<worn on eyes> the eyes of the High Forest (glowing)
A Kobold (small) (HardCore) ThE FuRY *-* Bloodlust *-* sits in mid-air here, fighting YOU!(Red Aura)
An impenetrable globe of darkness floats near a Kobold's head.
The doctor on duty reads a current medical journal.(Gold Aura)
< 713h/713H 173v/173V Pos: on your ass >
You scramble madly to your feet!
< 713h/713H 173v/173V 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 large wandering dog is here, growling at you.
< 713h/713H 172v/173V Pos: standing >
A stray dog leaves south.
< 713h/713H 172v/173V Pos: standing >
A Bend in a Quiet Alleyway
From the alley's appearance, this is probably a more wealthy district of
Tharnadia. It runs through a crowded section of the north city here, with
buildings towering on either side, making it a bit more shadow filled than a
main avenue. Its small ten foot width is paved with circular cobblestones,
and is actually kept quite clean. The alley leads off to the west and to the
south. A noble's home stands to the east.
Obvious exits: -East -South -West
< 713h/713H 171v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 171v/173V 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
< 713h/713H 172v/173V Pos: standing >
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 large wandering dog is here, growling at you.
< 713h/713H 171v/173V 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
< 713h/713H 170v/173V 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.
A young man in leather armor seems to be patrolling the area.
< 713h/713H 169v/173V 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 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.
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.
< 713h/713H 169v/173V Pos: standing >
Outside the Western Arch
A huge bloodstone arch leads through the city's defensive wall, joining the
the crimson cobbles of the Grand Tharnadian Way. No guard towers rise above
your head, as the only ways to this entrance lie through the twin keeps or the
heavily defended city gates. A dirt footpath winds its way up the Shr'nn Mesa
toward Caer Tannad, the first of the twin keeps. The path leaves west.
Obvious exits: -East -West
< 713h/713H 168v/173V Pos: standing >
Before a Rise in the Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. The path continues up and east.
Obvious exits: -East -Up
< 713h/713H 167v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 167v/173V Pos: standing >
The Top of a rise in the Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. The path continues west and down.
Obvious exits: -West -Down
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
< 713h/713H 166v/173V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues east to the top
of a small drop.
Obvious exits: -East -Up
< 713h/713H 165v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 166v/173V Pos: standing >
A Steep Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
< 713h/713H 165v/173V Pos: standing >
A Landing in the Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia. The path continues west and down
from here.
Obvious exits: -West -Down
< 713h/713H 163v/173V Pos: standing >
A Landing on the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. The path continues to the east and to the west.
Obvious exits: -East -West
A diminutive old man sits here, scribbling on some vellum.
< 713h/713H 162v/173V Pos: standing >
The Bottom of a Steep Rise up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues east and up
from here.
Obvious exits: -East -Up
A squirrel is wandering around here.(Gold Aura)
< 713h/713H 160v/173V Pos: standing >
A Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
A grounds keeper is cleaning here, singing songs to Mielikki.(Gold Aura)
< 713h/713H 159v/173V Pos: standing >
A Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues up and down from
here.
Obvious exits: -Up -Down
< 713h/713H 158v/173V Pos: standing >
A Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
< 713h/713H 157v/173V Pos: standing >
A Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia. The path continues west and down
from here.
Obvious exits: -North -South -West -Down
< 713h/713H 155v/173V Pos: standing >
Outside the Gates of Caer Tannad
The prison keep, that is Caer Tannad, juts from the earth like a great
mountain before you. Its gates stand nearly two hundred feet tall and are
made out of solid admantite. Parapets encircle the keep's walls, large
scorpion ballista weapons poised ready to be used in defense of the
stronghold. To the north and south a stone wall angles upward to the full
height of the doors, ensuring that any who approach cannot quickly dash to the
side if hot oils are dropped from above. All in all, this fortress is looks
extremely formidable and well protected.
