<worn as a badge> a badge of purity (glowing)
<worn on head> a crown of the gnomes
<worn on eyes> the eyes of the High Forest (glowing) [58%]
<worn in ear> a glowing jade earring (glowing)
<worn in ear> a spiral woven of smoke
<worn on face> a stylish dragonscale mask from Ixarkon
<worn around neck> an amulet of the moon (magic) (glowing)
<worn around neck> a necklace of pure obsidian
<worn on body> some bandedmail bearing a cloak and dagger crest
<worn about body> a translucent cloak of the ancients (magic) (glowing) [88%]
<worn on tail> a brass tail ring with two dangling rubies (magic) (glowing)
<worn about waist> the frayed ends of sanity (magic)
<worn on belt buckle>a metal flask marked "molecular control" (glowing)
<attached to belt> a metal flask marked "reduce" (glowing)
<worn on arms> some stretched drow-skin sleeves (glowing)
<held as shield> the shield of the battle dragon (magic) [68%]
<worn around wrist> a fire hardened copper bracer (magic) [89%]
<worn around wrist> a bracelet of influence (magic)
<worn on finger> an etched sardonyx ring [poor]
<worn on finger> a thick iron ring with jade inlays (magic)
<held> the staff of a frost magus (magic) (humming)
<worn on legs> the leggings of a MaDMaN (magic) [26%]
<worn on feet> some boots of enchantment (glowing)
A spellbook has been tossed aside 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.
< 897h/897H 189v/193V Pos: standing >
The great city gates of Tharnadia lie to the west.
You extend your sights westward.
Outside the Eastern City Gates
Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers. The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers. The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.(Gold Aura)
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.
< 897h/897H 193v/193V Pos: standing >
You quickly scan the area.
A homeless peasant who is not far off to your east.
A tharnadian illusionist who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A tharnadian illusionist who is close by to your west.
A controller who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A human merchant who is not far off to your west.
An elite guard who is not far off to your west.
An elite guard who is not far off to your west.
An elite guard who is not far off to your west.
< 897h/897H 193v/193V Pos: standing >
A Path Through a Verdant Forest
This small path leads into the verdant forest to the south of Tharnadia.
Large oak trees sprout up to great heights, while the occasional maple can be
seen struggling to catch some light. Brambles and small shrubberies crowd
most of the forest floor, hindering progress in many directions. The sound of
small creatures echo through the woods, creating a symphony that goes well
with the colorful tones of the wilderness. The path continues west, while to
the north the eastern road connects to the city.
Obvious exits: -North -West
A loincloth made from a pelt lies crumpled on the ground. (magic) (humming)
< 897h/897H 191v/193V Pos: standing >
The town crier shouts 'If you're in need of healing just go to the hospital.'
The town crier shouts 'The doctors will take great care of you there .. for a price.'
< 897h/897H 191v/193V Pos: standing >
You start chanting...
< 897h/897H 191v/193V Pos: standing >
Casting: conjure ice *
< 897h/897H 191v/193V Pos: standing >
You complete your spell...
An Ice Elemental forms from a cold gust of air.
An ice elemental sulkily says 'Your wish is my command, master!'
An ice elemental starts following you.
< 897h/897H 191v/193V Pos: standing >
Hint: Left your ship on a different island? Go to any building docks and type 'summon ship'.
< 897h/897H 191v/193V Pos: standing >
An ice elemental is now a member of your group.
< 897h/897H 193v/193V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
[5] A small bandage rests upon the ground here.
A spellbook lies here, discarded.
An amber-colored metallic rod lies here.
A spellbook has been tossed aside 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.
An ice elemental enters from the south.
< 897h/897H 191v/193V Pos: standing >
You quickly scan the area.
A homeless peasant who is not far off to your east.
A tharnadian illusionist who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A tharnadian illusionist who is close by to your west.
A controller who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A human merchant who is not far off to your west.
An elite guard who is not far off to your west.
An elite guard who is not far off to your west.
An elite guard who is not far off to your west.
< 897h/897H 191v/193V Pos: standing >
Outside the Eastern City Gates
Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers. The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers. The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.(Gold Aura)
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.
