The death of [56 Crusader] Sopi The Resistance (Dwarf)

in Grand Hallway

from the perspective of [56 Thief] Twqw The Empire of Lloth (Goblin)

<worn as a badge>    a frost dragon's eye [modified] (glowing)
<worn on head>       the diamond crown of Winduin (glowing)
<worn on eyes>       a crystal eyepiece [superior]
<worn in ear>        a flaming earring [poor]
<worn in ear>        a masterly-crafted dragonscale earring from The Royal Mausoleum of Castle IceCrag [72%]             
<worn on face>       a white hot mask of living flame of agility (glowing)
<worn around neck>   a holy symbol of light (glowing)
<worn around neck>   a diabolical flesh charm from Lost Temple of Tikitzopl
<worn on body>       Lobos' leather coat [poor]
<worn about body>    a cloak of swirling mist [poor]
<worn on tail>       a small brass bell dangling on a golden chain [poor]
<worn as quiver>     Ihsahn, the drow swashbuckler's legacy braid [poor]
<worn about waist>   a shimmering chain-linked belt of constitution (glowing) [37%]             
<worn on belt buckle>a dagger of twisted souls [superior]
<worn on arms>       the vambraces of the vampire lords (humming)
<worn around wrist>  an elven bracelet of precision
<worn around wrist>  the power infused bracelet of dark-mithril of constitution [83%]             
<worn on hands>      the gauntlets of FuRy [superior] (glowing)
<worn on finger>     a shiny crimson ring of agility
<worn on finger>     an obsidian circle [modified]
<primary weapon>     an astral forged kris [superior] (glowing) (humming)
<secondary weapon>   an astral forged kris [modified] (glowing) (humming)
<worn on legs>       a pair of vapor leggings [poor]
<worn on feet>       boots of the traveler [superior] [85%]             

   .^M^...+.    
  .^^.M^..+M.   
 ***....M.+..^  
 **^**.^.^+..^  
 ++++++@+++...  
 *^*.****.+.M.  
 ****....^+...  
  *^..^MM.+.^   
   ..^M^..+.    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 405h/400H 103v/180V Pos: standing >
 
 +++++  
 **@*.  
 ....^  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 405h/400H 102v/180V Pos: standing >
 
   *....M.+.    
  *^**.^.^+..   
 ++++++++++...  
 *^*.****.+.M.  
 ****..@.^+...  
 **^..^MM.+.^^  
 ^*..^M^..+...  
  *..^M...+M+   
   .^M^^....    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West

< 405h/400H 101v/180V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 405h/400H 102v/180V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 405h/400H 102v/180V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 405h/400H 103v/180V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 405h/400H 103v/180V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 405h/400H 104v/180V Pos: standing >
 
   **....M.+    
  **^**.^.^+.   
 M++++++++++..  
 +*^*.****.+.M  
 *****.@..^+..  
 ***^..^MM.+.^  
 *^*..^M^..+..  
  **..^M...++   
   *.^M^^...    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West

< 405h/400H 102v/180V Pos: standing >
 
   ***....M.    
  +**^**.^.^+   
 ^M++++++++++.  
 M+*^*.****.+.  
 ******@...^+.  
 ^***^..^MM.+.  
 M*^*..^M^..+.  
  ^**..^M...+   
   **.^M^^..    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West

< 405h/400H 101v/180V Pos: standing >
 
 ^*.**  
 **@..  
 *^..^  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 405h/400H 100v/180V Pos: standing >
 
 *^*.*  
 **@*.  
 **^..  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 405h/400H 98v/180V Pos: standing >
 
 +*^*.  
 **@**  
 ***^.  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 405h/400H 97v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 405h/400H 98v/180V Pos: standing >
 
 M+*^*  
 **@**  
 ^***^  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 405h/400H 97v/180V Pos: standing >
 
 ^M+++  
 M+@^*  
 *****  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 405h/400H 98v/180V Pos: standing >
 
   M^***..^M    
  M^**^*.^^.M   
   *******....  
    *M+**^**.^  
     ^M@++++++  
    *M+*^*.***  
   M^******...  
  MMM^***^..^   
   MMM*^*..^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 405h/400H 96v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 405h/400H 97v/180V Pos: standing >
You quickly scan the area.
A wild horse who is close by to your west.
A Town Guardian who is close by to your west.
A Town Guardian who is close by to your west.

< 405h/400H 98v/180V Pos: standing >
 
   MM^***..^    
   M^**^*.^^.   
    *******...  
     *M+**^**.  
      ^@++++++  
     *M+*^*.**  
    M^******..  
  MMMM^***^..   
   MMMM*^*..    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A wild horse stands here.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 405h/400H 99v/180V Pos: standing >
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.

< 405h/400H 99v/180V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West

< 405h/400H 98v/180V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West

< 405h/400H 97v/180V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down

< 405h/400H 95v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 405h/400H 96v/180V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
A large rat is scurrying about here.

