The death of [27 Mercenary] Mekonis (Human)

in Rugged Hills of the Hearth Valley

from the perspective of [27 Mercenary] Mekonis (Human)

<primary weapon>     an elven longsword
<secondary weapon>   a black dagger

A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.(Gold Aura)
A militia guard stands, apparently asleep.
Zirke enters from the south.
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 stout cudgel carved from oak wood lies here.
A seal of the prince lays here.
A gnoby piece of wood, perhaps a small mace, lies here.
A crisp piece of parchment lies here on the floor.
An orchid petal has been left here.
A steel long sword has been left here.
A berry sits here looking lonely.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.(Gold Aura)
A militia guard stands, apparently asleep.
Zirke enters from the south.

< 365h/365H 112v/112V Pos: standing >
Ok.

< 365h/365H 112v/112V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Tamae
An evil aura fills the area.
This area seems to be devoid of magic!
An unnatural silence fills this area.
Obvious exits: -North#
A fancy looking bag lies here.
An ornate chest bearing items that are unsorted.

The escort says 'You have 78 items, this cost you 2 gold, 3 silver, and 5 copper'
WARNING: This isn't your own locker.  Therefore, you'll be ejected if
you are idle for more then 2 minutes.

< 365h/365H 112v/112V Pos: standing >
Ok.

< 365h/365H 112v/112V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
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 stout cudgel carved from oak wood lies here.
A seal of the prince lays here.
A gnoby piece of wood, perhaps a small mace, lies here.
A crisp piece of parchment lies here on the floor.
An orchid petal has been left here.
A steel long sword has been left here.
A berry sits here looking lonely.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.(Gold Aura)
A militia guard stands, apparently asleep.
As you leave, you see the SLSC member applying magic locks to the door...
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 stout cudgel carved from oak wood lies here.
A seal of the prince lays here.
A gnoby piece of wood, perhaps a small mace, lies here.
A crisp piece of parchment lies here on the floor.
An orchid petal has been left here.
A steel long sword has been left here.
A berry sits here looking lonely.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.(Gold Aura)
A militia guard stands, apparently asleep.

< 365h/365H 111v/112V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Mekonis
An evil aura fills the area.
This area seems to be devoid of magic!
An unnatural silence fills this area.
Obvious exits: -North#
A rather large leather backpack lies here.
An ornate chest bearing items that are unsorted.

The escort says 'You have 9 items, this cost you 2 silver, and 8 copper'

< 365h/365H 111v/112V Pos: standing >
You do not see that item here.

< 365h/365H 111v/112V Pos: standing >
You do not see that item here.

< 365h/365H 111v/112V Pos: standing >
a bent copper scrap
a ghastly brass gorget
a hardened bronze chainmail
a legendary ivory heater shield
a small piece of hide
some muddy cloth boots [poor]
an ape-skin tunic
some interplanetary dust (magic)

< 365h/365H 111v/112V Pos: standing >
You stop using a fire hardened ring of brass of endurance.
You stop using the signet ring of Delwyn of health.
You stop using an exquisite dragonscale necklace from Golden Hall of the Crown.
You stop using a well-used bone charm from Golden Hall of the Crown.
You stop using a shining suit of warrior's platemail.
You stop using a magical dragonscale helm.
You stop using some fine diamond greaves.
You stop using some humming iron arm plates from Golden Hall of the Crown.
You stop using a beautiful flesh bodycloak from Golden Hall of the Crown.
You can't carry that many items.

< 336h/336H 111v/112V Pos: standing >
You drop a shining suit of warrior's platemail.
You drop a beautiful flesh bodycloak from Golden Hall of the Crown.
You drop some humming iron arm plates from Golden Hall of the Crown.
You drop some fine diamond greaves.
You drop a magical dragonscale helm.
You drop a well-used bone charm from Golden Hall of the Crown.
You drop an exquisite dragonscale necklace from Golden Hall of the Crown.
You drop the signet ring of Delwyn of health.
You drop a fire hardened ring of brass of endurance.
You drop a pair of soft leather boots.
You drop a pair of leather sleeves.

