The death of [20 Warrior] Zzom (Gnome)

in The Ogre's Foot Inn

from the perspective of [20 Warrior] Zzom (Gnome)

<worn as a badge>    a symbol of a sword thrust through a cresent moon
<worn on head>       a dark blue hood
<worn around neck>   an amulet made from rotting plants
<worn on body>       a brutal hide chestplate from Vella's Bordello
<worn about body>    a set of moonstone full plate
<worn about waist>   a belt of thick cured leather
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<primary weapon>     a thick long sword
<secondary weapon>   a thorny club
<worn on legs>       some doeskin pants
<worn on feet>       some steel-mesh boots

Someone plays a song to lift his spirit off the ground.
You fly through the air, free as a bird!

< 115h/168H 76v/100V Pos: standing >
Steo stops following someone.
Steo stops following someone.
Steo stops following someone.
Steo stops following someone.
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 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.

< 115h/168H 75v/100V Pos: standing >
Hint: Type "group" to see your groupmates' health and movement.

< 115h/168H 76v/100V Pos: standing >
A shady mercenary enters from the south.

< 116h/168H 80v/100V Pos: standing >
You are carrying: (10/12)
a rugged adventurers satchel (illuminating)
a thick long sword
a steel long sword
[6] the yellow prince
vibrating gnomish charged magical boots

< 116h/168H 82v/100V Pos: standing >
A shady mercenary says in common 'Is it hot in here or is it just me?'
Road Beneath the Gate Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A young man in leather armor seems to be patrolling the area.
A street sweeper is cleaning here, singing songs of labor.

< 117h/168H 92v/100V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  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.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North -South -West

< 117h/168H 91v/100V Pos: standing >
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.

< 117h/168H 90v/100V Pos: standing >

		Score information for Zzom

Level: 20   Race: Gnome   Class: Warrior Sex: Male
Hit points: 118(168)  Moves: 97(100)
Coins carried:    3 platinum    25 gold    15 silver    16 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 2 hours/ 31 minutes
Received data: 0.3839 MB this session.
Send data:     0.0109 MB this session.
Compression ratio: 82%
82%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   2
Detecting:       Heat
Enchantments:    Ultravision Fly Levitation
Songs:    Song of Flight
Bartender Quests Remaining: 4
Combat Pulse:   12 Spell Pulse:  0.60 
Leaderboard Points:  199 


		Score information for Zzom

Level: 20   Race: Gnome   Class: Warrior Sex: Male
Hit points: 118(168)  Moves: 97(100)
Coins carried:    3 platinum    25 gold    15 silver    16 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 2 hours/ 31 minutes
Received data: 0.3839 MB this session.
Send data:     0.0109 MB this session.
Compression ratio: 82%
82%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   2
Detecting:       Heat
Enchantments:    Ultravision Fly Levitation
Songs:    Song of Flight
Bartender Quests Remaining: 4

< 118h/168H 98v/100V Pos: standing >
Your account contains:
    0 platinum, 25 gold, 0 silver, 0 copper coins.

< 119h/168H 100v/100V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Zzom
An unnatural silence fills this area.
Obvious exits: -North#
An ornate chest bearing items that are unsorted.

The escort says 'You have 0 items, this cost you 1 copper'

< 119h/168H 100v/100V Pos: standing >
You do not see or have the backpack.

< 120h/168H 100v/100V Pos: standing >
You get a tigerskin shield [poor] from a rugged adventurers satchel.
You get some gorilla-skin armor [poor] from a rugged adventurers satchel.
You get a large electrum fragment from a rugged adventurers satchel.
You get a strip of well crafted leather from a rugged adventurers satchel.
You get a fine piece of hard wood from a rugged adventurers satchel.
You get a small piece of brass from a rugged adventurers satchel.
You get a smooth piece of polished marble from a rugged adventurers satchel.
You can't carry any more.

< 120h/168H 100v/100V Pos: standing >
You drop a smooth piece of polished marble.
You drop a small piece of brass.
You drop a fine piece of hard wood.
You drop a strip of well crafted leather.
You drop a large electrum fragment.
You drop some gorilla-skin armor [poor].
You drop a tigerskin shield [poor].
You drop a rugged adventurers satchel.
You drop a thick long sword.
You drop a steel long sword.
You drop the yellow prince.
You drop the yellow prince.
You drop the yellow prince.
You drop the yellow prince.
You drop the yellow prince.
You drop the yellow prince.
You drop vibrating gnomish charged magical boots.

