< 1196h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC:few scratches E: A Lich sta EP: pretty hurt >
A Lich attempts to flee.
A Lich tries to flee, but can't make it out of here!
< 1197h/1316H 202v/203V Pos: standing >
< T: Daerg TP: sta TC:few scratches E: A Lich sta EP: pretty hurt >
A faint hum can be heard from Tiamat's poison tail stinger you are carrying.
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. 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 f