The death of [ 3 Monk] Sxtchat (Human)

in The Center of the Great Bazaar

from the perspective of [ 3 Monk] Sxtchat (Human)



</map>
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 
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.
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 37h/37H 71v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw qare'

< 37h/37H 82v/114V Pos: standing >

< 37h/37H 93v/114V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 37h/37H 96v/114V Pos: standing >

< 37h/37H 102v/114V Pos: standing >

< 37h/37H 110v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 37h/37H 114v/114V Pos: standing >

< 37h/37H 114v/114V Pos: standing >

< 37h/37H 114v/114V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 37h/37H 114v/114V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 37h/37H 114v/114V Pos: standing >
Autosaving...

< 37h/37H 114v/114V Pos: standing >

< 37h/37H 114v/114V Pos: standing >

< 37h/37H 114v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Lounge
</map>
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.'

< 37h/37H 113v/114V Pos: standing >

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

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East  -South -West 
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
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 street sweeper is cleaning here, singing songs of labor.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 37h/37H 112v/114V Pos: standing >

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

<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East # -South -West 
A tharnadian thief-hunter watches over the town streets intently.
A street sweeper is cleaning here, singing songs of labor.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the walls.

< 37h/37H 111v/114V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'
You quickly scan the area.
A tharnadian thief-hunter who is close by to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A street sweeper who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
The town crier who is close by to your west.
The shady youth who is not far off to your west.
A young cleric who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
The dangerous looking rogue who is in the distance to your west.

< 37h/37H 111v/114V Pos: standing >

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

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason 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.

< 37h/37H 111v/114V Pos: standing >

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

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

< 37h/37H 110v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 37h/37H 111v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Northern Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Northern Wall Road
</map>
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 
A homeless peasant is here, looking lost and hungry.

< 37h/37H 110v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 37h/37H 110v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 37h/37H 110v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 37h/37H 111v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Road Beneath the Northern Tower
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Road Beneath the Northern Tower
</map>
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   
A young man in leather armor seems to be patrolling the area.

< 37h/37H 110v/114V Pos: standing >

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

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Northern Gates
</map>
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
The corpse of a militia guard is lying here.
The corpse of an elite guard is lying here.
[2] The corpse of a militia guard is lying here.
[2] The corpse of an elite guard is lying here.
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 large stone warhammer has been dropped here.
[5] A small bandage rests upon the ground here.
A large wandering dog is here, growling at you.

< 37h/37H 110v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Northern Gates
</map>
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 corpse of a controller is lying here.
[4] The corpse of an elite guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of an elite guard is lying here.
The corpse of a tharnadian illusionist is lying here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.

< 37h/37H 109v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leadings Away From Tharnadia
</map>
The Road Leadings Away From Tharnadia
Obvious exits: -North -South

< 37h/37H 108v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading Away From Tharnadia
</map>
The Road Leading Away From Tharnadia
Obvious exits: -North -South

< 37h/37H 106v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading Away From Tharnadia
</map>
The Road Leading Away From Tharnadia
Obvious exits: -North -South

< 37h/37H 105v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading Away From Tharnadia
</map>
The Road Leading Away From Tharnadia
Obvious exits: -North -South

< 37h/37H 103v/114V Pos: standing >
 *****  
  *@+*  
   ^M+  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
[2] The corpse of a Town Guardian is lying here.

< 37h/37H 103v/114V Pos: standing >
 ^**^*  
 **@**  
  *++*  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 37h/37H 102v/114V Pos: standing >
 M^***  
 ^*@^*  
 *****  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 37h/37H 100v/114V Pos: standing >
 ^***.  
 **@*.  
 *****  
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 37h/37H 99v/114V Pos: standing >
 **^*.  
 **@**  
 *++**  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 37h/37H 97v/114V Pos: standing >
 *****  
 *+@**  
  ^M++  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 37h/37H 96v/114V Pos: standing >
 *++**  
  ^@++  
 *M+*M  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates. (casting) 

< 37h/37H 96v/114V Pos: standing >
  ^M++  
 *M@*M  
 ^****  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 37h/37H 95v/114V Pos: standing >
The air to the east is filled with static electricity.

