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

Leaderboard Points: 1090 

Active Spells:
--------------
stone skin (9 minutes)
haste (14 minutes)
stone skin (8 minutes)
globe of invulnerability (7 minutes)
detect invisibility (36 minutes)
fly (81 minutes)
vitalize undead (less than a minute remaining)


< 466h/466H 152v/163V Pos: standing >

< 466h/466H 153v/163V Pos: standing >
You sit down and relax.

< 466h/466H 154v/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)  4 - negative concussion blast
( 7th circle)  2 - 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)  7 - 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
               7 - slashing darkness

And you are currently memorizing the following spells:
    5 seconds:  ( 7th) protect undead
   11 seconds:  ( 8th) negative concussion blast
   13 seconds:  ( 1st) slashing darkness
   18 seconds:  ( 7th) protect undead
   23 seconds:  ( 7th) protect undead

You can memorize 1 6th and 1 10th circle spell(s).
You continue your study.

< 466h/466H 154v/163V Pos: sitting >
You start meditating...

< 466h/466H 155v/163V Pos: sitting >
You have finished memorizing protect undead.

< 466h/466H 159v/163V Pos: sitting >

1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                 [in spellbook]
protection from cold        [in spellbook]
protection from living      [in spellbook]
sleep                       [in spellbook]
vampiric touch              [in spellbook]

3rd CIRCLE:
animate dead                [in spellbook]
dispel magic                [in spellbook]
embalm                      [in spellbook]
sense follower              [in spellbook]

4th CIRCLE:
life leech                  [in spellbook]
rejuvenate minor            [in spellbook]
strength                    [in spellbook]
wither                      [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
concealment                 [in spellbook]
feeblemind                  [in spellbook]
fireshield                  [in spellbook]
heal undead                 [in spellbook]
levitate                    [in spellbook]
raise spectre               [in spellbook]
teleport                    [in spellbook]

6th CIRCLE:
cone of cold                [in spellbook]
enervation                  [in spellbook]
minor globe of invulnerability   [in spellbook]
rejuvenate major            [in spellbook]
vitalize undead             [in spellbook]

7th CIRCLE:
knock                       [in spellbook]
protect undead              [in spellbook]
raise wraith                [in spellbook]
reveal true name            [in spellbook]

8th CIRCLE:
detect invisibility         [in spellbook]
dispel invisible            [in spellbook]
haste                       [in spellbook]
improved invisibility       [in spellbook]
negative concussion blast   [in spellbook]

9th CIRCLE:
age                         [in spellbook]
dimension door              [in spellbook]
energy drain                [in spellbook]
globe of darkness           [in spellbook]
raise vampire               [in spellbook]
taint                      
undeath to death            [in spellbook]

10th CIRCLE:
blackmantle                 [in spellbook]
cloak of fear               [in spellbook]
fly                         [in spellbook]
mass embalm                 [in spellbook]
raise lich                  [in spellbook]
vampiric trance             [in spellbook]

11th CIRCLE:
corpseform                 
create dracolich           
power word kill            
summon ghasts              

12th CIRCLE:
create greater dracolich   


< 466h/466H 163v/163V Pos: sitting >
You have finished memorizing negative concussion blast.
You are already meditating.

< 466h/466H 163v/163V Pos: sitting >
You have finished memorizing slashing darkness.

< 466h/466H 163v/163V Pos: sitting >
You have finished memorizing protect undead.

< 466h/466H 163v/163V Pos: sitting >
Your enhanced strength drains away.

< 374h/374H 163v/163V Pos: sitting >
You are memorizing fly, which will take about 6 seconds.

< 374h/374H 163v/163V Pos: sitting >
You have finished memorizing protect undead.
Experience till level: 15819490

< 374h/374H 163v/163V Pos: sitting >
You are already meditating.

< 374h/374H 163v/163V Pos: sitting >
You have finished memorizing fly.
Your studies are complete.

< 374h/374H 163v/163V Pos: sitting >
You clamber to your feet.

< 374h/374H 163v/163V Pos: standing >
Alas, you cannot go that way. . . .

< 374h/374H 163v/163V Pos: standing >
Alas, you cannot go that way. . . .

< 374h/374H 163v/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 human merchant who is not far off to your south.

< 374h/374H 163v/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 human merchant who is not far off to your south.

< 374h/374H 163v/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
Militia forces muster to bolster the town's defenses against the invaders!!!

