The death of [47 Red Dragon] Pheyze AnGEr Of The Honoured (Grey Elf)

in Room #2

from the perspective of [47 Red Dragon] Pheyze AnGEr Of The Honoured (Grey Elf)

<worn as a badge>    a frost dragon's eye (glowing)
<worn on eyes>       a worn pair of sandstorm goggles
<worn in ear>        a mithril and gold earring
<worn as quiver>     a human-made iron quiver
<worn around wrist>  a deep blue braid of rank
<worn around wrist>  a deep blue braid of rank [superior]
<worn on finger>     a ring of the beholder of agility [80%]             
<worn on legs>       some bloody dragonscale pants


< 336h/336H 120v/120V Pos: standing >
You are using:
<worn as a badge>    a frost dragon's eye (glowing)
<worn on head>       a sinister dragonscale skullcap
<worn on eyes>       a worn pair of sandstorm goggles
<worn in ear>        an aboleth's shrunken head (magic)
<worn in ear>        a mithril and gold earring
<worn on face>       the mask of hatred
<worn around neck>   a neckguard of spikes of constitution
<worn around neck>   a flowing white cape (magic) [73%]             
<worn on body>       a cuirass emblazoned with the mantis sigil [poor] (humming)
<worn about body>    the cloak of shadow dragons [superior] [80%]             
<worn on back>       a buckskin pack
<worn as quiver>     a human-made iron quiver
<worn about waist>   a thin black belt of accuracy [superior] (magic)
<worn on belt buckle>a fanged gold belt buckle [89%]             
<attached to belt>   a buckskin key pouch
<worn on arms>       a thick seashell armplates [superior]
<worn around wrist>  a deep blue braid of rank
<worn around wrist>  a deep blue braid of rank [superior]
<worn on hands>      the claws of the dead of damage (glowing)
<worn on finger>     a ring of the beholder of agility [80%]             
<worn on finger>     a red earthstone ring of dexterity
<worn on legs>       some bloody dragonscale pants
<worn on feet>       a pair of duergar-hide boots (magic)

< 336h/336H 120v/120V 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.'

< 336h/336H 119v/120V Pos: standing >
The door seems to be closed.

< 336h/336H 119v/120V Pos: standing >
Ok.

< 336h/336H 120v/120V 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.

< 336h/336H 119v/120V 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 shady looking mercenary stands here, eyeing you with open contempt.
A large wandering dog is here, growling at you.

< 336h/336H 118v/120V Pos: standing >
The door seems to be closed.

< 336h/336H 118v/120V Pos: standing >
A stray dog leaves west.
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason few of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West

< 336h/336H 118v/120V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up

< 336h/336H 117v/120V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
where, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West

< 336h/336H 118v/120V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
A young man in leather armor seems to be patrolling the walls.

< 336h/336H 118v/120V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -South -West
A large rat is scurrying about here.

< 336h/336H 117v/120V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the walls.

< 336h/336H 117v/120V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -East -West

< 336h/336H 117v/120V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North# -South -West

< 336h/336H 116v/120V Pos: standing >
Ok.

< 336h/336H 118v/120V Pos: standing >
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
[3] A small round shield has been dropped here.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.

< 336h/336H 118v/120V Pos: standing >
You are using:
<worn as a badge>    a frost dragon's eye (glowing)
<worn on head>       a sinister dragonscale skullcap
<worn on eyes>       a worn pair of sandstorm goggles
<worn in ear>        an aboleth's shrunken head (magic)
<worn in ear>        a mithril and gold earring
<worn on face>       the mask of hatred
<worn around neck>   a neckguard of spikes of constitution
<worn around neck>   a flowing white cape (magic) [73%]             
<worn on body>       a cuirass emblazoned with the mantis sigil [poor] (humming)
<worn about body>    the cloak of shadow dragons [superior] [80%]             
<worn on back>       a buckskin pack
<worn as quiver>     a human-made iron quiver
<worn about waist>   a thin black belt of accuracy [superior] (magic)
<worn on belt buckle>a fanged gold belt buckle [89%]             
<attached to belt>   a buckskin key pouch
<worn on arms>       a thick seashell armplates [superior]
<worn around wrist>  a deep blue braid of rank
<worn around wrist>  a deep blue braid of rank [superior]
<worn on hands>      the claws of the dead of damage (glowing)
<worn on finger>     a ring of the beholder of agility [80%]             
<worn on finger>     a red earthstone ring of dexterity
<worn on legs>       some bloody dragonscale pants
<worn on feet>       a pair of duergar-hide boots (magic)

