// Text Library  - 140-149

begintextlibrary;

1 = "This house is owned by a slob. Clothes are littered everywhere, and the floor is in need of an extreme sweeping.";
2 = "You take the boat ride across to the tiny town of Lost Isle. It's a quick, pleasant trip. You see dolphins. The ferryman tells you to go to the boat at the end of the center dock and wait when you want to return.";
3 = "This is where you catch the ferry south to Lost Isle. The sailor who's running the ferry today says that you can buy tickets from Vincent. He can be found in the inn.";
4 = "This home was abandoned in a great hurry. All of the furniture is still here, and a meal was even left to rot on the table.";
5 = "The floor of this shop is well-worn. Many people came in and out of here, once. The shop is abandoned now. It's hot and dusty, and the tables where goods were displayed are bare.";
6 = "An Empire soldier sits at the table, having a good solid meal. He is displeased by the interruption and furious that you would break into his house. He draws a sword in order to teach you a bit of a lesson.";
7 = "The trip to Gebra takes a while. You have to sail around Gorst Island to get there. When you land, the fishermen say, _Come back to the dock and wait. Next time we're by, we'll take you back. And watch out. The people in Gebra are odd._ Then they leave.";
8 = "There is a fishing boat at the end of the dock, with a sign saying _Gebra ferry_ on the prow. You approach and they say that, if you want to take a trip, you should speak to Laika.";
9 = "This dusty room is filled with crates filled and shelves laden with piles upon piles of old stuff. Some is junk, some useful. It would take quite a while to sort through it. None of it belongs to you.";
10 = "The fishermen take you back to the mainland. They seem eager to leave Gebra. You bid a happy farewell to this odd island, and its odd people.";
11 = "";
12 = "You open the door and see a room with a half dozen thin sleeping mats. There are monks sitting on several of them, chanting, meditating, and performing complicated and demanding stretching exercises.";
13 = "Your relief at only finding a bunch of monks instead of bizarre monsters is short-lived. The moment they see you, they emit high shrieks and charge.";
14 = "This was Gorst's barracks. They're abandoned now. They're also filled with the thick, nauseating stink of death.";
15 = "You dig up the box and look inside. There's a nicely sized pouch of silver coins inside. Even better, there's a fine leather belt. Though it's been buried for a while, it looks as good as new.";
16 = "The fishermen return you to Libras. They troll for salmon on the trip, making the duration of the journey several times longer than it needs to be. It's a long, tedious trip, but you eventually arrive.";
17 = "The odor of death and decay still hangs over Aminro, and a few stray vultures circle overhead. A final troglodyte assault did the town in. The survivors fled south. The silence is grim and oppressive.";
18 = "You have reached the mining town of Aminro. The walls are thick and there are many guards, but these defenses seem inadequate. Everything shows the signs of frequent and savage troglodyte assaults. You don't think this town will last much longer.";
19 = "You enter a dirty, debris-strewn building, with thick stone walls and heavy doors. The floor is coated with dust.";
20 = "You open the chest and find it completely empty, except for a few crumbs. Very odd. When you close the box, you hear a strange high-pitched giggling behind you. You turn, but, as you do, you start feeling very groggy.";
21 = "As you stumble and lurch about, the gremlins emerge from their magical concealment. They look hungry. So do their pets.";
22 = "This room is suspiciously empty. There is only a bare, neatly swept floor and a small wooden box in the corner.";
23 = "You enter the city of Angel's Rest. The cracked walls and nervous guards mark this small town as a primary target of troglodyte attacks. The smell of sulphur hangs in the air.";
24 = "This office is abandoned and dusty. Blows from spells flung over the walls have shaken a lot of bricks loose from the ceiling. Whoever lived here, they moved out a long time ago.";
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26 = "You enter the ruins of a sage's home. Someone broke in and closed and locked the doors behind them. It's a ruin. It smells like rotting meat and unwashed bodies.";
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