The death of [ 1 Cenobite] Athra The Empire (Human)

in A Dark Forest with Tall Evergreens

from the perspective of [ 1 Cenobite] Athra The Empire (Human)



< 3h/23H 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
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.'

< 7h/23H 111v/112V Pos: standing >
The door seems to be closed.

< 7h/23H 111v/112V Pos: standing >
Ok.

< 8h/23H 112v/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 tharnadian thief-hunter watches over the town streets intently.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 8h/23H 111v/112V Pos: standing >

< 8h/23H 111v/112V Pos: standing >
You are carrying: (0/11)
Nothing.

< 8h/23H 111v/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 shady looking mercenary stands here, eyeing you with open contempt.

< 8h/23H 110v/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

< 9h/23H 109v/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
A human merchant from another town stands here, perusing Tharnadia.

< 9h/23H 109v/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
A street sweeper is cleaning here, singing songs of labor.

< 9h/23H 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
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.

< 9h/23H 107v/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

< 9h/23H 106v/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: -NorthD -East -SouthD -West
A young man in leather armor seems to be patrolling 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/23H 106v/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
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.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 9h/23H 105v/112V Pos: standing >
You have just begun the trek to your next level!

< 9h/23H 105v/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

< 9h/23H 105v/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
A young man in leather armor seems to be patrolling outside the gates.

< 10h/23H 106v/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

< 10h/23H 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

< 10h/23H 103v/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

< 10h/23H 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: -West -Up

< 10h/23H 100v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 10h/23H 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: -East -Down
A homeless peasant is here, looking lost and hungry.

< 10h/23H 98v/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

< 11h/23H 96v/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

< 11h/23H 95v/112V Pos: standing >

< 11h/23H 96v/112V Pos: standing >
You sit down and relax.

< 11h/23H 97v/112V Pos: sitting >

		Score information for Athra

Level: 1   Race: Human   Class: Druid Cleric Sex: Male
Hit points: 11(23)  Moves: 100(112)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank: 8311 platinum    66 gold   351 silver     0 copper
Playing time: 1 days / 17 hours/ 45 minutes
Received data: 0.1858 MB this session.
Send data:     0.0049 MB this session.
Compression ratio: 84%
Title: On parole, The Empire
Status:  Sitting around, resting.
Epic points: 148
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   7
Bartender Quests Remaining: 4
Combat Pulse:   18 Spell Pulse:  1.00 
Leaderboard Points:    8 


< 11h/23H 100v/112V Pos: sitting >
You aren't wearing anything!

< 12h/23H 102v/112V Pos: sitting >

< 20h/23H 112v/112V Pos: sitting >

< 23h/23H 112v/112V Pos: sitting >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'

< 23h/23H 112v/112V Pos: sitting >

< 23h/23H 112v/112V Pos: sitting >
You aren't wearing anything!

< 23h/23H 112v/112V Pos: sitting >

1st CIRCLE:
animal friendship          
barkskin                   
fortitude                  
pulchritude                

2nd CIRCLE:
aid                        
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
disease                    
sticks to snakes           
turn undead                

3rd CIRCLE:
blindness                  
cause serious              
cure serious               
faerie fire                
faerie fog                 
flame blade                
preserve                   
protection from animals    
protection from cold       
protection from fire       
slow poison                
word of command            

4th CIRCLE:
cause critical             
create spring              
cure blind                 
cure critic                
dispel evil                
dispel good                
lightning bolt             
poison                     
remove poison              
sense life                 
serendipity                

5th CIRCLE:
cure disease               
earthquake                 
invigorate                 
natures touch              
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     
tranquility                

6th CIRCLE:
destroy undead             
earthen maul               
endurance                  
heal                       
regeneration               
soulshield                 
vitality                   

7th CIRCLE:
continual light            
curse                      
cyclone                    
darkness                   
dispel magic               
fear                       
flame strike               
harm                       
mielikki vitality          
negative energy barrier    

8th CIRCLE:
animal vision              
full heal                  
lesser resurrect           
pass without trace         
water breathing            

9th CIRCLE:
consecrate land            
mass heal                  
sunray                     
wandering woods            

10th CIRCLE:
creeping doom              
holy word                  
moonwell                   
natures blessing           
plane shift                
resurrect                  
silence                    
unholy word                
word of recall             

11th CIRCLE:
accelerated healing        
elemental aura             
full harm                  
taint                      

12th CIRCLE:
group recall               
mass preserve              
moonstone                  
nova                       
true seeing                


< 23h/23H 112v/112V Pos: sitting >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. for a price.'