< 120h/168H 100v/100V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/168H 100v/100V Pos: standing >
You get a small pile of coins from a rugged adventurers satchel.
There were: 1 platinum coin, 32 gold coins, 96 silver coins, 121 copper coins. 
You get the green queen from a rugged adventurers satchel.
You get the green queen from a rugged adventurers satchel.
You get the green queen from a rugged adventurers satchel.
You get the green queen from a rugged adventurers satchel.
You get the green prince from a rugged adventurers satchel.
You get the green prince from a rugged adventurers satchel.
You get the green prince from a rugged adventurers satchel.
You get the green prince from a rugged adventurers satchel.
You get the yellow queen from a rugged adventurers satchel.
You get the yellow queen from a rugged adventurers satchel.
You get the yellow queen from a rugged adventurers satchel.
You get the yellow queen from a rugged adventurers satchel.
You can't carry any more.

< 120h/168H 100v/100V Pos: standing >
You drop the yellow queen.
You drop the yellow queen.
You drop the yellow queen.
You drop the yellow queen.
You drop the green prince.
You drop the green prince.
You drop the green prince.
You drop the green prince.
You drop the green queen.
You drop the green queen.
You drop the green queen.
You drop the green queen.

< 120h/168H 100v/100V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/168H 100v/100V Pos: standing >
You get a collar of bone thorns from a rugged adventurers satchel.
You get some marble dust from a rugged adventurers satchel.
You get a large piece of glasssteel from a rugged adventurers satchel.
You get a dented helm from a rugged adventurers satchel.
You get a green ten from a rugged adventurers satchel.
You get a green ten from a rugged adventurers satchel.
You get a green ten from a rugged adventurers satchel.
You get a green ten from a rugged adventurers satchel.
You get a yellow ten from a rugged adventurers satchel.
You get a yellow ten from a rugged adventurers satchel.
You get a yellow ten from a rugged adventurers satchel.
You get a small bandage from a rugged adventurers satchel.
You get a smooth length of highly-polished ivory from a rugged adventurers satchel.
You can't carry any more.

< 120h/168H 100v/100V Pos: standing >
You drop a smooth length of highly-polished ivory.
You drop a small bandage.
You drop a yellow ten.
You drop a yellow ten.
You drop a yellow ten.
You drop a green ten.
You drop a green ten.
You drop a green ten.
You drop a green ten.
You drop a dented helm.
You drop a large piece of glasssteel.
You drop some marble dust.
You drop a collar of bone thorns.

< 120h/168H 100v/100V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/168H 100v/100V Pos: standing >
You get a twined leather pronged fork from a rugged adventurers satchel.
You get a small round wooden shield from a rugged adventurers satchel.
You get some translucent, primordial chitin goo from a rugged adventurers satchel.
You get a steel bastard sword from a rugged adventurers satchel.
You get a long steel sword from a rugged adventurers satchel.
You get a thorny club from a rugged adventurers satchel.
You get a thorny club from a rugged adventurers satchel.

< 120h/168H 100v/100V Pos: standing >
The member of the Storage Locker Safety Commission takes 1 gold.
The member of the Storage Locker Safety Commission says 'This is:'
This item is from the zone: Heaven.
'a twined leather pronged fork'
Weight 2, Item type: WEAPON
Item is: NOREPAIR FLOAT 
Damage Dice is '1D8'
This item will also affect your HITROLL positively.
A twined leather pronged fork has an item value of 7.

< 120h/168H 100v/100V Pos: standing >
You are carrying: (7/12)
[2] a thorny club
a long steel sword
a steel bastard sword
some translucent, primordial chitin goo
a small round wooden shield
a twined leather pronged fork

< 120h/168H 100v/100V Pos: standing >
You drop a twined leather pronged fork.

< 120h/168H 100v/100V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/168H 100v/100V Pos: standing >
a twined leather pronged fork
a smooth length of highly-polished ivory
[4] the yellow queen
a smooth piece of polished marble
a small piece of brass
a fine piece of hard wood
a strip of well crafted leather
a large electrum fragment
some gorilla-skin armor [poor]
a tigerskin shield [poor]
a thick long sword
a steel long sword
[6] the yellow prince
vibrating gnomish charged magical boots
[4] the green prince
[4] the green queen
a small bandage
[3] a yellow ten
[4] a green ten
a dented helm
a large piece of glasssteel
some marble dust
a collar of bone thorns
a twined leather pronged fork
a smooth length of highly-polished ivory
[4] the yellow queen
a smooth piece of polished marble
a small piece of brass
a fine piece of hard wood
a strip of well crafted leather
a large electrum fragment
some gorilla-skin armor [poor]
a tigerskin shield [poor]
a thick long sword
a steel long sword
[6] the yellow prince
vibrating gnomish charged magical boots
[4] the green prince
[4] the green queen
a small bandage
[3] a yellow ten
[4] a green ten
a dented helm
Hint: Experiment with different social commands. Some are useful in actual game play. Example: "beckon" asks someone to follow and consent to you, or "moving" announces that you are moving ahead.

