<worn on head> a tarnished dragonscale cap from The Underworld
<worn on eyes> a sand visor
<worn in ear> an anti-matter earring
<worn in ear> an anti-matter earring
<worn on face> a blood-stained crystal mask
<worn on body> a masterly-crafted dragonscale robe
<worn about body> an old blue pullover
<worn on back> a large leather backpack
<worn about waist> a thin length of twisted cord
<worn on belt buckle>a midnight blue tome with silver bindings (glowing)
<attached to belt> an eagle feather quill
<worn on hands> some ancient Tukluk spellshield gloves
<worn on finger> a small diamond encrusted ring
<worn on finger> a small diamond encrusted ring
<held in both hands> a gnarled staff of pure jodani wood (glowing)
<worn on feet> boots of brain golem skin
< 148h/148H 108v/141V 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 tharnadian thief-hunter watches over the town streets intently.
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.
< 148h/148H 108v/141V Pos: standing >
You are still a very long way from your next level.
< 148h/148H 115v/141V Pos: standing >
Skill
1h bludgeon 30
1h piercing 30
2h bludgeon 31
bandage 30
carve 30
climb 30
concentration 30
fishing 30
kick 30
meditate 30
mount 31
quick chant 31
retreat 30
salvage 30
scribe 34
sorcerous spell knowledge 30
swim 30
< 148h/148H 118v/141V Pos: standing >
A tharnadian thief-hunter enters from the south.
< 148h/148H 120v/141V Pos: standing >
Your innate abilities: ('*' marked innates are always active)
*infravision
*ultravision
< 148h/148H 121v/141V Pos: standing >
< 148h/148H 123v/141V Pos: standing >
A tharnadian thief-hunter starts casting a spell.
< 148h/148H 125v/141V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the words 'aqqzrzfahze pzaruio'
< 148h/148H 127v/141V Pos: standing >
A tharnadian thief-hunter starts casting a spell.
< 148h/148H 132v/141V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'abrazak'
< 148h/148H 134v/141V Pos: standing >
< 148h/148H 137v/141V Pos: standing >
< 148h/148H 141v/141V Pos: standing >
< 148h/148H 141v/141V Pos: standing >
< 148h/148H 141v/141V Pos: standing >
A tharnadian thief-hunter leaves south.
< 148h/148H 141v/141V Pos: standing >
< 148h/148H 141v/141V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -North -East -South -West
A tharnadian thief-hunter watches over the town streets intently.
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.
< 148h/148H 141v/141V Pos: standing >
< 148h/148H 141v/141V Pos: standing >
A tharnadian thief-hunter starts casting a spell.
< 148h/148H 141v/141V 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
< 148h/148H 141v/141V 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.
< 148h/148H 141v/141V 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
< 148h/148H 141v/141V 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 street sweeper is cleaning here, singing songs of labor.
< 148h/148H 141v/141V 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. The bazaar continues to the
south and east.
Obvious exits: -East -South
A wooden stall stands here, goods displayed upon its counter.
A young woman is passing by here, shopping the bazaar.
Tall and mysterious, this cloaked merchant stands behind her stall. (casting)
< 148h/148H 141v/141V 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 street sweeper is cleaning here, singing songs of labor.
< 148h/148H 141v/141V 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
< 148h/148H 141v/141V Pos: standing >
Alas, you cannot go that way. . . .
< 148h/148H 141v/141V 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 shady looking mercenary stands here, eyeing you with open contempt.(Red Aura)
A woman is standing here, shopping about the town.
< 148h/148H 141v/141V Pos: standing >
A human merchant enters from the north.
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 large rat is scurrying about 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.
< 148h/148H 141v/141V Pos: standing >
A tharnadian thief-hunter leaves west.
< 148h/148H 141v/141V Pos: standing >
The town crier says in common 'Be warned!'
The town crier says in common 'Not much is known about the drow race.'
