The death of [41 Air Magus] Visil (Grey Elf)

in An Immaculate Stone Highway

from the perspective of [41 Air Magus] Visil (Grey Elf)

<worn as a badge>    an exquisite bone badge
<worn on head>       a drow-made gem helmet
<worn in ear>        a stylish gem earring
<worn on face>       an irridescent blue mask
<worn around neck>   a superior emerald choker
<worn around neck>   a light blue scarf
<worn on body>       a dented diamond robe from The Great Realm of Duris
<worn about body>    a tarnished steel cloak
<worn about waist>   a twined limestone belt
<worn on belt buckle>a mysterious tome
<attached to belt>   a mysterious tome
<attached to belt>   a spellbook
<held as shield>     a shimmering dragonscale buckler
<worn around wrist>  a boreal obsidian bracer
<worn around wrist>  a legendary tin wristguard
<worn on hands>      some well-used tin mitts from Desolate
<primary weapon>     a jeweled gem warhammer
<worn on legs>       some pants of evergreen bark [superior]
<worn on feet>       some black leather hiking boots [superior]


< 241h/241H 120v/120V Pos: sitting >
You have memorized the following spells:
( 9th circle)  1 - electrical execution
( 8th circle)  1 - detect invisibility
               3 - disintegrate
( 7th circle)  1 - dimension door
               4 - cyclone
( 6th circle)  3 - teleport
               3 - stone skin
( 5th circle)  2 - conjure elemental
               4 - wall of stone
               1 - sense follower
( 4th circle)  7 - lightning bolt
               1 - wall of force
( 3rd circle)  2 - shocking grasp
               1 - strength
               4 - dispel magic
               1 - mage flame
               1 - agility
( 2nd circle)  5 - sleep
               5 - mirror image
( 1st circle)  3 - minor creation
               6 - magic missile

And you are currently memorizing the following spells:
    2 seconds:  ( 1st) detect magic

You can memorize no more spells.

< 241h/241H 120v/120V Pos: sitting >
You start meditating...

< 241h/241H 120v/120V Pos: sitting >
You have finished memorizing detect magic.
Your studies are complete.

< 241h/241H 120v/120V Pos: sitting >
You clamber to your feet.

< 241h/241H 120v/120V Pos: standing >
The Tower of the Conjurer
Obvious exits: -Down 
A spellbook has been tossed aside here.
A spellbook lies here, discarded.
A portal floats here, glowing with a miriad of vibrant colors.
(Q)Khira, the great tharnadian conjurer, stands here instructing her pupils.(Gold Aura)

< 241h/241H 120v/120V Pos: standing >
You are carrying: (1/11)
a rugged adventurers satchel (illuminating)

< 241h/241H 120v/120V Pos: standing >
You are using:
<worn as a badge>    an exquisite bone badge
<worn on head>       a drow-made gem helmet
<worn in ear>        a stylish gem earring
<worn on face>       an irridescent blue mask
<worn around neck>   a superior emerald choker
<worn around neck>   a light blue scarf
<worn on body>       a dented diamond robe from The Great Realm of Duris
<worn about body>    a tarnished steel cloak
<worn about waist>   a twined limestone belt
<worn on belt buckle>a mysterious tome
<attached to belt>   a mysterious tome
<attached to belt>   a spellbook
<held as shield>     a shimmering dragonscale buckler
<worn around wrist>  a boreal obsidian bracer
<worn around wrist>  a legendary tin wristguard
<worn on hands>      some well-used tin mitts from Desolate
<primary weapon>     a jeweled gem warhammer
<worn on legs>       some pants of evergreen bark [superior]
<worn on feet>       some black leather hiking boots [superior]

< 241h/241H 120v/120V Pos: standing >
You do not see a tome here.

< 241h/241H 120v/120V Pos: standing >
You do not see a tome here.

