// Text Library  - 40-49

begintextlibrary;

1 = "You can't help but recognize the creature you see: it's smelly, hairy, wears furs, and is over twelve feet tall. It's a giant. It's hard to believe though... the Empire wiped all the giants off the surface a century ago! What's one doing here?";
2 = "This group of bandits seems to think your group is an easy target. Your fine armor and weapons make you too rich a score for them to pass up. They pull their weapons, ready spells, and rush you.";
3 = "An Empire patrol approaches you, and gruffly informs you that they're looking for monsters and bandits. Although your pale skin makes you very suspicious to them, you soon convince them you aren't what they're looking for, and they move on.";
4 = "The small patch of mushrooms growing among the boulders has not yet recovered from your last visit. Give it time.";
5 = "You pull out your blades and approach the roaches, expecting them to be slow and bloated on meat. Unfortunately, not only are they quite alert, but they're surprisingly fast on their feet, considering their huge size. Hissing loudly, they attack.";
6 = "You cautiously back away. Soon, the massive creatures have their fill of the rotting bear, and tromp back into the woods. For their size and weight, they move surprisingly quietly.";
7 = "You bid farewell to Vanvor. He yells after you, quite unnecessarily, _And watch out for the giant cockroaches!_";
8 = "This stone bridge is quite a feat of Empire engineering. It arcs a full hundred feet over the river. At the north end, there is no road, only barely settled wilderness. To the south is Softport and roads leading back to civilization.";
9 = "A rock smashes into the road in front of you. It's eight inches across, but one of the creatures emerging from the woods flung it with ease. That shot missed, but they're clearly prepared to try again ...";
10 = "A band of roaches catches up with you and attacks. Looking back where they came from, you see a trail of devastation: torn up plants, gnawed off tree bark, dead small animals. These things seem to be programmed to destroy everything, no matter what.";
11 = "You sailed through the air and ended up on a small island. There are lots of nice small trees and pretty flowers, fed by a lovely natural spring. There are deer and bluebirds. It's very nice. You have a little picnic.";
12 = "You find a big patch of pretty flowers. They're an unusual variety, but you don't know enough about nature to identify them.";
13 = "You search the flower patch, but you don't find any energetic herbs which are quite ready for harvesting. If you return later, you'll probably find some.";
14 = "You move into the hollow, hoping to join in the celebration. Unfortunately, the partiers are not humans. They're gremlins. As much as they're enjoying their liquor, they would clearly enjoy tormenting you more.";
15 = "When you approach, the roach says, in a squeaky, high-pitched voice, _Wow! You're a big meanie!_ You stop, surprised, and the roach takes this opportunity to run off into the undergrowth.";
16 = "As you turn away, the roach speaks to you! It's voice is high-pitched, perky, and friendly. It says, _You guys are neat! Bye!_ and scuttles off into the underbrush. You take a moment to convince yourself that actually happened. Weird.";
17 = "You search the gremlin's hollow, but the food they stole has somehow disappeared. You only find their booze, and you've heard enough about the effects of faerie liquor to decide that leaving it behind is the wiser course.";
18 = "This is, sadly, a common sight. It's a cluster of farmhouses, surrounded by a hastily erected rock barrier. A ragtag band of farmers guards the wall. You start to approach, but they clearly want nothing to do with strangers. You leave them in peace.";
19 = "Construction of this road stopped here, just in front of a heavy forest. It'll be a huge effort to hack a path out through that thicket. Axes, stones, and other building materials are strewn about. They haven't been used for a while.";
20 = "You dispatch the last of the filthy little vermin, and take care to give your weapon blades a good, thorough cleaning.";
21 = "You defeat another band of the creatures and give your weapons yet another, even more thorough cleaning. Some of those roaches had been of the exceptionally filthy variety.";
22 = "This rocky coast is littered with stolen garbage and the filth the roaches drag with them everywhere. Breathing makes you feel ill. You can hear, dimly, the constant hissing and clicking of giant roaches. You look around but find you can't locate where the hissing is coming from.";
23 = "You may need to find more information elsewhere to become a more effective roach-hunter.";
24 = "The forest, not welcoming even at its best, suddenly becomes noticeably colder and darker. You hear gurgling, hissing laughter. A breeze carries a sickly, carrion smell to you. Something is approaching you, quickly and quietly.";
25 = "One of the troglodyte lightning teams, moving fast behind enemy lines in order to create as much havoc as possible, moves in on you. They're small, horrible, stunted creatures, and drool in excitement as they approach.";
26 = "A patrol of Empire guards moves up, watching you warily. When they get close and see how pale you are and how odd your group looks, their attitudes change for the worse. Just to play things safe, they attack you.";
27 = "A patrol of Empire guards moves up, watching you warily. When they get close and get a good look at you, they start muttering amongst themselves. The captain shouts, _We've heard all that you did. Move on, and watch yourself!_ They leave.";
28 = "This pass cuts through this small mountain range. To the northeast, you see barren, unsettled territory. To the southwest you can see both the sea and civilization. As you walk through the narrow pass, you have the eerie feeling that you're being watched.";