< 336h/336H 112v/112V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 336h/336H 112v/112V Pos: standing >
Spirits of Golden Hall of the Crown no longer support you.

< 311h/311H 112v/112V Pos: standing >
You stop using a coral belt.
You stop using a legendary dragonscale bracer.
You stop using the combat brace of the maelstrom.
You stop using a legendary iron sword from Golden Hall of the Crown.
You stop using a royal Bloodstone dagger.
You stop using a hardened dragonscale visor from Golden Hall of the Crown.
You stop using a human-made adamantium earring from Golden Hall of the Crown.
You stop using a dangling dragon earring of intelligence.
You stop using a gleaming ruby badge.
You stop using an ermineskin backpack.

< 247h/247H 112v/112V Pos: standing >
You drop an ermineskin backpack.
You drop a dangling dragon earring of intelligence.
You drop a royal Bloodstone dagger.
You drop a legendary iron sword from Golden Hall of the Crown.
You drop the combat brace of the maelstrom.
You drop a gleaming ruby badge.
You drop a human-made adamantium earring from Golden Hall of the Crown.
You drop a hardened dragonscale visor from Golden Hall of the Crown.
You drop a legendary dragonscale bracer.
You drop a coral belt.

< 247h/247H 112v/112V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 247h/247H 112v/112V Pos: standing >
You aren't wearing anything!

< 247h/247H 112v/112V Pos: standing >
Hint: Some magic works at a distance - try "cast 'spellname' <person> <direction>" to hit someone in the next room!

< 247h/247H 112v/112V Pos: standing >
You are carrying: (0/11)
Nothing.

< 247h/247H 112v/112V Pos: standing >
Ok.

< 247h/247H 112v/112V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
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 stout cudgel carved from oak wood lies here.
A seal of the prince lays here.
A gnoby piece of wood, perhaps a small mace, lies here.
A crisp piece of parchment lies here on the floor.
An orchid petal has been left here.
A steel long sword has been left here.
A berry sits here looking lonely.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.
A militia guard stands, apparently asleep.

< 247h/247H 111v/112V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Kira
An unnatural silence fills this area.
Obvious exits: -North#
A rather large leather backpack lies here.
A small pile of coins lies here.
a satchel used to hold various items lies here. (illuminating)
A black leather backpack is lying here.
An ornate chest bearing items that are unsorted.

The escort says 'You have 157 items, this cost you 4 gold, 7 silver, and 2 copper'
WARNING: This isn't your own locker.  Therefore, you'll be ejected if
you are idle for more then 2 minutes.

