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1 = "A patrol of human and slith guards approaches you. Before they leave, one of them says, _Watch yourself out here. There are some packs of nephilim bandits roaming about._";
2 = "At first glance, it looks like all this small cavern contains is huge mounds of jumbled rubble. A closer look reveals that some of the _rubble heaps_ to the northeast are actually leather tents, poorly disguised by handfuls of gravel scattered over them. Shadowy, feline shapes skulk among them.";
3 = "You back away from the settlement. Fortunately, the guards don't spot you.";
4 = "You swiftly charge the huts. You don't get far before the guards raise an alarm. This isn't a very large camp, but there are enough nephilim here to give you a good fight.";
5 = "You cross a narrow land bridge between two bodies of water, clean to the south and stagnant to the north. You stumble upon a large pack of rats drinking from the north pool. Normally, rats would flee you. These mangy, starving specimens don't. They're too hungry.";
6 = "You clean your blades, relieved to have ridded Upper Avernum of another pack of huge, ravenous rodents. Unfortunately, you find no reward. Just the satisfaction of a good deed well done.";
7 = "As you admire the view, your knowledge of natural lore enables you to spot a rough trail leading through the mushrooms to the north. It hasn't been traveled for some time.";
8 = "The remaining nephilim villagers fled to the south in the carnage, leaving you alone. Their crude village is yours to explore.";
9 = "The ever present green, glowing fungus on the cave ceiling above is unusually bright here, making the nearby terrain quite visible. The view of the mushrooms to the north and the dark water beyond it is very pretty. ";
10 = "You loot the cache. Luckily, the javelins are still usable. As you leave, however, you see a band of brigands approaching. They don't look pleased that someone has stolen their illicit gains.";
11 = "This narrow, twisting, winding corridor is lined with the discarded skins of large insects. The sound of alien chittering echoes from below. You constantly sense the gaze of multitudes of insectoid eyes, watching from the shadows far above.";
12 = "In the small cavern to the north, you see hordes of chitrachs, the hostile alien carnivorous insects that have been rapidly migrating up from the lower caves. A band of the hungry vermin approaches and tries to devour you.";
13 = "The slime-stained corridor is finally quiet. It looks like you've finally cleared out the chitrach infestation. This area shouldn't have any more troubles with them. Their lair is open for you to explore.";
14 = "As you turn back from the dead end, you hear a bizarre, resonant moaning from the path behind you. As the sound echoes across the swamp, you have no choice but to turn and see what is causing it ...";
15 = "You find the water incredibly refreshing. You drink some and walk away feeling energized.";
16 = "A pool of water from the river to the east has been trapped here for some time, growing increasingly stagnant and foul. Normally, you would expect to hear lizards or bats in a cave like this. However, the tunnel is completely, eerily silent.";
17 = "An Avernum patrol approaches to warn you: _We'd watch out if we were you. There's been a lot of chitrachs wandering around these parts._ They tell you to keep an eye open for bugs, and leave.";
18 = "You have slipped through a well-concealed path among a forest of stalagmites and found yourself on a beach dotted with small pink mushrooms. There is no sign of humanoids having been here.";
19 = "You boldly loot the temple, knowing as you do that such places often have powerful magical defenses. Your expectations are fully met. The bodies of the monsters you slew rise up to fight you once again.";
20 = "The patch of fungus has not yet recovered from your prior depredations. Perhaps if you returned later.";
21 = "You reach the final cave in this region and find that the remaining slithzerikai have banded here for a final, desperate defense against your invasion. There's a considerable force ahead, and they look like they mean business.";
22 = "This cave contains several crude stone nests. Once again, they're not occupied by the friendly sliths who work with Avernum. These are the savage kind. The warriors of the village are eager to drive you back.";
23 = "You don't get far into the cavern before you see a clump of crude huts to the north, surrounded by statues of reptilian humanoids. Slithzerikai. As soon as the sliths who live there see you, some flee to the north and the rest charge you. They bear crude, two-tined spears and fierce, stupid expressions.";
24 = "You are at the southern end of a long tunnel, which is clearly occupied. Totems with skulls of all sorts (including human) mark the path, and garbage and rotten meat is strewn liberally about. You don't expect a friendly reception.";
25 = "As you cross the bridge, you hear a female voice: _Erika has decided you are not welcome. Please turn back now._ You notice that no matter how long you walk, you don't seem to be getting any closer to the other end of the bridge. You turn back.";
