The death of [54 Spiritualist] Vessa ~<=Shadow Knights=>~ (Grey Elf)

in Fertile Grasslands of the Hearth Valley

from the perspective of [54 Spiritualist] Vessa ~<=Shadow Knights=>~ (Grey Elf)


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.
[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 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 spellbook has been tossed aside here.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.

< 1h/292H 118v/121V Pos: standing >
You sit down and relax.

< 1h/292H 118v/121V Pos: sitting >
You are currently memorizing the following spells:
    4 seconds:  ( 8th) tormenting spirits
    5 seconds:  ( 1st) spirit armor
    8 seconds:  ( 4th) pantherspeed
   11 seconds:  ( 7th) elephantstrength
   16 seconds:  (10th) restoration
   21 seconds:  (11th) greater spirit sight
   25 seconds:  ( 8th) spirit jump
   29 seconds:  ( 8th) spirit jump
   31 seconds:  ( 2nd) flameburst
   33 seconds:  ( 2nd) flameburst
   35 seconds:  ( 2nd) flameburst
   37 seconds:  ( 2nd) flameburst
   39 seconds:  ( 2nd) flameburst
   41 seconds:  ( 2nd) lesser mending
   43 seconds:  ( 4th) summon beast
   45 seconds:  ( 2nd) lesser mending
   47 seconds:  ( 2nd) lesser mending
   49 seconds:  ( 1st) ice missile
   50 seconds:  ( 1st) ice missile
   51 seconds:  ( 1st) ice missile
   52 seconds:  ( 1st) ice missile
   54 seconds:  ( 1st) ice missile
   56 seconds:  ( 2nd) lesser mending
   57 seconds:  ( 1st) ice missile
   58 seconds:  ( 1st) ice missile
   59 seconds:  ( 1st) ice missile
   62 seconds:  ( 3rd) scalding blast
   64 seconds:  ( 3rd) scalding blast
   67 seconds:  ( 3rd) scalding blast
   69 seconds:  ( 3rd) scalding blast
   72 seconds:  ( 3rd) scalding blast
   74 seconds:  ( 3rd) scalding blast
   76 seconds:  ( 2nd) flameburst
   78 seconds:  ( 2nd) lesser mending
   81 seconds:  ( 3rd) fire ward
   83 seconds:  ( 3rd) purify spirit
   86 seconds:  ( 3rd) purify spirit
   88 seconds:  ( 3rd) purify spirit
   91 seconds:  ( 4th) mending
   94 seconds:  ( 4th) mending
   95 seconds:  ( 1st) ice missile
   98 seconds:  ( 4th) mending
  101 seconds:  ( 4th) mending
  105 seconds:  (10th) etherportal
  109 seconds:  ( 7th) indomitability
  112 seconds:  ( 6th) lionrage
  117 seconds:  (11th) resurrect
  120 seconds:  ( 4th) hawkvision
  124 seconds:  ( 7th) ravenflight
  126 seconds:  ( 4th) hawkvision
  128 seconds:  ( 1st) spirit armor
  132 seconds:  (11th) guardian spirits
  135 seconds:  ( 4th) pantherspeed
  138 seconds:  ( 5th) molten spray
  142 seconds:  ( 5th) molten spray
  145 seconds:  ( 7th) greater soul disturbance
  149 seconds:  ( 7th) greater soul disturbance
  152 seconds:  ( 5th) molten spray
  156 seconds:  ( 5th) molten spray
  159 seconds:  ( 5th) molten spray
  162 seconds:  ( 5th) molten spray
  166 seconds:  ( 6th) wellness
  167 seconds:  ( 1st) ice missile
  171 seconds:  (10th) restoration
  175 seconds:  ( 6th) wellness
  178 seconds:  ( 5th) molten spray
  182 seconds:  ( 8th) corrosive blast
  186 seconds:  ( 6th) wellness
  190 seconds:  ( 8th) corrosive blast
  194 seconds:  ( 9th) arieks shattering iceball
  198 seconds:  ( 9th) arieks shattering iceball
  202 seconds:  ( 9th) arieks shattering iceball
  207 seconds:  ( 9th) arieks shattering iceball
  211 seconds:  (10th) restoration
  214 seconds:  ( 5th) molten spray
  219 seconds:  (10th) restoration
  222 seconds:  ( 6th) wellness
  226 seconds:  ( 6th) wellness
  230 seconds:  ( 9th) arieks shattering iceball
  234 seconds:  ( 7th) greater soul disturbance
  237 seconds:  ( 6th) wellness

