// Text Library  - 16-19

begintextlibrary;

1 = "You approach the massive, closed steel gates of the city of Gale. Having become used to being welcomed by Valorim's other cities, you stand patiently, waiting for them to open and let you access the grim streets beyond.";
2 = "You keep waiting. After a few minutes, a guard walks up to the gate, laughs bitterly, and says, _Go away! The city is closed to visitors! Go elsewhere!_ Then he walks away, leaving you stuck outside.";
3 = "You walk up to a small side gate, placed here so that foot traffic can enter the city quickly. The gate is locked tight. The guards on the other side laugh and spit at you. You can't get in this way. Maybe somewhere else.";
4 = "You enter a smoky room with a low ceiling. The air is heavy with the sour smell of stale sweat. Twitching, vacant souls loll about on filthy chairs, chewing on wads of green leaves. It's grim.";
5 = "You are on a stairway leading up to the ramparts of the city.";
6 = "";
7 = "You crawl through the tunnel, heading towards a light in the distance. In doing so, you have to slide down a steep incline. You soon emerge at the base of Gale's walls. Unfortunately, you aren't able to climb back up.";
8 = "You find a secret door in the cell wall. It's not very well concealed. It's as if they wanted you to be able to escape. The tunnel on the other side is thick with a ripe, decaying smell.";
9 = "You carefully decode a book on alchemy. It's contains a recipe. It's too difficult for you to make it, but someone might be able to comprehend it. It is for a powerful elixir that fills a mage with incredible power.";
10 = "You have the good fortune of finding an old prayer book on one of the higher shelves.";
11 = "You find a stone tablet. The instructions for casting a spell have been etched onto it. You carefully decipher the instructions. It describes the spell Bolt of Fire.";
12 = "You find a book about a great hero. His name was Pachtar. The last of his great deeds was to try to wipe out a nest of drakes on a small island just east of the Isle of Bigail. In this assault he was slain and his body was lost.";
13 = "The book gives directions to the drake lair, at the north end of the small island. It also mentions that his legendarily powerful armor, the Plate of Pachtar, was lost in this dungeon. Interesting. You wonder what you'd find if you went out there.";
14 = "You open a secret door. As you do, a loud, keening alarm sounds. You hear shouts of alarm from outside.";
15 = "You hear a harsh, disembodied voice. It says, _You are not authorized to go forward. Turn back or face overwhelming, deadly force._";
16 = "There is a small skiff at the end of the dock. Looking south across the water, you can see a shadowy, mysterious island. It's tempting to row there, but there are sailors everywhere. You won't be able to steal the skiff. You'll have to find its owner.";
17 = "You row the skiff across to the dark, ruined island. With some effort, you are able to find a secure place to dock it: A crumbling pier in a small, ruined town.";
18 = "You find a grisly sight. A nephilim has been hung from this tree. The still body hangs there, its feet two feet from the ground. It was a pathetic, bedraggled creature, missing much fur and many teeth. It looks even worse now.";
19 = "A sign hanging around its neck gives a clue of why the poor creature was slain. It simply says, _GALE WILL NOT TOLERATE PARASITES OR FILTHY KITTIES!_";
20 = "You chew the bitter, green leaves. Their juices sting the insides of your mouth. Then, suddenly, you feel energy fill you! You feel stronger! Your magical energy increases. You feel like rushing out and slaying something evil!";
21 = "You chew the bitter, green leaves. As usual, the juices sting the insides of your mouth. Unfortunately, it doesn't have quite the energetic effect it used to. It simply calms the powerful urge for the stuff you felt surging inside you.";
22 = "You feel horribly ill. A massive craving for more skribbane herb overwhelms you. Sweat breaks out on your forehead, and your muscles ache. You feel intensely weak. If you don't find some soon, this weakness may well continue.";
23 = "You pay the parasite the demanded gold. The townsperson graces you with a mocking smile, and wanders off.";
24 = "You refuse to pay the extortion money. The townsperson smiles wryly and wanders off.";
25 = "";
26 = "";
27 = "As you enter, Pasi comes up behind you and says, _By the way, be sure to be careful. People know what you did about the golems, but the mayor is jealous. Mentioning it will get you killed. Stay away from city hall. That's for sure!_";
28 = "Gale has an excellent library. You find an intriguing book. However, you don't quite have the magical savvy to figure out what it's saying. All you know is that it's about something magical.";
29 = "There is a heavy trapdoor in the ground here. However, it doesn't have a metal ring. You can't find a way to pry it open.";
30 = "This door has been sealed shut, held closed with thick steel bars. A sign nailed to the door reads _Library closed until further notice._ You note that the door has no keyhole. A key would do you no good here.";
31 = "You find a stout oaken door with a small keyhole. None of your keys fit.";
32 = "You find a stout oaken door with a small keyhole. Fortunately, your electrum key fits. You unlock the door.";
33 = "You enter the village of Silvar. Coincidentally, Silvar is the name of one of the largest cities in Avernum. Who knows? Perhaps the Silvar below was originally founded by a homesick person who lived here prior to banishment.";
34 = "There are tracks on the ground here. It looks like someone was walking outside the city walls, looking for a way to sneak in. They didn't find anything here.";
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