26 = "As you cross the bridge, you hear a female voice: _Erika has decided you may see her. Proceed straight ahead, and enter her tower from the south. Make any diversions from the path, and no guarantees are made regarding your safety.";
27 = "The guards slain, you search the hovels along the path. Strangely, there is no treasure of any sort. The huts have been cleaned of anything of value, even metal. You wonder where they took it.";
28 = "The herbs haven't quite grown back yet. When you ravage a patch like you did, you have to be patient. Try coming back in a few days.";
29 = "You emerge from Fort Emergence into the outdoors. A harsh yellow light from above blinds you. The air smells strange. For a while, the size and openness of the blue space above you paralyzes you with vertigo. Still, there is nothing to do but press on...";
30 = "You reach the shore of a surface river. You see a fish in it. It's shiny and silvery, not the comforting and normal pale gray of cave fish. As you admire the view, several large, brightly colored slimes ooze out of the trees and slide towards you.";
31 = "This is very odd. The Empire worked for years to slay all monsters on the surface, but here is a strange beast unlike any you've ever seen. It is a large slime, bubbling and magical. It leaves a trail of dead plants behind it as it oozes around.";
32 = "This vale is filled with shedded, rapidly crumbling unicorn horns. The rocks have bits of dark fur on them where the beasts rubbed against them. In the distance, among the rocks, you think that you see the movement of small, sickly-looking creatures.";
33 = "Suddenly, a small pack of unicorns runs through the ravine. The moment they sees you, they charge. The vicious, unpleasant creatures infest the surface, and these have obviously pegged you as an easy meal.";
34 = "You are at the end of a narrow pass, winding its way through the mountains. This seems like it should be a very useful shortcut, but you can find no signs of passing humanoids. Dried bones line the path.";
35 = "A group of brightly colored, bubbling slimes oozes along the ground towards you, leaving wide trails of dead ground as they go. They move unerringly (and quickly) toward you.";
36 = "Something bizarre happens. A band of Empire soldiers approaches you. The paleness of your skin immediately marks you as odd. Yet, when they get close to you, they look you over and then walk away without a word. They looked rather relieved.";
37 = "When you search the stone huts, you find nothing but trash, moldy skins, and crude stone tools. If there was any loot here, the fleeing slithzerikai took it with them.";
38 = "You begin the exhausting hike up into this narrow canyon. These mountains are far from civilization but not empty. Large, toothy lizards bask themselves in the sun on the slopes above you. Some of them look like they would regard you as a tasty snack.";
39 = "Sure enough, a small band of the huge lizards is hungry (and stupid) enough to risk your blades for a taste of your legs. Odd. Some of the lizards approaching you have a peculiar reddish hue.";
40 = "This old bridge looks like it was hurriedly built and then left behind when it outlived its usefulness. It's still safe to cross. Barely.";
41 = "As you move farther up into the valley, you see less of the lizards, but the ones you do see are much larger. You also often see large scorch marks on the ground.";
42 = "The dryad looks at you intently. She stares at your packs with such intensity you suspect she may be able to see through them. Then she looks at you angrily and stamps her foot. _You don't have anything pretty at all!_ She turns her nose up in the air.";
43 = "_I have half a mind to take you and make you my slaves forever! But I'm a nice dryad! Just go away, and don't come back without something pretty!_ She waves her hand, and you fall asleep. When you wake up again, you're outside the grove. You feel drained.";
44 = "You walk to the end of the cave, stepping on lizard scales as you go, and find a storehouse of gold! There's a pot of coins, the newest minted a century ago, sitting in the middle of an empty lair. You debate whether to take the coins or not.";
45 = "As you ponder the issue, however, you hear a throaty laugh. A small dragon, flanked by fire lizards, walks in to greet you! It laughs, and says, _At long last, I can add to my hoard!_ Then it attacks. At least the gold will be yours. If you live.";
46 = "You examine the body of the drake and find a leather cap strapped tight to the top of its head. A drake wearing a hat. Looks funny. You remove it and take it with you.";
47 = "You present the dryad with the perfect flower. She smells it, twirls on one foot, and laughs. _Thank you! It's wonderful!_ Then she runs up and gives each of you a kiss on the cheek. Your skin tingles where her lips were. She sits down to admire her flower. As you slip away, she speaks ...";
48 = "_As a reward, I'll tell you a secret. Far to the north, near Calloc, is a place where trees grow in a square. Stand in the middle and walk straight south. You'll find a reward at the stone spire! Now go away._";
