// Text Library  - 

begintextlibrary;

1 = "This section of river is refreshingly calm.  Maybe you have finally left the nightmarish rapids behind you.";
2 = "Shivering, soaked by icy water, you maneuver the boat around a corner. Ahead, you see a truly chilling sight. Clearly lit by the glowing fungus, you see the longest, nastiest series of rapids you've ever seen in your years in Avernum.";
3 = "The current grabs you and hurls you downward. You desperately maneuver and paddle, knowing that falling overboard means certain death in these icy tunnels. ";
4 = "The river finally flows into a huge cave. It is a strange environment. The flora is alien, and the glowing fungus on the ceiling is sparse. Ahead, the river dumps into a gigantic chasm. From here, you must proceed on foot.";
5 = "The river is starting to speed up. You have to row quickly to keep your craft from getting caught up in it. From ahead, you hear an unpleasantly familiar roaring noise.";
6 = "Exhausted, soaked, and shivering, you climb up to a large clearing. It's a blissful respite from the harsh rapids. There is a small tunnel to the north. It might provide you with shelter.";
7 = "You search the bodies, trying to find some insignia or indication of who these vahnatai were. You find nothing. Peculiar.";
8 = "The roaring of the water grows ever louder. Ahead, the rapids are even rougher. This part of your journey is going to be ugly.";
9 = "";
10 = "You find, much to your surprise, a small dock poking out into the lava. It's made of a strange material, like bronze mixed with marble, which resists the effects of the incredible heat. You suspect that the structure is very old.";
11 = "You try placing some coins into the bowls. They disappear. Nothing else happens. Eventually the creepy atmosphere of the shrine is too much to stand. You leave.";
12 = "You reach a stone ledge at the far end of the vast expanse of lava. It's hot. Really hot. You search around, looking for some treasure. You find nothing. Odds are, you're the first intelligent beings to ever step into this chamber.";
13 = "Taking a guess, you place one of the wrapped insect bodies you found nearby into the bowl. It disappears. The statue vibrates slightly. Nothing else happens.";
14 = "";
15 = "This small cavern has been occupied by a clan of nephilim. You see them working their small fields of mushrooms and flocks of giant lizards, among the totems and decorated poles favored by their race.";
16 = "Several of the village elders come out to meet you. They explain that they are a peaceful clan and mean no harm to humans, but that they have nothing to offer you and that they'd prefer if you left. You oblige them.";
17 = "They spend a day explaining to you ancient secrets of nephilim archery. You profit from the instruction.";
18 = "";
19 = "The nephilim greet you enthusiastically. You find that they are recovering from the fungus. Their strength is slowly returning. After being greeted and treated like heroes for a while, you leave.";
20 = "The huge statues still tower ominously over you to either side. However, the guards are gone. Nothing attacks you.";
21 = "This clearing has been used as a garbage dump for some time. The filth has attracted a number of unpleasant creatures. They regard your arrival as a rare chance to dine on fresh meat.";
22 = "The stones in this passage are black and jagged. You detect a strange, incense-like scent, faint and sickly-sweet. As you continue east, you start to find totems, covered with skulls etched with dire warnings.";
23 = "You meet a band of refugees. You greet them, and they tell you they are fleeing the recent destruction of the city of Cotra. They ask if you've found anyplace where they can find shelter, but there is little you can tell them. They thank you, and depart. ";
24 = "You meet an Avernite patrol. They warn you that bands of Empire raiders are all over the place. You thank them for the warning, and depart.";
25 = "You start to draw your weapons, but then you reevaluate the situation. You consider how outnumbered you are. Then you come to your senses and leave before the volatile monsters pick you into little bits and eat you.";
26 = "You investigate this small island, covered with tall, elegant, untouched toadstools of all types. It's an unusually unspoiled bit of land in these increasingly crowded caves. You leave it that way.";
27 = "You cross a narrow, natural bridge over a deep chasm. You hear a river roaring far below, as it plunges into the depths.";
28 = "The baby ice puddings are still infesting the tower, each the size of your hand, keeping things nice and chilly. You try to squish them, but there are too many. You give up about the time your toes start to become frostbitten.";
29 = "";
30 = "Most farmers in this area left a while ago, not wanting to live so close to the front. The brave souls who remained are struggling to grow their crops. You spend some time trading news with the farmers. They are all armed, and you can't blame them.";