An ice elemental enters from the east.
A tharnadian illusionist suddenly attacks an ice elemental!
A tharnadian illusionist's fine punch wounds an ice elemental.
A tharnadian illusionist shivers as he hits an ice elemental.
A tharnadian illusionist is mortally wounded, and will die soon, if not aided.
< 897h/897H 189v/193V Pos: standing >
You start chanting...
You snap into visibility.
An elite guard suddenly attacks YOU!
An elite guard's weak punch grazes you.
[Damage: 2 ] An elite guard shivers from the unnatural cold as he hits you!
A tharnadian illusionist suddenly attacks YOU!
A tharnadian illusionist's weak punch grazes you.
[Damage: 1 ] A tharnadian illusionist shivers from the unnatural cold as he hits you!
An elite guard suddenly attacks YOU!
An elite guard's punch grazes you.
[Damage: 1 ] An elite guard shivers from the unnatural cold as he hits you!
An elite guard suddenly attacks YOU!
An elite guard's feeble punch grazes you.
[Damage: 1 ] An elite guard shivers from the unnatural cold as he hits you!
< 887h/897H 190v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: elite sta EP: few wounds >
Casting: lightning ring **
< 887h/897H 191v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: elite sta EP: few wounds >
Casting: lightning ring
< 887h/897H 191v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: elite sta EP: few wounds >
You complete your spell...
An intense electrical bolt leaps forth from your fingers...
You snap into visibility.
[Damage: 3 ] And turns a tharnadian illusionist into a charred sparkling corpse!
A tharnadian illusionist is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of a tharnadian illusionist cause a sickening chill to run up your spine.
[Damage: 18 ] And turns an elite guard into a charred sparkling corpse!
An elite guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of an elite guard.
[Damage: 16 ] And turns an elite guard into a charred sparkling corpse!
An elite guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
An elite guard's death cry reverberates in your head as he falls to the ground.
[Damage: 16 ] And turns a tharnadian illusionist into a charred sparkling corpse!
A tharnadian illusionist is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a tharnadian illusionist's last actions in this world.
[Damage: 13 ] And turns a controller into a charred sparkling corpse!
A controller is dead! R.I.P.
You receive your share of experience.
A look of horror and a silent scream are a controller's last actions in this world.
[Damage: 17 ] And turns an elite guard into a charred sparkling corpse!
An elite guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are an elite guard's last actions in this world.
[Damage: 17 ] And turns an elite guard into a charred sparkling corpse!
An elite guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of an elite guard.
[Damage: 18 ] And turns an elite guard into a charred sparkling corpse!
An elite guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are an elite guard's last actions in this world.
< 887h/897H 191v/193V Pos: standing >
The gates are heavily fortified and made from iron.
You extend your sights westward.
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 human merchant from another town stands here, perusing Tharnadia.
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.
< 888h/897H 193v/193V 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 human merchant from another town stands here, perusing Tharnadia.
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.
An ice elemental enters from the east.
< 889h/897H 191v/193V Pos: standing >
You start chanting...
You snap into visibility.
< 889h/897H 191v/193V Pos: standing >
Casting: lightning ring
< 891h/897H 191v/193V Pos: standing >
You complete your spell...
An intense electrical bolt leaps forth from your fingers...
[Damage: 12 ] And turns a human merchant into a charred sparkling corpse!
A human merchant is dead! R.I.P.
You receive your share of experience.
A human merchant's death cry reverberates in your head as he falls to the ground.
[Damage: 21 ] And turns an elite guard into a charred sparkling corpse!
An elite guard is dead! R.I.P.
You receive your share of experience.
An elite guard's death cry reverberates in your head as he falls to the ground.
[Damage: 27 ] And turns an elite guard into a charred sparkling corpse!
An elite guard is dead! R.I.P.
You receive your share of experience.
A look of horror and a silent scream are an elite guard's last actions in this world.
This being a hometown, you receive fewer exps...
[Damage: 17 ] And turns an elite guard into a charred sparkling corpse!
An elite guard is dead! R.I.P.
You receive your share of experience.
