The death of [55 Druid] Iikaos (Dwarf)

in Tharnadian Bank

from the perspective of [55 Druid] Iikaos (Dwarf)



< 424h/552H 140v/156V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the area.

< 424h/552H 139v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 424h/552H 140v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/552H 142v/156V Pos: standing >
A Burned-out Home
   This house was destroyed by a large fire from the looks of it, and has yet
to be repaired or renovated.  There isn't anything left inside, just the
cracked and charred floors and walls, with the faint smell of burnt wood
permeating the air.  The northern wall road can be seen through the destroyed
doorway.
Obvious exits: -North -Down

< 425h/552H 142v/156V Pos: standing >
Entrance Hallway to the Guild of Rogues
   This dark and shadowy hallway is lit but a single torch, which burns
with a very dim flame.  The walls of this hall are covered with literally
hundreds of names, all carved into the wood by daggers or other sharp tools,
probably the names of all those rouges who learned their dark skills here in
this guild.  A trapdoor in the ceiling leads to street level, and the hallway
continues on to the south.
Obvious exits: -South -Up

< 425h/552H 143v/156V Pos: standing >
The Dark Halls of the Guild of Rogues
   This long, narrow hallway is constructed of black wood that appears to be
both seamless and very very solid.  A small torch mounted on the wall here
serves as the corridor's only illumination, making the many shadows long and
unsettling.  A small chamber opens up to the east, while the hall continues
north and west.
Obvious exits: -North -East -West

< 425h/552H 143v/156V Pos: standing >
The Dark Halls of the Guild of Rogues
   This long, narrow hallway is constructed of black wood that appears to be
both seamless and very very solid.  A small torch mounted on the wall here
serves as the corridor's only illumination, causing the shadows to twist and
writhe in a macabre and unsettling dance.  The hall continues to the east of
here, while a small ladder leads down through a circular opening in the floor
to a lower level of the guild.
Obvious exits: -East -Down

< 425h/552H 143v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/552H 144v/156V Pos: standing >
Lower Level of the Guild of Rogues
   This dark and unlit chamber is only about ten feet in diameter, with a
thin metal ladder leading upwards to the hallway above.  A metal door is
set into the stone wall here, leading north, with no apparent keyhole
evident.
Obvious exits: -North -Up
A large two-handed sword has been left here.
A rogue in training is standing here, practicing his backstab.(Red Aura)

< 425h/552H 144v/156V Pos: standing >
The Secret Training Chamber
   This large circular stone room is nearly a hundred feet in diameter, with a
large leather mat covering the floor.  It is well lit by dozens of torches
mounted all along the walls, and has a single exit in the south wall.  This is
where the rouges of Tharnadia practice their secret and deadly art, nicely
hidden away from the hustle and bustle of the city above.
A soothing aura fills the area.
Obvious exits: -South
The guildhall of The Empire is here.
A rogue in training is standing here, practicing his backstab.(Red Aura)

< 425h/552H 144v/156V Pos: standing >
The High-Arched Foyer before The Hall of The Empire
Obvious exits: -North -South

< 428h/552H 148v/156V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -West
A large, spacious vortex displays views of Ice Crag here. (glowing)
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
A large, spacious vortex displays views of Undead Continent here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)

< 428h/552H 148v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/552H 148v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 428h/552H 149v/156V Pos: standing >
You quickly scan the area.
A rogue in training who is not far off to your south.
A rogue in training who is a brief walk away to your south.

< 429h/552H 151v/156V Pos: standing >
A Cozy Sleeping Chamber
Obvious exits: -East -West
A bulletin board stands here.

< 429h/552H 152v/156V Pos: standing >
A Modest Alcove
Obvious exits: -East

< 429h/552H 152v/156V Pos: standing >
A Cozy Sleeping Chamber
Obvious exits: -East -West
A bulletin board stands here.

< 429h/552H 154v/156V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -West
A large, spacious vortex displays views of Ice Crag here. (glowing)
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
A large, spacious vortex displays views of Undead Continent here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)

< 429h/552H 154v/156V Pos: standing >
Surrounded by Dancing Lights and Mirrors
Obvious exits: -East -West

< 430h/552H 155v/156V Pos: standing >
Inside The Tall Wooden Gates
Obvious exits: -West -Down

< 430h/552H 154v/156V Pos: standing >
Grassy Fields of The Empire
Obvious exits: -North -East -South -Up

< 430h/552H 155v/156V Pos: standing >
An Apex of Knowledge
Obvious exits: -North
A magical tome sits open on a stand here.

