The death of [ 1 Sorcerer] Premo (Human)

in An Antechamber buzzing with Energy

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


Gellz completes his spell...
Gellz utters the word 'gurunsoqz'
You suddenly feel completely quiet!

< 31h/31H 121v/121V Pos: standing >
You move your lips, but no sound comes forth!

< 31h/31H 121v/121V Pos: standing >
A militia guard enters from below.

< 31h/31H 121v/121V Pos: standing >
You are able to speak again.
A grounds keeper enters from below.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
A grounds keeper leaves down.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: The 'who' command can sort players by name, level, race, class or specialization.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
A grounds keeper enters from below.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
A grounds keeper leaves down.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: Type 'terrain' to see what kind of terrain you are in.  Druids benefit from Forest or Field terrain.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The world is deathly silent, and no noise forms...

< 31h/31H 121v/121V Pos: standing >
The world is deathly silent, and no noise forms...

< 31h/31H 121v/121V Pos: standing >
The world is deathly silent, and no noise forms...

< 31h/31H 121v/121V Pos: standing >
The world is deathly silent, and no noise forms...

< 31h/31H 121v/121V Pos: standing >
A grounds keeper enters from below.

< 31h/31H 121v/121V Pos: standing >
A militia guard leaves down.

< 31h/31H 121v/121V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.

< 31h/31H 121v/121V Pos: standing >
The world is deathly silent, and no noise forms...

< 31h/31H 121v/121V Pos: standing >
The world is deathly silent, and no noise forms...

< 31h/31H 121v/121V Pos: standing >
Autosaving...

< 31h/31H 121v/121V Pos: standing >
The world is deathly silent, and no noise forms...

< 31h/31H 121v/121V Pos: standing >
A militia guard enters from below.

< 31h/31H 121v/121V Pos: standing >
A grounds keeper attempts to flee.
A grounds keeper leaves down.

< 31h/31H 121v/121V Pos: standing >
The world is deathly silent, and no noise forms...

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Pardon?

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The Tower of the Sorcerer
Obvious exits: -Down
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A stout cudgel carved from oak wood lies here.
[4] A large wooden torch has been discarded here.
[2] A spellbook has been tossed aside here.
[2] An amber-colored metallic rod lies here.
[2] A spellbook lies here, discarded.
[10] A small bandage rests upon the ground here.
A portal floats here, glowing with a miriad of vibrant colors.
A young man in leather armor has been posted here to guard the bridge.
Alanan, the great tharnadian sorcerer, stands here deep in thought.

< 31h/31H 121v/121V Pos: standing >
You quickly scan the area.
A grounds keeper who is close by below you.

< 31h/31H 121v/121V Pos: standing >
The Tower of the Sorcerer
Obvious exits: -Down
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A stout cudgel carved from oak wood lies here.
[4] A large wooden torch has been discarded here.
[2] A spellbook has been tossed aside here.
[2] An amber-colored metallic rod lies here.
[2] A spellbook lies here, discarded.
[10] A small bandage rests upon the ground here.
A portal floats here, glowing with a miriad of vibrant colors.
A young man in leather armor has been posted here to guard the bridge.
Alanan, the great tharnadian sorcerer, stands here deep in thought.

< 31h/31H 121v/121V Pos: standing >
On a Spiral Staircase Up the Sorcerer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  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 continues its languid climb both up and down.
Obvious exits: -Up -Down
A grounds keeper is cleaning here, singing songs to Mielikki.

< 31h/31H 120v/121V Pos: standing >
On a Spiral Staircase Up the Sorcerer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  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 continues its languid climb both up and down.
Obvious exits: -Up -Down

< 31h/31H 119v/121V 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
A portal floats here, glowing with a miriad of vibrant colors.

< 31h/31H 118v/121V Pos: standing >
Gellz With a sound like the rush of an oncoming waterfall, the air in the room swirls and then thickens obscuring your vision. Then with a sudden ear-splitting BANG, you feel your heart filled with an immediate overwhelming sense of joy and as the fog clears you now see Gellz standing before you.

< 31h/31H 118v/121V 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.

< 31h/31H 119v/121V Pos: standing >
Gellz slowly fades into existence.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V 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

< 31h/31H 121v/121V 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

< 31h/31H 119v/121V 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 tharnadian thief-hunter watches over the town streets intently.

