The death of [ 1 Summoner] Wequitutwats (Human)

in Inside the Eastern City Gates

from the perspective of [ 1 Summoner] Wequitutwats (Human)



< 22h/22H 112v/112V Pos: standing >
On a Spiral Staircase Up the Conjurer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  A granite spiral stairwell rises up into the
tower of the conjurer, its sides hewn smooth and a grinning elemental head
carved in the top of each step.  The bannister is made of ice so cold that
smoke perpetually rises off it, no matter the temperature of the room.  The
stairwell continues its languid climb both up and down.
Obvious exits: -Up -Down

< 22h/22H 111v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 111v/112V Pos: standing >
On a Spiral Staircase Up the Conjurer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  A granite spiral stairwell rises up into the
tower of the conjurer, its sides hewn smooth and a grinning elemental head
carved in the top of each step.  The bannister is made of ice so cold that
smoke perpetually rises off it, no matter the temperature of the room.  The
stairwell continues its languid climb both up and down.
Obvious exits: -Up -Down
A young man in leather armor has been posted here to guard the bridge.

< 22h/22H 110v/112V Pos: standing >
The Bottom of the Conjurer's Tower Stairs
   This room is devoid of any light source, the light from the windows in the
hallway not strong enough to penetrate this gloom.  A granite spiral stairwell
rises up into the tower of the conjurer, its sides hewn smooth and a grinning
elemental head carved in the top of each step.  The bannister is made of ice
so cold that smoke perpetually rises off it, no matter the temperature of the
room.  The stairway curves up through the ceiling, while the hallway heads
out to the west.
Obvious exits: -West -Up
A grounds keeper is cleaning here, singing songs to Mielikki.

< 22h/22H 109v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 109v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 109v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 110v/112V Pos: standing >
The Second Floor Hallway
   A stained glass window is set in the wall to the north painting the
hallway's expanse a plethora of colors.  Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system.  Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor.  The hallway continues to the south, while a stairway
east leads up into the tower of the conjurer.  The King's bedchamber adjoins
this hall to the west of here.
Obvious exits: -East -South -West#
An intricate stained glass window is set in the north wall.
A young man in leather armor has been posted here to guard the bridge.

< 22h/22H 109v/112V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'
The Second Floor Hallway
   Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors.  The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship.  A stairwell leads up
to the west, climbing to the third and final level of the keep, while a walk
leads to the parapets to the east.  The hallway continues to the north and to
the south.
Obvious exits: -North -East# -South -West

< 22h/22H 109v/112V Pos: standing >
The wooden seems to be closed.

< 22h/22H 109v/112V Pos: standing >
The Second Floor Hallway
   A stained glass window is set in the wall to the south, painting the
hallway's expanse a plethora of colors.  Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system.  Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor.  The hallway continues to the north, while a stairway
east leads up into the tower of the sorcerer.  The Queen's bedchamber adjoins
this hall to the west of here.
Obvious exits: -North -East -West#
An intricate stained glass window is set in the south wall.

< 22h/22H 110v/112V Pos: standing >
The Bottom of the Sorcerer's Tower Stairs
   This room is devoid of any light source, the light from the windows in the
hallway not strong enough to penetrate this gloom.  A bannister formed from
harnessed lightning, rising in a spiral off the ground and through the ceiling
above, gives the only hint that a staircase even exists here.  Aside from the
balustrade the room looks empty, strange magics having turned the stairs to
solid air.  The stairwell curves up through the ceiling, while the hallway
heads out to the west.
Obvious exits: -West -Up
Fresh blood covers everything in the area.
A portal floats here, glowing with a miriad of vibrant colors.