< 430h/552H 154v/156V Pos: standing >

< 430h/552H 155v/156V Pos: standing >
Grassy Fields of The Empire
Obvious exits: -North -East -South -Up

< 430h/552H 155v/156V Pos: standing >
Grassy Fields of The Empire
Obvious exits: -West

< 430h/552H 154v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 430h/552H 155v/156V Pos: standing >
Grassy Fields of The Empire
Obvious exits: -North -East -South -Up

< 430h/552H 154v/156V Pos: standing >
A Room of Nautical Charts
Obvious exits: -South
A board with current cargo prices hangs on the wall here.

< 431h/552H 154v/156V Pos: standing >
Grassy Fields of The Empire
Obvious exits: -North -East -South -Up

< 431h/552H 155v/156V Pos: standing >
Inside The Tall Wooden Gates
Obvious exits: -West -Down

< 431h/552H 154v/156V Pos: standing >
Surrounded by Dancing Lights and Mirrors
Obvious exits: -East -West

< 431h/552H 153v/156V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -West
A large, spacious vortex displays views of Ice Crag here. (glowing)
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
A large, spacious vortex displays views of Undead Continent here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)

< 431h/552H 152v/156V Pos: standing >
The High-Arched Foyer before The Hall of The Empire
Obvious exits: -North -South

< 431h/552H 153v/156V Pos: standing >
The Secret Training Chamber
   This large circular stone room is nearly a hundred feet in diameter, with a
large leather mat covering the floor.  It is well lit by dozens of torches
mounted all along the walls, and has a single exit in the south wall.  This is
where the rouges of Tharnadia practice their secret and deadly art, nicely
hidden away from the hustle and bustle of the city above.
A soothing aura fills the area.
Obvious exits: -South
The guildhall of The Empire is here.

< 431h/552H 153v/156V Pos: standing >
Lower Level of the Guild of Rogues
   This dark and unlit chamber is only about ten feet in diameter, with a
thin metal ladder leading upwards to the hallway above.  A metal door is
set into the stone wall here, leading north, with no apparent keyhole
evident.
Obvious exits: -North -Up
A large two-handed sword has been left here.
A rogue in training is standing here, practicing his backstab.(Red Aura)
A rogue in training is standing here, practicing his backstab.(Red Aura)

< 431h/552H 152v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 432h/552H 153v/156V Pos: standing >
The Dark Halls of the Guild of Rogues
   This long, narrow hallway is constructed of black wood that appears to be
both seamless and very very solid.  A small torch mounted on the wall here
serves as the corridor's only illumination, causing the shadows to twist and
writhe in a macabre and unsettling dance.  The hall continues to the east of
here, while a small ladder leads down through a circular opening in the floor
to a lower level of the guild.
Obvious exits: -East -Down

< 432h/552H 154v/156V Pos: standing >
Thin rays of light explode throughout the area!

< 432h/552H 155v/156V Pos: standing >
The Dark Halls of the Guild of Rogues
   This long, narrow hallway is constructed of black wood that appears to be
both seamless and very very solid.  A small torch mounted on the wall here
serves as the corridor's only illumination, making the many shadows long and
unsettling.  A small chamber opens up to the east, while the hall continues
north and west.
Obvious exits: -North -East -West

< 432h/552H 155v/156V Pos: standing >
Entrance Hallway to the Guild of Rogues
   This dark and shadowy hallway is lit but a single torch, which burns
with a very dim flame.  The walls of this hall are covered with literally
hundreds of names, all carved into the wood by daggers or other sharp tools,
probably the names of all those rouges who learned their dark skills here in
this guild.  A trapdoor in the ceiling leads to street level, and the hallway
continues on to the south.
Obvious exits: -South -Up

< 432h/552H 154v/156V Pos: standing >
A Burned-out Home
   This house was destroyed by a large fire from the looks of it, and has yet
to be repaired or renovated.  There isn't anything left inside, just the
cracked and charred floors and walls, with the faint smell of burnt wood
permeating the air.  The northern wall road can be seen through the destroyed
doorway.
Obvious exits: -North -Down

< 432h/552H 154v/156V 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.

< 433h/552H 156v/156V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the walls.

< 433h/552H 155v/156V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your east.
A tharnadian thief-hunter who is close by to your east.
A stray dog who is not far off to your east.

< 433h/552H 155v/156V Pos: standing >
The Northern 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.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -East -West
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)

< 433h/552H 154v/156V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North# -South -West
A large wandering dog is here, growling at you.

< 433h/552H 153v/156V Pos: standing >
You quickly scan the area.
A red shape who is close by to your south.
A red shape who is close by to your south.
A red shape who is close by to your south.
A human merchant who is rather far off to your south.
A stray cat who is close by to your west.
A tharnadian thief-hunter who is close by to your west.
A militia guard who is not far off to your west.

