The death of [47 Dark Dreamer] Zukkus (Kobold)

in Inside the Eastern City Gates

from the perspective of [52 Holyman] Vil The Empire (Grey Elf)

<floating about head>a dark ioun stone[95h 27m 46s]
<worn as a badge>    an emblem of healing [70%]             
<worn on head>       the shadowy crown of damnation of endurance (magic)
<worn on eyes>       the eyepatch of immortality of endurance (magic) (glowing) [69%]             
<worn in ear>        the earring of a MaDMaN of life sensing [superior] made by Om (magic)
<worn in ear>        a strip of Tiamat's flesh (magic) (glowing)
<worn on face>       mask of the future (glowing)
<worn around neck>   a spectral holy symbol of Berronar Truesilver [83%]             
<worn around neck>   the fang of inhabitation [superior] (magic)
<worn on body>       platemail of the maelstrom [superior] (magic) (humming)
<worn about body>    a griffon feather cloak [superior] (illuminating)
<worn on back>       a crested shield of Melkivar (magic) [74%]             
<worn as quiver>     a storm-crested quiver with a strange dark bloodstone [85%]             
<worn about waist>   a belt of skulls [superior] (magic)
<worn on belt buckle>a lost monkey
<attached to belt>   a potion of bubbling goo (magic) (glowing) [54%]             
<worn on arms>       some glowing sleeves made of devil skin (magic) (glowing) [80%]             
<held as shield>     a small shield of bluestone wreathed in flames (glowing)
<worn around wrist>  the glistening bracelet of a MaDMaN of wisdom
<worn around wrist>  an ashen ivory bracer from Rift Valley Jungle (illuminating) [84%]             
<worn on hands>      the gloves of warding of damage (magic)
<worn on finger>     a sun ring [superior] (magic) (glowing)
<worn on finger>     the ring of illusions (magic)
<primary weapon>     Tsunami, the trident of storms (magic)[95h 27m 46s]
<worn on legs>       some heavily-spiked blood crystal leg plates (magic)
<worn on feet>       a pair of boots emitting dust of endurance (magic) (glowing)

 MMMM*^*..^M^.  
  MM^^**..^M.   
   MM^**.^M^    
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 841h/841H 100v/120V Pos: standing >
 
   **^*.^^.M    
  *******....   
   *M+**^**.^.  
    ^+M+++++++  
   *M+*@*.****  
  M^******....  
 MMM^***^..^MM  
  MMM*^*..^M^   
   M^^**..^M    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 841h/841H 99v/120V Pos: standing >
 
   ^***..^M^    
  ^**^*.^^.M^   
  *******....M  
   *M+**^**.^.  
    ^+M@++++++  
   *M+*^*.****  
  M^******....  
  MM^***^..^M   
   MM*^*..^M    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 841h/841H 98v/120V Pos: standing >
 
   M^***..^M    
  M^**^*.^^.M   
   *******....  
    *M+**^**.^  
     ^+@++++++  
    *M+*^*.***  
   M^******...  
  MMM^***^..^   
   MMM*^*..^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
Sir Dravor the holy avenger protects the countryside from evil.
A brightly glowing torch floats near Sir Dravor, the holy avenger's head. (illuminating)

< 841h/841H 98v/120V Pos: standing >
 
   MM^***..^    
   M^**^*.^^.   
    *******...  
     *M+**^**.  
      ^@M+++P+  
     *M+*^*.**  
    M^******..  
  MMMM^***^..   
   MMMM*^*..    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 841h/841H 99v/120V 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.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.

< 841h/841H 99v/120V 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

< 841h/841H 99v/120V 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

< 841h/841H 100v/120V 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

< 841h/841H 99v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 841h/841H 100v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 841h/841H 101v/120V 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

< 841h/841H 99v/120V 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 homeless peasant is here, looking lost and hungry.
A young man in leather armor seems to be patrolling outside the gates.

< 841h/841H 98v/120V 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

< 841h/841H 97v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 841h/841H 98v/120V 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

< 841h/841H 99v/120V 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.
A young man in leather armor seems to be patrolling outside the gates.

< 841h/841H 98v/120V 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

< 841h/841H 97v/120V 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.

< 841h/841H 96v/120V Pos: standing >
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.

