The death of [56 Controller] Zentl (Grey Elf)

in Room #12

from the perspective of [56 Controller] Zentl (Grey Elf)

<worn as a badge>    an Alatorin medal of honor (glowing)
<worn on head>       a golden crown of the Sultan
<worn in ear>        a superior stone stud from The Deep Ravine of Passage
<worn on face>       mask of battles past [poor]
<worn around neck>   a woven mithral choker [poor] (humming)
<worn around neck>   a necklace of swirling feathers (humming) [78%]
<worn on body>       some flowing silk embroidered robes [superior]
<worn about waist>   a belt of skulls [poor]
<worn on belt buckle>a mystical tome with glowing elemental glyphs
<worn on arms>       sleeves scrolled with intricate runes [superior] [70%]
<held as shield>     a shield made of lizard skin [superior]
<worn around wrist>  a magical time-keeping device [poor]
<worn around wrist>  a bracelet of flesh hooks [superior]
<worn on hands>      a pair of white healer gloves [poor] [80%]
<worn on finger>     a jeweled purple ring
<held>               the orb of fear [superior] (illuminating)
<worn on legs>       greaves of avoidance [superior]
<worn on feet>       a golden pair of scouting boots [superior] (glowing)

A stray cat who is not far off to your north.
A shady mercenary who is not far off to your north.
A militia guard who is not far off to your north.
A militia guard who is not far off to your north.
Kieta who is close by to your east.
A street sweeper who is a brief walk away to your south.
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 street sweeper who is close by to your west.
The shady youth who is close by to your west.
A shady mercenary who is close by to your west.
A militia guard who is close by to your west.
A stray dog who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
The town crier who is close by to your west.
A stray cat who is not far off to your west.
A stray cat who is a brief walk away to your west.
The shady youth who is a brief walk away to your west.
The doctor who is in the distance to your west.

< 420h/420H 160v/161V 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

< 420h/420H 159v/161V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your north.
A militia guard who is not far off to your north.
A religious zealot who is a brief walk away to your north.
A stray cat who is a brief walk away to your north.
A shady mercenary who is a brief walk away to your north.
A militia guard who is a brief walk away to your north.
A militia guard who is a brief walk away to your north.
A militia guard who is not far off to your east.
A street sweeper who is a brief walk away to your east.
A militia guard who is rather far off 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 street sweeper who is not far off to your south.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.

< 420h/420H 159v/161V 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 

< 420h/420H 159v/161V Pos: standing >
You quickly scan the area.
The young woman who is close by to your north.
A tall merchant who is close by to your north.
A militia guard who is close by to your east.
A street sweeper who is not far off to your east.
A militia guard who is a brief walk away to your east.
An elite guard who is 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.
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.
An elite guard who is in the distance to your east.
A tharnadian illusionist who is in the distance to your east.
A controller who is in the distance to your east.
An elite guard who is in the distance to your east.
A peddler who is close by to your south.

< 420h/420H 159v/161V 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 
A militia guard is posted here, keeping watch over the bazaar.

< 420h/420H 160v/161V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East  -South -West 
A wooden stall stands here, goods displayed upon its counter.
A street sweeper is cleaning here, singing songs of labor.

< 420h/420H 159v/161V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East  -West 
A militia guard stands, apparently asleep.

< 420h/420H 158v/161V 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 
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies 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 long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left 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.

< 420h/420H 157v/161V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type 'practice (spell name)'. For shorter way, you can all do 'practice all'. You can also do it if you have another players book in your inventory and type 'scribe (spell name)'.

< 420h/420H 157v/161V 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 
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 420h/420H 157v/161V Pos: standing >
Autosaving...

< 420h/420H 157v/161V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
A religious zealot who is not far off to your east.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A militia guard who is not far off to your west.
A human merchant who is a brief walk away to your west.
A street sweeper who is a brief walk away to your west.
A militia guard who is rather far off to your west.

< 420h/420H 159v/161V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -South -West 
A young man in leather armor seems to be patrolling outside the gates.

< 420h/420H 159v/161V 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 
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders. (casting) 
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 420h/420H 157v/161V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 420h/420H 157v/161V 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 
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies 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 long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left 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.

< 420h/420H 157v/161V 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   

< 420h/420H 156v/161V 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 steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
A spellbook has been tossed aside here.
A street sweeper is cleaning here, singing songs of labor.

< 420h/420H 156v/161V Pos: standing >
The door seems to be closed.

