// Text Library  - Towns 70-79

begintextlibrary;

1 = "You attempt to exorcise the altar, but nothing happens. Apparently, however bizarre the altar (or the cult that worships at it) is, it's not actually evil.";
2 = "You attempt to leap up to the branch, but you only end up falling on your butt. You must not have the high level of specialized training and focus required. Or, it might be impossible. There are, after all, bloodstains in the grass at the base of the tree.";
3 = "This small courtyard contains a single, tall tree. From here, you can see that some words have been carved into the bark at the base.";
4 = "You walk carefully over the narrow stone ramp bridging the acid pool. Suddenly, you slip on a damp spot and fall in! Unexpectedly, you don't die. It turns out that the liquid is only water. You haul yourself out.";
5 = "This book is for the apprentices of this peculiar monastery. It is titled _Being Master of the Kung-Fu of Holding of Breath._";
6 = "This book is for the apprentices of this peculiar monastery. It is titled _Mighty Screw Kung Fu._ You're not sure you like the sound of that.";
7 = "This book is for the apprentices of this peculiar monastery. It is titled _When the Strings Can't Show - A Flying Tutorial, by Leslie Cheung._";
8 = "This room must be for the testing of initiates. There's a pool of clear fluid, with a narrow stone ramp over it. As the bottom of the pool, you see bare bones. The pool must be full of acid!";
9 = "You read the books. They're very detailed and educational books on a variety of martial arts styles and skills and provide exercises for stretching and developing your muscles. You feel you will be able to put the knowledge within to good use.";
10 = "You are unable to translate these books. It's a pity. The drawings inside, of people exercising and stretching, are very intriguing.";
11 = "Someone shouts an alarm! Suddenly, the corridors are filled with the alarmed yells of a host of upset and heavily armed monks.";
12 = "You look down the corridors and see quite a few of them running toward you, weapons in hand. In perfect unison, they chant, _We are the Youth Brigade of the Heaven and Earth Association!_";
13 = "The key you bought enables you to enter the monastery. You hear, from deep inside, the sounds of chanting and vigorous exercise. Oddly, the floor and walls show the nicks and stains of constant combat. Everyone fights everyone here.";
14 = "You kneel before the altar and immediately regret it. Your mind is bombarded with a host of bizarre images, of demons, and fighting creatures, and evil eunuchs. You manage to stumble away before the images drive you mad. Your head spins.";
15 = "This room contains the statues of fallen heroes of the monastery. Strangely, the statues were carved to reflect the wounds suffered by those commemorated. You've never seen so many statues missing limbs in your life.";
16 = "This is where the monks practice firewalking. The bones lying around testify that not all were successful.";
17 = "You open the chest and receive an unpleasant surprise.";
18 = "You look in the pots and see that, whatever food originally went into them, it has been boiled down to an unpleasant, grayish mush.";
19 = "You find the monastery's sacred library. It looks like thousands of scrolls, filled with obscure histories, bizarre rantings, and plain old doodles. Not a lot of gripping reading.";
20 = "The gate opens so that you can rejoin your group.";
21 = "";
22 = "As your lone champion strides forth, a voice from out of nowhere says, _You have entered the sacred Hall of Duels. Now prove your Martial Art is mightiest of all!_";
23 = "The moment you set foot on the pad, you hear a loud roar. Suddenly, three puffs of smoke and flame appear above the other three pads. When they clear, you see three warriors, ready to do battle. They stand and shout, _Feisty Slap of Pain!_";
24 = "You open the chest and find, in addition to treasure, a surprise.";
25 = "A voice comes out of nowhere: _You enter the Hall of Duels! You may not leave until you prove your martial art is mightiest of all!_";
26 = "Gouts of flame erupt from the floor ahead of and behind you. As the fire fades, you realize that what you were seeing was several hostile creatures making a very dramatic entrance.";
27 = "You stand at a narrow ledge, running around the side of a sheer pit. The shaft extends both far above and below you, and the sides are far too smooth to climb. Moist, warm air and deep growls rise from the depths below.";
28 = "A moment ago, there was nothing to oppose you to the west. At least, nothing you could see. Now, there are several pallid, lumpy, reptiles. They look at you hungrily.";
29 = "With a chorus of pleasant chiming noises, a magical trap is set off. Many vicious beasts materialize to the south.";
30 = "You find the aged and decayed remains of a human. His armor has the insignia of the Empire army on it. An unfortunate soldier must have stumbled into this deathtrap.";
31 = "You find the body of a huge man. He has been perfectly, magically frozen. The body must be a trophy. It is still in exactly the same condition it was just after being decapitated by Drakos. Whoever this man was, he was truly impressive. ";
32 = "He was over six feet tall, with massive muscles and a blade to match. What is most impressive, however, is his armor. It's a set of full plate armor, still as clean and gleaming as it was the day it was made. ";
33 = "There are countless bones scattered in this cavern. Something has been hunting prey and bringing it back here for many centuries. The remains, some animals and some humanoid, crunch under your feet as you walk.";
34 = "You step into a dank, shadowy mausoleum. You cannot imagine how many deceased souls have their final resting place here. The cold stone seems to suck energy out of the air. Tiny bone chips crunch underfoot. The smell of rot hangs in the air.";
35 = "A strange, draining enchantment hangs on this place, weighing heavily on your mind and weakening you. You feel your magical energy slowly leaking out. Soon, you won't even be able to cast the weakest of spells.";
36 = "You hear an ominous grinding noise from the north and south. The walls are closing in on you! You look back, and see that the secret door behind you has disappeared. You're in trouble.";
37 = "You enter Zkal's laboratory, where most of his undead are made. Rendering pots bubble happily, and long counters with herbs and tools are all ready for processed bodies and bringing them to unlife.";
