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

in The Ogre's Foot Lounge

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


< 443h/460H 108v/163V Pos: standing >
A human merchant says 'This seems like a very good trading town.'
A human merchant begins to ponder on something.

< 443h/460H 108v/163V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern 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 northern 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 eastern end of the northern gates.
Obvious exits: -East -South -West -Up
The corpse of a militia guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.
Alarm bells sound, signalling an invasion!
The lich of Kabo enters from the south.
The lich of Jonti enters from the south.
The lich of Jonti enters from the south.

< 443h/460H 108v/163V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
where, 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
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
A peasant farmer is here from his farmstead, probably on business.
A stray tomcat is darting after rodents, here.
Militia forces muster to bolster the town's defenses against the invaders!!!
The lich of Kabo enters from the west.
The lich of Jonti enters from the west.
The lich of Jonti enters from the west.

< 443h/460H 107v/163V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your south.
A street sweeper who is a brief walk away to your west.
A stray dog who is a brief walk away to your west.

< 443h/460H 107v/163V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your east.
A militia guard who is close by to your south.
A street sweeper who is a brief walk away to your west.
A stray dog who is a brief walk away to your west.

< 443h/460H 108v/163V Pos: standing >
The Northern 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.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
A stray tomcat is darting after rodents, here.
The lich of Kabo enters from the west.
The lich of Jonti enters from the west.
The lich of Jonti enters from the west.

< 443h/460H 107v/163V Pos: standing >
You quickly scan the area.
A peasant farmer who is close by to your west.
A stray cat who is close by to your west.
A street sweeper who is rather far off to your west.
A stray dog who is rather far off to your west.

< 444h/460H 107v/163V Pos: standing >
You quickly scan the area.
A peasant farmer who is close by to your west.
A stray cat who is close by to your west.
A street sweeper who is rather far off to your west.
A stray dog who is rather far off to your west.

< 444h/460H 108v/163V Pos: standing >
The Path of Holy Warriors
   The grass surrounding this pathway is perfectly groomed and dark green in
color.  Long white blocks of marble have been set in the ground here, perfectly
smooth and obviously well cared for.  At the end of the pathway stands a
magnificent-looking structure, nearly as high as the city walls that surround
it, which is designed like a huge gothic cathedral.  Just above the arched
doorway, a beautiful ankh is carved into the stone, marking this the temple of
the paladins.  The doorway is open and appears to be open at all times.  The
pathway continues through an arch to the south.
Obvious exits: -North -South
A greyish stone wall is here to the north. (magic)
Alarm bells sound, signalling an invasion!
The lich of Kabo enters from the south.
The lich of Jonti enters from the south.
The lich of Jonti enters from the south.

< 444h/460H 107v/163V Pos: standing >
You start chanting...

< 444h/460H 108v/163V Pos: standing >
Casting: dispel magic 

< 444h/460H 108v/163V Pos: standing >
You complete your spell...
A greyish stone wall crumbles to dust and blows away.

< 444h/460H 109v/163V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The building's entrance lies to the
south, and a hallway leads eastward.
Obvious exits: -East -South
A suit of spiked leather armor lies here.
The lich of Kabo enters from the south.
The lich of Jonti enters from the south.
The lich of Jonti enters from the south.

< 444h/460H 108v/163V Pos: standing >
Alas, you cannot go that way. . . .

< 444h/460H 108v/163V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The main temple lies to the east,
and the supplies shop is to the north.  The hallway heads to the west.
Obvious exits: -North -East -West
The lich of Kabo enters from the west.
The lich of Jonti enters from the west.
The lich of Jonti enters from the west.

< 445h/460H 107v/163V Pos: standing >
You quickly scan the area.
Chastity LaFey who is close by to your north.

< 445h/460H 108v/163V Pos: standing >
Ok.
The lich of Jonti leaves east.
The lich of Jonti leaves east.
The lich of Kabo leaves east.

< 445h/460H 108v/163V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The building's entrance lies to the
south, and a hallway leads eastward.
Obvious exits: -East -South
A suit of spiked leather armor lies here.
Alarm bells sound, signalling an invasion!

< 445h/460H 108v/163V Pos: standing >

< 445h/460H 108v/163V Pos: standing >
You tell your racewar '*Zloin* you engaged him out there?'

< 445h/460H 109v/163V Pos: standing >

< 445h/460H 110v/163V Pos: standing >
You sit down and relax.

