Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 24h/24H 74v/112V Pos: standing >
A street sweeper enters from the north.
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east 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 west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
< 24h/24H 73v/112V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
A street sweeper is cleaning here, singing songs of labor.
< 24h/24H 72v/112V Pos: standing >
The Center of the Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. This part of the market is
the only place where you can walk without bumping into people. The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A human merchant from another town stands here, perusing Tharnadia.
< 24h/24H 72v/112V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city. The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
< 24h/24H 71v/112V 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 none 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 south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
< 24h/24H 70v/112V 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.
< 24h/24H 70v/112V 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 tharnadian thief-hunter watches over the town streets intently.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 24h/24H 69v/112V 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 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.'
< 24h/24H 69v/112V 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
A cudgel has been dropped here.
[2] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A two-handed sword, nearly six feet in length, lies here.
[10] A small bandage rests upon the ground here.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[5] A steel dagger has been tossed aside here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[6] A large wooden torch has been discarded here.
[25] A small round shield has been dropped here.
A large sign hangs from the front of the counter here.
Mmkay (Human)(medium) stands here.
Arkon Legionary of The Empire (Barbarian)(large) stands in mid-air here.
A magnificent white warhorse stands here quietly.
A sturdy looking mount is here, all saddled up and ready to ride.
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.
< 24h/24H 69v/112V Pos: standing >
< 24h/24H 70v/112V Pos: standing >
< 24h/24H 74v/112V Pos: standing >
< 24h/24H 79v/112V Pos: standing >
< 24h/24H 91v/112V 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 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.'
< 24h/24H 91v/112V 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 young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 24h/24H 94v/112V Pos: standing >
A tharnadian thief-hunter starts casting a spell.
< 24h/24H 94v/112V 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
< 24h/24H 93v/112V 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 none 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 south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
< 24h/24H 93v/112V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city. The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
A militia guard is posted here, keeping watch over the bazaar.
< 24h/24H 93v/112V Pos: standing >
The Center of the Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. This part of the market is
the only place where you can walk without bumping into people. The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A militia guard is posted here, keeping watch over the bazaar.
A human merchant from another town stands here, perusing Tharnadia.
< 24h/24H 92v/112V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
A street sweeper is cleaning here, singing songs of labor.
< 24h/24H 92v/112V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east 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 west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
< 24h/24H 91v/112V Pos: standing >
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 24h/24H 90v/112V Pos: standing >
Outside the Eastern City Gates
Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers. The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers. The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.
< 24h/24H 90v/112V Pos: standing >
Autosaving...
< 24h/24H 90v/112V Pos: standing >
Saving Yzarsatwat.
< 24h/24H 90v/112V Pos: standing >
< 24h/24H 91v/112V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
< 24h/24H 93v/112V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
An odd little man, with a shaved head and an orange robe, hums something.
< 24h/24H 91v/112V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West
< 24h/24H 90v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 24h/24H 90v/112V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South
< 24h/24H 89v/112V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A large rat is scurrying about here.
A homeless peasant is here, looking lost and hungry.
< 24h/24H 88v/112V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
A young man in leather armor seems to be patrolling outside the gates.
< 24h/24H 86v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 24h/24H 86v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 24h/24H 86v/112V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down
< 24h/24H 84v/112V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling outside the gates.
< 24h/24H 82v/112V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling outside the gates.
< 24h/24H 80v/112V Pos: standing >
The Great Crossroad
The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world. The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here. All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident. A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.
< 24h/24H 80v/112V Pos: standing >
MM^***..^
M^**^*.^^.
*******...
*M+**^**.
^@++++++
*M+*^*.**
M^******..
MMMM^***^..
MMMM*^*..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 24h/24H 79v/112V Pos: standing >
M^***..^M
M^**^*.^^.M
*******....
*M+**^**.^
^M@++++++
*M+*^*.***
M^******...
