The death of [56 Cleric] Rugorr (Firbolg)

in A Recently Rebuilt Stone Highway

from the perspective of [56 Cleric] Rugorr (Firbolg)

<worn on head>       a holy priest cap
<worn around neck>   some holy beads
<worn around neck>   a beautiful clay collar
<worn on body>       a suit of plate mail
<worn about body>    a ragged stained cloak
<worn about waist>   a fur belt
<worn on belt buckle>a cracked leather waterskin
<primary weapon>     a small tree


< 188h/188H 164v/164V Pos: sitting >
You are praying for cause serious, which will take about 19 seconds.

< 188h/188H 164v/164V Pos: sitting >
You start meditating...

< 188h/188H 164v/164V Pos: sitting >
The town crier shouts in common 'Bars are open all night boys!'

< 188h/188H 164v/164V Pos: sitting >
You are already meditating.

< 188h/188H 164v/164V Pos: sitting >
You have finished praying for preserve.

< 188h/188H 164v/164V Pos: sitting >
You have memorized the following spells:
( 2nd circle)  1 - blindness
               1 - preserve
               1 - word of command
( 1st circle)  1 - armor
               1 - bless
               1 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
   18 seconds:  ( 2nd) protection from fire
   37 seconds:  ( 2nd) protection from cold
   56 seconds:  ( 2nd) cause serious

You can pray no more spells.

< 188h/188H 164v/164V Pos: sitting >
You have finished praying for protection from fire.

< 188h/188H 164v/164V Pos: sitting >

< 188h/188H 164v/164V Pos: sitting >
You have finished praying for protection from cold.

< 188h/188H 164v/164V Pos: sitting >
You have finished praying for cause serious.
Your prayers are complete.

< 188h/188H 164v/164V Pos: sitting >
You clamber to your feet.

< 188h/188H 164v/164V Pos: standing >

< 188h/188H 164v/164V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 188h/188H 164v/164V Pos: standing >
Hint: If you run across a witch doctor in your journeys, look at the products he offers. His spells last a few days or until you die.

< 188h/188H 164v/164V Pos: standing >
Spiritualist
=========================================
The Spiritualist has mastered the art of both life and death. He is able to
heal more effectively than his other Shaman counterparts. Having seen beyond
death, the Spiritualist cannot be shaken by mortal intimidation. It is even said
that at the highest form of their art, they can even stave off death itself!

==Innate Abilities==
; 36th level:     Improved Heal

==Spells==
; 7th circle:     Indomitability
; 8th circle:     Tormenting Spirits
; 10th circle:    Spirit Walk, Restoration, Depressed Earth
; 11th circle:    Guardian Spirits, Resurrection

==See also==
* Shaman

< 188h/188H 164v/164V Pos: standing >
A Community Outhouse
Obvious exits: -South -Up#
The corpse of a shitting youth is lying here.

< 188h/188H 164v/164V Pos: standing >
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the south and
to the east.  A community scathouse wafts its odors from the north.
Obvious exits: -North -East -South
A shady looking youth is standing here, eyeing you with a devious glance.

< 188h/188H 163v/164V Pos: standing >
You are at the half-way point towards this next level!

< 188h/188H 163v/164V Pos: standing >
A Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.
Robbers and thieves would find this the perfect place in which to relieve
those foolish rich nobles who wander here of their gold and jewels, not so
very far away from the wealthier northern sector.  Few piles of trash can be
seen here, indicating that this alley must be cleaned by someone, not quite
the darkest of places one can find in Tharnadia.  The alley continues to the
west, while opening east onto Keats street.
Obvious exits: -East -West
A shady looking mercenary stands here, eyeing you with open contempt.

< 188h/188H 162v/164V Pos: standing >
Do you feel lucky, punk?

< 188h/188H 164v/164V Pos: standing >
You mindlessly slam him with your mass!


< 188h/188H 134v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: mercenary ass EP:  small wounds >
 A shady mercenary misses you.