38 = "You feel, under your feet, the vibrations of chains scraping over stone.";
39 = "Suddenly, walls appear to the north and south of you, moving in to crush you. They have highly unpleasant reddish brown stains on them. Looks like another of Zkal's little, highly lethal traps.";
40 = "You try to step into the teleporter, but an invisible force throws you back. You feel dizzy. Very odd.";
41 = "You see one of the Empire army's most horrid and powerful shock troops - a mutant giant. It's a captured giant, magically warped and strengthened, skin reinforced with metal plates, and mind altered to be utterly loyal.";
42 = "The floor in front of this door has a rune of protection in front of it. It's not a very powerful symbol, and it wasn't scribed very well. You doubt it has any protective power at all.";
43 = "You find the ruins of a crude building. It was carefully built and then, later, quickly destroyed. There is an eerie silence. You feel as if you're being watched.";
44 = "You stand in the entrance of a small ruin. The floor is littered with bits of armor, some of which bear Empire insignia. There are no humans here. Oddly, there are also neither bodies nor bloodstains.";
45 = "The passage slopes sharply downward. It's icy cold. Even though their Empire masters are gone, their giant servants have been continuing to dig here on their own. What they are after, you can't imagine.";
46 = "This wall looks strange. It has an odd, waxy texture. The excavators haven't reached here yet.";
47 = "Despite its age, this hall is still completely intact. At first, you're unsure what the pit in the middle is for. Then you see the frescoes on the walls. They depict men and women being thrown in, and it's purpose is suddenly quite clear.";
48 = "As you examine the sacrificial pit, several creatures ooze out of it. They're gray-green slimes, and the trail of goo they leave behind hisses and eats away at the stone.";
49 = "You finally enter this ancient crypt. A massive sarcophagus sits on a massive marble bier. It is surrounded by several of the weapons its resident used in life. Most have rotted or rusted. If there is anything usable, it must be inside the crypt.";
50 = "You pull the lever. Nothing happens, as far as you can tell.";
51 = "You break into a mausoleum. It is centuries old. A long row of crypts stretches out in front of you.";
52 = "When you step on a runed platform, the gates to the north slide open.";
53 = "The bottom of this subterranean spiral is thick with the smell of decay. You discover the unpleasant fate of the Empire explorers upstairs. They were dragged down and sacrificed to vile, evil beasts. Their sticky, frozen bodies are all around you.";
54 = "You start to step on this section of floor. However, when your foot touches it, bolts of lightning arc out towards you. You jump back, and only get a little fried.";
55 = "You step onto this section of floor, and are quite surprised when something bad happens to you. You suddenly find yourself somewhere else, and terribly drained to boot.";
56 = "You walk on the wrong spot. Suddenly, monsters appear all around you.";
57 = "An invisible barrier blocks your passage. When you try to find a way around it, a strange feline voice comes out of nowhere. It says _Mrrr. Not yet. You haven't the key of passage._";
58 = "";
59 = "";
60 = "This low-ceilinged room is designed for nothing but extreme comfort. It's warm, and hazy with hookah smoke. The floor is covered with thick rugs, piles of soft pillows, and braziers. Comfort is obviously very important to the rakshasi.";
61 = "You find a prayer book, still stained with the blood of the priest it was taken from. Reading it is a highly enlightening experience. You now know the spell Word of Recall.";
62 = "You find a book that seems magical in nature. Unfortunately, your knowledge of things magical is insufficient to help you understand it.\n";
63 = "You find a spell book. It's worn and tattered, no doubt violently ripped from some traveling mage. Only one of the spells is still legible. You now know how to cast Death Arrows.";
64 = "You unroll the scroll. It says, simply, _You may proceed._";
65 = "This comfortable room is where the rakshasi keep their pet cats. The room is adorned with little bags of catnip and a fine brass litter box. The rakshasi clearly dote on their little darlings.";
66 = "";
67 = "This is a small, subterranean palace, icy cold and heavy with the stench of alchemy and death. Magic is thick in the air. When you move, a black glow hangs for a moment in the space you vacate. The draining effect of this fortress is taking its toll. You feel weak and terribly tired.";
68 = "The statue to the south looks like an adventurer. He is in a startled pose and looks as if he is trying to cover his eyes with his hands.";
69 = "This altar is ancient and worn. If it ever had any magical energy imbued into it, it has long since faded.";
70 = "There is a pile of human skulls here. They look disturbingly fresh. This is the final resting place of some of the explorers who came here.";
71 = "This crude, black stone slab looks like it was recently carved out by the giants upstairs. It was brought down here to serve as an evil altar, and sticky stains indicate that it was recently used for that purpose.";
72 = "The giants have done very little excavating down here. This large, dark gallery is very, very old. It was completely sealed off until the giants burrowed this hole into it. Strange fungal growths emerge from the rock. Feels weirdly like home, except for the presence of lingering ancient evil.";
73 = "This chest is empty. Flecks of dried parchment make you think that, until recently, scrolls were hidden here.";
74 = "This chest is empty. Flecks of dried parchment make you think that, until recently, scrolls were hidden here.";
75 = "As far as you can tell, this room is here so initiates can pick up red hot iron pots with their bare hands and carry them across the room. Your guess is that this would hurt.";
76 = "In this room, initiates learn how to fight while climbing up, hanging off of, and jumping off ladders. You, personally, prefer to fight while standing on the ground. Though such training would be useful, you suppose, in a warehouse full of ladders.";
77 = "Some monks really, really have it in for clay pots. If you wanted to learn how to break clay pots, though, this is totally the place to go.";
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