The death of [ 1 BeRSeRKeR] Sxtchat (Human)

in Inside the Eastern City Gates

from the perspective of [ 1 BeRSeRKeR] Sxtchat (Human)



< 4h/27H 101v/114V Pos: standing >
Your Terminal mode is now: GEN .

< 4h/27H 101v/114V Pos: standing >
Owner               Artifact

Jov                 the sphere of wind
Rejath              tendrils of shadowy mist
Nib                 the holy flamberge of the efreeti
Rex                 Sunblade, longsword of Justice
Bimli               the mystic axe of the dragonkind
Tiu                 Doombringer, the sword of chaos
Nazz                the rod of Dispator
Obeen               the Living Necroplasm
Bardo               a pair of pale, misty gloves
Znar                the sword of fire and flame
Cerif               Krindors Incredible Device
Kesk                the globe of shadows
Kroth               the Totem of Mastery
Nib                 the platemail of the DragonLord
Soldon              a cloak of Elvenkind
Izeren              the mace of light and darkness
Zijr                the dagger of Wind
Squin               Avernus the life stealer
Xzyo                the blackened staff of Netheril
Alfons              Tiamat's poison tail stinger
Iruzl               Illesarus, the Sword of Sharpness
Zijr                Lyrical Instrument of Time
Rolsek              a mystical warhammer
Liels               the holy mace of the efreeti

       ------Summary------
         Goodies:      5
         Evils:        19
         Total:        24

< 4h/27H 101v/114V Pos: standing >
Owner               Unique

Kesk                the crown of Aramus
Znar                the icecrown of the frost revenants
Mow                 a sword of the whirlwinds
Rex                 the terrifying visage of the great wraith Dranum
Aktosh              the platemail of the Dragon Horde
Bryken              the mace of the earth
Washu               'Einjar' the titan shield of purity
Vroth               the orb of elemental fire
Thiomlp             a bracelet of poisonous snake scales
Jov                 the oaken staff of the woodlands
Iruzl               the cloak of the stalker
Jov                 the mask of wildmagic
Nil                 a wispy astral-twined mindstone ring
Liels               a belt of iron solidarity
Noz                 a death ring of Tezcatlipoca
Noz                 a blood red sword named 'Death Rider'
Nicram              the totem of Mox
Kesk                the staff of blue flames
Majk                the eyes of the mindflayer
Cebz                the robe of Lost Souls
Rukkus              a lightning rod composed of pure magic
Rolsek              a pair of skin leggings with bleached skull kneepads
Bardo               the instrument of lyrical mastery
Rex                 the wicked-looking scimitar of Demogorgon
Rex                 a large gold-rimmed church door
Javok               the unholy avenger named 'Bloodlust'
Piltz               a frost-covered braided necklace
Tiu                 an obsidian buckle named "Rage"
Nil                 the dark heart of Dreggan Wood
Thedaq              the twisted spine and skull of the Lich Lord
Kroth               some platinum linked sleeves of life
Orthyn              the glittering cloak of the sprite queen, Faelarae
Org                 the granite dagger 'BloodFeast'
Squin               Bahamut's mask of vigor
Aq                  the orb of the sea
Washu               the stone mace 'Godsfury'
Ghi                 an umbilical cord from a pregnant duergar
Drok                the holy avenger of Ambran
Noz                 a haze of swirling green vapor
Hudini              Utgard-Loki's crystal ball
Pokfu               a cold saber called 'icicle'
Squin               the boots of inertia
Kesk                a gilded Songbird charm
Laz                 Tsunami, the trident of storms
Imeth               a swirling staff of air conjuration
Thal                some platemail of colorless salamander scales

       ------Summary------
         Goodies:      13
         Evils:        33
         Total:        46

< 4h/27H 102v/114V Pos: standing >
Owner               Ioun

Soldon              a dark purple ioun stone
Iruzl               a bright purple ioun stone
Washu               a bright green ioun stone
Kesk                a LARGE green ioun stone
Org                 a mirrored ioun stone
Rolsek              a LARGE blue ioun stone
Nib                 a dark yellow ioun stone
Javok               a dark ioun stone
Pilt                a BRIGHT blue ioun stone

       ------Summary------
         Goodies:      2
         Evils:        7
         Total:        9