< 841h/841H 101v/120V Pos: standing >
Ok.

< 841h/841H 103v/120V Pos: standing >
Orthyn sneaks west.
An air elemental leaves west.
An air elemental leaves west.
An air elemental leaves west.
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 -South -West
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Orthyn Aids - AnGEr Of The Honoured (Grey Elf)(small) stands in mid-air here.
A young man in leather armor seems to be patrolling the walls.
A street sweeper is cleaning here, singing songs of labor.
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.

< 841h/841H 103v/120V Pos: standing >
Ok.

< 841h/841H 106v/120V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -North -East# -South -West
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Orthyn Aids - AnGEr Of The Honoured (Grey Elf)(small) stands in mid-air here.
A young man in leather armor seems to be patrolling the walls.
A street sweeper is cleaning here, singing songs of labor.
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.

< 841h/841H 108v/120V Pos: standing >
A faint hum can be heard from Tsunami, the trident of storms you are carrying.

< 841h/841H 111v/120V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A militia guard who is close by to your south.

< 841h/841H 113v/120V Pos: standing >
Road Beneath the Gate 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 northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.

< 841h/841H 114v/120V 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.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North# -South -West
The corpse of a large rat is lying here.
[5] A small bandage rests upon the ground here.
A large two-handed sword has been left here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.

< 841h/841H 114v/120V Pos: standing >
The door seems to be closed.

< 841h/841H 115v/120V Pos: standing >
Ok.

< 841h/841H 120v/120V Pos: standing >
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A large steel mining pick lies here on the ground. [7%]             
The corpse of a Githzerai is lying here.
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
[2] A two-handed sword, nearly six feet in length, lies here.
[3] A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A rather large leather backpack lies here.
A large wooden counter is here, with a sign posted on it.
A supreme black, Myrabolan war horse rests here.
A greedy looking banker stands behind the counter, eyeing you curiously.
A squirrel is wandering around here.

< 841h/841H 119v/120V Pos: standing >
Ok.

< 841h/841H 119v/120V Pos: standing >
Tharnadian Bank
Obvious exits: -South#
A large steel mining pick lies here on the ground. [7%]             
The corpse of a Githzerai is lying here.
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
[2] A two-handed sword, nearly six feet in length, lies here.
[3] A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A rather large leather backpack lies here.
A large wooden counter is here, with a sign posted on it.
A supreme black, Myrabolan war horse rests here.
A greedy looking banker stands behind the counter, eyeing you curiously.
A squirrel is wandering around here.

< 841h/841H 119v/120V Pos: standing >
Ok.

< 841h/841H 119v/120V 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.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North -South -West
The corpse of a large rat is lying here.
[5] A small bandage rests upon the ground here.
A large two-handed sword has been left here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.

< 841h/841H 118v/120V Pos: standing >
Ok.

< 841h/841H 119v/120V Pos: standing >
Road Beneath the Gate 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 northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A street sweeper is cleaning here, singing songs of labor.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.

< 841h/841H 119v/120V 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# -South -West
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Orthyn Aids - AnGEr Of The Honoured (Grey Elf)(small) stands in mid-air here.
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.

< 841h/841H 118v/120V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -North -East# -South -West
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Orthyn Aids - AnGEr Of The Honoured (Grey Elf)(small) stands in mid-air here.
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.

< 841h/841H 120v/120V Pos: standing >
You start chanting...

< 841h/841H 120v/120V Pos: standing >
Casting: vitality 

< 841h/841H 120v/120V Pos: standing >
You complete your spell...
You vitalize Orthyn.

< 841h/841H 120v/120V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -North -East# -South -West
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Orthyn Aids - AnGEr Of The Honoured (Grey Elf)(small) stands in mid-air here.
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.

< 841h/841H 120v/120V Pos: standing >
You sit down and relax.

