*Village of Werrun (extremely evil)
Nizari (neutral)
The Dark Stone Tower of the Northern Realms (neutral)
Tower of High Sorcery (very evil)
Bloodstone Keep (neutral)
The Temple of the Sun (neutral)
The Elemental Groves (neutral)
Temple of Flames (neutral)
Drustl's Yerdonia Enslaved (neutral)
The Obsidian Citadel (neutral)
The Ruins of Undermountain (neutral)
The Mountain of the Banished (neutral)
Nakral's Crypt (neutral)
The Outcasts Tower (slightly good)
*Fort Boyard (evil)
Crystalspyre Mountains (neutral)
The Prisons of Carthapia (neutral)
Faerie Realm (neutral)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (neutral)
*The Githyanki Fortress (evil)
Labyrinth of No Return (neutral)
The Desert City of Venan'Trut (neutral)
Rogue Plains (neutral)
City of Torrhan (neutral)
The Lair of the Swamp Troll King (neutral)
Zalkapfaan, City of the Headless Horde (neutral)
New Cave city (slightly evil)
Ice Tower (neutral)
Desolate Under Fire (neutral)
The Citadel (neutral)
The Twin Keeps of Devastated Tharnadia (neutral)
IceCrag Castle (neutral)
Prison of Fort Boyard (neutral)
The Ancient Halls of Ironstar (neutral)
The Jade Empire (slightly good)
Mazzolin (neutral)
Forest of Mir (neutral)
Quintaragon Castle (neutral)
The Sky City of Ultarium (neutral)
Lair of the Gibberling King (neutral)
*Plane of Air (evil)
The Kingdom of Torg (very evil)
Tribal Oasis (slightly good)
The Para-Elemental Plane of Smoke (neutral)
Plane of Water (neutral)
Shadamehr Keep (neutral)
The Temple to Skrentherlog (neutral)
Alatorin - the Forge City (neutral)
The Trakkia Mountains (evil)
The Ethereal Plane (neutral)
The Caverns of Armageddon (slightly good)
The Forest City of Aravne (neutral)
Plane of Fire (neutral)
Ruined Temple of Tezcatlipoca (neutral)
The Astral Plane (neutral)
Jotunheim (neutral)
The Transparent Tower (neutral)
Krethik Keep (neutral)
Temple of the Earth (neutral)
Sea Kingdom (pure evil)
Plane of Earth (neutral)
Sevenoaks (neutral)
The Keep of Evil (neutral)
The Forgotten Mansion (slightly evil)
Domain of Lost Souls (slightly evil)
The Hall of Knighthood (slightly evil)
The Depths of Duris (neutral)
Arachdrathos Guilds (neutral)
Valley of the Snow Ogres (neutral)
*The Great Shaboath (very evil)
The Tempest Court (neutral)
Pit of Dragons (slightly evil)
Ny'Neth (neutral)
Lost Temple of Tikitzopl (slightly evil)
The Scorched Valley (neutral)
The Realm of Barovia (neutral)
The Royal Mausoleum of Castle IceCrag (neutral)
Plane of Fire, Brass (slightly evil)
Githzerai Stronghold (neutral)
Ceothia (neutral)
Tiamat (neutral)
The Fortress of Dreams (neutral)
Bahamut's Palace (neutral)
Dragonnia (neutral)
The Charcoal Palace (slightly evil)
Vecna's Tomb (neutral)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (neutral)
The Hall of the Ancients (neutral)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (neutral)
Negative Material Plane (neutral)
Celestial Plane (neutral)
The 222nd Layer of the Abyss (slightly evil)
Castle Ravenloft (slightly evil)
* = already completed this boot.