< 374h/374H 162v/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 human merchant from another town stands here, perusing Tharnadia.

< 374h/374H 160v/163V Pos: standing >
You quickly scan the area.
A Gnome who is close by to your east.
A peasant farmer who is not far off 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.
A religious zealot who is in the distance to your west.
A stray dog who is in the distance to your west.

< 374h/374H 160v/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
Alarm bells sound, signalling an invasion!

< 374h/374H 159v/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 human merchant from another town stands here, perusing Tharnadia.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 374h/374H 159v/163V Pos: standing >
A human merchant scans around the city.
A human merchant says 'I never realized how big this is.'

< 374h/374H 159v/163V Pos: standing >
A Gnome enters from the east.

< 374h/374H 160v/163V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.

< 374h/374H 160v/163V Pos: standing >
A Gnome leaves north.

< 374h/374H 161v/163V Pos: standing >
You failed.

< 374h/374H 161v/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

< 374h/374H 161v/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.
A Gnome (tiny) Magister Equitum of The Empire stands in mid-air here.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 374h/374H 159v/163V Pos: standing >
A Gnome leaves south.

< 374h/374H 159v/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 human merchant who is not far off to your south.

< 374h/374H 160v/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 human merchant who is not far off to your south.

< 374h/374H 160v/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
Alarm bells sound, signalling an invasion!

< 374h/374H 160v/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 human merchant from another town stands here, perusing Tharnadia.
Alarm bells sound, signalling an invasion!

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
A peasant farmer who is not far off 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.
A religious zealot who is in the distance to your west.
A stray dog who is in the distance to your west.

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
A peasant farmer who is not far off to your west.
A stray dog who is rather far off to your west.
A religious zealot who is in the distance to your west.
A stray dog who is in the distance to your west.

< 374h/374H 158v/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

< 374h/374H 158v/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.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 374h/374H 156v/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 human merchant who is not far off to your south.

< 374h/374H 156v/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 human merchant who is not far off to your south.

< 374h/374H 156v/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

< 374h/374H 156v/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)

< 374h/374H 155v/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
Militia forces muster to bolster the town's defenses against the invaders!!!
The lich of Kabo enters from the east.
The lich of Jonti enters from the east.
The lich of Jonti enters from the east.

< 374h/374H 154v/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 east.
The lich of Jonti enters from the east.
The lich of Jonti enters from the east.

< 374h/374H 154v/163V Pos: standing >
You quickly scan the area.
A human merchant who is not far off to your south.

< 374h/374H 154v/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
Militia forces muster to bolster the town's defenses against the invaders!!!
The lich of Kabo enters from the north.
The lich of Jonti enters from the north.
The lich of Jonti enters from the north.

< 374h/374H 154v/163V Pos: standing >
You quickly scan the area.
A Gnome who is close by to your south.
A jakar who is close by to your south.
A human merchant who is close by to your south.

< 374h/374H 154v/163V Pos: standing >
Ok.
The lich of Jonti starts casting a spell.
The lich of Jonti starts casting a spell.
The lich of Kabo starts casting a spell.

< 374h/374H 154v/163V Pos: standing >
The lich of Jonti completes its spell...
The lich of Jonti utters the words 'xarr ay ghaiz'
The lich of Jonti completes its spell...
The lich of Jonti utters the words 'xarr ay ghaiz'
The lich of Kabo completes its spell...
The lich of Kabo utters the words 'xarr ay ghaiz'

< 374h/374H 156v/163V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your south.

< 374h/374H 156v/163V Pos: standing >
Ok.
The lich of Jonti seems a bit busy at the moment, try later.
The lich of Jonti seems a bit busy at the moment, try later.
The lich of Kabo seems a bit busy at the moment, try later.

< 374h/374H 157v/163V Pos: standing >
The Path of Holy Warriors
Obvious exits: -North -South
A greyish stone wall is here to the north. (magic)
The lich of Jonti stands here. (minion) (Red Aura)
The lich of Jonti stands here. (minion) (Red Aura)
The lich of Kabo stands here. (minion) (Red Aura)

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your south.

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your south.

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your south.

< 374h/374H 159v/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 human merchant from another town stands here, perusing Tharnadia.
Militia forces muster to bolster the town's defenses against the invaders!!!
The lich of Kabo enters from the north.
The lich of Jonti enters from the north.
The lich of Jonti enters from the north.

