The death of [28 Conjurer] Xanan < The Commonwealth > (Grey Elf)

in The Grand Tharnadian Way

from the perspective of [56 Dark Knight] Mis Brewed in Blood (Githyanki)

<worn as a badge>    Ehkahk's badge of Honor [superior] (glowing)
<worn on head>       a spiked chromium dragonscale helmet (magic)
<worn on eyes>       the eye of the ogre [poor] (magic) (glowing) (humming)
<worn in ear>        a wispy astral-twined mindstone ring[37h 29m 21s]
<worn in ear>        a brightly flaming earring
<worn on face>       a splintered dragon scale of constitution
<worn around neck>   a werewolf tooth necklace [superior] (magic)
<worn around neck>   a slaadi necklace of Chaos (glowing)
<worn on body>       the platemail of the DragonLord (magic)[209h 58m 55s]
<worn about body>    a curtain of elemental fire (magic) (humming)
<worn as quiver>     a sigil of vile corruption (magic) (humming)
<worn about waist>   a gnomish harm prevention belt [superior] (magic) (glowing)
<worn on belt buckle>an orb of mental toughness [superior] (magic) (humming)
<worn on arms>       some blue dragonscale shoulder guards of regeneration (magic)
<worn around wrist>  a bracelet of purple mist of damage
<worn around wrist>  a bracelet of purple mist [superior]
<worn on hands>      the legendary silverish gauntlets of Gith's Blessing (magic)
<worn on finger>     a shiny crimson ring [superior] (invis) (magic)
<worn on finger>     a shiny crimson ring of power (magic)
<wielding twohanded> Illesarus, the Sword of Sharpness (magic) (glowing)[172h 28m 4s]
<worn on legs>       the leggings of a MaDMaN (magic)
<worn on feet>       some boots of werewolf fur [superior] (magic)


< 1667h/960H 268v/270V Pos: standing >
Beltorin sneaks north.
You follow Beltorin.


<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -South -West 
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A large rat is scurrying about here.
Niz enters from the south.

< 1666h/960H 269v/270V Pos: standing >

< 1666h/960H 269v/270V Pos: standing >
Beltorin sneaks west.
You follow Beltorin.


<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
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
An unnatural darkness fills this area.
Obvious exits: -North -East  -West 
Puddles of fresh blood cover the ground.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of a militia guard is lying here.
Shattered bits of ice are scattered about the area.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A large wandering dog is here, growling at you.
Niz enters from the east.

< 1665h/960H 268v/270V Pos: standing >

< 1665h/960H 268v/270V Pos: standing >
Beltorin sneaks west.
You follow Beltorin.


<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
   This moderately sized road runs along the inner edge of the high city walls
where, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
An unnatural darkness fills this area.
Obvious exits: -East  -South -West 
Fresh blood splatters cover the area.
The corpse of a militia guard is lying here.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
Niz enters from the east.

< 1664h/960H 269v/270V Pos: standing >

< 1663h/960H 269v/270V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 1663h/960H 269v/270V Pos: standing >

		Score information for Mis

Level: 56   Race: Githyanki   Class: Anti-Paladin / Dark Knight Sex: Male
Hit points: 1662(960)  Moves: 269(270)
Coins carried:    0 platinum     9 gold     3 silver     0 copper
Compression ratio: 82%
Status:  Standing.
         Hellfire Soulshielded Fireshielded
Frags:   +6.18   Deaths:   80
Detecting:      Invisible Evil Good Magic Life Heat
Protected from: Good Fire Cold Lightning Gas Acid All but High Circle Spells
Protected by:   Greater Spirit Ward
Enchantments:   Ultravision Farsee Fly Armor Aware Haste Tower of Iron Will Fearless Lightfooted Sparkling
Combat Pulse:   16 Spell Pulse:  0.86 
Leaderboard Points: 1680 
Paladin auras:   Battle Lust
Guarding: Beltorin

Active Spells:
--------------
stone skin (3 minutes)
roar of heroes (3 minutes)
detect invisibility (53 minutes)
vitality (12 minutes)
pantherspeed (54 minutes)
well-rested bonus (143 minutes)
armor (10 minutes)
detect magic (18 minutes)
soulshield (5 minutes)
battle ecstasy (5 minutes)
hellfire (5 minutes)
dread blade (7 minutes)

You follow Beltorin.


