The death of [56 Death Magus] Jonti Kingdom of Lich (Lich)

in The Tharnadia-Keats Intersection

from the perspective of [56 Necrolyte] Orp Disciple of Lloth (Kobold)

<worn on head>       a black crown encrusted with mindstones (glowing)
<worn on eyes>       a troglodyte eyepatch
<worn in ear>        the earring of the gods
<worn in ear>        a masterly-crafted dragonscale stud
<worn on face>       the mask of Tentro (glowing)
<worn around neck>   a spiked steel gorget
<worn on body>       the tethered robe of the universe (magic)
<worn about body>    a blood red robe of linked bones (humming)
<worn as quiver>     a golden scabbard encrusted with emeralds and rubies (magic) (glowing)
<worn about waist>   a fine dragonscale belt
<worn on arms>       some blue dragonscale sleeves
<worn around wrist>  a crimson braid of rank [66%]             
<worn around wrist>  a glowing emerald bracelet (glowing) (humming)
<worn on hands>      a virulent case of herpes simplex
<worn on finger>     a ring of absorption (magic)
<worn on finger>     a soldier's dragonscale ring from Zalkapfaan, City of the Headless Horde
<primary weapon>     the globe of stars (glowing) (humming)
<held>               a shriveled and rotting human head
<worn on legs>       some dwarven-made crystal greaves
<worn on feet>       a pair of fur lined boots

   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.  The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West
Alarm bells sound, signalling an invasion!

< 519h/635H 107v/163V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
A large wandering dog is here, growling at you.

< 519h/635H 108v/163V Pos: standing >
A Bend in the Road Wall
   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.  The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East -South
A human merchant from another town stands here, perusing Tharnadia.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 519h/635H 108v/163V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
north and south, to two different turns in the street.  An adobe and wood
building stands proudly to the west.
Obvious exits: -North -South -West#
A large wandering dog is here, growling at you.
A large wandering dog is here, growling at you.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 520h/635H 109v/163V 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.  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.  The road continues both
to the north and to the west.
Obvious exits: -North -West
A large rat is scurrying about here.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 520h/635H 108v/163V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/635H 108v/163V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/635H 109v/163V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues west,
while to the east it turns north.
Obvious exits: -East -West
A shady looking youth is standing here, eyeing you with a devious glance.
A tharnadian thief-hunter watches over the town streets intently.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 520h/635H 108v/163V Pos: standing >
A tharnadian thief-hunter suddenly attacks YOU!
A halo of white light descends upon a tharnadian thief-hunter burning your soul.
A tharnadian thief-hunter's feeble punch grazes you.
Sorry, you aren't allowed to do that in combat.

< 519h/635H 110v/163V Pos: standing >
< T: Orp TP: sta TC: small wounds E: thief sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 519h/635H 110v/163V Pos: standing >
< T: Orp TP: sta TC: small wounds E: thief sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 519h/635H 110v/163V Pos: standing >
< T: Orp TP: sta TC: small wounds E: thief sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 519h/635H 110v/163V Pos: standing >
< T: Orp TP: sta TC: small wounds E: thief sta EP: excellent >
 You try to fake your own demise..

< 519h/635H 110v/163V Pos: on your ass >
The sun starts to set in the south.

< 520h/635H 130v/163V Pos: on your ass >
The shady youth stares at you in scorn.

< 520h/635H 137v/163V Pos: on your ass >
The town crier shouts 'We can use all the warriors and fighters there is!'
The town crier shouts 'Force those evils back into the Underdark where they belong.'

< 523h/635H 163v/163V Pos: on your ass >
The shady youth looks around as if he's lost something.

< 526h/635H 163v/163V Pos: on your ass >
The shady youth looks around as if he's lost something.

< 528h/635H 163v/163V Pos: on your ass >
The shady youth looks around as if he's lost something.
The shady youth leaves west.

< 532h/635H 163v/163V Pos: on your ass >
A stray dog enters from the east.

< 540h/635H 163v/163V Pos: on your ass >
Shadows stretch across the land as the sun limps towards the horizon.

< 540h/635H 163v/163V Pos: on your ass >
A tharnadian thief-hunter leaves west.