< 188h/188H 134v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: mercenary ass EP:  small wounds >
 A shady mercenary misses you.

< 188h/188H 134v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: mercenary ass EP:  small wounds >
 Your powerful crush grievously wounds a shady mercenary.

< 188h/188H 134v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: mercenary ass EP: pretty hurt >
 A shady mercenary misses you.

< 188h/188H 134v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: mercenary ass EP: pretty hurt >
 Your crush hits a shady mercenary.
A shady mercenary is mortally wounded, and will die soon, if not aided.

< 188h/188H 134v/164V Pos: standing >
<You start chanting...

< 188h/188H 134v/164V Pos: standing >
<You lost your concentration!
You abort your prayer before it's done!

< 188h/188H 134v/164V Pos: standing >
<Your final crushing blow caves in a shady mercenary's chest, and he dies rather quickly.
A shady mercenary is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a shady mercenary.

< 188h/188H 134v/164V Pos: standing >
You get a few coins from the corpse of a shady mercenary.
There were: 2 gold coins, 5 silver coins, 6 copper coins. 

< 188h/188H 134v/164V Pos: standing >
You are almost ready to attain your next level!

< 188h/188H 135v/164V Pos: standing >
A Murky Alley
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
The corpse of a shady mercenary is lying here.

< 188h/188H 136v/164V Pos: standing >
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the south and
to the east.  A community scathouse wafts its odors from the north.
Obvious exits: -North -East -South
A shady looking youth is standing here, eyeing you with a devious glance.

< 188h/188H 137v/164V Pos: standing >
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.
Robbers and thieves would find this the perfect place in which to relieve
those foolish rich nobles who wander here of their gold and jewels, not so
very far away from the wealthier northern sector.  Few piles of trash can be
seen here, indicating that this alley must be cleaned by someone, not quite
the darkest of places one can find in Tharnadia.  The alley continues to the
west and to the north.  A grubby tavern leans against its neighbors, to the
east.
Obvious exits: -North -East -West

< 188h/188H 137v/164V Pos: standing >
A Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the east and
to the west.  A dingy building stands to the south, its facade covered in
grime.
Obvious exits: -East -South -West

< 188h/188H 137v/164V Pos: standing >
Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  It is a
street of murder and dark deals, an area where not even the city guards dare
tread, and a land where the shadows hold many evil secrets.  Littered with
trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  The road continues to the north and south, while
a murky alley leads out to the east.
Obvious exits: -North -East -South
A working-class whore is standing here, catwalking around.
A large wandering dog is here, growling at you.
A battle scarred mercenary is standing here, eyeing you with scrutiny.
A huge rat is here, eyeing you with a vicious hunger.
A shady looking mercenary stands here, eyeing you with open contempt.

< 188h/188H 138v/164V Pos: standing >
A battle scarred mercenary leaves north.

< 188h/188H 141v/164V Pos: standing >
Consider killing who?

< 188h/188H 142v/164V Pos: standing >
Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  Littered
with trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  It is a place of murder and dark deals, an area
where not even the city guards dare tread, and a land where the shadows hold
many evil secrets.  The road continues to the south, while a run down home
opens up to the east.
Obvious exits: -East -South
A battle scarred mercenary is standing here, eyeing you with scrutiny.
A dangerous looking rogue mercenary is here, looking extremely alarmed.
A dangerous looking rogue mercenary is here, looking extremely alarmed.
A dangerous looking rogue mercenary is here, looking extremely alarmed.
A tough looking mercenary is standing here, strutting proudly.

< 188h/188H 142v/164V Pos: standing >
Why don't you just lie down and pretend you're dead instead?

