The death of [56 Forrestal] Rramqa (Human)

in A Dark Forest with Tall Evergreens

from the perspective of [56 Forrestal] Rramqa (Human)

<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about body>    a hard leather cloak
<worn about waist>   a thin leather belt
<worn on arms>       a pair of studded leather sleeves
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<primary weapon>     a long steel sword
<secondary weapon>   a long steel sword
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

Obvious exits: -Up -Down

< 428h/428H 111v/112V Pos: standing >
On a Steel Ladder
   Moored to the granite, this steel ladder steadily scales the wall.  Its
round rungs are mounted into two flat strips of steel that make up the sides
of the ladder.  Occasionally, one of the rungs spins in its place, making
this a potentially dangerous climb.  Around you the sounds of dripping water
and the eerie chittering of noctural animals makes you want to be off the
ladder all the sooner.  Despite the comfort of knowing that this dismal place
keeps most people safe at night, you can't shake the feeling that perhaps its
not as safe in here as it is out there.
Obvious exits: -Up -Down

< 428h/428H 110v/112V Pos: standing >
Up a Steel Ladder
   Moored to the granite, this steel ladder steadily scales the wall.  Its
round rungs are mounted into two flat strips of steel that make up the sides
of the ladder.  Occasionally, one of the rungs spins in its place, making
this a potentially dangerous climb.  Around you the sounds of dripping water
and the eerie chittering of noctural animals makes you want to be off the
ladder all the sooner.  Despite the comfort of knowing that this dismal place
keeps most people safe at night, you can't shake the feeling that perhaps its
not as safe in here as it is out there.
Obvious exits: -Up -Down
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
A spellbook lies here, discarded.
[5] A small bandage rests upon the ground here.

< 428h/428H 109v/112V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and south, while a steel ladder leads up the west wall to the level above.
Obvious exits: -North -South -Up

< 428h/428H 110v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 110v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 110v/112V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north to a turn, and south into the darkness.
Obvious exits: -North -South

< 428h/428H 111v/112V Pos: standing >
A Bend in the Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues east
and south.
Obvious exits: -East -South
A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of leather boots lies here.
A girth made of vorhide has been abandoned here.
A Tannadian rapier lies on the ground here.
A short sword was abandoned here.

< 428h/428H 110v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 110v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 110v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 110v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 110v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 111v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 111v/112V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues west to a turn, and east into the darkness.  To the south the
dungeon entrance looms up ominously.
Obvious exits: -East -South# -West

< 428h/428H 111v/112V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues east
and west.
Obvious exits: -East -West
[2] A steel dagger about a foot in length lies here.
A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of leather boots lies here.
A girth made of vorhide has been abandoned here.
A Tannadian rapier lies on the ground here.
A short sword was abandoned here.

< 428h/428H 110v/112V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues east to a turn, while to the west it heads toward the cellblock
entrance.
Obvious exits: -East -West

< 428h/428H 110v/112V Pos: standing >
A Bend in the Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and west.
Obvious exits: -South -West

< 428h/428H 111v/112V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north to a turn, while to the south the gates of Caer Tannad lock
out the world.
Obvious exits: -North -South
a satchel used to hold various items lies here. (illuminating)
[3] A suit of spiked leather armor lies here.
[3] Some leather leggings were left here.
[3] A pair of leather boots lies here.
[3] A girth made of vorhide has been abandoned here.
[3] A Tannadian rapier lies on the ground here.
[3] A short sword was abandoned here.

< 428h/428H 110v/112V Pos: standing >
Inside the Gates of Caer Tannad
   Two huge admantite gates guard the entrance to Caer Tannad here, standing
nearly two-hundred feet tall.  A system of chains and pulleys are employed in
raising and lowering the great wooden timber which braces the door, keeping it
securely locked.  A winch stands at either side of the doors, each one used to
swing a gargantuan door open or closed.  A dismal hallway leads away north and
south, while the gateway exits out onto the mesa's top and the areas beyond.
Obvious exits: -North -East -South
A large bag bearing the symbol of Caer Tannad's parks staff, lies here.