< 540h/635H 163v/163V Pos: on your ass >
A large rat enters from the east.

< 542h/635H 163v/163V Pos: on your ass >
You feel your skin soften and return to normal.

< 546h/635H 163v/163V Pos: on your ass >
The Southern Wall Road
Obvious exits: -East -West
A large rat is scurrying about here.
A large wandering dog is here, growling at you.

< 550h/635H 163v/163V Pos: on your ass >

		Score information for Orp

Level: 47   Race: Kobold   Class: Necromancer / Necrolyte Sex: Male
Hit points: 550(635)  Moves: 163(163)
Coins carried:    0 platinum     8 gold    15 silver     3 copper
Coins in bank:  165 platinum   577 gold    17 silver     0 copper
Playing time: 4 days / 13 hours/ 4 minutes
Received data: 2.3383 MB this session.
Send data:     0.0319 MB this session.
Compression ratio: none
Send data:     0.0319 MB this session.
Status:  Laying down, resting.
Epic points: 643  Skill points: 6  Current task: find runestone of The Keep of Evil
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +4.27   Deaths:   83
Detecting:       Invisible Evil Magic Heat
Protected from:  Living All but High Circle Spells
Protected by:    Slow Poison
Enchantments:    Ultravision Farsee Fly Haste Tower of Iron Will
Bartender Quests Remaining: 6
Combat Pulse:   13 Spell Pulse:  0.60 
Leaderboard Points:  887 

Active Spells:
--------------
stone skin (5 minutes)
haste (5 minutes)
stone skin (less than a minute remaining)
globe of invulnerability (less than a minute remaining)
vitalize undead (4 minutes)
detect invisibility (20 minutes)
fly (17 minutes)
vampiric trance (7 minutes)


< 550h/635H 163v/163V Pos: on your ass >
You tell your racewar '*Zloin* and suddenly i have 4.27 frags rofl'

< 551h/635H 163v/163V Pos: on your ass >
The Southern Wall Road
Obvious exits: -East -West
A large rat is scurrying about here.
A large wandering dog is here, growling at you.

< 551h/635H 163v/163V Pos: on your ass >

		Score information for Orp

Level: 47   Race: Kobold   Class: Necromancer / Necrolyte Sex: Male
Hit points: 552(635)  Moves: 163(163)
Coins carried:    0 platinum     8 gold    15 silver     3 copper
Coins in bank:  165 platinum   577 gold    17 silver     0 copper
Playing time: 4 days / 13 hours/ 4 minutes
Received data: 2.3411 MB this session.
Send data:     0.0320 MB this session.
Compression ratio: none
Send data:     0.0320 MB this session.
Status:  Laying down, resting.
Epic points: 643  Skill points: 6  Current task: find runestone of The Keep of Evil
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +4.27   Deaths:   83
Detecting:       Invisible Evil Magic Heat
Protected from:  Living All but High Circle Spells
Protected by:    Slow Poison
Enchantments:    Ultravision Farsee Fly Haste Tower of Iron Will
Bartender Quests Remaining: 6
Combat Pulse:   13 Spell Pulse:  0.60 
Leaderboard Points:  887 

Active Spells:
--------------
stone skin (5 minutes)
haste (5 minutes)
stone skin (less than a minute remaining)
globe of invulnerability (less than a minute remaining)
vitalize undead (4 minutes)
detect invisibility (20 minutes)
fly (17 minutes)
vampiric trance (7 minutes)


< 552h/635H 163v/163V Pos: on your ass >
You clamber to your feet.

< 552h/635H 163v/163V Pos: standing >
You sit down and relax.

< 552h/635H 163v/163V Pos: sitting >
You currently have the following spell slots available:
  1st circle:  8 of 11   (   6 seconds)
  2nd circle: 10 of 10
  3rd circle:  8 of  9   (   4 seconds)
  4th circle:  8 of  8
  5th circle:  5 of  7   (  10 seconds)
  6th circle:  7 of  7
  7th circle:  6 of  6
  8th circle:  2 of  5   (  20 seconds)
  9th circle:  4 of  4
 10th circle:  2 of  2
You begin to invoke evil and assimilate the powers of darkness.