< 420h/420H 157v/161V Pos: standing >
Ok.

< 420h/420H 158v/161V 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
A small leather-bound book 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.

< 420h/420H 157v/161V 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 steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
A spellbook has been tossed aside here.
A street sweeper is cleaning here, singing songs of labor.

< 420h/420H 158v/161V Pos: standing >
Ok.

< 420h/420H 160v/161V Pos: standing >
A Bend in the Wall Road
Obvious exits: -North# -South -West 
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
A spellbook has been tossed aside here.
A street sweeper is cleaning here, singing songs of labor.

< 420h/420H 161v/161V 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   

< 420h/420H 160v/161V 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 
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies 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 long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left 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.

< 420h/420H 159v/161V 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 southern defense tower of the
Tharnadian eastern gates.  The road continues north to the city gates, while
to the south the road turns west.
Obvious exits: -North -South -Up   
A human merchant from another town stands here, perusing Tharnadia.
A large wandering dog is here, growling at you.
A large rat is scurrying about here.

< 420h/420H 158v/161V 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 
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies 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 long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left 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.

< 420h/420H 159v/161V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East  -West 
A militia guard stands, apparently asleep.

< 420h/420H 159v/161V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East  -South -West 
A wooden stall stands here, goods displayed upon its counter.
A human merchant from another town stands here, perusing Tharnadia.

< 420h/420H 159v/161V 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 
A human merchant from another town stands here, perusing Tharnadia.

< 420h/420H 158v/161V 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 

< 420h/420H 157v/161V 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

< 420h/420H 156v/161V Pos: standing >
Alas, you cannot go that way. . . .

< 420h/420H 157v/161V 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.
A street sweeper is cleaning here, singing songs of labor.

< 420h/420H 156v/161V 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 swirling rift shifts and howls here.
A swirling rift shifts and howls 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 shady looking youth is standing here, eyeing you with a devious glance.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 420h/420H 155v/161V 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 
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
A small leather-bound book lies 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.'

< 420h/420H 154v/161V 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 
[2] A spellbook has been tossed aside here.
[10] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] 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 long steel sword is here in the dirt.
[2] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
[2] A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left 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.

< 420h/420H 154v/161V 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 small leather-bound book lies here.

< 420h/420H 153v/161V 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 

< 420h/420H 153v/161V Pos: standing >
Room #12
  This room is not very big but it is well furnish.  It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South

< 420h/420H 152v/161V Pos: standing >
You have memorized the following spells:
( 9th circle)  1 - relocate
               1 - gate
               1 - prismatic ray
( 8th circle)  4 - prismatic spray
               1 - improved invisibility
( 7th circle)  4 - fireball
               2 - dimension door
( 6th circle)  2 - teleport
               2 - stone skin
               2 - color spray
( 5th circle)  4 - identify
               3 - contain being
( 4th circle)  6 - lightning bolt
               2 - wall of force
( 3rd circle)  2 - concealment
               5 - shocking grasp
               2 - dispel magic
( 2nd circle)  3 - burning hands
               4 - sleep
               3 - mirror image
( 1st circle)  3 - minor creation
               8 - magic missile

You can memorize 1 1st, 1 2nd, 1 3rd, 1 4th, 1 5th, 1 6th, 1 8th, 2 9th, 5 10th, 4 11th and 1 12th circle spell(s).

< 420h/420H 155v/161V Pos: standing >

< 420h/420H 159v/161V Pos: standing >

< 420h/420H 161v/161V Pos: standing >

		Score information for Zentl

Level: 56   Race: Grey Elf   Class: Summoner / Controller Sex: Male
Hit points: 420(420)  Moves: 161(161)
Coins carried:    3 platinum    46 gold     5 silver     9 copper
Compression ratio: none
Status:  Standing.
Frags:   +0.00   Deaths:   14
Detecting:      Invisible Life Heat
Enchantments:   Farsee Haste Levitation
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  556 

Active Spells:
--------------
well-rested bonus (146 minutes)


< 420h/420H 161v/161V Pos: standing >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.

< 420h/420H 161v/161V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 420h/420H 161v/161V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 420h/420H 161v/161V Pos: standing >
Alarm bells sound, signalling an invasion!

< 420h/420H 161v/161V Pos: standing >
Hint: Typing 'aggressive 0' will make you automatically attack any aggressive monsters that enter the room. Type 'aggressive off' to turn this off.