< 405h/400H 95v/180V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West

< 405h/400H 93v/180V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South

< 405h/400H 92v/180V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West
A homeless peasant is here, looking lost and hungry.(Gold Aura)
A large rat is scurrying about here.

< 405h/400H 91v/180V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling the area.

< 405h/400H 90v/180V Pos: standing >
A militia guard leaves east.
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
A young man in leather armor seems to be patrolling outside the gates.
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)

< 405h/400H 90v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 404h/400H 90v/180V Pos: standing >
The great city gates of Tharnadia lie to the west.
You extend your sights westward.
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West#
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.(Gold Aura)
A tough looking warrior is scanning the landscape beyond the walls.

< 404h/400H 93v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 404h/400H 95v/180V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West#
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.(Gold Aura)
A tough looking warrior is scanning the landscape beyond the walls.

< 404h/400H 108v/180V Pos: standing >
Ok.

< 404h/400H 109v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 404h/400H 109v/180V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
A religious zealot who is close by to your east.
A militia guard who is a brief walk away to your east.
A homeless peasant who is a brief walk away to your east.
A large rat who is a brief walk away to your east.
A tharnadian thief-hunter who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A human merchant who is in the distance to your west.

< 404h/400H 111v/180V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East -South -West
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 404h/400H 116v/180V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West

< 404h/400H 115v/180V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
A militia guard is posted here, keeping watch over the bazaar.(Gold Aura)

< 404h/400H 115v/180V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West

< 404h/400H 114v/180V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
A human merchant from another town stands here, perusing Tharnadia.

< 404h/400H 114v/180V 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
A soft leather jacket has been discarded here.
A small sword was abandoned here.
A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of blacksteel boots stand here.
A small wooden shield is lying on the ground.
A few coins lie scattered here.

< 404h/400H 114v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 404h/400H 114v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 404h/400H 115v/180V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A young cleric who is not far off to your north.
A large rat who is not far off to your north.
A large rat who is not far off to your north.
A stray cat who is not far off to your north.
A homeless peasant who is not far off to your north.
A peasant farmer who is a brief walk away to your north.
A militia guard who is a brief walk away to your north.
A human merchant who is close by to your east.
A militia guard who is a brief walk away to your east.
A street sweeper who is in the distance to your east.
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.
A street sweeper who is not far off to your south.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
A militia guard who is rather far off to your south.

< 404h/400H 119v/180V 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
A large wandering dog is here, growling at you.

< 404h/400H 122v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 404h/400H 123v/180V Pos: standing >
The great fountain of Tharnadia lies west.
You extend your sights westward.
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 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 shady looking mercenary stands here, eyeing you with open contempt.
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 404h/400H 124v/180V 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 young cleric is standing here, smiling at you warmly.(Gold Aura)
A large rat is scurrying about here.
A large rat is scurrying about here.
A stray tomcat is darting after rodents, here.
A homeless peasant is here, looking lost and hungry.(Gold Aura)

< 404h/400H 131v/180V 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
A peasant farmer is here from his farmstead, probably on business.(Gold Aura)
A young man in leather armor seems to be patrolling the area.

< 404h/400H 130v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 404h/400H 131v/180V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your east.
A street sweeper who is close by to your east.
A peasant farmer who is not far off to your east.
A stray dog who is a brief walk away to your east.
A young cleric who is close by to your south.
A large rat who is close by to your south.
A large rat who is close by to your south.
A stray cat who is close by to your south.
A homeless peasant who is close by to your south.
A stray dog who is not far off to your south.
A street sweeper who is in the distance 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 tharnadian thief-hunter who is close by to your west.
A stray dog who is a brief walk away to your west.
A tharnadian thief-hunter 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.

< 404h/400H 133v/180V 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 stray tomcat is darting after rodents, here.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)

< 404h/400H 140v/180V 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 peasant farmer is here from his farmstead, probably on business.(Gold Aura)

< 404h/400H 139v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 404h/400H 140v/180V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your east.
A stray cat who is close by to your west.
A street sweeper who is close by to your west.
A peasant farmer who is not far off to your west.
A militia guard who is not far off to your west.
A tharnadian thief-hunter who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A stray dog who is in the distance to your west.
A tharnadian thief-hunter who is in the distance to your west.

< 404h/400H 142v/180V Pos: standing >
The town crier shouts 'Blessed be the glorious gods of Duris!'

< 404h/400H 143v/180V 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

< 404h/400H 143v/180V 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

< 404h/400H 142v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 404h/400H 143v/180V Pos: standing >
You quickly scan the area.
A Dwarf who is not far off to your east.
The knight who is not far off to your east.
A peasant farmer who is not far off to your south.

< 404h/400H 143v/180V 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

< 404h/400H 143v/180V 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.
A soothing aura fills the area.
Obvious exits: -West
[2] The corpse of a Human 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.
A Dwarf (medium) - The Resistance stands here.(Gold Aura)
(Q)A knight is standing here, peacefully watching over the temple.(Gold Aura)

< 404h/400H 143v/180V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 404h/400H 144v/180V Pos: standing >
This Dwarf has some small wounds and bruises.
He's medium in size.