31 = "This passage has been blocked by a massive granite wall, wall to wall and floor to ceiling. A handful of unguarded arrow slits have been placed along its length. Looking through, you can see a massive black fort in the distance. Alas, there is no way to reach it from this direction.";
32 = "";
33 = "There are several hills circling the Castle, and each has been equipped with a watchtower. Alert soldiers scan the Great Cave for miles around, watching for anything that might be an Empire raid.";
34 = "You find a settlement of weary, exhausted farmers. They spend their time raising their feeble crops to feed The Castle. They came here because this area is safest from Empire raids. Unfortunately, mushrooms grow poorly in the Great Cave.";
35 = "A weary band of Avernite troops is camped here. They greet you, but they are too exhausted to socialize. When they don't invite you to join them, you move on.";
36 = "You meet a boisterous band of Avernum raiders, back from a dangerous lightning raid in Empire tunnels. They welcome you and let you partake in their brawling and boozing. You rest in the company of your fellow Avernites for a few hours.";
37 = "The Remote Lake is to the north. It's an isolated body of brackish water, cut off from the rivers of Avernum. No boats sail on it. It's a pretty sight, illuminated by the glowing moss overhead.";
38 = "There are several mages and priests sitting around this fire, meditating and restoring their powers for battles to come. You decide not to bother them.";
39 = "There are two tiny fishing villages on this island. One is populated by humans and the other is settled by sliths. They mostly seem to keep to themselves, but the relations between them are clearly cordial.";
40 = "Your hands touch your blades. Silverlocke shakes her head sadly. There is a flash of light, and you pass out. When you wake up, you're outside, a safe distance from the hut. You feel strangely exhausted. Resting does not make the fatigue fade.";
41 = "You knock on the door. There's no answer. You check the door. It's locked. After a brief period of being ignored, you give up.";
42 = "There is a heavy barricade barring this route, guarded by a powerful looking garrison of sliths. There are dozens of them on the ramparts, backed by mages. They nod to you politely as they let you pass, but they are wary of speaking with you.";
43 = "You make your way along this steep slope, which leads up to a broad plateau. The normally humid air of Avernum is exceptionally hot and moist here, and there is a powerful sulphur smell.";
44 = "There is a fumarole at the top of this plateau. It is a weak geyser, spouting sulphurous steam. The ground is caked with yellow mineral deposits. It is not a pleasant place. Your eyes start to water.";
45 = "";
46 = "The band of soldiers runs up and engages you.";
47 = "You think you can see a way out to the south. A filthy, slimy way out.";
48 = "";
49 = "You flee from their barricades towards the safety of your own lines, chased by a scattering of arrows.";
50 = "Boldly, crying a blood-curdling battle-howl, you charge the Empire lines. Several of their wizards cast spells that paralyze you. They then carve you into pieces and divide your equipment amongst themselves.";
51 = "You've heard legends of this place. This is the fabled exit to the surface world. At least it was. Then the Empire came here and collapsed the route under thousands of tons of rock. Nothing's left here now but a lost opportunity. It is blocked forever.";
52 = "The guards are bored and lazy, but not so bored and lazy they don't bother to ask you for your gray pass. When you don't immediately show one to them, their complacency ends very quickly.";
53 = "One listless guard approaches and asks you for your gray pass. You show it to him. He shrugs, waves you on, and returns to the mugs of beer and dice game he left behind.";
54 = "The corridor gets cold and quiet. There are no spiders or rats here, no mold or lichen. Even the glowing fungus that lights the corridors of Avernum is sparse. Life seems unwelcome here, and, to the east, things get even more grim.";
55 = "Some red lizards have snuck up behind you.";
56 = "The cave wall to the south has been heavily cracked by recent cavequakes. Perhaps you might be able to slip through some of the cracks. Visitors to Angierach must have a way to get out of this area.";
57 = "You are at the bottom of a large, round shaft. The walls are smooth and covered with moist, highly slippery mold. There's no way you can climb up. The shaft is too big to be able to clear off the mold, and too cramped to fly up.";
58 = "You return to the gateway. The guards check your gray pass again and wave you through.";
59 = "The dervish in command here approaches and ask for your gray pass. His complacency ends very quickly when you draw your weapons. You charge ...";