The death of [53 Reaper] Bomoh (Githzerai)

in The Great Crossroad

from the perspective of [53 Reaper] Bomoh (Githzerai)

<worn on head>       an evil looking helm
<worn on body>       a dark black robe
<worn about body>    a hard leather cloak
<worn on belt buckle>a quill
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     a thin steel dagger
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of dark black boots

   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.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues to the north, while to the west the
road turns south.  A murky alley winds its way east, into the seedier parts of
the city.
Obvious exits: -North -East  -West 

< 21h/355H 172v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Western Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Western Wall Road
</map>
The Western 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.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues to the south, while it intersects with the
Grand Tharnadian Way to the north.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
A shady looking mercenary stands here, eyeing you with open contempt.

< 22h/355H 172v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: An Arch Before the Keeps
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: An Arch Before the Keeps
</map>
An Arch Before the Keeps
   A huge bloodstone arch leads through the city's defensive wall, joining a
path that leads up the steep mesa to the first of the twin keeps.  The crimson
cobblestones of the Grand Tharnadian Way mix with the larger sienna-colored
stones of the western wall road, both to the north and south.  No guard towers
rise above your head, as the only way to the mesa is through the city itself,
making the need for defense mute.  The Grand Tharnadian Way heads back to the
east through the center of Tharnadia.
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
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 tough looking warrior is scanning the landscape beyond the walls.

< 22h/355H 171v/173V Pos: standing >
Obvious exits:
    North- The Western Wall Road
    East - The Grand Tharnadian Way
    South- The Western Wall Road
    West - Outside the Western Arch

< 22h/355H 172v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
A human merchant from another town stands here, perusing Tharnadia.
A young man in leather armor seems to be patrolling the area.

< 22h/355H 172v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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.  The city's armory stands to
the north of here.
Obvious exits: -North# -East  -West 
Fresh blood covers everything in the area.
A young man in leather armor seems to be patrolling the walls.

< 22h/355H 171v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>
A Bend in the Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the
west, while to the east the road turns north.  The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
Obvious exits: -North -West 
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the area.

< 22h/355H 170v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/355H 170v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/355H 171v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/355H 171v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>
A Bend in the Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west.  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 north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling the walls.

< 23h/355H 172v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.  A small building opens up to the
south.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
A large wandering dog is here, growling at you.

< 23h/355H 171v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Commoner's Dwelling
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Commoner's Dwelling
</map>
A Commoner's Dwelling
   This single room home is filled with alot of very comfortable looking
furniture, which looks to have been hand made.  The home's owner is obviously
someone who enjoys comfort, and has gone to great lengths to make their house
extremely so.  The Grand Thranadian Way lies through the doorway to the north.
Obvious exits: -North
Fresh blood splatters cover the area.
An iron wood-burning stove stands here. (glowing)
A female commoner is stretched out, sound asleep.
A working commoner is stretched out, sound asleep.

< 23h/355H 171v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.  A small building opens up to the
south.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
A large wandering dog is here, growling at you.

< 24h/355H 172v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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 east of here, the
Great Fountain of Tharnadia sits in a large open area.  The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East  -West 
Fresh blood splatters cover the area.
A commoner is standing here, minding his own business.

< 24h/355H 171v/173V Pos: standing >
A commoner leaves east.

< 24h/355H 173v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
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 
Puddles of fresh blood cover the ground.
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 commoner is standing here, minding his own business.
A stray tomcat is darting after rodents, here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 25h/355H 172v/173V Pos: standing >
Obvious exits:
    North- The 'Mighty Anvil'
    East - The Tharnadia-Keats Intersection
    South- (open door) The Ogre's Foot Lounge
    West - The Grand Tharnadian Way

< 25h/355H 172v/173V Pos: standing >
It's already open!

< 26h/355H 172v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Lounge
</map>
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.'

< 26h/355H 171v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Inn
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Inn
</map>
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 
Fresh blood splatters cover the area.
A large sign hangs from the front of the counter here.
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.

< 26h/355H 172v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Lounge
</map>
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 
Fresh blood covers everything in the area.
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.'

