The death of [ 1 BeRSeRKeR] Sxtchat (Human)

in A Recently Rebuilt Stone Highway

from the perspective of [ 1 BeRSeRKeR] Sxtchat (Human)



< 26h/26H 114v/114V 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 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.'

< 26h/26H 113v/114V Pos: standing >
Your Terminal mode is now: MSP .

< 26h/26H 113v/114V Pos: standing >
Owner               Artifact

Laz                 the sphere of wind
Noz                 tendrils of shadowy mist
Nib                 the holy flamberge of the efreeti
Rex                 Sunblade, longsword of Justice
Teru                the mystic axe of the dragonkind
Tiu                 Doombringer, the sword of chaos
Nazz                the rod of Dispator
Obeen               the Living Necroplasm
Bardo               a pair of pale, misty gloves
Znar                the sword of fire and flame
Hudini              Krindors Incredible Device
Kesk                the globe of shadows
Daq                 a gladius called 'Backstabber'
Vren                the Totem of Mastery
Nib                 the platemail of the DragonLord
Dywer               a cloak of Elvenkind
Fren                the mace of light and darkness
Squin               Avernus the life stealer
Xzyo                the blackened staff of Netheril
Cerif               Tiamat's poison tail stinger
Iruzl               Illesarus, the Sword of Sharpness
Basakal             Lyrical Instrument of Time
Rolsek              a mystical warhammer
Liels               the holy mace of the efreeti

       ------Summary------
         Goodies:      7
         Evils:        17
         Total:        24

< 26h/26H 113v/114V Pos: standing >
Owner               Unique

Kesk                the crown of Aramus
Znar                the icecrown of the frost revenants
Javok               a sword of the whirlwinds
Rex                 the terrifying visage of the great wraith Dranum
Morrigu             the platemail of the Dragon Horde
Bryken              the mace of the earth
Washu               'Einjar' the titan shield of purity
Vren                the three-pronged totem of the Naga Queen
Vroth               the orb of elemental fire
Jov                 the oaken staff of the woodlands
Iruzl               the cloak of the stalker
Jov                 the mask of wildmagic
Nil                 a wispy astral-twined mindstone ring
Fren                a belt of iron solidarity
Noz                 a death ring of Tezcatlipoca
Noz                 a blood red sword named 'Death Rider'
Liels               the wondrous mace of the Sea
Nicram              the totem of Mox
Kesk                the staff of blue flames
Rethan              the eyes of the mindflayer
Laz                 the robe of Lost Souls
Rukkus              a lightning rod composed of pure magic
Bardo               the instrument of lyrical mastery
Rex                 the wicked-looking scimitar of Demogorgon
Teru                a large gold-rimmed church door
Javok               the unholy avenger named 'Bloodlust'
Sopi                a frost-covered braided necklace
Tiu                 an obsidian buckle named "Rage"
Soldon              the dark heart of Dreggan Wood
Kami                the twisted spine and skull of the Lich Lord
Kroth               some platinum linked sleeves of life
Nicram              the hammer of earthen creation
Orthyn              the glittering cloak of the sprite queen, Faelarae
Cerif               the granite dagger 'BloodFeast'
Squin               Bahamut's mask of vigor
Soldon              the orb of the sea
Washu               the stone mace 'Godsfury'
Cerif               a carved dragonbone longbow called "Eternity"
Zijr                an umbilical cord from a pregnant duergar
Moxo                the wailing face of a drow banshee
Drok                the holy avenger of Ambran
Noz                 a haze of swirling green vapor
Imeth               Utgard-Loki's crystal ball
Squin               the boots of inertia
Kesk                a gilded Songbird charm
Vren                Tsunami, the trident of storms
Rukkus              a swirling staff of air conjuration
Rolsek              some platemail of colorless salamander scales

       ------Summary------
         Goodies:      15
         Evils:        33
         Total:        48

< 26h/26H 113v/114V Pos: standing >
Owner               Ioun

Imeth               a dark purple ioun stone
Iruzl               a bright purple ioun stone
Washu               a bright green ioun stone
Kesk                a LARGE green ioun stone
Laz                 a mirrored ioun stone
Rolsek              a LARGE blue ioun stone
Nib                 a dark yellow ioun stone
Dywer               a dark ioun stone
Pilt                a BRIGHT blue ioun stone

       ------Summary------
         Goodies:      1
         Evils:        8
         Total:        9

