The death of [33 Thief] Azo (Halfling)

in The Southern Wall Road

from the perspective of [36 Thief] Pir Disciple of Lloth (Kobold)

<worn as a badge>    the mark of the saboteur [83%]             
<worn on head>       a black turban of circling flames
<worn on eyes>       a set of metal eye protectors [85%]             
<worn in ear>        a dangling whitestone earring
<worn in ear>        an orb of metorite of negativity [poor] made by Laz (glowing)
<worn on face>       the mask of deceptions (humming) [32%]             
<worn around neck>   a scarf of enhanced stealth
<worn around neck>   a necklace of halfling ears of sight [modified] made by Laz
<worn on body>       Lobos' leather coat
<worn about body>    a mithril breastplate with a golden cross (glowing)
<worn on back>       a large leather backpack
<worn about waist>   the woven entrails of an unfortunate soul
<worn on belt buckle>a blood dagger of Tezcatlipoca
<attached to belt>   a disguise kit
<attached to belt>   a disguise kit
<worn on arms>       the vambraces of the vampire lords (humming) [79%]             
<held as shield>     the spiked shield of a MaDMaN
<worn around wrist>  a black and white zebra-hide wristband [88%]             
<worn around wrist>  a black and white zebra-hide wristband [81%]             
<worn on hands>      the gauntlets of FuRy (glowing)
<worn on finger>     the ring of the Netherworld (glowing)
<worn on finger>     a ring of the giantkind
<primary weapon>     a sleek adamantium dagger named 'Blight'
<worn on legs>       a pair of vapor leggings
<worn on feet>       some durethium boots


< 304h/304H 116v/116V Pos: standing >
You quickly scan the area.
A shady mercenary who is not far off to your north.
A black panther who is a brief walk away to your north.
Sarn, the banker who is a brief walk away to your north.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
A tharnadian illusionist who is close by to your east.
A controller who is close by to your east.
An elite guard who is close by to your east.
A militia guard who is a brief walk away to your east.
A militia guard who is close by to your south.
A huge rat who is close by to your south.
A street sweeper who is close by to your south.
A human merchant who is not far off to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A human merchant who is rather far off to your west.

< 304h/304H 116v/116V Pos: standing >
You quickly scan the area.
A shady mercenary who is not far off to your north.
A black panther who is a brief walk away to your north.
Sarn, the banker who is a brief walk away to your north.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
A tharnadian illusionist who is close by to your east.
A controller who is close by to your east.
An elite guard who is close by to your east.
A militia guard who is a brief walk away to your east.
A militia guard who is close by to your south.
A huge rat who is close by to your south.
A human merchant who is not far off to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A human merchant who is rather far off to your west.

< 304h/304H 116v/116V 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

< 304h/304H 115v/116V 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.

< 304h/304H 114v/116V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A militia guard is posted here, keeping watch over the bazaar.(Gold Aura)

< 304h/304H 113v/116V 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)
A human merchant from another town stands here, perusing Tharnadia.

< 304h/304H 112v/116V 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

< 304h/304H 112v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 304h/304H 112v/116V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your north.
A militia guard who is close by to your east.
A human merchant who is close by to your east.
A militia guard who is not far off to your east.
A human merchant who is a brief walk away to your east.
The shady youth who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A slutty whore who is not far off to your south.
A homeless child who is not far off to your south.
The shady youth who is rather far off to your south.

< 304h/304H 114v/116V 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

< 304h/304H 114v/116V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A 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 young cleric is standing here, smiling at you warmly.(Gold Aura)
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 304h/304H 113v/116V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A leather backpack lies here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 304h/304H 114v/116V Pos: standing >
A spiral oak staircase leads to the inn.
You extend your sights upward.
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
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.
A spellbook has been tossed aside here.
A spellbook lies here, discarded.
A large sign hangs from the front of the counter here.
A Halfling (small) Legionary of The Empire stands here (Newbie).(Red Aura)
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.(Gold Aura)

< 304h/304H 116v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 116v/116V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
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.
A spellbook has been tossed aside here.
A spellbook lies here, discarded.
A large sign hangs from the front of the counter here.
A Halfling (small) Legionary of The Empire stands here (Newbie).(Red Aura)
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.(Gold Aura)
A Halfling sneaks down.

