Click Here to Play "The Final Challenge"

(located at port 4000)

The Fortress of the Brethren

You stand within a large, beautifully maintained courtyard surrounded
by a wide variety of trees, shrubs and climbing ivy. A huge fountain
stands at the center of the verdant green lawn, it's falling water
musical in its constant movement. A tall, weathered gray stone wall
surrounds the courtyard and the keep itself providing a place of safety
and privacy for the Brethren.
(Blue Aura) A pristine white marble altar lies within the Fortress' Great Hall.

Short Desc: (Blue Aura) a small mithril hammer engulfed in flames
Long Desc: This tiny hammer of mithril burns with a magical flame.

Short Desc: a searing bolt of lightning
Long Desc: Cast forth from the clouds, a searing bolt of lightning blinds you.

Look altar white marble
This marble was quarried from the deepest mines beneath Dwarvenhold.
It is a pure, radiant white that seems to glow from within. The image
of a mithril hammer casting forth bolts of lightning has been inset
upon its surface.

The stone archway that leads out into the temple grounds to the east is
overgrown with ivy and some sort of climbing flower. Even in a place as
dedicated to martial strength and discipline as the stronghold of the
Brethren, there is appreciation for the beauty found in nature. A heavy
iron portcullis stands ready to bar the progress of any seeking to enter
or leave the Fortress via the drawbridge that lays beyond.

To the east is the stone gateway to the Grand hall, its carved granite
entryway a masterpiece of dwarven craftsmanship. Upon the thick stone
walls hang five exquisite tapestries, each illuminated for easy viewing
by bright balls of glowing blue light.

A large iron bound door of solid oak bars entry to the barracks. Beyond
it lies the training area where the Brethren hone their skill at arms.
Twin racks flanking the door are laden with well-tended weapons and armor,
Attesting to the acute knowledge of battle the Brethren have and teach
others. Above the weapon and armor racks, there are several carvings cut
deeply into the dark gray stone. (Look Carvings to view)

A large amphitheatre has been created to the west, perhaps to provide
an area for classes or important gatherings. Enormous white arches span
the cobblestone entryway to the benches. The stage itself is gray marble,
quarried from far and distant lands. It is easy to imagine the last rays
of the setting sun dancing upon the dark stone, turning it to flame.

Only as the eye travels skyward does the carefully concealed spiral
staircase that winds up one of the towers of the castle become visible.
Where it might lead, perhaps only Athorne knows. The sky above is a
beautiful bright azure, with fleecy white clouds here and there. The
sun is fixed at high noon, its brilliant light pouring down into the
courtyard like a blessing from the Gods themselves. A beautiful pennant
flutters from atop the highest spire of the Fortress, catching the

Under foot, the lawns of the courtyard are carefully kept neat and
tidy. A small pathway leads towards the barracks, made of round gray
flagstones of thick slate. Neat rows of flowers dance gaily in the
light breeze that cools the courtyard, bringing beauty to contrast
with the somber dark stone of the castle itself. Flowers also line
the walkways and surround several of the trees.

Without spilling a single drop, this fountain shoots water high into
the air in a rhythmic pattern you recognize as being a heartbeat. Once
released, it cascades down in a musical torrent, tumbling around what
appears to be a tall, twisting spire of ivory - a unicorn's horn that
rises up from the central dais of white marble. The water is pure and
icy, and it moves with a force that is enough to make one's ears pop
as it is released to jet upwards. A large golden plaque framed in silver
draws the eye to where it gleams wetly upon the dais.

This golden plaque bears words scribed in the Dwarven tongue:

.       **************************************************
. * o o *
. * " Family, Friend, Defender, and Judge " *
. * " Together, as one, we stand ." *
. * o o *
. **************************************************

Here lie the rules and beliefs of the Brethren.
The Brethren are bound by word and spirit to uphold these rules and beliefs.

(You can view them by using Look Carving1 through Carving5.)

Terms of Entry into the Righteous :

1) You must be a Character of good reputation, with at least 2 of the
Brethren as sponsors.
2) You must be level thirteen or higher in any class.
3) You must be fully equipped, and able to take care of yourself.
4) You must be willing to learn and in many cases, teach as well.
5) You will be interviewed and must pass an evaluation.
6) Upon completing the above, you will be granted an additional quest.

After completing the quest, you may be granted membership, however Athorne
reserves the right to refuse even those who have finished the quest should
He deems them unworthy.

(Look Carving2 to continue)

The ten beliefs and rules of the Righteous are as follows:

1. The Following is your family and friend. HONOR, CHERISH, PROTECT and DEFEND
them to the death, if need be. This also forbids any disrespect to a fellow
Righteous. Wrong done to them is wrong done to Athorne Himself.

2. Because we strive to destroy evil, NO EVIL aligned character shall receive
ANY HELP whatsoever from the Righteous. This means spells, trades, or anything
else that could fit in the term "Help". (Violations of this belief can and will
result in severe penalties up to and including rejection from the following.)

3. Strive for the betterment of yourself. Learn from every success and more
importantly, learn from every mistake. Ask questions, post notes to the board,
communicate: we can all learn something new every day.

(look carving3 to continue)

4. Death is a reality in this world. In the instance you come across a Good,
Unaligned or Neutral corpse, check our board list to see if the individual is
one of those named (AHRIMAN). Unless SPECIAL LAWS apply, the corpse must be
returned intact as quickly as possible.

