<worn on head> a flaming bone coif
<worn on eyes> a frozen gold eyepatch
<worn in ear> a flaming emerald earring from Newhaven
<worn in ear> a misshaped marble earring
<worn on face> a glittering iron mask
<worn around neck> a pitted leather medallion
<worn on body> some ashen granite cuirass
<worn on back> a large leather backpack
<worn about waist> a scarlet silk sash
<worn on belt buckle>a map of Tharnadia (illuminating)
<worn on finger> a ring of barbarian flesh [superior]
<worn on finger> a ring of the Tentabeast (magic) (glowing)
<wielding twohanded> a two-handed claymore
<worn on legs> some sparkling brass greaves from Newhaven
<worn on feet> a pair of dark ostriche-hide boots [superior]
A stout cudgel carved from oak wood lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A large sign hangs from the front of the counter here.
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.
< 273h/305H 133v/134V Pos: standing >
You attempt to hide yourself.
< 274h/305H 133v/134V Pos: standing >
Hint: Left your ship on a different island? Go to any building docks and type 'summon ship'.
< 275h/305H 133v/134V Pos: standing >
< 276h/305H 134v/134V Pos: standing >
< 278h/305H 134v/134V Pos: standing >
Trenk floats in from below.
< 282h/305H 134v/134V Pos: standing >
Trenk floats down.
Consider killing who?
< 284h/305H 134v/134V Pos: standing >
Trenk floats down.
< 285h/305H 134v/134V Pos: standing >
You quickly scan the area.
The mailman who is not far off below you.
< 285h/305H 134v/134V Pos: standing >
You attempt to hide yourself.
< 286h/305H 134v/134V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'
< 286h/305H 134v/134V Pos: standing >
Skill
1h bludgeon 40
1h flaying 40
1h piercing 40
1h slashing 95
2h bludgeon 40
2h flaying 40
2h slashing 68
appraise 40
backstab 40
bandage 40
carve 40
climb 40
double attack 100
double headbutt (obtained at level 56)
dual wield 100
fishing 40
headbutt 45
hide 71
kick 90
mount 40
parry 80
reach weapons (obtained at level 30)
rescue 52
retreat 40
riposte 60
salvage 40
shield block 40
swim 40
switch opponents (obtained at level 51)
tackle 40
throat crush (obtained at level 51)
track 95
triple attack (obtained at level 53)
unarmed damage 61
Skill
1h bludgeon 40
1h flaying 40
1h piercing 40
1h slashing 95
2h bludgeon 40
2h flaying 40
2h slashing 68
appraise 40
backstab 40
bandage 40
carve 40
climb 40
double attack 100
double headbutt (obtained at level 56)
dual wield 100
fishing 40
headbutt 45
hide 71
kick 90
mount 40
parry 80
reach weapons (obtained at level 30)
rescue 52
retreat 40
riposte 60
salvage 40
shield block 40
swim 40
switch opponents (obtained at level 51)
tackle 40
throat crush (obtained at level 51)
track 95
triple attack (obtained at level 53)
unarmed damage 61
< 289h/305H 134v/134V Pos: standing >
You attempt to hide yourself.
< 289h/305H 134v/134V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.
< 290h/305H 134v/134V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'
< 292h/305H 134v/134V Pos: standing >
You attempt to hide yourself.
< 304h/305H 134v/134V Pos: standing >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.
< 305h/305H 134v/134V Pos: standing >
You have gained some progress, but still have a ways to go yet towards your next level.
