The death of [ 1 Warrior] Premo (Human)

in A Dark Forest with Tall Evergreens

from the perspective of [ 1 Warrior] Premo (Human)


The receptionist starts to chant in a deep voice.

< 28h/28H 114v/114V Pos: standing >
Autosaving...

< 28h/28H 114v/114V Pos: standing >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.

< 28h/28H 114v/114V Pos: standing >
A tiny brown squirrel enters from the west.

< 28h/28H 114v/114V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 114v/114V Pos: standing >
A tiny brown squirrel leaves west.

< 28h/28H 114v/114V Pos: standing >
Hint: Wondering how far you are until you gain your next level? Use the 'experience' command.

< 28h/28H 114v/114V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.

< 28h/28H 114v/114V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >
Hint: If someone wants to group with you and says "f/c", that means you need to type "follow <person>" and "consent <person>"

< 28h/28H 114v/114V Pos: standing >
Irsa floats in from below.

< 28h/28H 114v/114V Pos: standing >
The innkeeper stores Irsa's stuff in the safe and shows her to her room.

< 28h/28H 114v/114V Pos: standing >
Snikt has entered the game.

< 28h/28H 114v/114V Pos: standing >
Autosaving...

< 28h/28H 114v/114V Pos: standing >
Hint: -- MONEY -- Get a pick from a shop and go find mines on the map. They are shown as little m's. Type mine with the pick wielded. When you discover ore, you can sell it at shops throughout duris. Some shops pay more for the ore! By the way, you can go to a weaponsmith shopkeeper to repair the pick, which is far more cost effective than purchasing a new one.

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >
The innkeeper stores Snikt's stuff in the safe and shows him to his room.

< 28h/28H 114v/114V Pos: standing >
Hint: Some magic works at a distance - try "cast 'spellname' <person> <direction>" to hit someone in the next room!

< 28h/28H 114v/114V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to "stand" if someone knocks you down in battle.

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/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                             (pure good)
   Nizari                                        (good)
   The Dark Stone Tower of the Northern Realms   (good)
  *Tower of High Sorcery                         (extremely good)
   Bloodstone Keep                               (slightly good)
  *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                          (slightly good)
   The Ruins of Undermountain                    (slightly evil)
  *The Mountain of the Banished                  (slightly good)
  *Nakral's Crypt                                (very evil)
  *The Outcasts Tower                            (extremely good)
  *Fort Boyard                                   (slightly evil)
   Crystalspyre Mountains                        (good)
   The Prisons of Carthapia                      (slightly good)
  *Faerie Realm                                  (very good)
   The Ruins of Tharnadia's Old Quarter          (slightly good)
  *The Fields Between                            (slightly good)
   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 evil)
  *The Lair of the Swamp Troll King              (very good)
   Zalkapfaan, City of the Headless Horde        (good)
  *New Cave city                                 (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 good)
  *The Jade Empire                               (extremely good)
   Mazzolin                                      (slightly evil)
  *Forest of Mir                                 (good)
   Quintaragon Castle                            (good)
  *The Sky City of Ultarium                      (slightly evil)
  *Lair of the Gibberling King                   (good)
  *Plane of Air                                  (slightly good)
  *The Kingdom of Torg                           (good)
  *Tribal Oasis                                  (slightly evil)
   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                            (slightly evil)
  *The Caverns of Armageddon                     (good)
  *The Forest City of Aravne                     (evil)
   Plane of Fire                                 (good)
  *Ruined Temple of Tezcatlipoca                 (good)
   The Astral Plane                              (evil)
   Jotunheim                                     (good)
  *The Transparent Tower                         (slightly good)
   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                              (slightly good)
   The Forgotten Mansion                         (good)
   Domain of Lost Souls                          (slightly good)
  *The Hall of Knighthood                        (slightly evil)
  *The Depths of Duris                           (slightly evil)
   Arachdrathos Guilds                           (very evil)
  *Valley of the Snow Ogres                      (slightly good)
  *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 evil)
  *Plane of Fire, Brass                          (extremely evil)
   Githzerai Stronghold                          (slightly good)
   Ceothia                                       (slightly evil)
  *Tiamat                                        (evil)
   The Fortress of Dreams                        (slightly good)
   Bahamut's Palace                              (slightly good)
   Dragonnia                                     (slightly evil)
   The Charcoal Palace                           (good)
  *Vecna's Tomb                                  (very evil)
   Ny'Neth's Stronghold                          (slightly good)
   Apocalypse Castle                             (evil)
   The Realm of Barovia Continued                (slightly evil)
  *The Hall of the Ancients                      (evil)
   The Bronze Citadel                            (evil)
   Ny'Neth's Stronghold Continued                (slightly good)
   Negative Material Plane                       (slightly evil)
   Celestial Plane                               (slightly evil)
  *The 222nd Layer of the Abyss                  (evil)
   Castle Ravenloft                              (evil)

