<worn around neck> a light blue scarf
<worn around neck> a light blue scarf
<worn on body> a shabby alligator skin jerkin
<worn about body> a hard leather cloak
<worn about waist> a thin leather belt
<worn on belt buckle>a quill
<held as shield> a little round wooden shield
<primary weapon> an amber-colored rod
<worn on feet> a pair of tight black slippers
The Tower of the Conjurer
This sizable spire appears to be the study of a very powerful conjurer, as
reagent bottles and spell components lie everywhere. Several shelves line the
walls, holding these components and a number of ancient-looking texts. At the
eastern end of the room sits a large desk made from solid fire, which seems to
pulse with the images of strange netherworld creatures. Behind the desk sits
a huge high-backed chair that looks extremely old and very comfortable. The
most fascinating feature about this study is the portal set into the western
wall. Shaped into a delicate oval, the portal appears to be a gate to another
location within the keep, as another mage's study can be seen on the other
side. Energy seems to radiate from the portal, which is obviously used as a
method of fast transit and communication. A granite stairway spirals downward
through the floor.
Obvious exits: -Down
A portal floats here, glowing with a miriad of vibrant colors.
(Q)Khira, the great tharnadian conjurer, stands here instructing her pupils.
< 20h/20H 112v/112V Pos: standing >
You are carrying: (28/10)
a little round wooden shield
[5] a small bandage
a quill
a spellbook
[2] a light blue scarf
an amber-colored rod
a shabby alligator skin jerkin
a pair of tight black slippers
a spellbook
a quill
a hard leather cloak
a thin leather belt
[2] a large wooden torch
a small leather bag
a small leather-bound book
a stout oaken cudgel
a steel warhammer
a two-handed sword
a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace
You are carrying: (28/10)
a little round wooden shield
[5] a small bandage
a quill
a spellbook
[2] a light blue scarf
an amber-colored rod
a shabby alligator skin jerkin
a pair of tight black slippers
a spellbook
a quill
a hard leather cloak
a thin leather belt
[2] a large wooden torch
a small leather bag
a small leather-bound book
a stout oaken cudgel
a steel warhammer
a two-handed sword
a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace
< 20h/20H 112v/112V Pos: standing >
You shrug into a shabby alligator skin jerkin.
You clasp a thin leather belt around your waist.
You place a pair of tight black slippers on your feet.
You strap a little round wooden shield to your arm.
You duck your head and place a light blue scarf around your neck.
You duck your head and place a light blue scarf around your neck.
You wear a hard leather cloak about your body.
You wield an amber-colored rod.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You attach a quill to your belt.
Your hands are full.
< 20h/20H 112v/112V Pos: standing >
You are carrying: (19/10)
[5] a small bandage
a quill
[2] a spellbook
[2] a large wooden torch
a small leather bag
a small leather-bound book
a stout oaken cudgel
a steel warhammer
a two-handed sword
a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace
< 20h/20H 112v/112V Pos: standing >
The Tower of the Conjurer
Obvious exits: -Down
A portal floats here, glowing with a miriad of vibrant colors.
(Q)Khira, the great tharnadian conjurer, stands here instructing her pupils.
< 20h/20H 112v/112V Pos: standing >
You put 17 items into a small leather bag.
< 20h/20H 112v/112V Pos: standing >
The Tower of the Conjurer
Obvious exits: -Down
A portal floats here, glowing with a miriad of vibrant colors.
(Q)Khira, the great tharnadian conjurer, stands here instructing her pupils.
< 20h/20H 112v/112V Pos: standing >
On a Spiral Staircase Up the Conjurer's Tower
A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area. A granite spiral stairwell rises up into the
tower of the conjurer, its sides hewn smooth and a grinning elemental head
carved in the top of each step. The bannister is made of ice so cold that
smoke perpetually rises off it, no matter the temperature of the room. The
stairwell continues its languid climb both up and down.
