The death of [41 Necrolyte] Lukko (Gnome)

in A Dark Forest with Tall Evergreens

from the perspective of [41 Necrolyte] Lukko (Gnome)

<worn on head>       a fragile hemp crown
<worn on eyes>       a finely-woven mesh eyepatch [poor]
<worn in ear>        a mithril and gold earring [superior]
<worn in ear>        a strangly glowing ivy leaf (magic) (glowing)
<worn on face>       a hallowed Cimmerian mask of Winduin (glowing)
<worn around neck>   a royal pendant [superior]
<worn on body>       a tunic woven of hardened reed [superior]
<worn about waist>   a hallowed Cimmerian sash (glowing)
<worn around wrist>  a dark ivory bracelet
<worn around wrist>  a brutal ruby bracer
<worn on hands>      a pair of thick hydra-hide gloves [poor]
<held>               a spellbook
<worn on legs>       some humming electrum pants
<worn on feet>       some boots of the forest (magic)


< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You finish scribing the spell 'taint' into a spellbook.
The spell uses 9 pages in a spellbook, leaving 11 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'undeath to death'...

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You complete another page of the spell into your spellbook..

< 198h/198H 111v/111V Pos: sitting >
You finish scribing the spell 'undeath to death' into a spellbook.
The spell uses 9 pages in a spellbook, leaving 2 more pages free.
Melmba, the redeemed says 'You have everything I will teach you scribed!'

< 198h/198H 111v/111V Pos: sitting >

1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                 [in spellbook]
protection from cold        [in spellbook]
protection from living      [in spellbook]
sleep                       [in spellbook]
vampiric touch              [in spellbook]

3rd CIRCLE:
animate dead                [in spellbook]
dispel magic                [in spellbook]
embalm                      [in spellbook]
sense follower              [in spellbook]

4th CIRCLE:
life leech                  [in spellbook]
rejuvenate minor            [in spellbook]
strength                    [in spellbook]
wither                      [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
concealment                 [in spellbook]
feeblemind                  [in spellbook]
fireshield                  [in spellbook]
heal undead                 [in spellbook]
levitate                    [in spellbook]
raise spectre               [in spellbook]
teleport                    [in spellbook]

6th CIRCLE:
cone of cold                [in spellbook]
enervation                  [in spellbook]
minor globe of invulnerability   [in spellbook]
rejuvenate major            [in spellbook]
vitalize undead             [in spellbook]

7th CIRCLE:
protect undead              [in spellbook]
raise wraith                [in spellbook]
reveal true name            [in spellbook]

8th CIRCLE:
detect invisibility         [in spellbook]
dispel invisible            [in spellbook]
haste                       [in spellbook]
improved invisibility       [in spellbook]
negative concussion blast   [in spellbook]

9th CIRCLE:
age                         [in spellbook]
dimension door              [in spellbook]
energy drain                [in spellbook]
globe of darkness           [in spellbook]
raise vampire               [in spellbook]
taint                       [in spellbook]
undeath to death            [in spellbook]

10th CIRCLE:
blackmantle                
cloak of fear              
compact corpse             
fly                        
mass embalm                
raise lich                 
vampiric trance            

11th CIRCLE:
corpseform                 
create dracolich           
power word kill            
summon ghasts              

12th CIRCLE:
create greater dracolich   


1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                 [in spellbook]
protection from cold        [in spellbook]
protection from living      [in spellbook]
sleep                       [in spellbook]
vampiric touch              [in spellbook]

3rd CIRCLE:
animate dead                [in spellbook]
dispel magic                [in spellbook]
embalm                      [in spellbook]
sense follower              [in spellbook]

4th CIRCLE:
life leech                  [in spellbook]
rejuvenate minor            [in spellbook]
strength                    [in spellbook]
wither                      [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
concealment                 [in spellbook]
feeblemind                  [in spellbook]
fireshield                  [in spellbook]
heal undead                 [in spellbook]
levitate                    [in spellbook]
raise spectre               [in spellbook]
teleport                    [in spellbook]

6th CIRCLE:
cone of cold                [in spellbook]
enervation                  [in spellbook]
minor globe of invulnerability   [in spellbook]
rejuvenate major            [in spellbook]
vitalize undead             [in spellbook]

7th CIRCLE:
protect undead              [in spellbook]
raise wraith                [in spellbook]
reveal true name            [in spellbook]

8th CIRCLE:
detect invisibility         [in spellbook]
dispel invisible            [in spellbook]
haste                       [in spellbook]
improved invisibility       [in spellbook]
negative concussion blast   [in spellbook]

9th CIRCLE:
age                         [in spellbook]
dimension door              [in spellbook]
energy drain                [in spellbook]
globe of darkness           [in spellbook]
raise vampire               [in spellbook]
taint                       [in spellbook]
undeath to death            [in spellbook]

10th CIRCLE:
blackmantle                
cloak of fear              
compact corpse             
fly                        
mass embalm                
raise lich                 
vampiric trance            

11th CIRCLE:
corpseform                 
create dracolich           
power word kill            
summon ghasts              

12th CIRCLE:
create greater dracolich   


< 198h/198H 111v/111V Pos: sitting >

< 198h/198H 111v/111V Pos: sitting >
A militia guard enters from the north.
Melmba, the redeemed starts casting a spell called 'minor globe of invulnerability'.

