<worn on head> a velvet sailor's hat with a blue feather
<worn on eyes> some protective goggles
<worn around neck> an unholy medallion of the serpent [poor]
<worn about body> a royal robe garb lined with gold
<worn about waist> a belt of animal furs [superior]
<worn on belt buckle>a petrified bone shard [superior] (humming)
<worn on arms> a pair of studded leather sleeves
<worn on lower arms> some spiked leather sleeves [poor]
<worn around wrist> an orc-skin wrist protector
<worn around wrist> a thick spiked leather bracer
<worn on lower wrist>an assassin's armband
<worn on lower wrist>a drow-made rubber bracelet
<worn on hands> some thick leather gloves
<primary weapon> a wicked waraxe covered in runes [superior]
<secondary weapon> the humming sword named 'Blaze' (humming)
<third weapon> an eerie longsword named 'Illithid Bane'
<fourth weapon> a masters rapier
<worn on legs> a pair of studded leather leggings
Obvious exits: -South
Katie (Goblin)(small) stands in mid-air here.
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.
< 382h/382H 107v/178V Pos: standing >
Katie leaves south.
You follow Katie.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East # -South -West
Katie (Goblin)(small) stands in mid-air here.
An agitated commoner walks the road.
< 382h/382H 116v/178V Pos: standing >
Katie opens the door.
< 382h/382H 118v/178V Pos: standing >
Katie leaves east.
You follow Katie.
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
Katie (Goblin)(small) stands in mid-air here.
Ferafk (Shade)(small) stands, floating here.
< 382h/382H 118v/178V Pos: standing >
< 382h/382H 135v/178V Pos: standing >
A young ape floats in from above.
< 382h/382H 136v/178V Pos: standing >
Katie no longer wants you to follow.
You stop following Katie.
< 382h/382H 145v/178V Pos: standing >
Katie leaves west.
< 382h/382H 150v/178V Pos: standing >
You are no longer being guarded by Katie.
< 382h/382H 151v/178V Pos: standing >
The Brawling Foot Inn
Obvious exits: -East -West -Up
A young ape swings through the jungle and leaps across the rocks.
Ferafk (Shade)(small) stands, floating here.
< 382h/382H 162v/178V Pos: standing >
A young ape floats up.
< 382h/382H 169v/178V Pos: standing >
Katie enters from the west.
< 382h/382H 175v/178V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
An agitated minotaur who is close by to your west.
A young ape who is close by above you.
A doe who is close by above you.
< 382h/382H 177v/178V Pos: standing >
Katie leaves up.
< 382h/382H 177v/178V Pos: standing >
Your group has been disbanded.
< 382h/382H 178v/178V Pos: standing >
Zone Name: Nax
Average mob level in zone: 24
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
Ferafk looks at you.
< 382h/382H 178v/178V Pos: standing >
A young ape floats in from above.
< 382h/382H 178v/178V Pos: standing >
You see nothing special about him.
Ferafk appears to be Shade and is in excellent condition.
He's small in size.
<worn on face> a black leather mask
<worn around neck> a frayed cloth collar [superior] (illuminating)
<worn about body> a reptile skin cloak
<worn about waist> a belt of sewn ratskins
<worn on arms> a pair of tight black sleeves
<held as shield> a small round wooden shield
<worn on hands> a pair of tight black gloves
<primary weapon> a thin steel dagger
<worn on legs> a pair of tight black pants
<worn on feet> a pair of tight black slippers
< 382h/382H 178v/178V Pos: standing >
A young ape leaves west.
< 382h/382H 178v/178V Pos: standing >
Ferafk says 'hi'
< 382h/382H 178v/178V Pos: standing >
You chitter 'sup '
< 382h/382H 178v/178V Pos: standing >
You chitter 'ferric ?'
< 382h/382H 178v/178V Pos: standing >
Ferafk nods.
< 382h/382H 178v/178V Pos: standing >
You chitter 'wrona'
< 382h/382H 178v/178V Pos: standing >
The sun rises over the northern horizon.
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
Ferafk says 'why you have newbie flag?'