< 305h/305H 134v/134V Pos: standing >
Character attributes for Mekonis
Level: 28 Race: Human Class: Mercenary
Age: 22 yrs / 5 mths Height: 71 inches Weight: 247 lbs Size: medium
Actual (Base) Actual (Base)
Str: 100 ( 95) Pow: 85 ( 85)
Dex: 98 ( 93) Int: 85 ( 85)
Agi: 90 ( 86) Wis: 85 ( 85)
Con: 102 ( 93) Cha: 85 ( 85) Luk: 89 ( 89)
Equipped Items: 16 Carried weight: 97
Armor Points: -56 Reduces melee damage taken by 5.6%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 100%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 7 Damroll: 10
Alignment: 318 (-1000 to 1000)
Saving Throws: PAR[52] FEA[42]
BRE[42] SPE[32]
Load carried: Light
Character attributes for Mekonis
Level: 28 Race: Human Class: Mercenary
Age: 22 yrs / 5 mths Height: 71 inches Weight: 247 lbs Size: medium
Actual (Base) Actual (Base)
Str: 100 ( 95) Pow: 85 ( 85)
Dex: 98 ( 93) Int: 85 ( 85)
Agi: 90 ( 86) Wis: 85 ( 85)
Con: 102 ( 93) Cha: 85 ( 85) Luk: 89 ( 89)
Equipped Items: 16 Carried weight: 97
Armor Points: -56 Reduces melee damage taken by 5.6%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 100%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 7 Damroll: 10
Alignment: 318 (-1000 to 1000)
Saving Throws: PAR[52] FEA[42]
BRE[42] SPE[32]
Load carried: Light
< 305h/305H 134v/134V Pos: standing >
< 305h/305H 134v/134V Pos: standing >
You quickly scan the area.
The mailman who is not far off below you.
< 305h/305H 134v/134V Pos: standing >
You attempt to hide yourself.
< 305h/305H 134v/134V Pos: standing >
The receptionist starts to chant in a deep voice.
< 305h/305H 134v/134V 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.'
< 305h/305H 133v/134V 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 gnoby piece of wood, perhaps a small mace, lies here.
A stout cudgel carved from oak wood lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A large sign hangs from the front of the counter here.
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.
< 305h/305H 132v/134V Pos: standing >
You get a steel long sword.
< 305h/305H 134v/134V Pos: standing >
You get a steel short sword.
< 305h/305H 134v/134V Pos: standing >
You get a thin steel dagger.
< 305h/305H 134v/134V Pos: standing >
You can't carry any more.
< 305h/305H 134v/134V Pos: standing >
You are carrying: (11/11)
a thin steel dagger
a steel short sword
a steel long sword
a gleaming longsword [superior] (magic)
a HUGE diamond
a bloody emerald tail protector
a dented cured leather tunic from Newhaven
[3] a small bandage
a suit of onyx platemail [poor] (magic)
< 305h/305H 134v/134V 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.'
< 305h/305H 133v/134V 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 human merchant from another town stands here, perusing Tharnadia.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
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 human merchant from another town stands here, perusing Tharnadia.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter starts casting a spell.
< 305h/305H 133v/134V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'fido'
< 305h/305H 134v/134V Pos: standing >
< 305h/305H 134v/134V 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 gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
< 305h/305H 133v/134V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason few of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues to an intersection both north
and south of here. To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A large rat is scurrying about here.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the area.
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason few of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues to an intersection both north
and south of here. To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A large rat is scurrying about here.
A large wandering dog is here, growling at you.
< 305h/305H 133v/134V Pos: standing >
Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question.
< 305h/305H 133v/134V Pos: standing >
A stray dog leaves south.
< 305h/305H 134v/134V Pos: standing >
Brinn's Weaponry
The walls of this shop are covered with weapons of all kinds, fastened down
with thick iron rings to display them openly to the customers. This
particular shop looks to have been around for quite some time, appearing quite
established, as the smells of oils used to preserve the weapons sits heavily
upon the air. There is a large counter against the north wall. The
doorway to the east leads back out to Keats street.
Obvious exits: -East
The shop's weapon smith stands here, polishing his sword.
< 305h/305H 133v/134V Pos: standing >
Brinn says in common 'I won't buy that crap Mekonis.'
< 305h/305H 133v/134V Pos: standing >
You drop a thin steel dagger.
< 305h/305H 133v/134V Pos: standing >
You are carrying: (10/11)
a steel short sword
a steel long sword
a gleaming longsword [superior] (magic)
a HUGE diamond
a bloody emerald tail protector
a dented cured leather tunic from Newhaven
[3] a small bandage
a suit of onyx platemail [poor] (magic)
< 305h/305H 134v/134V Pos: standing >
Brinn says in common 'I won't buy that crap Mekonis.'
< 305h/305H 134v/134V Pos: standing >
Brinn says in common 'I won't buy that crap Mekonis.'
< 305h/305H 134v/134V Pos: standing >
Brinn says in common 'I won't buy that crap Mekonis.'
< 305h/305H 134v/134V Pos: standing >
You drop a steel long sword.
< 305h/305H 134v/134V Pos: standing >
You drop a steel short sword.
