Tharnadian Bank
This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside. There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house. Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South#
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded 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 steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
A spellbook has been tossed aside here.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.
< 1h/292H 118v/121V Pos: standing >
You sit down and relax.
< 1h/292H 118v/121V Pos: sitting >
You are currently memorizing the following spells:
4 seconds: ( 8th) tormenting spirits
5 seconds: ( 1st) spirit armor
8 seconds: ( 4th) pantherspeed
11 seconds: ( 7th) elephantstrength
16 seconds: (10th) restoration
21 seconds: (11th) greater spirit sight
25 seconds: ( 8th) spirit jump
29 seconds: ( 8th) spirit jump
31 seconds: ( 2nd) flameburst
33 seconds: ( 2nd) flameburst
35 seconds: ( 2nd) flameburst
37 seconds: ( 2nd) flameburst
39 seconds: ( 2nd) flameburst
41 seconds: ( 2nd) lesser mending
43 seconds: ( 4th) summon beast
45 seconds: ( 2nd) lesser mending
47 seconds: ( 2nd) lesser mending
49 seconds: ( 1st) ice missile
50 seconds: ( 1st) ice missile
51 seconds: ( 1st) ice missile
52 seconds: ( 1st) ice missile
54 seconds: ( 1st) ice missile
56 seconds: ( 2nd) lesser mending
57 seconds: ( 1st) ice missile
58 seconds: ( 1st) ice missile
59 seconds: ( 1st) ice missile
62 seconds: ( 3rd) scalding blast
64 seconds: ( 3rd) scalding blast
67 seconds: ( 3rd) scalding blast
69 seconds: ( 3rd) scalding blast
72 seconds: ( 3rd) scalding blast
74 seconds: ( 3rd) scalding blast
76 seconds: ( 2nd) flameburst
78 seconds: ( 2nd) lesser mending
81 seconds: ( 3rd) fire ward
83 seconds: ( 3rd) purify spirit
86 seconds: ( 3rd) purify spirit
88 seconds: ( 3rd) purify spirit
91 seconds: ( 4th) mending
94 seconds: ( 4th) mending
95 seconds: ( 1st) ice missile
98 seconds: ( 4th) mending
101 seconds: ( 4th) mending
105 seconds: (10th) etherportal
109 seconds: ( 7th) indomitability
112 seconds: ( 6th) lionrage
117 seconds: (11th) resurrect
120 seconds: ( 4th) hawkvision
124 seconds: ( 7th) ravenflight
126 seconds: ( 4th) hawkvision
128 seconds: ( 1st) spirit armor
132 seconds: (11th) guardian spirits
135 seconds: ( 4th) pantherspeed
138 seconds: ( 5th) molten spray
142 seconds: ( 5th) molten spray
145 seconds: ( 7th) greater soul disturbance
149 seconds: ( 7th) greater soul disturbance
152 seconds: ( 5th) molten spray
156 seconds: ( 5th) molten spray
159 seconds: ( 5th) molten spray
162 seconds: ( 5th) molten spray
166 seconds: ( 6th) wellness
167 seconds: ( 1st) ice missile
171 seconds: (10th) restoration
175 seconds: ( 6th) wellness
178 seconds: ( 5th) molten spray
182 seconds: ( 8th) corrosive blast
186 seconds: ( 6th) wellness
190 seconds: ( 8th) corrosive blast
194 seconds: ( 9th) arieks shattering iceball
198 seconds: ( 9th) arieks shattering iceball
202 seconds: ( 9th) arieks shattering iceball
207 seconds: ( 9th) arieks shattering iceball
211 seconds: (10th) restoration
214 seconds: ( 5th) molten spray
219 seconds: (10th) restoration
222 seconds: ( 6th) wellness
226 seconds: ( 6th) wellness
230 seconds: ( 9th) arieks shattering iceball
234 seconds: ( 7th) greater soul disturbance
237 seconds: ( 6th) wellness
You can memorize no more spells.
You continue your study.
< 1h/292H 118v/121V Pos: sitting >
You start meditating...
< 1h/292H 119v/121V Pos: sitting >
You have finished memorizing tormenting spirits.
< 1h/292H 121v/121V Pos: sitting >
You have finished memorizing spirit armor.
< 1h/292H 121v/121V Pos: sitting >
You have finished memorizing pantherspeed.
< 2h/292H 121v/121V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your meditative trance.
< 2h/292H 121v/121V Pos: standing >
But you are a member of no group?!
< 2h/292H 121v/121V Pos: standing >
The door seems to be closed.
< 2h/292H 121v/121V Pos: standing >
The door seems to be closed.
< 2h/292H 121v/121V Pos: standing >
The door seems to be closed.
< 2h/292H 121v/121V Pos: standing >
Pardon?
< 3h/292H 121v/121V Pos: standing >
The door seems to be closed.
