You complete your spell...
You feel your barkskin harden to iron.
< 600h/587H 213v/214V Pos: standing >
Road Beneath the Gate Tower
Obvious exits: -North -South -West# -Up
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
< 600h/587H 213v/214V 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 young man in leather armor seems to be patrolling the area.
< 600h/587H 212v/214V 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
[11] A crafting recipe lies here collecting dust.
A scrap of paper lies here waiting to remind you of something.
A large wooden counter is here, with a sign posted on it.
A magnificent white warhorse stands here quietly.
A greedy looking banker stands behind the counter, eyeing you curiously.
< 600h/587H 211v/214V Pos: standing >
Alas, you cannot go that way. . . .
< 600h/587H 213v/214V 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 young man in leather armor seems to be patrolling the area.
< 600h/587H 213v/214V 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
A street sweeper is cleaning here, singing songs of labor.
A young man in leather armor seems to be patrolling the walls.
< 600h/587H 212v/214V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.
Your communion with nature is now complete...
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 young man in leather armor seems to be patrolling the area.
A stray tomcat is darting after rodents, here.
< 600h/587H 211v/214V Pos: standing >
Alas, you cannot go that way. . . .
< 600h/587H 212v/214V 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
A large rat is scurrying about here.
A tough looking mercenary is standing here, strutting proudly.
A young man in leather armor seems to be patrolling the walls.
A tough looking mercenary is standing here, strutting proudly.
< 600h/587H 212v/214V Pos: standing >
A large rat leaves west.
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. A large arch
to the north leads to the path of the Holy Warrior. The road continues to the
west and to the east.
Obvious exits: -North -East -West
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.
< 600h/587H 212v/214V 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.
< 600h/587H 212v/214V 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 tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.
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.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A human merchant from another town stands here, perusing Tharnadia.
< 600h/587H 212v/214V Pos: standing >
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
< 600h/587H 212v/214V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your east.
A controller who is close by to your east.
A tharnadian illusionist who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
A human merchant who is close by to your east.
A stray dog 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 stray cat who is a brief walk away to your east.
A tough mercenary who is rather far off to your east.
A militia guard who is rather far off to your east.
A tough mercenary who is rather far off to your east.
A militia guard who is close by to your west.
A militia guard who is not far off to your west.
< 600h/587H 213v/214V Pos: standing >
An elite guard enters from the east.
An elite guard enters from the east.
An elite guard enters from the east.
An elite guard enters from the east.
A tharnadian illusionist enters from the east.
A controller enters from the east.
An elite guard enters from the east.
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
< 600h/587H 214v/214V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
< 600h/587H 214v/214V 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.
< 600h/587H 213v/214V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A red shape who is not far off to your north.
A Drow Elf who is rather far off to your north.
A Revenant who is rather far off to your north.
A Duergar who is rather far off to your north.
A Troll who is rather far off to your north.
A Drow Elf who is rather far off to your north.
An Orc who is rather far off to your north.
A Goblin who is rather far off to your north.
A Minotaur who is rather far off to your north.
A Duergar who is rather far off to your north.
An Orc who is rather far off to your north.
An Orc who is rather far off to your north.
Frush who is in the distance to your north.
An elite guard who is close by to your east.
A controller who is close by to your east.
A tharnadian illusionist who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
A human merchant who is not far off to your east.
A large rat who is a brief walk away to your east.
A stray dog who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A stray cat who is rather far off to your east.
A tough mercenary who is in the distance to your east.
A militia guard who is in the distance to your east.
A tough mercenary who is in the distance to your east.
A militia guard who is close by to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 600h/587H 213v/214V Pos: standing >
An elite guard enters from the east.
An elite guard enters from the east.
An elite guard enters from the east.
An elite guard enters from the east.
A tharnadian illusionist enters from the east.
A controller enters from the east.
An elite guard enters from the east.
< 600h/587H 213v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A half-elf bard who is a brief walk away to your north.