< 247h/247H 111v/112V Pos: standing >
[2] a forked-bladed warsword (illuminating) [50%]             
the dancing knife of Jivbo
a black dagger
some human-made marble greaves from Newhaven
some frost-rimed steel leg plates from Rift Valley Jungle
some legendary copper arm plates from Rift Valley Jungle
some unearthly emerald boots
a diabolical granite robe from Newhaven
some dented dragonscale talons
a gleaming marble gorget from Rift Valley Jungle
a masterly-crafted copper buckler from The Motte and Bailey of Duke Delwyn
a blood-stained ruby ringmail
a decent diamond cap
a drow-made marble cap
a twisted granite quiver
an exquisite electrum ringmail from The Great Realm of Duris
a misshaped marble earring
a bloody sapphire cap
an angelic ivory nose ring
a jeweled platinum bodycloak from The Great Realm of Duris
a knight's silver nose ring
a pitted cured leather cloak
a cracked stone spider armor
a brutal diamond hood
a glowing diamond stud
a sparkling stone breastplate
a spiked bronze skull from Newhaven
a hardened gold mantle
a twined marble spider armor
a bloody flesh bodycloak
a superior bark chestplate
a tarnished ivory cloak
a superior steel horn
some boots of the forest
[4] an elven longsword
a gleaming longsword [superior]
a gleaming longsword [poor]
a gleaming longsword [superior]
some ringmail stained with blood
a tower shield emblazoned with an elven skull [superior]
some spiked leather armor bearing the insignia of Tharnadia [superior]
[2] a myrabolan shortsword [superior]
a gladius called 'Backstabber' [superior]
a silver longsword [superior]
a wicked looking mace
[2] a crystalline chatkcha (glowing)
a piece of immortal bone
a pair of chrome-coloured shinguards
a robin's tail feather (glowing) (illuminating)
[2] a suit of hide armor
[2] an emerald potion
a bent gold scrap
a tower shield caked with blood
a morning-star enshrouded in crimson flames (illuminating)
a small chunk of pure silver
[2] a heavy oaken shillelagh [superior]
a tiny diamond
a trap-like mechanism
Juaraldo's gloves
a beautiful jewelled necklace
a hardwood cudgel
a large steel fragment
some aged reptillian wyrm scales
a large hoe
the drums of dignity
a small ruby
a thick shingle
a heartwood cudgel (glowing)
a troglodyte javelin
a piece of legendary everbloom bamboo (glowing)
a thick chunk of fine rubber
a magical essence of Dexterity
a magical essence of Strength
some enchanted metallic glass (glowing)
a wicked looking collar
a pair of thick hydra-hide gloves [superior]
some tight silk pants [superior]
the great spear of the Tukluks
some interplanetary dust
a large iron fragment
a finely-woven mesh eyepatch
a HUGE gemstone
a large wooden torch
a tunic woven of hardened reed [poor]
[2] a tunic woven of hardened reed [superior]
a tunic woven of hardened reed [poor]
[2] a tunic woven of hardened reed
an obsidian horn ring
a small pinewood raven totem
a bent iron scrap
a pair of dark ostriche-hide boots
a hood dusted with sand [superior]
a Belialian sword of venom
a half burnt note
a small ivory totem
a bottle of ale
a troglodyte sword [superior]
a troglodyte sword
a magical essence of Intelligence
a pair of crystal spurred boots
a symbol of a sword thrust through a cresent moon [poor]
a leather apron
a leather jacket [superior]
a small gemstone
[2] a strange blue stone
a strange dark bloodstone
a strange green stone
a fishing pole
[3] a small piece of iron
a ragged stained cloak
a piece of cured timber
a HUGE emerald
a strip of well crafted leather
a small piece of silver
a large piece of bone
[2] a magical essence of Hitroll
a large platinum fragment
[4] a piece of a bone fragment
a large two-handed sword
an ivory handled dagger
a wicked dagger
a twined ivory bastard sword from Newhaven
a well-crafted softwood rod
a twisted ivory switchblade
a diabolical hide long sword
a misshaped bone long sword
a crude gold dirk
a rusty platinum stiletto
a misshaped bronze dagger
a pair of worn leather sleeves
[2] a large diamond
a black bladed dagger with a silver hilt
a rare piece of enchanted copper (glowing)