< 4h/27H 102v/114V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        
   The Twisting Tunnels of the Durian Underdark  
  *The Battlefield                               (pure evil)
  *The Swamp Laboratory of Khul'Lor              (slightly good)
  *Clan Stoutdorf Settlement                     (very evil)
  *Kobold Settlement                             (evil)
   The High Moor Forest                          (slightly evil)
  *The Stone Tomb of Kelek                       (extremely evil)
  *Orrak                                         (pure evil)
   Pits of Cerberus                              (slightly evil)
   Myrloch Vale                                  (pure good)
   Pharr Valley Swamp                            (slightly good)
  *Village of Werrun                             (good)
   Nizari                                        (good)
   The Dark Stone Tower of the Northern Realms   (good)
  *Tower of High Sorcery                         (very good)
   Bloodstone Keep                               (slightly evil)
   The Temple of the Sun                         (slightly good)
   The Elemental Groves                          (extremely good)
   Temple of Flames                              (slightly good)
   Drustl's Yerdonia Enslaved                    (slightly evil)
   The Obsidian Citadel                          (slightly evil)
   The Ruins of Undermountain                    (slightly good)
   The Mountain of the Banished                  (good)
   Nakral's Crypt                                (very evil)
  *The Outcasts Tower                            (good)
   Fort Boyard                                   (slightly evil)
   Crystalspyre Mountains                        (slightly evil)
   The Prisons of Carthapia                      (slightly good)
   Faerie Realm                                  (good)
   The Ruins of Tharnadia's Old Quarter          (slightly good)
   The Fields Between                            (slightly good)
  *The Githyanki Fortress                        (good)
  *Labyrinth of No Return                        (good)
  *The Desert City of Venan'Trut                 (good)
   Rogue Plains                                  (pure good)
  *City of Torrhan                               (good)
  *The Lair of the Swamp Troll King              (slightly evil)
   Zalkapfaan, City of the Headless Horde        (good)
   New Cave city                                 (slightly good)
   Ice Tower                                     (slightly good)
   Desolate Under Fire                           (slightly evil)
   The Citadel                                   (slightly good)
   The Twin Keeps of Devastated Tharnadia        (slightly good)
   IceCrag Castle                                (slightly good)
   Prison of Fort Boyard                         (good)
   The Ancient Halls of Ironstar                 (slightly good)
  *The Jade Empire                               (slightly good)
   Mazzolin                                      (slightly good)
   Forest of Mir                                 (very good)
  *Quintaragon Castle                            (evil)
  *The Sky City of Ultarium                      (slightly evil)
   Lair of the Gibberling King                   (slightly evil)
   Plane of Air                                  (very good)
   The Kingdom of Torg                           (slightly evil)
  *Tribal Oasis                                  (good)
   The Para-Elemental Plane of Smoke             (slightly good)
   Plane of Water                                (slightly evil)
   Shadamehr Keep                                (slightly good)
  *The Temple to Skrentherlog                    (slightly evil)
   Alatorin - the Forge City                     (evil)
   The Trakkia Mountains                         (good)
   The Ethereal Plane                            (slightly good)
   The Caverns of Armageddon                     (good)
  *The Forest City of Aravne                     (slightly evil)
  *Plane of Fire                                 (slightly evil)
  *Ruined Temple of Tezcatlipoca                 (good)
  *The Astral Plane                              (evil)
  *Jotunheim                                     (slightly good)
   The Transparent Tower                         (slightly good)
  *Krethik Keep                                  (good)
   Temple of the Earth                           (evil)
  *Sea Kingdom                                   (slightly evil)
   Plane of Earth                                (slightly good)
   Sevenoaks                                     (slightly good)
   The Keep of Evil                              (slightly good)
  *The Forgotten Mansion                         (good)
   Domain of Lost Souls                          (evil)
   The Hall of Knighthood                        (slightly good)
   The Depths of Duris                           (slightly good)
   Arachdrathos Guilds                           (slightly evil)
   Valley of the Snow Ogres                      (evil)
  *The Great Shaboath                            (slightly good)
   The Tempest Court                             (slightly evil)
  *Pit of Dragons                                (very good)
   Ny'Neth                                       (evil)
   Lost Temple of Tikitzopl                      (good)
   The Scorched Valley                           (slightly evil)
   The Realm of Barovia                          (slightly good)
   The Royal Mausoleum of Castle IceCrag         (slightly evil)
   Plane of Fire, Brass                          (very evil)
   Githzerai Stronghold                          (slightly good)
   Ceothia                                       (slightly evil)
   Tiamat                                        (very evil)
   The Fortress of Dreams                        (slightly good)
   Bahamut's Palace                              (slightly good)
   Dragonnia                                     (good)
   The Charcoal Palace                           (slightly evil)
   Vecna's Tomb                                  (slightly evil)
  *Ny'Neth's Stronghold                          (slightly good)
   Apocalypse Castle                             (slightly evil)
   The Realm of Barovia Continued                (slightly good)
   The Hall of the Ancients                      (good)
   The Bronze Citadel                            (evil)
   Ny'Neth's Stronghold Continued                (evil)
   Negative Material Plane                       (slightly evil)
   Celestial Plane                               (slightly evil)
   The 222nd Layer of the Abyss                  (evil)
   Castle Ravenloft                              (evil)

* = already completed this boot.