< 188h/188H 145v/164V Pos: standing >
An Abandoned Hovel
   This home is completely devoid of furniture, huge spider webs span the
ceiling, and a thin layer of dust has settled on the floor.  From the looks of
things, you would say this home ahs been abandoned for quite some time.  A
small wood-burning stove stands at the rooms center,  rusted and unused.  The
air smells of soot and feels heavy on the lungs.  The doorway to the west
leads back out to Eidolon road.
Obvious exits: -West
An iron wood-burning stove stands here. (glowing)

< 188h/188H 146v/164V Pos: standing >
Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  Littered
with trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  It is a place of murder and dark deals, an area
where not even the city guards dare tread, and a land where the shadows hold
many evil secrets.  The road continues to the south, while a run down home
opens up to the east.
Obvious exits: -East -South
A battle scarred mercenary is standing here, eyeing you with scrutiny.
A dangerous looking rogue mercenary is here, looking extremely alarmed.
A dangerous looking rogue mercenary is here, looking extremely alarmed.
A dangerous looking rogue mercenary is here, looking extremely alarmed.
A tough looking mercenary is standing here, strutting proudly.

< 188h/188H 147v/164V Pos: standing >
A battle scarred mercenary leaves south.

< 188h/188H 147v/164V Pos: standing >
You ARE mad!

< 188h/188H 150v/164V Pos: standing >
You mindlessly slam him with your mass!


< 188h/188H 124v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: rogue ass EP: few scratches >
 The dangerous looking rogue misses you.

< 188h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: rogue ass EP: few scratches >
 Hint: Type toggle group to let others know that you're interested in grouping.

< 188h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: rogue ass EP: few scratches >
 You barely block the dangerous looking rogue's lunge at you.

< 188h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: rogue ass EP: few scratches >
 Your powerful crush seriously wounds the dangerous looking rogue.

< 188h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: rogue ass EP:  few wounds >
 A shady mercenary enters from the south.

< 188h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: rogue ass EP:  few wounds >
 The dangerous looking rogue misses you.

< 188h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: rogue ass EP:  few wounds >
 You miss the dangerous looking rogue.

< 188h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:excellent E: rogue ass EP:  few wounds >
 The dangerous looking rogue's impressive punch strikes you hard.
The dangerous looking rogue clambers to his feet.

< 171h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:few scratches E: rogue sta EP:  few wounds >
 The dangerous looking rogue dodges your futile attack.

< 171h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:few scratches E: rogue sta EP:  few wounds >
 You start chanting...

< 171h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:few scratches E: rogue sta EP:  few wounds >
 The dangerous looking rogue misses you.

< 171h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:few scratches E: rogue sta EP:  few wounds >
 You complete your spell...
The dangerous looking rogue's body is wracked with spasms as you touch him!

< 171h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:few scratches E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue dodges your futile attack.

< 171h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC:few scratches E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue misses you.
The dangerous looking rogue's sweep catches you in the side and you almost stumble.

< 163h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 You miss the dangerous looking rogue.

< 163h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue misses you.

< 163h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 A huge rat enters from the south.

< 163h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 You miss the dangerous looking rogue.

< 163h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 A shady mercenary glares at you wondering why you are watching him.

< 163h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 You barely block the dangerous looking rogue's lunge at you.
The dangerous looking rogue's kick crashes into your chest.

< 156h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 You miss the dangerous looking rogue.

< 156h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue misses you.

< 156h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue leaves south.

< 156h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 A shady mercenary says in common 'If you got a job for me, I'll get it done.'
A shady mercenary cracks his knuckles.

< 156h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 A slutty whore enters from the south.

< 156h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 You miss the dangerous looking rogue.

< 156h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue misses you.
You barely block the dangerous looking rogue's lunge at you.
The dangerous looking rogue's sweep catches you in the side and you almost stumble.

< 149h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 You barely block the dangerous looking rogue's lunge at you.
The dangerous looking rogue dodges your futile attack.

< 149h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 A shady mercenary says in common 'If you got a job for me, I'll get it done.'
A shady mercenary cracks his knuckles.

< 149h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: small wounds E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue's impressive punch strikes you hard.
You duck under the dangerous looking rogue's lame kick.

