The death of [ 1 Sorcerer] Premo (Human)

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

from the perspective of [ 1 Sorcerer] Premo (Human)



< 5h/21H 112v/112V Pos: standing >
The Tower of the Conjurer
   This sizable spire appears to be the study of a very powerful conjurer, as
reagent bottles and spell components lie everywhere.  Several shelves line the
walls, holding these components and a number of ancient-looking texts.  At the
eastern end of the room sits a large desk made from solid fire, which seems to
pulse with the images of strange netherworld creatures.  Behind the desk sits
a huge high-backed chair that looks extremely old and very comfortable.  The
most fascinating feature about this study is the portal set into the western
wall.  Shaped into a delicate oval, the portal appears to be a gate to another
location within the keep, as another mage's study can be seen on the other
side.  Energy seems to radiate from the portal, which is obviously used as a
method of fast transit and communication.  A granite stairway spirals downward
through the floor.
Obvious exits: -Down
A portal floats here, glowing with a miriad of vibrant colors.
Teroafk (Human)(medium) stands here.
(Q)Khira, the great tharnadian conjurer, stands here instructing her pupils.

< 5h/21H 112v/112V Pos: standing >
The Tower of the Sorcerer
   Elevated nearly four hundred feet from the the mesa top, the several small
windows here offer a fantastic view of the city down to the east.  Rows of
arcane magical texts in oaken bookshelves line every wall in this place of
high magic, obviously used by mages studying the art.  There is a huge desk
near one wall, with a high backed chair behind it.  Illuminated by the glow
of many small orbs, this room radiates magical energy, as if a gate into the
very skein of magic itself, lay somewhere close by.  Against the east wall
stands another kind of portal, an ovular gate to place elsewhere in the keep.
It stands about seven feet high and resembles a mirror in many respects,
except for the fact that another mage's study can be seen on the other side.
Colors that span the entire spectrum dance all along the edges of the portal.
A lightning baustrade leads downwards from here into the lower levels of the
tower.
Obvious exits: -Down
Fresh blood splatters cover the area.
A portal floats here, glowing with a miriad of vibrant colors.
Alanan, the great tharnadian sorcerer, stands here deep in thought.

< 5h/21H 112v/112V Pos: standing >
On a Spiral Staircase Up the Sorcerer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  A bannister formed from harnessed lightning,
rising in a spiral off the ground and through the ceiling above, gives the
only hint that a staircase even exists here.  Aside from the balustrade the
room looks empty, strange magics having turned the stairs to solid air.  The
stairwell continues its languid climb both up and down.
Obvious exits: -Up -Down
The corpse of a Githzerai is lying here.

< 6h/21H 111v/112V Pos: standing >
On a Spiral Staircase Up the Sorcerer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  A bannister formed from harnessed lightning,
rising in a spiral off the ground and through the ceiling above, gives the
only hint that a staircase even exists here.  Aside from the balustrade the
room looks empty, strange magics having turned the stairs to solid air.  The
stairwell continues its languid climb both up and down.
Obvious exits: -Up -Down

< 6h/21H 110v/112V Pos: standing >
The Bottom of the Sorcerer's Tower Stairs
   This room is devoid of any light source, the light from the windows in the
hallway not strong enough to penetrate this gloom.  A bannister formed from
harnessed lightning, rising in a spiral off the ground and through the ceiling
above, gives the only hint that a staircase even exists here.  Aside from the
balustrade the room looks empty, strange magics having turned the stairs to
solid air.  The stairwell curves up through the ceiling, while the hallway
heads out to the west.
Obvious exits: -West -Up
A portal floats here, glowing with a miriad of vibrant colors.