< 198h/198H 111v/111V Pos: sitting >
You are already resting.

< 198h/198H 111v/111V Pos: sitting >
Melmba, the redeemed completes her spell...
A militia guard begins to shimmer.

< 198h/198H 111v/111V Pos: sitting >
You are memorizing dimension door, which will take about 7 seconds.

< 198h/198H 111v/111V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 198h/198H 111v/111V Pos: sitting >
You have finished memorizing dimension door.
Your studies are complete.

< 198h/198H 111v/111V Pos: sitting >
You clamber to your feet.

< 198h/198H 111v/111V Pos: standing >
You put 2 book(s) into a large leather backpack.

< 198h/198H 111v/111V Pos: standing >
You stop using a glowing quill.

< 196h/196H 111v/111V Pos: standing >

< 196h/196H 111v/111V Pos: standing >
You start chanting...

< 196h/196H 111v/111V Pos: standing >
You complete your spell...

< 196h/196H 111v/111V Pos: standing >
A Dark Hallway
Obvious exits: -North -West 
A young man in leather armor seems to be patrolling the area.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.

< 196h/196H 111v/111V Pos: standing >
Melmba, the redeemed starts casting a spell.

< 196h/196H 111v/111V Pos: standing >
Melmba, the redeemed completes her spell...
Melmba, the redeemed utters the word 'yufzgpuzre'
Melmba, the redeemed is surrounded by burning flames!

< 196h/196H 111v/111V Pos: standing >
You quickly scan the area.
A militia guard who is a brief walk away to your north.
A militia guard who is rather far off to your north.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A militia guard who is rather far off to your west.

< 196h/196H 111v/111V Pos: standing >
A militia guard leaves north.

< 196h/196H 111v/111V Pos: standing >
A militia guard enters from the north.

< 196h/196H 111v/111V Pos: standing >
A Dark Hallway
Obvious exits: -North -West 
A young man in leather armor seems to be patrolling the area.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.

< 196h/196H 111v/111V Pos: standing >
A militia guard leaves west.

< 196h/196H 111v/111V Pos: standing >

< 196h/196H 111v/111V Pos: standing >

< 196h/196H 111v/111V Pos: standing >
A militia guard enters from the west.

< 196h/196H 111v/111V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your north.
A militia guard who is rather far off to your north.
A militia guard who is close by to your west.
A militia guard who is rather far off to your west.
A militia guard who is rather far off to your west.

< 196h/196H 111v/111V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your north.
A militia guard who is rather far off to your north.
A militia guard who is close by 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.

< 196h/196H 111v/111V Pos: standing >
A Dark Hallway
Obvious exits: -North -West 
A young man in leather armor seems to be patrolling the area.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.

< 196h/196H 111v/111V Pos: standing >
Shoulders tingling, you gently drop back to the ground.

< 196h/196H 111v/111V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north and south into the darkness.
Obvious exits: -North -South

< 196h/196H 110v/111V Pos: standing >
You start chanting...

< 196h/196H 110v/111V Pos: standing >
You complete your spell...

< 196h/196H 110v/111V Pos: standing >
Inside the Gates of Caer Tannad
   Two huge admantite gates guard the entrance to Caer Tannad here, standing
nearly two-hundred feet tall.  A system of chains and pulleys are employed in
raising and lowering the great wooden timber which braces the door, keeping it
securely locked.  A winch stands at either side of the doors, each one used to
swing a gargantuan door open or closed.  A dismal hallway leads away north and
south, while the gateway exits out onto the mesa's top and the areas beyond.
Obvious exits: -North -East  -South
A young man in leather armor seems to be patrolling the area.

< 196h/196H 109v/111V Pos: standing >
You quickly scan the area.
An elite keepguard who is close by to your east.
An elite keepguard who is close by to your east.
A militia guard who is close by to your south.
Melmba, the redeemed who is not far off to your south.

< 196h/196H 110v/111V Pos: standing >
Outside the Gates of Caer Tannad
   The prison keep, that is Caer Tannad, juts from the earth like a great
mountain before you.  Its gates stand nearly two hundred feet tall and are
made out of solid admantite.  Parapets encircle the keep's walls, large
scorpion ballista weapons poised ready to be used in defense of the
stronghold.  To the north and south a stone wall angles upward to the full
height of the doors, ensuring that any who approach cannot quickly dash to the
side if hot oils are dropped from above.  All in all, this fortress is looks
extremely formidable and well protected.
Obvious exits: -East  -West 
A war-hardened warrior is scanning the landscape for trouble.
A war-hardened warrior is scanning the landscape for trouble.