< 22h/22H 109v/112V Pos: standing >
Inside a Twisted Twilight Tower of Illusion
   This mysterious place is like none other in the world of foreboding mortals.
Images flicker into view, then fade again without leaving any trace of it ever
being there.  Shadow demons, beasts spawned from the unlight, nocturnal fiends
that doth bring fright.  Striking down creatures with their infernal diabolical
hatred.  Sparkling light, dazzles, distorts reality, forming illusions, causing
sanity to fade.  Beretorn darkness drifts into view, a strange funeral fog can
suddenly be seen rolling in.  What is real no longer seems to be clear, scents
linger, yet what the smell is can not be explained.  Without warning images of
dragons and devils twist into focus.  They seem so real, while for some reason
there seems to be something missing.  Music can be heard, the words are muffled
and impossible to understand.  For some reason the sound is very relaxing, just
as suddenly the noise is gone.  Cascading colors, shifting, swirling, into and
out of view.  Another dream forms, screams, infernal deeds, planted vile seeds.
Futile struggle, victims slashed into woe, somber silence, all this caused by
violence.  Blood flows out of where life no longer dwells, suffering souls, a
few forlorn fools.  Might decides who is to rule, sight lies, everybody dies.
Mercyful Fate laughs as the weak are trampled over by the evil sinister strong.
Necromantia, mystical forces, so many things, eerie light descends, whats real?
Obvious exits: -Up
A mysterious glowing bookshelf rests upon the ground here.
A portal floats here, glowing with a miriad of vibrant colors.
Malrik, the master illusionist, stands here weaving his illusions.
Inside a Twisted Twilight Tower of Illusion
   This mysterious place is like none other in the world of foreboding mortals.
Images flicker into view, then fade again without leaving any trace of it ever
being there.  Shadow demons, beasts spawned from the unlight, nocturnal fiends
that doth bring fright.  Striking down creatures with their infernal diabolical
hatred.  Sparkling light, dazzles, distorts reality, forming illusions, causing
sanity to fade.  Beretorn darkness drifts into view, a strange funeral fog can
suddenly be seen rolling in.  What is real no longer seems to be clear, scents
linger, yet what the smell is can not be explained.  Without warning images of
dragons and devils twist into focus.  They seem so real, while for some reason
there seems to be something missing.  Music can be heard, the words are muffled
and impossible to understand.  For some reason the sound is very relaxing, just
as suddenly the noise is gone.  Cascading colors, shifting, swirling, into and
out of view.  Another dream forms, screams, infernal deeds, planted vile seeds.
Futile struggle, victims slashed into woe, somber silence, all this caused by
violence.  Blood flows out of where life no longer dwells, suffering souls, a
few forlorn fools.  Might decides who is to rule, sight lies, everybody dies.
Mercyful Fate laughs as the weak are trampled over by the evil sinister strong.
Necromantia, mystical forces, so many things, eerie light descends, whats real?
Obvious exits: -Up

< 22h/22H 112v/112V Pos: standing >
The Entrance to the Great Park of Caer Tannad
   This beautiful park encompasses the entire top of the Shr'nn mesa, with the
exception of the area of the keep.  Originally established to beautify the
land around the prison stronghold of Caer Tannad, the park also serves to hide
the screams of the prisoners kept therein.  Tall maple trees and lush grasses
dominate the landscape, the occasional oak impressing itself in your view.
In stark contrast with the rest of the city, this place of natural beauty is
kept pristine, cleaned regularly of trash and other debris.  The air here even
seems fresher and clean, in comparison to the city below.  The park continues
to the west of here, while the stairs down the mesa stand to the south. 
Obvious exits: -South -West
A grounds keeper is cleaning here, singing songs to Mielikki.

< 22h/22H 112v/112V Pos: standing >
You have now turned Paging mode off.

< 22h/22H 112v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 112v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 112v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 112v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 112v/112V Pos: standing >
You survey the climb ahead...

< 22h/22H 112v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 112v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 112v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 112v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -North -South -West -Down

< 22h/22H 110v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 110v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 110v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up -Down

< 22h/22H 108v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues up and down from
here.
Obvious exits: -Up -Down

< 22h/22H 106v/112V Pos: standing >
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up -Down
A squirrel is wandering around here.
A diminutive old man sits here, scribbling on some vellum.

< 22h/22H 104v/112V Pos: standing >
The Bottom of a Steep Rise up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east and up
from here.
Obvious exits: -East -Up
A tharnadian thief-hunter watches over the town streets intently.

< 22h/22H 102v/112V Pos: standing >
Hint: The main stat for armor class is agility. You can improve your armor class with equipment.
Alas, you cannot go that way. . . .