< 382h/382H 178v/178V Pos: standing >
You chitter 'casue i am newbie'
< 382h/382H 178v/178V Pos: standing >
You chitter 'maybe not newbie newbie but comparing to u'
< 382h/382H 178v/178V Pos: standing >
You chitter 'neeeeeeeewbie'
< 382h/382H 178v/178V Pos: standing >
Tia enters from above.
< 382h/382H 178v/178V Pos: standing >
Autosaving...
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
You now follow Tia.
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
Tia leaves west.
You follow Tia.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
Tia (Drow Elf)(medium) stands in mid-air here.
A young ape swings through the jungle and leaps across the rocks.
< 382h/382H 177v/178V Pos: standing >
Tia leaves south.
You follow Tia.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 176v/178V Pos: standing >
Tia leaves west.
You follow Tia.
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
[2] A large two-handed sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A large black leather whip lies coiled here.
A steel long sword has been left here.
A large wooden counter is here, with a sign posted on it.
Tia (Drow Elf)(medium) stands in mid-air here.
Gonx, the banker, settles his eyes upon his new patrons.
You attempt to give consent...
< 382h/382H 175v/178V Pos: standing >
You are now a member of Tia's group.
< 382h/382H 178v/178V Pos: standing >
A member of the Storage Locker Safety Commission escorts Tia to a private room.
< 382h/382H 178v/178V Pos: standing >
The day has begun.
< 382h/382H 178v/178V Pos: standing >
Tia enters from elsewhere.
< 382h/382H 178v/178V Pos: standing >
Tia drops a small leather-bound book.
Tia drops a map made of silk-paper.
Tia drops a small black velvet bag.
Tia drops a large stone warhammer.
Tia drops an elfskin belt.
Tia drops a soft skin cloak.
Tia drops a small round wooden shield.
Tia drops a pair of brown leather gloves.
Tia drops an unholy priest cap.
Tia drops a thin priest gown.
Tia drops some unholy beads.
Tia drops some unholy beads.
Tia drops a thin steel dagger.
Tia drops a steel dagger.
Tia drops a long steel sword.
Tia drops a steel short sword.
Tia drops a steel long sword.
Tia drops a small wooden mace.
Tia drops a stout oaken cudgel.
Tia drops a sturdy wooden club.
< 382h/382H 178v/178V Pos: standing >
A map made of silk-paper crumbles to dust and blows away.
A small black velvet bag crumbles to dust and blows away.
An elfskin belt crumbles to dust and blows away.
A soft skin cloak crumbles to dust and blows away.
A small round wooden shield crumbles to dust and blows away.
A pair of brown leather gloves crumbles to dust and blows away.
An unholy priest cap crumbles to dust and blows away.
A thin priest gown crumbles to dust and blows away.
Some unholy beads crumbles to dust and blows away.
Some unholy beads crumbles to dust and blows away.
< 382h/382H 178v/178V Pos: standing >
A slender fishing pole crumbles to dust and blows away.
< 382h/382H 178v/178V Pos: standing >
Gonx gets a large stone warhammer.
Gonx wields a large stone warhammer.
< 382h/382H 178v/178V Pos: standing >
A member of the Storage Locker Safety Commission escorts Tia to a private room.
< 382h/382H 178v/178V Pos: standing >
Tia enters from elsewhere.
< 382h/382H 178v/178V Pos: standing >
Gonx gets a small leather-bound book.
Gonx grabs a small leather-bound book.
< 382h/382H 178v/178V Pos: standing >
Ethermancer - Last Edited: 2022-10-08 21:01:44 by ashyel
========================================================
Calling on the power of storms, Ethermancers utilize the elements of ice and wind to smite their foes. Although offensive in nature, Ethermancers have the unique ability to dispel powerful magic where others cannot, and
can sometimes even steal it. Their bodies are composed mostly of ethereal matter which causes them to be resilient to physical attacks, yet more prone to magical attacks. Through the development of heightened wisdom the ethermancer is able to boost spellcasting and memorization while simultaneously decreasing damage taken from magic. When walking, ethermancers leave a trail of frost, allowing them to tread where others cannot go.
Ethermancers are more offensive than their Cleric counterparts and are less able to protect their group.
The following epic skills are available to this class:
summon blizzard, devotion, shield combat, toughness, improved endurance, fix, smelt, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control.
