The death of [56 Air Magus] Eoen (Grey Elf)

in Tharnadian Bank

from the perspective of [56 Air Magus] Eoen (Grey Elf)

<worn on head>       the band of focusing
<worn around neck>   a string of duergar dwarf ears
<worn on back>       an ermineskin backpack
<worn as quiver>     a glowing limestone quiver
<worn around wrist>  an exquisite marble wristguard
<worn on hands>      some dragonscale gloves
<worn on finger>     a tarnished bronze band
<worn on legs>       the leggings of insanity
<worn on feet>       a pair of soft wormskin boots

You have finished memorizing strength.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing mirror image.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing stornogs spheres.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing stornogs shimmering starshell.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing fireshield.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing electrical execution.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing electrical execution.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing electrical execution.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing detect invisibility.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing sense follower.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing identify.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing identify.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing identify.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing identify.

< 442h/442H 182v/182V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing conjure greater elemental.
Hint: Type toggle group to let others know that you're interested in grouping.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing group haste.

< 442h/442H 182v/182V Pos: sitting >

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing group globe of invulnerability.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing group stone skin.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing group stornogs spheres.
Your studies are complete.

< 442h/442H 182v/182V Pos: sitting >
You clamber to your feet.

< 442h/442H 182v/182V Pos: standing >
Alarm bells sound, signalling an invasion!

< 442h/442H 182v/182V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 442h/442H 182v/182V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.

< 442h/442H 182v/182V Pos: standing >
A Southern Gate Guard Tower
Obvious exits: -Down 
[3] A soft leather jacket has been discarded here.
[2] A suit of spiked leather armor lies here.
[3] A pair of vorhide fingers are lying on the ground.
[3] A small sword was abandoned here.
A heavy Scorpion ballista is here.

< 442h/442H 182v/182V Pos: standing >
You are using:
<worn on head>       the band of focusing
<worn around neck>   a string of duergar dwarf ears
<worn on back>       an ermineskin backpack
<worn as quiver>     a glowing limestone quiver
<worn around wrist>  an exquisite marble wristguard
<worn on hands>      some dragonscale gloves
<worn on finger>     a glowing green ring
<worn on finger>     a tarnished bronze band
<worn on legs>       the leggings of insanity
<worn on feet>       a pair of soft wormskin boots

< 442h/442H 182v/182V Pos: standing >
What should the spell be cast upon?  You must specify a target!

< 442h/442H 182v/182V Pos: standing >
You start chanting...

< 442h/442H 182v/182V Pos: standing >
You complete your spell...
You vanish.

< 442h/442H 182v/182V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 442h/442H 182v/182V Pos: standing >
You failed.

< 442h/442H 182v/182V Pos: standing >
You failed.

< 442h/442H 182v/182V Pos: standing >
You sit down and relax.

< 442h/442H 182v/182V Pos: sitting >
Someone says 'why u conj!'

< 442h/442H 182v/182V Pos: sitting >

< 442h/442H 182v/182V Pos: sitting >
You say in elven 'why not'

< 442h/442H 182v/182V Pos: sitting >
A Southern Gate Guard Tower
Obvious exits: -Down 
[3] A soft leather jacket has been discarded here.
[2] A suit of spiked leather armor lies here.
[3] A pair of vorhide fingers are lying on the ground.
[3] A small sword was abandoned here.
A heavy Scorpion ballista is here.

< 442h/442H 182v/182V Pos: sitting >

< 442h/442H 182v/182V Pos: sitting >

		Score information for Eoen

Level: 56   Race: Grey Elf   Class: Conjurer / Air Magus Sex: Male
Hit points: 442(442)  Moves: 182(182)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank: 1581 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 11 hours/ 45 minutes
Received data: 0.1010 MB this session.
Send data:     0.0015 MB this session.
Compression ratio: 81%
81%
Status:  Sitting around, resting.
Epic points(total): 7(7)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   -9.83   Deaths:   13
Detecting:      Good Heat
Enchantments:   Fly Haste Invisibility
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points: -423 

Active Spells:
--------------
improved invisibility (28 minutes)


< 442h/442H 182v/182V Pos: sitting >
You can't concentrate enough while resting.
You can't do this sitting!