An Orc who is in the distance to your north.
A large rat who is not far off to your east.
A human merchant who is not far off to your east.
A stray dog who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A stray cat who is rather far off to your east.
A tough mercenary who is in the distance to your east.
A militia guard who is in the distance to your east.
A tough mercenary who is in the distance to your east.
A militia guard who is close by to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 600h/587H 213v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
You quickly scan the area.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A Drow Elf who is a brief walk away to your north.
A Revenant who is a brief walk away to your north.
A Duergar who is a brief walk away to your north.
A Troll who is a brief walk away to your north.
A Drow Elf who is a brief walk away to your north.
An Orc who is a brief walk away to your north.
A Goblin who is a brief walk away to your north.
A Minotaur who is a brief walk away to your north.
A Duergar who is a brief walk away to your north.
An Orc who is a brief walk away to your north.
A half-elf bard who is rather far off to your north.
An Orc who is in the distance to your north.
A large rat who is not far off to your east.
A human merchant who is not far off to your east.
A stray dog who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A stray cat who is rather far off to your east.
A tough mercenary who is in the distance to your east.
A militia guard who is in the distance to your east.
A tough mercenary who is in the distance to your east.
A militia guard who is close by to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 600h/587H 213v/214V Pos: standing >
A militia guard enters from the west.
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
The first rays of sunlight signal that day is approaching.
< 600h/587H 213v/214V Pos: standing >
An elite guard leaves east.
An elite guard leaves east.
An elite guard leaves east.
An elite guard leaves east.
A tharnadian illusionist leaves east.
A controller leaves east.
An elite guard leaves east.
< 600h/587H 213v/214V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A half-elf bard who is in the distance to your north.
A Drow Elf who is in the distance to your north.
A Revenant who is in the distance to your north.
A Duergar who is in the distance to your north.
A Troll who is in the distance to your north.
A Drow Elf who is in the distance to your north.
An Orc who is in the distance to your north.
A Goblin who is in the distance to your north.
A Duergar who is in the distance to your north.
An Orc who is in the distance to your north.
An Orc who is in the distance to your north.
An elite guard who is close by to your east.
A controller who is close by to your east.
A tharnadian illusionist who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
A large rat who is not far off to your east.
A human merchant who is not far off to your east.
A stray dog who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A stray cat who is rather far off to your east.
A tough mercenary who is in the distance to your east.
A militia guard who is in the distance to your east.
A tough mercenary who is in the distance to your east.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 600h/587H 213v/214V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
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
< 600h/587H 212v/214V 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 area.
< 600h/587H 213v/214V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A half-elf bard who is a brief walk away to your north.
An Orc who is in the distance to your north.
A large rat who is not far off to your east.
A human merchant who is not far off to your east.
An elite guard who is a brief walk away to your east.
A controller who is a brief walk away to your east.
A tharnadian illusionist who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
A stray dog who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A stray cat who is rather far off to your east.
A tough mercenary who is in the distance to your east.
A militia guard who is in the distance to your east.
A tough mercenary who is in the distance to your east.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 600h/587H 213v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
An Orc who is a brief walk away to your north.
A large rat who is not far off to your east.
A human merchant who is not far off to your east.
A stray dog who is a brief walk away to your east.
An elite guard who is rather far off to your east.
A controller who is rather far off to your east.
A tharnadian illusionist who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
A tough mercenary who is rather far off to your east.
A militia guard who is rather far off to your east.
A stray cat who is rather far off to your east.
Ath who is in the distance to your east.
A militia guard who is in the distance to your east.
A tough mercenary who is in the distance to your east.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 600h/587H 213v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A red shape who is not far off to your north.
A large rat who is not far off to your east.
A human merchant who is not far off to your east.
A stray dog who is a brief walk away to your east.
Ath who is rather far off to your east.
A tough mercenary who is rather far off to your east.
A militia guard who is rather far off to your east.
A stray cat who is rather far off to your east.