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

< 1h/292H 118v/121V Pos: sitting >
You start meditating...

< 1h/292H 119v/121V Pos: sitting >
You have finished memorizing tormenting spirits.

< 1h/292H 121v/121V Pos: sitting >
You have finished memorizing spirit armor.

< 1h/292H 121v/121V Pos: sitting >
You have finished memorizing pantherspeed.

< 2h/292H 121v/121V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your meditative trance.

< 2h/292H 121v/121V Pos: standing >
But you are a member of no group?!

< 2h/292H 121v/121V Pos: standing >
The door seems to be closed.

< 2h/292H 121v/121V Pos: standing >
The door seems to be closed.

< 2h/292H 121v/121V Pos: standing >
The door seems to be closed.

< 2h/292H 121v/121V Pos: standing >
Pardon?

< 3h/292H 121v/121V Pos: standing >
The door seems to be closed.

< 3h/292H 121v/121V Pos: standing >
Ok.

< 3h/292H 121v/121V 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 
Fresh blood covers everything in the area.
An odd little man, with a shaved head and an orange robe, hums something.

< 3h/292H 120v/121V 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   

< 3h/292H 119v/121V Pos: standing >

< 3h/292H 119v/121V Pos: standing >
A street sweeper enters from the south.
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 splatters cover the area.
A shady looking mercenary stands here, eyeing you with open contempt.
A young man in leather armor seems to be patrolling the area.
A human merchant from another town stands here, perusing Tharnadia.
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.

< 3h/292H 118v/121V Pos: standing >
The iron seems to be closed.

< 3h/292H 119v/121V Pos: standing >
The iron seems to be closed.

< 3h/292H 119v/121V Pos: standing >
The iron seems to be closed.

< 3h/292H 119v/121V Pos: standing >
The iron seems to be closed.

< 3h/292H 120v/121V Pos: standing >
The iron seems to be closed.

< 3h/292H 120v/121V Pos: standing >
The iron seems to be closed.

< 3h/292H 120v/121V Pos: standing >
The iron seems to be closed.

< 3h/292H 120v/121V Pos: standing >
The iron seems to be closed.

< 3h/292H 121v/121V Pos: standing >
I see no ee here.

< 3h/292H 121v/121V Pos: standing >
The iron seems to be closed.

< 4h/292H 121v/121V Pos: standing >
The iron seems to be closed.

< 4h/292H 121v/121V Pos: standing >

< 4h/292H 121v/121V Pos: standing >
The iron seems to be closed.

< 4h/292H 121v/121V Pos: standing >
Ok.

< 4h/292H 121v/121V 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 
A few drops of fresh blood are scattered around the area.
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.
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.

< 4h/292H 120v/121V 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 
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling outside the gates.
A young man in leather armor seems to be patrolling outside the gates.

< 4h/292H 118v/121V 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  -West 
A few drops of fresh blood are scattered around the area.
A large rat is scurrying about here.

< 4h/292H 116v/121V 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: -North -West 
A few drops of fresh blood are scattered around the area.
A homeless peasant is here, looking lost and hungry.

< 4h/292H 114v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 114v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 114v/121V Pos: standing >
I see nothing suitable there.

< 4h/292H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 4h/292H 117v/121V Pos: standing >

< 5h/292H 117v/121V 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

< 5h/292H 115v/121V 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  -West 
Fresh blood covers everything in the area.
An odd little man, with a shaved head and an orange robe, hums something.

