The death of [56 Warrior] Jublord (Human)

in The Ogre's Foot Lounge

from the perspective of [56 Bleak Hero] Krimtad The Empire (Avatar)

<worn as a badge>    the bronze Zarbonesti seal of Kryz'Kyssik (magic)
<worn on head>       the dwarf-bone crown of the troglodytes enchanted by Haza (magic) [75%]
<worn on eyes>       a slimy aboleth eye enchanted by Haza (magic) (glowing) (humming)
<worn in ear>        an earring of congealed blood [superior] enchanted by Haza
<worn in ear>        a lightning earring enchanted by Haza [82%]
<worn on face>       mask of the flayed mind enchanted by Haza (magic)
<worn around neck>   the sapphire necklace of Insanity enchanted by Haza (magic) (glowing)
<worn around neck>   a scarf of enhanced stealth enchanted by Haza (magic) [73%]
<worn on body>       the platemail of the Nessus royal guard enchanted by Haza (magic) (glowing) (humming)
<worn on horse body> the saddle of Xalandro's nightmare
<worn about body>    the cloak of multi-colored beads (magic) (glowing)
<worn as quiver>     a golden scabbard encrusted with emeralds and rubies (magic) (glowing)
<worn about waist>   the mystical sash of the Netherworld enchanted by Haza (magic) (glowing)
<worn on arms>       some scintillating sleeves enchanted by Haza (magic)
<worn on lower arms> some scintillating sleeves with a strange green stone (magic)
<worn around wrist>  a dracolich-bone bracelet enchanted by Haza (magic) (humming)
<worn around wrist>  a spiked dragonskin bracelet enchanted by Haza (magic)
<worn on lower wrist>an adamantium bracer of Tarkorsh
<worn on lower wrist>a decent stone wristguard from Dragonnia
<worn on hands>      a pair of gauntlets formed of dust enchanted by Haza [88%]
<worn on lower hands>the enchanted gloves of oblivion (humming)
<worn on finger>     the signet of Hammerhelm enchanted by Haza (magic)
<worn on finger>     a finely crafted brass ring enchanted by Haza (magic)
<primary weapon>     'Mayhem', chaotic sword of the night (magic) (humming)[239h 58m 55s]
<secondary weapon>   a twisted longsword (magic)
<worn on legs>       some stitched leggings of the Knights of the Raven enchanted by Haza (magic)
<worn on feet>       a pair of dusty boots enchanted by Haza (glowing) [78%]

A stray cat who is close by to your south.
A stray dog who is close by to your south.
A militia guard who is close by to your south.
A militia guard who is not far off to your south.

< 1605h/1451H 287v/355V 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
Fresh blood splatters cover the area.
[3] The corpse of an elite guard is lying here.
The corpse of a tharnadian illusionist is lying here.
The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
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.

< 1605h/1451H 287v/355V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your west.
A tharnadian thief-hunter 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 thief-hunter who is close by to your west.

< 1605h/1451H 287v/355V 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
Fresh blood covers everything in the area.
The corpse of an Illithid is lying here.
The corpse of a stray dog is lying here.
The corpse of an Avatar is lying here.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
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.(Gold Aura)

< 1605h/1451H 286v/355V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter 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 east.
A militia guard who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A stray dog who is close by to your south.
A stray cat who is close by to your south.
A stray dog who is close by to your south.
A militia guard who is close by to your south.

< 1605h/1451H 286v/355V 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
Puddles of fresh blood cover the ground.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A young man in leather armor seems to be patrolling the walls.

< 1605h/1451H 286v/355V 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 small sword was abandoned here.
A suit of spiked leather armor lies here.
A soft leather jacket has been discarded here.
Some leather leggings were left here.
A pair of blacksteel boots stand here.
A small wooden shield is lying on the ground.
A disguise kit is resting on the floor
The evil sword of anti-paladins lies here.

< 1604h/1451H 285v/355V Pos: standing >
The door seems to be closed.