< 442h/442H 182v/182V Pos: sitting >
You clamber to your feet.

< 442h/442H 182v/182V Pos: standing >
You failed.

< 442h/442H 182v/182V Pos: standing >
A Southern Gate Guard Tower
Obvious exits: -Down 
[3] A soft leather jacket has been discarded here.
[2] A suit of spiked leather armor lies here.
[3] A pair of vorhide fingers are lying on the ground.
[3] A small sword was abandoned here.
A heavy Scorpion ballista is here.

< 442h/442H 182v/182V Pos: standing >
You have memorized the following spells:
(12th circle)  1 - group stornogs spheres
(11th circle)  1 - conjure greater elemental
               1 - prismatic cube
               1 - stornogs spheres
               1 - group globe of invulnerability
(10th circle)  2 - farsee
               1 - group stone skin
               1 - stornogs shimmering starshell
               1 - air form
( 9th circle)  1 - fly
               1 - group haste
               3 - electrical execution
( 8th circle)  1 - detect invisibility
               4 - ethereal recharge
( 7th circle)  4 - ice storm
               1 - airy water
               1 - stornogs metamagic shroud
( 6th circle)  7 - color spray
( 5th circle)  6 - identify
               1 - fireshield
               1 - sense follower
( 4th circle)  1 - enchant weapon
               1 - infravision
               7 - wall of force
( 3rd circle)  3 - strength
               4 - dispel magic
               3 - agility
( 2nd circle)  4 - sleep
               7 - mirror image
( 1st circle) 12 - minor creation

And you are currently memorizing the following spells:
    3 seconds:  ( 8th) improved invisibility

You can memorize no more spells.

< 442h/442H 182v/182V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.

< 442h/442H 182v/182V Pos: standing >
Sorry, you spelled it wrong!

< 442h/442H 182v/182V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 442h/442H 182v/182V Pos: standing >
You can only cast this spell upon yourself.

< 442h/442H 182v/182V Pos: standing >
You start chanting...

< 442h/442H 182v/182V Pos: standing >
Casting: sense follower 

< 442h/442H 182v/182V Pos: standing >
You complete your spell...
You feel your awareness improve.

< 442h/442H 182v/182V Pos: standing >
You failed.

< 442h/442H 182v/182V Pos: standing >

		Score information for Eoen

Level: 56   Race: Grey Elf   Class: Conjurer / Air Magus Sex: Male
Hit points: 442(442)  Moves: 182(182)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank: 1581 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 11 hours/ 46 minutes
Received data: 0.1027 MB this session.
Send data:     0.0017 MB this session.
Compression ratio: 81%
81%
Status:  Standing.
Epic points(total): 7(7)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   -9.83   Deaths:   13
Detecting:      Good Heat
Enchantments:   Fly Haste Invisibility
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points: -423 

Active Spells:
--------------
sense follower (56 minutes)
improved invisibility (27 minutes)


< 442h/442H 182v/182V Pos: standing >
Pardon?

< 442h/442H 182v/182V Pos: standing >
You are using:
<worn on head>       the band of focusing
<worn around neck>   a string of duergar dwarf ears
<worn on back>       an ermineskin backpack
<worn as quiver>     a glowing limestone quiver
<worn around wrist>  an exquisite marble wristguard
<worn on hands>      some dragonscale gloves
<worn on finger>     a glowing green ring
<worn on finger>     a tarnished bronze band
<worn on legs>       the leggings of insanity
<worn on feet>       a pair of soft wormskin boots

< 442h/442H 182v/182V Pos: standing >
You snap your fingers.

< 442h/442H 182v/182V Pos: standing >
A Southern Gate Guard Tower
Obvious exits: -Down 
[3] A soft leather jacket has been discarded here.
[2] A suit of spiked leather armor lies here.
[3] A pair of vorhide fingers are lying on the ground.
[3] A small sword was abandoned here.
A heavy Scorpion ballista is here.