< 27h/355H 171v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
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.
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 commoner is standing here, minding his own business.
A stray tomcat is darting after rodents, here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 27h/355H 170v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
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 

< 27h/355H 169v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
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

< 27h/355H 169v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
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 
Fresh blood covers everything in the area.
A militia guard is posted here, keeping watch over the bazaar.

< 27h/355H 168v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>
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 few drops of fresh blood are scattered around the area.
A militia guard is posted here, keeping watch over the bazaar.

< 27h/355H 168v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
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 
Fresh blood covers everything in the area.
A wooden stall stands here, goods displayed upon its counter.
A human merchant from another town stands here, perusing Tharnadia.

< 27h/355H 168v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
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 

< 27h/355H 167v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West 
Fresh blood covers everything in the area.
A tharnadian thief-hunter watches over the town streets intently.
A shady looking youth is standing here, eyeing you with a devious glance.
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.

< 27h/355H 167v/173V Pos: standing >
Ok.

< 27h/355H 167v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East  -West 
Fresh blood covers everything in the area.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands 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.
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.
A tharnadian illusionist stands here watching for intruders.

< 27h/355H 167v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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 

< 28h/355H 166v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.
An odd little man, with a shaved head and an orange robe, hums something.

< 28h/355H 164v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West 
Fresh blood covers everything in the area.
A large rat is scurrying about here.

< 28h/355H 163v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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
Puddles of fresh blood cover the ground.
A large rat is scurrying about here.

< 28h/355H 161v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 

< 28h/355H 160v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West  -Up   
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling outside the gates.

< 28h/355H 159v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 28h/355H 159v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 28h/355H 160v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 28h/355H 160v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 28h/355H 161v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 28h/355H 162v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -Down 
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling outside the gates.

< 28h/355H 159v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
A homeless peasant is here, looking lost and hungry.

< 28h/355H 158v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
Fresh blood covers everything in the area.
A young man in leather armor seems to be patrolling outside the gates.

< 28h/355H 156v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Crossroad
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Crossroad
</map>
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.
A small rabbit is here, hopping through the grass.
A tough looking warrior is scanning the landscape beyond the walls.

< 28h/355H 156v/173V Pos: standing >
  *******.  
   *M+**^*  
    ^@++++  
   *M+*^*.  
  M^******  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 28h/355H 156v/173V Pos: standing >
 *******..  
  *M+**^**  
   ^M@++++  
  *M+*^*.*  
 M^******.  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 28h/355H 155v/173V Pos: standing >
  *******.  
   *M+**^*  
    ^@++++  
   *M+*^*.  
  M^******  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 29h/355H 160v/173V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Crossroad
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Crossroad
</map>
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East  -West 
A few drops of fresh blood are scattered around the area.
A tough looking warrior is scanning the landscape beyond the walls.

< 30h/355H 171v/173V Pos: standing >
You sit down and relax.

< 30h/355H 173v/173V Pos: sitting >

You can memorize 12 1st, 11 2nd, 10 3rd, 9 4th, 8 5th, 7 6th, 6 7th, 5 8th, 5 9th, 4 10th and 2 11th circle spell(s).

< 31h/355H 173v/173V Pos: sitting >
The sun starts to set in the south.

< 32h/355H 173v/173V Pos: sitting >
The next wipe will occur at Sun Feb 27 00:30:00 2022.
Random mobs in game: 45, max: 45.
You raise a level!

< 37h/360H 173v/173V Pos: sitting >

You can memorize 12 1st, 11 2nd, 10 3rd, 9 4th, 8 5th, 7 6th, 6 7th, 5 8th, 5 9th, 4 10th and 3 11th circle spell(s).

< 38h/360H 173v/173V Pos: sitting >
You are using:
<worn on head>       an evil looking helm
<worn on body>       a dark black robe
<worn about body>    a hard leather cloak
<worn about waist>   a thin leather belt
<worn on belt buckle>a quill
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     a thin steel dagger
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of dark black boots

< 39h/360H 173v/173V Pos: sitting >
Shadows stretch across the land as the sun limps towards the horizon.