< 3h/292H 121v/121V Pos: standing >
Ok.
< 3h/292H 121v/121V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
Fresh blood covers everything in the area.
An odd little man, with a shaved head and an orange robe, hums something.
< 3h/292H 120v/121V Pos: standing >
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West # -Up
< 3h/292H 119v/121V Pos: standing >
< 3h/292H 119v/121V Pos: standing >
A street sweeper enters from the south.
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West
Fresh blood splatters cover the area.
A shady looking mercenary stands here, eyeing you with open contempt.
A young man in leather armor seems to be patrolling the area.
A human merchant from another town stands here, perusing Tharnadia.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 3h/292H 118v/121V Pos: standing >
The iron seems to be closed.
< 3h/292H 119v/121V Pos: standing >
The iron seems to be closed.
< 3h/292H 119v/121V Pos: standing >
The iron seems to be closed.
< 3h/292H 119v/121V Pos: standing >
The iron seems to be closed.
< 3h/292H 120v/121V Pos: standing >
The iron seems to be closed.
< 3h/292H 120v/121V Pos: standing >
The iron seems to be closed.
< 3h/292H 120v/121V Pos: standing >
The iron seems to be closed.
< 3h/292H 120v/121V Pos: standing >
The iron seems to be closed.
< 3h/292H 121v/121V Pos: standing >
I see no ee here.
< 3h/292H 121v/121V Pos: standing >
The iron seems to be closed.
< 4h/292H 121v/121V Pos: standing >
The iron seems to be closed.
< 4h/292H 121v/121V Pos: standing >
< 4h/292H 121v/121V Pos: standing >
The iron seems to be closed.
< 4h/292H 121v/121V Pos: standing >
Ok.
< 4h/292H 121v/121V Pos: standing >
Outside the Eastern City Gates
Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers. The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers. The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
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 tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
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 tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.
< 4h/292H 120v/121V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling outside the gates.
A young man in leather armor seems to be patrolling outside the gates.
< 4h/292H 118v/121V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
A large rat is scurrying about here.
< 4h/292H 116v/121V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West
A few drops of fresh blood are scattered around the area.
A homeless peasant is here, looking lost and hungry.
< 4h/292H 114v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 114v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 114v/121V Pos: standing >
I see nothing suitable there.
< 4h/292H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/292H 117v/121V Pos: standing >
< 5h/292H 117v/121V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South
< 5h/292H 115v/121V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
Fresh blood covers everything in the area.
An odd little man, with a shaved head and an orange robe, hums something.
< 5h/292H 114v/121V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling outside the gates.
< 5h/292H 112v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 5h/292H 112v/121V Pos: standing >
< 5h/292H 112v/121V Pos: standing >
Pardon?
< 5h/292H 113v/121V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down
< 5h/292H 110v/121V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
< 5h/292H 108v/121V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
Fresh blood covers everything in the area.
A large rat is scurrying about here.
< 5h/292H 106v/121V Pos: standing >
The Great Crossroad
The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world. The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here. All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident. A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
A tough looking warrior is scanning the landscape beyond the walls.
< 5h/292H 106v/121V Pos: standing >
*****
*M+**^
^@+++
*MM*^*
^****
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 5h/292H 105v/121V Pos: standing >
*****
*MM**^*
^M@+++
*MM*^*.
*****
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 5h/292H 104v/121V Pos: standing >
****.
MM**^**
^M+@+++
MM*^*.*
*****
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 5h/292H 103v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 5h/292H 104v/121V Pos: standing >
***..
M**^**.
M++@++M
+*^*.**
****.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 5h/292H 103v/121V Pos: standing >
**...
**^**.^
+++@+M+
*^*.***
***..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 5h/292H 102v/121V Pos: standing >
*....
*^**.^.
+++@+M+
^*.****
**...
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 5h/292H 102v/121V Pos: standing >
^^.M^
**....M
*^*@.^.
+++++M+
*.***
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
< 5h/292H 101v/121V Pos: standing >
.^M^.
.^^.M^.
**.@..M
*^**.^.
++++M
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 5h/292H 99v/121V Pos: standing >
^MM..
..^M^..
.^^@M^.
**....M
^**.^
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 6h/292H 97v/121V Pos: standing >
The mountains are too treacherous to be scaled. Find another way to pass them.
< 6h/292H 98v/121V Pos: standing >
You sit down and relax.
