The death of [56 Spiritualist] Noob (Grey Elf)

in Keats Street

from the perspective of [56 Spiritualist] Noob (Grey Elf)

<held>               the totem of the Tri-Lord
<held>               the totem of the demon prince, Tyrlos (magic)

Compression ratio: none
Send data:     0.0068 MB this session.
Status:  Sitting around, resting.
         Memorizing Meditating
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   0
Detecting:       Invisible Evil Good Magic Heat
Protected by:    Greater Spirit Ward
Enchantments:    Armor Haste
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse:   16 Spell Pulse:  0.82 
Leaderboard Points:  560 

Active Spells:
--------------
guardian spirits (27 minutes)
greater spirit sight (38 minutes)
greater spirit ward (44 minutes)
spirit ward (44 minutes)
spirit armor (62 minutes)
pantherspeed (32 minutes)


< 266h/266H 212v/212V Pos: sitting >
You have finished memorizing guardian spirits.

< 266h/266H 212v/212V Pos: sitting >
You have finished memorizing spirit armor.
You snap out of your meditative trance, memorization complete.

< 266h/266H 212v/212V Pos: sitting >
You clamber to your feet.

< 266h/266H 212v/212V 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.

< 266h/266H 211v/212V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West

< 266h/266H 210v/212V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
A militia guard is posted here, keeping watch over the bazaar.(Gold Aura)

< 266h/266H 209v/212V 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
[5] A small bandage rests upon the ground here.

< 266h/266H 208v/212V Pos: standing >
Alas, you cannot go that way. . . .

< 266h/266H 209v/212V 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 man in leather armor seems to be patrolling the area.

< 266h/266H 208v/212V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of the town crier is lying here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground 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 commoner is standing here, minding his own business.
A young man in leather armor seems to be patrolling the area.

< 266h/266H 208v/212V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 266h/266H 207v/212V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
Shattered bits of ice are scattered about the area.
A two-handed sword, nearly six feet in length, lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A stout cudgel carved from oak wood lies here.
[4] A large wooden torch has been discarded here.
A long steel sword is here in the dirt.
[10] A small bandage rests upon the ground here.
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.(Gold Aura)

< 266h/266H 207v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
A scale from a dragon lies here.

< 266h/266H 207v/212V Pos: standing >
You quickly scan the area.
Zech, the dwarven warrior who is close by to your north.
A tharnadian illusionist who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
The receptionist who is close by to your east.
Ithilin, the travelling bard. who is close by to your south.

< 266h/266H 208v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 208v/212V Pos: standing >
You quickly scan the area.
A tharnadian illusionist who is not far off to your east.
An elite guard who is not far off to your east.
An elite guard who is not far off to your east.
The receptionist who is not far off to your east.
Rhed, the elven ranger who is close by to your south.

< 266h/266H 209v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 209v/212V Pos: standing >
You quickly scan the area.
An energetic gnome who is close by to your north.
A tharnadian illusionist who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
The receptionist who is a brief walk away to your east.

< 266h/266H 209v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 209v/212V Pos: standing >
You quickly scan the area.
A tharnadian illusionist who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
The receptionist who is rather far off to your east.
Leodra, the pudgy gnome conjurer who is close by to your south.

< 266h/266H 210v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South

< 266h/266H 210v/212V Pos: standing >
You quickly scan the area.
A wild grey elf child who is close by to your north.
An energetic human child who is close by to your north.
A rambunctious halfling child who is close by to your north.
A tharnadian illusionist who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
The receptionist who is in the distance to your east.
A muscular human who is close by to your south.

< 266h/266H 210v/212V Pos: standing >

< 266h/266H 211v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 211v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 210v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 209v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
A scale from a dragon lies here.

< 266h/266H 208v/212V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
Shattered bits of ice are scattered about the area.
A two-handed sword, nearly six feet in length, lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A stout cudgel carved from oak wood lies here.
[4] A large wooden torch has been discarded here.
A long steel sword is here in the dirt.
[10] A small bandage rests upon the ground here.
A large sign hangs from the front of the counter here.
*Bisil Vaccuum Cleaner (Ghost)(medium) stands in mid-air here.(Red Aura)
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.(Gold Aura)

< 266h/266H 207v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
A scale from a dragon lies here.