< 552h/635H 163v/163V Pos: sitting >
You start meditating...

< 553h/635H 163v/163V Pos: sitting >
A large rat leaves east.

< 553h/635H 163v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!

< 553h/635H 163v/163V Pos: sitting >

Top Fraggers

   Aktosh                                      21.42
   Orp                                          4.27
   Doo                                          1.15
   Toyan                                        0.81
   Plonus                                       0.20
   Zlo                                          0.16
   Nobody                                       0.00
   Nobody                                       0.00
   Nobody                                       0.00
   Nobody                                       0.00


Lowest Fraggers

   Jyll                                        -1.50
   Urlix                                       -0.52
   Gorblum                                     -0.50
   Fewa                                        -0.50
   Dum                                         -0.50
   Railyn                                      -0.47
   Dijj                                        -0.25
   Kora                                        -0.25
   Nobody                                       0.00
   Nobody                                       0.00


< 554h/635H 163v/163V Pos: sitting >
Pardon?

< 554h/635H 163v/163V Pos: sitting >
Autosaving...

< 554h/635H 163v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!

< 554h/635H 163v/163V Pos: sitting >
A stray dog leaves east.

< 555h/635H 163v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!

< 555h/635H 163v/163V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 555h/635H 163v/163V Pos: sitting >

< 556h/635H 163v/163V Pos: sitting >
You are already meditating.

< 556h/635H 163v/163V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 556h/635H 163v/163V Pos: sitting >
You feel infused by 3rd circle DARK powers!

< 556h/635H 163v/163V Pos: sitting >
You feel infused by 1st circle DARK powers!

< 556h/635H 163v/163V Pos: sitting >
Experience till level: 9160518

< 556h/635H 163v/163V Pos: sitting >
You are already meditating.

< 556h/635H 163v/163V Pos: sitting >
You feel infused by 1st circle DARK powers!

< 557h/635H 163v/163V Pos: sitting >
You feel infused by 1st circle DARK powers!
You feel fully infused...
The assimilation process leaves you momentarily shocked.

< 557h/635H 163v/163V Pos: sitting >
You clamber to your feet.

< 557h/635H 163v/163V Pos: standing >
Orp appears to be Kobold and has some small wounds and bruises.
He's tiny in size.
He seems to be moving much faster than normal..
His body seems to be made of stone!
His hands glow blood red!
He's encased in a shimmering globe!

<worn on head>       a black crown encrusted with mindstones (glowing)
<worn on eyes>       a troglodyte eyepatch
<worn in ear>        the earring of the gods
<worn in ear>        a masterly-crafted dragonscale stud
<worn on face>       the mask of Tentro (glowing)
<worn around neck>   a spiked steel gorget
<worn on body>       the tethered robe of the universe (magic)
<worn about body>    a blood red robe of linked bones (humming)
<worn as quiver>     a golden scabbard encrusted with emeralds and rubies (magic) (glowing)
<worn about waist>   a fine dragonscale belt
<worn on arms>       some blue dragonscale sleeves
<worn around wrist>  a crimson braid of rank [66%]             
<worn around wrist>  a glowing emerald bracelet (glowing) (humming)
<worn on hands>      a virulent case of herpes simplex
<worn on finger>     a ring of absorption (magic)
<worn on finger>     a soldier's dragonscale ring from Zalkapfaan, City of the Headless Horde
<primary weapon>     the globe of stars (glowing) (humming)
<held>               a shriveled and rotting human head
<worn on legs>       some dwarven-made crystal greaves
<worn on feet>       a pair of fur lined boots

< 557h/635H 163v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your east.
A tharnadian thief-hunter who is close by to your west.
A young cleric who is close by to your west.

< 557h/635H 163v/163V Pos: standing >
You start chanting...

< 557h/635H 163v/163V Pos: standing >
You complete your spell...
You feel protected by powers from beyond the grave.

< 558h/635H 163v/163V Pos: standing >
You start chanting...

< 558h/635H 163v/163V Pos: standing >
You complete your spell...
You feel protected by powers from beyond the grave.