* = already completed this boot.

< 28h/28H 114v/114V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 28h/28H 114v/114V Pos: standing >
Hint: The consider command will compare your level to that of the victims, nothing else. Lower level mobs can be nastier than they appear, and higher level mobs easier than you thought.

< 28h/28H 114v/114V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 114v/114V Pos: standing >
Autosaving...

< 28h/28H 114v/114V Pos: standing >
Hint: Type "score" to get some information about your character.

< 28h/28H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.

< 28h/28H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 28h/28H 114v/114V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 114v/114V Pos: standing >
Hint: To regain hitpoints faster, try to 'rest' or 'recline'. Sleeping will increase the heal rate even further.

< 28h/28H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw qare'

< 28h/28H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw zzur'

< 28h/28H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'

< 28h/28H 114v/114V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 114v/114V Pos: standing >
Hint: Type "group" to see your groupmates' health and movement.

< 28h/28H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'

< 28h/28H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >
Hint: You can sell equipment for money at shops.  However, most stores only purchase certain types of equipment.  Shop around!

< 28h/28H 114v/114V Pos: standing >
Taishanos has entered the game.

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >
Taishanos leaves down.

< 28h/28H 114v/114V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 114v/114V Pos: standing >
Autosaving...

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >
Hint: Be sure to have a raft or canoe handy in case you need to cross water.

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >
Hint: Save money and buy a boat!  There's a whole world out there waiting for you! Use help ship to learn how.

< 28h/28H 114v/114V Pos: standing >

< 28h/28H 114v/114V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -West -Down
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A long steel sword is here in the dirt.
[4] A small bandage rests upon the ground here.
[3] A small round shield has been dropped here.
A large sign hangs from the front of the counter here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 28h/28H 114v/114V Pos: standing >

		Score information for Premo

Level: 1   Race: Human   Class: Warrior Sex: Male
Hit points: 28(28)  Moves: 114(114)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 8 days / 3 hours/ 33 minutes
Received data: 2.1801 MB this session.
Send data:     0.0017 MB this session.
Compression ratio: none
Send data:     0.0017 MB this session.
Status:  Standing.
Epic points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   8
Bartender Quests Remaining: 4
Combat Pulse:   17 Spell Pulse:  1.00 
Leaderboard Points:    8 


< 28h/28H 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
[5] A small bandage rests upon the ground here.
A large stone warhammer has been dropped here.
A small raven totem lies 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.
A small ivory totem lies here.
A small limestone totem lies here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 28h/28H 113v/114V Pos: standing >

< 28h/28H 113v/114V 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 Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 28h/28H 112v/114V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East -South -West
A street sweeper is cleaning here, singing songs of labor.

< 28h/28H 111v/114V 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

< 28h/28H 110v/114V 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

< 28h/28H 110v/114V 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

< 28h/28H 109v/114V 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.

< 28h/28H 108v/114V 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

< 28h/28H 107v/114V 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: -NorthD -East -SouthD -West
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A small ivory totem lies here.
A tharnadian thief-hunter watches over the town streets intently.
A shady looking youth is standing here, eyeing you with a devious glance.
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.

< 28h/28H 107v/114V Pos: standing >

< 28h/28H 107v/114V Pos: standing >
The shady youth leaves north.

