// OUTDOOR SECTION TEXT DATA
//    Section: X = 6, Y = 4

begintextlibrary;

10 = "You see the long stone huts and low warrens of a nephilim clan. The feline beings watch you carefully as you approach, but they make no move to attack.";
11 = "It's not surprising that they aren't attacking you. Since the Empire invasion, relations between humans and nephilim have greatly improved. There is even a small amount of trade between the two peoples.";
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16 = "Among a bunch of large piles of rubble, you find the remains of a goblin, savaged by unknown creatures. She still holds her bow.";
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22 = "When you reach the village, you are greeted by a sick nephilim. He totters on his hind legs, leaving a long trail of shedding hair.";
23 = "He tries to greet you pleasantly, but he is hard pressed to keep the despair out of his voice. _Greetings, soldier. Alas, we can offer you no hospitality. Mrrrr. A foul fungus has been infecting us, and we haven't the means to cure it._";
24 = "Suddenly, an idea comes to him. He looks up at you. _You look skilled and strong. Perhaps you can help? We are friends to outsiders but will die without aid!_";
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28 = "You are shown to one of the longhouses. It is filled with desperately ill nephilim. Their fur is matted and covered with flakes of fungus, and their normally bright eyes are dim and blank.";
29 = "At first, you have no idea what to do. Then you remember that graymold is supposed to have powerful healing effects. You apply a tiny bit of it to the fungus on one of the creatures, and the nasty stuff withers and flakes off!";
30 = "You use three large clumps of graymold to make a rough poultice. Then you explain how it is made and how to use it. They thank you profusely and set to work.";
31 = "When you leave the longhouse, the ancient nephil approaches you again. _Hrrrm. You have done our people a great kindness. I will see that news of what you have done spreads among our people. Our villages will greet you with open arms._";
32 = "Then, after being treated to a lavish meal, you depart to the sound of loud purring.";
33 = "You are welcomed in by a band of pleasant and peaceful farmers. They treat you to home-brewed mushroom ale and ask you for news of goings-on elsewhere in Avernum.";
34 = "They are in a good mood. You ask why. It turns out that undead have been raiding the area for a long time, but the attacks recently and mysteriously ended. They are very relieved.";
35 = "After a time, they make you an offer. They would like to sell you some of their fresh foodstuffs.";
36 = "You are welcomed in by a band of poor and worried farmers. They treat you to homebrewed mushroom ale and ask you for news of goings-on elsewhere in Avernum. In return, they tell you of the undead that have been plaguing the area.";
37 = "After a time, they make you an offer. They would like to sell you some of their fresh foodstuffs.";
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40 = "The nephilim here have heard of you, and they welcome you in with open arms. Word of your helping the clan to the east must have gotten around. They introduce themselves as the Far-Fletch clan, a band of renowned archers.";
41 = "They tell you that they often teach archery to other clans. Since you have shown yourselves to be a friend to nephilim, they will share some of their secrets with one of you.";
42 = "";
43 = "You politely decline their offer. They tell you to be sure to return if you change your minds, and wish you good luck in your travels.";
44 = "";
45 = "Several of the village elders come out to meet you. Since you have a nephil in your band, they are very friendly to you. However, they make it very clear that they are poor, and have nothing to offer outsiders.";
46 = "";
47 = "Alas, you've learned all of the secrets of archery this tribe has to teach you. They wish you good luck in your travels.";
48 = "The nephilim are nervous about you at first. However, after a few minutes they recognize you as the adventurers who helped another village, and they visibly relax.";
49 = "You find that you are in the lands of the Glowfang clan, a renowned clan of shamans and workers of magic. Their charms and herbal remedies are greatly in demand among the other nephilim of the area.";
50 = "After some talking, they offer you an unusual honor. If you want, they will sell you some of their magical charms and other creations.";
51 = "";
52 = "The nephil looks very unhappy and very unsurprised. He staggers back to his sick tribe.";
53 = "";
54 = "You are shown to one of the longhouses. It is filled with desperately ill nephilim. Their fur is matted and covered with flakes of fungus, and their normally bright eyes are dim and blank.";
55 = "You spend some time and effort attempting to heal the sick nephilim. However, the fungus escapes all your efforts to eradicate it. You just don't have enough of the herb that can cure them. The nephilim thank you for your futile efforts, and you leave the village.";
56 = "You spend some time and effort attempting to heal the sick nephilim. You think that graymold will work, but you lack enough to treat the village. Perhaps if you can find more.";
57 = "You meet a merchant caravan. There are six wagons, each pulled by two large lizards. When you greet them, you notice that the caravan has a large complement of guards.";
58 = "You ask why, and a merchant explains that there have been lots of undead wandering around in this area. Since the merchants don't have anything interesting for sale, you thank him for the warning and part ways.";
59 = "";
60 = "You meet a merchant caravan. There are six wagons, each pulled by two large lizards. When you greet them, you notice that the caravan has a large complement of guards.";
61 = "It turns out that the merchants were worried about undead. You explain to them that you lifted the curse on the area. They thank you for the information and move on. They seemed very impressed that you eliminated the undead.";
62 = "";
63 = "There is a slow-moving band of undead hunting along the road. It is a shambling group of hideous gray creatures, brazenly looking for living prey to attack. They are led around by a small man with very pale skin.";
64 = "You aren't sure what the group is looking for, but they seem to be trying to avoid you. You could chase them down, though.";
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66 = "You meet this band of merchants again. They still don't have anything interesting to sell you, so you part ways.";
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