Epic Zones -----------------------------------------
Heaven (neutral)
The Twisting Tunnels of the Durian Underdark (neutral)
Arcorar - the Great King Forest (neutral)
Court of the Muse (neutral)
The Battlefield (neutral)
The Swamp Laboratory of Khul'Lor (extremely evil)
*Clan Stoutdorf Settlement (pure evil)
*Kobold Settlement (pure evil)
The High Moor Forest (very good)
*The Stone Tomb of Kelek (slightly evil)
*Orrak (pure evil)
Pits of Cerberus (good)
Myrloch Vale (neutral)
Pharr Valley Swamp (neutral)
*Village of Werrun (extremely evil)
Nizari (neutral)
The Dark Stone Tower of the Northern Realms (neutral)
Tower of High Sorcery (very evil)
Bloodstone Keep (neutral)
The Temple of the Sun (neutral)
The Elemental Groves (neutral)
Temple of Flames (neutral)
Drustl's Yerdonia Enslaved (neutral)
The Obsidian Citadel (neutral)
The Ruins of Undermountain (neutral)
The Mountain of the Banished (neutral)
Nakral's Crypt (neutral)
The Outcasts Tower (slightly good)
*Fort Boyard (evil)
Crystalspyre Mountains (neutral)
The Prisons of Carthapia (neutral)
Faerie Realm (neutral)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (neutral)
*The Githyanki Fortress (evil)
Labyrinth of No Return (neutral)
The Desert City of Venan'Trut (neutral)
Rogue Plains (neutral)
City of Torrhan (neutral)
The Lair of the Swamp Troll King (neutral)
Zalkapfaan, City of the Headless Horde (neutral)
New Cave city (slightly evil)
< 71h/201H 121v/121V Pos: standing >
You utter a quick incantation, calling forth Evelosi Thal who softly says 'Your wish is my command, master!'
Evelosi Thal starts following you.
< 71h/201H 121v/121V Pos: standing >
Your Terminal mode is now: ANSI.
< 72h/201H 121v/121V Pos: standing >
Your Terminal mode is now: MSP .
< 72h/201H 121v/121V Pos: standing >
Your Terminal mode is now: GEN .
< 72h/201H 121v/121V Pos: standing >
Your Terminal mode is now: ANSI.
< 72h/201H 121v/121V Pos: standing >
Your Terminal mode is now: MSP .
< 72h/201H 121v/121V Pos: standing >
< 72h/201H 121v/121V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!
< 72h/201H 121v/121V Pos: standing >
Evelosi Thal paces about the library.
< 72h/201H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 73h/201H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 73h/201H 121v/121V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -West -Down
A large sign hangs from the front of the counter here.
Evelosi Thal, Librarian of Newhaven, paces the chamber. (minion)
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.
The receptionist stands here behind the counter, waiting to help someone.
< 74h/201H 121v/121V Pos: standing >
Evelosi Thal says, "Damnit! Where did this rift come from?!"
He slams a drawer on his desk.
< 74h/201H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 74h/201H 121v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Lounge
</map>
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 rather large leather backpack 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.'
Evelosi Thal enters from above.
< 74h/201H 120v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A young man in leather armor seems to be patrolling the walls.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
Evelosi Thal enters from the south.
< 75h/201H 119v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
The Tharnadia-Keats Intersection
This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza. The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil. Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here. To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East # -South -West
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the walls.
A large rat is scurrying about here.
Evelosi Thal enters from the west.
< 75h/201H 118v/121V Pos: standing >
The door seems to be closed.
< 75h/201H 118v/121V Pos: standing >
The door seems to be closed.
< 75h/201H 119v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
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
Evelosi Thal enters from the north.
< 75h/201H 118v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
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
Evelosi Thal enters from the west.
< 75h/201H 117v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>
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
[2] The corpse of a militia guard is lying here.
A human merchant from another town stands here, perusing Tharnadia.
Evelosi Thal enters from the west.
< 75h/201H 117v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
Evelosi Thal enters from the west.
< 75h/201H 116v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
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
Evelosi Thal enters from the west.
< 75h/201H 115v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
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 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.
Evelosi Thal enters from the west.
< 75h/201H 114v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>
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 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 controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.
Evelosi Thal enters from the west.
< 75h/201H 114v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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
A large rat is scurrying about here.
Evelosi Thal enters from the west.
< 75h/201H 113v/121V Pos: standing >
Evelosi Thal paces about the library.
< 76h/201H 114v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
Evelosi Thal enters from the west.
< 76h/201H 115v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West
The corpse of a militia guard is lying here.
The corpse of a tharnadian illusionist is lying here.
A homeless peasant is here, looking lost and hungry.
Evelosi Thal enters from the west.
< 76h/201H 113v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 76h/201H 113v/121V Pos: standing >
A homeless peasant leaves north.
< 76h/201H 114v/121V Pos: standing >
Evelosi Thal says, "Damnit! Where did this rift come from?!"
He slams a drawer on his desk.
< 77h/201H 119v/121V Pos: standing >
Ok.
Evelosi Thal starts casting a spell called 'improved invisibility'.
< 78h/201H 121v/121V Pos: standing >
Evelosi Thal completes his spell...