The town crier says in common 'They seem to know almost everything about us.'
< 148h/148H 141v/141V Pos: standing >
Autosaving...
< 148h/148H 141v/141V Pos: standing >
Skill
1h bludgeon 30
1h piercing 30
2h bludgeon 31
bandage 30
carve 30
climb 30
concentration 30
fishing 30
kick 30
meditate 30
mount 31
quick chant 31
retreat 30
salvage 30
scribe 34
sorcerous spell knowledge 30
swim 30
< 148h/148H 141v/141V Pos: standing >
< 148h/148H 141v/141V Pos: standing >
A large rat leaves east.
< 148h/148H 141v/141V Pos: standing >
The town crier says softly, 'If you want to see beautiful sights go west to the docks and head to moonshae.'
The town crier smiles gaily, doing a pirouette.
< 148h/148H 141v/141V Pos: standing >
A stray dog enters from the east.
< 148h/148H 141v/141V Pos: standing >
A militia guard leaves west.
< 148h/148H 141v/141V 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 large rat is scurrying about here.
A woman is standing here, shopping about the town.
A human merchant from another town stands here, perusing Tharnadia.
A shady looking mercenary stands here, eyeing you with open contempt.(Red Aura)
< 148h/148H 141v/141V 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
< 148h/148H 141v/141V 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
< 148h/148H 141v/141V 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.
< 148h/148H 141v/141V 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.
< 148h/148H 141v/141V 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
< 148h/148H 141v/141V 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 cleric is standing here, smiling at you warmly.
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.
< 148h/148H 141v/141V 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 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 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.
< 148h/148H 141v/141V 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 cleric is standing here, smiling at you warmly.
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.
< 148h/148H 141v/141V 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
< 148h/148H 141v/141V 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 tough looking mercenary is standing here, strutting proudly.
< 148h/148H 141v/141V Pos: standing >
The door seems to be closed.
< 148h/148H 141v/141V Pos: standing >
The door seems to be closed.
< 148h/148H 141v/141V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'
< 148h/148H 141v/141V Pos: standing >
Ok.
< 148h/148H 141v/141V 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 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.
An amber-colored metallic rod lies here.
[5] A small bandage rests upon the ground here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A stout cudgel carved from oak wood lies here.
[4] A large wooden torch has been discarded here.
[2] A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[2] A two-handed sword, nearly six feet in length, lies here.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.
< 148h/148H 141v/141V Pos: standing >
If you really want your mount in your locker, you'll have to kill it first.
< 148h/148H 141v/141V Pos: standing >
You dismount a deer.
< 148h/148H 141v/141V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Mimsy
An evil aura fills the area.
An unnatural silence fills this area.
Obvious exits: -North#
An ornate chest bearing items that are unsorted.
The escort says 'You have 0 items, this cost you 1 copper'
< 148h/148H 141v/141V Pos: standing >
Ok.
< 148h/148H 141v/141V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
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 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.
An amber-colored metallic rod lies here.
[5] A small bandage rests upon the ground here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A stout cudgel carved from oak wood lies here.
[4] A large wooden torch has been discarded here.
[2] A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[2] A two-handed sword, nearly six feet in length, lies here.
A large wooden counter is here, with a sign posted on it.
A deer stands here, grazing on some grass.
A greedy looking banker stands behind the counter, eyeing you curiously.
< 148h/148H 140v/141V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Xax
An evil aura fills the area.
An unnatural silence fills this area.
Obvious exits: -North#
An ornate chest bearing items that are unsorted.
The escort says 'You have 60 items, this cost you 1 gold, 8 silver, and 1 copper'
WARNING: This isn't your own locker. Therefore, you'll be ejected if
you are idle for more then 2 minutes.
< 148h/148H 140v/141V Pos: standing >
A small gremlin appears out of no where, quickly arranging your belongings before disappearing into thin air.
