The death of [ 1 Warrior] Pille (Human)

in The Road Leading From Tharnadia

from the perspective of [ 1 Warrior] Pille (Human)


Fartsniffer enters from below.

< 26h/26H 112v/112V Pos: standing >
The innkeeper stores Fartsniffer's stuff in the safe and shows him to his room.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Dae has entered the game.

< 26h/26H 112v/112V Pos: standing >

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The receptionist starts to chant in a deep voice.

< 26h/26H 112v/112V Pos: standing >
Hint: Undeads, trolls and trees fear fire. Also any creatures with bark-like skin are vulnerable to fire. You may want to turn your opponent's skin into bark before unleashing your sunrays upon him.

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The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

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< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Autosaving...

< 26h/26H 112v/112V Pos: standing >
Hint: Left your ship on a different island? Go to any building docks and type 'summon ship'.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Kacakchat has entered the game.

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< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

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Hint: Riding a horse or other mount will make it easier to move across tough terrain.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Dae leaves down.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 26h/26H 112v/112V Pos: standing >

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< 26h/26H 112v/112V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.

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< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

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< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

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The town crier shouts in common 'Blessed be the glorious gods of Duris!'

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< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Hint: Warriors and other classes can use the 'rescue' command if a mob starts attacking a weaker player.

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 26h/26H 112v/112V Pos: standing >
Shankn enters from the west.

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'spaihaw abrazak'

< 26h/26H 112v/112V Pos: standing >
Shankn boggles at the concept.

< 26h/26H 112v/112V Pos: standing >
Shankn says in common 'wtf was i doing over ther'

< 26h/26H 112v/112V Pos: standing >
Shankn mutters something under his breath about himself.

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The receptionist starts to chant in a deep voice.

< 26h/26H 112v/112V Pos: standing >

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< 26h/26H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 26h/26H 112v/112V Pos: standing >
Autosaving...

< 26h/26H 112v/112V Pos: standing >
Hint: Some mobs are friendlier than others. Try 'ask <mob> hi' to get a quest started or look for clues in their description on what to ask them about.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

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< 26h/26H 112v/112V Pos: standing >
Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question.

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 26h/26H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 26h/26H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 26h/26H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 26h/26H 112v/112V Pos: standing >
Hint: If someone wants to group with you and says "f/c", that means you need to type "follow <person>" and "consent <person>"

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 26h/26H 112v/112V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
The innkeeper stores Sxtchat's stuff in the safe and shows him to his room.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Hint: Been to the website yet?  Point your browser to http://www.durismud.com.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Dae has returned from the dead.

< 26h/26H 112v/112V Pos: standing >
Dae leaves down.

< 26h/26H 112v/112V Pos: standing >
Dae has returned from the dead.

< 26h/26H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Dae leaves down.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

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< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Autosaving...

< 26h/26H 112v/112V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose.  Check the help files for your class to see what's available.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Dae has returned from the dead.

< 26h/26H 112v/112V Pos: standing >
Dae leaves down.

< 26h/26H 112v/112V Pos: standing >
Dae has returned from the dead.

< 26h/26H 112v/112V Pos: standing >
Dae wields a thin steel dagger.

< 26h/26H 112v/112V Pos: standing >
Dae leaves down.

< 26h/26H 112v/112V Pos: standing >
Steoo hops around on one foot.

< 26h/26H 112v/112V Pos: standing >
Shankn agrees with Steoo.

< 26h/26H 112v/112V Pos: standing >
Hint: -- MONEY -- Get a pick from a shop and go find mines on the map. They are shown as little m's. Type mine with the pick wielded. When you discover ore, you can sell it at shops throughout duris. Some shops pay more for the ore! By the way, you can go to a weaponsmith shopkeeper to repair the pick, which is far more cost effective than purchasing a new one.

< 26h/26H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 26h/26H 112v/112V Pos: standing >
Shankn says in common 'atleast i still have them 2 puredark's'

< 26h/26H 112v/112V Pos: standing >
Shankn nods at himself, reassuring himself that he's ok.

< 26h/26H 112v/112V Pos: standing >
Dae has returned from the dead.

< 26h/26H 112v/112V Pos: standing >
Dae leaves down.

< 26h/26H 112v/112V Pos: standing >
Dae has returned from the dead.

< 26h/26H 112v/112V Pos: standing >
Dae leaves down.

< 26h/26H 112v/112V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 26h/26H 112v/112V Pos: standing >
Dae enters from below.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Hint: Try 'toggle battle' before your next fight.  It displays attacks a little more vividly.

< 26h/26H 112v/112V Pos: standing >

< 26h/26H 112v/112V Pos: standing >
Shankn leaves down.

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 26h/26H 112v/112V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 26h/26H 112v/112V Pos: standing >
Lowbiechat shouts in common 'RUN evils coming to touch you in naughty places!!!'

< 26h/26H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 26h/26H 112v/112V Pos: standing >
Lowbiechat shouts in common 'RUN evils coming to touch you in naughty places!!!'

< 26h/26H 112v/112V Pos: standing >
Lowbiechat shouts in common 'RUN evils coming to touch you in naughty places!!!'
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 26h/26H 112v/112V Pos: standing >
Lowbiechat shouts in common 'RUN evils coming to touch you in naughty places!!!'

< 26h/26H 112v/112V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 26h/26H 112v/112V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 26h/26H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 26h/26H 112v/112V Pos: standing >
Steoo leaves down.

< 26h/26H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 26h/26H 112v/112V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!

< 26h/26H 112v/112V 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 covers everything in 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.'

< 26h/26H 111v/112V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 26h/26H 111v/112V Pos: standing >

< 26h/26H 111v/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.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 26h/26H 110v/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 few drops of fresh blood are scattered around the area.

< 26h/26H 109v/112V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.

< 26h/26H 108v/112V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
Steoo (Human)(medium) stands here.

< 26h/26H 107v/112V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.

< 26h/26H 107v/112V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
A wooden stall stands here, goods displayed upon its counter.

< 26h/26H 106v/112V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.

< 26h/26H 105v/112V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East -SouthD -West
Fresh blood covers everything in the area.
[10] The corpse of a Human 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 area.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 26h/26H 104v/112V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West
A small pile of coins lies here.
A few drops of fresh blood are scattered around the area.
The corpse of a Human is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
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 corpse of a Grey Elf is lying here.
[2] The corpse of a Human is lying here.
The corpse of a Githzerai is lying here.
[4] The corpse of a Human 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.

< 26h/26H 104v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West

< 26h/26H 102v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
Fresh blood covers everything in the area.
The corpse of a religious zealot is lying here.
The corpse of a militia guard is lying here.

< 26h/26H 101v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West
The corpse of a Githzerai is lying here.

< 26h/26H 99v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South
A militia guard stands here, fighting a Drow Elf.
A Kobold (tiny) La Resistance stands in mid-air here.
A Drow Elf (large) La Resistance stands in mid-air here.
A Drow Elf (medium) La Resistance stands in mid-air here, fighting a militia guard.
A Duergar (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Duergar's head.
A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
A Drow Elf (medium) La Resistance stands in mid-air here.
A shadow dracolich is here, with flesh hanging off its rotting bones. (minion) 
A Goblin (small) La Resistance stands in mid-air here, fighting a militia guard.
An Orc (medium) La Resistance stands in mid-air here.
A militia guard stands in mid-air here, fighting a Drow Elf.
Out of nowhere, a Troll stabs you in the back, RIP...