a short sword of diamonds
[2] a forked-bladed warsword (illuminating) [50%]             
the dancing knife of Jivbo
a black dagger
some human-made marble greaves from Newhaven
some frost-rimed steel leg plates from Rift Valley Jungle
some legendary copper arm plates from Rift Valley Jungle
some unearthly emerald boots
a diabolical granite robe from Newhaven
some dented dragonscale talons
a gleaming marble gorget from Rift Valley Jungle
a masterly-crafted copper buckler from The Motte and Bailey of Duke Delwyn
a blood-stained ruby ringmail
a decent diamond cap
a drow-made marble cap
a twisted granite quiver
an exquisite electrum ringmail from The Great Realm of Duris
a misshaped marble earring
a bloody sapphire cap
an angelic ivory nose ring
a jeweled platinum bodycloak from The Great Realm of Duris
a knight's silver nose ring
a pitted cured leather cloak
a cracked stone spider armor
a brutal diamond hood
a glowing diamond stud
a sparkling stone breastplate
a spiked bronze skull from Newhaven
a hardened gold mantle
a twined marble spider armor
a bloody flesh bodycloak
a superior bark chestplate
a tarnished ivory cloak
a superior steel horn
some boots of the forest
[4] an elven longsword
a gleaming longsword [superior]
a gleaming longsword [poor]
a gleaming longsword [superior]
some ringmail stained with blood
a tower shield emblazoned with an elven skull [superior]
some spiked leather armor bearing the insignia of Tharnadia [superior]
[2] a myrabolan shortsword [superior]
a gladius called 'Backstabber' [superior]
a silver longsword [superior]
a wicked looking mace
[2] a crystalline chatkcha (glowing)
a piece of immortal bone
a pair of chrome-coloured shinguards
a robin's tail feather (glowing) (illuminating)
[2] a suit of hide armor
[2] an emerald potion
a bent gold scrap
a tower shield caked with blood
a morning-star enshrouded in crimson flames (illuminating)
a small chunk of pure silver
[2] a heavy oaken shillelagh [superior]
a tiny diamond
a trap-like mechanism
Juaraldo's gloves
a beautiful jewelled necklace
a hardwood cudgel
a large steel fragment
some aged reptillian wyrm scales
a large hoe
the drums of dignity
a small ruby
a thick shingle
a heartwood cudgel (glowing)
a troglodyte javelin
a piece of legendary everbloom bamboo (glowing)
a thick chunk of fine rubber
a magical essence of Dexterity
a magical essence of Strength
some enchanted metallic glass (glowing)
a wicked looking collar
a pair of thick hydra-hide gloves [superior]
some tight silk pants [superior]
the great spear of the Tukluks
some interplanetary dust
a large iron fragment
a finely-woven mesh eyepatch
a HUGE gemstone
a large wooden torch
a tunic woven of hardened reed [poor]
[2] a tunic woven of hardened reed [superior]
a tunic woven of hardened reed [poor]
[2] a tunic woven of hardened reed
an obsidian horn ring
a small pinewood raven totem
a bent iron scrap
a pair of dark ostriche-hide boots
a hood dusted with sand [superior]
a Belialian sword of venom
a half burnt note
a small ivory totem
a bottle of ale
a troglodyte sword [superior]
a troglodyte sword
a magical essence of Intelligence
a pair of crystal spurred boots
a symbol of a sword thrust through a cresent moon [poor]
a leather apron
a leather jacket [superior]
a small gemstone
[2] a strange blue stone
a strange dark bloodstone
a strange green stone
a fishing pole
[3] a small piece of iron
a ragged stained cloak
a piece of cured timber
a HUGE emerald
a strip of well crafted leather
a small piece of silver
a large piece of bone
[2] a magical essence of Hitroll
a large platinum fragment
[4] a piece of a bone fragment
a large two-handed sword
an ivory handled dagger
a wicked dagger
a twined ivory bastard sword from Newhaven
a well-crafted softwood rod
a twisted ivory switchblade
a diabolical hide long sword
a misshaped bone long sword
a crude gold dirk
a rusty platinum stiletto
a misshaped bronze dagger
a pair of worn leather sleeves
[2] a large diamond
a black bladed dagger with a silver hilt
a rare piece of enchanted copper (glowing)
a short sword of diamonds