< 5h/292H 114v/121V 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: -West  -Up   
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling outside the gates.

< 5h/292H 112v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 5h/292H 112v/121V Pos: standing >

< 5h/292H 112v/121V Pos: standing >
Pardon?

< 5h/292H 113v/121V 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  -Down 

< 5h/292H 110v/121V 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  -West 

< 5h/292H 108v/121V 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  -West 
Fresh blood covers everything in the area.
A large rat is scurrying about here.

< 5h/292H 106v/121V Pos: standing >
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.

< 5h/292H 106v/121V Pos: standing >
 
  *****   
  *M+**^  
   ^@+++  
  *MM*^*  
  ^****   
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.

< 5h/292H 105v/121V Pos: standing >
 
  *****   
 *MM**^*  
  ^M@+++  
 *MM*^*.  
  *****   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 5h/292H 104v/121V Pos: standing >
 
  ****.   
 MM**^**  
 ^M+@+++  
 MM*^*.*  
  *****   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 5h/292H 103v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 5h/292H 104v/121V Pos: standing >
 
  ***..   
 M**^**.  
 M++@++M  
 +*^*.**  
  ****.   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 5h/292H 103v/121V Pos: standing >
 
  **...   
 **^**.^  
 +++@+M+  
 *^*.***  
  ***..   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 5h/292H 102v/121V Pos: standing >
 
  *....   
 *^**.^.  
 +++@+M+  
 ^*.****  
  **...   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 5h/292H 102v/121V Pos: standing >
 
  ^^.M^   
 **....M  
 *^*@.^.  
 +++++M+  
  *.***   
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 5h/292H 101v/121V Pos: standing >
 
  .^M^.   
 .^^.M^.  
 **.@..M  
 *^**.^.  
  ++++M   
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 5h/292H 99v/121V Pos: standing >
 
  ^MM..   
 ..^M^..  
 .^^@M^.  
 **....M  
  ^**.^   
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 6h/292H 97v/121V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 6h/292H 98v/121V Pos: standing >
You sit down and relax.

< 6h/292H 98v/121V Pos: sitting >
You have memorized the following spells:
( 8th circle)  1 - tormenting spirits
( 4th circle)  1 - pantherspeed
( 1st circle)  1 - spirit armor