< 428h/428H 110v/112V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 428h/428H 112v/112V Pos: standing >
Outside the Gates of Caer Tannad
   The prison keep, that is Caer Tannad, juts from the earth like a great
mountain before you.  Its gates stand nearly two hundred feet tall and are
made out of solid admantite.  Parapets encircle the keep's walls, large
scorpion ballista weapons poised ready to be used in defense of the
stronghold.  To the north and south a stone wall angles upward to the full
height of the doors, ensuring that any who approach cannot quickly dash to the
side if hot oils are dropped from above.  All in all, this fortress is looks
extremely formidable and well protected.
Obvious exits: -East -West
A war-hardened warrior is scanning the landscape for trouble.
A war-hardened warrior is scanning the landscape for trouble.

< 428h/428H 111v/112V Pos: standing >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.

< 428h/428H 111v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -North -South -West -Down

< 428h/428H 109v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up -Down

< 428h/428H 108v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues up and down from
here.
Obvious exits: -Up -Down
A grounds keeper is cleaning here, singing songs to Mielikki.

< 428h/428H 107v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up -Down

< 428h/428H 105v/112V Pos: standing >
The Bottom of a Steep Rise up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east and up
from here.
Obvious exits: -East -Up

< 428h/428H 103v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 103v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 104v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 104v/112V Pos: standing >
A Landing on the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues to the east and to the west.
Obvious exits: -East -West
A squirrel is wandering around here.
A diminutive old man sits here, scribbling on some vellum.

< 428h/428H 101v/112V Pos: standing >
A Landing in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -West -Down

< 428h/428H 99v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 99v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 99v/112V Pos: standing >
You vainly look around for a leg to hump!

< 428h/428H 99v/112V Pos: standing >
A Steep Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up -Down

< 428h/428H 98v/112V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east to the top
of a small drop.
Obvious exits: -East -Up

< 428h/428H 96v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 96v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 96v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 97v/112V Pos: standing >
The Top of a rise in the Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues west and down.
Obvious exits: -West -Down

< 428h/428H 94v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 94v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 94v/112V Pos: standing >
You better leave the art of sneaking to the thieves.

< 428h/428H 95v/112V Pos: standing >
A light snow is falling admidst an unsettled wind.

< 428h/428H 97v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 98v/112V Pos: standing >
Before a Rise in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  The path continues up and east.
Obvious exits: -East -Up

< 428h/428H 97v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 97v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 97v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 98v/112V Pos: standing >
Outside the Western Arch
   A huge bloodstone arch leads through the city's defensive wall, joining the
the crimson cobbles of the Grand Tharnadian Way.  No guard towers rise above
your head, as the only ways to this entrance lie through the twin keeps or the
heavily defended city gates.  A dirt footpath winds its way up the Shr'nn Mesa
toward Caer Tannad, the first of the twin keeps.  The path leaves west.
Obvious exits: -East -West

< 428h/428H 95v/112V Pos: standing >
An Arch Before the Keeps
   A huge bloodstone arch leads through the city's defensive wall, joining a
path that leads up the steep mesa to the first of the twin keeps.  The crimson
cobblestones of the Grand Tharnadian Way mix with the larger sienna-colored
stones of the western wall road, both to the north and south.  No guard towers
rise above your head, as the only way to the mesa is through the city itself,
making the need for defense mute.  The Grand Tharnadian Way heads back to the
east through the center of Tharnadia.
Obvious exits: -North -East -South -West
A shady looking youth is standing here, eyeing you with a devious glance.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
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 tough looking warrior is scanning the landscape beyond the walls.

< 428h/428H 94v/112V Pos: standing >
The Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling the walls.

< 428h/428H 94v/112V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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.  The city's armory stands to
the north of here.
Obvious exits: -North# -East -West
A young cleric is standing here, smiling at you warmly.
A human merchant from another town stands here, perusing Tharnadia.
A stray tomcat is darting after rodents, here.
A stray tomcat is darting after rodents, here.

< 428h/428H 93v/112V Pos: standing >
A Bend in the Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the
west, while to the east the road turns north.  The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
Obvious exits: -North -West

< 428h/428H 92v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 92v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 93v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 93v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 93v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 93v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 94v/112V Pos: standing >
A Bend in the Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west.  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 north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the area.