< 442h/442H 182v/182V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern 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 southern 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 western end of the southern gates.
Obvious exits: -North -East  -South -Up   

< 442h/442H 181v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 442h/442H 181v/182V 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.  The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West 

< 442h/442H 180v/182V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East  -West 

< 442h/442H 179v/182V Pos: standing >
A Bend in the Road Wall
   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.  The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East  -South

< 442h/442H 179v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 442h/442H 180v/182V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
north and south, to two different turns in the street.  An adobe and wood
building stands proudly to the west.
Obvious exits: -North -South -West #
A young man in leather armor seems to be patrolling the walls.

< 442h/442H 181v/182V 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.  The road continues both
to the north and to the west.
Obvious exits: -North -West 

< 442h/442H 180v/182V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
north and south, to two different turns in the street.  An adobe and wood
building stands proudly to the west.
Obvious exits: -North -South -West #
A young man in leather armor seems to be patrolling the walls.

< 442h/442H 181v/182V Pos: standing >
You snap into visibility.
You miss a militia guard.

< 442h/442H 181v/182V Pos: standing >
< T: Eoen TP: sta TC:excellent E: guard sta EP: excellent >
 A militia guard misses you.
A militia guard wields a small sword.
You dodge a militia guard's feeble leg sweep.
You miss a militia guard.
A militia guard just barely gets his shield up to block your attack.

< 442h/442H 181v/182V Pos: standing >
< T: Eoen TP: sta TC:excellent E: guard sta EP: excellent >
 Impossible! You can't concentrate enough!

< 442h/442H 181v/182V Pos: standing >
< T: Eoen TP: sta TC:excellent E: guard sta EP: excellent >
 The sun starts to set in the south.

< 442h/442H 181v/182V Pos: standing >
< T: Eoen TP: sta TC:excellent E: guard sta EP: excellent >
 A militia guard misses you.
A militia guard misses you.
A militia guard parries your futile lunge at him.
A militia guard parries your futile lunge at him.
You failed.

< 442h/442H 181v/182V Pos: standing >
< T: Eoen TP: sta TC:excellent E: guard sta EP: excellent >
 You start chanting...

< 442h/442H 181v/182V Pos: standing >
< T: Eoen TP: sta TC:excellent E: guard sta EP: excellent >
 Casting: electrical execution *

< 442h/442H 181v/182V Pos: standing >
< T: Eoen TP: sta TC:excellent E: guard sta EP: excellent >
 You complete your spell...
The shower of arcing electricity was more than a militia guard could handle.
A militia guard is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 1670.
The last gasps of a militia guard cause a sickening chill to run up your spine.

< 442h/442H 181v/182V Pos: standing >
You get a few coins from the corpse of a militia guard.
There were: 2 gold coins, 4 silver coins, 5 copper coins. 

< 442h/442H 182v/182V Pos: standing >
Into what?

< 442h/442H 182v/182V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 442h/442H 182v/182V Pos: standing >
You start chanting...
Sparkling magic surrounds you as you begin your chant.

< 442h/442H 182v/182V Pos: standing >
You complete your spell...
Your eyes tingle.

< 442h/442H 182v/182V Pos: standing >
You sit down and relax.

< 442h/442H 182v/182V Pos: sitting >
You have memorized the following spells:
(12th circle)  1 - group stornogs spheres
(11th circle)  1 - conjure greater elemental
               1 - prismatic cube
               1 - stornogs spheres
               1 - group globe of invulnerability
(10th circle)  2 - farsee
               1 - group stone skin
               1 - stornogs shimmering starshell
               1 - air form
( 9th circle)  1 - fly
               1 - group haste
               2 - electrical execution
( 8th circle)  4 - ethereal recharge
( 7th circle)  4 - ice storm
               1 - airy water
               1 - stornogs metamagic shroud
( 6th circle)  7 - color spray
( 5th circle)  6 - identify
               1 - fireshield
( 4th circle)  1 - enchant weapon
               1 - infravision
               7 - wall of force
( 3rd circle)  3 - strength
               4 - dispel magic
               3 - agility
( 2nd circle)  4 - sleep
               7 - mirror image
( 1st circle) 12 - minor creation

And you are currently memorizing the following spells:
    3 seconds:  ( 8th) improved invisibility
    5 seconds:  ( 5th) sense follower
    8 seconds:  ( 9th) electrical execution
   11 seconds:  ( 8th) detect invisibility

You can memorize no more spells.
You continue your study.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing improved invisibility.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing sense follower.