< 305h/305H 134v/134V Pos: standing >
Pardon?
< 305h/305H 134v/134V Pos: standing >
Skill
1h bludgeon 40
1h flaying 40
1h piercing 40
1h slashing 95
2h bludgeon 40
2h flaying 40
2h slashing 68
appraise 40
backstab 40
bandage 40
carve 40
climb 40
double attack 100
double headbutt (obtained at level 56)
dual wield 100
fishing 40
headbutt 45
hide 71
kick 90
mount 40
parry 80
reach weapons (obtained at level 30)
rescue 52
retreat 40
riposte 60
salvage 40
shield block 40
swim 40
switch opponents (obtained at level 51)
tackle 40
throat crush (obtained at level 51)
track 95
triple attack (obtained at level 53)
unarmed damage 61
Skill
1h bludgeon 40
1h flaying 40
1h piercing 40
1h slashing 95
2h bludgeon 40
2h flaying 40
2h slashing 68
appraise 40
backstab 40
bandage 40
carve 40
climb 40
double attack 100
double headbutt (obtained at level 56)
dual wield 100
fishing 40
headbutt 45
hide 71
kick 90
mount 40
parry 80
reach weapons (obtained at level 30)
rescue 52
retreat 40
riposte 60
salvage 40
shield block 40
swim 40
switch opponents (obtained at level 51)
tackle 40
throat crush (obtained at level 51)
track 95
triple attack (obtained at level 53)
unarmed damage 61
< 305h/305H 134v/134V Pos: standing >
Autosaving...
< 305h/305H 134v/134V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'
< 305h/305H 134v/134V Pos: standing >
What would you like to salvage?
< 305h/305H 134v/134V Pos: standing >
You are carrying: (8/11)
a gleaming longsword [superior] (magic)
a HUGE diamond
a bloody emerald tail protector
a dented cured leather tunic from Newhaven
[3] a small bandage
a suit of onyx platemail [poor] (magic)
< 305h/305H 134v/134V Pos: standing >
Hint: Remember that all the citizens of Woodseer attack evil-aligned people on sight.
< 305h/305H 134v/134V Pos: standing >
You attempt to break down your a gleaming longsword [superior], but end up breaking it in the process.
< 305h/305H 134v/134V Pos: standing >
That item cannot be salvaged.
< 305h/305H 134v/134V Pos: standing >
That item cannot be salvaged.
< 305h/305H 134v/134V Pos: standing >
You are carrying: (7/11)
a HUGE diamond
a bloody emerald tail protector
a dented cured leather tunic from Newhaven
[3] a small bandage
a suit of onyx platemail [poor] (magic)
< 305h/305H 134v/134V Pos: standing >
You attempt to break down your a suit of onyx platemail [poor], but end up breaking it in the process.
< 305h/305H 134v/134V Pos: standing >
You are carrying: (6/11)
a HUGE diamond
a bloody emerald tail protector
a dented cured leather tunic from Newhaven
[3] a small bandage
< 305h/305H 134v/134V Pos: standing >
Brinn says in common 'I won't buy that crap Mekonis.'
< 305h/305H 134v/134V Pos: standing >
Slay whom?
< 305h/305H 134v/134V Pos: standing >
Hint: The consider command will compare your level to that of the victims, nothing else. Lower level mobs can be nastier than they appear, and higher level mobs easier than you thought.
< 305h/305H 134v/134V Pos: standing >
< 305h/305H 134v/134V Pos: standing >
< 305h/305H 134v/134V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'
< 305h/305H 134v/134V Pos: standing >
< 305h/305H 134v/134V Pos: standing >
< 305h/305H 134v/134V Pos: standing >
< 305h/305H 134v/134V Pos: standing >
< 305h/305H 134v/134V Pos: standing >
Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.
< 305h/305H 134v/134V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason few of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues to an intersection both north
and south of here. To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A human merchant from another town stands here, perusing Tharnadia.
< 305h/305H 133v/134V Pos: standing >
A human merchant says in common 'excuse me, do you know where the bazaar is?'
< 305h/305H 133v/134V Pos: standing >
A street sweeper enters from the north.
< 305h/305H 133v/134V Pos: standing >
You attempt to hide yourself.
< 305h/305H 133v/134V Pos: standing >
A human merchant says in common 'excuse me, do you know where the bazaar is?'
