Kannard's Secret Shop of Intrigue
Formed by a light blue, glowing mist, this room seems to pulsate
in and out of existence. Various artifacts from reaches far beyond our own realm
slowly phase into view, providing a glimpse into other-worldy realms. A
cloaked, hooded figure hovers in the center of the room, beckoning you closer.
Obvious exits: -Up -Down
A huge black axe lies here.
A bloody mithril dwarven battle hammer has been left here.
A collar of black pearls lies here, gleaming dully in the light.
A sleek black cloak lays here.
A bloody black steel rapier has been left here.
A stone mortar lies here, discarded.
A long jeweled staff lays here.
A piece of fish jerky is laying here.
Some spiked arm plates are here.
a ring made of ogre parts lays here.
A pair of leggings, covered in spikes, lies here.
A pair of dwarven mithril boots lay here.
A long twisted horn lies here in the wreckage. (glowing)
A very well crafted limestone bracelet is on the ground here.
An umber hulk skull lies here.
A thick cloth jacket lies here in a crumpled heap.
A bronze bracelet lies here.
A well-made short sword with a bone handle lies here.
A waterskin lies here.
A smooth-headed mace has been flung aside here.
A grout trowel has been tossed aside.
An old earring is here collecting among the rubble.
A sparkling potion lies here.
An black and silver spellbook lies here.
An unwanted rose bud sits on the ground here.
A moldy loaf of bread is here slowly becoming a new form of life.
A small mace lies here.
A pile of coal sits here.
a wooden item information sign is here.
Kannard, the traveller of Realms hovers here.
< 1h/455H 170v/171V Pos: standing >
The 'Mighty Anvil'
As you enter this room, you are immediately overwhelmed with the smell
of melting metals, smoke, and sweat. Sparks fly throughout the room as
a towering human hefts a large blacksmithing mallet down upon
an anvil. Various weapons and armor rest upon shelves scattered throught the room.
A bright light fills this area.
Obvious exits: -South -West -Up
Puddles of fresh blood cover the ground.
Jodnan, the blacksmith stands here working his metals.
< 1h/455H 170v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 1h/455H 170v/171V 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
Fresh blood covers everything in the area.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A tharnadian thief-hunter watches over the town streets intently.
A human merchant from another town stands here, perusing Tharnadia.
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.
< 1h/455H 169v/171V 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
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.
< 1h/455H 168v/171V Pos: standing >
The door seems to be closed.
< 1h/455H 168v/171V 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
< 1h/455H 167v/171V 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 to an intersection north of
here, while a tight and murky alley leads off to the west. Keats street heads
off to the south.
Obvious exits: -North -South -West
< 1h/455H 166v/171V 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 north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.
< 1h/455H 166v/171V Pos: standing >
The Southern Keats Intersection
This enclosed intersection is where the southern 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 southern 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 western end of the southern gates.
Obvious exits: -North -East -South -Up
< 1h/455H 165v/171V 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. The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the area.
A commoner is standing here, minding his own business.
A street sweeper is cleaning here, singing songs of labor.
< 1h/455H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 1h/455H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 1h/455H 165v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 2h/455H 165v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 2h/455H 165v/171V Pos: standing >
The Southern Keats Intersection
This enclosed intersection is where the southern 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 southern 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 western end of the southern gates.
Obvious exits: -North -East -South -Up
Fresh blood splatters cover the area.
< 2h/455H 165v/171V Pos: standing >
Inside the Southern City Gates
Two huge ironbound gates guard the southern 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 Southern Wall 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 east and west.
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the area.
< 2h/455H 164v/171V Pos: standing >
Road Under the Southern 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 eastern defense tower of the
Tharnadian southern gates. To the north a large dwelling takes up most of the
street. The road continues east, while the city gates lie to the west.
Obvious exits: -North# -East -West -Up
Fresh blood splatters cover the area.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.
< 2h/455H 163v/171V Pos: standing >
A militia guard leaves west.
< 2h/455H 164v/171V Pos: standing >
Inside the Southern City Gates
Two huge ironbound gates guard the southern 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 Southern Wall 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 east and west.
Obvious exits: -East -South -West
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.
< 2h/455H 163v/171V Pos: standing >
Outside the Southern City Gates
Two huge ironbound gates mark the southern 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 west and east 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 south toward the plains beyond.
Obvious exits: -North -South
Fresh blood splatters cover the area.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A controller stands here, scanning the traffic for contraband.
< 2h/455H 163v/171V Pos: standing >
It is pitch black...
< 2h/455H 162v/171V Pos: standing >
It is pitch black...
< 2h/455H 160v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 2h/455H 160v/171V Pos: standing >
It is pitch black...
< 2h/455H 159v/171V Pos: standing >
It is pitch black...
< 2h/455H 157v/171V Pos: standing >
It is pitch black...