MMM^***^..^
MMM*^*..^
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 78v/112V Pos: standing >
^***..^MM
^**^*.^^.M^
*******....M
*M+**^**.^.
^M+@+++++M
*M+*^*.****
M^******....
MM^***^..^M
MM*^*..^M
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 78v/112V Pos: standing >
***..^MM.
**^*.^^.M^.
*******....M.
*M+**^**.^.^
^M++@+++M++
*M+*^*.****.
M^******....M
M^***^..^MM
M*^*..^M^
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 77v/112V Pos: standing >
**..^MM..
*^*.^^.M^..
******....M.+
*M+**^**.^.^+
^M+++@++M+++
*M+*^*.****.+
^******....M+
^***^..^MM.
*^*..^M^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 76v/112V Pos: standing >
*..^MM...
^*.^^.M^..+
*****....M.+.
M+**^**.^.^+.
^M++++@+M+++.
M+*^*.****.+.
******....M+.
***^..^MM.+
^*..^M^..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 76v/112V Pos: standing >
..^MM...+
*.^^.M^..+.
****....M.+..
+**^**.^.^+..
M+++++@M+++..
+*^*.****.+..
*****....M+..
**^..^MM.+M
*..^M^..+
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 75v/112V Pos: standing >
.^MM...+.
.^^.M^..+..
***....M.+..^
**^**.^.^+..^
++++++@+++...
*^*.****.+...
****....M+...
*^..^MM.+M^
..^M^..+.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A highwayman stands here, scanning the roads protected by Tharnadia.
< 24h/24H 74v/112V Pos: standing >
^MM...+..
^^.M^..+...
**....M.+..^.
*^**.^.^+..^.
+++++M@++....
^*.****.+....
***....M+....
^..^MM.+M^^
.^M^..+..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 73v/112V Pos: standing >
MM...+...
^.M^..+....
*....M.+..^..
^**.^.^+..^..
+++M++@+.....
*.****.+.....
**....M+....^
..^MM.+M^^.
^M^..+...
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 73v/112V Pos: standing >
M...+...
.M^..+.....
....M.+..^...
**.^.^+..^...
++M+++@.....^
.****.+......
*....M+....^.
.^MM.+M^^..
M^..+....
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 72v/112V Pos: standing >
M...+...
.M^..+.....
....M.+..^...
**.^.^+..^...
++M+++@.....^
.****.+......
*....M+....^.
.^MM.+M^^..
M^..+....
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 73v/112V Pos: standing >
M...+...
.M^..+.....
....M.+..^...
**.^.^+..^...
+M++++@.....^
.****.+......
*....M+....^.
.^MM.+M^^..
M^..+....
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 74v/112V Pos: standing >
< 24h/24H 85v/112V Pos: standing >
An elite highwayman enters from the north.
< 24h/24H 99v/112V Pos: standing >
An elite highwayman leaves west.
< 24h/24H 100v/112V Pos: standing >
M...+...
.M^..+.....
....M.+..^...
**.^.^+..^...
++MM++@.....^
.****.+......
*....^M....^.
.^MM.+M^^..
M^..+....
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 105v/112V Pos: standing >
A highwayman enters from the west.
< 24h/24H 110v/112V Pos: standing >
A highwayman leaves north.
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
M...+...
.M^..+.....
....M.+..^...
**.^.^+..^...
++++++@.....^
.****.+......
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An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 112v/112V Pos: standing >
Necromancer
=========================================
Necromancers are the branch of magic-users devoted to spells dealing with
the dead and undead. The spells available to a Necromancer are primarily
offensive in nature and are not granted by a deity. In fact, many of a
Necromancer's spells are viewed as evil by the gods. However, the
Necromancer's dark art can transcend the boundary between life and death,
and harness the energies of those on both sides. Once any necromancer reaches
greater power in his or her studies, he or she can choose to Descend, and
become reborn as one of the mightiest undead entities known in the land of
Duris.
Necromancers do not care about charisma.