< 442h/442H 182v/182V Pos: sitting >
Hint: Make sure you remember how to leave a zone you're in.  Mobs trying to hunt you down cannot leave their zone.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing electrical execution.

< 442h/442H 182v/182V Pos: sitting >
You have finished memorizing detect invisibility.
Your studies are complete.

< 442h/442H 182v/182V Pos: sitting >
You clamber to your feet.

< 442h/442H 182v/182V Pos: standing >
The Southern Wall Road
Obvious exits: -North -South -West #
Fresh blood covers everything in the area.
The corpse of a militia guard is lying here.

< 442h/442H 182v/182V Pos: standing >
You start chanting...
Sparkling magic surrounds you as you begin your chant.

< 442h/442H 182v/182V Pos: standing >
You complete your spell...
You vanish.

< 442h/442H 182v/182V Pos: standing >
A Bend in the Road Wall
   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.  The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East  -South

< 442h/442H 181v/182V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East  -West 
Alarm bells sound, signalling an invasion!

< 442h/442H 180v/182V 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.  The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West 

< 442h/442H 180v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 442h/442H 182v/182V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern 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 southern 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 western end of the southern gates.
Obvious exits: -North -East  -South -Up   

< 442h/442H 181v/182V Pos: standing >
A Southern Gate Guard Tower
   This is the top of one of the two towers that stand on either side of the
southern gates to Tharnadia.  The tower itself is forty feet in diameter, and
made from solid stone.  A huge Scorpion ballista is mounted on a circular
turntable here, able to fire deadly looking twenty foot long spears an
incredible distance.  A jagged row of one foot wide and five feet tall
protectors runs along the outside edge of the tower, probably used by archers
in times of siege.  A long steel ladder secured to the inside of the wall
allows access to the street some fifty feet below.
Obvious exits: -Down 
[3] A soft leather jacket has been discarded here.
[2] A suit of spiked leather armor lies here.
[3] A pair of vorhide fingers are lying on the ground.
[3] A small sword was abandoned here.
A heavy Scorpion ballista is here.

< 442h/442H 180v/182V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern 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 southern 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 western end of the southern gates.
Obvious exits: -North -East  -South -Up   

< 442h/442H 181v/182V 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 north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
(Q)A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.

< 442h/442H 180v/182V 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 to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West 

< 442h/442H 180v/182V 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

< 442h/442H 181v/182V Pos: standing >

		Score information for Eoen

Level: 56   Race: Grey Elf   Class: Conjurer / Air Magus Sex: Male
Hit points: 442(442)  Moves: 181(182)
Coins carried:    0 platinum     2 gold     4 silver     5 copper
Coins in bank: 1581 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 11 hours/ 47 minutes
Received data: 0.1077 MB this session.
Send data:     0.0019 MB this session.
Compression ratio: 81%
81%
Status:  Standing.
Epic points(total): 7(7)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   -9.83   Deaths:   13
Detecting:      Invisible Good Heat
Enchantments:   Fly Haste Invisibility
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points: -423 

Active Spells:
--------------
improved invisibility (28 minutes)
detect invisibility (55 minutes)
sense follower (55 minutes)


< 442h/442H 181v/182V Pos: standing >

< 442h/442H 181v/182V 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 
The corpse of a militia guard is lying here.
The corpse of a street sweeper is lying here.
The corpse of a stray cat is lying here.
A commoner is standing here, minding his own business.
A large rat is scurrying about here.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
A large rat is scurrying about here.

< 442h/442H 180v/182V 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.

< 442h/442H 179v/182V 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 shady looking mercenary stands here, eyeing you with open contempt.

< 442h/442H 178v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 442h/442H 179v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 442h/442H 179v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 442h/442H 182v/182V 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 human merchant from another town stands here, perusing Tharnadia.
A young man in leather armor seems to be patrolling the walls.

< 442h/442H 181v/182V 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 
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.

< 442h/442H 180v/182V 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

< 442h/442H 180v/182V 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 
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.

