The death of [ 1 Necromancer] Azndimsumjai (Human)

in The High-Arched Foyer before The Hall of AnGEr Of The Honoured

from the perspective of [ 1 Necromancer] Azndimsumjai (Human)


Militia forces muster to bolster the town's defenses against the invaders!!!

< 2h/21H 112v/112V Pos: standing >
The Western Wall Road
Obvious exits: -East -West
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.
[5] A small bandage rests upon the ground here.
A young man in leather armor seems to be patrolling the area.
A commoner is standing here, minding his own business.

< 2h/21H 112v/112V Pos: standing >
A Bend in the Wall Road
   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.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues both to the south and to the west.
To the east, a quiet alley saunters off into the wealthy district.
Obvious exits: -East -South -West
Fresh blood covers everything in the area.
A tharnadian thief-hunter watches over the town streets intently.

< 2h/21H 111v/112V Pos: standing >
A Quiet Alleyway
   This small ten foot wide alley is paved with circular cobblestones, and is
actually kept quite clean.  It runs through a crowded section of the north
city here, with buildings towering on either side, making it a bit more shadow
filled than a main avenue.  From the alley's appearance, this is probably a
more wealthy district of Tharnadia.  A lavish looking home rises to the north.
The alley leads off to the east here, while meeting wall road to the west.
Obvious exits: -North# -East -West

< 2h/21H 110v/112V Pos: standing >
A Bend in the Wall Road
   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.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues both to the south and to the west.
To the east, a quiet alley saunters off into the wealthy district.
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
A tharnadian thief-hunter watches over the town streets intently.

< 2h/21H 109v/112V Pos: standing >
The Western Wall Road
   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.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues both to the south and to the north, both
coming to a turn.
Obvious exits: -North -South
Fresh blood splatters cover the area.
A stray tomcat is darting after rodents, here.

< 2h/21H 109v/112V Pos: standing >
A Bend in the Wall Road
   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.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues to the north, while to the east it
turns south.
Obvious exits: -North -East
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling the area.

< 2h/21H 108v/112V 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.  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.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues both to the south and to the west.  A small
supply shoppe opens up to the east.
Obvious exits: -East# -South -West

< 2h/21H 108v/112V Pos: standing >
The glass seems to be closed.

< 3h/21H 108v/112V Pos: standing >
The Western Wall Road
   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.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road turns to the north, and intersects with the
Grand Tharnadian Way to the south.
Obvious exits: -North -South

< 3h/21H 108v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 3h/21H 108v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 3h/21H 109v/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
Puddles of fresh blood cover the ground.
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 stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.
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.
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.

< 3h/21H 108v/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
Fresh blood covers everything in the area.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.

< 3h/21H 108v/112V Pos: standing >
Hint: You can sell equipment for money at shops.  However, most stores only purchase certain types of equipment.  Shop around!
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

< 3h/21H 108v/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
Fresh blood covers everything in the area.
A peasant farmer is here from his farmstead, probably on business.
A shady looking mercenary stands here, eyeing you with open contempt.
A large wandering dog is here, growling at you.

< 3h/21H 107v/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 few drops of fresh blood are scattered around the area.

< 4h/21H 108v/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
Puddles of fresh blood cover the ground.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.

< 4h/21H 107v/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
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently. (casting) 
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.
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.

< 4h/21H 107v/112V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'epabrawa'
The Western Wall Road
   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.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road turns to the north, and intersects with the
Grand Tharnadian Way to the south.
Obvious exits: -North -South
Fresh blood splatters cover the area.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.

< 4h/21H 106v/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
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.
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.
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.

< 4h/21H 107v/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 few drops of fresh blood are scattered around the area.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.

< 5h/21H 108v/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
Fresh blood covers everything in the area.
A large wandering dog is here, growling at you.

< 5h/21H 107v/112V Pos: standing >
Ok.

< 5h/21H 109v/112V Pos: standing >
The Tharnadian Armoury
   This large building is where most of the armor in Tharnadia is produced,
repaired, or refitted.  There are large racks along the walls that could be
used to hold armor, shields, and clothing of all kinds.  The forge, set in the
back wall, is responsible for the room's high temperature and the heavy layer
of soot that covers most of the shop.  Through an arch in the west wall, you
can see a storage room.
Obvious exits: -South -West
Puddles of fresh blood cover the ground.
Sten Hardik stands before the forge banging out some new armor.

< 5h/21H 109v/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 few drops of fresh blood are scattered around the area.
A large wandering dog is here, growling at you.

< 5h/21H 109v/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
Fresh blood covers everything in the area.
A peasant farmer is here from his farmstead, probably on business.
A shady looking mercenary stands here, eyeing you with open contempt.

< 5h/21H 108v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 5h/21H 109v/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

< 6h/21H 108v/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
A shady looking youth is standing here, eyeing you with a devious glance.
A young cleric is standing here, smiling at you warmly.
A young man in leather armor seems to be patrolling the area.

< 6h/21H 107v/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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.

< 6h/21H 107v/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 area.
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.