< 196h/196H 110v/111V 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 

< 196h/196H 108v/111V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your west.
A squirrel who is a brief walk away below you.

< 196h/196H 109v/111V 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 

< 196h/196H 109v/111V 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 

< 196h/196H 107v/111V 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.
A squirrel is wandering around here.

< 196h/196H 105v/111V 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   

< 196h/196H 104v/111V Pos: standing >
A tharnadian thief-hunter enters from above.

< 196h/196H 105v/111V Pos: standing >
You quickly scan the area.
A squirrel who is close by above you.

< 196h/196H 105v/111V 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 

< 196h/196H 105v/111V 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 

< 196h/196H 103v/111V Pos: standing >
You quickly scan the area.
You see nothing.

< 196h/196H 104v/111V 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 

< 196h/196H 104v/111V 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   

< 196h/196H 103v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 196h/196H 103v/111V Pos: standing >
You quickly scan the area.
You see nothing.

< 196h/196H 104v/111V 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 

< 196h/196H 103v/111V Pos: standing >
You quickly scan the area.
Kabanon, the prophet who is close by below you.

< 196h/196H 105v/111V 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   
A diminutive old man sits here, scribbling on some vellum.

< 196h/196H 107v/111V Pos: standing >
You quickly scan the area.
A large rat who is not far off to your east.
A street sweeper who is not far off to your east.
An elite guard who is not far off to your east.
An elite guard who is not far off to your east.
An elite guard who is not far off to your east.

< 196h/196H 109v/111V Pos: standing >
The night has begun.

< 196h/196H 111v/111V 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 

< 196h/196H 108v/111V 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 rat is scurrying about here.
A street sweeper is cleaning here, singing songs of labor.
A tharnadian thief-hunter watches over the town streets intently.
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.

< 196h/196H 106v/111V 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 young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the walls.

< 196h/196H 106v/111V Pos: standing >
Autosaving...

< 196h/196H 107v/111V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west of here.  There are onyx menhirs standing every five feet along
the side of the road, silent sentinels on its journey through the city.  Small
crimson cobblestones make up the roadway, each fitted to its neighbor through
a tongue and groove system.  The street looks highly traveled, with buildings
flanking the road as far off as the eye can see.  The city's armory stands to
the north of here.
Obvious exits: -North# -East  -West 
A tharnadian thief-hunter watches over the town streets intently.
A stray tomcat is darting after rodents, here.
A tough looking mercenary is standing here, strutting proudly.
A human merchant from another town stands here, perusing Tharnadia.

< 196h/196H 108v/111V Pos: standing >
A militia guard enters from the east.

< 196h/196H 110v/111V Pos: standing >
A Bend in the Grand Tharnadian Way
   There are onyx menhirs standing every five feet along the side of the road,
silent sentinels on its journey through the city.  Small crimson cobblestones
make up the roadway, each fitted with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the
west, while to the east the road turns north.  The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
Obvious exits: -North -West 
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the walls.

< 196h/196H 109v/111V 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 peasant farmer is here from his farmstead, probably on business.

< 196h/196H 110v/111V 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 

< 196h/196H 109v/111V 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 

< 196h/196H 108v/111V 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 swirling rift shifts and howls here. (magic)
A swirling rift shifts and howls here. (magic)
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 196h/196H 107v/111V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East # -South -West 
A young man in leather armor seems to be patrolling the area.

< 196h/196H 106v/111V Pos: standing >
The door seems to be closed.

< 196h/196H 107v/111V 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

< 196h/196H 108v/111V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East  -South -West 
A human merchant from another town stands here, perusing Tharnadia.

< 196h/196H 108v/111V 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.
A militia guard is posted here, keeping watch over the bazaar.

< 196h/196H 107v/111V 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 steel dagger has been tossed aside here.
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A steel dagger about a foot in length lies here.
A wooden stall stands here, goods displayed upon its counter.
A street sweeper is cleaning here, singing songs of labor.

< 196h/196H 107v/111V 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 

< 196h/196H 106v/111V 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 tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the area.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 196h/196H 106v/111V Pos: standing >
Ok.

< 196h/196H 110v/111V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East  -West 
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.

< 196h/196H 110v/111V Pos: standing >
Ok.

< 196h/196H 110v/111V 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 

< 196h/196H 109v/111V 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 

< 196h/196H 107v/111V 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 

< 196h/196H 105v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 196h/196H 106v/111V 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
A young man in leather armor seems to be patrolling outside the gates.