And you are currently memorizing the following spells:
    3 seconds:  ( 7th) elephantstrength
    8 seconds:  (10th) restoration
   13 seconds:  (11th) greater spirit sight
   17 seconds:  ( 8th) spirit jump
   21 seconds:  ( 8th) spirit jump
   23 seconds:  ( 2nd) flameburst
   25 seconds:  ( 2nd) flameburst
   27 seconds:  ( 2nd) flameburst
   29 seconds:  ( 2nd) flameburst
   31 seconds:  ( 2nd) flameburst
   33 seconds:  ( 2nd) lesser mending
   35 seconds:  ( 4th) summon beast
   37 seconds:  ( 2nd) lesser mending
   39 seconds:  ( 2nd) lesser mending
   41 seconds:  ( 1st) ice missile
   42 seconds:  ( 1st) ice missile
   43 seconds:  ( 1st) ice missile
   44 seconds:  ( 1st) ice missile
   46 seconds:  ( 1st) ice missile
   48 seconds:  ( 2nd) lesser mending
   49 seconds:  ( 1st) ice missile
   50 seconds:  ( 1st) ice missile
   51 seconds:  ( 1st) ice missile
   54 seconds:  ( 3rd) scalding blast
   56 seconds:  ( 3rd) scalding blast
   59 seconds:  ( 3rd) scalding blast
   61 seconds:  ( 3rd) scalding blast
   64 seconds:  ( 3rd) scalding blast
   66 seconds:  ( 3rd) scalding blast
   68 seconds:  ( 2nd) flameburst
   70 seconds:  ( 2nd) lesser mending
   73 seconds:  ( 3rd) fire ward
   75 seconds:  ( 3rd) purify spirit
   78 seconds:  ( 3rd) purify spirit
   80 seconds:  ( 3rd) purify spirit
   83 seconds:  ( 4th) mending
   86 seconds:  ( 4th) mending
   87 seconds:  ( 1st) ice missile
   90 seconds:  ( 4th) mending
   93 seconds:  ( 4th) mending
   97 seconds:  (10th) etherportal
  101 seconds:  ( 7th) indomitability
  104 seconds:  ( 6th) lionrage
  109 seconds:  (11th) resurrect
  112 seconds:  ( 4th) hawkvision
  116 seconds:  ( 7th) ravenflight
  118 seconds:  ( 4th) hawkvision
  120 seconds:  ( 1st) spirit armor
  124 seconds:  (11th) guardian spirits
  127 seconds:  ( 4th) pantherspeed
  130 seconds:  ( 5th) molten spray
  134 seconds:  ( 5th) molten spray
  137 seconds:  ( 7th) greater soul disturbance
  141 seconds:  ( 7th) greater soul disturbance
  144 seconds:  ( 5th) molten spray
  148 seconds:  ( 5th) molten spray
  151 seconds:  ( 5th) molten spray
  154 seconds:  ( 5th) molten spray
  158 seconds:  ( 6th) wellness
  159 seconds:  ( 1st) ice missile
  163 seconds:  (10th) restoration
  167 seconds:  ( 6th) wellness
  170 seconds:  ( 5th) molten spray
  174 seconds:  ( 8th) corrosive blast
  178 seconds:  ( 6th) wellness
  182 seconds:  ( 8th) corrosive blast
  186 seconds:  ( 9th) arieks shattering iceball
  190 seconds:  ( 9th) arieks shattering iceball
  194 seconds:  ( 9th) arieks shattering iceball
  199 seconds:  ( 9th) arieks shattering iceball
  203 seconds:  (10th) restoration
  206 seconds:  ( 5th) molten spray
  211 seconds:  (10th) restoration
  214 seconds:  ( 6th) wellness
  218 seconds:  ( 6th) wellness
  222 seconds:  ( 9th) arieks shattering iceball
  226 seconds:  ( 7th) greater soul disturbance
  229 seconds:  ( 6th) wellness

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

< 6h/292H 98v/121V Pos: sitting >
You start meditating...

< 6h/292H 99v/121V Pos: sitting >
You have finished memorizing elephantstrength.

< 6h/292H 104v/121V Pos: sitting >
You have finished memorizing restoration.

< 7h/292H 111v/121V Pos: sitting >

< 7h/292H 112v/121V Pos: sitting >

< 7h/292H 115v/121V Pos: sitting >
You have finished memorizing greater spirit sight.

< 7h/292H 118v/121V Pos: sitting >
You have finished memorizing spirit jump.

< 8h/292H 121v/121V Pos: sitting >
You have finished memorizing spirit jump.

< 8h/292H 121v/121V Pos: sitting >

< 9h/292H 121v/121V Pos: sitting >
Pardon?

< 9h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.

< 9h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.

< 9h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.

< 9h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.

< 10h/292H 121v/121V Pos: sitting >
A tharnadian thief-hunter snaps into visibility.

< 10h/292H 121v/121V Pos: sitting >
You have finished memorizing flameburst.
You stop meditating.
But you are a member of no group?!

< 10h/292H 121v/121V Pos: sitting >
A tharnadian thief-hunter completes his spell...
A swarm of insects appears from nowhere!
A swarm of insects suddenly attacks YOU!
You abandon your meditative trance.
-=[A swarm of insects's decent sting enshrouds you in a mist of blood.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A swarm of insects appears from nowhere!
A swarm of insects suddenly attacks YOU!
-=[A swarm of insects's decent sting causes you to grimace in pain.]=-
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.
-=[