< 446h/460H 112v/163V Pos: sitting >
You have memorized the following spells:
(10th circle)  1 - raise lich
               1 - vampiric trance
( 9th circle)  3 - energy drain
               1 - raise vampire
( 8th circle)  5 - negative concussion blast
( 7th circle)  5 - protect undead
               1 - raise wraith
( 6th circle)  2 - cone of cold
               3 - vitalize undead
               1 - enervation
( 5th circle)  2 - teleport
               5 - heal undead
( 4th circle)  1 - strength
               3 - wither
               4 - life leech
( 3rd circle)  5 - dispel magic
               2 - embalm
( 2nd circle)  4 - chill touch
               4 - sleep
               1 - protection from cold
               1 - protection from living
( 1st circle)  2 - minor creation
               1 - protection from undead
               8 - slashing darkness

And you are currently memorizing the following spells:
    3 seconds:  ( 3rd) dispel magic
    7 seconds:  ( 3rd) dispel magic

You can memorize 1 6th circle spell(s).
You continue your study.

< 446h/460H 112v/163V Pos: sitting >
You start meditating...

< 446h/460H 112v/163V Pos: sitting >
You have finished memorizing dispel magic.

< 446h/460H 116v/163V Pos: sitting >
You have finished memorizing dispel magic.
Your studies are complete.

< 447h/460H 119v/163V Pos: sitting >
You clamber to your feet.

< 447h/460H 121v/163V Pos: standing >
Pardon?

< 447h/460H 122v/163V Pos: standing >
You do not see that here.

< 448h/460H 123v/163V Pos: standing >
Orp appears to be Kobold and has a few scratches.
He's tiny in size.
He is in the front rank.
His body seems to be made of stone!

<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

< 448h/460H 123v/163V Pos: standing >
You start chanting...

< 448h/460H 124v/163V Pos: standing >
Casting: protect undead 

< 448h/460H 125v/163V Pos: standing >
You complete your spell...
You begin to shimmer.
You feel protected by powers from beyond the grave.

< 448h/460H 125v/163V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The main temple lies to the east,
and the supplies shop is to the north.  The hallway heads to the west.
Obvious exits: -North -East -West

< 448h/460H 125v/163V Pos: standing >
The Temple of Holy Warriors
   This spacious circular chamber is nearly fifty feet in diameter and forty
feet high.  The majority of the floor is covered with a thick mat of padded
leather, perfect for training in the ways of combat.  Roughly a dozen weapon
racks line the walls, each filled with wooden practice swords and spears.  At
the far eastern end of the room stands a large tablet of solid gold.  The
plaque is covered with writing, and titled "The Holy Code of Honor."  The
chamber is illuminated by several stained glass windows, though only one exit
is available, leading west into the grand hallway.
Obvious exits: -West
The corpse of the knight is lying here.
A gold plaque is mounted in the wall here.
Made of polished platinum, a water basin stands to the right of the arch.
The lich of Kabo stands here. (minion) (Red Aura)
The lich of Jonti stands here. (minion) (Red Aura)
The lich of Jonti stands here. (minion) (Red Aura)
Alarm bells sound, signalling an invasion!

< 448h/460H 124v/163V Pos: standing >
Ok.
The lich of Kabo starts casting a spell.
The lich of Jonti starts casting a spell.
The lich of Jonti starts casting a spell.

< 448h/460H 124v/163V Pos: standing >
The lich of Jonti completes its spell...
The lich of Jonti utters the word 'paghz'
You feel your heart start to race REAL FAST!
The lich of Jonti completes its spell...
The lich of Jonti utters the word 'paghz'

< 449h/460H 125v/163V Pos: standing >
The lich of Kabo completes its spell...
The lich of Kabo utters the word 'paghz'

< 451h/460H 125v/163V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The main temple lies to the east,
and the supplies shop is to the north.  The hallway heads to the west.
Obvious exits: -North -East -West
The lich of Kabo enters from the east.
The lich of Jonti enters from the east.
The lich of Jonti enters from the east.

< 453h/460H 125v/163V Pos: standing >
Ok.
The lich of Jonti leaves east.
The lich of Jonti leaves east.
The lich of Kabo leaves east.

< 453h/460H 126v/163V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The building's entrance lies to the
south, and a hallway leads eastward.
Obvious exits: -East -South
A suit of spiked leather armor lies here.

< 454h/460H 125v/163V Pos: standing >
Alas, you cannot go that way. . . .