< 336h/336H 118v/120V Pos: standing >
You are using:
<worn as a badge>    a frost dragon's eye (glowing)
<worn on head>       a sinister dragonscale skullcap
<worn on eyes>       a worn pair of sandstorm goggles
<worn in ear>        an aboleth's shrunken head (magic)
<worn in ear>        a mithril and gold earring
<worn on face>       the mask of hatred
<worn around neck>   a neckguard of spikes of constitution
<worn around neck>   a flowing white cape (magic) [73%]             
<worn on body>       a cuirass emblazoned with the mantis sigil [poor] (humming)
<worn about body>    the cloak of shadow dragons [superior] [80%]             
<worn on back>       a buckskin pack
<worn as quiver>     a human-made iron quiver
<worn about waist>   a thin black belt of accuracy [superior] (magic)
<worn on belt buckle>a fanged gold belt buckle [89%]             
<attached to belt>   a buckskin key pouch
<worn on arms>       a thick seashell armplates [superior]
<worn around wrist>  a deep blue braid of rank
<worn around wrist>  a deep blue braid of rank [superior]
<worn on hands>      the claws of the dead of damage (glowing)
<worn on finger>     a ring of the beholder of agility [80%]             
<worn on finger>     a red earthstone ring of dexterity
<worn on legs>       some bloody dragonscale pants
<worn on feet>       a pair of duergar-hide boots (magic)

< 336h/336H 120v/120V Pos: standing >
You are carrying: (0/12)
Nothing.

< 336h/336H 120v/120V Pos: standing >
You stop regenerating.

< 336h/336H 120v/120V 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.

< 336h/336H 120v/120V Pos: standing >
You stop using a ring of the beholder of agility.
You stop using a red earthstone ring of dexterity.
You stop using a neckguard of spikes of constitution.
You stop using a flowing white cape.
You stop using a cuirass emblazoned with the mantis sigil [poor].
You stop using a sinister dragonscale skullcap.
You stop using some bloody dragonscale pants.
You stop using a pair of duergar-hide boots.
You stop using the claws of the dead of damage.
You stop using a thick seashell armplates [superior].
You stop using the cloak of shadow dragons [superior].
You stop using a thin black belt of accuracy [superior].
You can't carry that many items.

< 242h/242H 120v/120V Pos: standing >
Into what?

< 242h/242H 120v/120V Pos: standing >
You can't carry that many items.

< 242h/242H 120v/120V Pos: standing >
Into what?

< 242h/242H 120v/120V Pos: standing >
You can't carry that many items.

< 242h/242H 120v/120V Pos: standing >
Into what?

< 242h/242H 120v/120V Pos: standing >
You are using:
<worn as a badge>    a frost dragon's eye (glowing)
<worn on eyes>       a worn pair of sandstorm goggles
<worn in ear>        an aboleth's shrunken head
<worn in ear>        a mithril and gold earring
<worn on face>       the mask of hatred
<worn on back>       a buckskin pack
<worn as quiver>     a human-made iron quiver
<worn around wrist>  a deep blue braid of rank
<worn around wrist>  a deep blue braid of rank [superior]

< 242h/242H 120v/120V Pos: standing >
You are carrying: (14/12)
a thin black belt of accuracy [superior]
a buckskin key pouch
the cloak of shadow dragons [superior] [80%]             
a thick seashell armplates [superior]
the claws of the dead of damage (glowing)
a pair of duergar-hide boots
a fanged gold belt buckle [89%]             
some bloody dragonscale pants
a sinister dragonscale skullcap
a cuirass emblazoned with the mantis sigil [poor] (humming)
a flowing white cape [73%]             
a neckguard of spikes of constitution
a red earthstone ring of dexterity
a ring of the beholder of agility [80%]             

< 242h/242H 120v/120V Pos: standing >
You can't carry that many items.

< 242h/242H 120v/120V Pos: standing >
You place a red earthstone ring of dexterity on your left ring finger.

< 242h/242H 120v/120V Pos: standing >
You can't carry that many items.

< 254h/254H 120v/120V Pos: standing >
You place a ring of the beholder of agility on your right ring finger.

< 254h/254H 120v/120V Pos: standing >
You can't carry that many items.

< 254h/254H 120v/120V Pos: standing >
You slide your legs into some bloody dragonscale pants.

< 254h/254H 120v/120V Pos: standing >
You stop using a buckskin pack.

< 279h/279H 120v/120V Pos: standing >
You are carrying: (12/12)
a buckskin pack
a thin black belt of accuracy [superior]
a buckskin key pouch
the cloak of shadow dragons [superior] [80%]             
a thick seashell armplates [superior]
the claws of the dead of damage (glowing)
a pair of duergar-hide boots
a fanged gold belt buckle [89%]             
a sinister dragonscale skullcap
a cuirass emblazoned with the mantis sigil [poor] (humming)
a flowing white cape [73%]             
a neckguard of spikes of constitution

< 279h/279H 120v/120V Pos: standing >
You put 11 items into a buckskin pack.