Obvious exits: -Up -Down
< 20h/20H 111v/112V Pos: standing >
The Tower of the Conjurer
This sizable spire appears to be the study of a very powerful conjurer, as
reagent bottles and spell components lie everywhere. Several shelves line the
walls, holding these components and a number of ancient-looking texts. At the
eastern end of the room sits a large desk made from solid fire, which seems to
pulse with the images of strange netherworld creatures. Behind the desk sits
a huge high-backed chair that looks extremely old and very comfortable. The
most fascinating feature about this study is the portal set into the western
wall. Shaped into a delicate oval, the portal appears to be a gate to another
location within the keep, as another mage's study can be seen on the other
side. Energy seems to radiate from the portal, which is obviously used as a
method of fast transit and communication. A granite stairway spirals downward
through the floor.
Obvious exits: -Down
A portal floats here, glowing with a miriad of vibrant colors.
(Q)Khira, the great tharnadian conjurer, stands here instructing her pupils.
< 20h/20H 110v/112V Pos: standing >
The Tower of the Sorcerer
Elevated nearly four hundred feet from the the mesa top, the several small
windows here offer a fantastic view of the city down to the east. Rows of
arcane magical texts in oaken bookshelves line every wall in this place of
high magic, obviously used by mages studying the art. There is a huge desk
near one wall, with a high backed chair behind it. Illuminated by the glow
of many small orbs, this room radiates magical energy, as if a gate into the
very skein of magic itself, lay somewhere close by. Against the east wall
stands another kind of portal, an ovular gate to place elsewhere in the keep.
It stands about seven feet high and resembles a mirror in many respects,
except for the fact that another mage's study can be seen on the other side.
Colors that span the entire spectrum dance all along the edges of the portal.
A lightning baustrade leads downwards from here into the lower levels of the
tower.
Obvious exits: -Down
A portal floats here, glowing with a miriad of vibrant colors.
Alanan, the great tharnadian sorcerer, stands here deep in thought.
< 20h/20H 110v/112V Pos: standing >
On a Spiral Staircase Up the Sorcerer's Tower
A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area. A bannister formed from harnessed lightning,
rising in a spiral off the ground and through the ceiling above, gives the
only hint that a staircase even exists here. Aside from the balustrade the
room looks empty, strange magics having turned the stairs to solid air. The
stairwell continues its languid climb both up and down.
Obvious exits: -Up -Down
< 20h/20H 111v/112V Pos: standing >
On a Spiral Staircase Up the Sorcerer's Tower
A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area. A bannister formed from harnessed lightning,
rising in a spiral off the ground and through the ceiling above, gives the
only hint that a staircase even exists here. Aside from the balustrade the
room looks empty, strange magics having turned the stairs to solid air. The
stairwell continues its languid climb both up and down.
Obvious exits: -Up -Down
< 20h/20H 110v/112V Pos: standing >
The Bottom of the Sorcerer's Tower Stairs
This room is devoid of any light source, the light from the windows in the
hallway not strong enough to penetrate this gloom. A bannister formed from
harnessed lightning, rising in a spiral off the ground and through the ceiling
above, gives the only hint that a staircase even exists here. Aside from the
balustrade the room looks empty, strange magics having turned the stairs to
solid air. The stairwell curves up through the ceiling, while the hallway
heads out to the west.
Obvious exits: -West -Up
A portal floats here, glowing with a miriad of vibrant colors.
< 20h/20H 109v/112V Pos: standing >
Inside a Twisted Twilight Tower of Illusion
This mysterious place is like none other in the world of foreboding mortals.
Images flicker into view, then fade again without leaving any trace of it ever
being there. Shadow demons, beasts spawned from the unlight, nocturnal fiends
that doth bring fright. Striking down creatures with their infernal diabolical
hatred. Sparkling light, dazzles, distorts reality, forming illusions, causing
sanity to fade. Beretorn darkness drifts into view, a strange funeral fog can
suddenly be seen rolling in. What is real no longer seems to be clear, scents
linger, yet what the smell is can not be explained. Without warning images of
dragons and devils twist into focus. They seem so real, while for some reason
there seems to be something missing. Music can be heard, the words are muffled
and impossible to understand. For some reason the sound is very relaxing, just
as suddenly the noise is gone. Cascading colors, shifting, swirling, into and
out of view. Another dream forms, screams, infernal deeds, planted vile seeds.