< 28h/28H 107v/114V 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
[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 tharnadian illusionist stands here watching for intruders.
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.

< 28h/28H 107v/114V 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 young man in leather armor seems to be patrolling outside the gates.

< 28h/28H 106v/114V Pos: standing >

< 28h/28H 107v/114V 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

< 28h/28H 108v/114V 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
An elite human soldier is busy scanning the horizon for enemies.

< 28h/28H 106v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 28h/28H 106v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 28h/28H 107v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 28h/28H 107v/114V 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

< 28h/28H 106v/114V 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.
An odd little man, with a shaved head and an orange robe, hums something.

< 28h/28H 104v/114V 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

< 28h/28H 102v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 28h/28H 102v/114V 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

< 28h/28H 100v/114V 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 homeless peasant is here, looking lost and hungry.
A young man in leather armor seems to be patrolling outside the gates.

< 28h/28H 99v/114V 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

< 28h/28H 97v/114V 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.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.

< 28h/28H 96v/114V Pos: standing >
 
   MM^***..^    
   M^**^*.^^.   
    *******...  
     *M+**^**.  
      ^@++M+++  
     *MM*^*.**  
    M^******..  
  MMMM^***^..   
   MMMM*^*..    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
A spellbook lies here, discarded.
[4] A large wooden torch has been discarded here.
A large two-handed sword has been left here.
[3] A stout cudgel carved from oak wood lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A two-handed sword, nearly six feet in length, lies here.
[3] A steel dagger has been tossed aside here.
[3] A steel short sword lies discarded here.
[3] A steel long sword has been left here.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[12] A small bandage rests upon the ground here.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 28h/28H 96v/114V Pos: standing >
You quickly scan the area.
An elite highwayman who is rather far off to your east.
Oneliwen, the wandering Naturalist who is close by to your south.
A smelly dwarf who is in the distance to your south.
An elite guard who is close by to your west.
A homeless peasant who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.

< 28h/28H 97v/114V Pos: standing >
 
   MM^***..^    
   M^**^*.^^.   
    *******...  
     *M+**^**.  
      ^@++++M+  
     *MM*^*.**  
    M^******..  
  MMMM^***^..   
   MMMM*^*..    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
A spellbook lies here, discarded.
[4] A large wooden torch has been discarded here.
A large two-handed sword has been left here.
[3] A stout cudgel carved from oak wood lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A two-handed sword, nearly six feet in length, lies here.
[3] A steel dagger has been tossed aside here.
[3] A steel short sword lies discarded here.
[3] A steel long sword has been left here.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[12] A small bandage rests upon the ground here.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 28h/28H 98v/114V Pos: standing >
 
   M^***..^M    
  M^**^*.^^.M   
   *******....  
    *M+**^**.^  
     ^M@++++M+  
    *MM*^*.***  
   M^******...  
  MMM^***^..^   
   MMM*^*..^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 28h/28H 97v/114V Pos: standing >
 
   ^***..^M^    
  ^**^*.^^.M^   
  *******....M  
   *M+**^**.^.  
    ^M+@+++M++  
   *MM*^*.****  
  M^******....  
  MM^***^..^M   
   MM*^*..^M    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 28h/28H 97v/114V Pos: standing >
 
 ****.  
 +*@^*  
 M++++  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of an elite human soldier is lying here.
Shattered bits of ice are scattered about the area.
A Kobold (tiny) La Resistance sits resting.
A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
An Orc (medium) On parole, La Resistance stands in mid-air here.
A Drow Elf (small) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.

< 28h/28H 96v/114V Pos: standing >
You quickly scan the area.
A Town Guardian who is a brief walk away to your west.

< 28h/28H 97v/114V Pos: standing >
You nod.

< 28h/28H 99v/114V Pos: standing >
A Kobold clambers to his feet.

< 28h/28H 99v/114V Pos: standing >
Someone suddenly attacks YOU!
A Drow Elf misses you.

< 28h/28H 99v/114V Pos: standing >
< T: Premo TP: sta TC:excellent E: A Drow Elf sta EP: few scratches >
 An Orc's exploding headbutt relieves you of your duties in life.