< 404h/400H 149v/180V Pos: standing >
You think you noticed an opening in your victim defenses...

< 404h/400H 167v/180V Pos: standing >
You snap into visibility.
A halo of white light descends upon a Dwarf burning your soul.
You stealthily position yourself behind a Dwarf, circling him.

< 404h/400H 168v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sta EP:  small wounds >
 You dodge a Dwarf's vicious attack.
You parry a Dwarf's lunge at you.

< 404h/400H 169v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sta EP:  small wounds >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
[Damage: 15 ] A Dwarf screams in pain as your pierce tears into his flesh
You score a CRITICAL HIT!!!!!
[Damage: 82 ] A Dwarf screams in pain as your pierce tears into his flesh
[Damage: 24 ] A Dwarf screams in pain as your pierce tears into his flesh
[Damage: 11 ] A Dwarf screams in pain as your pierce tears into his flesh
You miss a Dwarf.
You do a fancy maneuver, tripping a Dwarf.

< 404h/400H 169v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP:  few wounds >
 The Knight says, 'Our burden will soon be lifted as more ascend to new ranks. If you are interested in ascending my dear brother, do ask me, I will be glad to tell you how.'


< 404h/400H 169v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP:  few wounds >
 [Damage: 37 ] You find weakness in a Dwarf's defenses and land a sneaky surprise attack!
You lash out from the shadows, hitting a Dwarf right in the face, causing them to temporarily black out.
A Dwarf seems to be blinded!

< 404h/400H 169v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP:  few wounds >
 Your improved dexterity grants you an additional attack!
[Damage: 11 ] A Dwarf screams in pain as your pierce tears into his flesh
[Damage: 18 ] A Dwarf screams in pain as your pierce tears into his flesh
You score a CRITICAL HIT!!!!!
[Damage: 49 ] A Dwarf screams in pain as your pierce tears into his flesh
[Damage:  9 ] A Dwarf screams in pain as your pierce tears into his flesh
[Damage: 23 ] A Dwarf screams in pain as your pierce tears into his flesh

< 404h/400H 169v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP:  nasty wounds >
 You parry a Dwarf's lunge at you.

< 404h/400H 169v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
[Damage: 25 ] A Dwarf screams in pain as your pierce tears into his flesh
[Damage:  9 ] A Dwarf screams in pain as your pierce tears into his flesh
You score a CRITICAL HIT!!!!!
[Damage: 52 ] A Dwarf screams in pain as your pierce tears into his flesh
[Damage: 16 ] A Dwarf screams in pain as your pierce tears into his flesh
[Damage: 15 ] A Dwarf screams in pain as your pierce tears into his flesh
[Damage: 19 ] A Dwarf screams in pain as your pierce tears into his flesh

< 404h/400H 169v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP: pretty hurt >
 A Dwarf looks at you.

< 404h/400H 169v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP: pretty hurt >
 A Dwarf clambers to his feet.

< 404h/400H 169v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sta EP: pretty hurt >
 [Damage: 16 ] Your impressive pierce strikes a Dwarf hard.
You score a CRITICAL HIT!!!!!
[Damage: 41 ] Your mighty pierce enshrouds a Dwarf in a mist of blood.
You score a CRITICAL HIT!!!!!
[Damage: 39 ] Your mighty pierce enshrouds a Dwarf in a mist of blood.
[Damage:  5 ] Your decent pierce strikes a Dwarf hard.
A Dwarf attempts to flee.
A Dwarf leaves west.

< 404h/400H 169v/180V 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
A Dwarf (medium) - The Resistance stands here.(Gold Aura)

< 404h/400H 175v/180V 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

< 404h/400H 174v/180V Pos: standing >
Trip who?

< 404h/400H 175v/180V Pos: standing >
A Dwarf enters from the east.

< 404h/400H 177v/180V 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
A few drops of fresh blood are scattered around the area.

< 404h/400H 177v/180V 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
Fresh blood splatters cover the area.
A Dwarf (medium) - The Resistance stands here.(Gold Aura)

< 404h/400H 177v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 404h/400H 177v/180V Pos: standing >
You do a fancy maneuver, tripping a Dwarf.

< 404h/400H 178v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP:  awful >
 You parry a Dwarf's lunge at you.

< 404h/400H 178v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP:  awful >
 Autosaving...

< 404h/400H 178v/180V Pos: standing >
< T: a half-elf bard TP: sta TC:excellent E: A Dwarf sit EP:  awful >
 Your improved dexterity grants you an additional attack!
[Damage: 24 ] Your powerful pierce causes a Dwarf to grimace in pain.
[Damage: 16 ] Your impressive pierce causes a Dwarf to grimace in pain.
You score a CRITICAL HIT!!!!!
[Damage: 47 ] Your stab cuts a vital artery and causes a Dwarf to fall before your feet.
A Dwarf is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!