// OUTDOOR SECTION TEXT DATA
//    Section: X = 7, Y = 9

begintextlibrary;

10 = "On this shore, you find the smashed and decaying ruins of some small boat. It's made of actual wood. It must have floated down from the surface! Among the wreckage, you find a dented bronze shield which is still in basically usable condition.";
11 = "";
12 = "When you approach the lair, the frost crunches under your feet. Something detects the vibrations. A thick blue goo starts to ooze up out of the piles of stones. Then the rocks fly in all directions, as a huge worm pushes its way out.";
13 = "";
14 = "Now that the worm is dead, you search through its nest. No useful items, but some of the stones you find glitter.";
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16 = "In this clearing, you find a small patch of healing fungus. It's a valuable alchemy ingredient, and some of the shriveled little gray things look ripe.";
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21 = "This passage is incredibly cold. Most of Avernum is warm and moist, due to volcanic vents, but Upper Avernum tends to be icy and barren. This region is particularly frigid, due perhaps to some magical influence.";
22 = "At the end of the passage, you find a neatly arranged mound of rocks. Looks like the lair of some small beast. It's a pile of stones, but, oddly, there's no entry hole. The ground around it is coated with a thick layer of frost. Very odd. Approach it?";
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28 = "You meet a patrol of guards on the road. They seem pretty unimpressed by what they see and warn you to only travel by way of the main roads. With that said, they leave.";
29 = "You meet a guard patrol, watching the area around the Portal Fortress. You remember seeing them when you headed east to Fort Emergence.";
30 = "As they pass you, they nod cordially. You hear them mutter among themselves. You hear one of them say, _Weren't they going to the surface? I wish I was going up there._ You don't hear what they say after that.";
31 = "";
32 = "You find a large group of giant lizards at the base of the cave wall. They are clustered around the ruins of a merchant's cart, and they still wear the shredded remains of leather harnesses.";
33 = "It's a common story. A merchant loses control of his beasts. They are irascible creatures, notoriously hard to control. And then they fled to here, dragging their cart along with them.";
34 = "Their claws, once trimmed, have grown back. They look angry and hungry. If you stay near them, they could attack at any minute.";
35 = "";
36 = "Once the lizards are dead, you search the cart. Most of the goods inside were scattered as they fled, and they ate any food they found. You do, however, find a pouch of coins and a variety of useful items.";
37 = "";
38 = "You stumble upon a group of cave cows. These pallid creatures were sent to Avernum by the Empire, where they were bred with each other, fed mushrooms, milked, and eaten.";
39 = "The milk is bitter and the meat is stringy, but the cows are still much in demand, which is why some farmer is desperately missing this bunch.";
40 = "";
41 = "You notice that they each have a pair of crosses branded on their hindquarters. These must be the lost cows you found out about in New Cotra. You take note of where they are, so that you can pass the information along to their owner.";
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43 = "You try to catch the cows. Grabbing them is easy. However, they are stubborn, heavy creatures. You fail to get them to go anywhere. Eventually you give up, and they wander back to their comfy little corner.";
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