The death of [52 Storm Druid] Choron AnGEr Of The Honoured (Dwarf)

in Outside the Northern Gates

from the perspective of [52 Storm Druid] Choron AnGEr Of The Honoured (Dwarf)


   Brambles and small shrubberies crowd most of the forest floor, hindering
progress in many directions.  Large oak trees sprout up to great heights,
while the occasional maple can be seen struggling to catch some light.  The
dirt path leads deeper into the verdant forest to the south of Tharnadia.  The
sound of woodland creatures echo through the woods, creating a symphony that
goes well with the colorful tones of the wilderness.  The path continues both
to the north and to the south.  The forest here comes to a halt as the eastern
defensive wall towers over the treeline.
Obvious exits: -East -South
Fresh blood covers everything in the area.
A cute and furry raccoon stands here.
A parrot squawks at you.

< 33h/405H 151v/162V Pos: standing >
Pardon?

< 33h/405H 153v/162V Pos: standing >
Your current terrain is:  Forest.

< 34h/405H 156v/162V Pos: standing >
You currently have the following spell slots available:
  1st circle:  0 of 12   (  12 seconds)
  2nd circle:  0 of 11   (  16 seconds)
  3rd circle:  0 of 10   (  17 seconds)
  4th circle:  0 of  9   (  18 seconds)
  5th circle:  0 of  8   (  18 seconds)
  6th circle:  0 of  7   (  17 seconds)
  7th circle:  0 of  6   (  16 seconds)
  8th circle:  0 of  5   (  15 seconds)
  9th circle:  0 of  5   (  16 seconds)
 10th circle:  0 of  4   (  14 seconds)
 11th circle:  0 of  2   (   7 seconds)

< 34h/405H 157v/162V Pos: standing >
You currently have the following spell slots available:
  1st circle:  0 of 12   (  12 seconds)
  2nd circle:  0 of 11   (  16 seconds)
  3rd circle:  0 of 10   (  17 seconds)
  4th circle:  0 of  9   (  18 seconds)
  5th circle:  0 of  8   (  18 seconds)
  6th circle:  0 of  7   (  17 seconds)
  7th circle:  0 of  6   (  16 seconds)
  8th circle:  0 of  5   (  15 seconds)
  9th circle:  0 of  5   (  16 seconds)
 10th circle:  0 of  4   (  14 seconds)
 11th circle:  0 of  2   (   7 seconds)

< 34h/405H 158v/162V Pos: standing >
A Bend in the Path Through a Verdant Forest
Obvious exits: -East -South
Fresh blood covers everything in the area.
A cute and furry raccoon stands here.
A parrot squawks at you.

< 34h/405H 159v/162V Pos: standing >
Saving Choron.

< 34h/405H 160v/162V Pos: standing >
Experience till level: -74842847

< 34h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 11th circle of knowledge.

< 34h/405H 162v/162V Pos: standing >
A Bend in the Path Through a Verdant Forest
Obvious exits: -East -South
Fresh blood covers everything in the area.
A cute and furry raccoon stands here.
A parrot squawks at you.

< 34h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 11th circle of knowledge.

< 35h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.

< 35h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.

< 35h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.

< 36h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.

< 36h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.

< 37h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.

< 37h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.

< 37h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.

< 38h/405H 162v/162V Pos: standing >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.

< 38h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.

< 38h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.

< 38h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.

< 39h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.

< 39h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.
Alarm bells sound, signalling an invasion!

< 39h/405H 162v/162V Pos: standing >

< 39h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.

< 39h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.

< 40h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.

< 40h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.

< 40h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.

< 41h/405H 162v/162V Pos: standing >

< 41h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.

< 41h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.

< 41h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.

< 41h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.

< 42h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.

< 42h/405H 162v/162V Pos: standing >

< 42h/405H 162v/162V Pos: standing >
A Bend in the Path Through a Verdant Forest
Obvious exits: -East -South
Fresh blood covers everything in the area.
A cute and furry raccoon stands here.
A parrot squawks at you.

< 42h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.

< 42h/405H 162v/162V Pos: standing >
You must commune with nature more before invoking its power.

< 43h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
You start chanting...
The power of nature flows into you, hastening your incantation.