<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   
A few drops of fresh blood are scattered around the area.
Shattered bits of ice are scattered about the area.
[2] The corpse of a militia guard is lying here.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A large rat is scurrying about here.
Niz enters from the east.

< 1662h/960H 268v/270V Pos: standing >

< 1662h/960H 268v/270V Pos: standing >
A large rat leaves west.

< 1661h/960H 270v/270V Pos: standing >
You follow Beltorin.


<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 
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A large rat is scurrying about here.
A shady looking youth is standing here, eyeing you with a devious glance.
Niz enters from the east.

< 1661h/960H 269v/270V Pos: standing >

< 1661h/960H 269v/270V Pos: standing >
The shady youth looks around as if he's lost something.
A faint hum can be heard from the shadowy crown of damnation bearing the soul of Beltorin carried by Beltorin.

< 1660h/960H 269v/270V Pos: standing >
Beltorin sneaks west.
You follow Beltorin.


<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   
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
Niz enters from the east.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 1659h/960H 268v/270V Pos: standing >

< 1659h/960H 268v/270V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A woman who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A large rat who is close by to your east.
The shady youth who is close by to your east.
A street sweeper who is not far off to your east.
A stray dog who is rather far off to your east.
A large rat who is in the distance to your east.
A stray cat who is close by to your west.
A shady mercenary who is close by to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 1657h/960H 270v/270V Pos: standing >
Looks like an exit.
You extend your sights northward.
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.
This area seems to be devoid of magic!
Obvious exits: -North# -South
A large wandering dog is here, growling at you.
A woman is standing here, shopping about the town.
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.

< 1653h/960H 270v/270V Pos: standing >
You follow Beltorin.


<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 
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A large rat is scurrying about here.
A shady looking youth is standing here, eyeing you with a devious glance.
Niz enters from the west.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 1652h/960H 269v/270V Pos: standing >
The shady youth stares at you in scorn.

< 1652h/960H 269v/270V Pos: standing >
Alarm bells sound, signalling an invasion!
You follow Beltorin.


<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   
A few drops of fresh blood are scattered around the area.
Shattered bits of ice are scattered about the area.
[2] The corpse of a militia guard is lying here.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
Niz enters from the west.

< 1651h/960H 268v/270V Pos: standing >

< 1651h/960H 268v/270V Pos: standing >
Beltorin sneaks south.
You follow Beltorin.


<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 
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
Niz enters from the north.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 1651h/960H 267v/270V Pos: standing >

< 1651h/960H 268v/270V Pos: standing >
You follow Beltorin.


<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 
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A stray tomcat is darting after rodents, here.
Niz enters from the north.

< 1650h/960H 268v/270V Pos: standing >

< 1650h/960H 269v/270V Pos: standing >
You quickly scan the area.
A large rat who is not far off to your north.
A street sweeper who is not far off to your north.
Kieta who is close by to your east.
A street sweeper who is a brief walk away to your south.
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 in the distance to your south.
A stray cat who is close by to your west.
A young cleric who is close by to your west.
The shady youth who is not far off to your west.
A stray cat who is a brief walk away to your west.
A deer who is rather far off to your west.
The doctor who is in the distance to your west.

< 1649h/960H 270v/270V Pos: standing >
Beltorin sneaks west.
You follow Beltorin.