< 247h/247H 111v/112V Pos: standing >
You get an elven longsword from a large wooden chest.

< 247h/247H 111v/112V Pos: standing >
You get a black dagger from a large wooden chest.

< 247h/247H 111v/112V Pos: standing >
You wield a black dagger.
You wield an elven longsword.

< 247h/247H 111v/112V Pos: standing >
Hint: Tired of typing kill 'mob' while the NPC is lying there bleeding to death? Try the toggle vicious command.

< 247h/247H 112v/112V Pos: standing >
You are using:
<primary weapon>     a black dagger
<secondary weapon>   an elven longsword

< 247h/247H 112v/112V Pos: standing >
You stop using a black dagger.
You stop using an elven longsword.

< 247h/247H 112v/112V Pos: standing >
You wield an elven longsword.

< 247h/247H 112v/112V Pos: standing >
You wield a black dagger.

< 247h/247H 112v/112V Pos: standing >
Ok.

< 247h/247H 112v/112V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
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 stout cudgel carved from oak wood lies here.
A seal of the prince lays here.
A gnoby piece of wood, perhaps a small mace, lies here.
A crisp piece of parchment lies here on the floor.
An orchid petal has been left here.
A steel long sword has been left here.
A berry sits here looking lonely.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.
A militia guard stands, apparently asleep.

< 247h/247H 111v/112V Pos: standing >
The door seems to be closed.

< 247h/247H 111v/112V Pos: standing >
Ok.

< 247h/247H 112v/112V 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
A young man in leather armor seems to be patrolling the walls.
A human merchant from another town stands here, perusing Tharnadia.

< 247h/247H 111v/112V Pos: standing >
A human merchant says in common 'Hmmm, Where can a man go to have a good time?'

< 247h/247H 111v/112V Pos: standing >

		Character attributes for Mekonis

Level: 27   Race: Human   Class: Mercenary 
Age: 22 yrs / 4 mths  Height: 68 inches Weight: 210 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str:  96 ( 91)    Pow:  88 ( 88)
Dex:  97 ( 92)    Int:  87 ( 87)   
Agi:  90 ( 86)    Wis:  88 ( 88)
Con: 100 ( 91)    Cha:  85 ( 85)   Luk:  86 ( 86)
Equipped Items:   2     Carried weight:    3

Armor Points: -29  Reduces melee damage taken by 2.9% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 8   Damroll: 11
Alignment: 165  (-1000 to 1000)

Saving Throws: PAR[53]  FEA[53]
               BRE[52]  SPE[52]

Load carried: What load?

		Character attributes for Mekonis

Level: 27   Race: Human   Class: Mercenary 
Age: 22 yrs / 4 mths  Height: 68 inches Weight: 210 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str:  96 ( 91)    Pow:  88 ( 88)
Dex:  97 ( 92)    Int:  87 ( 87)   
Agi:  90 ( 86)    Wis:  88 ( 88)
Con: 100 ( 91)    Cha:  85 ( 85)   Luk:  86 ( 86)
Equipped Items:   2     Carried weight:    3

Armor Points: -29  Reduces melee damage taken by 2.9% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 8   Damroll: 11
Alignment: 165  (-1000 to 1000)

Saving Throws: PAR[53]  FEA[53]
               BRE[52]  SPE[52]

Load carried: What load?

< 247h/247H 111v/112V Pos: standing >
It is pitch black...

< 247h/247H 110v/112V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East# -South -West
A stray tomcat is darting after rodents, here.
A human merchant from another town stands here, perusing Tharnadia.
A large wandering dog is here, growling at you.
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.

< 247h/247H 111v/112V Pos: standing >
The iron seems to be closed.

< 247h/247H 111v/112V Pos: standing >
Ok.

< 247h/247H 112v/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 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.

< 247h/247H 111v/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

< 247h/247H 109v/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.

< 247h/247H 108v/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

< 247h/247H 107v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 247h/247H 109v/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

< 247h/247H 109v/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.
A young man in leather armor seems to be patrolling outside the gates.
A homeless peasant is here, looking lost and hungry.

< 247h/247H 108v/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
An odd little man, with a shaved head and an orange robe, hums something.

< 247h/247H 107v/112V Pos: standing >
The day has begun.

< 247h/247H 108v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 247h/247H 108v/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

< 247h/247H 109v/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

< 247h/247H 107v/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

< 247h/247H 106v/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.

