<worn as a badge> the insignia of swirling feathers and flowing water
<worn on head> golden crown of the frost giant kings [superior]
<worn on eyes> goggles of the tinkerer (glowing)
<worn in ear> a delicate nipple ring (glowing)
<worn in ear> a lightning earring [poor]
<worn on face> a mask of hades [poor] (glowing)
<worn around neck> a silvery amulet (glowing)
<worn around neck> a strange mithral medallion [67%]
<worn on body> ringmail emblazoned with a mace and skull emblem [poor] [80%]
<worn about body> a dark-blue robe of stars and moons [superior] (humming)
<worn on tail> a fine woven braid of silver and gold [superior] [86%]
<worn about waist> an exquisite silk sash [superior]
<worn on belt buckle>a mystical tome with glowing elemental glyphs [89%]
<attached to belt> a white leather-bound tome of spirit domination
<worn on arms> some sleeves of stretched drow-skin [poor]
<held as shield> a well-polished mithril body shield [superior]
<worn around wrist> a bracelet of woven willow leaves [poor]
<worn around wrist> the bracelet of emeralds
<worn on hands> a pair of taut dwarfhide gloves [superior]
<worn on finger> a ring of shimmering faerie fire [poor] (glowing)
<worn on finger> a ring of shimmering faerie fire [poor] (glowing)
<held> a staff of dark alliance [superior] [88%]
<worn on legs> some moss-covered leggings [superior] (glowing) [86%]
<worn on feet> some pathfinders boots
You quickly scan the area.
You see nothing.
< 497h/497H 194v/196V Pos: standing >
You quickly scan the area.
You see nothing.
< 497h/497H 196v/196V Pos: standing >
Nul leaves north.
You follow Nul.
On the Bridge Spanning Ordania Bay
This narrow bridge spans the Ordania Bay, connecting the city proper with
the King Rodev's keep. Few travellers are passing along this bridge, and
those are mostly servants running packages and food from the city to the
keep. It's construction is somewhat of a mystery; there doesn't seem to be
enough support for such a long bridge, yet footing is firm, and it does not
sway in the wind.
Obvious exits: -North -South
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
You quickly scan the area.
You see nothing.
< 497h/497H 195v/196V Pos: standing >
You quickly scan the area.
You see nothing.
< 497h/497H 195v/196V Pos: standing >
Nul leaves north.
You follow Nul.
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
You quickly scan the area.
Macom who is close by to your east.
< 497h/497H 194v/196V Pos: standing >
You quickly scan the area.
Macom who is close by to your east.
< 497h/497H 194v/196V Pos: standing >
You quickly scan the area.
Macom who is close by to your east.
< 497h/497H 194v/196V Pos: standing >
Nul leaves east.
You follow Nul.
The Office of Macom, the Shipwright
This small, one-person building sits on the shore of the bay next to
Sarmiz'Duul. Macom the Shipwright spends most of his day here, sitting on his
stool, buying old ships, and selling new or refurbished ones. Any customer
looking for a good deal in ships can find one here.
Obvious exits: -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
Macom, the town shipwright, stands here ready to deal.
An air elemental enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.
Eikel enters from the west.
Riudel enters from the west.
< 497h/497H 195v/196V Pos: standing >
You quickly scan the area.
You see nothing.
< 497h/497H 195v/196V Pos: standing >
Nul leaves south.
You follow Nul.
The Dock
This short dock is used for ships entering and leaving the city. Merchants
carrying good, private vessels looking for refitting, and ship of foriegn
officials all must use this dock to enter the city from the sea. Although
the pier cannot dock more than two or three small ships, there is only a short
walk to the city.
Obvious exits: -North -South
The Yacht Poison floats here.
The Sloop Spaz floats here.
The Ketch RatMobile floats here.
The Yacht Nightmare floats here.
The Galleon *--[DYNAMITE] floats here.
The Clipper Chicken Ship! floats here.
The Sloop Shinderu floats here.
The Sloop Seas the Day floats here.
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
Eikel enters from the north.
Riudel enters from the north.
You quickly scan the area.
Macom who is close by to your north.
< 497h/497H 194v/196V Pos: standing >
You quickly scan the area.
Macom who is close by to your north.
< 497h/497H 194v/196V Pos: standing >
You quickly scan the area.
Macom who is close by to your north.
< 497h/497H 196v/196V Pos: standing >
You quickly scan the area.
Macom who is close by to your north.
< 497h/497H 196v/196V Pos: standing >
Nul leaves north.