29 = "Up until recently, there was a town here. A large force razed it to the ground in the last year or so. The rubble has been spread across the countryside. It was a very thorough job.";
30 = "You look for signs of who could have committed this horrible crime, but you find nothing. Apart from a few dried bloodstains, you find no trace of who lived here or who attacked them. Nothing of value remains.";
31 = "You return to the merchant villa. They greet you warmly, but they say, _Thanks to the food you brought us, we'll be well supplied for some time. We won't need any more for months. Thanks!_";
32 = "This tiny house had a beautiful view of the surrounding countryside. Then the troglodytes came, recently by the looks of things. It's a ruin now.";
33 = "You look for more graymold to scrape off of the fungi, but the patches you find are too small to be useful. You'll have to come back later.";
34 = "A priest emerges from the compound, looks at you closely, and walks back inside without a word. Guards close the gates. Nobody comes out to speak with you. Nobody even looks at you. Eventually, you get bored and leave.";
35 = "You decline the Anama Institute's offer and bid them farewell. They wish you luck and close the heavy gates behind you.";
36 = "The giants have been repulsed. The column of refugees is able to get away. One of the captains comes over to thank you before he heads back to help escort the farmers. As they leave, you hear someone say, _That was the Avernite! Avernites saved us!_";
37 = "You quietly move away from the battle. Soon, the sounds of terror and carnage have faded behind you. Before long, this area will be an abandoned ruin. It isn't your problem.";
38 = "You arrive on the scene of a very peculiar combat. Several dryads are fighting a bunch of hill giants around a stone circle. However, the forest creatures are not fighting with blades, but with trickery. They are harassing the giants with spells.";
39 = "The hill giants chase the shades into swamps, trip over animated tree roots, and suddenly lie down for naps. All this is annoying them, but not actually damaging them. When they see a band of solid, real humans to attack, it is a relief to them.";
40 = "A dozen dryads stride out of the woods, surrounded by bouncing, leering gremlins. The elder, her green hair tinted with gray, says, _Thank you! Here is a little gift to show our appreciation._ She hands you a large flask. The faerie creatures then fade into the woods.";
41 = "You reenter the dryad glade. As you do, the trees suddenly start to rearrange themselves! The forest grows fuzzy around you. When your head clears, you aren't where you were.";
42 = "When you get close to the village, you notice that several of the humans have snuck around behind you. You look closer and see that the walls of the village are decorated with human bones! You try to back away, but they don't let you.";
43 = "You search the village. You find a variety of trinkets and coins, and the mage who led them had a scroll in his pack. You're skeptical about eating their food. You find a bizarre shrine filled with bones and angular symbols. It's very creepy. You leave.";
44 = "Although the patch of flowers is very large, only the largest, most perfect specimens are useful for alchemy. None of these flowers are quite right. Fortunately, some should be ripe in a day or two.";
45 = "This old bridge hasn't been maintained or, as far as you can tell, even traveled over for some time. It's covered with moss and vines, and the stones are starting to crumble. For now, it's safe to cross.";
46 = "You sack the troglodyte camp. You find plenty of coins and bits of metal you can spend later, a bunch of broken and rusty weapons, some armor that's far too small for you, and a fairly nice, new suit of human-sized chain mail.";
47 = "This unfortunate farm became a rock throwing practice range for the hill giants. It's hard to tell that there were buildings here. The structures are buried under thick piles of round, head-sized stones. When giants destroy something, they're thorough.";
48 = "The hill giant guards, bored by long, tedious stints of guard duty, are more than happy to break the monotony by fighting some humans.";
49 = "This rocky area is where the hill giants collect most of their throwing stones. Giant tracks and piles of prospective rocks are everywhere. They're very picky about the stones they actually take into battle.";
50 = "The dryad smiles and says, _You are kind. My sisters are struggling against the giants now, in our home. It is a circle of stones._ She points to the northwest. Then she walks calmly back inside her tree. You're alone again.";
51 = "You come across an all too familiar sight in Valorim: a wrecked farm, destroyed by the giants.";
52 = "On the wall of this obelisk, you find a series of mosaics. They depict rituals necessary to bind the undead here and keep them from roaming. It is difficult, but you manage to understand them. The mosaics are silent, but potent.";
53 = "This is odd. You find a stone spire, carved of brown, dull rock. Skeletons, each with a pair of red, gleaming stones for eyes, are circling it, silently touching and bowing to it.";
54 = "When you get close enough to see them, however, the skeletons turn away from the spire and approach you. Their eye stones glow fiercely.";
55 = "This is a tall wooden watchtower. A few members of the local militia keep watch for enemies approaching from the north. They have no interest in speaking with you.";
56 = "The water to the north is deceptively shallow and jagged. Fortunately, a tall stone lighthouse has been built here, with great effort, to warn ships away from the danger.";
57 = "";
58 = "On the wall of this cairn, you find a series of mosaics, which seem to depict rituals necessary to bind the undead here and keep them from roaming. The mosaics are confusing and complicated. You aren't able to understand them.";
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