==Equipment usage==
Ethermancers fall under the Priest classification of item restriction. They
can wear almost any type of armor, but are mildly restricted in the use of
miscellaneous magical items.
==See also==
* Ethermancer Skills
* Spell Slots
* Spell System
* Priest
* Cast
* Tupor
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Orc, Githyanki, Shade, Goblin, Githzerai, Kobold
==Innate abilities==
*fly
'*' Designates passive ability.
==Specializations==
* Tempest Magus
* Frost Magus
* Star Magus
The following help topics also matched your search:
Ethermancer Skills
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
A member of the Storage Locker Safety Commission escorts Tia to a private room.
< 382h/382H 178v/178V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
< 382h/382H 177v/178V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
A young ape swings through the jungle and leaps across the rocks.
< 382h/382H 176v/178V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
Ferafk (Shade)(small) stands, floating here.
< 382h/382H 177v/178V Pos: standing >
You feel like you can smoke again.
< 382h/382H 177v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
Score information for Buzze
Level: 25 Race: Thri-Kreen Class: Warrior Sex: Male
Hit points: 382(382) Moves: 178(178)
Coins carried: 1 platinum 1 gold 4 silver 8 copper
Compression ratio: 81%
Status: Standing.
Coldshielded
Frags: +0.00 Deaths: 0
Enchantments: Ultravision Farsee Haste
Herbs: Blue Haze Medicus
Combat Pulse: 19 Spell Pulse: 1.20
Leaderboard Points: 250
Active Spells:
--------------
accelerated healing (30 minutes)
well-rested bonus (83 minutes)
< 382h/382H 178v/178V Pos: standing >
A young ape enters from the west.
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
Now where did that chicken go?
< 382h/382H 178v/178V Pos: standing >
The Brawling Foot Inn
Obvious exits: -East -West -Up
A young ape swings through the jungle and leaps across the rocks.
Ferafk (Shade)(small) stands, floating here.
< 382h/382H 178v/178V Pos: standing >
This ape has a muscular body that is covered in thick grey fur.
It leaps through the forest with ease and jumps from rock to rock
when it is on land.
A young ape appears to be Primate and is in excellent condition.
He's medium in size.
< 382h/382H 178v/178V Pos: standing >
[Damage: 12 ] -=[Your impressive slash seriously wounds a young ape.]=-
< 382h/382H 178v/178V Pos: standing >
< T: Buzze TP: sta TC:excellent E: young sta EP: small wounds >
< 382h/382H 178v/178V Pos: standing >
< T: Buzze TP: sta TC:excellent E: young sta EP: small wounds >
You dodge a young ape's vicious attack.
A young ape misses you with his clumsy kick at your chest.
< 382h/382H 178v/178V Pos: standing >
< T: Buzze TP: sta TC:excellent E: young sta EP: small wounds >
[Damage: 12 ] -=[Your impressive slash seriously wounds a young ape.]=-
[Damage: 12 ] -=[Your impressive slash enshrouds a young ape in a mist of blood.]=-
A young ape dodges your futile attack.
< 382h/382H 178v/178V Pos: standing >
< T: Buzze TP: sta TC:excellent E: young sta EP: nasty wounds >
You feel your skill in parry improving.
A young ape misses you.
A young ape misses you.
< 382h/382H 178v/178V Pos: standing >
< T: Buzze TP: sta TC:excellent E: young sta EP: nasty wounds >
[Damage: 13 ] -=[Your impressive slash causes a young ape to grimace in pain.]=-
A young ape dodges your futile attack.
A young ape dodges your futile attack.
[Damage: 12 ] -=[Your impressive slash critically injures a young ape.]=-
A young ape is mortally wounded, and will die soon, if not aided.
[Damage: 4 ] -=[Your decent slash hits a young ape.]=-
A young ape is dead! R.I.P.
You receive your share of experience.
A look of horror and a silent scream are a young ape's last actions in this world.
< 382h/382H 178v/178V Pos: standing >
The Brawling Foot Inn
Obvious exits: -East -West -Up
Puddles of fresh blood cover the ground.
The corpse of a young ape is lying here.
Ferafk (Shade)(small) stands, floating here.
< 382h/382H 178v/178V Pos: standing >
It's really, really hot here. A slight breeze would really improve things.