Obvious exits: -East -West
A war-hardened warrior is scanning the landscape for trouble.(Gold Aura)
A war-hardened warrior is scanning the landscape for trouble.(Gold Aura)
< 713h/713H 154v/173V Pos: standing >
Inside the Gates of Caer Tannad
Two huge admantite gates guard the entrance to Caer Tannad here, standing
nearly two-hundred feet tall. A system of chains and pulleys are employed in
raising and lowering the great wooden timber which braces the door, keeping it
securely locked. A winch stands at either side of the doors, each one used to
swing a gargantuan door open or closed. A dismal hallway leads away north and
south, while the gateway exits out onto the mesa's top and the areas beyond.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the area.
< 713h/713H 152v/173V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues north to a turn, while to the south the gates of Caer Tannad lock
out the world.
Obvious exits: -North -South
< 713h/713H 152v/173V Pos: standing >
A Bend in the Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin. No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place. The
hallway is devoid of light, lending this prison keep a tomblike feel. Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle. From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife. The hallway continues north
and west.
Obvious exits: -South -West
< 713h/713H 151v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 152v/173V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues east to a turn, while to the west it heads toward the cellblock
entrance.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling the area.
< 713h/713H 151v/173V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin. No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place. The
hallway is devoid of light, lending this prison keep a tomblike feel. Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle. From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife. The hallway continues east
and west.
Obvious exits: -East -West
< 713h/713H 151v/173V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues west to a turn, and east into the darkness. To the south the
dungeon entrance looms up ominously.
Obvious exits: -East -South# -West
A young man in leather armor seems to be patrolling the area.
< 713h/713H 151v/173V Pos: standing >
Ok.
< 713h/713H 155v/173V Pos: standing >
Entrance to the Dreaded Tannadian Dungeon
These walls are about ten feet high, and capped with two hundred feet of
stone to deaden the sound of the prisoner's wails. As part of the torture
there is absolutely no light, keeping the prisoners unsure of how long
they have actually been down here. Iron shackles hang from the walls,
vestiges of a much harsher time in the Tharnadian province. The same mold
that covers the halls outside, has also taken root on these granite
enclosures. The hairs on the back of you're neck stand on end, and you get
the spooky sensation that you are being observed. The air here smells of
blood, another confirmation of this place's dreaded design. The dungeon
continues to the east, while to the north the door opens into the hallway
beyond.
Obvious exits: -North -East
< 713h/713H 154v/173V Pos: standing >
Ok.
< 713h/713H 156v/173V Pos: standing >
A red shape enters from the east.
< 713h/713H 160v/173V Pos: standing >
Eoen shouts in elven 'super fun camping right? ;) '
< 713h/713H 160v/173V Pos: standing >
A Bend in the Dreaded Tannadian Dungeon
Iron shackles hang from the walls, vestiges of a much harsher time in the
Tharnadian province. As part of the torture there is absolutely no light,
keeping the prisoners unsure of how long they have actually been down here.
These walls are about ten feet high, and capped with two hundred feet of stone
to deaden the sound of the prisoner's wails. Hairs on the nape of you're neck
rise, as you get the eerie sensation that you are being watched. The acrid
stench of blood permeates the air here, a subtle confirmation of this place's
evil purpose. The same mold that covers the halls outside, has also taken root
on these granite enclosures. The dungeon continues to the west and south. A
wooden door opens up to the east.
Obvious exits: -East # -South -West
< 713h/713H 160v/173V Pos: standing >
Inside the Dreaded Tannadian Dungeon
These walls are about ten feet high, and capped with two hundred feet of
stone to deaden the sound of the prisoner's wails. As part of the torture
there is absolutely no light, keeping the prisoners unsure of how long
they have actually been down here. Iron shackles hang from the walls,
vestiges of a much harsher time in the Tharnadian province. The same mold
that covers the halls outside, has also taken root on these granite
enclosures. The hairs on the back of you're neck stand on end, and you get
the spooky sensation that you are being observed. The air here smells of
blood, another confirmation of this place's dreaded design. The dungeon
continues to the north and south, while iron bars guard the cells on either
side of the hallway.
