The death of [ 2 Warrior] Mil (Human)

in Outside the Northern Gates

from the perspective of [ 2 Warrior] Mil (Human)

<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about waist>   a thin leather belt
<held as shield>     a small round wooden shield
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<primary weapon>     a steel long sword
<worn on feet>       a pair of studded leather boots

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.
The corpse of an elite guard is lying here.
The corpse of a tharnadian illusionist is lying here.
The corpse of an elite guard is lying here.
A large sign hangs from the front of the counter here.

< 12h/33H 112v/112V 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 few drops of fresh blood are scattered around the area.
The corpse of the receptionist is lying here.
The corpse of a tharnadian illusionist is lying here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 12h/33H 111v/112V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left here.
The corpse of the town crier is lying here.
The corpse of the Tharnadian Quartermaster is lying here.
[3] The corpse of a militia guard is lying here.
The corpse of the town crier is lying here.
The corpse of the Tharnadian Quartermaster is lying here.
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 shady looking youth is standing here, eyeing you with a devious glance.

< 12h/33H 110v/112V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East # -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of a militia guard is lying here.
A street sweeper is cleaning here, singing songs of labor.

< 12h/33H 109v/112V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East  -South

< 12h/33H 109v/112V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East  -South -West 

< 12h/33H 108v/112V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East  -South -West 
A militia guard is posted here, keeping watch over the bazaar.

< 12h/33H 108v/112V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East  -South -West 
A wooden stall stands here, goods displayed upon its counter.

< 12h/33H 107v/112V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East  -West 

< 12h/33H 106v/112V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -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.
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.

< 12h/33H 105v/112V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
A bright light fills this area.
Obvious exits: -East  -West 
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.
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.

< 12h/33H 105v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -South -West 

< 12h/33H 103v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 

< 12h/33H 101v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West 
A young man in leather armor seems to be patrolling outside the gates.

< 13h/33H 100v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 13h/33H 100v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 13h/33H 100v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -South
The corpse of a militia guard is lying here.

< 13h/33H 98v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
A large rat is scurrying about here.

< 13h/33H 97v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West  -Up   
A homeless peasant is here, looking lost and hungry.

< 13h/33H 95v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 13h/33H 95v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -Down 
An odd little man, with a shaved head and an orange robe, hums something.

< 13h/33H 93v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
A raccoon scurries through the forest.
A large rat is scurrying about here.

< 13h/33H 91v/112V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 

< 13h/33H 89v/112V Pos: standing >
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East  -West 
[2] The corpse of an elite guard is lying here.

< 13h/33H 89v/112V Pos: standing >
 
   MM^***..^    
   M^**^*.^^.   
    *******...  
     *C+**^**.  
      ^@++++++  
     *++*^*.**  
    M^******..  
  MMMM^***^..   
   MMMM*^*..    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
[2] The corpse of a highwayman is lying here.
The corpse of a tharnadian highway marshall is lying here.
The corpse of an elite highwayman is lying here.

< 13h/33H 89v/112V Pos: standing >
 
   M^***..^M    
  M^**^*.^^.M   
   *******....  
    *C+**^**.^  
     ^+@++++++  
    *++*^*.***  
   M^******...  
  MMM^***^..^   
   MMM*^*..^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 13h/33H 88v/112V Pos: standing >
 
 P****  
 C+@*^  
 ^++++  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 14h/33H 88v/112V Pos: standing >
 
 *^*.^  
 P*@**  
 C+**^  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 14h/33H 87v/112V Pos: standing >
You quickly scan the area.
An ice elemental who is not far off to your west.
A Troll who is not far off to your west.

< 14h/33H 88v/112V Pos: standing >
You hear the sounds of movement in the distance.
You hear the sounds of movement in the distance.

< 14h/33H 88v/112V Pos: standing >
You kneel.

< 14h/33H 89v/112V Pos: kneeling >
 
 **^*.  
 *C@**  
 *CP**  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.

< 14h/33H 84v/112V Pos: kneeling >
 
 ^**^*  
 **@**  
  *CP*  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
The corpse of a Human is lying here.

< 14h/33H 79v/112V Pos: kneeling >
You hear the sounds of movement in the distance.

< 14h/33H 80v/112V Pos: kneeling >
An ice elemental enters from the east.

< 14h/33H 81v/112V Pos: kneeling >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.
 
   MMM^**^.^    
  MMMM^***..^   
    M^**^*.^^.  
     *******..  
      *@+**^**  
       ^++++++  
      *++*^*.*  
     M^******   
   MMMM^***^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.
The corpse of a Human is lying here.
[4] The corpse of a Town Guardian is lying here.
The corpse of a Human is lying here.

< 14h/33H 77v/112V Pos: kneeling >
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
Fresh blood covers everything in the area.
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 controller stands here, scanning the traffic for contraband.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 15h/33H 74v/112V Pos: kneeling >
An ice elemental enters from elsewhere.
A controller suddenly attacks someone!
A controller misses someone.
A Drow Elf snaps into visibility.
A Drow Elf snaps into visibility.
A Drow Elf is knocked to the ground by a tharnadian illusionist's mighty bash!
An elite guard suddenly attacks a Drow Elf!
An elite guard's fine punch strikes a Drow Elf.

< 15h/33H 75v/112V Pos: kneeling >
A Drow Elf snaps into visibility.
A tharnadian illusionist's fine punch strikes a Drow Elf.
A tharnadian illusionist's decent punch strikes a Drow Elf.
A tharnadian illusionist's punch strikes a Drow Elf hard.
A Troll fills with BLoodLuST and makes a ferocious leap at YOU!
A Troll attempts to maul you, but falters and falls to his knees!
An elite guard suddenly attacks a Troll!
An elite guard suddenly appears a bit confused!
An elite guard's feeble punch grazes a Troll.
An elite guard suddenly attacks a Troll!
An elite guard's punch grazes a Troll.

< 15h/33H 75v/112V Pos: kneeling >
< T: Mil TP: kne TC: nasty wounds E: A Troll kne EP: excellent >
 An elite guard suddenly attacks a Drow Elf!
An elite guard's punch strikes a Drow Elf.

< 15h/33H 76v/112V Pos: kneeling >
< T: Mil TP: kne TC: nasty wounds E: A Troll kne EP: excellent >
 An elite guard suddenly attacks a Drow Elf!
An elite guard's punch strikes a Drow Elf.

< 15h/33H 76v/112V Pos: kneeling >
< T: Mil TP: kne TC: nasty wounds E: A Troll kne EP: excellent >
 You rise to your feet.

< 15h/33H 76v/112V Pos: standing >
< T: Mil TP: sta TC: nasty wounds E: A Troll kne EP: excellent >
 -=[A Troll's bludgeon critically injures you.]=-
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.
-=[