< 382h/382H 178v/178V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
An agitated minotaur who is not far off to your west.
Brukish who is not far off to your west.
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
Ethermancer Skills - Last Edited: 2014-09-11 05:44:33 by lohrr
==============================================================
The following is a list of all skills and spells available to the Ethermancer class:
==Ethermancer Specializations==
* Windtalker
* Frost Magus
* Star Magus
==Innate abilities==
*fly
'*' Designates passive ability.
==Skills==
1st Level: 1h bludgeon, 1h piercing, 1h slashing, bandage, carve, clerical spell knowledge, climb, concentration, double attack, fishing, kick, meditate, mount, quick chant, retreat, salvage, shield block, swim
==Spells==
1st Circle: faerie fire, ice missile, vapor armor
2nd Circle: chill touch, detect magic, purify spirit
3rd Circle: faerie fog, frost bolt, wind blade
4th Circle: coldshield, cone of cold, faerie sight, lightning bolt
5th Circle: ice storm, static discharge, storm empathy, vapor strike
6th Circle: frost beacon, frostbite, lightning curtain, lightning shield
7th Circle: cold snap, dispel magic, windwalk
8th Circle: ethereal form, ethereal recharge
9th Circle: arcane whirlwind, plane shift
10th Circle: induce tupor, purge
11th Circle: blur, mass fly, tempest terrain
< 382h/382H 178v/178V Pos: standing >
The taste of blood slowly fades from your body.
< 382h/382H 178v/178V Pos: standing >
Wind Blade - Last Edited: 2017-09-17 05:16:33 by lohrr
======================================================
* Area of effect: <caster>
* Aggressive: No
* Cumulative: No
* Duration: Permanent
* Type of spell: Summoning
This spell causes a blade of pure ether to appear for the caster to wield. It is rumored that the blade
grows in power as the caster levels, granting him or her more powerful attributes, as well as imbuing
the weapon with powerful magic.
< 382h/382H 178v/178V Pos: standing >
Sorry, but there are no help topics that match your search.
< 382h/382H 178v/178V Pos: standing >
No-one by that name here...
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
No-one by that name here...
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
The Brawling Foot Inn
Obvious exits: -East -West -Up
The corpse of a young ape is lying here.
Ferafk (Shade)(small) stands, floating here.
< 382h/382H 178v/178V Pos: standing >
Autosaving...
< 382h/382H 178v/178V Pos: standing >
Tia enters from the west.
< 382h/382H 178v/178V Pos: standing >
Tia gives you a ring of strength.
< 382h/382H 178v/178V Pos: standing >
Tia gives you a carved jade ring [superior].
< 382h/382H 178v/178V Pos: standing >
Tia leaves west.
You follow Tia.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
Tia (Drow Elf)(medium) stands in mid-air here.
A shady chemist peers at you.
< 382h/382H 177v/178V Pos: standing >
Tia leaves south.
You follow Tia.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 176v/178V Pos: standing >
Tia leaves west.
You follow Tia.
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
[2] A large two-handed sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A large black leather whip lies coiled here.
[2] A steel long sword has been left here.
A large wooden counter is here, with a sign posted on it.
Tia (Drow Elf)(medium) stands in mid-air here.
Gonx, the banker, settles his eyes upon his new patrons.
< 382h/382H 175v/178V Pos: standing >
A member of the Storage Locker Safety Commission escorts Tia to a private room.
< 382h/382H 178v/178V Pos: standing >
Tia enters from elsewhere.
< 382h/382H 178v/178V Pos: standing >
Tia gets some heirloom Blue Haze from her large leather backpack.
< 382h/382H 178v/178V Pos: standing >
You stop following Tia.
You now follow Tia.
< 382h/382H 178v/178V Pos: standing >
Tia gets a mistweyd nose-pipe from her large leather backpack.
< 382h/382H 178v/178V Pos: standing >
Tia inserts a mistweyd nose-pipe into her nostrils and inhales deep some heirloom Blue Haze smoke.
Tia finishes smoking her mistweyd nose-pipe.
Tia exhales the smoke with a grin.
< 382h/382H 178v/178V Pos: standing >
A member of the Storage Locker Safety Commission escorts Tia to a private room.