< 43h/405H 162v/162V Pos: standing >
Casting: mielikki vitality *

< 43h/405H 162v/162V Pos: standing >
You complete your spell...
You feel the warm breath of the Goddess Mielikki.

< 43h/405H 162v/162V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.

< 226h/587H 214v/214V Pos: standing >
Saving Choron.

< 226h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.

< 226h/587H 214v/214V Pos: standing >
Alarm bells sound, signalling an invasion!

< 226h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.

< 226h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.

< 226h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.

< 227h/587H 214v/214V Pos: standing >
You start chanting...
The power of nature flows into you, hastening your incantation.

< 227h/587H 214v/214V Pos: standing >
You complete your spell...
The warmth of nature fills your body.

< 227h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.

< 323h/587H 214v/214V Pos: standing >

< 387h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.

< 387h/587H 214v/214V Pos: standing >
You start chanting...
The power of nature flows into you, hastening your incantation.

< 387h/587H 214v/214V Pos: standing >

< 387h/587H 214v/214V Pos: standing >
You complete your spell...
The warmth of nature fills your body.

< 387h/587H 214v/214V Pos: standing >
You start chanting...
The power of nature flows into you, hastening your incantation.

< 515h/587H 214v/214V Pos: standing >
You complete your spell...
The warmth of nature fills your body.

< 547h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.

< 611h/587H 214v/214V Pos: standing >
Saving Choron.

< 611h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.

< 611h/587H 214v/214V Pos: standing >
A Path Through a Verdant Forest
   This small path leads into the verdant forest to the south of Tharnadia.
Large oak trees sprout up to great heights, while the occasional maple can be
seen struggling to catch some light.  Brambles and small shrubberies crowd
most of the forest floor, hindering progress in many directions.  The sound of
small creatures echo through the woods, creating a symphony that goes well
with the colorful tones of the wilderness.  The path continues west, while to
the north the eastern road connects to the city.
Obvious exits: -North -West
Fresh blood covers everything in the area.

< 611h/587H 212v/214V Pos: standing >
You quickly scan the area.
A raccoon who is close by to your west.

< 611h/587H 212v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.

< 611h/587H 212v/214V 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
Fresh blood splatters cover the area.
A large rat is scurrying about here.

< 611h/587H 210v/214V Pos: standing >
You quickly scan the area.
A religious zealot who is close by to your east.
A militia guard who is not far off to your east.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A tharnadian illusionist who is close by to your west.
A controller who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is not far off to your west.
An elite guard who is not far off to your west.
An elite guard who is not far off to your west.
A street sweeper who is rather far off to your west.
A militia guard who is rather far off to your west.
A human merchant who is in the distance to your west.

< 611h/587H 210v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
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
Fresh blood splatters cover the area.
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 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 tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 611h/587H 209v/214V Pos: standing >
You quickly scan the area.
A large rat who is close by to your east.
A religious zealot who is not far off to your east.
A militia guard who is a brief walk away to your east.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A street sweeper who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
A human merchant who is rather far off to your west.

< 611h/587H 211v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.

< 611h/587H 213v/214V 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 few drops of fresh blood are scattered around 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.

< 611h/587H 213v/214V 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

< 611h/587H 212v/214V 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.
A street sweeper is cleaning here, singing songs of labor.

< 611h/587H 211v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
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 militia guard is posted here, keeping watch over the bazaar.
A human merchant from another town stands here, perusing Tharnadia.

< 611h/587H 210v/214V 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

< 611h/587H 210v/214V 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

< 611h/587H 209v/214V Pos: standing >
Alarm bells sound, signalling an invasion!
Alas, you cannot go that way. . . .

< 611h/587H 210v/214V Pos: standing >
Alas, you cannot go that way. . . .

< 611h/587H 210v/214V 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 young cleric is standing here, smiling at you warmly.

< 611h/587H 211v/214V 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 stray tomcat is darting after rodents, here.
A peasant farmer is here from his farmstead, probably on business.
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 tharnadian thief-hunter watches over the town streets intently.

< 611h/587H 210v/214V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
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 splatters cover the area.
A young man in leather armor seems to be patrolling the area.