< 304h/304H 115v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 115v/116V Pos: standing >
The town crier shouts 'Bars are open all night boys!'

< 304h/304H 115v/116V Pos: standing >
You don't see that here.

< 304h/304H 115v/116V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A leather backpack lies here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 304h/304H 114v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 115v/116V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A 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 young cleric is standing here, smiling at you warmly.(Gold Aura)
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 304h/304H 115v/116V 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

< 304h/304H 114v/116V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A Gnome who is close by to your east.
Kieta who is close by to your east.
A slutty whore who is a brief walk away to your south.
A homeless child who is a brief walk away to your south.
A homeless child who is a brief walk away to your south.
A young cleric who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is close by to your west.
The town crier who is close by to your west.
A militia guard who is not far off to your west.
A small brown bear who is not far off to your west.
A large rat who is a brief walk away to your west.
The doctor who is in the distance to your west.

< 304h/304H 116v/116V 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

< 304h/304H 115v/116V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your north.
A human merchant who is close by to your east.
A Halfling who is not far off to your east.
A militia guard who is not far off to your east.
A human merchant who is a brief walk away to your east.
The shady youth who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A slutty whore who is not far off to your south.
A homeless child who is not far off to your south.
A homeless child who is not far off to your south.

< 304h/304H 115v/116V 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 human merchant from another town stands here, perusing Tharnadia.

< 304h/304H 114v/116V 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 Halfling (small) Legionary of The Empire stands here (Newbie).(Red Aura)
A militia guard is posted here, keeping watch over the bazaar.(Gold Aura)

< 304h/304H 113v/116V Pos: standing >
A Halfling sneaks west.

< 304h/304H 113v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 114v/116V Pos: standing >
A Gnome enters from the west.

< 304h/304H 116v/116V Pos: standing >
A Gnome leaves east.

< 304h/304H 116v/116V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A human merchant who is close by to your north.
The commoner who is close by to your north.
A human merchant who is close by to your east.
A Gnome who is a brief walk away to your east.
A militia guard who is a brief walk away to your east.
The shady youth who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
A tharnadian illusionist who is rather far off to your east.
An elite guard who is rather far off to your east.
A human alchemist who is close by to your south.
A human merchant who is close by to your west.
A Halfling who is not far off to your west.

< 304h/304H 116v/116V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A human merchant who is close by to your north.
The commoner who is close by to your north.
A militia guard who is a brief walk away to your east.
The shady youth who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
A human alchemist who is close by to your south.
A human merchant who is close by to your west.
A Halfling who is not far off to your west.

< 304h/304H 116v/116V 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 human merchant from another town stands here, perusing Tharnadia.

< 304h/304H 115v/116V 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

< 304h/304H 114v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 114v/116V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your north.
A militia guard who is a brief walk away to your north.
A human merchant who is close by to your east.
A militia guard who is not far off to your east.
A human merchant who is a brief walk away to your east.
A militia guard who is in the distance to your east.
The shady youth who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A slutty whore who is not far off to your south.
A homeless child who is not far off to your south.
A homeless child who is not far off to your south.
A Halfling who is rather far off to your south.

< 304h/304H 116v/116V 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

< 304h/304H 115v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 115v/116V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is not far off to your north.
Kieta who is close by to your east.
A slutty whore who is a brief walk away to your south.
A homeless child who is a brief walk away to your south.
A young cleric who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is close by to your west.
The town crier who is close by to your west.
A militia guard who is not far off to your west.
A small brown bear who is not far off to your west.
The doctor who is in the distance to your west.

< 304h/304H 115v/116V 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

< 304h/304H 114v/116V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West

< 304h/304H 113v/116V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
A working-class whore is standing here, catwalking around.
A homeless child is here, scrounging around for some food.
A homeless child is here, scrounging around for some food.

< 304h/304H 112v/116V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East -South -Up

< 304h/304H 112v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 112v/116V Pos: standing >

< 304h/304H 116v/116V Pos: standing >

< 304h/304H 116v/116V Pos: standing >
You don't see that here.