< 120h/168H 100v/100V Pos: standing >
You are using:
<worn as a badge>    a symbol of a sword thrust through a cresent moon
<worn on head>       a bronze skull cap
<worn on face>       a wooden mask
<worn around neck>   an amulet made from rotting plants
<worn around neck>   a wicked looking collar
<worn on body>       a brutal hide chestplate from Vella's Bordello
<worn about body>    a set of moonstone full plate
<worn about waist>   a belt of thick cured leather
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<primary weapon>     a thin steel dagger
<secondary weapon>   a steel short sword
<worn on legs>       some doeskin pants
<worn on feet>       some steel-mesh boots

< 120h/168H 100v/100V Pos: standing >
You stop using a steel short sword.

< 120h/168H 100v/100V Pos: standing >
You stop using a thin steel dagger.

< 120h/168H 100v/100V Pos: standing >
You drop a thin steel dagger.
You drop a steel short sword.
You drop a thorny club.
You drop a thorny club.
You drop a long steel sword.
You drop a steel bastard sword.
You drop some translucent, primordial chitin goo.
You drop a small round wooden shield.

< 120h/168H 100v/100V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/168H 100v/100V Pos: standing >
You get a thick long sword from a large wooden chest.

< 120h/168H 100v/100V Pos: standing >
The member of the Storage Locker Safety Commission takes 1 gold.
The member of the Storage Locker Safety Commission says 'This is:'
This item is from the zone: City of Torrhan.
'a thick long sword'
Weight 0, Item type: WEAPON
Item is: NOREPAIR ALLOWED_CLASSES 
Damage Dice is '1D9'
This item will also affect your HITROLL positively.
A thick long sword has an item value of 7.

< 120h/168H 100v/100V Pos: standing >
You wield a thick long sword.

< 120h/168H 100v/100V Pos: standing >
You get a thorny club from a large wooden chest.

< 120h/168H 100v/100V Pos: standing >
The member of the Storage Locker Safety Commission takes 1 gold.
The member of the Storage Locker Safety Commission says 'This is:'
This item is from the zone: A Dark and Twisted Wood.
'a thorny club'
Weight 3, Item type: WEAPON
Item is: THROW1 
Damage Dice is '1D6'
A thorny club has an item value of 3.

< 120h/168H 100v/100V Pos: standing >
You wield a thorny club.

< 120h/168H 100v/100V Pos: standing >
The Storage Locker for Zzom
Obvious exits: -North#
a satchel used to hold various items lies here. (illuminating)
An ornate chest bearing items that are unsorted.

< 120h/168H 100v/100V Pos: standing >
You are carrying: (0/12)
Nothing.

< 120h/168H 100v/100V Pos: standing >
You are using:
<worn as a badge>    a symbol of a sword thrust through a cresent moon
<worn on head>       a bronze skull cap
<worn on face>       a wooden mask
<worn around neck>   an amulet made from rotting plants
<worn around neck>   a wicked looking collar
<worn on body>       a brutal hide chestplate from Vella's Bordello
<worn about body>    a set of moonstone full plate
<worn about waist>   a belt of thick cured leather
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<primary weapon>     a thick long sword
<secondary weapon>   a thorny club
<worn on legs>       some doeskin pants
<worn on feet>       some steel-mesh boots

< 120h/168H 100v/100V Pos: standing >

< 120h/168H 100v/100V Pos: standing >

		Score information for Zzom

Level: 20   Race: Gnome   Class: Warrior Sex: Male
Hit points: 120(168)  Moves: 100(100)
Coins carried:    4 platinum    32 gold    94 silver     6 copper
Coins in bank:    0 platinum    25 gold     0 silver     0 copper
Playing time: 0 days / 2 hours/ 33 minutes
Received data: 0.3880 MB this session.
Send data:     0.0111 MB this session.
Compression ratio: 82%
82%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   2
Detecting:       Heat
Enchantments:    Ultravision Fly Levitation
Songs:    Song of Flight
Bartender Quests Remaining: 4
Combat Pulse:   12 Spell Pulse:  0.60 
Leaderboard Points:  199 

Active Spells:
--------------
Auctions Disabled (2 minutes)


		Score information for Zzom

Level: 20   Race: Gnome   Class: Warrior Sex: Male
Hit points: 120(168)  Moves: 100(100)
Coins carried:    4 platinum    32 gold    94 silver     6 copper
Coins in bank:    0 platinum    25 gold     0 silver     0 copper
Playing time: 0 days / 2 hours/ 33 minutes
Received data: 0.3880 MB this session.
Send data:     0.0111 MB this session.
Compression ratio: 82%
82%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   2
Detecting:       Heat
Enchantments:    Ultravision Fly Levitation
Songs:    Song of Flight
Bartender Quests Remaining: 4
Combat Pulse:   12 Spell Pulse:  0.60 
Leaderboard Points:  199 

Active Spells:
--------------
Auctions Disabled (2 minutes)


< 120h/168H 100v/100V Pos: standing >
a large wooden chest does not contain the dented.