< 22h/22H 102v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 103v/112V Pos: standing >
A Landing on the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues to the east and to the west.
Obvious exits: -East -West

< 22h/22H 100v/112V Pos: standing >
A Landing in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -West -Down

< 22h/22H 97v/112V Pos: standing >
A Steep Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up -Down

< 22h/22H 95v/112V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east to the top
of a small drop.
Obvious exits: -East -Up

< 22h/22H 94v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 94v/112V Pos: standing >
The Top of a rise in the Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues west and down.
Obvious exits: -West -Down

< 22h/22H 91v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 91v/112V Pos: standing >
Before a Rise in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  The path continues up and east.
Obvious exits: -East -Up

< 22h/22H 90v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 90v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 90v/112V Pos: standing >
Outside the Western Arch
   A huge bloodstone arch leads through the city's defensive wall, joining the
the crimson cobbles of the Grand Tharnadian Way.  No guard towers rise above
your head, as the only ways to this entrance lie through the twin keeps or the
heavily defended city gates.  A dirt footpath winds its way up the Shr'nn Mesa
toward Caer Tannad, the first of the twin keeps.  The path leaves west.
Obvious exits: -East -West

< 22h/22H 88v/112V Pos: standing >
An Arch Before the Keeps
   A huge bloodstone arch leads through the city's defensive wall, joining a
path that leads up the steep mesa to the first of the twin keeps.  The crimson
cobblestones of the Grand Tharnadian Way mix with the larger sienna-colored
stones of the western wall road, both to the north and south.  No guard towers
rise above your head, as the only way to the mesa is through the city itself,
making the need for defense mute.  The Grand Tharnadian Way heads back to the
east through the center of Tharnadia.
Obvious exits: -North -East -South -West
A large wandering dog is here, growling at you.
A large wandering dog is here, growling at you.
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 tough looking warrior is scanning the landscape beyond the walls.

< 22h/22H 86v/112V Pos: standing >
The sky lights up with brilliant lightning flashes!
Alas, you cannot go that way. . . .

< 22h/22H 86v/112V Pos: standing >
The Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.
Obvious exits: -East -West

< 22h/22H 85v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 86v/112V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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.  The city's armory stands to
the north of here.
Obvious exits: -North# -East -West
The corpse of a Barbarian is lying here.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.

< 22h/22H 85v/112V Pos: standing >
A Bend in the Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the
west, while to the east the road turns north.  The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
Obvious exits: -North -West
A peasant farmer is here from his farmstead, probably on business.

< 22h/22H 84v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 84v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 85v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 85v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 85v/112V Pos: standing >
A Bend in the Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west.  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 north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
A shady looking youth is standing here, eyeing you with a devious glance.

< 22h/22H 84v/112V Pos: standing >
The Grand Tharnadian Way
   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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.  A small building opens up to the
south.
Obvious exits: -North -East -South -West
A woman is standing here, shopping about the town.

< 22h/22H 84v/112V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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 east of here, the
Great Fountain of Tharnadia sits in a large open area.  The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
A shady looking mercenary stands here, eyeing you with open contempt.
A young man in leather armor seems to be patrolling the walls.

< 22h/22H 83v/112V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 22h/22H 82v/112V 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 young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.

< 22h/22H 82v/112V Pos: standing >
The sky lights up with brilliant lightning flashes!
Kieta's Adventurer Supply Shoppe
  This small shop serves as a supplier of goods for the adventurer.
Many sorts of items can be purchased frrom within this store. There
is a large supply rack against the eastern wall which displays
various goods.  There is only one exit out of this store which
leads back into Tharnadia.
Obvious exits: -West
A jodani wood sheaf arrow has fallen here.
A jodani wood bow has been left here.
Kieta is stocking the shelves of her store.

< 22h/22H 81v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 81v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 81v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 82v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 82v/112V 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 young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.

< 22h/22H 81v/112V 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

< 22h/22H 80v/112V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
A militia guard is posted here, keeping watch over the bazaar.

< 22h/22H 80v/112V 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 street sweeper is cleaning here, singing songs of labor.

< 22h/22H 79v/112V Pos: standing >
The sky lights up with brilliant lightning flashes!
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 militia guard is posted here, keeping watch over the bazaar.