49 = "You try to enter the dryad's grove, but can't find a way in. It's probably much safer for you in the long run. Faerie creatures have been known to spirit people away forever. As you wander off, you think about her final words to you:";
50 = "She thinks. _Well, at least you're honest. I'll let you leave. This time. But if you come back, you better have something I'll find beautiful. Or else._ You walk out before you end up at the receiving end of a serious curse.";
51 = "An Empire patrol catches up with you and looks you over. They look very suspicious of you, but back off and let you pass.";
52 = "The trees in this forest are withered, burned, and missing large chunks. The trails of gray, dead ground tell the cause: the slimes have been moving through here, destroying foliage as they go. Unhindered, they will kill this entire forest.";
53 = "It takes some effort, but you manage to clear your head and walk away from this lovely place. Eventually, you look back, and see the stone circle is still there, mysterious and welcoming.";
54 = "With a concerted effort, each step an intense effort, you haul yourself away from the altar and out of the circle. As you leave, you'd swear you hear a whisper: _Please come back. We can help you._";
55 = "You walk forward and kneel. Without thinking, you put your hand on the cool stone. For the briefest of moments, it throbs with power, and you feel weak and light-headed. Then the feeling passes, and...";
56 = "Suddenly, there is new knowledge in your mind. It's as if it was there all along, and you only just remembered it. You have gained sudden mastery of one of the simpler holy rituals.";
57 = "Again, you gain a power from one of these mysterious stone circles. The ritual appears in your mind, ready for use. You also feel more energetic than you've felt in a long time.";
58 = "More strange new knowledge appears in your mind making you feel wise and elated. Even better, when you stand, you find that you're lighter on your feet. You move around a little and find that your dexterity has improved.";
59 = "You start to move away, but then you remember how wonderful you felt the last time you worshipped at one of these stone circles. It's a struggle but, in the end, you realize that you really need to enter the circle.";
60 = "When you start to move, the circle undergoes a sudden transformation! The sun shines brighter, the air is fresher, the birds chirp, and suddenly the altar seems infinitely appealing. Your worries forgotten, you approach and kneel before it without hesitation.";
61 = "You stumble out of the stone circle, stunned by your experience. Soon you look back, only to find that, while the stone circle is still there, the altar stone has disappeared. In mere moments, the magic fled this place.";
62 = "You pick up the odd-looking rocks and pocket them. As you turn, you see nomads emerge from behind the stone spires. You would swear that they weren't there before. They immediately move to attack. These rocks must be precious to them.";
63 = "You closely inspect the bodies of the cultists who mugged you. You find something interesting: All of them have small red eyes tattooed on the insides of their wrists. You don't find any other signs of who they're are or where they're from.";
64 = "You approach the strange stone, intending to engage in some vandalism. Then there is a flash of light and, instantly, you find yourself outside the circle. Disappointing, but at least nothing worse happened.";
65 = "As you climb up the valley, a shower of rocks rains down upon you from above! You look up and see  goblins on the cliffs above you, laughing and grabbing for more rocks. There's little point in continuing. Bruised and bloodied, you retreat.";
66 = "Your woodsman skills alert you that something is suspicious. Looking up, you see dozens of goblins on the cliffs above preparing to throw rocks down on you. You back away before your brains get knocked out.";
67 = "This valley, formerly infested with goblins, is now eerily quiet.";
68 = "You search the mine and find that the goblin's digging techniques, while crude, were quite sufficient to tap the rich veins in these tunnels. You see both gold and silver ore, waiting for industrious souls to knock it out of the walls.";
69 = "While you have neither the skill or the time to start a mining operation, you are able to help yourself to the silver nuggets and gold dust you find in a side chamber. You are now quite a bit wealthier.";
70 = "A well-established path leads north to a mine entrance. It is guarded by a band of goblins, ready to make their final stand. They charge ...";
71 = "You decline to buy supplies and bid farewell to Bulon. Before you go, he tells you to _Be sure to watch out for monsters!_";
72 = "";
73 = "You encounter a nephilim patrol. The nephilim have been terribly harassed by the ogres, Empire, and humans in general, so it's perfectly understandable that they attack you.";
74 = "You encounter a nephilim patrol. The nephilim have been terribly harassed by the ogres, Empire, and humans in general, so they're about to attack, but then see you have a nephil with your group. They give you the benefit of the doubt and move off.";