< 148h/148H 141v/141V Pos: standing >
A large wooden chest contains:
a diabolical copper shield from Darkfall Forest
the shield of demons
< 148h/148H 141v/141V Pos: standing >
You get a diabolical copper shield from Darkfall Forest from a large wooden chest.
< 148h/148H 141v/141V Pos: standing >
a large wooden chest
This chest contains your items worn as a shield.This item is from the zone: Heaven.
'a diabolical copper shield from Darkfall Forest'
Weight 10, Item type: SHIELD
Item will give you following abilities: PROT_UNDEAD
Item is: NOREPAIR FLOAT
This item will also affect your DEX_MAX positively.
A diabolical copper shield from Darkfall Forest has an item value of 61.
A diabolical copper shield from Darkfall Forest is made of copper and appears to be of average quality.
A diabolical copper shield from Darkfall Forest has an item value of 61.
< 148h/148H 141v/141V Pos: standing >
You drop a diabolical copper shield from Darkfall Forest.
< 148h/148H 141v/141V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...
< 148h/148H 141v/141V Pos: standing >
Ok.
< 148h/148H 141v/141V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
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 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.
An amber-colored metallic rod lies here.
[5] A small bandage rests upon the ground here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A stout cudgel carved from oak wood lies here.
[4] A large wooden torch has been discarded here.
[2] A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[2] A two-handed sword, nearly six feet in length, lies here.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.
< 148h/148H 140v/141V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Artan
An evil aura fills the area.
An unnatural silence fills this area.
Obvious exits: -North#
An ornate chest bearing items that are unsorted.
The escort says 'You have 257 items, this cost you 7 gold, 7 silver, and 2 copper'
WARNING: This isn't your own locker. Therefore, you'll be ejected if
you are idle for more then 2 minutes.
< 148h/148H 140v/141V Pos: standing >
< 148h/148H 140v/141V Pos: standing >
A small gremlin appears out of no where, quickly arranging your belongings before disappearing into thin air.
< 148h/148H 140v/141V Pos: standing >
A large wooden chest contains:
a tower shield caked with blood
a tigerskin shield [poor]
a tower shield emblazoned with an elven skull
[2] a crystalline tower shield (glowing)
a twisted platinum heater shield
a skin-wrapped crystal buckler from The Twin Towers
< 148h/148H 140v/141V Pos: standing >
You get a skin-wrapped crystal buckler from the Twin Towers from a large wooden chest.
< 148h/148H 140v/141V Pos: standing >
This item is from the zone: Heaven.
'a skin-wrapped crystal buckler from The Twin Towers'
Weight 0, Item type: SHIELD
Item will give you following abilities: DET_EVIL
Item is: NOREPAIR FLOAT
This item will also affect your HITPOINTS positively.
A skin-wrapped crystal buckler from the Twin Towers has an item value of 82.
A skin-wrapped crystal buckler from the Twin Towers is made of crystal and appears to be of average quality.
A skin-wrapped crystal buckler from the Twin Towers has an item value of 82.
< 148h/148H 141v/141V Pos: standing >
Your hands are full.
< 148h/148H 141v/141V Pos: standing >
You are using:
<worn on head> a tarnished dragonscale cap from The Underworld
<worn on eyes> a sand visor
<worn in ear> an anti-matter earring
<worn in ear> an anti-matter earring
<worn on face> a blood-stained crystal mask
<worn on body> a masterly-crafted dragonscale robe
<worn about body> an old blue pullover
<worn on back> a large leather backpack
<worn about waist> a thin length of twisted cord
<worn on belt buckle>a midnight blue tome with silver bindings (glowing)
<attached to belt> an eagle feather quill
<worn on hands> some ancient Tukluk spellshield gloves
<worn on finger> a small diamond encrusted ring
<worn on finger> a small diamond encrusted ring
<held in both hands> a gnarled staff of pure jodani wood (glowing)
<worn on feet> boots of brain golem skin
< 148h/148H 141v/141V Pos: standing >
You get a pale white staff etched with a cresent moon from a large wooden chest.