You follow Nul.
The Office of Macom, the Shipwright
This small, one-person building sits on the shore of the bay next to
Sarmiz'Duul. Macom the Shipwright spends most of his day here, sitting on his
stool, buying old ships, and selling new or refurbished ones. Any customer
looking for a good deal in ships can find one here.
Obvious exits: -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
Macom, the town shipwright, stands here ready to deal.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 195v/196V Pos: standing >
You quickly scan the area.
You see nothing.
< 497h/497H 195v/196V Pos: standing >
Nul leaves west.
You follow Nul.
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
Eikel enters from the east.
Riudel enters from the east.
< 497h/497H 194v/196V Pos: standing >
You quickly scan the area.
Macom who is close by to your east.
< 497h/497H 194v/196V Pos: standing >
Nul leaves north.
You follow Nul.
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North# -East # -South -West #
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 194v/196V Pos: standing >
You quickly scan the area.
You see nothing.
< 497h/497H 196v/196V Pos: standing >
Nul opens the gate.
< 497h/497H 196v/196V Pos: standing >
You quickly scan the area.
A commoner who is in the distance to your north.
< 497h/497H 196v/196V Pos: standing >
Nul leaves north.
You follow Nul.
The Gates to the Royal Docks
This gate protects the Royal Docks from most everyday kind of threats to
members of the royalty coming to and from the palace. The wall surrounding
the area looks to be able to easily stave off intruders who might be
interested in assaulting an unprepared member of the royalty, however, the
wall only protects a small area adjacent to the bay, so it is completely
ineffective in repelling a true invasion from the sea.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 195v/196V Pos: standing >
Nul leaves north.
You follow Nul.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 194v/196V Pos: standing >
Nul leaves north.
You follow Nul.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 193v/196V Pos: standing >
Nul leaves north.
You follow Nul.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 192v/196V Pos: standing >
Nul leaves north.
You follow Nul.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
A male commoner stands here.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
You quickly scan the area.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
Aria who is close by to your north.
A commoner who is not far off to your north.
A commoner who is rather far off to your north.
A commoner who is not far off to your west.
Tangwystl who is in the distance to your west.
< 497h/497H 192v/196V Pos: standing >
Nul leaves north.
You follow Nul.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
Aria, the king's daughter, stands here shopping.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 192v/196V Pos: standing >
Nul leaves north.
You follow Nul.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
A male commoner stands here.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 192v/196V Pos: standing >
Nul leaves north.
You follow Nul.
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 192v/196V Pos: standing >
Nul leaves north.
You follow Nul.
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
A male commoner stands here.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 191v/196V Pos: standing >
Nul leaves north.
You follow Nul.
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 191v/196V Pos: standing >
Nul leaves north.
You follow Nul.
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
A member of the captain's personal guard stands here.
A member of the captain's personal guard stands here.
(Q)The captain of the city's regular guard stands here.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 191v/196V Pos: standing >
Nul leaves north.
You follow Nul.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 191v/196V Pos: standing >
Nul leaves west.
You follow Nul.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
Eikel enters from the east.
Riudel enters from the east.
< 497h/497H 195v/196V Pos: standing >
Nul leaves west.
You follow Nul.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
Eikel enters from the east.
Riudel enters from the east.
< 497h/497H 194v/196V Pos: standing >
Nul leaves north.
You follow Nul.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 193v/196V Pos: standing >
Nul leaves north.
You follow Nul.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South
Fresh blood covers everything in the area.
The corpse of a double-headed dragonfly is lying here.
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 193v/196V Pos: standing >
Nul leaves north.
You follow Nul.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 195v/196V Pos: standing >
Nul leaves west.
You follow Nul.
Inside the Gates of Sarmiz'Duul
Here, a short entryway is flanked by tall stone walls. Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger. The noises of the
city are muffled here, sounding like a dull roar underlying the day. The
road continues north and south.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
Eikel enters from the east.
Riudel enters from the east.
< 497h/497H 194v/196V Pos: standing >
< 497h/497H 194v/196V Pos: standing >
Nul leaves north.
You follow Nul.
Ouside the Gates of Sarmiz'Duul
The solid stone walls of the city stand 15 feet high and extend for
hundreds of feet in either direction. The gates' large oaken double doors
are reinforced with bronze bindings.
Obvious exits: -North -South
A greyish stone wall is here to the north.
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Eikel enters from the south.
Riudel enters from the south.
< 497h/497H 194v/196V Pos: standing >
Nul leaves south.