< 1604h/1451H 285v/355V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is close by to your south.
A tharnadian thief-hunter who is not far off to your south.
A tharnadian thief-hunter who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A tharnadian thief-hunter who is not far off to your south.
A militia guard who is a brief walk away to your south.
A tharnadian thief-hunter who is a brief walk away to your south.
A stray dog who is a brief walk away to your south.
A stray cat who is a brief walk away to your south.
A stray dog who is a brief walk away to your south.
A militia guard who is a brief walk away to your south.
A stray cat who is not far off to your west.

< 1604h/1451H 286v/355V Pos: standing >
Ok.

< 1604h/1451H 287v/355V Pos: standing >
You feel infused by 2nd circle DARK powers!
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 wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.(Gold Aura)

< 1604h/1451H 286v/355V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is not far off to your south.
A militia guard who is not far off to your south.
A stray cat who is a brief walk away to your south.
A tharnadian thief-hunter who is a brief walk away to your south.
A tharnadian thief-hunter who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
A militia guard who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.
A stray dog who is rather far off to your south.
A stray dog who is rather far off to your south.
A militia guard who is in the distance to your south.

< 1604h/1451H 286v/355V 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 small sword was abandoned here.
A suit of spiked leather armor lies here.
A soft leather jacket has been discarded here.
Some leather leggings were left here.
A pair of blacksteel boots stand here.
A small wooden shield is lying on the ground.
A disguise kit is resting on the floor
The evil sword of anti-paladins lies here.

< 1604h/1451H 286v/355V Pos: standing >
The Northern Wall Road
   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.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -East -West
The corpse of a stray cat is lying here.

< 1604h/1451H 286v/355V 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 east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.
A stray tomcat is darting after rodents, here.

< 1604h/1451H 285v/355V Pos: standing >
Alas, you cannot go that way. . . .

< 1604h/1451H 285v/355V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
An Avatar who is close by to your south.

< 1604h/1451H 286v/355V 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.  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.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -South -West
A large wandering dog is here, growling at you.

< 1604h/1451H 285v/355V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your south.
An Avatar who is not far off to your south.
A militia guard who is close by to your west.
A stray dog who is close by to your west.
Yansy who is a brief walk away to your west.
A militia guard who is in the distance to your west.
The shady youth who is in the distance to your west.
A tharnadian thief-hunter who is in the distance to your west.
A stray cat who is in the distance to your west.

< 1604h/1451H 286v/355V 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 east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.
A stray tomcat is darting after rodents, here.

< 1603h/1451H 287v/355V Pos: standing >
A Burned-out Home
   This house was destroyed by a large fire from the looks of it, and has yet
to be repaired or renovated.  There isn't anything left inside, just the
cracked and charred floors and walls, with the faint smell of burnt wood
permeating the air.  The northern wall road can be seen through the destroyed
doorway.
Obvious exits: -North
Puddles of fresh blood cover the ground.
The corpse of a tharnadian thief-hunter is lying here.
A Avatar (medium) Justice League stands in mid-air here.(Red Aura)

< 1603h/1451H 286v/355V Pos: standing >
You feel infused by 2nd circle DARK powers!
You kneel.

< 1603h/1451H 287v/355V Pos: kneeling >
You snap into visibility.
Your spring at an Avatar sends her slightly off balance...
You are briefly surrounded by a red aura!
Unfortunately. an Avatar grabs your leg and yanks you down to the ground!

< 1603h/1451H 287v/355V Pos: sitting >
< T: Krimtad TP: sit TC:excellent E: An Avatar sit EP:  small wounds >
 Your pair of gauntlets formed of dust enchanted by Haza drive into the ground causing the earth to buckle and break!
You cause the earth to shake, crack and buckle!
As the ceiling begins to cave in on you, you realize this may not have been a good idea!

< 1603h/1451H 287v/355V Pos: sitting >
< T: Krimtad TP: sit TC:excellent E: An Avatar sit EP:  small wounds >
 You snap into visibility.
[Damage: 14 ] Your slash wounds an Avatar.
[Damage: 14 ] Your impressive slash wounds an Avatar.
[Damage: 14 ] Your impressive slash wounds an Avatar.