< 558h/635H 163v/163V Pos: standing >
You start chanting...

< 558h/635H 163v/163V Pos: standing >
The sun vanishes behind the southern horizon.

< 558h/635H 163v/163V Pos: standing >
You complete your spell...
You take on the shape of undead...

< 558h/635H 163v/163V Pos: standing >
You start chanting...

< 559h/635H 163v/163V Pos: standing >
Casting: vitalize undead 

< 559h/635H 163v/163V Pos: standing >
You complete your spell...

< 559h/635H 163v/163V Pos: standing >
You start chanting...

< 559h/635H 163v/163V Pos: standing >
You complete your spell...
You feel protected by powers from beyond the grave.

< 559h/635H 163v/163V Pos: standing >
You start chanting...

< 560h/635H 163v/163V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!

< 635h/635H 163v/163V Pos: standing >
You sit down and relax.

< 635h/635H 163v/163V Pos: sitting >
You currently have the following spell slots available:
  1st circle: 11 of 11
  2nd circle: 10 of 10
  3rd circle:  9 of  9
  4th circle:  8 of  8
  5th circle:  6 of  7   (   5 seconds)
  6th circle:  6 of  7   (   5 seconds)
  7th circle:  3 of  6   (  18 seconds)
  8th circle:  5 of  5
  9th circle:  4 of  4
 10th circle:  1 of  2   (   7 seconds)
You begin to invoke evil and assimilate the powers of darkness.

< 635h/635H 163v/163V Pos: sitting >
You start meditating...

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 10th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 7th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 7th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
A stray dog enters from the east.

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 7th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
The town crier shouts 'We can use all the warriors and fighters there is!'
The town crier shouts 'Force those evils back into the Underdark where they belong.'

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You are already meditating.

< 635h/635H 163v/163V Pos: sitting >
Your globe shimmers and fades into thin air.

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 5th circle DARK powers!
You feel fully infused...
The assimilation process leaves you momentarily shocked.

< 635h/635H 163v/163V Pos: sitting >
You clamber to your feet.

< 635h/635H 163v/163V Pos: standing >
You start chanting...

< 635h/635H 163v/163V Pos: standing >
A stray dog leaves east.

< 635h/635H 163v/163V Pos: standing >
You complete your spell...
You begin to shimmer.
You feel protected by powers from beyond the grave.

< 635h/635H 163v/163V Pos: standing >
You sit down and relax.

< 635h/635H 163v/163V Pos: sitting >
You currently have the following spell slots available:
  1st circle: 11 of 11
  2nd circle: 10 of 10
  3rd circle:  9 of  9
  4th circle:  8 of  8
  5th circle:  7 of  7
  6th circle:  7 of  7
  7th circle:  5 of  6   (   6 seconds)
  8th circle:  5 of  5
  9th circle:  4 of  4
 10th circle:  2 of  2
You begin to invoke evil and assimilate the powers of darkness.

< 635h/635H 163v/163V Pos: sitting >
You start meditating...

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 7th circle DARK powers!
You feel fully infused...
The assimilation process leaves you momentarily shocked.

< 635h/635H 163v/163V Pos: sitting >
You clamber to your feet.

< 635h/635H 163v/163V 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.  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.  The road continues both
to the north and to the west.
Obvious exits: -North -West
A large wandering dog is here, growling at you.
Alarm bells sound, signalling an invasion!

< 635h/635H 162v/163V Pos: standing >
You quickly scan the area.
A large rat who is close by to your north.
The shady youth who is not far off to your west.
A young cleric who is not far off to your west.

< 635h/635H 162v/163V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
north and south, to two different turns in the street.  An adobe and wood
building stands proudly to the west.
Obvious exits: -North -South -West#
A large rat is scurrying about here.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 635h/635H 161v/163V Pos: standing >
A Bend in the Road Wall
   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.  The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East -South

< 635h/635H 160v/163V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
north and south, to two different turns in the street.  An adobe and wood
building stands proudly to the west.
Obvious exits: -North -South -West#
A large rat is scurrying about here.