< 454h/460H 125v/163V Pos: standing >
You quickly scan the area.
The lich of Kabo who is not far off to your east.
The lich of Jonti who is not far off to your east.
The lich of Jonti who is not far off to your east.
A stray cat who is not far off to your south.

< 454h/460H 126v/163V Pos: standing >
You quickly scan the area.
The lich of Kabo who is not far off to your east.
The lich of Jonti who is not far off to your east.
The lich of Jonti who is not far off to your east.
A stray cat who is not far off to your south.

< 454h/460H 126v/163V Pos: standing >
The Path of Holy Warriors
   The grass surrounding this pathway is perfectly groomed and dark green in
color.  Long white blocks of marble have been set in the ground here, perfectly
smooth and obviously well cared for.  At the end of the pathway stands a
magnificent-looking structure, nearly as high as the city walls that surround
it, which is designed like a huge gothic cathedral.  Just above the arched
doorway, a beautiful ankh is carved into the stone, marking this the temple of
the paladins.  The doorway is open and appears to be open at all times.  The
pathway continues through an arch to the south.
Obvious exits: -North -South

< 454h/460H 125v/163V Pos: standing >
The Northern 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.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
A stray tomcat is darting after rodents, here.
Alarm bells sound, signalling an invasion!

< 454h/460H 123v/163V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your east.
A peasant farmer who is close by to your west.
A stray cat who is not far off to your west.
A stray dog who is rather far off to your west.
A street sweeper who is rather far off to your west.

< 454h/460H 123v/163V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your east.
A peasant farmer who is close by to your west.
A stray cat who is not far off to your west.
A stray dog who is rather far off to your west.
A street sweeper who is rather far off to your west.

< 454h/460H 124v/163V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your east.
A peasant farmer who is close by to your west.
A stray cat who is not far off to your west.
A stray dog who is rather far off to your west.
A street sweeper who is rather far off to your west.

< 454h/460H 124v/163V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
where, 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
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
A peasant farmer is here from his farmstead, probably on business.

< 454h/460H 123v/163V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern 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 northern 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 eastern end of the northern gates.
Obvious exits: -East -South -West -Up
The corpse of a militia guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.
A stray tomcat is darting after rodents, here.

< 454h/460H 122v/163V Pos: standing >
You quickly scan the area.
A peasant farmer who is close by to your east.
A stray cat who is not far off to your east.
A human merchant who is a brief walk away to your east.
A stray dog who is close by to your south.
A beautiful pegasus who is not far off to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A stray dog who is not far off to your west.
A street sweeper who is not far off to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 454h/460H 122v/163V Pos: standing >
You quickly scan the area.
A peasant farmer who is close by to your east.
A stray cat who is not far off to your east.
A human merchant who is a brief walk away to your east.
A stray dog who is close by to your south.
A beautiful pegasus who is not far off to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A stray dog who is not far off to your west.
A street sweeper who is not far off to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 454h/460H 123v/163V Pos: standing >
You quickly scan the area.
A peasant farmer who is close by to your east.
A stray cat who is not far off to your east.
A human merchant who is a brief walk away to your east.
A stray dog who is close by to your south.
A beautiful pegasus who is not far off to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A stray dog who is not far off to your west.
A street sweeper who is not far off to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 454h/460H 123v/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 few 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 both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A large wandering dog is here, growling at you.

< 454h/460H 122v/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
The corpse of a militia guard is lying here.
A beautiful pegasus stands here tossing his mane.

< 454h/460H 121v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray cat 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 young cleric who is close by to your west.
A human merchant who is close by to your west.
The town crier who is close by to your west.
A militia guard who is not far off to your west.
A large rat who is rather far off to your west.
The doctor who is in the distance to your west.

< 454h/460H 122v/163V Pos: standing >
You quickly scan the area.
A stray cat 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 young cleric who is close by to your west.
A human merchant who is close by to your west.
The town crier who is close by to your west.
A militia guard who is not far off to your west.
A large rat who is rather far off to your west.
The doctor who is in the distance to your west.

< 454h/460H 122v/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

< 455h/460H 121v/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!

< 455h/460H 120v/163V Pos: standing >
You quickly scan the area.
A beautiful pegasus who is not far off to your north.
A stray dog who is a brief walk away to your north.
A stray cat 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 street sweeper who is close by to your west.
A shady mercenary who is not far off to your west.