< 1603h/1451H 287v/355V Pos: sitting >
< T: Krimtad TP: sit TC:excellent E: An Avatar sit EP:  small wounds >
 You snap into visibility.
An Avatar's crude punch grazes you.
Your spell flows around an Avatar, leaving her unharmed!
An Avatar misses you.
An Avatar's crude punch grazes you.
[Damage:  1 ] An Avatar suffers from contact with the aura about you.

< 1600h/1451H 287v/355V Pos: sitting >
< T: Krimtad TP: sit TC:excellent E: An Avatar sit EP:  small wounds >
 Militia forces muster to bolster the town's defenses against the invaders!!!

< 1600h/1451H 287v/355V Pos: sitting >
< T: Krimtad TP: sit TC:excellent E: An Avatar sit EP:  small wounds >
 You snap into visibility.
[Damage: 13 ] Your slash wounds an Avatar.
You score a CRITICAL HIT!!!!!
[Damage: 33 ] Your powerful slash strikes an Avatar.
You score a CRITICAL HIT!!!!!
[Damage: 30 ] Your powerful slash strikes an Avatar.

< 1600h/1451H 287v/355V Pos: sitting >
< T: Krimtad TP: sit TC:excellent E: An Avatar sit EP:  small wounds >
 You clamber to your feet.

< 1600h/1451H 287v/355V Pos: standing >
< T: Krimtad TP: sta TC:excellent E: An Avatar sit EP:  small wounds >
 Looking panicked, an Avatar scrambles madly to her feet!

< 1600h/1451H 287v/355V Pos: standing >
< T: Krimtad TP: sta TC:excellent E: An Avatar sta EP:  small wounds >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
A green cloud shoots forth toward an Avatar!
Your spell flows around an Avatar, leaving her unharmed!
An Avatar attempts to flee.
An Avatar tries to flee, but can't make it out of here!

< 1600h/1451H 287v/355V Pos: standing >
< T: Krimtad TP: sta TC:excellent E: An Avatar sta EP:  small wounds >
 An Avatar attempts to flee.
An Avatar leaves north.
Bash who?

< 1600h/1451H 287v/355V Pos: standing >
The red aura around you flashes blue and is gone.

< 1599h/1451H 287v/355V 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 east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.
A Avatar (medium) Justice League stands in mid-air here.(Red Aura)
A stray tomcat is darting after rodents, here.

< 1599h/1451H 286v/355V Pos: standing >
An Avatar leaves north.
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.  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.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -South -West
Fresh blood splatters cover the area.
A Avatar (medium) Justice League stands in mid-air here.(Red Aura)

< 1599h/1451H 285v/355V Pos: standing >
An Avatar leaves west.

< 1599h/1451H 286v/355V Pos: standing >
Bash who?

< 1599h/1451H 286v/355V Pos: standing >
The Northern 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.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
The corpse of a stray cat is lying here.
The corpse of a large rat is lying here.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.

< 1599h/1451H 286v/355V Pos: standing >
You feel infused by 2nd circle DARK powers!
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
where, 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.  The road continues
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West

< 1599h/1451H 285v/355V 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
The corpse of a tharnadian thief-hunter is lying here.

< 1599h/1451H 285v/355V Pos: standing >
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
[2] The corpse of a tharnadian thief-hunter is lying here.
The corpse of a tharnadian illusionist is lying here.
The corpse of a militia guard is lying here.
The corpse of an Illithid is lying here.

< 1599h/1451H 284v/355V 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 small wooden shield is lying on the ground.
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling the walls.
A shady looking youth is standing here, eyeing you with a devious glance.
A stray tomcat is darting after rodents, here.

< 1599h/1451H 283v/355V Pos: standing >
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
[2] The corpse of a tharnadian thief-hunter is lying here.
The corpse of a tharnadian illusionist is lying here.
The corpse of a militia guard is lying here.
The corpse of an Illithid is lying here.