< 31h/31H 117v/121V 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

< 31h/31H 115v/121V 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

< 31h/31H 113v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 114v/121V 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

< 31h/31H 112v/121V 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
A diminutive old man sits here, scribbling on some vellum.

< 31h/31H 110v/121V 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

< 31h/31H 107v/121V 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
A grounds keeper is cleaning here, singing songs to Mielikki.

< 31h/31H 106v/121V Pos: standing >
The snow is coming down faster now.

< 31h/31H 107v/121V Pos: standing >

< 31h/31H 107v/121V 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

< 31h/31H 106v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 106v/121V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.

< 31h/31H 111v/121V Pos: standing >

< 31h/31H 112v/121V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
Obvious exits: -East -Up

< 31h/31H 113v/121V 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
A squirrel is wandering around here.

< 31h/31H 110v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 110v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 111v/121V 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

< 31h/31H 109v/121V 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

< 31h/31H 107v/121V 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.
An odd little man, with a shaved head and an orange robe, hums something.
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.

< 31h/31H 105v/121V 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
A stray tomcat is darting after rodents, here.

< 31h/31H 104v/121V Pos: standing >
A stray cat leaves east.
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
A stray tomcat is darting after rodents, here.
A woman is standing here, shopping about the town.

< 31h/31H 105v/121V 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

< 31h/31H 104v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 105v/121V 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 young man in leather armor seems to be patrolling the walls.

< 31h/31H 104v/121V 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 young man in leather armor seems to be patrolling the area.
A shady looking youth is standing here, eyeing you with a devious glance.
A stray tomcat is darting after rodents, here.

< 31h/31H 104v/121V 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 deer stands here, grazing on some grass.
A tharnadian thief-hunter watches over the town streets intently.

< 31h/31H 103v/121V 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 stray tomcat is darting after rodents, here.
A shady looking youth is standing here, eyeing you with a devious glance.
A human merchant from another town stands here, perusing Tharnadia.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 31h/31H 102v/121V 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 cleric is standing here, smiling at you warmly.
A large rat is scurrying about here.

< 31h/31H 101v/121V Pos: standing >
A young cleric starts casting a spell.

< 31h/31H 102v/121V Pos: standing >
The door seems to be closed.

< 31h/31H 102v/121V 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 stray tomcat is darting after rodents, here.
A shady looking youth is standing here, eyeing you with a devious glance.
A human merchant from another town stands here, perusing Tharnadia.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 31h/31H 103v/121V Pos: standing >
A human merchant scans around the city.
A human merchant says in common 'I never realized how big this is.'
A human merchant leaves west.

< 31h/31H 103v/121V Pos: standing >
Ok.

< 31h/31H 104v/121V 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.'

< 31h/31H 104v/121V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
The corpse of a Human is lying here.
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
A spellbook lies here, discarded.
A long steel sword is here in the dirt.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
[4] A steel long sword has been left here.
[4] A steel short sword lies discarded here.
[4] A steel dagger has been tossed aside here.
[4] A two-handed sword, nearly six feet in length, lies here.
[4] A warhammer with a sturdy-looking steel head lies here.
[4] A stout cudgel carved from oak wood lies here.
[8] A large wooden torch has been discarded here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
[2] A large stone warhammer has been dropped here.
[20] A small bandage rests upon the ground here.
A large sign hangs from the front of the counter here.
Mirg (Grey Elf)(medium) stands in mid-air here.
Duab (Human)(medium) stands here.
A tharnadian illusionist stands here watching for intruders.
A beautiful pegasus stands here tossing his mane.
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.

< 31h/31H 104v/121V 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.'

< 31h/31H 103v/121V 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 stray tomcat is darting after rodents, here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 31h/31H 103v/121V 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 cleric is standing here, smiling at you warmly.
A large rat is scurrying about here.

< 31h/31H 102v/121V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason few of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the area.
A shady looking mercenary stands here, eyeing you with open contempt.

< 31h/31H 102v/121V Pos: standing >
A shady mercenary says in common 'Is it hot in here or is it just me?'
A tharnadian thief-hunter starts casting a spell.

< 31h/31H 102v/121V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up
The corpse of the shady youth is lying here.
The corpse of a large rat is lying here.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of a militia guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.
[2] The corpse of a militia guard is lying here.
A stray tomcat is darting after rodents, here.

< 31h/31H 101v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 102v/121V Pos: standing >
The Northern Wall Road
  The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East -West
The corpse of a militia guard is lying here.