< 428h/428H 93v/112V Pos: standing >
The Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.  A small building opens up to the
south.
Obvious exits: -North -East -South -West

< 428h/428H 92v/112V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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 east of here, the
Great Fountain of Tharnadia sits in a large open area.  The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
A large wandering dog is here, growling at you.
A stray tomcat is darting after rodents, here.
The Tharnadian Quartermaster stands here.

< 428h/428H 92v/112V 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 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 area.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.
A mountain goat stands here, fighting a fat woodchuck.
A small box turtle stands here, fighting a fat woodchuck.
A fat woodchuck stands here, fighting a small box turtle.
A peasant farmer is here from his farmstead, probably on business.
An odd little man, with a shaved head and an orange robe, hums something.
The town crier is standing here, eagerly awaiting to perform his duties.

< 428h/428H 91v/112V 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

< 428h/428H 90v/112V Pos: standing >
The door seems to be closed.

< 428h/428H 90v/112V Pos: standing >
The door seems to be closed.

< 428h/428H 91v/112V Pos: standing >
The door seems to be closed.

< 428h/428H 91v/112V Pos: standing >
The door seems to be closed.

< 428h/428H 91v/112V Pos: standing >
You feel nature's energy flow into your 11th circle of knowledge.
The door seems to be closed.

< 428h/428H 91v/112V Pos: standing >
The door seems to be closed.

< 428h/428H 92v/112V Pos: standing >
A militia guard enters from the west.

< 428h/428H 92v/112V 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

< 428h/428H 91v/112V 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

< 428h/428H 90v/112V 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
A human merchant from another town stands here, perusing Tharnadia.

< 428h/428H 90v/112V 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.

< 428h/428H 89v/112V 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

< 428h/428H 88v/112V 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 stray tomcat is darting after rodents, 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.

< 428h/428H 88v/112V 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 tharnadian illusionist stands here watching for intruders.
A tharnadian illusionist stands here watching for intruders.
A tharnadian illusionist stands here watching for intruders.
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 controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 428h/428H 87v/112V 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 -West

< 428h/428H 85v/112V 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

< 428h/428H 83v/112V 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 young man in leather armor seems to be patrolling outside the gates.

< 428h/428H 82v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 82v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 82v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 82v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 83v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 83v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 83v/112V 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

< 428h/428H 81v/112V 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

< 428h/428H 80v/112V 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

< 428h/428H 78v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 78v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 79v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 79v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 79v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/428H 79v/112V 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

< 428h/428H 78v/112V 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

< 428h/428H 76v/112V 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 homeless peasant is here, looking lost and hungry.

< 428h/428H 74v/112V 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.

< 428h/428H 73v/112V Pos: standing >
 
  M^**^*.^^   
   *******..  
    *M+**^**  
     ^@MM+++  
    *M+*^*.*  
   M^******.  
  MMM^***^.   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
An elite Tharnadian warrior stands here, poised and ready for combat.
An elite Tharnadian warrior stands here, poised and ready for combat.
Meldar the Tharnadian Marshall passes through here, guarding the road.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 428h/428H 73v/112V Pos: standing >
 
  ^**^*.^^M   
  *******...  
   *M+**^**.  
    ^M@M++++  
   *M+*^*.**  
  M^******..  
  MM^***^..   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
An elite highwayman in mid-air sits atop a magnificent horse.

< 428h/428H 72v/112V Pos: standing >
An elite highwayman leaves east riding on a magnificent horse.

< 428h/428H 73v/112V Pos: standing >
 
 ^M+M+  
 M+@^*  
 ****M  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 428h/428H 73v/112V Pos: standing >
 
   *******.   
    *M+**^**  
     ^M+M+++  
    *M@*^*.*  
   M^******.  
 MMMM^***^..  
  MMMM*^*..   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 428h/428H 72v/112V Pos: standing >
 
    *******   
     *M+**^*  
      ^M+MM+  
     *@+*^*.  
    M^******  
  MMMM^***^.  
  MMMMM*^*.   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
An elite Tharnadian warrior stands here, poised and ready for combat.
An elite Tharnadian warrior stands here, poised and ready for combat.
Meldar the Tharnadian Marshall passes through here, guarding the road.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 428h/428H 71v/112V Pos: standing >
 