< 1599h/1451H 283v/355V 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 small wooden shield is lying on the ground.
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling the walls.
A shady looking youth is standing here, eyeing you with a devious glance.
A stray tomcat is darting after rodents, here.

< 1599h/1451H 282v/355V 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.
This area seems to be devoid of magic!
Obvious exits: -North# -South
[3] The corpse of an elite guard is lying 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.

< 1599h/1451H 282v/355V 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 small wooden shield is lying on the ground.
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling the walls.
A shady looking youth is standing here, eyeing you with a devious glance.
A stray tomcat is darting after rodents, here.

< 1599h/1451H 281v/355V Pos: standing >
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
[2] The corpse of a tharnadian thief-hunter is lying here.
The corpse of a tharnadian illusionist is lying here.
The corpse of a militia guard is lying here.
The corpse of an Illithid is lying here.

< 1599h/1451H 281v/355V 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
The corpse of a tharnadian thief-hunter is lying here.

< 1599h/1451H 280v/355V Pos: standing >
Alas, you cannot go that way. . . .

< 1599h/1451H 280v/355V Pos: standing >
The town crier shouts 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts 'Trolls, giants, and many dangers may threaten your lives.'
Alas, you cannot go that way. . . .

< 1598h/1451H 281v/355V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
where, 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.  The road continues
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West

< 1598h/1451H 280v/355V Pos: standing >
Alas, you cannot go that way. . . .

< 1598h/1451H 280v/355V Pos: standing >
Alas, you cannot go that way. . . .

< 1598h/1451H 281v/355V Pos: standing >
The Northern 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.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
The corpse of a stray cat is lying here.
The corpse of a large rat is lying here.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.

< 1598h/1451H 280v/355V 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.  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.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -South -West
Fresh blood splatters cover the area.

< 1598h/1451H 279v/355V Pos: standing >
You feel infused by 2nd circle DARK powers!
The Northern 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.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
The corpse of a stray cat is lying here.
The corpse of a large rat is lying here.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.

< 1598h/1451H 279v/355V Pos: standing >
The Path of Holy Warriors
   The grass surrounding this pathway is perfectly groomed and dark green in
color.  Long white blocks of marble have been set in the ground here, perfectly
smooth and obviously well cared for.  At the end of the pathway stands a
magnificent-looking structure, nearly as high as the city walls that surround
it, which is designed like a huge gothic cathedral.  Just above the arched
doorway, a beautiful ankh is carved into the stone, marking this the temple of
the paladins.  The doorway is open and appears to be open at all times.  The
pathway continues through an arch to the south.
Obvious exits: -North -South

< 1598h/1451H 278v/355V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The building's entrance lies to the
south, and a hallway leads eastward.
Obvious exits: -East -South

< 1598h/1451H 276v/355V Pos: standing >
Alas, you cannot go that way. . . .

< 1598h/1451H 277v/355V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The main temple lies to the east,
and the supplies shop is to the north.  The hallway heads to the west.
Obvious exits: -North -East -West

< 1598h/1451H 276v/355V Pos: standing >
The Temple of Holy Warriors
   This spacious circular chamber is nearly fifty feet in diameter and forty
feet high.  The majority of the floor is covered with a thick mat of padded
leather, perfect for training in the ways of combat.  Roughly a dozen weapon
racks line the walls, each filled with wooden practice swords and spears.  At
the far eastern end of the room stands a large tablet of solid gold.  The
plaque is covered with writing, and titled "The Holy Code of Honor."  The
chamber is illuminated by several stained glass windows, though only one exit
is available, leading west into the grand hallway.
A soothing aura fills the area.
Obvious exits: -West
The corpse of the knight is lying here.
The corpse of an Illithid is lying here.
A gold plaque is mounted in the wall here.
Made of polished platinum, a water basin stands to the right of the arch.
(Q)A knight is standing here, peacefully watching over the temple.(Gold Aura)

< 1598h/1451H 275v/355V Pos: standing >
Bash who?