< 196h/196H 105v/111V 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 homeless peasant is here, looking lost and hungry.
A young man in leather armor seems to be patrolling outside the gates.
A young man in leather armor seems to be patrolling outside the gates.

< 196h/196H 105v/111V 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   

< 196h/196H 103v/111V 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 

< 196h/196H 103v/111V 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.
An odd little man, with a shaved head and an orange robe, hums something.

< 196h/196H 102v/111V 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 

< 196h/196H 101v/111V 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 
A tough looking warrior is scanning the landscape beyond the walls.

< 196h/196H 101v/111V Pos: standing >
 
   MM^***..^    
   M^**^*.^^.   
    *******...  
     *M+**^**.  
      ^@++++++  
     *M+*^*.**  
    M^******M.  
  MMMM^***^..   
   MMMM*^*..    
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.

< 196h/196H 101v/111V Pos: standing >
 
   M^**^*.^^    
    *******..   
     *M+**^**.  
      ^M++++++  
     *M@*^*.**  
    M^******M.  
  MMMM^***^..^  
  MMMMM*^*..^   
   MMM^^**..    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 196h/196H 102v/111V Pos: standing >
 
 ^M+M+  
 M+@^*  
 *****  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 196h/196H 103v/111V Pos: standing >
 
   **^*.^^.M    
  *******....   
   *M+**^**.^.  
    ^M+M++++++  
   *M+*@*.****  
  M^******M...  
 MMM^***^..^MM  
  MMM*^*..^M^   
   M^^**..^M    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 196h/196H 101v/111V Pos: standing >
 
 +++++  
 *M@.*  
 ****M  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 196h/196H 100v/111V Pos: standing >
 
   ^*.^^.M^.    
  *****....M.   
 *M+**^**.^.^+  
  ^M++++++++++  
 *M+*M*@****.+  
 ^******M...^+  
 M^***^..^MM.+  
  M*^*..^M^..   
   ^**..^M..    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 196h/196H 98v/111V Pos: standing >
 
 +++++  
 *.@**  
 **M..  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 196h/196H 97v/111V Pos: standing >
 
 +++++  
 .*@*M  
 *M...  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 196h/196H 96v/111V Pos: standing >
 
 +++++  
 **@M.  
 M...^  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 196h/196H 95v/111V Pos: standing >
 
 +++++  
 **@.+  
 ...^+  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 
*The wraith of a tall longbowman stands, apparently asleep. (Minion) 
*The wraith of a grumbling private stands, apparently asleep. (Minion) 
*The wraith of an imposing man-at-arms stands, apparently asleep. (Minion) 
*The wraith of a heavy footman stands, apparently asleep. (Minion) 

< 196h/196H 94v/111V Pos: standing >
A rakshasa guard snaps into visibility.
A rakshasa guard suddenly looks a bit dumb, and madly slams _YOU_!
You snap into visibility.
The world starts spinning, and your ears are ringing!

< 188h/196H 98v/111V Pos: on your ass >
The wraith of a heavy footman awakens.

< 188h/196H 99v/111V Pos: on your ass >
The wraith of a tall longbowman awakens.

< 188h/196H 99v/111V Pos: on your ass >
A rakshasa guard's impressive pierce strikes you hard.
OUCH!  That really did HURT!
A rakshasa guard's powerful pierce strikes you very hard.
OUCH!  That really did HURT!
A rakshasa guard's powerful pierce seriously wounds you.
OUCH!  That really did HURT!
A rakshasa guard's powerful pierce seriously wounds you.
OUCH!  That really did HURT!
A rakshasa guard's impressive pierce seriously wounds you.
A rakshasa guard's pierce causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!

< 34h/196H 99v/111V Pos: on your ass >
< T: Lukko TP: ass TC:pretty hurt E: a rakshasa guard sta EP: excellent >
 A rakshasa guard parries your futile lunge at him.
A rakshasa guard snaps into visibility.

< 34h/196H 99v/111V Pos: on your ass >
< T: Lukko TP: ass TC:pretty hurt E: a rakshasa guard sta EP: excellent >
 The wraith of an imposing man-at-arms awakens.

< 34h/196H 99v/111V Pos: on your ass >
< T: Lukko TP: ass TC:pretty hurt E: a rakshasa guard sta EP: excellent >
 The world stops spinning.

< 34h/196H 99v/111V Pos: on your ass >
< T: Lukko TP: ass TC:pretty hurt E: a rakshasa guard sta EP: excellent >
 A rakshasa guard parries your futile lunge at him.
A rakshasa guard snaps into visibility.
A rakshasa guard snaps into visibility.
A rakshasa guard's pierce causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A rakshasa guard's pierce hits you.
Your some gazelle-skin sleeves was completely destroyed by the massive blow!