< 433h/552H 154v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 433h/552H 156v/156V Pos: standing >
Road Beneath the Gate Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A young cleric is standing here, smiling at you warmly.(Gold Aura)
A stray tomcat is darting after rodents, here.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)

< 433h/552H 155v/156V 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 street sweeper's broom has been abandoned here.
[2] A soft leather jacket has been discarded here.
A small sword was abandoned here.
[2] A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of blacksteel boots stand here.
A small wooden shield is lying on the ground.
A steel dog collar lies here.
The corpse of a religious zealot is lying here.
The corpse of a tharnadian thief-hunter is lying here.
[6] The corpse of an elite guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.
[3] The corpse of a militia guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of a militia guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of a militia guard is lying here.
The corpse of an elite guard is lying here.

< 433h/552H 154v/156V Pos: standing >
You quickly scan the area.
A young cleric who is close by to your north.
A stray cat who is close by to your north.
A street sweeper who is close by to your north.
A stray dog who is not far off to your north.
A militia guard who is rather far off to your east.
A human merchant who is not far off 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.

< 433h/552H 154v/156V Pos: standing >
You quickly scan the area.
A young cleric who is close by to your north.
A stray cat who is close by to your north.
A street sweeper who is close by to your north.
A stray dog who is not far off to your north.
A militia guard who is rather far off to your east.
A human merchant who is not far off 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.

< 434h/552H 156v/156V 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
A small pile of coins lies here.

< 434h/552H 155v/156V 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
The corpse of a militia guard is lying here.
A wooden stall stands here, goods displayed upon its counter.
A human merchant from another town stands here, perusing Tharnadia.

< 434h/552H 154v/156V Pos: standing >
You see nothing here.

< 434h/552H 154v/156V 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)

< 434h/552H 153v/156V 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

< 434h/552H 153v/156V 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

< 434h/552H 152v/156V 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
The corpse of a militia guard is lying here.

< 434h/552H 153v/156V 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.
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 434h/552H 153v/156V 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
The corpse of a tharnadian thief-hunter is lying 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.'

< 434h/552H 154v/156V 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
The corpse of the receptionist is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of a Gnome is lying here.
A large sign hangs from the front of the counter here.

< 435h/552H 155v/156V Pos: standing >
You quickly scan the area.
A grounds keeper who is not far off to your west.
The mailman who is not far off below you.

< 435h/552H 155v/156V 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
The corpse of a tharnadian thief-hunter is lying 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.'

< 435h/552H 154v/156V 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.
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 435h/552H 153v/156V 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
The corpse of a militia guard is lying here.

< 435h/552H 153v/156V 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.
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 435h/552H 155v/156V Pos: standing >
The 'Mighty Anvil'
As you enter this room, you are immediately overwhelmed with the smell
of melting metals, smoke, and sweat. Sparks fly throughout the room as
a towering human hefts a large blacksmithing mallet down upon
an anvil. Various weapons and armor rest upon shelves scattered throught the room.
A bright light fills this area.
Obvious exits: -South -West -Up
Jodnan, the blacksmith stands here working his metals.(Gold Aura)

< 435h/552H 154v/156V Pos: standing >
Thin rays of light explode throughout the area!
Kannard's Secret Shop of Intrigue
Formed by a light blue, glowing mist, this room seems to pulsate
in and out of existence. Various artifacts from reaches far beyond our own realm
slowly phase into view, providing a glimpse into other-worldy realms. A
cloaked, hooded figure hovers in the center of the room, beckoning you closer.
This area seems to be devoid of magic!
Obvious exits: -Up -Down
a wooden item information sign is here.
Kannard, the traveller of Realms hovers here.(Red Aura)

< 435h/552H 153v/156V Pos: standing >
A Waterfall Of Blood
As if formed by an extradimensional pocket, this room fluxes in and out of
reality. Seemingly from nowhere, thick crimson waves of blood flow from an
unknown source creating the confines of the room, which disappear into a
series of bleach white skulls which line the floor, creating a soft crackle
beneath your feet as you walk into the room. A solitary figure hovers about
the center of the room, clothed in black, arms outstretched.
An evil aura fills the area.
Obvious exits: -Down
A steel bastard sword lies discarded here.
A small round shield has been dropped here.
The Harvester, collector of souls hovers about the room.(Red Aura)

< 436h/552H 155v/156V Pos: standing >
Kannard's Secret Shop of Intrigue
Formed by a light blue, glowing mist, this room seems to pulsate
in and out of existence. Various artifacts from reaches far beyond our own realm
slowly phase into view, providing a glimpse into other-worldy realms. A
cloaked, hooded figure hovers in the center of the room, beckoning you closer.
This area seems to be devoid of magic!
Obvious exits: -Up -Down
a wooden item information sign is here.
Kannard, the traveller of Realms hovers here.(Red Aura)

< 436h/552H 154v/156V Pos: standing >
The 'Mighty Anvil'
As you enter this room, you are immediately overwhelmed with the smell
of melting metals, smoke, and sweat. Sparks fly throughout the room as
a towering human hefts a large blacksmithing mallet down upon
an anvil. Various weapons and armor rest upon shelves scattered throught the room.
A bright light fills this area.
Obvious exits: -South -West -Up
Jodnan, the blacksmith stands here working his metals.(Gold Aura)

< 436h/552H 154v/156V 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.
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 436h/552H 155v/156V 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
The corpse of a militia guard is lying here.