< 6h/292H 98v/121V Pos: sitting >
You have memorized the following spells:
( 8th circle) 1 - tormenting spirits
( 4th circle) 1 - pantherspeed
( 1st circle) 1 - spirit armor
And you are currently memorizing the following spells:
3 seconds: ( 7th) elephantstrength
8 seconds: (10th) restoration
13 seconds: (11th) greater spirit sight
17 seconds: ( 8th) spirit jump
21 seconds: ( 8th) spirit jump
23 seconds: ( 2nd) flameburst
25 seconds: ( 2nd) flameburst
27 seconds: ( 2nd) flameburst
29 seconds: ( 2nd) flameburst
31 seconds: ( 2nd) flameburst
33 seconds: ( 2nd) lesser mending
35 seconds: ( 4th) summon beast
37 seconds: ( 2nd) lesser mending
39 seconds: ( 2nd) lesser mending
41 seconds: ( 1st) ice missile
42 seconds: ( 1st) ice missile
43 seconds: ( 1st) ice missile
44 seconds: ( 1st) ice missile
46 seconds: ( 1st) ice missile
48 seconds: ( 2nd) lesser mending
49 seconds: ( 1st) ice missile
50 seconds: ( 1st) ice missile
51 seconds: ( 1st) ice missile
54 seconds: ( 3rd) scalding blast
56 seconds: ( 3rd) scalding blast
59 seconds: ( 3rd) scalding blast
61 seconds: ( 3rd) scalding blast
64 seconds: ( 3rd) scalding blast
66 seconds: ( 3rd) scalding blast
68 seconds: ( 2nd) flameburst
70 seconds: ( 2nd) lesser mending
73 seconds: ( 3rd) fire ward
75 seconds: ( 3rd) purify spirit
78 seconds: ( 3rd) purify spirit
80 seconds: ( 3rd) purify spirit
83 seconds: ( 4th) mending
86 seconds: ( 4th) mending
87 seconds: ( 1st) ice missile
90 seconds: ( 4th) mending
93 seconds: ( 4th) mending
97 seconds: (10th) etherportal
101 seconds: ( 7th) indomitability
104 seconds: ( 6th) lionrage
109 seconds: (11th) resurrect
112 seconds: ( 4th) hawkvision
116 seconds: ( 7th) ravenflight
118 seconds: ( 4th) hawkvision
120 seconds: ( 1st) spirit armor
124 seconds: (11th) guardian spirits
127 seconds: ( 4th) pantherspeed
130 seconds: ( 5th) molten spray
134 seconds: ( 5th) molten spray
137 seconds: ( 7th) greater soul disturbance
141 seconds: ( 7th) greater soul disturbance
144 seconds: ( 5th) molten spray
148 seconds: ( 5th) molten spray
151 seconds: ( 5th) molten spray
154 seconds: ( 5th) molten spray
158 seconds: ( 6th) wellness
159 seconds: ( 1st) ice missile
163 seconds: (10th) restoration
167 seconds: ( 6th) wellness
170 seconds: ( 5th) molten spray
174 seconds: ( 8th) corrosive blast
178 seconds: ( 6th) wellness
182 seconds: ( 8th) corrosive blast
186 seconds: ( 9th) arieks shattering iceball
190 seconds: ( 9th) arieks shattering iceball
194 seconds: ( 9th) arieks shattering iceball
199 seconds: ( 9th) arieks shattering iceball
203 seconds: (10th) restoration
206 seconds: ( 5th) molten spray
211 seconds: (10th) restoration
214 seconds: ( 6th) wellness
218 seconds: ( 6th) wellness
222 seconds: ( 9th) arieks shattering iceball
226 seconds: ( 7th) greater soul disturbance
229 seconds: ( 6th) wellness
You can memorize no more spells.
You continue your study.
< 6h/292H 98v/121V Pos: sitting >
You start meditating...
< 6h/292H 99v/121V Pos: sitting >
You have finished memorizing elephantstrength.
< 6h/292H 104v/121V Pos: sitting >
You have finished memorizing restoration.
< 7h/292H 111v/121V Pos: sitting >
< 7h/292H 112v/121V Pos: sitting >
< 7h/292H 115v/121V Pos: sitting >
You have finished memorizing greater spirit sight.
< 7h/292H 118v/121V Pos: sitting >
You have finished memorizing spirit jump.
< 8h/292H 121v/121V Pos: sitting >
You have finished memorizing spirit jump.
< 8h/292H 121v/121V Pos: sitting >
< 9h/292H 121v/121V Pos: sitting >
Pardon?
< 9h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.
< 9h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.
< 9h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.
< 9h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.
< 10h/292H 121v/121V Pos: sitting >
A tharnadian thief-hunter snaps into visibility.
< 10h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.
You stop meditating.
But you are a member of no group?!
< 10h/292H 121v/121V Pos: sitting >
A tharnadian thief-hunter completes his spell...
A swarm of insects appears from nowhere!
A swarm of insects suddenly attacks YOU!
You abandon your meditative trance.
-=[A swarm of insects's decent sting enshrouds you in a mist of blood.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A swarm of insects appears from nowhere!
A swarm of insects suddenly attacks YOU!
-=[A swarm of insects's decent sting causes you to grimace in pain.]=-
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.
-=[