Evelosi Thal utters the words 'uwsfazze uizuguburuhl'
You vanish.
< 79h/201H 121v/121V Pos: standing >
Ok.
Evelosi Thal starts casting a spell.
< 79h/201H 121v/121V Pos: standing >
Evelosi Thal completes his spell...
Evelosi Thal utters the words 'uwsfazze uizuguburuhl'
Evelosi Thal slowly fades out of existence.
< 79h/201H 121v/121V Pos: standing >
Someone throws a book across the room.
He shouts, "There must be an answer!"
< 80h/201H 121v/121V Pos: standing >
Ok.
< 80h/201H 121v/121V Pos: standing >
Someone completes his spell...
Someone utters the words 'oculoinfra uizuguburuhl'
< 81h/201H 121v/121V Pos: standing >
Ok.
< 81h/201H 121v/121V Pos: standing >
Someone completes his spell...
Someone utters the words 'detect invisibility'
Your eyes tingle.
< 82h/201H 121v/121V Pos: standing >
< 82h/201H 121v/121V Pos: standing >
Evelosi Thal throws a book across the room.
He shouts, "There must be an answer!"
< 83h/201H 121v/121V Pos: standing >
<group>
</group>
< 83h/201H 121v/121V Pos: standing >
Evelosi Thal is now a member of your group.
< 84h/201H 121v/121V Pos: standing >
Evelosi Thal says, "Damnit! Where did this rift come from?!"
He slams a drawer on his desk.
< 84h/201H 121v/121V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -North -West
The corpse of a militia guard is lying here.
The corpse of a tharnadian illusionist is lying here.
*Evelosi Thal, Librarian of Newhaven, paces the chamber. (minion)
< 85h/201H 121v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South
A homeless peasant is here, looking lost and hungry.
Evelosi Thal enters from the south.
< 85h/201H 119v/121V Pos: standing >
< 85h/201H 119v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
Evelosi Thal enters from the west.
< 85h/201H 117v/121V Pos: standing >
< 85h/201H 117v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
Evelosi Thal enters from the west.
< 85h/201H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 85h/201H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 86h/201H 116v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down
Evelosi Thal enters from below.
< 86h/201H 114v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
Evelosi Thal enters from the west.
< 86h/201H 112v/121V Pos: standing >
Evelosi Thal says, "Damnit! Where did this rift come from?!"
He slams a drawer on his desk.
< 86h/201H 112v/121V Pos: standing >
You quickly scan the area.
A large rat who is close by to your east.
An elite guard who is not far off to your east.
A Town Guardian who is a brief walk away to your east.
A Town Guardian who is a brief walk away to your east.
A Kobold who is rather far off to your east.
A Troll who is rather far off to your east.
An ice elemental who is rather far off to your east.
< 86h/201H 114v/121V Pos: standing >
Evelosi Thal says, "Damnit! Where did this rift come from?!"
He slams a drawer on his desk.
< 87h/201H 120v/121V Pos: standing >
You quickly scan the area.
A large rat who is close by to your east.
An elite guard who is not far off to your east.
A tharnadian highway marshall who is a brief walk away to your east.
A Town Guardian who is a brief walk away to your east.
A Town Guardian who is a brief walk away to your east.
A Kobold who is rather far off to your east.
A Troll who is rather far off to your east.
An ice elemental who is rather far off to your east.
< 87h/201H 121v/121V Pos: standing >
Hint: You can sell equipment for money at shops. However, most stores only purchase certain types of equipment. Shop around!
< 87h/201H 121v/121V Pos: standing >
You quickly scan the area.
A large rat who is close by to your east.
An elite guard who is not far off to your east.
A tharnadian highway marshall who is a brief walk away to your east.
A Town Guardian who is a brief walk away to your east.
A Town Guardian who is a brief walk away to your east.
A Kobold who is rather far off to your east.
A Troll who is rather far off to your east.
An ice elemental who is rather far off to your east.
< 88h/201H 121v/121V Pos: standing >
Evelosi Thal says, "Damnit! Where did this rift come from?!"
He slams a drawer on his desk.
< 89h/201H 121v/121V Pos: standing >
You quickly scan the area.
A large rat who is close by to your east.
An elite guard who is not far off to your east.
A Town Guardian who is a brief walk away to your east.
A Town Guardian who is a brief walk away to your east.
A Kobold who is rather far off to your east.
A Troll who is rather far off to your east.