< 305h/305H 133v/134V Pos: standing >
A street sweeper leaves north.
< 305h/305H 133v/134V Pos: standing >
A human merchant says in common 'Hmmm, Where can a man go to have a good time?'
< 305h/305H 133v/134V 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 street sweeper is cleaning here, singing songs of labor.
< 305h/305H 132v/134V Pos: standing >
You bounce around with excitement!
< 305h/305H 132v/134V Pos: standing >
Alas, you cannot go that way. . . .
< 305h/305H 132v/134V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
< 305h/305H 134v/134V Pos: standing >
A stray cat enters from the east.
< 305h/305H 134v/134V 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 young man in leather armor seems to be patrolling the area.
A stray tomcat is darting after rodents, here.
A street sweeper is cleaning here, singing songs of labor.
< 305h/305H 133v/134V 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 stray tomcat is darting after rodents, here.
A stray tomcat is darting after rodents, here.
< 305h/305H 132v/134V Pos: standing >
Alas, you cannot go that way. . . .
< 305h/305H 132v/134V 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 young man in leather armor seems to be patrolling the area.
< 305h/305H 132v/134V Pos: standing >
Alas, you cannot go that way. . . .
< 305h/305H 134v/134V 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 street sweeper is cleaning here, singing songs of labor.
< 305h/305H 133v/134V 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
< 305h/305H 132v/134V 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.
< 305h/305H 133v/134V 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
A large wooden counter is here, with a sign posted on it.
A small rabbit is here, hopping through the grass.
A greedy looking banker stands behind the counter, eyeing you curiously.
An old hound dog is sitting here by the counter.
< 305h/305H 132v/134V Pos: standing >
Now where did that chicken go?
< 305h/305H 134v/134V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your south.
A stray cat who is a brief walk away to your south.
The shady youth who is a brief walk away to your south.
A tharnadian thief-hunter who is a brief walk away to your south.
A militia guard who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
< 305h/305H 134v/134V Pos: standing >
You attempt to hide yourself.
< 305h/305H 134v/134V Pos: standing >
A huge bolt of lightning strikes far off to the southwest, rumbling as it hits.
< 305h/305H 134v/134V Pos: standing >
Hint: If you run across a witch doctor in your journeys, look at the products he offers. His spells last a few days or until you die.
< 305h/305H 134v/134V 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.
< 305h/305H 133v/134V Pos: standing >
Road Beneath the Gate 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 northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.
< 305h/305H 132v/134V 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 small round shield has been dropped here.
The corpse of an Orc is lying here.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.
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.
< 305h/305H 133v/134V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
A tharnadian thief-hunter who is close by to your north.
A militia guard who is not far off to your north.
A rabbit who is a brief walk away to your north.
Sarn, the banker who is a brief walk away to your north.
The old hound dog who is a brief walk away to your north.
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 controller who is close by to your east.
An elite guard who is close by to your east.
A human merchant who is a brief walk away to your west.
A deer who is rather far off to your west.
A militia guard who is rather far off to your west.
< 305h/305H 133v/134V 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
The guildhall of The Empire is here.
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.
< 305h/305H 132v/134V 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
A young man in leather armor seems to be patrolling outside the gates.
< 305h/305H 132v/134V 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
< 305h/305H 130v/134V 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
< 305h/305H 129v/134V Pos: standing >
Alas, you cannot go that way. . . .
< 305h/305H 131v/134V 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
A young man in leather armor seems to be patrolling outside the gates.
< 305h/305H 130v/134V 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
< 305h/305H 129v/134V 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 homeless peasant is here, looking lost and hungry.
< 305h/305H 129v/134V Pos: standing >
Alas, you cannot go that way. . . .
< 305h/305H 131v/134V 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
< 305h/305H 129v/134V Pos: standing >
You attempt to hide yourself.
< 305h/305H 133v/134V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'
< 305h/305H 134v/134V 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
You sense a lifeform nearby.
< 305h/305H 132v/134V 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
< 305h/305H 130v/134V Pos: standing >
Autosaving...
< 305h/305H 131v/134V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your east.
An elite highwayman who is not far off to your east.
A Town Guardian who is not far off to your east.
A Town Guardian who is not far off to your east.
< 305h/305H 134v/134V 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.
< 305h/305H 133v/134V Pos: standing >
MM^***..^
M^**^*.^^.
*******...
*MM**^**.