< 1598h/1451H 276v/355V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The main temple lies to the east,
and the supplies shop is to the north.  The hallway heads to the west.
Obvious exits: -North -East -West
Alarm bells sound, signalling an invasion!

< 1598h/1451H 275v/355V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The building's entrance lies to the
south, and a hallway leads eastward.
Obvious exits: -East -South

< 1598h/1451H 274v/355V Pos: standing >
The Path of Holy Warriors
   The grass surrounding this pathway is perfectly groomed and dark green in
color.  Long white blocks of marble have been set in the ground here, perfectly
smooth and obviously well cared for.  At the end of the pathway stands a
magnificent-looking structure, nearly as high as the city walls that surround
it, which is designed like a huge gothic cathedral.  Just above the arched
doorway, a beautiful ankh is carved into the stone, marking this the temple of
the paladins.  The doorway is open and appears to be open at all times.  The
pathway continues through an arch to the south.
Obvious exits: -North -South

< 1598h/1451H 274v/355V Pos: standing >
The Northern 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.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
The corpse of a stray cat is lying here.
The corpse of a large rat is lying here.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the walls.

< 1598h/1451H 272v/355V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
where, 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.  The road continues
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
A large wandering dog is here, growling at you.

< 1598h/1451H 271v/355V 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
The corpse of a tharnadian thief-hunter is lying here.

< 1598h/1451H 271v/355V 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 few drops of fresh blood are scattered around the area.
The corpse of a militia guard is lying here.
The corpse of a stray cat is lying here.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.

< 1598h/1451H 270v/355V 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
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.

< 1597h/1451H 269v/355V Pos: standing >
Pardon?

< 1597h/1451H 270v/355V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of a large rat is lying here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 1597h/1451H 270v/355V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A rather large leather backpack lies here.
The corpse of an Illithid is lying here.
[5] A small bandage rests upon the ground here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 1597h/1451H 269v/355V Pos: standing >
You feel infused by 2nd circle DARK powers!

< 1597h/1451H 270v/355V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A large rat 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 north.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
A Human who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The receptionist who is close by above you.
The mailman who is close by below you.

< 1597h/1451H 270v/355V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A large rat 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 north.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
A Human who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The receptionist who is close by above you.
The mailman who is close by below you.

< 1597h/1451H 270v/355V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A large rat 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 north.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
A Human who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The receptionist who is close by above you.
The mailman who is close by below you.

< 1597h/1451H 271v/355V Pos: standing >
A Human enters from above.

< 1597h/1451H 273v/355V Pos: standing >
You feel infused by 1st circle DARK powers!
You snap into visibility.
[Damage: 27 ] Your bash knocks a Human to the ground!

< 1609h/1451H 274v/355V Pos: standing >
< T: Krimtad TP: sta TC:excellent E: A Human sit EP: few scratches >
 You deflect a Human's blow and strike back at him!
You snap into visibility.
[Damage: 42 ] Your powerful slash strikes a Human hard.

< 1612h/1451H 275v/355V Pos: standing >
< T: Krimtad TP: sta TC:excellent E: A Human sit EP:  small wounds >
 You snap into visibility.
[Damage: 44 ] Your powerful slash strikes a Human hard.
[Damage: 43 ] Your powerful slash strikes a Human hard.
[Damage: 43 ] Your powerful slash strikes a Human very hard.
[Damage: 47 ] Your mighty slash strikes a Human very hard.
[Damage: 46 ] Your mighty slash seriously wounds a Human.
[Damage: 44 ] Your powerful slash seriously wounds a Human.
[Damage: 43 ] Your powerful slash seriously wounds a Human.
[Damage: 46 ] Your slash enshrouds a Human in a mist of blood.
You score a CRITICAL HIT!!!!!
You slip beneath a Human's guard dealing a vicious attack!
[Damage: 43 ] Your powerful slash causes a Human to grimace in pain.
[Damage: 80 ] Your final slash sends a Human's head bouncing along the ground.
A Human is dead! R.I.P.
You receive your share of experience.