< 6h/21H 106v/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
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.
A tharnadian thief-hunter watches over the town streets intently.

< 6h/21H 105v/112V Pos: standing >
The door seems to be closed.

< 6h/21H 106v/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 few of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A woman is standing here, shopping about the town.

< 6h/21H 105v/112V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up
[2] The corpse of a militia guard is lying here.
A shady looking mercenary stands here, eyeing you with open contempt.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.

< 6h/21H 104v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 6h/21H 105v/112V Pos: standing >
A militia guard leaves south.
The Northern Wall Road
  The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East -West

< 6h/21H 105v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 6h/21H 105v/112V Pos: standing >
Road Beneath the Northern 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 western defense tower of the
Tharnadian northern gates.  The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
A tough looking mercenary is standing here, strutting proudly.
A homeless peasant is here, looking lost and hungry.

< 7h/21H 105v/112V Pos: standing >
Inside the Northern Gates
   Two huge ironbound gates guard the northern 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 Keats Road leads away
to the south 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 west and to the east.
Obvious exits: -North -South
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.
[4] A small bandage rests upon the ground here.
[2] The corpse of an elite guard is lying here.
[2] The corpse of a stray dog is lying here.
The corpse of an elite guard is lying here.

< 7h/21H 105v/112V Pos: standing >
Outside the Northern Gates
   Two huge ironbound gates mark the northern 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 east and west for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A stone road
leads away to the south towards the city center.
Obvious exits: -North -South
The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
The guildhall of AnGEr Of The Honoured is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
Eofjeof (Human)(medium) is stretched out, sound asleep.
Diedie (Human)(medium) stands, apparently asleep.
Remdusenough (Human)(medium) stands, apparently asleep.

< 7h/21H 104v/112V Pos: standing >
Sxtchat enters from the south.

< 7h/21H 106v/112V Pos: standing >
Slay whom?

< 7h/21H 107v/112V Pos: standing >
Your crude punch strikes Diedie.
Diedie has a RUDE awakening!

< 7h/21H 108v/112V Pos: standing >
< T: Azndimsumjai TP: sta TC: nasty wounds E: Diedie sta EP: few scratches >
 Sxtchat slowly fades out of existence.

< 8h/21H 109v/112V Pos: standing >
< T: Azndimsumjai TP: sta TC: nasty wounds E: Diedie sta EP: few scratches >
 You dodge Diedie's vicious attack.

< 8h/21H 109v/112V Pos: standing >
< T: Azndimsumjai TP: sta TC: nasty wounds E: Diedie sta EP: few scratches >
 You miss Diedie.

< 8h/21H 109v/112V Pos: standing >
< T: Azndimsumjai TP: sta TC: nasty wounds E: Diedie sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 8h/21H 109v/112V Pos: standing >
< T: Azndimsumjai TP: sta TC: nasty wounds E: Diedie sta EP: few scratches >
 
< 8h/21H 109v/112V Pos: standing >
< T: Azndimsumjai TP: sta TC: nasty wounds E: Diedie sta EP: few scratches >
 Diedie attempts to flee.
Diedie leaves south.

< 8h/21H 109v/112V Pos: standing >
Diedie enters from the south.

< 8h/21H 109v/112V Pos: standing >
Outside the Northern Gates
Obvious exits: -North -South
The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
The guildhall of AnGEr Of The Honoured is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
Diedie (Human)(medium) stands here.
Eofjeof (Human)(medium) is stretched out, sound asleep.
Remdusenough (Human)(medium) stands, apparently asleep.

< 8h/21H 109v/112V Pos: standing >
Your crude punch wounds Eofjeof.
Eofjeof has a RUDE awakening!

< 8h/21H 109v/112V Pos: standing >
< T: Azndimsumjai TP: sta TC: nasty wounds E: Eofjeof ass EP: few scratches >
 You dodge Eofjeof's vicious attack.

< 8h/21H 109v/112V Pos: standing >
< T: Azndimsumjai TP: sta TC: nasty wounds E: Eofjeof ass EP: few scratches >
 Your punch wounds Eofjeof.

< 8h/21H 109v/112V Pos: standing >
< T: Azndimsumjai TP: sta TC: nasty wounds E: Eofjeof ass EP: few scratches >
 You attempt to flee...
Inside the Northern Gates
   Two huge ironbound gates guard the northern 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 Keats Road leads away
to the south 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 west and to the east.
Obvious exits: -North -South
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.
[4] A small bandage rests upon the ground here.
[2] The corpse of an elite guard is lying here.
[2] The corpse of a stray dog is lying here.
The corpse of an elite guard is lying here.
A tough looking mercenary is standing here, strutting proudly.
You flee southward!

< 8h/21H 84v/112V Pos: standing >
Outside the Northern Gates
   Two huge ironbound gates mark the northern 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 east and west for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A stone road
leads away to the south towards the city center.
Obvious exits: -North -South
The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
The guildhall of AnGEr Of The Honoured is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
Diedie (Human)(medium) stands here.
Eofjeof (Human)(medium) is lying here.
Remdusenough (Human)(medium) stands, apparently asleep.