Futile struggle, victims slashed into woe, somber silence, all this caused by
violence. Blood flows out of where life no longer dwells, suffering souls, a
few forlorn fools. Might decides who is to rule, sight lies, everybody dies.
Mercyful Fate laughs as the weak are trampled over by the evil sinister strong.
Necromantia, mystical forces, so many things, eerie light descends, whats real?
Obvious exits: -Up
A mysterious glowing bookshelf rests upon the ground here.
A portal floats here, glowing with a miriad of vibrant colors.
Malrik, the master illusionist, stands here weaving his illusions.
Inside a Twisted Twilight Tower of Illusion
This mysterious place is like none other in the world of foreboding mortals.
Images flicker into view, then fade again without leaving any trace of it ever
being there. Shadow demons, beasts spawned from the unlight, nocturnal fiends
that doth bring fright. Striking down creatures with their infernal diabolical
hatred. Sparkling light, dazzles, distorts reality, forming illusions, causing
sanity to fade. Beretorn darkness drifts into view, a strange funeral fog can
suddenly be seen rolling in. What is real no longer seems to be clear, scents
linger, yet what the smell is can not be explained. Without warning images of
dragons and devils twist into focus. They seem so real, while for some reason
there seems to be something missing. Music can be heard, the words are muffled
and impossible to understand. For some reason the sound is very relaxing, just
as suddenly the noise is gone. Cascading colors, shifting, swirling, into and
out of view. Another dream forms, screams, infernal deeds, planted vile seeds.
Futile struggle, victims slashed into woe, somber silence, all this caused by
violence. Blood flows out of where life no longer dwells, suffering souls, a
few forlorn fools. Might decides who is to rule, sight lies, everybody dies.
Mercyful Fate laughs as the weak are trampled over by the evil sinister strong.
Necromantia, mystical forces, so many things, eerie light descends, whats real?
Obvious exits: -Up
< 20h/20H 111v/112V Pos: standing >
The Entrance to the Great Park of Caer Tannad
Obvious exits: -South -West
< 20h/20H 112v/112V Pos: standing >
A Path up the Shr'nn Mesa
Obvious exits: -North -South -West -Down
< 20h/20H 110v/112V Pos: standing >
A Path up the Shr'nn Mesa
Obvious exits: -Up -Down
< 20h/20H 108v/112V Pos: standing >
A Path up the Shr'nn Mesa
Obvious exits: -Up -Down
< 20h/20H 106v/112V Pos: standing >
A Path up the Shr'nn Mesa
Obvious exits: -Up -Down
You see the red shape of a medium living being here.
< 20h/20H 104v/112V Pos: standing >
The Bottom of a Steep Rise up the Shr'nn Mesa
Obvious exits: -East -Up
< 20h/20H 102v/112V Pos: standing >
A Landing on the Shr'nn Mesa
Obvious exits: -East -West
You see the red shape of a medium living being here.
You see the red shape of a small living being here.
< 20h/20H 99v/112V Pos: standing >
A Landing in the Path up the Shr'nn Mesa
Obvious exits: -West -Down
< 20h/20H 97v/112V Pos: standing >
A Steep Path up the Shr'nn Mesa
Obvious exits: -Up -Down
< 20h/20H 95v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 95v/112V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
Obvious exits: -East -Up
You see the red shape of a medium living being here.
< 20h/20H 93v/112V Pos: standing >
The Top of a rise in the Path up the Shr'nn Mesa
Obvious exits: -West -Down
< 20h/20H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 92v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 92v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 92v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 94v/112V Pos: standing >
Before a Rise in the Path up the Shr'nn Mesa
Obvious exits: -East -Up
< 20h/20H 92v/112V Pos: standing >
Outside the Western Arch
Obvious exits: -East -West
< 20h/20H 90v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 91v/112V Pos: standing >
An Arch Before the Keeps
A huge bloodstone arch leads through the city's defensive wall, joining a
path that leads up the steep mesa to the first of the twin keeps. The crimson
cobblestones of the Grand Tharnadian Way mix with the larger sienna-colored
stones of the western wall road, both to the north and south. No guard towers
rise above your head, as the only way to the mesa is through the city itself,
making the need for defense mute. The Grand Tharnadian Way heads back to the
east through the center of Tharnadia.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 20h/20H 89v/112V 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.'