< 374h/374H 158v/163V Pos: standing >
Ok.
The lich of Jonti leaves north.
The lich of Jonti leaves north.
The lich of Kabo leaves north.

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
The lich of Kabo who is close by to your north.
The lich of Jonti who is close by to your north.
The lich of Jonti who is close by to your north.
A peasant farmer who is not far off to your west.
A street sweeper who is a brief walk away to your west.
A stray dog who is rather far off to your west.
A religious zealot who is in the distance to your west.
A stray dog who is in the distance to your west.

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
The lich of Kabo who is close by to your north.
The lich of Jonti who is close by to your north.
The lich of Jonti who is close by to your north.
A peasant farmer who is not far off to your west.
A street sweeper who is a brief walk away to your west.
A stray dog who is rather far off to your west.
A religious zealot who is in the distance to your west.
A stray dog who is in the distance to your west.

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
The lich of Kabo who is close by to your north.
The lich of Jonti who is close by to your north.
The lich of Jonti who is close by to your north.
A peasant farmer who is not far off to your west.
A street sweeper who is a brief walk away to your west.
A stray dog who is rather far off to your west.
A religious zealot who is in the distance to your west.
A stray dog who is in the distance to your west.

< 374h/374H 159v/163V Pos: standing >
You quickly scan the area.
The lich of Kabo who is close by to your north.
The lich of Jonti who is close by to your north.
The lich of Jonti who is close by to your north.
A peasant farmer who is not far off to your west.
A street sweeper who is a brief walk away to your west.
A stray dog who is rather far off to your west.
A religious zealot who is in the distance to your west.
A stray dog who is in the distance to your west.

< 374h/374H 159v/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

< 374h/374H 158v/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 peasant farmer is here from his farmstead, probably on business.

< 374h/374H 157v/163V Pos: standing >
You quickly scan the area.
A human merchant who is not far off to your east.
A stray cat who is close by to your south.
A young cleric who is not far off 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 street sweeper who is close by to your west.
A stray dog who is not far off to your west.
A religious zealot who is a brief walk away to your west.
A stray dog who is a brief walk away 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.

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
A human merchant who is not far off to your east.
A stray cat who is close by to your south.
A young cleric who is not far off 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 street sweeper who is close by to your west.
A stray dog who is not far off to your west.
A religious zealot who is a brief walk away to your west.
A stray dog who is a brief walk away 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.

< 374h/374H 158v/163V Pos: standing >
You quickly scan the area.
A human merchant who is not far off to your east.
A stray cat who is close by to your south.
A young cleric who is not far off 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 street sweeper who is close by to your west.
A stray dog who is not far off to your west.
A religious zealot who is a brief walk away to your west.
A stray dog who is a brief walk away to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 374h/374H 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 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 stray tomcat is darting after rodents, here.

< 374h/374H 158v/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
Puddles of fresh blood cover the ground.
The corpse of a militia guard is lying here.
A young cleric is standing here, smiling at you warmly.
A beautiful pegasus stands here tossing his mane.
Alarm bells sound, signalling an invasion!

< 374h/374H 157v/163V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
A peasant farmer who is not far off to your north.
A jakar who is close by to your south.
A Gnome who is close by to your south.
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 Barbarian 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.
The doctor who is in the distance to your west.

< 374h/374H 157v/163V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
A peasant farmer who is not far off to your north.
A jakar who is close by to your south.
A Gnome who is close by to your south.
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 Barbarian 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.
The doctor who is in the distance to your west.

< 374h/374H 157v/163V Pos: standing >
A Gnome rides in on a jakar from the south.

< 374h/374H 158v/163V Pos: standing >
You start chanting...

< 374h/374H 159v/163V Pos: standing >
A young cleric starts casting a spell.

< 374h/374H 159v/163V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Gnome!
The globe around a Gnome's body flares as it bears the brunt of your assault!
A Gnome quickly slides off a jakar's back.
The globe around a Gnome's body flares as it bears the brunt of your assault!

< 374h/374H 159v/163V Pos: standing >
You start chanting...

< 374h/374H 160v/163V Pos: standing >
A Gnome's weak bludgeon grazes you.
A Gnome misses you.