You feel the bloodlust in your heart as you hear the death cry of an elite guard.
< 891h/897H 191v/193V Pos: standing >
A tharnadian thief-hunter enters from the south.
< 892h/897H 191v/193V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your north.
A militia guard who is not far off to your north.
Sarn, the banker who is a brief walk away to your north.
A homeless peasant who is a brief walk away to your east.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
A militia guard who is in the distance to your west.
< 893h/897H 191v/193V Pos: standing >
You sit down and relax.
< 897h/897H 191v/193V Pos: sitting >
You currently have the following spell slots available:
1st circle: 10 of 12 ( 1 seconds)
2nd circle: 11 of 11
3rd circle: 10 of 10
4th circle: 9 of 9
5th circle: 8 of 8
6th circle: 7 of 7
7th circle: 5 of 6 ( 2 seconds)
8th circle: 6 of 6
9th circle: 3 of 5 ( 4 seconds)
10th circle: 5 of 5
11th circle: 4 of 4
12th circle: 1 of 1
Your mind drifts into a deep meditation and the spirits of storms and ice speak to you.
< 897h/897H 193v/193V Pos: sitting >
You start meditating...
< 897h/897H 193v/193V Pos: sitting >
Ethereal essences flow into you, restoring your 9th circle powers!
< 897h/897H 193v/193V Pos: sitting >
Ethereal essences flow into you, restoring your 9th circle powers!
< 897h/897H 193v/193V Pos: sitting >
Ethereal essences flow into you, restoring your 7th circle powers!
< 897h/897H 193v/193V Pos: sitting >
Ethereal essences flow into you, restoring your 1st circle powers!
< 897h/897H 193v/193V Pos: sitting >
Ethereal essences flow into you, restoring your 1st circle powers!
You feel fully infused...
The spirits recede, leaving you in a momentary state of lethargy.
< 897h/897H 193v/193V Pos: sitting >
You clamber to your feet.
< 897h/897H 193v/193V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your north.
A militia guard who is not far off to your north.
Sarn, the banker who is a brief walk away to your north.
A homeless peasant who is a brief walk away to your east.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
A militia guard who is in the distance to your west.
< 897h/897H 193v/193V Pos: standing >
Spells are always to be enclosed by the holy symbols known only as 'apostrophes'.
< 897h/897H 193v/193V Pos: standing >
You start chanting...
< 897h/897H 193v/193V Pos: standing >
You complete your spell...
You point at a tharnadian thief-hunter.
[Damage: 17 ] Your iceball shatters any hopes a tharnadian thief-hunter had of living a long and happy life.
A tharnadian thief-hunter is dead! R.I.P.
You receive your share of experience.
A look of horror and a silent scream are a tharnadian thief-hunter's last actions in this world.
< 897h/897H 193v/193V Pos: standing >
You failed.
< 897h/897H 193v/193V Pos: standing >
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West # -Up
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
An ice elemental enters from the south.
A tharnadian thief-hunter sneers in contempt.
A tharnadian thief-hunter suddenly attacks YOU!
A halo of white light descends upon a tharnadian thief-hunter burning your soul.
You snap into visibility.
A tharnadian thief-hunter's fine slash grazes you.
[Damage: 2 ] A tharnadian thief-hunter shivers from the unnatural cold as he hits you!
< 891h/897H 192v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: thief sta EP: few wounds >
You start chanting...
You snap into visibility.
< 891h/897H 192v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: thief sta EP: few scratches >
You snap into visibility.
You complete your spell...
You point at a tharnadian thief-hunter.
[Damage: 97 ] Your iceball shatters upon impacting a tharnadian thief-hunter, rending flesh and sending blood flying.
< 891h/897H 192v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: thief sta EP: pretty hurt >
An ice elemental says in goblin 'Today is a good day to die!'
An ice elemental suddenly attacks a tharnadian thief-hunter!
An ice elemental misses a tharnadian thief-hunter.
< 891h/897H 192v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: thief sta EP: pretty hurt >
You start chanting...
You snap into visibility.
< 891h/897H 192v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: thief sta EP: pretty hurt >
A militia guard enters from the north.