< 134h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP:  nasty wounds >
 This being a hometown, you receive fewer exps...
Your fine crush strikes the dangerous looking rogue very hard.

< 134h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue misses you.
The dangerous looking rogue's punch strikes you very hard.
This being a hometown, you receive fewer exps...

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue dodges your futile attack.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP:  nasty wounds >
 The dangerous looking rogue misses you.
You get the best of the dangerous looking rogue as he headbutts you.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 You miss the dangerous looking rogue.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 A shady mercenary says in common 'Is it hot in here or is it just me?'

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue misses you.
The dangerous looking rogue misses you.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 You miss the dangerous looking rogue.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue misses you.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 A slutty whore leaves south.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 A shady mercenary says in common 'If you got a job for me, I'll get it done.'
A shady mercenary cracks his knuckles.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 You miss the dangerous looking rogue.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue misses you.
The dangerous looking rogue misses you.
The dangerous looking rogue misses you with his clumsy kick at your chest.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue leaves south.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue dodges your futile attack.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 You barely block the dangerous looking rogue's lunge at you.
The dangerous looking rogue misses you.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue dodges your futile attack.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue misses you.
You duck under the dangerous looking rogue's lame kick.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 
< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 Your impressive crush seriously wounds the dangerous looking rogue.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue misses you.
The dangerous looking rogue misses you.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 Eidolon Road
Obvious exits: -East -South
A huge rat is here, eyeing you with a vicious hunger.
A shady looking mercenary stands here, eyeing you with open contempt.
The dangerous looking rogue stands here, fighting YOU!
A tough looking mercenary is standing here, strutting proudly.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 A slutty whore enters from the south.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue misses you.
The dangerous looking rogue misses you with his clumsy kick at your chest.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 You miss the dangerous looking rogue.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'
You dodge the dangerous looking rogue's vicious attack.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 The dangerous looking rogue dodges your futile attack.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 A slutty whore leaves south.

< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 
< 117h/188H 125v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 You attempt to flee...
An Abandoned Hovel
   This home is completely devoid of furniture, huge spider webs span the
ceiling, and a thin layer of dust has settled on the floor.  From the looks of
things, you would say this home ahs been abandoned for quite some time.  A
small wood-burning stove stands at the rooms center,  rusted and unused.  The
air smells of soot and feels heavy on the lungs.  The doorway to the west
leads back out to Eidolon road.
Obvious exits: -West
An iron wood-burning stove stands here. (glowing)
You flee eastward!

< 117h/188H 99v/164V Pos: standing >
Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  Littered
with trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  It is a place of murder and dark deals, an area
where not even the city guards dare tread, and a land where the shadows hold
many evil secrets.  The road continues to the south, while a run down home
opens up to the east.
Obvious exits: -East -South
A huge rat is here, eyeing you with a vicious hunger.
A shady looking mercenary stands here, eyeing you with open contempt.
A dangerous looking rogue mercenary is here, looking extremely alarmed.
A tough looking mercenary is standing here, strutting proudly.

< 117h/188H 99v/164V Pos: standing >
The dangerous looking rogue suddenly attacks YOU!
The dangerous looking rogue misses you.
Sorry, you aren't allowed to do that in combat.

< 117h/188H 99v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 Sorry, you aren't allowed to do that in combat.

< 117h/188H 100v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 A shady mercenary says in common 'If you got a job for me, I'll get it done.'
A shady mercenary cracks his knuckles.

< 117h/188H 100v/164V Pos: standing >
< T: Rugorr TP: sta TC: few wounds E: rogue sta EP: pretty hurt >
 You attempt to flee...
Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  It is a
street of murder and dark deals, an area where not even the city guards dare
tread, and a land where the shadows hold many evil secrets.  Littered with
trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  The road continues to the north and south, while
a murky alley leads out to the east.
Obvious exits: -North -East -South
A working-class whore is standing here, catwalking around.
A stray tomcat is darting after rodents, here.
A shady looking youth is standing here, eyeing you with a devious glance.
A dangerous looking rogue mercenary is here, looking extremely alarmed.
A huge rat is here, eyeing you with a vicious hunger.
A dangerous looking rogue mercenary is here, looking extremely alarmed.
A large wandering dog is here, growling at you.
You flee southward!