< 373h/374H 160v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: A Gnome sta EP: excellent >
 A jakar starts casting a spell.
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Gnome!
The globe around a Gnome's body flares as it bears the brunt of your assault!
The globe around a Gnome's body flares as it bears the brunt of your assault!
A young cleric completes her spell...
A young cleric utters the word 'abrazak'

< 373h/374H 160v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: A Gnome sta EP: excellent >
 You see nothing special about him.
This Gnome is in excellent condition.
He's tiny in size.
His skin has a barklike texture..
He seems to be moving much faster than normal..
He is glowing with holiness!
He's surrounded by a diffuse globe of light!
He has little gills in his neck!

<worn as a badge>    a small diamond tattoo
<worn on head>       golden crown of the frost giant kings (magic)
<worn on eyes>       the bloody battle goggles [74%]             
<worn in ear>        a kraken scale
<worn in ear>        a glowing ruby earring (magic)
<worn on face>       the scale of a hydrawyrm
<worn around neck>   a spectral holy symbol of Berronar Truesilver
<worn around neck>   a blood-stained githyanki rosary [76%]             
<worn on body>       a suit of platinum plate bearing the crest of Pelor (magic)
<worn about body>    the cloak of the battledancer
<worn as quiver>     a quiver smeared with blood [65%]             
<worn about waist>   the braid of the windtalkers
<worn on belt buckle>a silver belt-buckle of dragon teeth of sight [superior] made by Gellz (glowing)
<worn on arms>       some twined silver arm plates
<held as shield>     an angel wyrm scale (magic)
<worn around wrist>  the ancestral bracelet of Sevenoaks (magic)
<worn around wrist>  a polished adamantite bracelet (magic) (glowing)
<worn on hands>      the gloves of the sea (magic) (humming) [68%]             
<worn on finger>     a blodzul soul ring (magic) (glowing)
<worn on finger>     a spider-shaped diorite ring (magic)
<primary weapon>     the mace of mentality
<worn on legs>       some leggings of red flames (magic)
<worn on feet>       a pair of boots emitting dust (magic) (glowing)

< 373h/374H 160v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: A Gnome sta EP: excellent >
 You start chanting...

< 373h/374H 160v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: A Gnome sta EP: excellent >
 A jakar completes his spell...
A jakar utters the word 'babratgtui'
A beautiful pegasus's skin gains the texture and toughness of bark.

< 373h/374H 160v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: A Gnome sta EP: excellent >
 You complete your spell...
[Damage: 130 ] Your concussion blast rips into a Gnome, shattering his soul!
A Gnome's scale of a hydrawyrm is blasted by the negative energy!
A Gnome's bludgeon grazes you.
A Gnome's bludgeon grazes you.

< 371h/374H 160v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: A Gnome sta EP:  small wounds >
 A Gnome dodges your futile attack.
You miss a Gnome.

< 371h/374H 160v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: A Gnome sta EP:  small wounds >
 You attempt to flee...
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.
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.
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!
You flee westward!

< 371h/374H 132v/163V Pos: standing >
You quickly scan the area.
A Gnome who is close by to your east.
A jakar who is close by to your east.
A young cleric who is close by to your east.
The doctor who is rather far off to your west.

< 371h/374H 132v/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
Puddles of fresh blood cover the ground.
The corpse of a militia guard is lying here.
A Gnome (tiny) Magister Equitum of The Empire stands in mid-air here.
A huge black cat prowls here, defending its territory.
A young cleric is standing here, smiling at you warmly.
A beautiful pegasus stands here tossing his mane.

< 371h/374H 131v/163V Pos: standing >
A jakar suddenly attacks YOU!
A jakar's feeble bite grazes you.
Sorry, you aren't allowed to do that in combat.

< 370h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 370h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 A young cleric starts casting a spell.

< 370h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 A Barbarian enters from the west.

< 370h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 A Barbarian leaves west.

< 370h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 You failed.

< 370h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 You failed.

< 370h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 A young cleric completes her spell...
A young cleric utters the word 'fido'
A Barbarian enters from the west.

< 370h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 You miss a jakar.
A jakar dodges your futile attack.

< 370h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 A jakar's decent bite strikes you.
A jakar's bite wounds you.
A jakar's feeble bite grazes you.
A jakar starts casting an offensive spell.
You attempt to flee...
PANIC!  You couldn't escape!

< 352h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 You start chanting...

< 352h/374H 131v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: black sta EP: excellent >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Barbarian!
[Damage: 36 ] A halo of white light descends upon a Barbarian burning your soul.
[Damage: 36 ] The shadowy hand tears away the remaining life of a Barbarian.
A Barbarian is dead! R.I.P.
You receive your share of experience.