< 26h/26H 113v/114V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        
   The Twisting Tunnels of the Durian Underdark  
  *The Battlefield                               (evil)
   The Swamp Laboratory of Khul'Lor              (very evil)
  *Clan Stoutdorf Settlement                     (slightly good)
  *Kobold Settlement                             (very evil)
   The High Moor Forest                          (slightly good)
  *The Stone Tomb of Kelek                       (slightly evil)
  *Orrak                                         (very evil)
   Pits of Cerberus                              (evil)
  *Myrloch Vale                                  (pure good)
  *Pharr Valley Swamp                            (good)
   Village of Werrun                             (extremely good)
   Nizari                                        (good)
   The Dark Stone Tower of the Northern Realms   (good)
  *Tower of High Sorcery                         (extremely good)
   Bloodstone Keep                               (slightly evil)
  *The Temple of the Sun                         (slightly evil)
   The Elemental Groves                          (very good)
   Temple of Flames                              (slightly evil)
  *Drustl's Yerdonia Enslaved                    (slightly evil)
   The Obsidian Citadel                          (good)
   The Ruins of Undermountain                    (slightly evil)
   The Mountain of the Banished                  (good)
   Nakral's Crypt                                (evil)
  *The Outcasts Tower                            (extremely good)
  *Fort Boyard                                   (slightly evil)
   Crystalspyre Mountains                        (good)
   The Prisons of Carthapia                      (slightly good)
   Faerie Realm                                  (extremely good)
   The Ruins of Tharnadia's Old Quarter          (slightly good)
   The Fields Between                            (slightly evil)
   The Githyanki Fortress                        (slightly good)
  *Labyrinth of No Return                        (slightly good)
  *The Desert City of Venan'Trut                 (slightly good)
  *Rogue Plains                                  (pure good)
   City of Torrhan                               (slightly good)
   The Lair of the Swamp Troll King              (good)
   Zalkapfaan, City of the Headless Horde        (good)
   New Cave city                                 (slightly evil)
   Ice Tower                                     (slightly good)
  *Desolate Under Fire                           (slightly evil)
   The Citadel                                   (slightly good)
   The Twin Keeps of Devastated Tharnadia        (slightly good)
   IceCrag Castle                                (slightly good)
  *Prison of Fort Boyard                         (good)
   The Ancient Halls of Ironstar                 (slightly evil)
  *The Jade Empire                               (extremely good)
   Mazzolin                                      (slightly evil)
   Forest of Mir                                 (slightly good)
   Quintaragon Castle                            (good)
  *The Sky City of Ultarium                      (slightly evil)
   Lair of the Gibberling King                   (slightly good)
   Plane of Air                                  (slightly evil)
   The Kingdom of Torg                           (slightly good)
   Tribal Oasis                                  (slightly good)
   The Para-Elemental Plane of Smoke             (very good)
   Plane of Water                                (slightly evil)
  *Shadamehr Keep                                (slightly evil)
  *The Temple to Skrentherlog                    (slightly evil)
   Alatorin - the Forge City                     (slightly good)
  *The Trakkia Mountains                         (good)
   The Ethereal Plane                            (evil)
   The Caverns of Armageddon                     (slightly good)
  *The Forest City of Aravne                     (evil)
   Plane of Fire                                 (good)
   Ruined Temple of Tezcatlipoca                 (very good)
   The Astral Plane                              (evil)
   Jotunheim                                     (good)
   The Transparent Tower                         (slightly evil)
   Krethik Keep                                  (slightly evil)
   Temple of the Earth                           (slightly evil)
   Sea Kingdom                                   (slightly evil)
  *Plane of Earth                                (evil)
   Sevenoaks                                     (slightly evil)
   The Keep of Evil                              (good)
   The Forgotten Mansion                         (good)
   Domain of Lost Souls                          (slightly good)
  *The Hall of Knighthood                        (slightly evil)
   The Depths of Duris                           (slightly good)
   Arachdrathos Guilds                           (very evil)
   Valley of the Snow Ogres                      (slightly evil)
  *The Great Shaboath                            (good)
   The Tempest Court                             
   Pit of Dragons                                (good)
   Ny'Neth                                       (slightly good)
  *Lost Temple of Tikitzopl                      (good)
   The Scorched Valley                           (slightly good)
   The Realm of Barovia                          (slightly evil)
   The Royal Mausoleum of Castle IceCrag         (slightly good)
   Plane of Fire, Brass                          (very evil)
   Githzerai Stronghold                          (slightly good)
   Ceothia                                       (slightly evil)
   Tiamat                                        (slightly evil)
   The Fortress of Dreams                        (slightly good)
   Bahamut's Palace                              (slightly good)
   Dragonnia                                     (slightly evil)
   The Charcoal Palace                           (good)
   Vecna's Tomb                                  (evil)
   Ny'Neth's Stronghold                          (slightly evil)
  *Apocalypse Castle                             (evil)
   The Realm of Barovia Continued                (slightly evil)
   The Hall of the Ancients                      (very evil)
   The Bronze Citadel                            (very evil)
   Ny'Neth's Stronghold Continued                (slightly evil)
   Negative Material Plane                       (slightly evil)
   Celestial Plane                               (slightly evil)
   The 222nd Layer of the Abyss                  (slightly evil)
   Castle Ravenloft                              (evil)

* = already completed this boot.