< 611h/587H 210v/214V Pos: standing >
Alas, you cannot go that way. . . .

< 611h/587H 210v/214V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 611h/587H 211v/214V 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 peasant farmer is here from his farmstead, probably on business.
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 tharnadian thief-hunter watches over the town streets intently.

< 611h/587H 212v/214V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your south.
A street sweeper who is rather far off to your south.
A homeless child who is rather far off to your south.
A slutty whore who is rather far off to your south.
Brinn who is close by to your west.

< 611h/587H 212v/214V Pos: standing >
Keats Street
Obvious exits: -North -South -West
A peasant farmer is here from his farmstead, probably on business.
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 tharnadian thief-hunter watches over the town streets intently.

< 611h/587H 214v/214V 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 splatters cover the area.

< 611h/587H 213v/214V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
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
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.

< 611h/587H 212v/214V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is not far off to your east.
A militia guard who is not far off to your east.
A tharnadian thief-hunter who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A stray dog who is close by to your west.
A street sweeper who is not far off to your west.

< 611h/587H 212v/214V Pos: standing >
Road Beneath the Northern Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the western defense tower of the
Tharnadian northern gates.  The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
A large wandering dog is here, growling at you.

< 611h/587H 213v/214V Pos: standing >
You quickly scan the area.
Grahk who is close by to your north.
A militia guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A militia guard who is close by to your east.
A militia guard who is close by to your east.
A tharnadian thief-hunter who is a brief walk away to your east.
A militia guard who is a brief walk away to your east.
A tharnadian thief-hunter who is rather far off to your east.
A militia guard who is in the distance to your east.
A street sweeper who is close by to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 611h/587H 213v/214V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 611h/587H 213v/214V 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
Grahk (Human)(medium) stands 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.

< 611h/587H 212v/214V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
You quickly scan the area.
A stray dog who is close by to your south.

< 611h/587H 213v/214V Pos: standing >
Grahk opens the gate.

< 611h/587H 214v/214V Pos: standing >
It's already open!

< 611h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 611h/587H 214v/214V Pos: standing >
You quickly scan the area.
An orog shadowpriest who is close by to your north.
A winged hellhound who is close by to your north.
A street sweeper who is close by to your south.
A stray dog who is close by to your south.

< 611h/587H 214v/214V 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
A huge block of solid ice is here to the north.
The corpse of an orc warrior is lying here.
[2] The corpse of a Mountain Dwarf is lying here.
[2] The corpse of an orc warrior is lying here.
The corpse of a Halfling is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
[2] 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.
An orog shadowpriest prays for glory on the battlefield. (minion) 
A winged beast from hell stands here reeking with malevolence. (minion) 

< 611h/587H 213v/214V 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
Grahk (Human)(medium) stands 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.

< 611h/587H 212v/214V 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
A huge block of solid ice is here to the north.
The corpse of an orc warrior is lying here.
[2] The corpse of a Mountain Dwarf is lying here.
[2] The corpse of an orc warrior is lying here.
The corpse of a Halfling is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
[2] 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.
An orog shadowpriest prays for glory on the battlefield. (minion) 
A winged beast from hell stands here reeking with malevolence. (minion) 

< 611h/587H 212v/214V Pos: standing >
You quickly scan the area.
A Town Guardian who is in the distance to your north.
A Town Guardian who is in the distance to your north.
Grahk who is close by to your south.
A militia guard who is close by to your south.
An elite guard who is close by to your south.
An elite guard who is close by to your south.
An elite guard who is close by to your south.
A street sweeper who is not far off to your south.
A stray dog who is not far off to your south.

< 611h/587H 213v/214V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 611h/587H 214v/214V Pos: standing >
Grahk enters from the south.
Someone closes the gate.

< 611h/587H 214v/214V Pos: standing >
Grahk says in common 'pussssays!! rofl ..!. o-O .!..'

< 611h/587H 214v/214V Pos: standing >
Grahk says in common 'pussssays!! rofl ..!. o-O .!..'
the corpse of Choron appears to be empty.

< 611h/587H 214v/214V Pos: standing >
Grahk says in common 'pussssays!! rofl ..!. o-O .!..'