< 279h/279H 120v/120V Pos: standing >
A human merchant's attempt to backstab you fails as the dragon mind within takes control!
A human merchant snaps into visibility.

< 279h/279H 120v/120V Pos: standing >
A human merchant attempts to flee.
A human merchant leaves south.

< 279h/279H 120v/120V Pos: standing >
You are carrying: (1/12)
a buckskin pack

< 279h/279H 120v/120V Pos: standing >
A human merchant's attempt to backstab you fails as the dragon mind within takes control!
A human merchant snaps into visibility.

< 279h/279H 120v/120V Pos: standing >
A human merchant snaps into visibility.
A human merchant attacks you. [3 hits]

< 251h/279H 120v/120V Pos: standing >
< T: Pheyze TP: sta TC: small wounds E: a human merchant sta EP: excellent >
 A human merchant snaps into visibility.
You attack a human merchant. [1 hits]
You are too high on adrenaline to perform a remove all.

< 251h/279H 120v/120V Pos: standing >
< T: Pheyze TP: sta TC: small wounds E: a human merchant sta EP: few scratches >
 Sarn, the banker suddenly attacks a human merchant!
A human merchant snaps into visibility.

< 251h/279H 120v/120V Pos: standing >
< T: Pheyze TP: sta TC: small wounds E: a human merchant sta EP: few scratches >
 A human merchant attempts to flee.
A human merchant tries to flee, but can't make it out of here!

< 251h/279H 120v/120V Pos: standing >
< T: Pheyze TP: sta TC: small wounds E: a human merchant sta EP: few scratches >
 A human merchant attempts to flee.
A human merchant leaves south.

< 251h/279H 120v/120V Pos: standing >
A human merchant enters from the south.

< 251h/279H 120v/120V Pos: standing >
Out of nowhere, a human merchant stabs you in the back.
OUCH!  That really did HURT!
With a swift tug a human merchant wrenches the weapon free, ramming it into you again.
Out of nowhere, a human merchant stabs you in the back.
OUCH!  That really did HURT!
Out of nowhere, a human merchant stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
With a swift tug a human merchant wrenches the weapon free, ramming it into you again.
Out of nowhere, a human merchant stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 24h/279H 120v/120V Pos: standing >
< T: Pheyze TP: sta TC: awful E: a human merchant sta EP: few scratches >
 Sarn, the banker suddenly attacks a human merchant!

< 24h/279H 120v/120V Pos: standing >
< T: Pheyze TP: sta TC: awful E: a human merchant sta EP: few scratches >
 A human merchant snaps into visibility.
You score a CRITICAL HIT!!!!!
You sneak in and deliver a strike to a pressure point!
You attack a human merchant. [4 hits]

< 24h/279H 120v/120V Pos: standing >
< T: Pheyze TP: sta TC: awful E: a human merchant sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 24h/279H 120v/120V Pos: standing >
< T: Pheyze TP: sta TC: awful E: a human merchant sta EP: few scratches >
 You attempt to flee...
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North -South -West
You flee southward!

< 24h/279H 92v/120V Pos: standing >
You attempt to flee...
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
Puddles of fresh blood cover the ground.
[3] A small round shield has been dropped here.
A large wooden counter is here, with a sign posted on it.
*a human merchant is standing here, busy with his own matters.
A globe of darkness floats near a human merchant's head.
Sarn, the banker stands here, fighting a human merchant.
You flee northward!

< 24h/279H 66v/120V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North -South -West
Fresh blood covers everything in the area.

< 24h/279H 65v/120V Pos: standing >
Road Beneath the Gate Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up

< 24h/279H 65v/120V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East# -South -West
A few drops of fresh blood are scattered around the area.
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.

< 24h/279H 64v/120V Pos: standing >
Road beneath the Gate Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the southern defense tower of the
Tharnadian eastern gates.  The road continues north to the city gates, while
to the south the road turns west.
Obvious exits: -North -South -Up
Puddles of fresh blood cover the ground.
A young cleric is standing here, smiling at you warmly.

< 24h/279H 63v/120V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
north and west.
Obvious exits: -North -West
Puddles of fresh blood cover the ground.
A street sweeper is cleaning here, singing songs of labor.

< 24h/279H 63v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 24h/279H 63v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 24h/279H 63v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 24h/279H 63v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 24h/279H 64v/120V Pos: standing >
The Southern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road to the west
turns south, while to the east it bends north.
Obvious exits: -East -South# -West
Fresh blood splatters cover the area.
A shady looking youth is standing here, eyeing you with a devious glance.
A young man in leather armor seems to be patrolling the walls.