< 8h/21H 84v/112V Pos: standing >
The High-Arched Foyer before The Hall of AnGEr Of The Honoured
An unnatural darkness fills this area.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
[2] The corpse of a Human is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of a Human is lying here.
[2] The corpse of an elite guard is lying here.
[5] The corpse of a Human is lying here.
An Orc (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near an Orc's head.
A vampire antipaladin is standing here, busy with his own matters.
A Duergar (medium) La Resistance stands in mid-air here, fighting a colossal djinn statue.
A Drow Elf (medium) La Resistance stands in mid-air here.
A Drow Elf (medium) La Resistance stands in mid-air here. (casting) 
A Kobold (tiny) La Resistance stands in mid-air here, fighting a colossal djinn statue.
A Drow Elf (medium) La Resistance stands in mid-air here, fighting a colossal djinn statue.
A Kobold (small) La Resistance stands in mid-air here, fighting the statue of an anubian soldier. (casting) 
A Drow Elf (large) La Resistance stands in mid-air here.
A Drow Elf (medium) La Resistance stands in mid-air here, fighting a colossal djinn statue.
An Ogre (huge) La Resistance stands in mid-air here, fighting a colossal djinn statue.
An Orc (medium) La Resistance stands in mid-air here.
An Orc (medium) La Resistance stands in mid-air here, fighting a colossal djinn statue.
A giant bronze statue stands in mid-air here, fighting an Orc.
A colossal djinn statue stands in mid-air here, fighting someone.
A colossal djinn statue stands in mid-air here, fighting an Orc.
The statue of an anubian soldier stands in mid-air here, fighting an Orc.

< 8h/21H 85v/112V Pos: standing >
A Drow Elf completes his spell...
A Drow Elf utters the words 'paffue xurhuio'
A colossal djinn statue begins to dry and wilt.

< 8h/21H 85v/112V Pos: standing >
A Drow Elf completes his spell...
A Drow Elf utters the word 'qawzh'
A Drow Elf's comet strikes a colossal djinn statue, the blast rending its flesh and throwing it back several feet.
An Orc starts casting an offensive spell.

< 8h/21H 86v/112V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'negative concussion blast'
A Kobold's concussion blast rips into a giant bronze statue, shattering its soul!
A Drow Elf misses a colossal djinn statue.
The statue of an anubian soldier's maul grazes an Orc.
The statue of an anubian soldier's maul grazes an Orc.
The statue of an anubian soldier's maul grazes an Orc.
The statue of an anubian soldier's maul grazes an Orc.
A Kobold misses a colossal djinn statue.
An Ogre's bludgeon grazes a colossal djinn statue.
An Ogre's bloodsoaked obsidian column [superior] burns a colossal djinn statue with a godly fire!
An Ogre's slash grazes a colossal djinn statue.
An Ogre's huge flaming greatsword [superior] burns a colossal djinn statue with a godly fire!
An Ogre's feeble bludgeon grazes a colossal djinn statue.
An Ogre's bloodsoaked obsidian column [superior] burns a colossal djinn statue with a godly fire!

< 8h/21H 86v/112V Pos: standing >
A faint hum can be heard from the holy flamberge of the efreeti carried by an Orc.

< 8h/21H 86v/112V Pos: standing >
A winged hellhound misses a colossal djinn statue.

< 8h/21H 87v/112V Pos: standing >
The black dots swarm and COLLIDE with a colossal djinn statue absorbing his flesh!
A Drow Elf stops fighting.

< 8h/21H 87v/112V Pos: standing >
A Drow Elf's fine slash grazes a colossal djinn statue.
Searing bolts of black lightning flow forth from a Drow Elf's icy longsword dubbed 'Rising Frost', causing a colossal djinn statue to scream in pain!
A Drow Elf's fine slash grazes a colossal djinn statue.
Searing bolts of black lightning flow forth from a Drow Elf's Soulsword, causing a colossal djinn statue to scream in pain!
A Drow Elf's impressive slash grazes a colossal djinn statue.
Searing bolts of black lightning flow forth from a Drow Elf's icy longsword dubbed 'Rising Frost', causing a colossal djinn statue to scream in pain!
A Drow Elf's slash grazes a colossal djinn statue.
Searing bolts of black lightning flow forth from a Drow Elf's icy longsword dubbed 'Rising Frost', causing a colossal djinn statue to scream in pain!
A Drow Elf's slash grazes a colossal djinn statue.
Searing bolts of black lightning flow forth from a Drow Elf's icy longsword dubbed 'Rising Frost', causing a colossal djinn statue to scream in pain!
A Drow Elf's impressive slash grazes a colossal djinn statue.
Searing bolts of black lightning flow forth from a Drow Elf's icy longsword dubbed 'Rising Frost', causing a colossal djinn statue to scream in pain!
Someone parries a colossal djinn statue's lunge at him.
A Drow Elf's fine slash grazes a colossal djinn statue.
A Kobold starts casting an offensive spell.

< 8h/21H 87v/112V Pos: standing >
Sand, sand, sand and more sand shreds you and fills your lungs, causing a major case of death!