< 241h/241H 120v/120V Pos: standing >
On a Spiral Staircase Up the Conjurer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  A granite spiral stairwell rises up into the
tower of the conjurer, its sides hewn smooth and a grinning elemental head
carved in the top of each step.  The bannister is made of ice so cold that
smoke perpetually rises off it, no matter the temperature of the room.  The
stairwell continues its languid climb both up and down.
Obvious exits: -Up    -Down 

< 241h/241H 120v/120V Pos: standing >
On a Spiral Staircase Up the Conjurer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  A granite spiral stairwell rises up into the
tower of the conjurer, its sides hewn smooth and a grinning elemental head
carved in the top of each step.  The bannister is made of ice so cold that
smoke perpetually rises off it, no matter the temperature of the room.  The
stairwell continues its languid climb both up and down.
Obvious exits: -Up    -Down 
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A grounds keeper is cleaning here, singing songs to Mielikki.(Gold Aura)

< 241h/241H 120v/120V Pos: standing >
The Bottom of the Conjurer's Tower Stairs
   This room is devoid of any light source, the light from the windows in the
hallway not strong enough to penetrate this gloom.  A granite spiral stairwell
rises up into the tower of the conjurer, its sides hewn smooth and a grinning
elemental head carved in the top of each step.  The bannister is made of ice
so cold that smoke perpetually rises off it, no matter the temperature of the
room.  The stairway curves up through the ceiling, while the hallway heads
out to the west.
Obvious exits: -West  -Up   

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
The Second Floor Hallway
   A stained glass window is set in the wall to the north painting the
hallway's expanse a plethora of colors.  Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system.  Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor.  The hallway continues to the south, while a stairway
east leads up into the tower of the conjurer.  The King's bedchamber adjoins
this hall to the west of here.
Obvious exits: -East  -South -West #
An intricate stained glass window is set in the north wall.

< 241h/241H 120v/120V Pos: standing >
The Second Floor Hallway
   Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors.  The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship.  A stairwell leads up
to the west, climbing to the third and final level of the keep, while a walk
leads to the parapets to the east.  The hallway continues to the north and to
the south.
Obvious exits: -North -East # -South -West 

< 241h/241H 120v/120V Pos: standing >
The Second Floor Hallway
   A stained glass window is set in the wall to the south, painting the
hallway's expanse a plethora of colors.  Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system.  Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor.  The hallway continues to the north, while a stairway
east leads up into the tower of the sorcerer.  The Queen's bedchamber adjoins
this hall to the west of here.
Obvious exits: -North -East  -West #
An intricate stained glass window is set in the south wall.

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
The Bottom of the Sorcerer's Tower Stairs
   This room is devoid of any light source, the light from the windows in the
hallway not strong enough to penetrate this gloom.  A bannister formed from
harnessed lightning, rising in a spiral off the ground and through the ceiling
above, gives the only hint that a staircase even exists here.  Aside from the
balustrade the room looks empty, strange magics having turned the stairs to
solid air.  The stairwell curves up through the ceiling, while the hallway
heads out to the west.
Obvious exits: -West  -Up   
A portal floats here, glowing with a miriad of vibrant colors.

< 241h/241H 120v/120V Pos: standing >
Inside a Twisted Twilight Tower of Illusion
   This mysterious place is like none other in the world of foreboding mortals.
Images flicker into view, then fade again without leaving any trace of it ever
being there.  Shadow demons, beasts spawned from the unlight, nocturnal fiends
that doth bring fright.  Striking down creatures with their infernal diabolical
hatred.  Sparkling light, dazzles, distorts reality, forming illusions, causing
sanity to fade.  Beretorn darkness drifts into view, a strange funeral fog can
suddenly be seen rolling in.  What is real no longer seems to be clear, scents
linger, yet what the smell is can not be explained.  Without warning images of
dragons and devils twist into focus.  They seem so real, while for some reason
there seems to be something missing.  Music can be heard, the words are muffled
and impossible to understand.  For some reason the sound is very relaxing, just
as suddenly the noise is gone.  Cascading colors, shifting, swirling, into and
out of view.  Another dream forms, screams, infernal deeds, planted vile seeds.
Futile struggle, victims slashed into woe, somber silence, all this caused by
violence.  Blood flows out of where life no longer dwells, suffering souls, a
few forlorn fools.  Might decides who is to rule, sight lies, everybody dies.
Mercyful Fate laughs as the weak are trampled over by the evil sinister strong.
Necromantia, mystical forces, so many things, eerie light descends, whats real?
Obvious exits: -Up   
A mysterious glowing bookshelf rests upon the ground here.
A portal floats here, glowing with a miriad of vibrant colors.
Malrik, the master illusionist, stands here weaving his illusions.(Gold Aura)