< 31h/31H 102v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 103v/121V Pos: standing >
Road Beneath the Northern 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 western defense tower of the
Tharnadian northern gates.  The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up

< 31h/31H 103v/121V Pos: standing >
Inside the Northern Gates
   Two huge ironbound gates guard the northern 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 Keats Road leads away
to the south 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 west and to the east.
Obvious exits: -North# -South
A large rat is scurrying about here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 31h/31H 103v/121V Pos: standing >
The gate seems to be closed.

< 31h/31H 104v/121V Pos: standing >
Ok.

< 31h/31H 105v/121V Pos: standing >
Outside the Northern Gates
   Two huge ironbound gates mark the northern 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 east and west for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A stone road
leads away to the south towards the city center.
Obvious exits: -North -South
The guildhall of AnGEr Of The Honoured is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.

< 31h/31H 104v/121V Pos: standing >
The High-Arched Foyer before The Hall of AnGEr Of The Honoured
Obvious exits: -North -South

< 31h/31H 105v/121V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -WestD -Up
A greyish stone wall is here to the 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 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.
[5] A small bandage rests upon the ground here.
[3] The corpse of a Human is lying here.
A small round shield has been dropped here.
The shell of a giant turtle has been left here.
The ears of a troll lie here abandoned.
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
A large, spacious vortex displays views of Undead Continent here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
Mankiller (Human)(medium) stands here.

< 31h/31H 105v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 31h/31H 106v/121V Pos: standing >
You quickly scan the area.
A large rat who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.

< 31h/31H 107v/121V Pos: standing >
You try to destroy a greyish stone wall...

< 30h/31H 110v/121V Pos: standing >
You try to destroy a greyish stone wall...

< 30h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East -South -WestD -Up
A greyish stone wall is here to the 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 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.
[5] A small bandage rests upon the ground here.
[3] The corpse of a Human is lying here.
A small round shield has been dropped here.
The shell of a giant turtle has been left here.
The ears of a troll lie here abandoned.
A large, spacious vortex displays views of Khomani-Khan here. (glowing)
A large, spacious vortex displays views of Undead Continent here. (glowing)
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
Mankiller (Human)(medium) stands here.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: Type "forget (spell name)" to free up a spell slot.  Alternately, you can "forget all" to free all your spell slots.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
A greyish stone wall crumbles to dust and blows away.

< 31h/31H 121v/121V Pos: standing >
Mankiller leaves west.

< 31h/31H 121v/121V Pos: standing >
A faint hum can be heard from the shadowy crown of damnation of regeneration carried by someone.

< 31h/31H 121v/121V Pos: standing >
Someone suddenly attacks YOU!
A Minotaur snaps into visibility.
A Minotaur's weak bludgeon wounds you.

< 30h/31H 121v/121V Pos: standing >
< T: Premo TP: sta TC:few scratches E: A Minotaur sta EP: excellent >
 A faint hum can be heard from the mace of the earth carried by someone.

< 30h/31H 121v/121V Pos: standing >
< T: Premo TP: sta TC:few scratches E: A Minotaur sta EP: excellent >
 A Minotaur dodges your futile attack.
A Minotaur's bludgeon wounds you.
A Minotaur's bludgeon strikes you hard.
OUCH!  That really did HURT!

< 25h/31H 121v/121V Pos: standing >
< T: Premo TP: sta TC: small wounds E: A Minotaur sta EP: excellent >
 A faint hum can be heard from the stone mace 'Godsfury' carried by someone.

< 25h/31H 121v/121V Pos: standing >
< T: Premo TP: sta TC: small wounds E: A Minotaur sta EP: excellent >
 A faint hum can be heard from the holy flamberge of the efreeti carried by someone.

< 25h/31H 121v/121V Pos: standing >
< T: Premo TP: sta TC: small wounds E: A Minotaur sta EP: excellent >
 You miss a Minotaur.
A Minotaur's crude bludgeon strikes you.
A Minotaur's decent bludgeon strikes you very hard.
OUCH!  That really did HURT!
A Minotaur's weak bludgeon strikes you.

< 18h/31H 121v/121V Pos: standing >
< T: Premo TP: sta TC: few wounds E: A Minotaur sta EP: excellent >
 An Orc snaps into visibility.
An Orc brings down the holy flamberge of the efreeti in a mighty slash, cleaving you from your target!