< 4h/27H 102v/114V Pos: standing >

< 4h/27H 102v/114V 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
Fresh blood splatters cover the area.
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.'

< 4h/27H 102v/114V Pos: standing >
Your Terminal mode is now: ANSI.

< 4h/27H 103v/114V Pos: standing >
Your Terminal mode is now: MSP .

< 4h/27H 103v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
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
Puddles of fresh blood cover the ground.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A young man in leather armor seems to be patrolling the walls.
A woman is standing here, shopping about the town.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 4h/27H 103v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
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
Fresh blood splatters cover the area.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.

< 4h/27H 102v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
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

< 4h/27H 101v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
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
Fresh blood splatters cover the area.
A street sweeper is cleaning here, singing songs of labor.

< 4h/27H 101v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>
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
Fresh blood covers everything in the area.
A militia guard is posted here, keeping watch over the bazaar.

< 5h/27H 100v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
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
Fresh blood covers everything in the area.
A wooden stall stands here, goods displayed upon its counter.
A small rabbit is here, hopping through the grass.

< 5h/27H 99v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
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
Puddles of fresh blood cover the ground.
Remdusenough (Human)(medium) stands here.
Remdusenough leaves west.

< 5h/27H 98v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
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.
An unnatural darkness fills this area.
Obvious exits: -NorthD -East -SouthD -West
A few drops of fresh blood are scattered around the area.
[3] The corpse of a Human is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of a peasant farmer is lying here.
The corpse of a militia guard is lying here.
The corpse of the shady youth is lying here.
A Drow Elf (medium) La Resistance stands in mid-air here.
A globe of darkness floats near a Drow Elf's head.

< 5h/27H 98v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>
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
A few drops of fresh blood are scattered around the area.
[3] The corpse of a Human is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
The corpse of an elite guard is lying here.
The guildhall of The Empire is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.

< 5h/27H 97v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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
The corpse of a militia guard is lying here.

< 5h/27H 95v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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

< 5h/27H 93v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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
Fresh blood covers everything in the area.
The corpse of a militia guard is lying here.

< 5h/27H 93v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>
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
A few drops of fresh blood are scattered around the area.
[3] The corpse of a Human is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
The corpse of an elite guard is lying here.
The guildhall of The Empire is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.

< 5h/27H 91v/114V Pos: standing >

< 5h/27H 92v/114V Pos: standing >

< 8h/27H 104v/114V Pos: standing >
You quickly scan the area.
A religious zealot who is a brief walk away to your east.
Remdusenough who is rather far off to your west.
A street sweeper who is in the distance to your west.

< 8h/27H 108v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
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.
An unnatural darkness fills this area.
Obvious exits: -NorthD -East -SouthD -West
A few drops of fresh blood are scattered around the area.
[4] The corpse of a Human is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of a peasant farmer is lying here.
The corpse of a militia guard is lying here.
The corpse of the shady youth is lying here.

< 9h/27H 108v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
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
Fresh blood splatters cover the area.

< 9h/27H 108v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
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
Fresh blood covers everything in the area.
A wooden stall stands here, goods displayed upon its counter.
Remdusenough (Human)(medium) stands here.
A small rabbit is here, hopping through the grass.
Remdusenough leaves east.

< 9h/27H 108v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
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
Fresh blood splatters cover the area.

< 9h/27H 108v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
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.
An unnatural darkness fills this area.
Obvious exits: -NorthD -East -SouthD -West
A few drops of fresh blood are scattered around the area.
[4] The corpse of a Human is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of a peasant farmer is lying here.
The corpse of a militia guard is lying here.
The corpse of the shady youth is lying here.
A Duergar (medium) La Resistance stands in mid-air here. (casting) 

< 9h/27H 107v/114V Pos: standing >
A Duergar completes his spell...
A Duergar utters the words 'jiparl xafe'
You hear a word of power, and die instantly.