Obvious exits: -North -East # -South -West #
A jailor is posted here, keeping a watch over the dungeons.(Gold Aura)
< 713h/713H 159v/173V Pos: standing >
A Dead End in the Dreaded Tannadian Dungeon
Iron shackles hang from the walls, vestiges of a much harsher time in the
Tharnadian province. As part of the torture there is absolutely no light,
keeping the prisoners unsure of how long they have actually been down here.
These walls are about ten feet high, and capped with two hundred feet of stone
to deaden the sound of the prisoner's wails. Hairs on the nape of you're neck
rise, as you get the eerie sensation that you are being watched. The acrid
stench of blood permeates the air here, a subtle confirmation of this place's
evil purpose. The same mold that covers the halls outside, has also taken root
on these granite enclosures. The dungeon continues to the north. Steel bars
guard the cells to either side of the hallway.
Obvious exits: -North -East # -West #
[5] A small bandage rests upon the ground here.
A large two-handed sword has been left here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A jailor is posted here, keeping a watch over the dungeons.(Gold Aura)
< 713h/713H 163v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 166v/173V Pos: standing >
A Dead End in the Dreaded Tannadian Dungeon
Obvious exits: -North -East # -West #
[5] A small bandage rests upon the ground here.
A large two-handed sword has been left here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A jailor is posted here, keeping a watch over the dungeons.(Gold Aura)
< 713h/713H 166v/173V Pos: standing >
Pardon?
< 713h/713H 170v/173V Pos: standing >
< 713h/713H 172v/173V Pos: standing >
Alarm bells sound, signalling an invasion!
< 713h/713H 173v/173V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 713h/713H 173v/173V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 713h/713H 173v/173V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 713h/713H 173v/173V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 713h/713H 173v/173V Pos: standing >
Hint: Save money and buy a boat! There's a whole world out there waiting for you! Use help ship to learn how.
< 713h/713H 173v/173V Pos: standing >
A Dead End in the Dreaded Tannadian Dungeon
Obvious exits: -North -East # -West #
[5] A small bandage rests upon the ground here.
A large two-handed sword has been left here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A jailor is posted here, keeping a watch over the dungeons.(Gold Aura)
< 713h/713H 173v/173V Pos: standing >
You petition 'wielding mayhem versus revenant and I died'
The petition channel is not for general conversation. Use the idea, typo, or bug commands.
< 713h/713H 173v/173V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 713h/713H 173v/173V Pos: standing >
You petition 'couldnt flee'
The petition channel is not for general conversation. Use the idea, typo, or bug commands.
< 713h/713H 173v/173V Pos: standing >
< 713h/713H 173v/173V Pos: standing >
Inside the Dreaded Tannadian Dungeon
These walls are about ten feet high, and capped with two hundred feet of
stone to deaden the sound of the prisoner's wails. As part of the torture
there is absolutely no light, keeping the prisoners unsure of how long
they have actually been down here. Iron shackles hang from the walls,
vestiges of a much harsher time in the Tharnadian province. The same mold
that covers the halls outside, has also taken root on these granite
enclosures. The hairs on the back of you're neck stand on end, and you get
the spooky sensation that you are being observed. The air here smells of
blood, another confirmation of this place's dreaded design. The dungeon
continues to the north and south, while iron bars guard the cells on either
side of the hallway.
Obvious exits: -North -East # -South -West #
A grounds keeper is cleaning here, singing songs to Mielikki.(Gold Aura)
A jailor is posted here, keeping a watch over the dungeons.(Gold Aura)
< 713h/713H 172v/173V Pos: standing >
A Bend in the Dreaded Tannadian Dungeon
Iron shackles hang from the walls, vestiges of a much harsher time in the
Tharnadian province. As part of the torture there is absolutely no light,
keeping the prisoners unsure of how long they have actually been down here.
These walls are about ten feet high, and capped with two hundred feet of stone
to deaden the sound of the prisoner's wails. Hairs on the nape of you're neck
rise, as you get the eerie sensation that you are being watched. The acrid
stench of blood permeates the air here, a subtle confirmation of this place's
evil purpose. The same mold that covers the halls outside, has also taken root
on these granite enclosures. The dungeon continues to the west and south. A
wooden door opens up to the east.