An elite guard who is in the distance to your east.
A controller who is in the distance to your east.
A tharnadian illusionist who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A militia guard who is in the distance to your east.
A tough mercenary who is in the distance to your east.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 600h/587H 213v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
< 600h/587H 213v/214V Pos: standing >
An Orc snaps into visibility.
You are briefly surrounded by a red aura!
You are knocked to the ground by an Orc's mighty bash!
< 599h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:excellent E: An Orc sta EP: excellent >
At the sight of your nemesis the hatred of old generations BURN in your blood!
< 599h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:excellent E: An Orc sta EP: excellent >
A militia guard stands to the side, evaluating the fray.
< 599h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:excellent E: An Orc sta EP: excellent >
An Orc snaps into visibility.
An Orc attacks you. [6 hits]
< 550h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:few scratches E: An Orc sta EP: excellent >
An Orc snaps into visibility.
You attack an Orc. [0 hits]
< 550h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:few scratches E: An Orc sta EP: excellent >
A militia guard frowns in boredom at the obviously one-sided struggle.
< 550h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:few scratches E: An Orc sta EP: excellent >
An Orc snaps into visibility.
An Orc's holy flamberge of the efreeti summons the power of fire and flames at you.
Billowing clouds of incendiary gases pour from an Orc's fingertips!
You are enveloped in a cloud of incendiary gases sent by an Orc - OUCH!!
OUCH! That really did HURT!
An Orc cackles as his incendiary cloud torches a militia guard.
An Orc cackles as his incendiary cloud torches a militia guard.
You cry out in pain as an Orc burns you.
You are enveloped in flames from a fireball sent by an Orc - OUCH!
OUCH! That really did HURT!
OUCH! That really did HURT!
You feel your skin once again take on a more barklike quality.
OUCH! That really did HURT!
An Orc attacks you. [7 hits]
< 91h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
An Orc snaps into visibility.
A militia guard attacks an Orc. [0 hits]
An Orc deflects a militia guard's blow and strikes back at him!
A militia guard attacks an Orc. [0 hits]
< 91h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
An Orc snaps into visibility.
You attack an Orc. [0 hits]
< 91h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
Ath enters from the east.
< 91h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
Ath leaves north.
Sorry, you aren't allowed to do that in combat.
< 91h/587H 213v/214V Pos: sitting >
< T: Choron TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
You scramble madly to your feet!
< 91h/587H 213v/214V Pos: standing >
< T: Choron TP: sta TC:pretty hurt E: An Orc sta EP: excellent >
You attempt to flee...
Inside the Northern Gates
Two huge ironbound gates guard the northern 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 Keats Road leads away
to the south 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 west and to the east.
Obvious exits: -South
Fresh blood covers everything in the area.
Ath Legionary of The Empire (Gnome)(small) 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.
You flee northward!
< 91h/587H 186v/214V Pos: standing >
You feel the hatred in your heart subside.
< 91h/587H 187v/214V Pos: standing >
The red aura around you flashes blue and is gone.
At the sight of your nemesis the hatred of old generations BURN in your blood!
Ath opens the gate.
Outside the Northern Gates
Obvious exits: -North -South
You see the red shape of a small living being here.
You see the red shape of a medium living being here.
You see the red shape of a large living being here.
You see the red shape of a medium living being here.
You see the red shape of a large living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
You see the red shape of a small living being here.
You see the red shape of a huge living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
< 93h/587H 190v/214V Pos: standing >
A red shape sneaks in from the south.
< 96h/587H 195v/214V Pos: standing >
A red shape snaps into visibility.
Out of nowhere, a red shape stabs you in the back.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Sorry, you aren't allowed to do that in combat.
< 2h/587H 197v/214V Pos: standing >
< T: Choron TP: sta TC: awful E: a red shape sta EP: excellent >
A red shape snaps into visibility.
A red shape's stab causes massive blood-loss and you fall to the ground, lifeless.