< 635h/635H 160v/163V Pos: standing >
A Bend in the Road Wall
   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.  The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East -South

< 635h/635H 160v/163V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
A large wandering dog is here, growling at you.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 635h/635H 159v/163V Pos: standing >
Alas, you cannot go that way. . . .

< 635h/635H 160v/163V 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.  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.  The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West
A human merchant from another town stands here, perusing Tharnadia.
A large wandering dog is here, growling at you.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 635h/635H 159v/163V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East -South -Up
Militia forces muster to bolster the town's defenses against the invaders!!!

< 635h/635H 159v/163V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.
Alarm bells sound, signalling an invasion!

< 635h/635H 158v/163V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West
Alarm bells sound, signalling an invasion!

< 635h/635H 158v/163V Pos: standing >
A Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.
Robbers and thieves would find this the perfect place in which to relieve
those foolish rich nobles who wander here of their gold and jewels, not so
very far away from the wealthier northern sector.  Few piles of trash can be
seen here, indicating that this alley must be cleaned by someone, not quite
the darkest of places one can find in Tharnadia.  The alley continues to the
west, while opening east onto Keats street.
Obvious exits: -East -West
A shady looking mercenary stands here, eyeing you with open contempt.(Red Aura)

< 635h/635H 158v/163V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West

< 635h/635H 157v/163V Pos: standing >
You quickly scan the area.
A stray dog who is a brief walk away to your north.
A stray dog who is rather far off to your north.
A homeless child who is close by to your south.
A slutty whore who is close by to your south.
A human merchant who is a brief walk away to your south.
A stray dog who is a brief walk away to your south.
A shady mercenary who is close by to your west.
The shady youth who is not far off to your west.

< 635h/635H 158v/163V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
Alarm bells sound, signalling an invasion!

< 635h/635H 157v/163V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
Alarm bells sound, signalling an invasion!

< 635h/635H 157v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
A stray dog who is in the distance to your south.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A stray cat who is a brief walk away to your west.
The doctor who is in the distance to your west.

< 635h/635H 157v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
A stray dog who is in the distance to your south.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A stray cat who is a brief walk away to your west.
The doctor who is in the distance to your west.

< 635h/635H 158v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
A stray dog who is in the distance to your south.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A stray cat who is a brief walk away to your west.
The doctor who is in the distance to your west.

< 635h/635H 158v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
The town crier who is close by to your west.
A stray cat who is a brief walk away to your west.
The doctor who is in the distance to your west.

< 635h/635H 158v/163V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a Githzerai is lying here.
A greyish stone wall is here to the west. (magic)
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A Barbarian (large) Protectores Augusti of The Empire stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 635h/635H 160v/163V Pos: standing >
The door is open.
A heavy oak door hangs from its hinges.
You extend your sights southward.
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
Fresh blood covers everything in the area.
A shimmering iron crown lies here on the ground.
The corpse of a Barbarian is lying here.
The corpse of a Thri-Kreen is lying here.
The corpse of a Human is lying here.
The corpse of a militia guard is lying here.
[2] The corpse of a Thri-Kreen is lying here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 635h/635H 160v/163V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West

< 635h/635H 159v/163V Pos: standing >
A Barbarian enters from the west.

< 635h/635H 160v/163V Pos: standing >
A Barbarian leaves west.

< 635h/635H 162v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
A stray dog who is in the distance to your south.
A Barbarian who is close by to your west.
A militia guard who is a brief walk away to your west.
A stray cat who is a brief walk away to your west.

< 635h/635H 163v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is in the distance to your south.
A stray dog who is in the distance to your south.
A Barbarian who is close by to your west.
The town crier who is close by to your west.
A militia guard who is a brief walk away to your west.
A stray cat who is a brief walk away to your west.
The doctor who is in the distance to your west.

< 635h/635H 163v/163V Pos: standing >
You start chanting...

< 635h/635H 163v/163V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Barbarian!
[Damage: 10 ] [Damage: 10 ] The shadowy hand slashes a Barbarian viciously.

< 651h/635H 163v/163V Pos: standing >
You start chanting...

< 651h/635H 163v/163V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Barbarian!
[Damage: 23 ] [Damage: 23 ] The shadowy hand tears away the remaining life of a Barbarian.
You receive your share of experience.