Obvious exits: -East # -South -West
< 713h/713H 171v/173V Pos: standing >
Entrance to the Dreaded Tannadian Dungeon
These walls are about ten feet high, and capped with two hundred feet of
stone to deaden the sound of the prisoner's wails. As part of the torture
there is absolutely no light, keeping the prisoners unsure of how long
they have actually been down here. Iron shackles hang from the walls,
vestiges of a much harsher time in the Tharnadian province. The same mold
that covers the halls outside, has also taken root on these granite
enclosures. The hairs on the back of you're neck stand on end, and you get
the spooky sensation that you are being observed. The air here smells of
blood, another confirmation of this place's dreaded design. The dungeon
continues to the east, while to the north the door opens into the hallway
beyond.
Obvious exits: -North# -East
< 713h/713H 170v/173V Pos: standing >
The iron seems to be closed.
< 713h/713H 170v/173V Pos: standing >
Ok.
< 713h/713H 171v/173V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues west to a turn, and east into the darkness. To the south the
dungeon entrance looms up ominously.
Obvious exits: -East -South -West
< 713h/713H 171v/173V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin. No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place. The
hallway is devoid of light, lending this prison keep a tomblike feel. Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle. From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife. The hallway continues east
and west.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling the area.
< 713h/713H 171v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 171v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 172v/173V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues east to a turn, while to the west it heads toward the cellblock
entrance.
Obvious exits: -East -West
< 713h/713H 172v/173V Pos: standing >
A Bend in the Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin. No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place. The
hallway is devoid of light, lending this prison keep a tomblike feel. Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle. From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife. The hallway continues north
and west.
Obvious exits: -South -West
< 713h/713H 171v/173V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues north to a turn, while to the south the gates of Caer Tannad lock
out the world.
Obvious exits: -North -South
< 713h/713H 170v/173V Pos: standing >
Inside the Gates of Caer Tannad
Two huge admantite gates guard the entrance to Caer Tannad here, standing
nearly two-hundred feet tall. A system of chains and pulleys are employed in
raising and lowering the great wooden timber which braces the door, keeping it
securely locked. A winch stands at either side of the doors, each one used to
swing a gargantuan door open or closed. A dismal hallway leads away north and
south, while the gateway exits out onto the mesa's top and the areas beyond.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the area.
< 713h/713H 169v/173V Pos: standing >
Outside the Gates of Caer Tannad
The prison keep, that is Caer Tannad, juts from the earth like a great
mountain before you. Its gates stand nearly two hundred feet tall and are
made out of solid admantite. Parapets encircle the keep's walls, large
scorpion ballista weapons poised ready to be used in defense of the
stronghold. To the north and south a stone wall angles upward to the full
height of the doors, ensuring that any who approach cannot quickly dash to the
side if hot oils are dropped from above. All in all, this fortress is looks
extremely formidable and well protected.
Obvious exits: -East -West
A war-hardened warrior is scanning the landscape for trouble.(Gold Aura)
A war-hardened warrior is scanning the landscape for trouble.(Gold Aura)
< 713h/713H 169v/173V Pos: standing >
A Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia. The path continues west and down
from here.
Obvious exits: -North -South -West -Down
A grounds keeper is cleaning here, singing songs to Mielikki.(Gold Aura)
< 713h/713H 167v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 168v/173V Pos: standing >
A Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
< 713h/713H 166v/173V Pos: standing >
A Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues up and down from
here.
Obvious exits: -Up -Down
< 713h/713H 165v/173V Pos: standing >
A Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
< 713h/713H 163v/173V Pos: standing >
The Bottom of a Steep Rise up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues east and up
from here.
Obvious exits: -East -Up
A grounds keeper is cleaning here, singing songs to Mielikki.(Gold Aura)
A diminutive old man sits here, scribbling on some vellum.