< 420h/420H 161v/161V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 420h/420H 161v/161V Pos: standing >
A water elemental enters from the south.
An ice elemental enters from the south.

< 420h/420H 161v/161V Pos: standing >
A Kobold gives an order to his followers.
A Kobold snaps into visibility.
You are knocked to the ground by an ice elemental's mighty bash!
You dodge a bash from a water elemental, who loses its balance and falls.

< 416h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:few scratches E: ice sta EP: excellent >
 You miss an ice elemental.
You miss an ice elemental.
-=[An ice elemental's decent punch wounds you.]=-

< 405h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:few scratches E: ice sta EP: excellent >
 A Kobold starts casting a spell.

< 405h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:few scratches E: ice sta EP: excellent >
 You miss an ice elemental.
An ice elemental dodges your futile attack.

< 405h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:few scratches E: ice sta EP: excellent >
 -=[An ice elemental's punch wounds you.]=-
An ice elemental misses you.

< 395h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:few scratches E: ice sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'xarr ay uqz'

< 395h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:few scratches E: ice sta EP: excellent >
 You clamber to your feet.

< 395h/420H 161v/161V Pos: standing >
< T: Zentl TP: sta TC:few scratches E: ice sta EP: excellent >
 You attempt to flee...
Oof! You bump into a wall of ice...
You shiver from the freezing cold of the ice!
PANIC!  You couldn't escape!

< 375h/420H 161v/161V Pos: standing >
< T: Zentl TP: sta TC: small wounds E: ice sta EP: excellent >
 A water elemental clambers to its feet.

< 375h/420H 161v/161V Pos: standing >
< T: Zentl TP: sta TC: small wounds E: ice sta EP: excellent >
 You miss an ice elemental.
You miss an ice elemental.

< 375h/420H 161v/161V Pos: standing >
< T: Zentl TP: sta TC: small wounds E: ice sta EP: excellent >
 A Kobold starts casting an offensive spell called 'arieks shattering iceball'.

< 375h/420H 161v/161V Pos: standing >
< T: Zentl TP: sta TC: small wounds E: ice sta EP: excellent >
 You dodge an ice elemental's vicious attack.
You dodge an ice elemental's vicious attack.

< 375h/420H 161v/161V Pos: standing >
< T: Zentl TP: sta TC: small wounds E: ice sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
-=[You reel in pain as a Kobold's iceball shatters upon impacting you.]=-
OUCH!  That really did HURT!

< 248h/420H 161v/161V Pos: standing >
< T: Zentl TP: sta TC: few wounds E: ice sta EP: excellent >
 A Kobold gives an order to his followers.
A Kobold snaps into visibility.
You are knocked to the ground by an ice elemental's mighty bash!
You dodge a bash from a water elemental, who loses its balance and falls.

< 244h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC: few wounds E: ice sta EP: excellent >
 You miss an ice elemental.
You miss an ice elemental.

< 244h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC: few wounds E: ice sta EP: excellent >
 -=[An ice elemental's decent punch strikes you.]=-

< 234h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC: few wounds E: ice sta EP: excellent >
 A Kobold starts casting an offensive spell called 'arieks shattering iceball'.
A Kobold snaps into visibility.

< 234h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC: few wounds E: ice sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
-=[You reel in pain as a Kobold's iceball shatters upon impacting you.]=-
YIKES!  Another hit like that, and you've had it!!

< 112h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:pretty hurt E: ice sta EP: excellent >
 A Kobold gives an order to his followers.

< 112h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:pretty hurt E: ice sta EP: excellent >
 An ice elemental dodges your futile attack.
You miss an ice elemental.

< 112h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:pretty hurt E: ice sta EP: excellent >
 A Kobold starts casting an offensive spell called 'arieks shattering iceball'.
A Kobold snaps into visibility.

< 112h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:pretty hurt E: ice sta EP: excellent >
 -=[An ice elemental's punch strikes you.]=-
-=[An ice elemental's decent punch strikes you hard.]=-

< 92h/420H 161v/161V Pos: sitting >
< T: Zentl TP: sit TC:pretty hurt E: ice sta EP: excellent >
 A Kobold snaps into visibility.
A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
-=[You reel in pain as a Kobold's iceball shatters upon impacting you.]=-
Your human-made gold mantle from the Outcasts Tower freezes and shatters into million pieces from the intense cold!
Your angelic dragonscale band freezes and shatters into million pieces from the intense cold!
Your the eye of the ogre [superior] freezes and shatters into million pieces from the intense cold!