< 37h/37H 95v/114V Pos: standing >
A storm is brewing to the east...

< 37h/37H 96v/114V Pos: standing >
   ^M+  
  *@+*  
 M^***  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates. (casting) 

< 37h/37H 95v/114V Pos: standing >

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

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Southern City Gates
</map>
Outside the Southern City Gates
   Two huge ironbound gates mark the southern 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 west and east 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 south toward the plains beyond.
Obvious exits: -North# -South
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands 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.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 37h/37H 94v/114V Pos: standing >
The iron seems to be closed.

< 37h/37H 95v/114V Pos: standing >
Ok.

< 37h/37H 97v/114V Pos: standing >

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

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

< 37h/37H 96v/114V Pos: standing >
Ok.

< 37h/37H 96v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Southern Keats Intersection
</map>
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   
Militia forces muster to bolster the town's defenses against the invaders!!!

< 37h/37H 96v/114V Pos: standing >

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

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
(Q)A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.

< 37h/37H 96v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues 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 

< 37h/37H 95v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East  -South

< 37h/37H 95v/114V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your north.
A street sweeper who is close by to your north.
A large rat who is close by to your north.
A militia guard who is close by to your north.
A tharnadian thief-hunter who is not far off to your north.
A homeless peasant who is a brief walk away to your north.
A militia guard who is not far off to your east.
A Githyanki who is rather far off to your east.
A Drow Elf who is rather far off to your east.
A Troll who is rather far off to your east.
A Githyanki who is rather far off to your east.
A Githyanki who is rather far off to your east.
A Drow Elf who is rather far off to your east.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.

< 37h/37H 95v/114V Pos: standing >
You can't use the GCC channel!

< 37h/37H 95v/114V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 37h/37H 97v/114V Pos: standing >

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

<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East # -South -West 
A street sweeper is cleaning here, singing songs of labor.
A street sweeper is cleaning here, singing songs of labor.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the walls.

< 37h/37H 96v/114V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 37h/37H 97v/114V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East  -South

< 37h/37H 96v/114V Pos: standing >

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

< 37h/37H 95v/114V Pos: standing >

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

<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East  -South -West 
A Githyanki (medium) Doombringer -*Clan DemonRage*- stands in mid-air here.
A Drow Elf (medium) DemonLord -*Clan DemonRage*- stands in mid-air here.
A Troll (large) NightLord -*Clan DemonRage*- stands in mid-air here.
A Githyanki (medium) DemonLord -*Clan DemonRage*- stands in mid-air here, fighting a militia guard.
A globe of darkness floats near a Githyanki's head.
A Githyanki (medium) NightLord -*Clan DemonRage*- stands in mid-air here.
A Drow Elf (medium) DemonLord -*Clan DemonRage*- stands in mid-air here.
A militia guard stands here, fighting a Githyanki.
You are briefly surrounded by a red aura!
You are knocked to the ground by a Githyanki's mighty bash!
A Troll snaps into visibility.
You dodge a bash from a Troll, who loses his balance and falls.

< 34h/37H 94v/114V Pos: sitting >
< T: Sxtchat TP: sit TC:few scratches E: A Githyanki sta EP: excellent >
 A Githyanki dodges your futile attack.

< 34h/37H 95v/114V Pos: sitting >
< T: Sxtchat TP: sit TC:few scratches E: A Githyanki sta EP: excellent >
 A Drow Elf starts casting an offensive spell.

< 34h/37H 95v/114V Pos: sitting >
< T: Sxtchat TP: sit TC:few scratches E: A Githyanki sta EP: excellent >
 Tiny explosions wrack your body with pain!