< 266h/266H 208v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -South -West -Down

< 266h/266H 208v/212V Pos: standing >
You quickly scan the area.
You see nothing.

< 266h/266H 209v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 209v/212V Pos: standing >
You quickly scan the area.
Xero, the barbarian mercenary who is close by to your south.

< 266h/266H 209v/212V Pos: standing >

< 266h/266H 210v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 209v/212V Pos: standing >
You quickly scan the area.
Sturdy barbarian bodyguard who is close by to your north.
Sturdy barbarian bodyguard who is close by to your north.
Rich human merchant who is close by to your north.
Menae, the apprentice sorcerer who is close by to your south.

< 266h/266H 209v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 209v/212V Pos: standing >
You quickly scan the area.
A beautiful centaur who is close by to your south.

< 266h/266H 210v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South

< 266h/266H 210v/212V Pos: standing >
You quickly scan the area.
A bleeding halfling who is close by to your south.

< 266h/266H 211v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 211v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 210v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 266h/266H 209v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -South -West -Down

< 266h/266H 208v/212V Pos: standing >
Alas, you cannot go that way. . . .

< 266h/266H 208v/212V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
A scale from a dragon lies here.

< 266h/266H 208v/212V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
Shattered bits of ice are scattered about the area.
A two-handed sword, nearly six feet in length, lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A stout cudgel carved from oak wood lies here.
[4] A large wooden torch has been discarded here.
A long steel sword is here in the dirt.
[10] A small bandage rests upon the ground here.
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.(Gold Aura)

< 266h/266H 208v/212V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 266h/266H 208v/212V Pos: standing >
Tharnadia Postal Services
  This is just a small room, with various cubbyholes cut into the walls. A
small counter is built into the northern wall, and upon this sits a small
sign. Spiral stairs rise from the southwestern corner back to the lounge
above.
Obvious exits: -Up
The postal master of Tharnadia sorts piles of letters.

< 266h/266H 208v/212V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 266h/266H 208v/212V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of the town crier is lying here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground 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.

< 266h/266H 207v/212V Pos: standing >
You quickly scan the area.
Jodnan who is close by to your north.
A militia guard who is close by to your east.
A commoner who is close by to your west.
A militia guard who is not far off to your west.
A stray cat who is a brief walk away to your west.
The doctor who is rather far off to your west.

< 266h/266H 208v/212V 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 man in leather armor seems to be patrolling the area.

< 266h/266H 210v/212V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is not far off to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A militia guard who is rather far off to your south.
A militia guard who is close by to your west.
A commoner who is not far off to your west.
A militia guard who is a brief walk away to your west.
A stray cat who is rather far off to your west.
The doctor who is in the distance to your west.

< 266h/266H 210v/212V 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 young man in leather armor seems to be patrolling the walls.

< 266h/266H 210v/212V 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
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.

< 266h/266H 210v/212V Pos: standing >
Alas, you cannot go that way. . . .

< 266h/266H 210v/212V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your east.
A stray dog who is not far off to your east.
A tharnadian thief-hunter 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 close by to your south.
A militia guard who is not far off to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A street sweeper who is a brief walk away 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.

< 266h/266H 211v/212V 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

< 266h/266H 211v/212V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
A stray dog who is close by to your east.
A stray cat who is not far off to your east.
A stray dog who is a brief walk away to your east.
A tharnadian thief-hunter who is a brief walk away to your east.
A tharnadian thief-hunter who is rather far off to your east.

< 266h/266H 211v/212V 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

< 266h/266H 210v/212V Pos: standing >
You quickly scan the area.
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 not far off to your east.
A stray dog who is not far off to your east.
A stray cat who is a brief walk away to your east.
A stray dog who is rather far off to your east.
A tharnadian thief-hunter who is rather far off to your east.
A tharnadian thief-hunter who is in the distance to your east.
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.

< 266h/266H 210v/212V 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
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.