< 2h/455H 156v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 2h/455H 156v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 3h/455H 156v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 3h/455H 157v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 3h/455H 157v/171V Pos: standing >
You begin to focus your will...
< 3h/455H 158v/171V Pos: standing >
Casting: aura sight *
< 3h/455H 160v/171V Pos: standing >
Your mental manipulations become a reality...
Your vision sharpens considerably.
< 3h/455H 161v/171V Pos: standing >
You don't know that spell!
< 4h/455H 163v/171V Pos: standing >
It is pitch black...
< 4h/455H 165v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/455H 166v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/455H 166v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/455H 166v/171V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!
< 5h/455H 167v/171V Pos: standing >
No-one by that name here...
< 5h/455H 170v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 5h/455H 171v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 6h/455H 171v/171V Pos: standing >
It is pitch black...
< 6h/455H 169v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 6h/455H 169v/171V Pos: standing >
It is pitch black...
< 6h/455H 167v/171V Pos: standing >
^++
*@+*
M^***
It is pitch black...
< 6h/455H 166v/171V Pos: standing >
*++*
M^@**
MM^**
It is pitch black...
< 6h/455H 165v/171V Pos: standing >
M^***
MM@**
MMM*^
It is pitch black...
< 6h/455H 163v/171V Pos: standing >
< 7h/455H 168v/171V Pos: standing >
Autosaving...
< 145h/593H 168v/171V Pos: standing >
You begin to focus your will...
< 146h/593H 171v/171V Pos: standing >
Casting: vitality *
< 146h/593H 171v/171V Pos: standing >
Casting: vitality
< 146h/593H 171v/171V Pos: standing >
Your mental manipulations become a reality...
You feel vitalized.
< 146h/593H 171v/171V Pos: standing >
*++*
M^@**
MM^**
It is pitch black...
< 350h/797H 169v/171V Pos: standing >
^++
*@+*
M^***
It is pitch black...
< 351h/797H 168v/171V Pos: standing >
Outside the Southern City Gates
Two huge ironbound gates mark the southern 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 west and east 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 south toward the plains beyond.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A controller stands here, scanning the traffic for contraband.(Gold Aura)
< 351h/797H 167v/171V Pos: standing >
It is pitch black...
< 351h/797H 166v/171V Pos: standing >
It is pitch black...
< 351h/797H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 351h/797H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 351h/797H 165v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 351h/797H 165v/171V Pos: standing >
It is pitch black...
< 351h/797H 163v/171V Pos: standing >
It is pitch black...
< 351h/797H 161v/171V Pos: standing >
It is pitch black...
< 351h/797H 160v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 351h/797H 160v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 351h/797H 160v/171V Pos: standing >
It is pitch black...
< 351h/797H 158v/171V Pos: standing >
You begin to focus your will...
< 352h/797H 161v/171V Pos: standing >
Casting: continual light **
< 352h/797H 162v/171V Pos: standing >
Casting: continual light *
< 352h/797H 163v/171V Pos: standing >
Your mental manipulations become a reality...
The room lights up!
< 352h/797H 164v/171V Pos: standing >
The High-Arched Foyer before The Hall of Durian Addicts
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
[3] The corpse of a Beholder is lying here.
The lich of Bisil stands here. (minion) (Red Aura)
The lich of a tharnadian thief-hunter stands here. (minion) (Red Aura)
The lich of A tharnadian illusionist stands here. (minion) (Red Aura)
The lich of a tharnadian thief-hunter stands here. (minion) (Red Aura)
*A Avatar (large) Shadow Dracolich of The Empire stands in mid-air here.
*A Avatar (huge) Legionary of The Empire stands in mid-air here.(Red Aura)
An impenetrable globe of darkness floats near an Avatar's head.
*A Kobold (small) Magister Militum of The Empire stands, floating here.(Red Aura)
An impenetrable globe of darkness floats near a Kobold's head.
A Kobold sneaks south.
An Avatar sneaks south.
The lich of a tharnadian thief-hunter leaves south.
The lich of A tharnadian illusionist leaves south.
The lich of a tharnadian thief-hunter leaves south.
The lich of Bisil leaves south.
< 352h/797H 165v/171V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -West -Up
[2] The corpse of a Beholder is lying here.
The corpse of an Avatar is lying here.
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
< 352h/797H 165v/171V Pos: standing >
A Kobold sneaks west.
< 353h/797H 168v/171V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
This corpse will remain fresh for a further 99 hours.
The corpse of Lim is made of flesh and appears to be of average quality.
The corpse of Lim has an item value of 1.
It appears to be the corpse of Lim.
a small pile of coins
< 353h/797H 168v/171V Pos: standing >
A Kobold suddenly attacks YOU!
A Kobold snaps into visibility.
-=[A Kobold's decent slash wounds you.]=-
< 348h/797H 169v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
'Mayhem', chaotic sword of the night glows brightly for a moment.