    ^M  
   @M+  
  M^**  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 428h/428H 70v/112V Pos: standing >
Skill
1h piercing                   40
1h slashing                   40
awareness                     40
bandage                       40
blade barrage                 40
blindfighting                 40
carve                         40
clerical spell knowledge      40
climb                         40
double attack                 40
dual wield                    40
fishing                       40
kick                          40
meditate                      40
mount                         40
parry                         40
quick chant                   40
ranged weapons                40
rescue                        40
retreat                       40
riposte                       40
salvage                       40
sorcerous spell knowledge     40
springleap                    40
surprise                      40
swim                          40
switch opponents              40
track                         40
triple attack                 40
unarmed damage                40
vicious attack            (obtained at level 56)

< 428h/428H 73v/112V Pos: standing >

3rd CIRCLE:
detect evil                
detect good                
detect magic               

4th CIRCLE:
protection from animals    
protection from evil       

5th CIRCLE:
barkskin                   
invigorate                 

6th CIRCLE:
cure blind                 
sense life                 

7th CIRCLE:
infravision                

9th CIRCLE:
farsee                     
haste                      

10th CIRCLE:
dazzle                     
tree                       

11th CIRCLE:
animal vision              
blur                       


< 428h/428H 76v/112V Pos: standing >

< 428h/428H 90v/112V Pos: standing >
You feel nature's energy flow into your 11th circle of knowledge.

< 428h/428H 95v/112V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.

< 428h/428H 106v/112V Pos: standing >

< 428h/428H 108v/112V Pos: standing >

< 428h/428H 112v/112V Pos: standing >

< 428h/428H 112v/112V Pos: standing >
Hint: Remember that all the citizens of Woodseer attack evil-aligned people on sight.

< 428h/428H 112v/112V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.

< 428h/428H 112v/112V Pos: standing >

< 428h/428H 112v/112V Pos: standing >
A Lich enters from the east.
A red dracolich enters from the east.
A red dracolich enters from the east.
The lich of a behemoth enters from the east.

< 428h/428H 112v/112V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.

< 428h/428H 112v/112V Pos: standing >
A Lich starts casting an offensive spell.

< 428h/428H 112v/112V Pos: standing >
A Lich completes his spell...
A Lich utters the words 'buoblg qrunsoqpze yugh'
A Lich's mighty magic fist slams into you!
OUCH!  That really did HURT!
-=[You attack a Lich.]=- [1 hits]

< 292h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC: few wounds E: A Lich sta EP: excellent >
 You vainly look around for a leg to hump!

< 292h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC: few wounds E: A Lich sta EP: excellent >
 A Lich starts casting an offensive spell.

< 292h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC: few wounds E: A Lich sta EP: excellent >
 A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH!  That really did HURT!

< 228h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC: few wounds E: A Lich sta EP: excellent >
 A Lich starts casting an offensive spell.

< 228h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC: few wounds E: A Lich sta EP: excellent >
 The lich of a behemoth suddenly attacks YOU!

< 221h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC: few wounds E: A Lich sta EP: excellent >
 The electrical arcs turn your exposed flesh black!
A Lich completes his spell...
A Lich utters the words 'electrical execution'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH!  That really did HURT!
-=[You attack a Lich.]=- [0 hits]

< 116h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC:pretty hurt E: A Lich sta EP: excellent >
 A Lich starts casting an offensive spell.

< 116h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC:pretty hurt E: A Lich sta EP: excellent >
 A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 47h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC: awful E: A Lich sta EP: excellent >
 You wish that your wounds would stop BLEEDING so much!
-=[the lich of a behemoth attacks you.]=- [1 hits]
Pardon?

< 38h/428H 112v/112V Pos: standing >
< T: Rramqa TP: sta TC: awful E: A Lich sta EP: excellent >
 The electrical arcs turn your exposed flesh black!
You wish that your wounds would stop BLEEDING so much!
The electrical arcs turn your exposed flesh black!
You feel your pulse begin to slow and you realize you are mortally wounded...

< -7h/428H 112v/112V Pos: on your ass >