< 841h/841H 120v/120V Pos: sitting >
You have memorized the following spells:
(11th circle)  1 - group recall
               1 - lesser sanctuary
(10th circle)  3 - full harm
               1 - accelerated healing
( 9th circle)  1 - word of recall
               2 - plane shift
               2 - holy word
( 8th circle)  1 - dispel magic
               2 - mass heal
               2 - virtue
( 7th circle)  5 - full heal
               1 - water breathing
( 6th circle)  2 - curse
               3 - continual light
               2 - flame strike
( 5th circle)  5 - heal
               1 - vitality
               1 - soulshield
( 4th circle)  1 - remove curse
               1 - summon
               2 - cure disease
               1 - self comprehension
               4 - invigorate
( 3rd circle)  4 - remove poison
               1 - sense life
               5 - cause critical
( 2nd circle)  7 - blindness
               3 - cause serious
( 1st circle)  4 - armor
               4 - bless
               1 - detect evil
               1 - detect magic
               2 - cause light

And you are currently praying for the following spells:
    1 seconds:  ( 5th) vitality

You can pray 1 2nd circle spell(s).
You continue your praying.

< 841h/841H 120v/120V Pos: sitting >
You start meditating...

< 841h/841H 120v/120V Pos: sitting >
You have finished praying for vitality.
Your prayers are complete.

< 841h/841H 120v/120V Pos: sitting >
You see nothing special about him.
Orthyn appears to be Grey Elf and is in excellent condition.
He's small in size.
He is in the front rank.
He seems to be moving much faster than normal..
His body seems to be made of stone!
He is surrounded by orbiting spheres!
He does not wholly occupy this plane of existence.

<worn on head>       the barbarian warhelmet of champions
<worn on eyes>       a foggy visor [poor]
<worn in ear>        the earring of a MaDMaN (magic)
<worn in ear>        a tiny orb of obsidian (magic)
<worn on face>       a white hot mask of living flame of constitution (glowing)
<worn around neck>   an amulet of the Neogi Lords [superior] (magic)
<worn around neck>   a jeweled dragonscale choker from The BrimStone Forge [72%]             
<worn on body>       some robes of the arch-magi (magic) (glowing) (illuminating)
<worn about body>    the robes of the maelstrom of gas defense [poor] made by Om
<worn as quiver>     a faded dragonscale quiver (magic)
<worn about waist>   a darkmail belt (magic) [86%]             
<worn on belt buckle>a hide-bound spellbook with a glowing Alatorin insignia (magic) (glowing)
<worn on arms>       some sleeves of stretched drow-skin [superior] [68%]             
<worn around wrist>  some platinum-plated mithril bracers of Kimordril (magic) [38%]             
<worn around wrist>  a gilded Songbird charm (magic) (glowing)
<worn on hands>      the gloves of warding (magic) [87%]             
<worn on finger>     a ring of the Neogi Lords [poor] (glowing)
<worn on finger>     a ring of twisted gray mist
<primary weapon>     a rune-covered svalich wood quarterstaff (magic)
<held>               a swirling staff of air conjuration (magic) (glowing)
<worn on legs>       a black and red kilt [80%]             
<worn on feet>       a pair of boots emitting dust [superior] (magic) (glowing)

< 841h/841H 120v/120V Pos: sitting >
You clamber to your feet.

< 841h/841H 120v/120V Pos: standing >
A faint hum can be heard from Tsunami, the trident of storms you are carrying.

< 841h/841H 120v/120V Pos: standing >
You feel like a potion could do you good once again.
Crusader
=========================================
The Crusader Paladin conducts a holy war against evil in all of its form.
His main focus is on dealing damage to those foul creatures, possessing the
added ability to "Skewer" their enemies more effectively than their
unspecialized bretheren. Due to their hatred of evil, they are especially
effective at purging it from the world.
Crusaders also gain an improved version of Skewer at level 36.

==See also==
* Paladin 


==Allowed races==
* Human, Grey Elf, Dwarf, Centaur, Githzerai

==Innate abilities==
*holy crusade (obtained at level 30)
'*' Designates passive ability.

==Skills==
30th Level: smite evil
36th Level: skewer

==Spells==
9th Circle: divine blessing
10th Circle: holy sacrifice


< 841h/841H 120v/120V Pos: standing >
A militia guard leaves north.

< 841h/841H 120v/120V Pos: standing >
Divine Blessing
=========================================
* Area of effect: <caster>
* Aggressive:     No
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Generic

This spell will infuse the Paladin's weapon with might, making it able to repel attacks both from spells and from hits.