< 436h/552H 154v/156V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
The shady youth who is close by to your north.
A stray dog who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A large rat who is in the distance to your south.
The town crier who is close by to your west.
A militia guard who is not far off to your west.
A shady mercenary who is not far off to your west.
A street sweeper who is rather far off to your west.
The doctor who is in the distance to your west.

< 436h/552H 155v/156V 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 few 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 both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A large wandering dog is here, growling at you.
A shady looking youth is standing here, eyeing you with a devious glance.

< 436h/552H 155v/156V Pos: standing >
Brinn's Weaponry
   The walls of this shop are covered with weapons of all kinds, fastened down
with thick iron rings to display them openly to the customers.  This
particular shop looks to have been around for quite some time, appearing quite
established, as the smells of oils used to preserve the weapons sits heavily
upon the air.  There is a large counter against the north wall.  The
doorway to the east leads back out to Keats street.
Obvious exits: -East
The shop's weapon smith stands here, polishing his sword.

< 436h/552H 154v/156V 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 few 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 both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A large wandering dog is here, growling at you.
A shady looking youth is standing here, eyeing you with a devious glance.

< 436h/552H 154v/156V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern 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 northern 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 eastern end of the northern gates.
Obvious exits: -East -South -West -Up
The corpse of a tharnadian thief-hunter is lying here.
A large wandering dog is here, growling at you.

< 436h/552H 154v/156V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
where, 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
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
A stray tomcat is darting after rodents, here.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)

< 436h/552H 154v/156V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
A young man in leather armor seems to be patrolling the area.

< 437h/552H 153v/156V 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.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -South -West

< 437h/552H 153v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 437h/552H 153v/156V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the walls.

< 437h/552H 154v/156V Pos: standing >
The Northern 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.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -East -West
A stray tomcat is darting after rodents, here.

< 437h/552H 153v/156V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North -South -West
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A large wandering dog is here, growling at you.

< 437h/552H 153v/156V Pos: standing >
Alas, you cannot go that way. . . .

< 437h/552H 153v/156V Pos: standing >
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
The corpse of Sarn, the banker is lying here.
A large wooden counter is here, with a sign posted on it.
Gail (Dwarf)(medium) stands in mid-air here.

< 437h/552H 153v/156V Pos: standing >
Someone closes the door.

< 437h/552H 155v/156V Pos: standing >
Gail leaves south.

< 437h/552H 156v/156V Pos: standing >
A Kobold completes his spell...
A Kobold utters the word 'gjifal'
You have been blinded!
Someone unleashes light in a focused, searing ray at you!
OUCH!  That really did HURT!

< 325h/552H 156v/156V Pos: standing >
Someone's immense gathering of light comes to fruition, exploding with violent force!
Someone unleashes light in a focused, searing ray at you!
OUCH!  That really did HURT!

< 266h/552H 156v/156V Pos: standing >
You drop to your belly.

< 267h/552H 156v/156V Pos: on your ass >
Someone completes his spell...
Someone utters the words 'qfzzsuio eaaw'

< 268h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!

< 246h/552H 156v/156V Pos: on your ass >
Someone completes his spell...
Someone utters the words 'qfzzsuio eaaw'

< 246h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!

< 226h/552H 156v/156V Pos: on your ass >
You tell your racewar 'hes at the bank'

< 226h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!

< 206h/552H 156v/156V Pos: on your ass >
Someone completes his spell...
Someone utters the words 'qfzzsuio eaaw'

< 206h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!

< 185h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!

< 165h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!

< 143h/552H 156v/156V Pos: on your ass >
Someone completes his spell...
Someone utters the words 'qfzzsuio eaaw'

< 144h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!
You say in dwarven 'I have 124 (552) hits, and 156 (156) movement points.'

< 124h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!

< 101h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!

< 78h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!
You wish that your wounds would stop BLEEDING so much!

< 56h/552H 156v/156V Pos: on your ass >
Someone completes his spell...
Someone utters the words 'qfzzsuio eaaw'

< 57h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!
You wish that your wounds would stop BLEEDING so much!

< 34h/552H 156v/156V Pos: on your ass >
A sea of arachnids and insects consume and overwhelm you!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You say in dwarven 'I have 12 (552) hits, and 156 (156) movement points.'

< 12h/552H 156v/156V Pos: on your ass >
You suffer a terrible death as a sea of insects and arachnids devours you alive...
Your something was completely destroyed by the massive blow!