< 148h/148H 141v/141V Pos: standing >
You get the staff of the storm from a large wooden chest.
< 148h/148H 141v/141V Pos: standing >
You get the staff of the storm from a large wooden chest.
< 148h/148H 141v/141V Pos: standing >
You get a staff of woodland vigor from a large wooden chest.
< 148h/148H 141v/141V Pos: standing >
You stop using a gnarled staff of pure jodani wood.
< 148h/148H 111v/111V Pos: standing >
You can't use a staff of woodland vigor.
< 148h/148H 111v/111V Pos: standing >
< 148h/148H 111v/111V Pos: standing >
You hold a gnarled staff of pure jodani wood.
< 148h/148H 111v/111V Pos: standing >
You are carrying: (5/11)
a staff of woodland vigor
[2] the staff of the storm (glowing)
a pale white staff etched with a cresent moon (humming)
a skin-wrapped crystal buckler from The Twin Towers
< 148h/148H 141v/141V Pos: standing >
You drop a staff of woodland vigor.
You drop the staff of the storm.
You drop the staff of the storm.
You drop a pale white staff etched with a cresent moon.
You drop a skin-wrapped crystal buckler from The Twin Towers.
< 148h/148H 141v/141V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...
< 148h/148H 141v/141V Pos: standing >
Ok.
< 148h/148H 141v/141V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
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 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.
An amber-colored metallic rod lies here.
[5] A small bandage rests upon the ground here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A stout cudgel carved from oak wood lies here.
[4] A large wooden torch has been discarded here.
[2] A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[2] A two-handed sword, nearly six feet in length, lies here.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.
< 148h/148H 140v/141V 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
< 148h/148H 139v/141V 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 tough looking mercenary is standing here, strutting proudly.
< 148h/148H 138v/141V 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 tharnadian thief-hunter watches over the town streets intently.
A young cleric is standing here, smiling at you warmly.
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.
< 148h/148H 138v/141V Pos: standing >
A young cleric starts casting a spell.
< 148h/148H 138v/141V 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 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 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.
< 148h/148H 138v/141V 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
< 148h/148H 136v/141V 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.
< 148h/148H 136v/141V 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
< 148h/148H 134v/141V Pos: standing >
Alas, you cannot go that way. . . .
< 148h/148H 135v/141V Pos: standing >
Alas, you cannot go that way. . . .
< 148h/148H 135v/141V 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.
An odd little man, with a shaved head and an orange robe, hums something.
A human soldier from the nearby city of Tharnadia protects the area.
< 148h/148H 134v/141V 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 homeless peasant is here, looking lost and hungry.
< 148h/148H 132v/141V 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
< 148h/148H 130v/141V Pos: standing >
Alas, you cannot go that way. . . .
< 148h/148H 130v/141V 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
A young man in leather armor seems to be patrolling outside the gates.
< 148h/148H 130v/141V 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
< 148h/148H 128v/141V 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
< 148h/148H 126v/141V 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.
< 148h/148H 126v/141V Pos: standing >
MM^***..^
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.
< 148h/148H 125v/141V Pos: standing >
M^***..^M
M^**^*.^^.M
*******....
*M+**^**.M
^M@++++++
*++*^*.***
M^******...
MMM^***^..^
MMM*^*..^
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 148h/148H 125v/141V Pos: standing >
< 148h/148H 126v/141V Pos: standing >
A barbarian tribesman snaps into visibility.
Out of nowhere, a barbarian tribesman stabs you in the back.
OUCH! That really did HURT!
With a swift tug a barbarian tribesman wrenches the weapon free, ramming it into you again.
Out of nowhere, a barbarian tribesman stabs you in the back.
YIKES! Another hit like that, and you've had it!!
Out of nowhere, a barbarian tribesman stabs you in the back, RIP...