// Text Library  - 100-109

begintextlibrary;

1 = "At the top of this ramp, you find another huge hall. This cavern is a little bit smaller than the one below and much more interesting. To the east, you see a massive altar.";
2 = "It's an enormous slab of carved basalt, ten feet wide and five feet high, putting off heat and energy that you can feel from here. This is where troglodytes come to be blessed and energized before going off to kill humans.";
3 = "You open the troglodyte prayer book and start reading. Whether it is simply a magical trap laid by the troglodyte shamans or the hostile touch of their god, you aren't sure. What you are sure about, however, is the effect ...";
4 = "You kneel before the powerful altar, hoping to absorb energy like the troglodytes do. Alas, the altar is powerful enough to tell the difference between them and humans. It does pour energy into you. Enough to turn you to dust.";
5 = "This room contains a second altar. This is not the altar used by the general troglo populace. This is where the shamans and khazis come. It's a smaller, simpler slab of stone, but the energy you feel is purer, more concentrated, and just as lethal.";
6 = "The altar contains a massive amount of energy, enough to make you doubt your ability to disrupt it. However, this amount of power is very difficult to keep in balance. You perform the ritual, and watch, satisfied, as the altar explodes.";
7 = "When the flames clear, however, the altar is still there! You are alarmed until you realize that, while the stone is intact, its unholy energy has almost entirely dissipated. Unfortunately, before losing its power, the altar activated its defenses ...";
8 = "The moment you begin to cast the spell, the altar begins to summon a powerful agent of darkness to defend it. It has finished coalescing by the time you complete the spell. The altar is destroyed. Now you may be as well.";
9 = "You enter the hermit's hut, a crude stone dome with an uneven floor. A simple altar has been set up in the center of the chamber, and junk is scattered all throughout the room. It smells like its occupant hasn't bathed for a while.";
10 = "You slay Marjorie. Unfortunately, now that the manse is without a keeper, the Curse of the Manse takes instant and horrible effect. You turn into pigeons. It's very peculiar. And permanent.";
11 = "You settle down and have a very relaxing rest. The next morning, Marjorie grumpily brings you breakfast. It's truly satisfying sleeping somewhere that's not outdoors or a lice-ridden inn.";
12 = "Marjorie walks up to you, looking concerned. _The ghost of Hawke is wandering the halls again. Could you go deal with it? I have veal to tenderize!_ She stomps back to the kitchen.";
13 = "Marjorie, looking very irked, tromps out to speak with you. _The ghost of Hawke has been walking the halls again. You go talk to him. I have all sorts of dusting to catch up on!_ She tromps off.";
14 = "Marjorie runs up to you, looking flustered. _There's a basilisk in the pantry! I was lucky to get out of there alive. Could you go kill it please?_ She walks shakily back to the dining hall.";
15 = "Marjorie walks out to greet you. Of course, it's not a friendly greeting. _Welcome back. By the way, there are rats in the storerooms. Killing things isn't my job._ She walks off.";
16 = "You find a secret passage between the two bedrooms. You aren't sure why it's here, but you're sure the reason was very interesting.";
17 = "";
18 = "You look through the books, hoping some sort of valuable scroll or tome is among them. Instead, you find tedious fiction, dictionaries, and outdated encyclopedias. They look nice, at least.";
19 = "You walk, for the first time, into your new home. The tour begins with a beautiful foyer, featuring an arching roof, a fountain, and a tiled marble floor. You pause for a moment to appreciate the splendor of it all. Your adventures have truly paid off.";
20 = "Then, suddenly, an old woman walks into the foyer, humming and pushing a broom. She looks you over, unimpressed, and says, _Oh great. More people to mess up my nice floors._ She walks by you, into the dining hall to the north. Wow! You have live-in help!";
21 = "The pedestal is surrounded by dozens of crystal shards. You pick up a few. Maybe someone at Fort Emergence will be able to tell you something about them.";
22 = "You slay the dragonspawn, one of Athron's children. You can hear, even from here, Athron's cry of anger and grief. With a flash of light, all of Athron's other children disappear to safety. The furious roars continue.";
23 = "You enter the lair of Athron the dragon. The floor of the cave is scarred with claw marks and scattered with dried scales. A thick lizard smell hangs in the passage.";
24 = "Some of the claw tracks are small, not the sort of thing which would be left by a full dragon. Some of the scales are smaller and softer, shed by young, growing reptiles. Athron's hatchlings are lurking in the shadows. You hope they aren't hungry.";
25 = "There is a massive magical barrier in front of you. It flashes hot and red as you get close. You aren't sure how to get through it.";
26 = "You approach Athron the dragon's magical barrier, designed to give the mighty creature the privacy it craves. As you get close, a small gap appears in it. The hole widens barely enough to allow entry. It would appear that you are, if not openly welcomed, at least allowed to enter.";
27 = "You open the box, and a high pitched keen echoes through the caverns. Your attempt to steal from a dragon may be about to have a grisly result.";
28 = "You pull one of the books off of the pedestal and flip it open. Unfortunately, you have the misfortune of picking a book with a magical rune of protection inside. You find yourself somewhere else ...";