< 713h/713H 162v/173V Pos: standing >
A Landing on the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. The path continues to the east and to the west.
Obvious exits: -East -West
A squirrel is wandering around here.(Gold Aura)
< 713h/713H 162v/173V Pos: standing >
A Landing in the Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia. The path continues west and down
from here.
Obvious exits: -West -Down
< 713h/713H 160v/173V Pos: standing >
A Steep Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
< 713h/713H 159v/173V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues east to the top
of a small drop.
Obvious exits: -East -Up
< 713h/713H 157v/173V Pos: standing >
The Top of a rise in the Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. The path continues west and down.
Obvious exits: -West -Down
< 713h/713H 156v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 156v/173V Pos: standing >
Before a Rise in the Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. The path continues up and east.
Obvious exits: -East -Up
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
< 713h/713H 155v/173V Pos: standing >
Outside the Western Arch
A huge bloodstone arch leads through the city's defensive wall, joining the
the crimson cobbles of the Grand Tharnadian Way. No guard towers rise above
your head, as the only ways to this entrance lie through the twin keeps or the
heavily defended city gates. A dirt footpath winds its way up the Shr'nn Mesa
toward Caer Tannad, the first of the twin keeps. The path leaves west.
Obvious exits: -East -West
< 713h/713H 154v/173V 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 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.
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.
< 713h/713H 152v/173V 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 grounds keeper is cleaning here, singing songs to Mielikki.(Gold Aura)
A young man in leather armor seems to be patrolling the area.
< 713h/713H 152v/173V 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 walls.
< 713h/713H 151v/173V Pos: standing >
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
An ice elemental is here chilling the room.
< 713h/713H 151v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 151v/173V 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 large wandering dog is here, growling at you.
< 713h/713H 154v/173V 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
< 713h/713H 154v/173V 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
[2] The corpse of a militia guard is lying here.
A large rat is scurrying about here.
< 713h/713H 155v/173V 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
The corpse of the town crier is lying here.
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of a militia guard is lying here.
A swirling rift shifts and howls here.
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.
< 713h/713H 155v/173V 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
[2] The corpse of a militia guard is lying here.
A large rat is scurrying about here.
< 713h/713H 155v/173V Pos: standing >
Alas, you cannot go that way. . . .
< 713h/713H 156v/173V 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
The corpse of the town crier is lying here.
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of a militia guard is lying here.
A swirling rift shifts and howls here.
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.
< 713h/713H 157v/173V 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 small pile of coins lies here.
A belt of mithril has been tossed onto the ground.
[2] A discarded feather rests here upon the ground. (glowing)
A rather large leather backpack lies here. (illuminating) [84%]
[2] A soft leather jacket has been discarded here.
[2] A small sword was abandoned here.
A small ball of fire burns into the ground here. (illuminating)
[3] A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of blacksteel boots stand here.
A small wooden shield is lying on the ground.
A breathtaking robe of many colors lies here.
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.'
< 713h/713H 157v/173V Pos: standing >
The Ogre's Foot Inn
A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it. It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day. A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work. Attached to the front of the counter is
a large sign.
Obvious exits: -West # -Down
The corpse of an elite guard is lying here.
The corpse of the receptionist is lying here.
The corpse of an elite guard is lying here.
The corpse of a tharnadian illusionist is lying here.
[9] The corpse of a Gnome is lying here.
A large sign hangs from the front of the counter here.
< 713h/713H 156v/173V Pos: standing >
A Kobold snaps into visibility.
A Kobold tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
< 713h/713H 160v/173V Pos: sitting >
A Kobold snaps into visibility.
A Kobold's mighty slash strikes you.
Divine power encases you as you turn to battle evil.
A Kobold's pierce strikes you.
A Kobold's mighty pierce hits you on the torso making him grimace in pain.
A Kobold's slash strikes you.
A Kobold's impressive slash strikes you.
A Kobold's impressive slash strikes you.
A Kobold's slash strikes you.
A Kobold's slash strikes you.
< 446h/713H 168v/173V Pos: sitting >
< T: Gukkz TP: sit TC:&+