^@++M+++
*M+*^*.**
M^******..
MMMM^***^.M
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.
< 305h/305H 132v/134V Pos: standing >
An elite highwayman enters from the north.
< 305h/305H 132v/134V Pos: standing >
An elite highwayman leaves east.
< 305h/305H 133v/134V Pos: standing >
Hint: Want to see what's for sale? Try the 'list' command in a shop.
< 305h/305H 134v/134V Pos: standing >
You attempt to hide yourself.
You feel your skill in hide improving.
< 305h/305H 134v/134V Pos: standing >
You hear the sounds of movement in the distance.
< 305h/305H 134v/134V Pos: standing >
Skill
1h bludgeon 40
1h flaying 40
1h piercing 40
1h slashing 95
2h bludgeon 40
2h flaying 40
2h slashing 68
appraise 40
backstab 40
bandage 40
carve 40
climb 40
double attack 100
double headbutt (obtained at level 56)
dual wield 100
fishing 40
headbutt 45
hide 72
kick 90
mount 40
parry 80
reach weapons (obtained at level 30)
rescue 52
retreat 40
riposte 60
salvage 40
shield block 40
swim 40
switch opponents (obtained at level 51)
tackle 40
throat crush (obtained at level 51)
track 95
triple attack (obtained at level 53)
unarmed damage 61
Skill
1h bludgeon 40
1h flaying 40
1h piercing 40
1h slashing 95
2h bludgeon 40
2h flaying 40
2h slashing 68
appraise 40
backstab 40
bandage 40
carve 40
climb 40
double attack 100
double headbutt (obtained at level 56)
dual wield 100
fishing 40
headbutt 45
hide 72
kick 90
mount 40
parry 80
reach weapons (obtained at level 30)
rescue 52
retreat 40
riposte 60
salvage 40
shield block 40
swim 40
switch opponents (obtained at level 51)
tackle 40
throat crush (obtained at level 51)
track 95
triple attack (obtained at level 53)
unarmed damage 61
< 305h/305H 134v/134V Pos: standing >
You quickly scan the area.
A rakshasa warrior who is not far off to your east.
A half-elf guard who is not far off to your east.
A Drow Elf who is not far off to your east.
An elite guard who is close by to your west.
< 305h/305H 134v/134V Pos: standing >
< 305h/305H 134v/134V Pos: standing >
Headbutt whom?
< 305h/305H 134v/134V Pos: standing >
A Drow Elf points at you.
A Drow Elf fires a blast of molten spray at you, causing unbearable pain.
OUCH! That really did HURT!
A rakshasa warrior dances an amazing maneuver in battle, tripping you.
< 204h/305H 134v/134V Pos: on your ass >
< T: Mekonis TP: ass TC: few wounds E: a rakshasa warrior sta EP: excellent >
A rakshasa warrior parries your futile lunge at him.
< 204h/305H 134v/134V Pos: on your ass >
< T: Mekonis TP: ass TC: few wounds E: a rakshasa warrior sta EP: excellent >
A Town Guardian is waving a platinum coin around wanting to make a bet on the outcome.
< 204h/305H 134v/134V Pos: on your ass >
< T: Mekonis TP: ass TC: few wounds E: a rakshasa warrior sta EP: excellent >
A Drow Elf points at you.
A Drow Elf fires a blast of molten spray at you, causing unbearable pain.
OUCH! That really did HURT!
< 135h/305H 134v/134V Pos: on your ass >
< T: Mekonis TP: ass TC: nasty wounds E: a rakshasa warrior sta EP: excellent >
-=[A rakshasa warrior's mighty pierce seriously wounds you.]=-
OUCH! That really did HURT!
-=[A rakshasa warrior's powerful pierce enshrouds you in a mist of blood.]=-
OUCH! That really did HURT!
-=[A rakshasa warrior's mighty pierce causes you to grimace in pain.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[A rakshasa warrior's powerful pierce critically injures you.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 0h/305H 134v/134V Pos: on your ass >
< T: Mekonis TP: ass TC: awful E: a rakshasa warrior sta EP: excellent >
A Drow Elf points at you.
A Drow Elf sends a blast of molten spray into your face, and you slip away..
Your shining metallic gauntlets dyed yellow [poor] melted from the intense heat!
Your static gem charm from the Motte and Bailey of Duke Delwyn melted from the intense heat!