< 120h/168H 100v/100V Pos: standing >
You get a dented helm from a large wooden chest.

< 120h/168H 100v/100V Pos: standing >
The member of the Storage Locker Safety Commission takes 1 gold.
The member of the Storage Locker Safety Commission says 'This is:'
This item is from the zone: A Dark and Twisted Wood.
'a dented helm'
Weight 2, Item type: ARMOR
Item is: NOBITS
AC-apply is 5
A dented helm has an item value of 1.

< 120h/168H 100v/100V Pos: standing >
You get the yellow queen from a large wooden chest.

< 120h/168H 100v/100V Pos: standing >
a large wooden chest does not contain the card.

< 120h/168H 100v/100V Pos: standing >
You get the yellow queen from a large wooden chest.

< 120h/168H 100v/100V Pos: standing >
a large wooden chest does not contain the card.

< 120h/168H 100v/100V 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.

< 120h/168H 100v/100V Pos: standing >
You feel EXTREMELY Lucky!
Your pockets feel lighter.
Your enhancement is a success! You now have a shining feather in a lamp!


< 120h/168H 100v/100V Pos: standing >
The item gods could not find a better type of item than your a shining feather in a lamp this time. Try again. If your item's value is above 55 you may have the best item of that type!


< 120h/168H 100v/100V Pos: standing >
The member of the Storage Locker Safety Commission takes 1 gold.
The member of the Storage Locker Safety Commission says 'This is:'
This item is from the zone: Pharr Valley Swamp.
'a shining feather in a lamp'
Weight 1, Item type: WORN
Item is: GLOW NOREPAIR FLOAT LIT HUM 
This item will also affect your HITPOINTS positively.
A shining feather in a lamp has an item value of 5.

< 120h/168H 100v/100V Pos: standing >
The item gods could not find a better type of item than your a shining feather in a lamp this time. Try again. If your item's value is above 55 you may have the best item of that type!


< 120h/168H 100v/100V Pos: standing >
You feel Very Lucky!
Your pockets feel lighter.
Your enhancement is a success! You now have a dark blue hood!


< 120h/168H 100v/100V Pos: standing >
The member of the Storage Locker Safety Commission takes 1 gold.
The member of the Storage Locker Safety Commission says 'This is:'
This item is from the zone: Bugentolen.
'a dark blue hood'
Weight 2, Item type: ARMOR
Item is: NOREPAIR 
AC-apply is 4
This item will also affect your INT positively and WIS positively.
A dark blue hood has an item value of 8.

< 120h/168H 100v/100V Pos: standing >
You stop using a bronze skull cap.
You don a dark blue hood on your head.

< 120h/168H 100v/100V Pos: standing >
The Storage Locker for Zzom
Obvious exits: -North#
a satchel used to hold various items lies here. (illuminating)
An ornate chest bearing items that are unsorted.

< 120h/168H 100v/100V Pos: standing >
You are carrying: (1/12)
a bronze skull cap

< 120h/168H 100v/100V Pos: standing >
You are using:
<worn as a badge>    a symbol of a sword thrust through a cresent moon
<worn on head>       a dark blue hood
<worn on face>       a wooden mask
<worn around neck>   an amulet made from rotting plants
<worn around neck>   a wicked looking collar
<worn on body>       a brutal hide chestplate from Vella's Bordello
<worn about body>    a set of moonstone full plate
<worn about waist>   a belt of thick cured leather
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<primary weapon>     a thick long sword
<secondary weapon>   a thorny club
<worn on legs>       some doeskin pants
<worn on feet>       some steel-mesh boots

< 120h/168H 100v/100V Pos: standing >
You get a rugged adventurers satchel.

< 120h/168H 100v/100V Pos: standing >
Ok.

< 120h/168H 100v/100V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.