< 241h/241H 120v/120V Pos: standing >
The Entrance to the Great Park of Caer Tannad
   This beautiful park encompasses the entire top of the Shr'nn mesa, with the
exception of the area of the keep.  Originally established to beautify the
land around the prison stronghold of Caer Tannad, the park also serves to hide
the screams of the prisoners kept therein.  Tall maple trees and lush grasses
dominate the landscape, the occasional oak impressing itself in your view.
In stark contrast with the rest of the city, this place of natural beauty is
kept pristine, cleaned regularly of trash and other debris.  The air here even
seems fresher and clean, in comparison to the city below.  The park continues
to the west of here, while the stairs down the mesa stand to the south. 
Obvious exits: -South -West 

< 241h/241H 120v/120V Pos: standing >
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -North -South -West  -Down 

< 241h/241H 120v/120V Pos: standing >
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up    -Down 

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues up and down from
here.
Obvious exits: -Up    -Down 

< 241h/241H 120v/120V Pos: standing >
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up    -Down 
A squirrel is wandering around here.(Gold Aura)
A diminutive old man sits here, scribbling on some vellum.

< 241h/241H 120v/120V Pos: standing >
You're too busy concentrating on staying on your mount to cast!

< 241h/241H 120v/120V Pos: standing >
The Bottom of a Steep Rise up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east and up
from here.
Obvious exits: -East  -Up   
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
A Landing on the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues to the east and to the west.
Obvious exits: -East  -West 

< 241h/241H 120v/120V Pos: standing >
A Landing in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -West  -Down 

< 241h/241H 120v/120V Pos: standing >
A Steep Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up    -Down 

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east to the top
of a small drop.
Obvious exits: -East  -Up   

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
The Top of a rise in the Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues west and down.
Obvious exits: -West  -Down 

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
Before a Rise in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  The path continues up and east.
Obvious exits: -East  -Up   

< 241h/241H 120v/120V Pos: standing >
Outside the Western Arch
   A huge bloodstone arch leads through the city's defensive wall, joining the
the crimson cobbles of the Grand Tharnadian Way.  No guard towers rise above
your head, as the only ways to this entrance lie through the twin keeps or the
heavily defended city gates.  A dirt footpath winds its way up the Shr'nn Mesa
toward Caer Tannad, the first of the twin keeps.  The path leaves west.
Obvious exits: -East  -West 

< 241h/241H 120v/120V Pos: standing >
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 
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.

< 241h/241H 120v/120V Pos: standing >
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 
A young man in leather armor seems to be patrolling the walls.

< 241h/241H 120v/120V Pos: standing >
A large black panther is now a member of your group.

< 241h/241H 120v/120V Pos: standing >
Your group consists of ( 2/20):
( Head)   241/241   hit,  120/120  move Visil
(Front)    20/20    hit,  202/266  move a large black panther

< 241h/241H 120v/120V Pos: standing >
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 
A young man in leather armor seems to be patrolling the area.

< 241h/241H 120v/120V Pos: standing >
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 young man in leather armor seems to be patrolling the area.
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
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 

< 241h/241H 120v/120V Pos: standing >
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 
A shady looking mercenary stands here, eyeing you with open contempt.

< 241h/241H 120v/120V Pos: standing >
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 
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground here.

< 241h/241H 120v/120V 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 
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground here.
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 tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A stray tomcat is darting after rodents, here.
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 241h/241H 120v/120V 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 large wandering dog is here, growling at you.

< 241h/241H 120v/120V Pos: standing >
The door seems to be closed.

< 241h/241H 120v/120V Pos: standing >
Your group consists of ( 2/20):
( Head)   241/241   hit,  120/120  move Visil
(Front)    20/20    hit,  188/266  move a large black panther

< 241h/241H 120v/120V 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

< 241h/241H 120v/120V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East  -South -West 
A militia guard is posted here, keeping watch over the bazaar.(Gold Aura)

< 241h/241H 120v/120V 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.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)

< 241h/241H 120v/120V 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.

< 241h/241H 120v/120V 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 

< 241h/241H 120v/120V 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 
A young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A large wandering dog is here, growling at you.
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.

< 241h/241H 120v/120V Pos: standing >
The iron seems to be closed.