Special Laws are as follows:
If an individual has been added to our list of (AHRIMAN), their corpse can be
dealt with in two ways: It may be kept and distributed amongst the Righteous,
or it must be sacrificed upon the ground. No other alternative is permitted.

5. The Righteous are expected to manage their Debt well. Athorne grants
Pardons only on SPECIAL occasions. Specifically, should a member have
Bounty Hunters set upon them, suicide is NOT an option.

(Look Carving4 to continue)

6. In the instance you come across an EVIL corpse, you may do with it as you
like, with the sole exception of returning it or giving/selling it to anyone
who will return it. Athorne will not abide having his enemies wearing equipment
willingly provided to them by the Righteous.

7. In the sphere of PK'ing, EVILS are fair game, as are any named (AHRIMAN).
Should you attempt the death of another, do so with a clear mind and careful
preparation. Fighting when you cannot win is foolish and brings shame to us.

8. Any equipment found or looted from the corpse of prey must be offered to
the following first. If no one needs it, then and only then may it can be sold,
traded or offered to Athorne. Greed is not acceptable in our following. Hoarding
what your fellow Righteous have need of is abhorrent.

(Look carving5 to continue)

9. Uphold HONOR and RESPECT in all aspects of the words. The Righteous DO NOT
take part in trash talk sessions on any means of communication, including our
private following-tell. Lead with your actions, not your words.

10. (Insert all TFC rules here). DO NOT BREAK THEM!

*Special note*
This game is meant for your enjoyment, and those around you. Have fun while
you are here, if you are not having fun you need not be here.

Many oak benches surround the white marble stage at the center of the
amphitheatre. It is easy to imagine overflowing ale mugs being lifted
in toasts and proud tales being told around the fire pits smoldering
long into the night. Many a bard has spun a tale upon this stage. Many
more shall in times to come.

five large and plush tapestries ruffle in the breeze, seemingly untouched by
age. They nearly blind you with their many colors and shapes.

(You can view them by using Look tapestry1 through tapestry5.)

Hand crafted gold lace decorates the edges of this small tapestry. The scene
upon it is that of a beautiful forest, with deer, rabbits, squirrels and other
woodland creatures observing a peaceful glade. There, a tall slender elf robed
in pure white stands before a small group, a rather large Tiger at his side.
The Elf's audience is quiet and intent as they listen to the man's teachings.
You get the sense this wasn't the first and certainly not the last of these

The Teacher ...

A silk tapestry hangs here. Upon it is depicted two dwarves standing on a small
hill overlooking a great battlefield. One dwarf is clad in rag-tag metal links
and chains, and is being supported by the younger dwarf. Below them on the field,
the evil hoard has been sent running.

The brothers have won the day ...


A silk tapestry hangs here. Upon it, the same two dwarves are in this scene,
however, the tables are turned. They are depicted running at full speed for
the woods. Lightning splinters the trees nearest them, as the hoard gives chase.

The retreat ...

A large tapestry hangs here, woven by the nimble fingers of the greatest Elven
artist ... Within this tapestry is shown four would-be heroes. A rather tall
elf stands to one side, blue lightning crackling from his slender fingers. It
hits its mark. Standing before the four adventurers are not one but two Ancient
Black Dragons. The Elf's bolt has struck the larger Dragon square in the chest.
To the other side a Half-elf has drawn both his weapons and is wielding them
with the precision of a tiger. His cat-like attacks strike deep into the flesh
of the first foe. With weapons drawn, the two smaller figures in the middle of
the fray are two Dwarves, and they appear to be laughing, despite the fact that
their armor and beards are on fire.

Underneath the great portrait words are spelled out in silver thread ...

Immortality due to friendship ...

A velvet tapestry ruffles in the breeze.
An old dwarf is in this picture. In his rag-tag armor, he stands to one side
while others are fighting undead creatures in the corridor. He seems to be
barking orders and commands. The others fight on.

The leader ...


Along the walkways and against the stone wall that encloses the castle,
beautiful flowers have been carefully planted and lovingly tended.
In some sections, herbs are seen: yarrow, thyme and bay leaf grow
in profusion. Elsewhere, bluebells, white heather, lavender, and
orange blossom sway in the breeze. White zinnias line the walkway,
and clumps of fern have sprouted up in each shady spot. Monkshood
can be spotted along the castle walls intermingled with violets.
An odd combination, to be sure. Perhaps the selected blooms have
some specific meaning in the hidden language of plants?

One of the Brethren wandering through the courtyard smiles and nods.
‘Each living thing has a purpose and a message. Even the blossoms.
Monkshood for wariness and chivalry, thyme for strength and courage.
Orange blossom brings wisdom, and yarrow speaks of health. White
Zinnias are the flower of goodness, and violets speak of faithfulness.
Bay leaves for strength, bluebells for humility and constancy, ferns
for sincerity.’ He reaches down and picks a blossom of white heather.
‘This is my favorite. The pure, pale heather, which speaks of
protection and wishes that may yet come true.’ He smiles again, then
wanders off, checking on the growth of the eloquent garden.


This heavy slate flagstone has been carefully carved with the image
of a black widow spider carefully weaving her web.

This long white silk pennant appears to be of the finest elven
craftsmanship, and is embroidered with a mithril hammer.


Wrought iron bars nearly four inches thick create the vertical
shafts of this portcullis. Wide bands of iron cross them at
regular intervals, providing strength that would easily withstand
the pounding of a hundred battering rams.

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