< 304h/304H 116v/116V Pos: standing >
You quickly scan the area.
A slutty whore who is close by to your north.
A homeless child who is close by to your north.
A homeless child who is close by to your north.
A militia guard who is in the distance to your north.
A peasant farmer who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 304h/304H 116v/116V Pos: standing >
You quickly scan the area.
A slutty whore who is close by to your north.
A homeless child who is close by to your north.
A homeless child who is close by to your north.
A peasant farmer who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 304h/304H 116v/116V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West
The corpse of a militia guard is lying here.
The corpse of a commoner is lying here.

< 304h/304H 115v/116V Pos: standing >
You quickly scan the area.
A slutty whore who is not far off to your north.
A homeless child who is not far off to your north.
A homeless child who is not far off to your north.
The shady youth who is close by to your west.

< 304h/304H 115v/116V Pos: standing >
The Southern Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
A shady looking youth is standing here, eyeing you with a devious glance.

< 304h/304H 114v/116V Pos: standing >
The snow is coming down faster now.
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 114v/116V Pos: standing >
You quickly scan the area.
A Halfling who is close by to your west.

< 304h/304H 116v/116V Pos: standing >
A Bend in the Road Wall
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East -South
A Halfling (small) Legionary of The Empire stands here (Newbie).(Red Aura)

< 304h/304H 115v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 304h/304H 115v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 115v/116V Pos: standing >

< 304h/304H 115v/116V Pos: standing >
This Halfling has some small wounds and bruises.
He's small in size.

<worn as a badge>    a dark shadowy circle
<worn in ear>        a strangly glowing ivy leaf (glowing)
<worn in ear>        a tiger's tooth earring
<worn on face>       a ceramic mask painted like a tiger
<worn around neck>   an alligatorskin collar
<worn around neck>   the service tags of the squad (glowing)
<worn on body>       some robes of sand weaving
<worn as quiver>     the masters quiver (glowing)
<worn on arms>       some sandy sleeves
<held as shield>     a tower shield caked with blood
<worn around wrist>  the ancient bracelet of Oberon, the elven king (humming)
<worn around wrist>  a length of zombie flesh
<worn on hands>      the gauntlets of immortality (glowing) (humming)
<worn on finger>     a spiked ring
<worn on finger>     a pitted silver band from The Behemoth Herders
<primary weapon>     sewing needle

< 304h/304H 115v/116V Pos: standing >
A Halfling leaves south.

< 304h/304H 115v/116V Pos: standing >
A Halfling enters from the south.

< 304h/304H 115v/116V Pos: standing >
A militia guard enters from the south.

< 304h/304H 115v/116V Pos: standing >
A militia guard suddenly attacks a Halfling!
A militia guard's punch strikes a Halfling hard.

< 304h/304H 115v/116V Pos: standing >
A Halfling misses a militia guard.
A militia guard barely blocks a Halfling's lunge at him.
A Halfling's impressive pierce wounds a militia guard.
A Halfling misses a militia guard.

< 304h/304H 115v/116V Pos: standing >
A Halfling attempts to flee.
A Halfling leaves east.

< 304h/304H 115v/116V Pos: standing >
The road continues east.
You extend your sights eastward.
The Southern Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
A Halfling (small) Legionary of The Empire stands here (Newbie).(Red Aura)
A shady looking youth is standing here, eyeing you with a devious glance.

< 304h/304H 115v/116V Pos: standing >
A Halfling enters from the east.

< 304h/304H 115v/116V Pos: standing >
A Halfling leaves east.

< 304h/304H 116v/116V Pos: standing >
A militia guard leaves east.

< 304h/304H 116v/116V Pos: standing >
The road continues east.
You extend your sights eastward.
The Southern Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
A militia guard stands here, fighting a Halfling.
A Halfling (small) Legionary of The Empire stands here (Newbie), fighting a militia guard.(Red Aura)
A shady looking youth is standing here, eyeing you with a devious glance.

< 304h/304H 116v/116V Pos: standing >
The Southern Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
A militia guard stands here, fighting a Halfling.
A Halfling (small) Legionary of The Empire stands here (Newbie), fighting a militia guard.(Red Aura)
A shady looking youth is standing here, eyeing you with a devious glance.

< 304h/304H 115v/116V Pos: standing >
The perfect match!