< 442h/442H 180v/182V 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 

< 442h/442H 179v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 442h/442H 179v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 442h/442H 179v/182V 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

< 442h/442H 179v/182V 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 
A young cleric is standing here, smiling at you warmly.(Gold Aura)
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A young man in leather armor seems to be patrolling the walls.

< 442h/442H 178v/182V 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 street sweeper is cleaning here, singing songs of labor.(Gold Aura)
A young man in leather armor seems to be patrolling the walls.

< 442h/442H 178v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 442h/442H 179v/182V Pos: standing >
The door seems to be closed.

< 442h/442H 180v/182V Pos: standing >
Ok.

< 442h/442H 182v/182V Pos: standing >
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
[5] A small bandage rests upon the ground here.
A cudgel has been dropped here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
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)

< 442h/442H 181v/182V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 442h/442H 181v/182V Pos: standing >
Syntax: withdraw # <x>coins
  where <x> is 'c' for copper, 's' for silver, 'g' for gold, 
  and 'p' for platinum.

< 442h/442H 181v/182V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 442h/442H 181v/182V Pos: standing >
Your account contains:
    1081 platinum, 0 gold, 0 silver, 0 copper coins.

< 442h/442H 181v/182V Pos: standing >
Get out of here!Autosaving...
Autosaving...
Autosaving...

Thank you for the payment and welcome to your new birth home whenever you die you will return here.

< 442h/442H 181v/182V Pos: standing >
An Orc snaps into visibility.
You are briefly surrounded by a red aura!
You snap into visibility.
You are knocked to the ground by an Orc's mighty bash!

< 437h/442H 182v/182V Pos: sitting >
< T: Eoen TP: sit TC:few scratches E: An Orc sta EP:  few wounds >
 An Orc parries your futile lunge at her.
An Orc snaps into visibility.
A Revenant snaps into visibility.
A Revenant leaps at you only to realize you are down already.

< 437h/442H 182v/182V Pos: sitting >
< T: Eoen TP: sit TC:few scratches E: An Orc sta EP:  few wounds >
 'Mayhem', chaotic sword of the night glows brightly for a moment.

< 437h/442H 182v/182V Pos: sitting >
< T: Eoen TP: sit TC:few scratches E: An Orc sta EP:  few wounds >
 A Revenant's impressive slash strikes you.
A Revenant's powerful pierce reached your arm severing tendons and muscles.
A Revenant's mighty pierce seriously wounds you.
OUCH!  That really did HURT!
A Revenant's powerful slash strikes you hard.
A Revenant's slash hits you across the leg, resulting in a limp stride.

< 262h/442H 177v/182V Pos: sitting >
< T: Eoen TP: sit TC: few wounds E: An Orc sta EP:  few wounds >
 Autosaving...

< 262h/442H 177v/182V Pos: sitting >
< T: Eoen TP: sit TC: few wounds E: An Orc sta EP:  few wounds >
 An Orc snaps into visibility.
An Orc's impressive crush strikes you hard.
An Orc's powerful crush seriously wounds you.
OUCH!  That really did HURT!
An Orc's impressive crush strikes you very hard.

< 162h/442H 177v/182V Pos: sitting >
< T: Eoen TP: sit TC: nasty wounds E: An Orc sta EP:  few wounds >
 Sarn, the banker suddenly attacks an Orc!
An Orc snaps into visibility.
Sarn, the banker's feeble punch grazes an Orc.

< 162h/442H 177v/182V Pos: sitting >
< T: Eoen TP: sit TC: nasty wounds E: An Orc sta EP:  few wounds >
 An Orc parries your futile lunge at her.
An Orc snaps into visibility.

< 162h/442H 177v/182V Pos: sitting >
< T: Eoen TP: sit TC: nasty wounds E: An Orc sta EP:  few wounds >
 A Revenant snaps into visibility.
A Revenant's slash strikes you very hard.
A Revenant's mighty pierce causes you to grimace in pain.
OUCH!  That really did HURT!
A Revenant's powerful pierce enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
A Revenant's powerful slash causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your vision spins into darkness as your head falls towards the ground.
Your glowing green ring was completely destroyed by the massive blow!