< 611h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
Outside the Northern Gates
Obvious exits: -North -South#
A huge block of solid ice is here to the north.
The corpse of an orc warrior is lying here.
[2] The corpse of a Mountain Dwarf is lying here.
[2] The corpse of an orc warrior is lying here.
The corpse of a Halfling is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
[2] 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.
Grahk (Human)(medium) stands here.
An orog shadowpriest prays for glory on the battlefield. (minion) 
A winged beast from hell stands here reeking with malevolence. (minion) 

< 611h/587H 214v/214V Pos: standing >
Grahk says in common 'pussssays!! rofl ..!. o-O .!..'

< 611h/587H 214v/214V Pos: standing >
Grahk says in common 'pussssays!! rofl ..!. o-O .!..'

< 611h/587H 214v/214V Pos: standing >
A Kobold snaps into visibility.

< 611h/587H 214v/214V Pos: standing >
Grahk says in common 'pussssays!! rofl ..!. o-O .!..'

< 611h/587H 214v/214V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at Grahk.
The force of a Kobold's iceball shatters any hopes Grahk had of living a long and happy life.
Grahk is dead! R.I.P.
Grahk's death cry reverberates in your head as he falls to the ground.

< 611h/587H 214v/214V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of Grahk is made of flesh and appears to be of average quality.
The corpse of Grahk has an item value of 1.
It appears to be the corpse of Grahk.
a small wooden mace
a steel long sword
a steel short sword
a thin steel dagger
a two-handed sword
a steel warhammer
a stout oaken cudgel
a small leather-bound book
a small leather bag
[2] a large wooden torch
a thin leather belt
a hard leather cloak
a quill
a spellbook
a pair of tight black slippers
a shabby alligator skin jerkin
an amber-colored rod
[2] a light blue scarf
a spellbook
a quill
[5] a small bandage

< 611h/587H 214v/214V Pos: standing >
You get a small wooden mace from the corpse of Grahk.
You get a steel long sword from the corpse of Grahk.
You get a steel short sword from the corpse of Grahk.
You get a thin steel dagger from the corpse of Grahk.
You get a two-handed sword from the corpse of Grahk.
You get a steel warhammer from the corpse of Grahk.
You get a stout oaken cudgel from the corpse of Grahk.
You get a small leather-bound book from the corpse of Grahk.
You get a small leather bag from the corpse of Grahk.
You get a large wooden torch from the corpse of Grahk.
You can't carry any more.

< 611h/587H 214v/214V Pos: standing >
A Kobold snaps into visibility.
An Orc enters from elsewhere.
Alarm bells sound, signalling an invasion!

< 611h/587H 214v/214V Pos: standing >
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.

< 611h/587H 214v/214V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 611h/587H 214v/214V Pos: standing >
At the sight of your nemesis the hatred of old generations BURN in your blood!
A Kobold snaps into visibility.
A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
OUCH!  That really did HURT!

< 315h/587H 214v/214V Pos: standing >
<A Kobold snaps into visibility.

< 315h/587H 214v/214V Pos: standing >
<An Orc starts casting an offensive spell.

< 315h/587H 214v/214V Pos: standing >
<A Kobold snaps into visibility.
A Kobold snaps into visibility.
You attack a Kobold. [0 hits]

< 315h/587H 214v/214V Pos: standing >
< T: Choron TP: sta TC: few wounds E: A Kobold sta EP: few scratches >
 A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 66h/587H 214v/214V Pos: standing >
< T: Choron TP: sta TC: awful E: someone sta EP: few scratches >
 A Kobold snaps into visibility.
You wish that your wounds would stop BLEEDING so much!
A Kobold attacks you. [1 hits]

< 65h/587H 214v/214V Pos: standing >
< T: Choron TP: sta TC: awful E: A Kobold sta EP: few scratches >
 An Orc's skin seems to turn to stone.

< 65h/587H 214v/214V Pos: standing >
< T: Choron TP: sta TC: awful E: someone sta EP: few scratches >
 An Orc completes his spell...
An Orc utters the words 'paffue xurhuio'
Your eyes dry out!!!
You have been blinded!
You are completely dried up.