< 891h/897H 192v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: thief sta EP: pretty hurt >
You snap into visibility.
Casting: arieks shattering iceball *
< 891h/897H 192v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: thief sta EP: pretty hurt >
A tharnadian thief-hunter's fine slash grazes you.
[Damage: 2 ] A tharnadian thief-hunter shivers from the unnatural cold as he hits you!
You dodge a tharnadian thief-hunter's vicious attack.
You dodge a tharnadian thief-hunter's vicious attack.
A tharnadian thief-hunter starts casting a spell called 'heal'.
< 886h/897H 192v/193V Pos: standing >
< T: Qaz TP: sta TC:few scratches E: thief sta EP: awful >
You complete your spell...
You point at a tharnadian thief-hunter.
[Damage: 28 ] Your iceball shatters any hopes a tharnadian thief-hunter had of living a long and happy life.
A tharnadian thief-hunter is dead! R.I.P.
You receive your share of experience.
A look of horror and a silent scream are a tharnadian thief-hunter's last actions in this world.
A tharnadian thief-hunter stops chanting abruptly!
< 886h/897H 192v/193V Pos: standing >
You failed.
< 886h/897H 193v/193V Pos: standing >
The town crier shouts 'Blessed be the glorious gods of Duris!'
< 887h/897H 193v/193V Pos: standing >
Road Beneath the Gate Tower
Obvious exits: -North -South -West # -Up
A few drops of fresh blood are scattered around the area.
The corpse of a tharnadian thief-hunter is lying here.
Shattered bits of ice are scattered about the area.
A young man in leather armor seems to be patrolling the walls.
An ice elemental is here chilling the room. (minion)
< 888h/897H 193v/193V Pos: standing >
You quickly scan the area.
Sarn, the banker who is not far off to your north.
A militia guard who is not far off to your south.
A tharnadian thief-hunter who is not far off to your south.
A militia guard who is close by to your west.
A working commoner who is close by to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 889h/897H 193v/193V Pos: standing >
Your body vibrates as you fan out your molecules.
A Commoner's Dwelling
This small, unremarkable dwelling would appear to be the home of a working
citizen from its furnishings and layout. The couch is a little dirty, small
piles of dirty clothes lay scattered about here and there, and the place is
generally a mess. Lit only by candles with little access to the sun from
within this alleyway, the dwelling is small, but livable. A small doorway
leads out to the east.
Obvious exits: -East #
An iron wood-burning stove stands here. (glowing)
A young man in leather armor seems to be patrolling the walls.
A working commoner is stretched out, sound asleep.(Gold Aura)
< 890h/897H 192v/193V Pos: standing >
You sit down and relax.
< 891h/897H 192v/193V Pos: sitting >
You currently have the following spell slots available:
1st circle: 12 of 12
2nd circle: 11 of 11
3rd circle: 10 of 10
4th circle: 9 of 9
5th circle: 8 of 8
6th circle: 7 of 7
7th circle: 6 of 6
8th circle: 6 of 6
9th circle: 5 of 5
10th circle: 2 of 5 ( 6 seconds)
11th circle: 4 of 4
12th circle: 1 of 1
Your mind drifts into a deep meditation and the spirits of storms and ice speak to you.
< 892h/897H 193v/193V Pos: sitting >
You start meditating...
< 893h/897H 193v/193V Pos: sitting >
Ethereal essences flow into you, restoring your 10th circle powers!
< 894h/897H 193v/193V Pos: sitting >
Ethereal essences flow into you, restoring your 10th circle powers!
< 896h/897H 193v/193V Pos: sitting >
Ethereal essences flow into you, restoring your 10th circle powers!
You feel fully infused...
The spirits recede, leaving you in a momentary state of lethargy.
< 897h/897H 193v/193V Pos: sitting >
You clamber to your feet.
< 897h/897H 193v/193V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
An ice elemental who is close by to your east.
< 897h/897H 193v/193V Pos: standing >
Your body vibrates as you fan out your molecules.
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West # -Up
A few drops of fresh blood are scattered around the area.
The corpse of a tharnadian thief-hunter is lying here.
Shattered bits of ice are scattered about the area.