< 26h/26H 113v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
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 Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 26h/26H 112v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
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

< 26h/26H 111v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
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

< 26h/26H 110v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
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.
A human merchant from another town stands here, perusing Tharnadia.

< 26h/26H 109v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>
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.

< 26h/26H 108v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
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 street sweeper is cleaning here, singing songs of labor.

< 26h/26H 108v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
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

< 26h/26H 107v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
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: -NorthD -East -SouthD -West
A small ivory totem lies here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 26h/26H 106v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>
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
[5] A small bandage rests upon the ground here.
A cudgel has been dropped here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
The guildhall of The Empire is here.
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 tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 26h/26H 105v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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

< 26h/26H 104v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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

< 26h/26H 102v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West
A homeless peasant is here, looking lost and hungry.

< 26h/26H 100v/114V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose.  Check the help files for your class to see what's available.
Alas, you cannot go that way. . . .

< 26h/26H 100v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/26H 101v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/26H 101v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/26H 101v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/26H 102v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/26H 102v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/26H 102v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/26H 102v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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

< 26h/26H 101v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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

< 26h/26H 99v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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

< 26h/26H 97v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/26H 97v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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
A young man in leather armor seems to be patrolling outside the gates.

< 26h/26H 95v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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.
A young man in leather armor seems to be patrolling outside the gates.

< 26h/26H 93v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
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

< 26h/26H 91v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Crossroad
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Crossroad
</map>
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: -EastD -West
A tough looking warrior is scanning the landscape beyond the walls.

< 26h/26H 90v/114V Pos: standing >
It is pitch black...

< 26h/26H 90v/114V Pos: standing >
   M^***..^M    
  M^**^*.^^.M   
   *****D*....  
    *MM**^**.^  
     ^D@++++++  
    *M+*^*.***  
   M^******...  
  MMM^***^..^   
   MMM*^*..^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -WestD

< 26h/26H 89v/114V Pos: standing >
   ^***..^M^    
  ^**^*.^^.M^   
  *****D*....M  
   *MM**^**.^.  
    ^D+@++++++  
   *M+*^*.****  
  M^******....  
  MM^***^..^M   
   MM*^*..^M    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 26h/26H 88v/114V Pos: standing >
   ***..^M^.    
  **^*.^^.M^.   
 *****D*....MM  
  *MM**^**.^.^  
   ^D++@++++++  
  *M+*^*.****.  
 M^******....^  
  M^***^..^MM   
   M*^*..^M^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 26h/26H 88v/114V Pos: standing >
   **^.^MM..    
  ^***..^M^..   
 ^**^*.^^.M^..  
 *****D*....MM  
  *MM**@**.^.^  
   ^D+++++++++  
  *M+*^*.****.  
  ^******....   
   ^***^..^M    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 26h/26H 87v/114V Pos: standing >
 *.^^.  
 *D@..  
 **^**  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -WestD

< 26h/26H 86v/114V Pos: standing >
It is pitch black...

< 26h/26H 84v/114V Pos: standing >

< 26h/26H 85v/114V Pos: standing >
You say in common 'fear the lich lord'

< 26h/26H 89v/114V Pos: standing >
 *^*.^  
 **@D*  
 MM**^  
A Dark Forest with Tall Evergreens
Obvious exits: -North -EastD -South -West
The corpse of a mountaineer is lying here.

< 26h/26H 87v/114V Pos: standing >
 ***D*  
 MM@*^  
 ^D+++  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West

< 26h/26H 86v/114V Pos: standing >
   MM^**^.^M    
  MMM^***..^M   
   M^**^*.^^.M  
    *****D*...  
     *M@**^**.  
      ^D++++++  
     *M+*^*.**  
    M^******.   
   MMM^***^.    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -SouthD -West
A barbarian hunter slowly creeps through the area.

< 26h/26H 86v/114V Pos: standing >
It is pitch black...

< 26h/26H 86v/114V Pos: standing >
Someone's exploding headbutt relieves you of your duties in life.