< 247h/247H 106v/112V Pos: standing >
 
   MM^***..^    
   M^**^*.^^.   
    *******...  
     *MM**^**.  
      ^@+M++M+  
     *M+*^*.**  
    M^******..  
  MMMM^***^..   
   MMMM*^*..    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
An elite highwayman stands here, protecting the roads of Tharnadia.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 247h/247H 107v/112V Pos: standing >
An elite highwayman leaves south.

< 247h/247H 107v/112V Pos: standing >
 
   M^***..^M    
  M^**^*.^^.M   
   *******....  
    *MM**^**.^  
     ^M@M++++M  
    *MM*^*.***  
   M^******...  
  MMM^***^..^   
   MMM*^*..^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 247h/247H 109v/112V Pos: standing >
 
   ^***..^M^    
  ^**^*.^^.M^   
  *******....M  
   *M+**^**.^.  
    ^M+@++++M+  
   *MM*^*.****  
  M^******....  
  MM^***^..^M   
   MM*^*..^M    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A human traveller walks through here, making his way across the country.
A small rabbit is here, hopping through the grass.

< 247h/247H 110v/112V Pos: standing >
 
   **^*.^^.M    
  *******....   
   *M+**^**.^.  
    ^MMM+++M++  
   *M+*@*.****  
  M^******....  
 MMM^***^..^MM  
  MMM*^*..^M^   
   M^^**..^M    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 247h/247H 110v/112V Pos: standing >
You quickly scan the area.
A rabbit who is close by to your north.
A Town Guardian who is a brief walk away to your west.

< 247h/247H 112v/112V Pos: standing >
You quickly scan the area.
A Town Guardian who is a brief walk away to your west.

< 247h/247H 112v/112V Pos: standing >
The lich of an Ambassador from Quintaragon Castle enters from the south.
The lich of the harbour master enters from the south.

< 247h/247H 112v/112V Pos: standing >
Hint: Some mobs are friendlier than others. Try 'ask <mob> hi' to get a quest started or look for clues in their description on what to ask them about.

< 247h/247H 112v/112V Pos: standing >
A Lich gives an order to his followers.
The vampire of Bashere snaps into visibility.
You dodge a bash from the vampire of Bashere, who loses its balance and falls.
The vampire of Gregory snaps into visibility.
You dodge a bash from the vampire of Gregory, who loses its balance and falls.

< 247h/247H 112v/112V Pos: standing >
< T: Mekonis TP: sta TC:excellent E: undead kne EP: excellent >
 A Lich snaps into visibility.

< 247h/247H 112v/112V Pos: standing >
< T: Mekonis TP: sta TC:excellent E: undead kne EP: excellent >
 A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH!  That really did HURT!

< 187h/247H 112v/112V Pos: standing >
< T: Mekonis TP: sta TC: small wounds E: undead kne EP: excellent >
 You parry a Lich's lunge at you.
You parry a Lich's lunge at you.
A Lich starts casting an offensive spell.

< 187h/247H 112v/112V Pos: standing >
< T: Mekonis TP: sta TC: small wounds E: undead kne EP: excellent >
 The electrical arcs turn your exposed flesh black!
OUCH!  That really did HURT!
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH!  That really did HURT!

< 84h/247H 112v/112V Pos: standing >
< T: Mekonis TP: sta TC: nasty wounds E: undead kne EP: excellent >
 A Lich starts casting an offensive spell.

< 84h/247H 112v/112V Pos: standing >
< T: Mekonis TP: sta TC: nasty wounds E: undead kne EP: excellent >
 You miss the vampire of Bashere.
The vampire of Bashere blocks your futile lunge at it.
You miss the vampire of Bashere.
A Lich starts casting an offensive spell.

< 84h/247H 112v/112V Pos: standing >
< T: Mekonis TP: sta TC: nasty wounds E: undead kne EP: excellent >
 A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You parry a Lich's lunge at you.
You parry a Lich's lunge at you.

< 24h/247H 112v/112V Pos: standing >
< T: Mekonis TP: sta TC: awful E: undead kne EP: excellent >
 The electrical arcs turn your exposed flesh black!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your brain overloads causing immediate death!!!