You follow Nul.
Inside the Gates of Sarmiz'Duul
Here, a short entryway is flanked by tall stone walls. Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger. The noises of the
city are muffled here, sounding like a dull roar underlying the day. The
road continues north and south.
Obvious exits: -North -East -South -West
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
Eikel enters from the north.
Riudel enters from the north.
< 497h/497H 194v/196V Pos: standing >
Nul leaves south.
You follow Nul.
Red Brick Road
This road is defined by many rows red bricks that have been planted into
the ground. Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay. The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
Eikel enters from the north.
Riudel enters from the north.
< 497h/497H 193v/196V Pos: standing >
Nul leaves south.
You follow Nul.
Red Brick Road
This road is defined by many rows red bricks that have been planted into
the ground. Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay. The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South -West #
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
*A powerful cyclone flies quickly about the room.
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
Eikel enters from the north.
Riudel enters from the north.
< 497h/497H 192v/196V Pos: standing >
Nul leaves south.
You follow Nul.
Red Brick Road
This road is defined by many rows red bricks that have been planted into
the ground. Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay. The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
Eikel enters from the north.
Riudel enters from the north.
< 497h/497H 191v/196V Pos: standing >
Nul leaves south.
You follow Nul.
Red Brick Road
This road is defined by many rows red bricks that have been planted into
the ground. Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay. The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South -West #
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
Eikel enters from the north.
Riudel enters from the north.
< 497h/497H 191v/196V Pos: standing >
Nul leaves south.
You follow Nul.
Red Brick Road
This road is defined by many rows red bricks that have been planted into
the ground. Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay. The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West #
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
Tupoh Syndicalist Anarchy (Troll)(large) stands here. (Casting) (Red Aura)
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
Eikel enters from the north.
Riudel enters from the north.
< 497h/497H 192v/196V Pos: standing >
Nul leaves south.
You follow Nul.
Red Brick Road
This road is defined by many rows red bricks that have been planted into
the ground. Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay. The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South
*Nul Syndicalist Anarchy (Kobold)(small) stands in mid-air here.(Red Aura)
A Thri-Kreen (medium) The Empire stands, floating here.
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
Eikel enters from the north.
Riudel enters from the north.
< 497h/497H 192v/196V Pos: standing >
Eikel snaps into visibility.
A Thri-Kreen is knocked to the ground by Eikel's skillful bash!
< 497h/497H 192v/196V Pos: standing >
Eikel's impressive slash strikes a Thri-Kreen.
Eikel's slash strikes a Thri-Kreen.
Riudel starts casting an offensive spell.
< 497h/497H 193v/196V Pos: standing >
Riudel completes his spell...
Riudel utters the word 'agsplnuahz'
Ghostly hands appear before a Thri-Kreen, close around his neck and begin to squeeze!
A Thri-Kreen gasps for air as a pair of ghostly hands tighten around his throat!
Nul starts casting an offensive spell.
Nul snaps into visibility.
< 497h/497H 196v/196V Pos: standing >
A Thri-Kreen gasps for air as a pair of ghostly hands tighten around his throat!
< 497h/497H 196v/196V Pos: standing >
A Thri-Kreen gasps for air as a pair of ghostly hands tighten around his throat!
< 497h/497H 196v/196V Pos: standing >
Sparkling magic surrounds Riudel as he begins his chant.
Riudel starts casting an offensive spell.
< 497h/497H 196v/196V Pos: standing >
Nul completes his spell...
Nul utters the word 'qawzh'
A large rift opens in front of a Thri-Kreen, you see stars through it, and then a comet flies forth smashing into him!
< 497h/497H 196v/196V Pos: standing >
Riudel completes his spell...
Riudel utters the word 'agsplnuahz'
Ghostly hands appear before a Thri-Kreen, close around his neck and begin to squeeze!
A Thri-Kreen gasps for air as a pair of ghostly hands tighten around his throat!
You start chanting...
You snap into visibility.
< 497h/497H 196v/196V Pos: standing >
A Thri-Kreen gasps for air as a pair of ghostly hands tighten around his throat!
< 497h/497H 196v/196V Pos: standing >
A Thri-Kreen gasps for air as a pair of ghostly hands tighten around his throat!
A Thri-Kreen's some Cimmerian drawstring pants was completely destroyed by the massive blow!
A Thri-Kreen's soldiers quiver was completely destroyed by the massive blow!
A Thri-Kreen's crystal shard [poor] was completely destroyed by the massive blow!
A Thri-Kreen is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!