==See also==
group, tank, Paladin, Paladin Skills

< 841h/841H 120v/120V Pos: standing >
Road Beneath the Gate 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 northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.
A street sweeper is cleaning here, singing songs of labor.
A young man in leather armor seems to be patrolling the area.

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >
   He is dressed in leather armor and bears, upon his breast, the inignia of
Tharnadia's militia.  The serious look in his eyes shows his pride as a guard
in the city's militia, and his dedication to defending its people.
A militia guard appears to be Human and is in excellent condition.
He's medium in size.


< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >
A militia guard leaves south.

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >
You are carrying: (1/11)
a magical glowing sphere (magic) (glowing)

< 841h/841H 119v/120V Pos: standing >
You are using:
<floating about head>a dark ioun stone[95h 28m 4s]
<worn as a badge>    an emblem of healing [70%]             
<worn on head>       the shadowy crown of damnation of endurance (magic)
<worn on eyes>       the eyepatch of immortality of endurance (magic) (glowing) [69%]             
<worn in ear>        the earring of a MaDMaN of life sensing [superior] made by Om (magic)
<worn in ear>        a strip of Tiamat's flesh (magic) (glowing)
<worn on face>       mask of the future (glowing)
<worn around neck>   a spectral holy symbol of Berronar Truesilver [83%]             
<worn around neck>   the fang of inhabitation [superior] (magic)
<worn on body>       platemail of the maelstrom [superior] (magic) (humming)
<worn about body>    a griffon feather cloak [superior] (illuminating)
<worn on back>       a crested shield of Melkivar (magic) [74%]             
<worn as quiver>     a storm-crested quiver with a strange dark bloodstone [85%]             
<worn about waist>   a belt of skulls [superior] (magic)
<worn on belt buckle>a lost monkey
<attached to belt>   a potion of bubbling goo (magic) (glowing) [54%]             
<worn on arms>       some glowing sleeves made of devil skin (magic) (glowing) [80%]             
<held as shield>     a small shield of bluestone wreathed in flames (glowing)
<worn around wrist>  the glistening bracelet of a MaDMaN of wisdom
<worn around wrist>  an ashen ivory bracer from Rift Valley Jungle (illuminating) [84%]             
<worn on hands>      the gloves of warding of damage (magic)
<worn on finger>     a sun ring [superior] (magic) (glowing)
<worn on finger>     the ring of illusions (magic)
<primary weapon>     Tsunami, the trident of storms (magic)[95h 28m 4s]
<worn on legs>       some heavily-spiked blood crystal leg plates (magic)
<worn on feet>       a pair of boots emitting dust of endurance (magic) (glowing)

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 841h/841H 119v/120V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 841h/841H 119v/120V Pos: standing >
A militia guard leaves south.

< 841h/841H 119v/120V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
Road Beneath the Gate Tower
Obvious exits: -North -South -West# -Up
A street sweeper is cleaning here, singing songs of labor.
A young man in leather armor seems to be patrolling the area.

< 841h/841H 119v/120V Pos: standing >

< 841h/841H 119v/120V 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 -South -West
A swarm of insects flies through the air.(Red Aura)
A young man in leather armor seems to be patrolling the area.
A Kobold (small) sits in mid-air here, fighting an elite guard.(Red Aura)
Om Jiangjun - AnGEr Of The Honoured (Grey Elf)(medium) stands in mid-air here. (casting) 
A militia guard stands here, fighting a Kobold.
A militia guard stands here, fighting a Kobold.
A tharnadian thief-hunter stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard sits here, fighting a Kobold.

< 841h/841H 118v/120V Pos: standing >
A street sweeper enters from the north.

< 841h/841H 118v/120V Pos: standing >
An elite guard's punch strikes a Kobold very hard.
A Kobold's tako-skull witchdoctor's totem was damaged from the massive blow!
An elite guard's fine punch strikes a Kobold very hard.

< 841h/841H 120v/120V Pos: standing >
A Kobold suddenly clutches their head, as if trying to shrug off some unknown malady.
Blood seeps from a Kobold's ears as his mind is torn to pieces.
A Kobold's burnt mithril vambraces shattered in bits as the tortured body spasms and quivers!
A Kobold's ring of rainbow colors [poor] shattered in bits as the tortured body spasms and quivers!
A Kobold is dead! R.I.P.
You receive your share of experience.