Your central eye glows brightly as it negates a Kobold's spell!
Sorry, you aren't allowed to do that in combat.
< 348h/797H 170v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
An Antechamber buzzing with Energy
Obvious exits: -East -South -West -Up
[2] The corpse of a Beholder is lying here.
The corpse of an Avatar is lying here.
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
A Kobold (small) Magister Militum of The Empire stands, floating here, fighting YOU!(Red Aura)
An impenetrable globe of darkness floats near a Kobold's head.
< 348h/797H 170v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
You attempt to flee...
Inside the Looking Glass
Obvious exits: -Down
A magical looking glass sits upon a pedestal in the center of this room. (glowing)
You flee upward!
< 348h/797H 145v/171V Pos: standing >
A Kobold floats in from below.
An Avatar snaps into visibility.
An Avatar topples over himself as he tries to bash you.
< 348h/797H 147v/171V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -West -Up
[2] The corpse of a Beholder is lying here.
The corpse of an Avatar is lying here.
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
< 348h/797H 146v/171V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
This corpse will remain fresh for a further 72 hours.
The corpse of Znarc is made of flesh and appears to be of average quality.
The corpse of Znarc has an item value of 1.
It appears to be the corpse of Znarc.
Nothing.
< 348h/797H 147v/171V Pos: standing >
A Kobold floats in from above.
< 348h/797H 148v/171V Pos: standing >
A Kobold suddenly attacks YOU!
-=[A Kobold's fine slash strikes you.]=-
< 337h/797H 148v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
'Mayhem', chaotic sword of the night glows brightly for a moment.
A dark cloud shoots forth toward you!
Your central eye glows brightly as it negates a Kobold's spell!
< 337h/797H 148v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
A Kobold's the globe of shadows pulses as an inky black darkness flows from it!
< 337h/797H 148v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
You miss a Kobold.
An Antechamber buzzing with Energy
Obvious exits: -East -South -West -Up
[2] The corpse of a Beholder is lying here.
The corpse of an Avatar is lying here.
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
*A Avatar (large) Shadow Dracolich of The Empire stands in mid-air here.
A Kobold (small) Magister Militum of The Empire stands, floating here, fighting YOU!(Red Aura)
An impenetrable globe of darkness floats near a Kobold's head.
< 337h/797H 148v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
A Kobold snaps into visibility.
-=[A Kobold's fine slash wounds you.]=-
A Kobold misses you.
< 330h/797H 148v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
You attempt to flee...
The High-Arched Foyer before The Hall of Durian Addicts
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
[3] The corpse of a Beholder is lying here.
There are residual brain waves in the area.
You flee southward!
< 330h/797H 118v/171V Pos: standing >
A Kobold sneaks in from the north.
< 330h/797H 118v/171V Pos: standing >
An Avatar sneaks south.
< 330h/797H 119v/171V Pos: standing >
A Kobold suddenly attacks YOU!
A Kobold snaps into visibility.
-=[A Kobold's slash wounds you.]=-
< 325h/797H 119v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 325h/797H 119v/171V Pos: standing >
< T: Lim TP: sta TC: nasty wounds E: A Kobold sta EP: few scratches >
You attempt to flee...
An Antechamber buzzing with Energy
Obvious exits: -East -South -West -Up
[2] The corpse of a Beholder is lying here.
The corpse of an Avatar is lying here.
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
You flee northward!
An Avatar floats in from above.
< 325h/797H 89v/171V Pos: standing >
An Avatar snaps into visibility.
You are knocked to the ground by an Avatar's mighty bash!
< 297h/797H 89v/171V Pos: sitting >
< T: Lim TP: sit TC: nasty wounds E: An Avatar sta EP: excellent >
An Avatar parries your futile lunge at him.
An Avatar snaps into visibility.
< 297h/797H 89v/171V Pos: sitting >
< T: Lim TP: sit TC: nasty wounds E: An Avatar sta EP: excellent >
An Avatar snaps into visibility.
-=[An Avatar's powerful slash strikes you very hard.]=-
-=[An Avatar's impressive slash strikes you very hard.]=-
-=[An Avatar's powerful slash seriously wounds you.]=-
-=[An Avatar's slash 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!
-=[An Avatar's slash 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!
< 33h/797H 89v/171V Pos: sitting >
< T: Lim TP: sit TC: awful E: An Avatar sta EP: excellent >
A Kobold suddenly attacks YOU!
A Kobold snaps into visibility.
-=[A Kobold's impressive slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
< 19h/797H 89v/171V Pos: sitting >
< T: Lim TP: sit TC: awful E: An Avatar sta EP: excellent >
You miss an Avatar.
An Avatar snaps into visibility.
< 19h/797H 89v/171V Pos: sitting >
< T: Lim TP: sit TC: awful E: An Avatar sta EP: excellent >
An Avatar snaps into visibility.
Your vision spins into darkness as your head falls towards the ground.