< 23h/23H 112v/112V Pos: sitting >
The Road Leading From Tharnadia
Obvious exits: -East -West

< 23h/23H 112v/112V Pos: sitting >

< 23h/23H 112v/112V Pos: sitting >
You are carrying: (0/11)
Nothing.

< 23h/23H 112v/112V Pos: sitting >
The snow is coming down faster now.

< 23h/23H 112v/112V Pos: sitting >
The Road Leading From Tharnadia
Obvious exits: -East -West

< 23h/23H 112v/112V Pos: sitting >
Nah... You feel too relaxed to do that...

< 23h/23H 112v/112V Pos: sitting >
Nah... You feel too relaxed to do that...

< 23h/23H 112v/112V Pos: sitting >
Nah... You feel too relaxed to do that...

< 23h/23H 112v/112V Pos: sitting >
Nah... You feel too relaxed to do that...

< 23h/23H 112v/112V Pos: sitting >
You clamber to your feet.

< 23h/23H 112v/112V Pos: standing >
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.
A young man in leather armor seems to be patrolling outside the gates.

< 23h/23H 111v/112V Pos: standing >
 
  M^**^*.^^   
   *******..  
    *M+**^**  
     ^@+++++  
    *M+*^*.*  
   M^******.  
  MMM^***^.   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A member of the Tharnadia highway patrol keeps the roads safe.

< 23h/23H 110v/112V Pos: standing >
A tharnadian highway patrolman leaves north.
 
  ^**^*.^^.   
  *******...  
   *MM**^**.  
    ^+@+++++  
   *M+*^*.**  
  M^******..  
  MM^***^..   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 23h/23H 109v/112V Pos: standing >
 
  M^***..MM   
 M^**^*.^^.M  
  *******...  
   *MM@*^**.  
    ^+++++++  
   *M+*^P.**  
  M^******.   
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 23h/23H 108v/112V Pos: standing >
 
  ^***..MM^   
 ^**^*.^^.M^  
 *******....  
  *M+*@^**.^  
   ^++++++++  
  *M+*^P.***  
  ^******..   
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 23h/23H 107v/112V Pos: standing >
 
  **^*.^^.M   
 *******....  
  *M+**^**.^  
   ^++@+++++  
  *M+*^*.***  
 M^******...  
  M^***^..^   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 23h/23H 106v/112V Pos: standing >
 
  ******...   
  *M+**^**.^  
   ^++++++++  
  *M+*@*.***  
 M^******...  
 MM^***^..^M  
  MM*^*..^M   
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 23h/23H 105v/112V Pos: standing >
 
  *****....   
 *MM**^**.^.  
  ^+++++++++  
 *M+*^@.****  
 ^******....  
 M^***^..^MM  
  M*^*..^M^   
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
A pitch-black gate stands like a pillar here.
An Orc (medium) stands in mid-air here.
A shambling mound stands here. (minion) 
A shambling mound stands here. (minion) 
A shambling mound stands here. (minion) 
An Orc starts casting a spell.

< 23h/23H 104v/112V Pos: standing >
A faint hum can be heard from the shadowy crown of damnation carried by someone.

< 23h/23H 104v/112V Pos: standing >
Pardon?

< 23h/23H 107v/112V Pos: standing >
A Drow Elf's leap knocks into you, sending you slightly off balance...

< 23h/23H 107v/112V Pos: sitting >
< T: Athra TP: sit TC:excellent E: A Drow Elf sta EP: excellent >
 An Orc completes her spell...
An Orc utters the words 'zuharukz jioculoae'

< 23h/23H 107v/112V Pos: sitting >
< T: Athra TP: sit TC:excellent E: someone sta EP: excellent >
 Someone waves happily.

< 23h/23H 107v/112V Pos: sitting >
< T: Athra TP: sit TC:excellent E: someone sta EP: excellent >
 A pitch-black gate dissolves in a swirl of colors and is gone.

< 23h/23H 107v/112V Pos: sitting >
< T: Athra TP: sit TC:excellent E: someone sta EP: excellent >
 An Orc starts casting a spell.

< 23h/23H 107v/112V Pos: sitting >
< T: Athra TP: sit TC:excellent E: someone sta EP: excellent >
 OUCH!  That really did HURT!
YIKES!  Another hit like that, and you've had it!!
A Drow Elf's final punch sends you to meet your maker.