< 6h/21H 109v/112V Pos: standing >

< 6h/21H 109v/112V Pos: standing >
Inside a Twisted Twilight Tower of Illusion
   This mysterious place is like none other in the world of foreboding mortals.
Images flicker into view, then fade again without leaving any trace of it ever
being there.  Shadow demons, beasts spawned from the unlight, nocturnal fiends
that doth bring fright.  Striking down creatures with their infernal diabolical
hatred.  Sparkling light, dazzles, distorts reality, forming illusions, causing
sanity to fade.  Beretorn darkness drifts into view, a strange funeral fog can
suddenly be seen rolling in.  What is real no longer seems to be clear, scents
linger, yet what the smell is can not be explained.  Without warning images of
dragons and devils twist into focus.  They seem so real, while for some reason
there seems to be something missing.  Music can be heard, the words are muffled
and impossible to understand.  For some reason the sound is very relaxing, just
as suddenly the noise is gone.  Cascading colors, shifting, swirling, into and
out of view.  Another dream forms, screams, infernal deeds, planted vile seeds.
Futile struggle, victims slashed into woe, somber silence, all this caused by
violence.  Blood flows out of where life no longer dwells, suffering souls, a
few forlorn fools.  Might decides who is to rule, sight lies, everybody dies.
Mercyful Fate laughs as the weak are trampled over by the evil sinister strong.
Necromantia, mystical forces, so many things, eerie light descends, whats real?
Obvious exits: -Up
A mysterious glowing bookshelf rests upon the ground here.
A portal floats here, glowing with a miriad of vibrant colors.
Malrik, the master illusionist, stands here weaving his illusions.

< 6h/21H 109v/112V Pos: standing >
The Entrance to the Great Park of Caer Tannad
   This beautiful park encompasses the entire top of the Shr'nn mesa, with the
exception of the area of the keep.  Originally established to beautify the
land around the prison stronghold of Caer Tannad, the park also serves to hide
the screams of the prisoners kept therein.  Tall maple trees and lush grasses
dominate the landscape, the occasional oak impressing itself in your view.
In stark contrast with the rest of the city, this place of natural beauty is
kept pristine, cleaned regularly of trash and other debris.  The air here even
seems fresher and clean, in comparison to the city below.  The park continues
to the west of here, while the stairs down the mesa stand to the south. 
Obvious exits: -South -West

< 6h/21H 111v/112V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.

< 6h/21H 112v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -North -South -West -Down

< 6h/21H 110v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up -Down
A diminutive old man sits here, scribbling on some vellum.

< 7h/21H 108v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues up and down from
here.
Obvious exits: -Up -Down
A tharnadian thief-hunter watches over the town streets intently.

< 7h/21H 106v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up -Down
A squirrel is wandering around here.

< 7h/21H 104v/112V Pos: standing >
The Bottom of a Steep Rise up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east and up
from here.
Obvious exits: -East -Up

< 7h/21H 102v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 7h/21H 103v/112V Pos: standing >
A Landing on the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues to the east and to the west.
Obvious exits: -East -West

< 7h/21H 100v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 7h/21H 101v/112V Pos: standing >
A Landing in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -West -Down

< 8h/21H 99v/112V Pos: standing >
A Steep Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up -Down

< 8h/21H 98v/112V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east to the top
of a small drop.
Obvious exits: -East -Up

< 8h/21H 96v/112V Pos: standing >
The Top of a rise in the Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues west and down.
Obvious exits: -West -Down

< 8h/21H 93v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 8h/21H 94v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 8h/21H 94v/112V Pos: standing >
Before a Rise in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  The path continues up and east.
Obvious exits: -East -Up

< 8h/21H 93v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 8h/21H 93v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 8h/21H 93v/112V Pos: standing >
Outside the Western Arch
   A huge bloodstone arch leads through the city's defensive wall, joining the
the crimson cobbles of the Grand Tharnadian Way.  No guard towers rise above
your head, as the only ways to this entrance lie through the twin keeps or the
heavily defended city gates.  A dirt footpath winds its way up the Shr'nn Mesa
toward Caer Tannad, the first of the twin keeps.  The path leaves west.
Obvious exits: -East -West

< 8h/21H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 9h/21H 92v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 9h/21H 92v/112V Pos: standing >
An Arch Before the Keeps
   A huge bloodstone arch leads through the city's defensive wall, joining a
path that leads up the steep mesa to the first of the twin keeps.  The crimson
cobblestones of the Grand Tharnadian Way mix with the larger sienna-colored
stones of the western wall road, both to the north and south.  No guard towers
rise above your head, as the only way to the mesa is through the city itself,
making the need for defense mute.  The Grand Tharnadian Way heads back to the
east through the center of Tharnadia.
Obvious exits: -North -East -South -West
A 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.

< 9h/21H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 9h/21H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 9h/21H 91v/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 large wandering dog is here, growling at you.
A stray tomcat is darting after rodents, here.
A shady looking mercenary stands here, eyeing you with open contempt.
A young man in leather armor seems to be patrolling the area.

< 9h/21H 91v/112V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west of here.  There are onyx menhirs standing every five feet along
the side of the road, silent sentinels on its journey through the city.  Small
crimson cobblestones make up the roadway, each fitted to its neighbor through
a tongue and groove system.  The street looks highly traveled, with buildings
flanking the road as far off as the eye can see.  The city's armory stands to
the north of here.
Obvious exits: -North -East -West
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A shady looking youth is standing here, eyeing you with a devious glance.