An ice elemental who is rather far off to your east.
< 89h/201H 121v/121V Pos: standing >
You are carrying: (28/11)
a little round wooden shield
[5] a small bandage
a quill
a spellbook
[2] a light blue scarf
an amber-colored rod
a shabby alligator skin jerkin
a pair of tight black slippers
a spellbook
a quill
a soft skin cloak
an elfskin belt
[2] a large wooden torch
a small green cloth sack
a scroll made from treebark
a stout oaken cudgel
a steel warhammer
a two-handed sword
a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace
< 90h/201H 121v/121V Pos: standing >
It rains a bit harder.
< 90h/201H 121v/121V Pos: standing >
Evelosi Thal says, "Damnit! Where did this rift come from?!"
He slams a drawer on his desk.
< 90h/201H 121v/121V Pos: standing >
You drop a little round wooden shield.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a quill.
You drop a spellbook.
You drop a light blue scarf.
You drop a light blue scarf.
You drop an amber-colored rod.
You drop a shabby alligator skin jerkin.
You drop a pair of tight black slippers.
You drop a spellbook.
You drop a quill.
You drop a soft skin cloak.
You drop an elfskin belt.
You drop a large wooden torch.
You drop a large wooden torch.
You drop a small green cloth sack.
You drop a scroll made from treebark.
You drop a stout oaken cudgel.
You drop a steel warhammer.
You drop a two-handed sword.
You drop a thin steel dagger.
You drop a steel short sword.
You drop a steel long sword.
You drop a small wooden mace.
< 90h/201H 121v/121V Pos: standing >
A little round wooden shield crumbles to dust and blows away.
A quill crumbles to dust and blows away.
A light blue scarf crumbles to dust and blows away.
A light blue scarf crumbles to dust and blows away.
A shabby alligator skin jerkin crumbles to dust and blows away.
A pair of tight black slippers crumbles to dust and blows away.
A quill crumbles to dust and blows away.
A soft skin cloak crumbles to dust and blows away.
An elfskin belt crumbles to dust and blows away.
A small green cloth sack crumbles to dust and blows away.
A scroll made from treebark crumbles to dust and blows away.
< 90h/201H 121v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A large rat is scurrying about here.
Evelosi Thal enters from the west.
< 91h/201H 119v/121V Pos: standing >
< 91h/201H 119v/121V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your east.
A Troll who is not far off to your east.
A Town Guardian who is not far off to your east.
A Town Guardian who is not far off to your east.
A tharnadian highway marshall who is rather far off to your east.
< 91h/201H 119v/121V Pos: standing >
Alarm bells sound, signalling an invasion!
An ice elemental enters from the east.
< 91h/201H 119v/121V Pos: standing >
An ice elemental leaves west.
< 91h/201H 119v/121V Pos: standing >
Alarm bells sound, signalling an invasion!
An ice elemental enters from the west.
< 91h/201H 119v/121V Pos: standing >
A Kobold gives an ice elemental an order.
A Kobold snaps into visibility.
You snap into visibility.
You are knocked to the ground by an ice elemental's mighty bash!
< 85h/201H 119v/121V Pos: sitting >
< T: Gronka TP: sit TC: nasty wounds E: ice sta EP: excellent >
< 86h/201H 119v/121V Pos: sitting >
< T: Gronka TP: sit TC: nasty wounds E: ice sta EP: excellent >
Evelosi Thal says, "Damnit! Where did this rift come from?!"
He slams a drawer on his desk.
< 86h/201H 119v/121V Pos: sitting >
< T: Gronka TP: sit TC: nasty wounds E: ice sta EP: excellent >
-=[An ice elemental's fine punch seriously wounds you.]=-
-=[An ice elemental's punch seriously wounds you.]=-
< 50h/201H 119v/121V Pos: sitting >
< T: Gronka TP: sit TC:pretty hurt E: ice sta EP: excellent >
You miss an ice elemental.
< 50h/201H 119v/121V Pos: sitting >
< T: Gronka TP: sit TC:pretty hurt E: ice sta EP: excellent >
A Kobold starts casting an offensive spell.
< 50h/201H 119v/121V Pos: sitting >
< T: Gronka TP: sit TC:pretty hurt E: ice sta EP: excellent >
A Kobold completes his spell...
A Kobold utters the words 'arieks shattering iceball'
A Kobold points at you.
-=[You reel in pain as a Kobold's iceball shatters upon impacting you.]=-