< 241h/241H 120v/120V Pos: standing >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.
The iron seems to be closed.

< 241h/241H 120v/120V Pos: standing >
The iron seems to be closed.

< 241h/241H 120v/120V 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 tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A young man in leather armor seems to be patrolling the area.

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
north and west.
Obvious exits: -North -West 
A large wandering dog is here, growling at you.

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
The Southern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road to the west
turns south, while to the east it bends north.
Obvious exits: -East  -South# -West 
A young man in leather armor seems to be patrolling the area.
A young cleric is standing here, smiling at you warmly.(Gold Aura)
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)

< 241h/241H 120v/120V Pos: standing >
A street sweeper leaves west.
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
north and west.
Obvious exits: -North -West 
A large wandering dog is here, growling at you.

< 241h/241H 120v/120V 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 tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A young man in leather armor seems to be patrolling the area.

< 241h/241H 120v/120V 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 
A young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A large wandering dog is here, growling at you.
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.

< 241h/241H 120v/120V Pos: standing >
Ok.

< 241h/241H 120v/120V Pos: standing >
Syrm gave you the following quest:
Go ask A headless Thri-Kreen in Jindon the Deathwood Forest about the Month of EverFreeze.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!

< 241h/241H 120v/120V 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 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.(Gold Aura)
A tough looking warrior is scanning the landscape beyond the walls.

< 241h/241H 120v/120V 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 

< 241h/241H 120v/120V 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 

< 241h/241H 120v/120V 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 

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V 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

< 241h/241H 120v/120V 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 young man in leather armor seems to be patrolling outside the gates.

< 241h/241H 120v/120V 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   
A giraffe looks about for a nearby tree.

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/241H 120v/120V 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 

< 241h/241H 120v/120V 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 crafting recipe lies here collecting dust.
A sturdy looking mount is here, all saddled up and ready to ride.

< 241h/241H 120v/120V 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 

< 241h/241H 120v/120V 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 tough looking warrior is scanning the landscape beyond the walls.

< 241h/241H 120v/120V Pos: standing >
 
  *******.  
   *D+**^*  
    ^@+M++  
   *++*^*.  
  M^******  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 241h/241H 120v/120V Pos: standing >
 
 *******..  
  *D+**^**  
   ^M@M+++  
  *++*^*.*  
 M^******.  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 ******...  
 *D+**^**.  
  ^M+@++++  
 *++*^*.**  
 ^******..  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
An elite highwayman stands here, protecting the roads of Tharnadia.(Gold Aura)

< 241h/241H 120v/120V Pos: standing >
 
 *****....  
 D+**^**.^  
 ^M+M@++++  
 ++*^*.***  
 ******...  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 ****....M  
 +**^**.^.  
 M+M+@++++  
 +*^*.****  
 *****....  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 ***....M.  
 **^**.^.^  
 +M++@++++  
 *^*.****.  
 ****....^  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 **....M.+  
 *^**.^.^+  
 M+++@++++  
 ^*.****.+  
 ***....^+  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 *....M.+.  
 ^**.^.^+.  
 M+++@+++.  
 *.****.+.  
 **....^+.  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 ....M.+..  
 **.^.^+..  
 ++++@++..  
 .****.+..  
 *....^+..  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 ...M.+..^  
 *.^.^+..^  
 ++++@+...  
 ****.+...  
 ....^+...  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 ..M.+..^.  
 .^.^+..^.  
 ++++@....  
 ***.+....  
 ...^+....  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 M^..+....  
 ..M.+..^.  
 .^.^@..^.  
 +++++....  
 ***.+....  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
 
 ^.M.+...   
 M^..+....  
 ..M.@..^.  
 .^.^+..^.  
 +++++....  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 241h/241H 120v/120V Pos: standing >
You dismount a large black panther.

< 241h/241H 120v/120V Pos: standing >
You start chanting...

< 241h/241H 120v/120V Pos: standing >
You complete your spell...
Your eyes tingle.
A half-elf merchant snaps into visibility.
-=[Out of nowhere, a half-elf merchant stabs you in the back.]=-
YIKES!  Another hit like that, and you've had it!!
A half-elf merchant twists the blade lodged in your back causing you to writhe in agony.
-=[Out of nowhere, a half-elf merchant stabs you in the back.]=-