< 120h/168H 99v/100V Pos: standing >

		Score information for Zzom

Level: 20   Race: Gnome   Class: Warrior Sex: Male
Hit points: 120(168)  Moves: 99(100)
Coins carried:    4 platinum    18 gold     4 silver     6 copper
Coins in bank:    0 platinum    25 gold     0 silver     0 copper
Playing time: 0 days / 2 hours/ 34 minutes
Received data: 0.3902 MB this session.
Send data:     0.0113 MB this session.
Compression ratio: 82%
82%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   2
Detecting:       Heat
Enchantments:    Ultravision Fly Levitation
Songs:    Song of Flight
Bartender Quests Remaining: 4
Combat Pulse:   12 Spell Pulse:  0.60 
Leaderboard Points:  199 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)


		Score information for Zzom

Level: 20   Race: Gnome   Class: Warrior Sex: Male
Hit points: 120(168)  Moves: 99(100)
Coins carried:    4 platinum    18 gold     4 silver     6 copper
Coins in bank:    0 platinum    25 gold     0 silver     0 copper
Playing time: 0 days / 2 hours/ 34 minutes
Received data: 0.3902 MB this session.
Send data:     0.0113 MB this session.
Compression ratio: 82%
82%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   2
Detecting:       Heat
Enchantments:    Ultravision Fly Levitation
Songs:    Song of Flight
Bartender Quests Remaining: 4
Combat Pulse:   12 Spell Pulse:  0.60 
Leaderboard Points:  199 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)


< 120h/168H 99v/100V Pos: standing >
Steo enters from the south.

< 120h/168H 99v/100V Pos: standing >
A member of the Storage Locker Safety Commission escorts someone to a private room.

< 120h/168H 99v/100V Pos: standing >
Your account contains:
    4 platinum, 43 gold, 4 silver, 6 copper coins.

< 120h/168H 99v/100V Pos: standing >
Steo looks at you.

< 120h/168H 99v/100V Pos: standing >
Steo tips his hat.

< 120h/168H 99v/100V Pos: standing >
Hint: Want to see what's for sale?  Try the 'list' command in a shop.
Steo starts casting a spell.

< 121h/168H 99v/100V Pos: standing >
You bulge up those muscles, ooo.. impressive!

< 121h/168H 99v/100V Pos: standing >
Steo completes his spell...
Steo utters the word 'paghz'
You feel your heart start to race REAL FAST!

< 121h/168H 100v/100V Pos: standing >
Tharnadian Bank
Obvious exits: -South
A large wooden counter is here, with a sign posted on it.
Steo Pontifex Maximus of The Empire (Gnome)(small) stands in mid-air here.
A greedy looking banker stands behind the counter, eyeing you curiously.

< 121h/168H 100v/100V Pos: standing >
Steo leaves south.

< 121h/168H 100v/100V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  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.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North -South -West
A shady looking mercenary stands here, eyeing you with open contempt.

< 122h/168H 99v/100V Pos: standing >
Road Beneath the Gate Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A stray tomcat is darting after rodents, here.
A street sweeper is cleaning here, singing songs of labor.

< 122h/168H 98v/100V 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 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.

< 122h/168H 98v/100V 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

< 123h/168H 98v/100V 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 street sweeper is cleaning here, singing songs of labor.

< 123h/168H 97v/100V 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

< 123h/168H 97v/100V 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

< 123h/168H 97v/100V 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

< 123h/168H 97v/100V 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 young man in leather armor seems to be patrolling the walls.

< 123h/168H 97v/100V 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 street sweeper is cleaning here, singing songs of labor.
A young man in leather armor seems to be patrolling the walls.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 124h/168H 98v/100V Pos: standing >
The door seems to be closed.

< 124h/168H 98v/100V Pos: standing >
Ok.

< 124h/168H 100v/100V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 124h/168H 99v/100V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
[2] A large wooden torch has been discarded here.
A large sign hangs from the front of the counter here.
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.
The receptionist stands here behind the counter, waiting to help someone.

< 124h/168H 98v/100V Pos: standing >
Sorry, but you cannot do that here!

< 125h/168H 99v/100V Pos: standing >

< 125h/168H 100v/100V Pos: standing >
You are carrying: (2/12)
a rugged adventurers satchel (illuminating)
a bronze skull cap

< 125h/168H 100v/100V Pos: standing >
You drop a bronze skull cap.

< 126h/168H 100v/100V Pos: standing >
A bronze skull cap crumbles to dust and blows away.

< 126h/168H 100v/100V Pos: standing >
Out of nowhere, a half-elf merchant stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
With a swift tug a half-elf merchant wrenches the weapon free, ramming it into you again.
Out of nowhere, a half-elf merchant stabs you in the back, RIP...
Your wicked looking collar was completely destroyed by the massive blow!
Your wooden mask was completely destroyed by the massive blow!