< 117h/188H 69v/164V Pos: standing >
A Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the east and
to the west.  A dingy building stands to the south, its facade covered in
grime.
Obvious exits: -East -South -West

< 117h/188H 69v/164V Pos: standing >
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.
Robbers and thieves would find this the perfect place in which to relieve
those foolish rich nobles who wander here of their gold and jewels, not so
very far away from the wealthier northern sector.  Few piles of trash can be
seen here, indicating that this alley must be cleaned by someone, not quite
the darkest of places one can find in Tharnadia.  The alley continues to the
west and to the north.  A grubby tavern leans against its neighbors, to the
east.
Obvious exits: -North -East -West

< 117h/188H 68v/164V Pos: standing >
A Grubby Tavern
   A foul stench fills the air of this large tavern, with the smells of vomit,
alcohol, and tobacco all mingling together.  The bar itself if considerably
grubby, covered with spilled drink and empty bottles.  It is obvious that
whoever owns this bar cares little for it, or enjoys running a very scummy
and run-down establishment.  There is only one main exit, leading back out
to the west into the alley.
Obvious exits: -West
A scumbag sits at one of the tables here, drunk out of his mind.
A scumbag sits at one of the tables here, drunk out of his mind.
A scumbag sits at one of the tables here, drunk out of his mind.
A scumbag sits at one of the tables here, drunk out of his mind.
A scumbag sits at one of the tables here, drunk out of his mind.
A filthy man is sitting here, drunk out of his mind.
An extremely grubby looking man stands behind the bar, peering at you.

< 117h/188H 68v/164V Pos: standing >
Alas, you cannot go that way. . . .

< 117h/188H 68v/164V Pos: standing >
Alas, you cannot go that way. . . .

< 117h/188H 68v/164V Pos: standing >
Alas, you cannot go that way. . . .

< 117h/188H 68v/164V Pos: standing >
Alas, you cannot go that way. . . .

< 117h/188H 69v/164V Pos: standing >
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.
Robbers and thieves would find this the perfect place in which to relieve
those foolish rich nobles who wander here of their gold and jewels, not so
very far away from the wealthier northern sector.  Few piles of trash can be
seen here, indicating that this alley must be cleaned by someone, not quite
the darkest of places one can find in Tharnadia.  The alley continues to the
west and to the north.  A grubby tavern leans against its neighbors, to the
east.
Obvious exits: -North -East -West

< 117h/188H 70v/164V Pos: standing >
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the south and
to the east.  A community scathouse wafts its odors from the north.
Obvious exits: -North -East -South
A shady looking youth is standing here, eyeing you with a devious glance.

< 117h/188H 70v/164V Pos: standing >
A Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.
Robbers and thieves would find this the perfect place in which to relieve
those foolish rich nobles who wander here of their gold and jewels, not so
very far away from the wealthier northern sector.  Few piles of trash can be
seen here, indicating that this alley must be cleaned by someone, not quite
the darkest of places one can find in Tharnadia.  The alley continues to the
west, while opening east onto Keats street.
Obvious exits: -East -West
The corpse of a shady mercenary is lying here.

< 117h/188H 69v/164V 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

< 118h/188H 70v/164V 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

< 118h/188H 69v/164V 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

< 118h/188H 69v/164V 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

< 118h/188H 69v/164V 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.

< 118h/188H 68v/164V 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

< 118h/188H 67v/164V 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 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.

< 118h/188H 66v/164V Pos: standing >
The iron seems to be closed.

< 118h/188H 67v/164V Pos: standing >
The iron seems to be closed.

< 118h/188H 67v/164V Pos: standing >
The iron seems to be closed.