75 = "You encounter a nephilim patrol. They are about to attack, but one of them recognizes you as the group that helped defend them from the ursagi. They wave and move on.";
76 = "As you walk along the beach, you find the wreckage of a beached river raft. As you search for anything useful, you hear a gleeful, growling laugh behind you. A few ursagi and their goblin slaves have cut off your escape. They move in for the kill.";
77 = "The nephilim have several tents here. The poor, scrawny creatures, beleaguered and harassed by years of ursagi and Empire raids, are nervous when you approach. Seeing that they have little to offer you, you move away.";
78 = "The rapidly flowing water has a long line of flat, smooth stones emerging from it. Wooden planks have been laid across the stones, enabling you to cross.";
79 = "You approach the ursagi. A strong force has assembled to attack the nephilim. They're clearly relieved to have some help. It looks like they could win the fight without your help, but not without losses.";
80 = "Ursagi are dangerous foes, not to be trifled with lightly. You quietly slip away. Behind you, you hear the din of battle and the screams of slain nephilim.";
81 = "These nephilim have no trust left for anyone not of their kind. They don't move to attack you, which is a relief, but they clearly have no intention of letting you pass their gates.";
82 = "The nephilim watch you nervously as you approach. They can never be sure whether a human will attack them or not. When they see that you have a nephil with you, however, they let you come in.";
83 = "The nephilim watch you nervously as you approach. They can never be sure whether humans will attack them or not. When they recognize you as the group that helped them against the ursagi, however, they gratefully invite you in.";
84 = "The mold patch hasn't grown back yet. Maybe in a few days.";
85 = "The flowers growing here are even more beautiful than the ones to the southeast. However, none of them are quite perfect enough to take with you. Looking north, you think that you can see more gremlins wandering through the flowers.";
86 = "There are beautiful, breathtaking flowers growing all along this valley, exploding in intricate rainbow patterns of colors. Their scent fills the air. After years in the dark and mold of Avernum, the sights and smells almost overcome you with emotion.";
87 = "You stand at the southeastern end of a long valley. Looking up you see, growing among the rocks, many varieties of beautiful flowers. Their pollen wafts down to you on the wind, enticing you to climb up and enjoy them.";
88 = "There is an oasis deep in this desert. The forest surrounding it is exceptionally beautiful. Some of trees seem like they have been trimmed and tended to, and forest creatures frolic happily about.";
89 = "A lot of stone has been quarried out of this depression to build New Cotra, to the southwest. Then a slow drip from the ceiling filled the pit with murky, slimy water.";
90 = "Tons of stone have been mined out of this quarry and hauled away to New Formello, to the northwest. Living in caves does have one advantage: you're never short of building materials. It just takes a lot of work to dig them out.";
91 = "You search the huts. Again, you find nothing of value. The sliths and ogres who lived here had plenty of warning of your approach.";
92 = "You are on the road leading north from Krizsan Province. The air is cleaner, and the underbrush lacks the scarred, burned areas caused by the passage of the slimes. Nearby, you see a friendly and busy inn, built here to aid travelers heading to and from Krizsan.";
93 = "";
94 = "As you continue to press north, even more chitrachs swarm to stop you. You have only dented their numbers so far. It will take a mighty effort to expel this infestation.";
95 = "The skulls, totems, and reptilian trophies lining the path have a clear message: the territory to the north is not controlled by humans. The creatures ahead will not take kindly to intrusions. Some of the creatures who snuck their way up to Upper Avernum are not friends to your people.";
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101 = "You pick a single flower, keeping plenty of dirt around the roots so that it doesn't die. You pause to admire it. It is absolute perfection in plant form, the curve of its petals elegant and the smell seemingly endless. You carefully store it in your pack.";
102 = "You stumble upon a cluster of gremlins, carefully tending to rows of dozens of different sorts of flowers. Irrational, irritable creatures that they are, they decide to water the flowers with your blood.";
103 = "You encounter another bunch of green thumbed (figuratively and literally) gremlins.";
104 = "You are not alone in admiring the flowers. A bunch of gremlins live in this valley, and they are annoyed when you disrupt their solitude.";
105 = "There are some unusual plants growing in this remote corner of the wilderness. They look like they might be useful, but you have no idea for what.";
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