Alas, you cannot go that way. . . .
< 20h/20H 90v/112V Pos: standing >
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling the walls.
< 20h/20H 90v/112V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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. The city's armory stands to
the north of here.
Obvious exits: -North# -East -West
A young man in leather armor seems to be patrolling the area.
A large wandering dog is here, growling at you.
< 20h/20H 89v/112V Pos: standing >
A militia guard enters from the east.
A Bend in the Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the
west, while to the east the road turns north. The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
Obvious exits: -North -West
A young man in leather armor seems to be patrolling the area.
< 20h/20H 89v/112V Pos: standing >
A Bend in the Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west. 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 north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the walls.
< 20h/20H 90v/112V Pos: standing >
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. A small building opens up to the
south.
Obvious exits: -North -East -South -West
A human merchant from another town stands here, perusing Tharnadia.
A large wandering dog is here, growling at you.
< 20h/20H 90v/112V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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 east of here, the
Great Fountain of Tharnadia sits in a large open area. The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
A young cleric is standing here, smiling at you warmly.
A commoner is standing here, minding his own business.
< 20h/20H 89v/112V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A swirling rift shifts and howls here.
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 large rat is scurrying about here.
A large wandering dog is here, growling at you.
A stray tomcat is darting after rodents, here.
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 swirling rift shifts and howls here.
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 large rat is scurrying about here.
A large wandering dog is here, growling at you.
A stray tomcat is darting after rodents, here.
< 20h/20H 88v/112V Pos: standing >
The Ogre's Foot Lounge
One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn. A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates. Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale. A small bar runs along the southern wall,
around which some warriors wait looking for work. At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
< 20h/20H 88v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 88v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 88v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 88v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 89v/112V Pos: standing >
You have now turned Paging mode off.
< 20h/20H 91v/112V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A swirling rift shifts and howls here.
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 large rat is scurrying about here.
A large wandering dog is here, growling at you.
A stray tomcat is darting after rodents, here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 20h/20H 91v/112V Pos: standing >
A stray dog leaves west.
< 20h/20H 91v/112V Pos: standing >
The Tharnadia-Keats Intersection
This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza. The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil. Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here. To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East -South -West
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the area.
< 20h/20H 91v/112V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason none of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
< 20h/20H 91v/112V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city. The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
< 20h/20H 90v/112V Pos: standing >
The Center of the Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. This part of the market is
the only place where you can walk without bumping into people. The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A human merchant from another town stands here, perusing Tharnadia.
< 20h/20H 89v/112V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
A militia guard is posted here, keeping watch over the bazaar.
A street sweeper is cleaning here, singing songs of labor.
< 20h/20H 88v/112V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east of here. There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city. Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
< 20h/20H 88v/112V Pos: standing >
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East -South -West
A steel long sword has been left here.
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 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.
< 20h/20H 87v/112V Pos: standing >
It's already open!
< 20h/20H 88v/112V Pos: standing >
Outside the Eastern City Gates
Obvious exits: -East -West
You see the red shape of a large living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
< 20h/20H 88v/112V Pos: standing >
Someone completes his spell...
Someone utters the words 'slashing darkness'
Someone utters a word of dark speech, and a shadowy hand coalesces near a red shape!
< 20h/20H 88v/112V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -East -South -West
You see the red shape of a large living being here.
< 20h/20H 87v/112V Pos: standing >
OUCH! That really did HURT!
You are knocked to the ground by a red shape's mighty bash!
A red shape dodges your futile attack.
< 17h/20H 87v/112V Pos: sitting >
< T: a red shape TP: sit TC: small wounds E: nightmare sta EP: excellent >
A red shape trots in from the west.
< 17h/20H 87v/112V Pos: sitting >
< T: a red shape TP: sit TC: small wounds E: nightmare sta EP: excellent >
You dodge a bash from a red shape, who loses its balance and falls.
A red shape suddenly attacks YOU!
A red shape's punch critically injures you.
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.
< -5h/20H 87v/112V Pos: sitting >