< 57h/360H 173v/173V Pos: sitting >
The town crier shouts in common 'Bars are open all night boys!'

< 76h/360H 173v/173V Pos: sitting >
The sun vanishes behind the southern horizon.

< 77h/360H 173v/173V Pos: sitting >
Autosaving...

< 79h/360H 173v/173V Pos: sitting >
A rabbit enters from the west.

< 83h/360H 173v/173V Pos: sitting >
A huge bolt of lightning strikes far off to the southwest, rumbling as it hits.


< 89h/360H 173v/173V Pos: sitting >
It's hot out here.

< 92h/360H 173v/173V Pos: sitting >
The night has begun.

< 97h/360H 173v/173V Pos: sitting >
Several Tharnadian troops on horseback ride through here, disappearing into the distance.


< 97h/360H 173v/173V Pos: sitting >
A rabbit leaves west.

< 105h/360H 173v/173V Pos: sitting >

< 105h/360H 173v/173V Pos: sitting >

		Score information for Bomoh

Level: 53   Race: Githzerai   Class: Necromancer / Reaper Sex: Male
Hit points: 105(360)  Moves: 173(173)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 84%
Status:  Sitting around, resting.
Frags:   +0.00   Deaths:   7
Enchantments:   Ultravision
Combat Pulse:   19 Spell Pulse:  0.87 
Leaderboard Points:  562 

Active Spells:
--------------
well-rested bonus (61 minutes)


< 105h/360H 173v/173V Pos: sitting >

You can memorize 12 1st, 11 2nd, 10 3rd, 9 4th, 8 5th, 7 6th, 6 7th, 5 8th, 5 9th, 4 10th and 3 11th circle spell(s).

< 118h/360H 173v/173V Pos: sitting >

1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                
protection from cold       
protection from living     
sleep                      
vampiric touch             

3rd CIRCLE:
animate dead               
dispel magic               
embalm                     
sense follower             

4th CIRCLE:
darkness                   
life leech                 
rejuvenate minor           
strength                   
wither                     

5th CIRCLE:
coldshield                 
concealment                
feeblemind                 
fireshield                 
heal undead                
levitate                   
raise spectre              
teleport                   

6th CIRCLE:
cone of cold               
enervation                 
minor globe of invulnerability  
rejuvenate major           
vitalize undead            

7th CIRCLE:
protect undead             
raise wraith               
reveal true name           

8th CIRCLE:
detect invisibility        
dispel invisible           
doom blade                 
haste                      
improved invisibility      
negative concussion blast  

9th CIRCLE:
age                        
dimension door             
energy drain               
globe of darkness          
raise shadow               
raise vampire              
undeath to death           

10th CIRCLE:
blackmantle                
cloak of fear              
compact corpse             
fly                        
mass embalm                
raise lich                 
vampiric trance            

11th CIRCLE:
corpseform                 
create dracolich           
power word kill            
summon ghasts              

12th CIRCLE:
create greater dracolich   


< 119h/360H 173v/173V Pos: sitting >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 135h/360H 173v/173V Pos: sitting >
A rabbit enters from the west.

< 136h/360H 173v/173V Pos: sitting >
Out of nowhere, an elf archer stabs you in the back.
Out of nowhere, an elf archer stabs you in the back.
OUCH!  That really did HURT!
With a swift tug an elf archer wrenches the weapon free, ramming it into you again.
Out of nowhere, an elf archer stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 18h/360H 173v/173V Pos: sitting >
< T: Bomoh TP: sit TC: awful E: an elf archer sta EP:  few wounds >
 A rabbit leaves west.

< 18h/360H 173v/173V Pos: sitting >
< T: Bomoh TP: sit TC: awful E: an elf archer sta EP:  few wounds >
 An elf archer attempts to flee.
An elf archer leaves east.

< 18h/360H 173v/173V Pos: sitting >
An elf archer enters from the east.

< 18h/360H 173v/173V Pos: sitting >
Out of nowhere, an elf archer stabs you in the back.
Your thin leather belt was completely destroyed by the massive blow!