A young man in leather armor seems to be patrolling the walls.
An ice elemental is here chilling the room. (minion)
< 897h/897H 192v/193V Pos: standing >
You quickly scan the area.
Sarn, the banker who is not far off to your north.
A militia guard who is not far off to your south.
A tharnadian thief-hunter who is not far off to your south.
A militia guard who is close by to your west.
A working commoner who is close by to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 897h/897H 192v/193V 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
Fresh blood splatters cover the area.
The corpse of a tharnadian thief-hunter is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of a human merchant is lying here.
An ice elemental enters from the north.
< 897h/897H 191v/193V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
Sarn, the banker who is a brief walk away to your north.
A homeless peasant who is rather far off to your east.
A militia guard who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A human merchant who is a brief walk away to your west.
A militia guard who is in the distance to your west.
< 897h/897H 191v/193V 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
An ice elemental enters from the east.
< 897h/897H 192v/193V 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
[5] A small bandage rests upon the ground here.
A spellbook lies here, discarded.
An amber-colored metallic rod lies here.
A spellbook has been tossed aside 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 wooden stall stands here, goods displayed upon its counter.
An ice elemental enters from the east.
< 897h/897H 191v/193V 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
An enchanted scroll of agility lies here.
A human merchant from another town stands here, perusing Tharnadia.
An ice elemental enters from the east.
< 897h/897H 190v/193V Pos: standing >
You quickly scan the area.
The commoner who is close by to your north.
A human alchemist who is close by to your south.
A militia guard who is not far off to your west.
< 897h/897H 191v/193V 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
An ice elemental enters from the east.
< 897h/897H 192v/193V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
The young woman who is close by to your north.
A tall merchant who is close by to your north.
A human merchant who is close by to your east.
A peddler who is close by to your south.
A militia guard who is close by to your west.
< 897h/897H 192v/193V 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
A militia guard is posted here, keeping watch over the bazaar.(Gold Aura)
An ice elemental enters from the east.
A militia guard suddenly attacks an ice elemental!
A militia guard misses an ice elemental.
< 897h/897H 191v/193V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is not far off to your north.
A militia guard who is not far off to your north.
A human merchant who is not far off to your east.
A grounds keeper who is not far off to your south.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
< 897h/897H 191v/193V Pos: standing >
Alas, you cannot go that way. . . .
< 897h/897H 193v/193V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is not far off to your north.
A militia guard who is not far off to your north.
A stray cat who is a brief walk away to your north.
A human merchant who is not far off to your east.
A militia guard who is in the distance to your east.
A grounds keeper who is not far off to your south.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
< 897h/897H 193v/193V 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
< 897h/897H 192v/193V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your north.
A militia guard who is close by to your north.
A stray cat who is not far off to your north.
Kieta who is close by to your east.
An ice elemental who is close by to your south.
A militia guard who is close by to your south.
A grounds keeper who is a brief walk away to your south.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A militia guard who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
The town crier who is close by to your west.
A stray cat who is not far off to your west.
A tharnadian thief-hunter who is a brief walk away to your west.
A grounds keeper who is a brief walk away to your west.
A Human who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A militia guard who is rather far off to your west.
A shady mercenary who is rather far off to your west.
The doctor who is in the distance to your west.
< 897h/897H 192v/193V Pos: standing >
< 897h/897H 192v/193V Pos: standing >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding. It will also increase your ability to hit your foes.
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. (magic)
A swirling rift shifts and howls here. (magic)
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)
< 897h/897H 191v/193V 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 stray tomcat is darting after rodents, here.
< 897h/897H 191v/193V 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 tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A grounds keeper is cleaning here, singing songs to Mielikki.(Gold Aura)
A Human (medium) stands here (Newbie). (Non-Fraggable)
< 897h/897H 191v/193V Pos: standing >
You start chanting...
Sparkling magic surrounds you as you begin your chant.
You snap into visibility.
< 897h/897H 193v/193V Pos: standing >
You complete your spell...
You point at a Human.
[Damage: 124 ] Your iceball shatters any hopes a Human had of living a long and happy life.
A Human is dead! R.I.P.
You receive your share of experience.