< 304h/304H 115v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 304h/304H 115v/116V Pos: standing >
A Halfling's pierce wounds a militia guard.
A Halfling's impressive pierce wounds a militia guard.
A militia guard dodges a Halfling's attack.

< 304h/304H 115v/116V Pos: standing >
A militia guard's impressive punch strikes a Halfling very hard.

< 304h/304H 115v/116V Pos: standing >
A Halfling's pierce grazes a militia guard.
A Halfling's pierce wounds a militia guard.
A Halfling misses a militia guard.

< 304h/304H 115v/116V Pos: standing >
A militia guard barely blocks a Halfling's lunge at him.
A Halfling's impressive pierce wounds a militia guard.
A Halfling's fine pierce wounds a militia guard.
A Halfling misses a militia guard.

< 304h/304H 115v/116V Pos: standing >
A Halfling's intercepts a militia guard's attack with sewing needle with eloquent ease.
A Halfling's impressive pierce wounds a militia guard.
Sewing needle slices through the air with incredible ease!
A Halfling's pierce grazes a militia guard.
A Halfling blocks a militia guard's lunge at him.
A militia guard misses a kick at a Halfling due to his small size.

< 304h/304H 115v/116V Pos: standing >
You think you noticed an opening in your victim defenses...

< 304h/304H 115v/116V Pos: standing >
A militia guard dodges a Halfling's attack.
A Halfling's impressive pierce wounds a militia guard.
A Halfling's pierce wounds a militia guard.
A Halfling's pierce strikes a militia guard.
A Halfling reaches for the ground, quickly tossing a clump of dirt at a militia guard's face!

< 304h/304H 116v/116V Pos: standing >
You snap into visibility.
You do a fancy maneuver, tripping a Halfling.

< 304h/304H 116v/116V Pos: standing >
< T: guard TP: sta TC: small wounds E: A Halfling sit EP:  few wounds >
 You snap into visibility.
[Damage: 47 ] You find weakness in a Halfling's defenses and land a sneaky surprise attack!

< 304h/304H 116v/116V Pos: standing >
< T: guard TP: sta TC: small wounds E: A Halfling sit EP:  nasty wounds >
 A militia guard's impressive punch seriously wounds a Halfling.
A militia guard's punch strikes a Halfling very hard.

< 304h/304H 116v/116V Pos: standing >
< T: guard TP: sta TC: small wounds E: A Halfling sit EP: pretty hurt >
 Your improved dexterity allows you to mitigate some of the weight of this weapon and attack!
You score a CRITICAL HIT!!!!!
You snap into visibility.
[Damage: 27 ] -=[Your powerful pierce enshrouds a Halfling in a mist of blood.]=-
[Damage: 11 ] -=[Your fine pierce seriously wounds a Halfling.]=-
A Halfling blocks your futile lunge at him.
[Damage:  6 ] -=[Your pierce strikes a Halfling very hard.]=-
[Damage:  4 ] -=[Your pierce strikes a Halfling hard.]=-
A Halfling misses a militia guard.
A Halfling misses a militia guard.

< 304h/304H 116v/116V Pos: standing >
< T: guard TP: sta TC: small wounds E: A Halfling sit EP:  awful >
 Your improved dexterity allows you to mitigate some of the weight of this weapon and attack!
You snap into visibility.
[Damage:  5 ] -=[Your decent pierce strikes a Halfling very hard.]=-
[Damage: 10 ] -=[Your pierce enshrouds a Halfling in a mist of blood.]=-
[Damage: 16 ] -=[Your impressive pierce critically injures a Halfling.]=-
A Halfling is incapacitated and will slowly die, if not aided.

< 304h/304H 116v/116V Pos: standing >
Autosaving...

< 304h/304H 116v/116V Pos: standing >
Backstab who?

< 304h/304H 116v/116V Pos: standing >
You snap into visibility.
[Damage: 50 ] A Halfling makes a strange sound but is suddenly very silent as you place a sleek adamantium dagger named 'Blight' in his back.
A Halfling's pitted silver band from the Behemoth Herders was completely destroyed by the massive blow!
A Halfling is dead! R.I.P.
You receive your share of experience.
You raise a level!