< 24h/279H 63v/120V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
east, while to the south it bends west.
Obvious exits: -East -South

< 24h/279H 63v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/279H 64v/120V Pos: standing >
The sun hangs low on the southern sky.

< 25h/279H 64v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/279H 64v/120V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
west, while to the north it bends east.
Obvious exits: -North -West
Puddles of fresh blood cover the ground.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the walls.

< 25h/279H 64v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/279H 64v/120V Pos: standing >
Road Under the Southern Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the eastern defense tower of the
Tharnadian southern gates.  To the north a large dwelling takes up most of the
street.  The road continues east, while the city gates lie to the west.
Obvious exits: -North# -East -West -Up
Fresh blood splatters cover the area.
A stray tomcat is darting after rodents, here.

< 25h/279H 63v/120V Pos: standing >
Inside the Southern City Gates
   Two huge ironbound gates guard the southern 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 Southern Wall 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 east and west.
Obvious exits: -East -South# -West
Fresh blood covers everything in 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.

< 25h/279H 62v/120V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East -South -Up

< 25h/279H 62v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/279H 62v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/279H 62v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/279H 63v/120V 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 north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
A homeless child is here, scrounging around for some food.
A street sweeper is cleaning here, singing songs of labor.
A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.

< 25h/279H 62v/120V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West
A pair of mithril leggings is lying on the ground.
A book describing the use of color on Duris floats here.

< 25h/279H 62v/120V 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

< 25h/279H 61v/120V 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
Fresh blood splatters cover the area.
A human merchant from another town stands here, perusing Tharnadia.

< 26h/279H 62v/120V 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.  The bazaar continues to the
south and east.
Obvious exits: -East -South
A few drops of fresh blood are scattered around the area.
A wooden stall stands here, goods displayed upon its counter.
A young woman is passing by here, shopping the bazaar.
Tall and mysterious, this cloaked merchant stands behind her stall.

< 26h/279H 62v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/279H 63v/120V 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.  The bazaar continues to the
south and west.
Obvious exits: -South -West
Fresh blood splatters cover the area.
A wooden stall stands here, goods displayed upon its counter.
A working commoner is here, shopping in the bazaar.

< 26h/279H 63v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/279H 63v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/279H 64v/120V 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.  The bazaar continues to the
south and east.
Obvious exits: -East -South
Fresh blood covers everything in the area.
A wooden stall stands here, goods displayed upon its counter.
A young woman is passing by here, shopping the bazaar.
Tall and mysterious, this cloaked merchant stands behind her stall.

< 27h/279H 64v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 27h/279H 64v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 27h/279H 66v/120V 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
Fresh blood covers everything in the area.
A human merchant from another town stands here, perusing Tharnadia.

< 27h/279H 65v/120V 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
Fresh blood covers everything in the area.

< 27h/279H 64v/120V 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
Puddles of fresh blood cover the ground.
A large wandering dog is here, growling at you.

< 27h/279H 64v/120V 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 few drops of fresh blood are scattered around the area.
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.

< 27h/279H 64v/120V 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.'

< 28h/279H 64v/120V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
Fresh blood covers everything in the area.
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.
[2] A long steel sword is here in the dirt.
[5] A small bandage rests upon the ground here.
A large sign hangs from the front of the counter here.
A magnificent white warhorse stands here quietly.
A magnificent white warhorse stands here quietly.
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.
The receptionist stands here behind the counter, waiting to help someone.

< 28h/279H 64v/120V Pos: standing >
There is too much adrenaline pumping through your body right now.
Sorry, but you cannot do that here!

< 28h/279H 64v/120V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up

< 28h/279H 67v/120V Pos: standing >
Room #2
  This room is not very big but it is well furnish.  It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
Fresh blood splatters cover the area.
(Q)A brawny dwarf stands here, practicing his technique.

< 29h/279H 69v/120V Pos: standing >
Hint: Some commands can be abbreviated.  Try using shortened commands like 'exp' to see if they work.

< 30h/279H 72v/120V Pos: standing >
You don't know that spell!

< 30h/279H 72v/120V Pos: standing >

< 31h/279H 77v/120V Pos: standing >
A human merchant snaps into visibility.
You wish that your wounds would stop BLEEDING so much!
Out of nowhere, a human merchant stabs you in the back, RIP...
Your red earthstone ring of dexterity was completely destroyed by the massive blow!
Your mask of hatred was completely destroyed by the massive blow!
Your aboleth's shrunken head was completely destroyed by the massive blow!