29 = "You find an ancient book of holy prayers. It's a hard to understand tome, but very valuable! You pick through it carefully, memorizing the intricate rituals and chants. Reading it, you learn the basic form of the spell Divine Retribution.";
30 = "Lightning arcs across the passage ahead of you, keeping you from moving forward. Whatever tomes or treasures are beyond here, Khoth doesn't want you to see any of them. You stagger away, disoriented.";
31 = "You find a series of tomes, each describing a different sort of magical item. Browsing them, you learn a great deal about the sort of artifacts adventurers can find. Your knowledge of the ways of magic improves.";
32 = "You find a book of arcane rituals. You try to read it, but the more you look, the more confused you get. Eventually you pull yourself away, but not before the bizarre acts described make you feel sick and disoriented. When you set the cursed tome down, it disappears.";
33 = "You find an ancient book of holy prayers, a set of chants used to lull a congregation and make them ready for your wisdom. You pick through it carefully, memorizing the intricate rituals and chants. Reading it, you learn more about the spell Domination.";
34 = "This bridge leads into the lair of the dragon Khoth. This legendary beast is a secretive creature, craving knowledge above all else. Farther in, you see bookshelves filled with thousands of arcane tomes, maintained and fetched by stone constructs.";
35 = "You find a book filled with puzzles. They're strange and complicated, illuminated in gold paint on black pages. The more of the puzzles you see, the more they confuse you, and the more of your thoughts they occupy.  Your head spinning, you drop the book.";
36 = "You find an ancient book of magical techniques. It's a hard to understand tome, but very valuable! You pick through it carefully, memorizing the intricate rituals and chants. Reading it, you learn several techniques for disrupting magical barriers.";
37 = "You find a recently inscribed series of scrolls, describing a spell which enchants a blade and makes it more effective against something called an alien beast. You can't cast the spell, but you memorize the ritual so you can relay it to Sulfras.";
38 = "The entrance to the chambers ahead is blocked by a massive portcullis. A dense grid of thick steel bars makes forcing your way in impossible. You can't see anyone who might let you in.";
39 = "The entrance to the chambers ahead is blocked by a massive portcullis. When you get close, the bars slowly rise up into the ceiling. Someone or something has decided to let you in.";
40 = "This book seems to contain magical instructions. Unfortunately, you can't make any sense of it. Casting a spell you don't understand is always more dangerous than not casting it at all. You replace the book on the pedestal.";
41 = "It's bright, pleasant and sunny, and birds chirp overhead. You find, in this very implausible location, a large, lovely stone house. Nobody could get up here without flying. There aren't even footpaths leading up here.";
42 = "When you get close to the rune on the floor, there is a flash of light. The rune vanishes. You feel strange.";
43 = "You enter a moist, dank cavern, located far up in the mountains. The only way anyone could get up here is by flying. The floor is marked with massive scratches, and huge discarded scales are everywhere. It's no mystery what sort of creature lives here.";
44 = "You stare at the tower's main power source. The tower is built over a large natural fumarole, and large pieces of odd machinery are set up to drain off the heat and use it to power the factory above.";
45 = "You hear the sounds of portcullises closing to the south.";
46 = "When you approach this home, an insubstantial shade appears to you. It says, _Welcome to the home of Bon-Ihrno, of the vahnatai. Come in, please, quickly. You have little time._ Then it fades.";
47 = "";
48 = "When you emerge from the bedroom, you stumble into an ambush. The floor is splattered with blood. Bon-Ihrno has been slain, cut down by one of his own people. His killer stands over him, wiping a waveblade clean. A nearby shaper says, _So goes for traitors._";
49 = "The warriors look up to see that you have emerged. One of them says, _Ah. Yes. Invader Avernite here. About to die. Orders. Slay now, at last._ The vahnatai step over Bon-Ihrno's body to engage you. You can't read any of their emotions.";
50 = "";
51 = "This is Bon-Ihrno's supply room. He has left supplies here to help you finish your quest.";
52 = "";
53 = "It's tempting to rest again, but, now that the vahnatai know you're here, the delay would probably be fatal.";
54 = "";
55 = "Large shapes lurch about in the shadows at the north end of this cavern. Huge dragonspawn, the children of Athron, live here. The creatures might attack if you get too close.";
56 = "";
57 = "You browse the books, but you don't learn anything new.";
58 = "";
59 = "You enter a bedroom. It's very nice, but it's also very cold. You feel like you are being watched.";
60 = "There is a glowing rune etched into the floor. You don't like the look of it. If you want to enter this bedroom, you will have to get close to it.";
61 = "";
62 = "When you approach this home, an insubstantial shade appears to you. It says, _I am Bon-Ihrno, of the vahnatai. I wished to help you, but can no further. As much as I loathe Rentar-Ihrno's actions, your killing of the Crystal Souls harmed my vahnatai spirit._";
63 = "_The fortress of Rentar-Ihrno is to the southeast. I will say only this: three beams do little, but unleash all four, and the blast will ruin all. Farewell. I return to my grieving for our lost guardians._ The shade disappears.";
64 = "";
65 = "All of the scrolls on this pedestal are blank.";
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