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
Tia enters from elsewhere.
< 382h/382H 178v/178V Pos: standing >
Tia puts some haze(s) into a large leather backpack.
< 382h/382H 178v/178V Pos: standing >
< 382h/382H 178v/178V Pos: standing >
Tia leaves east.
You follow Tia.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
Tia (Drow Elf)(medium) stands in mid-air here.
An agitated commoner walks the road.
< 382h/382H 177v/178V Pos: standing >
Tia leaves south.
You follow Tia.
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 176v/178V Pos: standing >
Tia leaves south.
You follow Tia.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 175v/178V Pos: standing >
Tia leaves south.
You follow Tia.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 174v/178V Pos: standing >
Tia leaves south.
You follow Tia.
A Cobblestone Intersection
It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 173v/178V Pos: standing >
Tia leaves south.
You follow Tia.
A Turning
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -West #
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 172v/178V Pos: standing >
Tia leaves east.
You follow Tia.
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 173v/178V Pos: standing >
Tia leaves east.
You follow Tia.
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -South# -West
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 172v/178V Pos: standing >
Tia leaves east.
You follow Tia.
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 171v/178V Pos: standing >
Tia leaves east.
You follow Tia.
An Intersection of Roads
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West
Tia (Drow Elf)(medium) stands in mid-air here.
Kina, the tinkerer, scribbles something upon a pad.
< 382h/382H 171v/178V Pos: standing >
Tia leaves east.
You follow Tia.
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 170v/178V Pos: standing >
Tia leaves east.
You follow Tia.
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West
Tia (Drow Elf)(medium) stands in mid-air here.
An commoner walks the road, intent on his destination.
An commoner walks the road, intent on his destination.
< 382h/382H 169v/178V Pos: standing >
Tia leaves south.
You follow Tia.
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
Tia (Drow Elf)(medium) stands in mid-air here.
< 382h/382H 170v/178V Pos: standing >
Tia leaves south.
You follow Tia.
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East
Tia (Drow Elf)(medium) stands in mid-air here.
A Barbarian (large) Warrior Princess (_/Eye of Odin\_) stands in mid-air here.
A Barbarian tackles Tia square in the chest knocking the wind out of her!
Someone suddenly attacks Tia!
A Grey Elf snaps into visibility.
A Grey Elf's slash strikes Tia.
A Grey Elf snaps into visibility.
A Grey Elf's powerful pierce strikes Tia.
< 382h/382H 169v/178V Pos: standing >
A Grey Elf snaps into visibility.
< 382h/382H 169v/178V Pos: standing >
A Barbarian's slash strikes Tia.
A Barbarian's pierce strikes Tia hard.
A Barbarian's impressive pierce strikes Tia.
A Barbarian's Tiamat's poison tail stinger strikes out in a blur of speed at Tia.
A Barbarian's spell flows around Tia, leaving her unharmed!
A Barbarian's spell flows around Tia, leaving her unharmed!
A Barbarian's slash strikes Tia hard.
A Barbarian's slash strikes Tia hard.
A Barbarian's sword of fire and flame summons the power of fire and flames at Tia.
Billowing clouds of incendiary gases pour from a Barbarian's fingertips!
-=[You are enveloped in a cloud of incendiary gases sent by a Barbarian - OUCH!!]=-
OUCH! That really did HURT!
A Barbarian cackles as her incendiary cloud torches Tia.
A Barbarian's sword of fire and flame calls upon the pure power of the plane of fire, directing it at Tia!
A Barbarian's slash causes Tia to grimace in pain.
< 282h/382H 170v/178V Pos: standing >
< T: Tia TP: sit TC:pretty hurt E: A Barbarian sta EP: excellent >
A Grey Elf completes his spell...
A Grey Elf utters the words 'qaffaguzz bragh'
A Grey Elf points at Tia.
Tia screams in utter agony as a Grey Elf's corrosive blast slams into her body!
Tia's well-crafted cured leather buckler melted corroded by the acid.
Tia's cloak of the ageless spirit of the wind melted corroded by the acid.
Tia's pair of forest walking boots [superior] melted corroded by the acid.
Tia's etched mithral faceguard [superior] melted corroded by the acid.
Tia is dead! R.I.P.