The following epic skills are available to this class:
chant mastery, summon familiar, advanced meditation, scribe mastery, silent spell, shield combat, infuse life, toughness, improved endurance, fix, smelt, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control .
==Equipment usage==
Necromancers have their own classification of item restriction. They have
a small range of weapons that they can wield and a smaller range of armor
to choose from. They can, however, use most magical items.
==See also==
* Necromancer Skills
==Allowed races==
* Human, Drow Elf, Gnome, Orc, Githyanki, Goblin, Githzerai, Drider, Kobold
==Innate abilities==
None.
==Specializations==
* Diabolis
* Necrolyte
* Reaper
The following help topics also matched your search:
Necromancer Skills
< 24h/24H 112v/112V Pos: standing >
Necromancer Skills
=========================================
The following is a list of all skills and spells available to the Necromancer class:
==See also==
* Diabolis
* Memorize
* Necromancer
* Necrolyte
* Reaper
==Innate abilities==
None.
==Skills==
1st Level: 1h piercing, carve, climb, concentration, feign death, fishing, kick, meditate, mount, quick chant, retreat, salvage, scribe, sorcerous spell knowledge, swim
20th Level: age corpse
==Spells==
1st Circle: detect magic, minor creation, preserve, protection from undead, slashing darkness
2nd Circle: chill touch, protection from cold, protection from living, sleep, vampiric touch
3rd Circle: animate dead, dispel magic, embalm, sense follower
4th Circle: life leech, rejuvenate minor, strength, wither
5th Circle: coldshield, concealment, feeblemind, fireshield, heal undead, levitate, raise spectre, teleport
6th Circle: cone of cold, enervation, minor globe of invulnerability, rejuvenate major, vitalize undead
7th Circle: knock, protect undead, raise wraith, reveal true name
8th Circle: detect invisibility, dispel invisible, haste, improved invisibility, negative concussion blast
9th Circle: age, dimension door, energy drain, globe of darkness, raise vampire, undeath to death
10th Circle: blackmantle, cloak of fear, fly, mass embalm, raise lich, vampiric trance
11th Circle: corpseform, create dracolich, power word kill, summon ghasts
12th Circle: create greater dracolich
< 24h/24H 112v/112V Pos: standing >
An elite highwayman enters from the west.
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A tharnadian highway patrolman enters from the south.
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A tharnadian highway patrolman leaves north.
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M...+...
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++++++@.....^
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.^MM.+.^^..
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An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
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You shout 'ORC ORC IM AN ORC'
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You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
You shout 'ORC ORC IM AN ORC'
< 24h/24H 112v/112V Pos: standing >
M...+...
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....M.+..^...
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++++++@.....^
.****.+......
*....^MM...^.
.^MM.+.^^..
M^..+....
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 112v/112V Pos: standing >
< 24h/24H 112v/112V Pos: standing >
An elite highwayman enters from the north.
< 24h/24H 112v/112V Pos: standing >
An elite highwayman leaves west.
< 24h/24H 112v/112V Pos: standing >
M...+...
.M^..+.....
....M.+..^...
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++++M+@.....^
.****.+......
*....^MM...^.
.^MM.+.^^..
M^..+....
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 24h/24H 112v/112V Pos: standing >
An elite highwayman enters from the north.
< 24h/24H 112v/112V Pos: standing >
An elite highwayman leaves west.
< 24h/24H 112v/112V Pos: standing >
A highwayman enters from the north.
< 24h/24H 112v/112V Pos: standing >
A highwayman leaves south.
< 24h/24H 112v/112V Pos: standing >
A Drow Elf snaps into visibility.
You are briefly surrounded by a red aura!
A winged hellhound snaps into visibility.
A winged hellhound's hooves crash into you with a stunning force!
Your consciousness begins to fade in and out as your mortality slips away.....
You are knocked to the ground!
< -8h/24H 112v/112V Pos: sitting >