< 266h/266H 210v/212V Pos: standing >
Alarm bells sound, signalling an invasion!
You quickly scan the area.
You see nothing.

< 266h/266H 210v/212V 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

< 266h/266H 210v/212V 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

< 266h/266H 210v/212V Pos: standing >
Alas, you cannot go that way. . . .

< 266h/266H 211v/212V 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
A large wandering dog is here, growling at you.

< 266h/266H 210v/212V 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 young man in leather armor seems to be patrolling the walls.

< 266h/266H 209v/212V 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 man in leather armor seems to be patrolling the area.

< 266h/266H 209v/212V 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
[5] A small bandage rests upon the ground here.
A Avatar (large) The Jixxer stands in mid-air here.(Red Aura)
A brightly glowing torch floats near an Avatar's head. (illuminating)

< 266h/266H 209v/212V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is not far off to your north.
A stray dog who is a brief walk away to your north.
A militia guard who is close by to your east.
A human merchant who is a brief walk away to your east.
A stray dog who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
A militia guard who is a brief walk away to your south.

< 266h/266H 209v/212V Pos: standing >
The day has begun.

< 266h/266H 211v/212V Pos: standing >
An Avatar suddenly attacks YOU!
You feel terror strike at your very soul as an Avatar draws its unholy weapon against you!
An Avatar's slash strikes you hard.
OUCH!  That really did HURT!

< 239h/266H 212v/212V Pos: standing >
< T: Noob TP: sta TC: small wounds E: An Avatar sta EP: excellent >
 You start chanting...

< 239h/266H 212v/212V Pos: standing >
< T: Noob TP: sta TC: small wounds E: An Avatar sta EP: excellent >
 Casting: greater spirit anguish *

< 239h/266H 212v/212V Pos: standing >
< T: Noob TP: sta TC: small wounds E: An Avatar sta EP: excellent >
 You complete your spell...
You point at an Avatar.
Your victim lacks a soul!

< 239h/266H 212v/212V Pos: standing >
< T: Noob TP: sta TC: small wounds E: An Avatar sta EP: excellent >
 An Avatar's powerful slash strikes you very hard.
OUCH!  That really did HURT!
An Avatar's powerful slash strikes you very hard.
OUCH!  That really did HURT!
You scream as an Avatar's sword of scourging slams into your body.
An Avatar's sword of scourging flares up with negative energy.
You resist the effects of an Avatar's spell!
You dodge an Avatar's vicious attack.
An Avatar's powerful slash seriously wounds you.
OUCH!  That really did HURT!
An Avatar's mighty slash enshrouds you in a mist of blood.
OUCH!  That really did HURT!
An Avatar's sword of scourging flares up with negative energy.
You resist the effects of an Avatar's spell!
You dodge an Avatar's vicious attack.
You dodge an Avatar's vicious attack.
An Avatar's powerful slash enshrouds you in a mist of blood.
OUCH!  That really did HURT!

< 47h/266H 212v/212V Pos: standing >
< T: Noob TP: sta TC:pretty hurt E: An Avatar sta EP: excellent >
 An Avatar parries your futile lunge at it.

< 47h/266H 212v/212V Pos: standing >
< T: Noob TP: sta TC:pretty hurt E: An Avatar sta EP: excellent >
 Your forefathers manifest themselves in an attempt to protect you!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You are knocked to the ground by an Avatar's mighty bash!

< 22h/266H 212v/212V Pos: sitting >
< T: Noob TP: sit TC: awful E: An Avatar sta EP: excellent >
 Bisil looks at an Avatar.

< 22h/266H 212v/212V Pos: sitting >
< T: Noob TP: sit TC: awful E: An Avatar sta EP: excellent >
 
< 22h/266H 212v/212V Pos: sitting >
< T: Noob TP: sit TC: awful E: An Avatar sta EP: excellent >
 
< 22h/266H 212v/212V Pos: sitting >
< T: Noob TP: sit TC: awful E: An Avatar sta EP: excellent >
 Your upper body is disconnected from your legs as an Avatar slashes you.