< 9h/21H 92v/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
A young man in leather armor seems to be patrolling the area.
A peasant farmer is here from his farmstead, probably on business.

< 9h/21H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 10h/21H 92v/112V Pos: standing >
A Bend in the Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west.  There are onyx menhirs standing every
five feet along the side of the road, silent sentinels on its journey through
the city.  Small crimson cobblestones make up the roadway, each fitted to its
neighbor through a tongue and groove system.  The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
To the north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the area.
A young cleric is standing here, smiling at you warmly.

< 10h/21H 92v/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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.

< 10h/21H 91v/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 tharnadian thief-hunter watches over the town streets intently.

< 10h/21H 90v/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
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 area.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 10h/21H 90v/112V Pos: standing >
Diedie enters from the south.
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 young man in leather armor seems to be patrolling the area.

< 10h/21H 91v/112V Pos: standing >
A militia guard leaves north.

< 10h/21H 91v/112V Pos: standing >
Diedie enters from the west.

< 10h/21H 91v/112V Pos: standing >
Diedie leaves north.

< 10h/21H 92v/112V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason 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 few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the area.

< 10h/21H 91v/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
Fresh blood covers everything in the area.
[2] The corpse of a militia guard is lying here.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.

< 11h/21H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 11h/21H 92v/112V Pos: standing >
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
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the walls.

< 11h/21H 92v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 11h/21H 93v/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
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling the area.
A tough looking mercenary is standing here, strutting proudly.
A homeless peasant is here, looking lost and hungry.

< 11h/21H 92v/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
Puddles of fresh blood cover the ground.
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.

< 11h/21H 92v/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
Fresh blood covers everything in the area.
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 lying here.

< 12h/21H 92v/112V Pos: standing >
Remdusenough enters from the south.

< 12h/21H 94v/112V Pos: standing >
Remdusenough leaves north.

< 12h/21H 94v/112V Pos: standing >
Remdusenough enters from the north.

< 12h/21H 95v/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.
[8] The corpse of a Human is lying here.
The corpse of a swarm of insects is lying here.
[2] The corpse of a Human is lying here.
The corpse of a colossal djinn statue is lying here.
[5] 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.

< 12h/21H 96v/112V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -West
Fresh blood splatters cover the area.
An onyx rock fills the room, pulsing with energy. (glowing) (humming)

< 12h/21H 96v/112V Pos: standing >
Diedie enters from the west.

< 13h/21H 96v/112V Pos: standing >
Diedie leaves east.

< 13h/21H 97v/112V Pos: standing >
Diedie enters from the east.

< 13h/21H 100v/112V Pos: standing >
Diedie leaves west.

< 13h/21H 101v/112V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -West
Fresh blood covers everything in the area.
An onyx rock fills the room, pulsing with energy. (glowing) (humming)

< 13h/21H 101v/112V Pos: standing >
Diedie enters from the west.

< 14h/21H 101v/112V Pos: standing >
Diedie leaves south.
A Cozy Sleeping Chamber
Obvious exits: -East
A few drops of fresh blood are scattered around the area.
A bulletin board stands here.

< 14h/21H 101v/112V Pos: standing >
You try but fail to understand the holy words.

< 14h/21H 105v/112V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -West
Fresh blood splatters cover the area.
An onyx rock fills the room, pulsing with energy. (glowing) (humming)

< 14h/21H 104v/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
Fresh blood covers everything in the area.
[9] The corpse of a Human is lying here.
The corpse of a swarm of insects is lying here.
[2] The corpse of a Human is lying here.
The corpse of a colossal djinn statue is lying here.
[5] 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.
A Goblin (small) La Resistance stands in mid-air here.

< 15h/21H 104v/112V Pos: standing >
You quickly scan the area.
Eofjeof who is close by to your south.
Diedie who is not far off to your south.
A tough mercenary who is not far off to your south.
A militia guard who is a brief walk away to your south.
A homeless peasant who is a brief walk away to your south.

< 15h/21H 105v/112V Pos: standing >
Someone completes his spell...
Someone utters the words 'mass invisibility'
You vanish.
A Goblin slowly fades out of existence.

< 15h/21H 106v/112V Pos: standing >
Someone sings so badly it makes you hurt all over.
You snap into visibility.
A Goblin snaps into visibility.