<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 
Fresh blood covers everything in the area.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of the Tharnadian Quartermaster is lying here.
[2] The corpse of a militia guard is lying here.
The corpse of the town crier is lying here.
Shattered bits of ice are scattered about the area.
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.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A stray tomcat is darting after rodents, here.
A young cleric is standing here, smiling at you warmly.(Gold Aura)
Niz enters from the east.

< 1649h/960H 269v/270V Pos: standing >

< 1649h/960H 269v/270V Pos: standing >
Beltorin sneaks east.
You follow Beltorin.


<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 
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A stray tomcat is darting after rodents, here.
Niz enters from the west.

< 1648h/960H 268v/270V Pos: standing >
You follow Beltorin.


<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 south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East  -South
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
Niz enters from the north.

< 1648h/960H 267v/270V Pos: standing >
Bash who?

< 1647h/960H 267v/270V Pos: standing >
Bash who?

< 1647h/960H 268v/270V Pos: standing >
Bash who?

< 1647h/960H 269v/270V Pos: standing >
Bash who?

< 1647h/960H 269v/270V Pos: standing >
Bash who?

< 1647h/960H 270v/270V Pos: standing >
Bash who?

< 1646h/960H 270v/270V Pos: standing >
Bash who?

< 1646h/960H 270v/270V Pos: standing >
Bash who?

< 1646h/960H 270v/270V Pos: standing >
Bash who?
Beltorin sneaks east.
You follow Beltorin.


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

<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 
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
Niz enters from the west.
Alarm bells sound, signalling an invasion!

< 1646h/960H 269v/270V Pos: standing >
Beltorin sneaks east.
You follow Beltorin.


<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 
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
Niz enters from the west.

< 1645h/960H 268v/270V Pos: standing >
Bash who?

< 1645h/960H 268v/270V Pos: standing >
A street sweeper leaves east.
Bash who?

< 1645h/960H 268v/270V Pos: standing >
Bash who?

< 1645h/960H 269v/270V Pos: standing >
Bash who?
You follow Beltorin.


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

<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
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.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
Niz enters from the west.

< 1645h/960H 269v/270V Pos: standing >
Bash who?

< 1644h/960H 269v/270V Pos: standing >
Bash who?

< 1644h/960H 269v/270V Pos: standing >
Bash who?

< 1644h/960H 269v/270V Pos: standing >
Bash who?

< 1644h/960H 269v/270V Pos: standing >
Bash who?

< 1643h/960H 269v/270V Pos: standing >
Bash who?

< 1643h/960H 269v/270V Pos: standing >
Bash who?

< 1643h/960H 269v/270V Pos: standing >
Bash who?

< 1643h/960H 269v/270V Pos: standing >
Bash who?

< 1642h/960H 269v/270V Pos: standing >
Bash who?

< 1642h/960H 269v/270V Pos: standing >
Bash who?

< 1642h/960H 269v/270V Pos: standing >
Bash who?

< 1642h/960H 269v/270V Pos: standing >
Bash who?

< 1642h/960H 269v/270V Pos: standing >
Bash who?

< 1641h/960H 269v/270V Pos: standing >
Bash who?

< 1641h/960H 269v/270V Pos: standing >
Bash who?

< 1641h/960H 269v/270V Pos: standing >
Bash who?
Beltorin sneaks east.
Alarm bells sound, signalling an invasion!
You follow Beltorin.


<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
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 
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.(Red Aura)
Niz enters from the west.

< 1641h/960H 268v/270V Pos: standing >
Bash who?
Beltorin starts casting an offensive spell called 'molten spray'.
Beltorin snaps into visibility.

< 1640h/960H 268v/270V Pos: standing >
Bash who?

< 1640h/960H 268v/270V Pos: standing >
Bash who?

< 1640h/960H 269v/270V Pos: standing >
Beltorin completes his spell...
Beltorin utters the words 'warhunso gsfal'
Beltorin loses control over the raging magic sending ChAoTiC energy writhing throughout the room.
You receive your share of experience.