< 118h/188H 67v/164V Pos: standing >
You jump in surprise.. EEK! 

< 118h/188H 68v/164V Pos: standing >
Someone opens the iron.

< 119h/188H 69v/164V Pos: standing >
It's already open!

< 119h/188H 69v/164V 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 tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 119h/188H 68v/164V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
A tharnadian thief-hunter watches over the town streets intently.
A homeless peasant is here, looking lost and hungry.

< 119h/188H 67v/164V 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

< 119h/188H 66v/164V 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

< 119h/188H 65v/164V Pos: standing >
Alas, you cannot go that way. . . .

< 120h/188H 66v/164V 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
A large rat is scurrying about here.

< 120h/188H 65v/164V 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.

< 120h/188H 64v/164V 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

< 120h/188H 63v/164V 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

< 120h/188H 62v/164V 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
An odd little man, with a shaved head and an orange robe, hums something.
A young man in leather armor seems to be patrolling outside the gates.

< 121h/188H 61v/164V 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.

< 121h/188H 60v/164V 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.

< 121h/188H 60v/164V Pos: standing >
 
  M^**^*.^^   
   *******M.  
    *M+**^**  
     ^@+++++  
    *M+*^*.*  
   M^******.  
  MMM^***^.   
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.

< 121h/188H 60v/164V Pos: standing >

< 122h/188H 62v/164V Pos: standing >
Autosaving...

< 123h/188H 70v/164V Pos: standing >
A highwayman enters from the east.

< 124h/188H 76v/164V Pos: standing >
A highwayman leaves north.

< 124h/188H 78v/164V Pos: standing >
 
  M^**^*.^^   
   *******M.  
    *M+**^**  
     ^@+++++  
    *M+*^*.*  
   M^******.  
  MMM^***^.   
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.

< 125h/188H 79v/164V Pos: standing >
A highwayman enters from the north.
A Town Guardian points its finger at a highwayman.

< 125h/188H 81v/164V Pos: standing >
A highwayman leaves south.

< 125h/188H 82v/164V Pos: standing >
A highwayman enters from the south.

< 126h/188H 85v/164V Pos: standing >
A highwayman leaves east.

< 126h/188H 86v/164V Pos: standing >

< 126h/188H 87v/164V Pos: standing >

< 127h/188H 92v/164V Pos: standing >

< 127h/188H 92v/164V Pos: standing >
Hint: Type "forget (spell name)" to free up a spell slot.  Alternately, you can "forget all" to free all your spell slots.

< 127h/188H 93v/164V Pos: standing >
 
  ^**^*.^^.   
  *******M..  
   *M+**^**.  
    ^M@+++++  
   *M+*^*.**  
  M^******..  
  MM^***^..   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 128h/188H 93v/164V Pos: standing >
 
  **^*.^^.M   
 *******M...  
  *M+**^**.^  
   ^M+@+++++  
  *M+*^*.***  
 M^******...  
  M^***^..^   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 128h/188H 95v/164V Pos: standing >

< 129h/188H 101v/164V Pos: standing >
You are briefly surrounded by a red aura!
You are knocked to the ground by a Minotaur's mighty bash!
A Minotaur grins as he skewers you with his blood red sword named 'Death Rider'.
OUCH!  That really did HURT!

< 63h/188H 105v/164V Pos: sitting >
< T: Rugorr TP: sit TC: nasty wounds E: A Minotaur sta EP: excellent >
 Someone parries your futile lunge at him.

< 63h/188H 105v/164V Pos: sitting >
< T: Rugorr TP: sit TC: nasty wounds E: A Minotaur sta EP: excellent >
 A Minotaur's fine slash seriously wounds you.
A Minotaur's a blood red sword named 'Death Rider' turns midnight black and spews a torrent of foul evil at you.
The room goes dark!
You hear a word of power, and die instantly.
Your dented shield shattered into a million pieces by the divine fury!
Your pair of old cracked leather boots shattered into a million pieces by the divine fury!