< 455h/460H 121v/163V Pos: standing >
You quickly scan the area.
A beautiful pegasus who is not far off to your north.
A stray dog who is a brief walk away to your north.
A stray cat 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 street sweeper who is close by to your west.
A shady mercenary who is not far off to your west.

< 455h/460H 121v/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
Militia forces muster to bolster the town's defenses against the invaders!!!

< 455h/460H 120v/163V Pos: standing >
You quickly scan the area.
A beautiful pegasus who is close by to your north.
A stray dog who is not far off to your north.
A stray cat who is a brief walk away to your north.
A tharnadian thief-hunter who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.

< 455h/460H 120v/163V Pos: standing >
You quickly scan the area.
A beautiful pegasus who is close by to your north.
A stray dog who is not far off to your north.
A stray cat who is a brief walk away to your north.
A tharnadian thief-hunter who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.

< 455h/460H 121v/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
The corpse of a militia guard is lying here.
A beautiful pegasus stands here tossing his mane.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 455h/460H 120v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray cat 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 militia guard who is close by to your west.
A young cleric who is close by to your west.
A human merchant who is close by to your west.
The town crier who is close by to your west.
A large rat who is rather far off to your west.
The doctor who is in the distance to your west.

< 455h/460H 121v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray cat 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 militia guard who is close by to your west.
A young cleric who is close by to your west.
A human merchant who is close by to your west.
The town crier who is close by to your west.
A large rat who is rather far off to your west.
The doctor who is in the distance to your west.

< 455h/460H 121v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray cat 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 militia guard who is close by to your west.
A human merchant who is close by to your west.
The town crier who is close by to your west.
A large rat who is rather far off to your west.
The doctor who is in the distance to your west.

< 455h/460H 121v/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
A few drops of fresh blood are scattered around the area.
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 young man in leather armor seems to be patrolling the walls.
A young cleric is standing here, smiling at you warmly.
A human merchant from another town stands here, perusing Tharnadia.
The town crier is standing here, eagerly awaiting to perform his duties.
Alarm bells sound, signalling an invasion!

< 455h/460H 120v/163V Pos: standing >
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
A few drops of fresh blood are scattered around the area.
The corpse of a Thri-Kreen is lying here.
The corpse of a Human 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.'
Militia forces muster to bolster the town's defenses against the invaders!!!

< 455h/460H 119v/163V Pos: standing >
A militia guard enters from the north.
You quickly scan the area.
A young cleric who is close by to your north.
A human merchant who is close by to your north.
The town crier who is close by to your north.
A Barbarian who is close by above you.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 455h/460H 120v/163V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard's weak pierce grazes you.
Sorry, you aren't allowed to do that in combat.

< 454h/460H 120v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 454h/460H 120v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: guard sta EP: excellent >
 You start chanting...

< 454h/460H 120v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: guard sta EP: excellent >
 Casting: negative concussion blast 

< 454h/460H 120v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: guard sta EP: excellent >
 You complete your spell...
[Damage: 78 ] Your blast shatters a militia guard into a million pieces!
A militia guard is dead! R.I.P.
You receive your share of experience.
A militia guard's death cry reverberates in your head as he falls to the ground.
You are not willing to summon pets from death blows.

< 454h/460H 120v/163V Pos: standing >
What should the spell be cast upon?  You must specify a target!

< 454h/460H 120v/163V Pos: standing >
You quickly scan the area.
A young cleric who is close by to your north.
A human merchant who is close by to your north.
The town crier who is close by to your north.
A Barbarian who is close by above you.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 454h/460H 120v/163V Pos: standing >
You quickly scan the area.
A young cleric who is close by to your north.
A human merchant who is close by to your north.
The town crier who is close by to your north.
A Barbarian who is close by above you.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 454h/460H 120v/163V Pos: standing >
You quickly scan the area.
A young cleric who is close by to your north.
A human merchant who is close by to your north.
The town crier who is close by to your north.
A Barbarian who is close by above you.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 454h/460H 120v/163V Pos: standing >
You quickly scan the area.
A young cleric who is close by to your north.
A human merchant who is close by to your north.
A Barbarian who is close by above you.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 454h/460H 120v/163V Pos: standing >
You feel your skin soften and return to normal.

< 454h/460H 120v/163V Pos: standing >
You start chanting...

< 454h/460H 120v/163V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Barbarian!
[Damage: 38 ] [Damage: 38 ] The shadowy hand tears away the remaining life of a Barbarian.
You receive your share of experience.
You raise a level!