// OUTDOOR SECTION TEXT DATA
//    Section: X = 5, Y = 0

begintextlibrary;

10 = "There is a mummified body suspended from one of the webs in this narrow passage. It has long since been sucked dry. Thinking there might be valuables concealed inside the cocoon, you look closer.";
11 = "Sure enough, you see a long, slender object, about a foot long, concealed under a few layers of webbing.";
12 = "The cave wall to the east is very uneven and jagged. The surface is interrupted by a number of cracks. It looks like some of the holes might be large enough to crawl through. You'll have to get close to see for sure.";
13 = "(Sometimes, when you stand next to a wall outdoors, you will discover a concealed passage through it.)";
14 = "";
15 = "";
16 = "You cut the webs away from the body and discover it was a humanoid of a race you've never seen before. He or she was very tall and impossibly thin, and its hair was pure white. The body has probably been here for a few months.";
17 = "In a pouch at its side, you find several gold disks and a slender wand. Distracted from your curiosity about its origin by a burst of pure greed, you pocket the loot. The action sends vibrations traveling along the webs covering the walls.";
18 = "As you turn away, you find that your actions have earned you several new, eight-eyed friends.";
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22 = "Mysteriously, an Empire soldier recently met his demise here. He was quite young, and there are no marks on the body. He must have come down from the surface recently. His skin, even in death, has a healthier shade than yours.";
23 = "The body was mostly stripped, but whoever did so left behind the soldier's bow. It's crude but still usable.";
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28 = "You walk down a remote tunnel. As you pick your way over the rubble, you see a band of humans rushing toward you. They are fleeing from the band of nephilim chasing them. The humans are extremely outnumbered ...";
29 = "";
30 = "You are almost to the new nephil settlement. They've left a small group of guards outside. They're goblins, small, frail, craven creatures, about eight of them. They see you immediately. They're a few hundred feet away.";
31 = "The miserable beasts clearly don't care to fight you. They watch you carefully, hoping that you just go away.";
32 = "They regretfully pick up their crude weapons and move to attack. They are already resigned to quick, horrible deaths. Their fatalistic attention to duty in the face of overwhelming odds serves as an inspiration to us all.";
33 = "Your withdrawal relieves them to no end. These creatures don't have much initiative. You see them slip away into the far tunnels. The presence of armed Avernite warriors convinces them to seek their fortunes elsewhere.";
34 = "The mage, wounded but still alive, greets you. _Thank you, friends! I am Tarrick, Mage-Lieutenant of the army of Avernum._ You introduce yourselves in return and tell him of your position in the army. ";
35 = "_Well, I wish you luck in your endeavors. We're going to head for safety now. Before I go, here's something in return._ He hands you a flask. _Don't worry, it's standard issue. Don't see them much anymore, though. Good luck!_";
36 = "They leave. You look at the flask. It says _HEALING_ on the side in large gold letters.";
37 = "";
38 = "There is a group of heavily armed humans approaching you. Their armor is worn and they look exhausted. They are clearly moving to intercept you.";
39 = "";
40 = "You quickly flee. They are too tired to give pursuit.";
41 = "";
42 = "You draw your swords and approach. About the time you get close enough to see that the people you are threatening are soldiers of Avernum, they have drawn their weapons too.";
43 = "You sheathe your blades quickly, and a fatal confrontation is narrowly averted. You explain to the now-suspicious guards who you are and why you are in the area.";
44 = "After a time, you part ways. They shake their heads as they leave, unimpressed with your judgment.";
45 = "";
46 = "You are soon close enough to see that they are soldiers of Avernum, patrolling the roads around Fort Draco. They have been worn down by constant skirmishes with goblins and bandits.";
47 = "After a brief exchange of pleasantries, they warn you to be careful and watch for foes. They then depart. You feel worried. If all of Avernum's soldiers are this weary, the state is in great danger.";
48 = "";
49 = "You see a group of giant lizards. Brands mark them as property of one of the local farms, raised as beasts of burden or for food.";
50 = "They are violent, irritable beasts, stupid and most unsuitable for domestication. Their teeth have, as usual, been filed down, though their claws look sharp. Some farmers are probably missing their stock.";
51 = "";
52 = "A tiring hour of chasing, much shouting and hissing, and a number of nasty scratches later, the lizards clearly communicate their desire to continue on their way. Regretfully, you allow them to go.";
53 = "";
54 = "You see a few large piles of compost. Interestingly, they seem to be moving around slowly.";
55 = "";
56 = "When you get close, the piles suddenly start to move much faster ...";
57 = "";
58 = "You step out into a huge cavern, crisscrossed with rows of large, bloated, carefully tended mushrooms. The air is warm, moist, and scented with just a hint of sulfur. Not unusual for Avernum.";
59 = "The massive cavern is lovely, in an austere sort of way. You can see clearly in the green light cast by the glowing lichen on the ceiling. The lichen was created by the Tower of Magi years ago, using strange and powerful magic. It is this luminescent fungus that makes life in Avernum possible.";
60 = "To the southwest, you can see Fort Draco, the largest settlement in the area. Farther to the west, across the river, you see the faint glow of the strange magic barriers which have everyone so concerned.";
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