< 22h/22H 78v/112V 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

< 22h/22H 78v/112V 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.
An unnatural darkness fills this area.
Obvious exits: -NorthD -East -SouthD -West
Puddles of fresh blood cover the ground.
The corpse of a young cleric is lying here.
The corpse of a Human is lying here.
The corpse of a militia guard is lying here.
[6] The corpse of a Human is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of a peasant farmer is lying here.
The corpse of a militia guard is lying here.
The corpse of the shady youth is lying here.
A tharnadian thief-hunter stands with a stunned look in mid-air here, fighting a Duergar.
A tharnadian illusionist stands in mid-air here, fighting a Drow Elf.
A Drow Elf (large) La Resistance sits resting.
An impenetrable globe of darkness floats near a Drow Elf's head.
A Kobold (small) La Resistance stands in mid-air here.
A Kobold (tiny) La Resistance stands in mid-air here.
An Orc (medium) La Resistance stands in mid-air here, fighting a tharnadian thief-hunter.
A Kobold (tiny) La Resistance sits resting.
A Kobold (small) La Resistance stands in mid-air here. (casting) 
An impenetrable globe of darkness floats near a Kobold's head.
A Drow Elf (medium) La Resistance stands in mid-air here.
A globe of darkness floats near a Drow Elf's head.
A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
A Drow Elf (medium) La Resistance stands in mid-air here, fighting a tharnadian illusionist.
A globe of darkness floats near a Drow Elf's head.
A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
A Troll (large) La Resistance stands in mid-air here, fighting a tharnadian thief-hunter.
An impenetrable globe of darkness floats near a Troll's head.
A Duergar (medium) La Resistance stands in mid-air here, fighting a tharnadian thief-hunter.
An Orc (medium) La Resistance stands in mid-air here. (casting) 
An impenetrable globe of darkness floats near an Orc's head.
An Ogre (huge) La Resistance stands in mid-air here, fighting a tharnadian thief-hunter.
A vampire antipaladin is standing here, busy with his own matters.
A Drow Elf (medium) La Resistance stands in mid-air here.
An Orc (medium) La Resistance stands in mid-air here.
A Drow Elf suddenly attacks a tharnadian thief-hunter!
A Drow Elf's decent slash wounds a tharnadian thief-hunter.
Searing bolts of black lightning flow forth from a Drow Elf's icy longsword dubbed 'Rising Frost', causing a tharnadian thief-hunter to scream in pain!
A Drow Elf starts casting an offensive spell.

< 22h/22H 77v/112V 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
[3] The corpse of a Human is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
The corpse of an elite guard is lying 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.

< 22h/22H 76v/112V 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
The corpse of a militia guard is lying here.

< 22h/22H 75v/112V Pos: standing >
The air chills and the odor of death and decay assault your senses.

< 22h/22H 76v/112V 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
[3] The corpse of a Human is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
The corpse of an elite guard is lying 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.

< 22h/22H 74v/112V 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.
An unnatural darkness fills this area.
Obvious exits: -NorthD -East -SouthD -West
Fresh blood covers everything in the area.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of a young cleric is lying here.
The corpse of a Human is lying here.
The corpse of a militia guard is lying here.
[6] The corpse of a Human is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of a peasant farmer is lying here.
The corpse of a militia guard is lying here.
The corpse of the shady youth is lying here.
A tharnadian illusionist stands in mid-air here, fighting an Orc.
A Drow Elf (large) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
A Kobold (small) La Resistance stands in mid-air here.
A Kobold (tiny) La Resistance sits resting.
An Orc (medium) La Resistance stands in mid-air here, fighting a tharnadian illusionist.
A Kobold (tiny) La Resistance stands in mid-air here.
A Kobold (small) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Kobold's head.
A Drow Elf (medium) La Resistance stands in mid-air here.
A globe of darkness floats near a Drow Elf's head.
A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
A Drow Elf (medium) La Resistance stands in mid-air here.
A globe of darkness floats near a Drow Elf's head.
A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
A Troll (large) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Troll's head.
A Duergar (medium) La Resistance sits resting.
An Orc (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near an Orc's head.
An Ogre (huge) La Resistance stands in mid-air here.
A vampire antipaladin is standing here, busy with his own matters.
A Drow Elf (medium) La Resistance stands in mid-air here.
An Orc (medium) La Resistance stands in mid-air here.
A Drow Elf starts casting an offensive spell.
A Drow Elf sits down in a comfortable spot.

< 22h/22H 75v/112V Pos: standing >
A Duergar raises his unholy symbol and smiles malevolently.
A Drow Elf takes out her unholy symbol and begins praying intently.

< 22h/22H 75v/112V Pos: standing >
A vampire antipaladin sings so badly it makes you hurt all over.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
You have been blinded!
Someone parries your futile lunge at him.

< -2h/22H 75v/112V Pos: standing >
<Someone completes his spell...
Someone utters the words 'bigbys clenched fist'
Someone's giant fist of force is the last thing you ever see.