NONE							= "";

// Inventory
NOTE_INVENTORY_MANUAL_NAME		= "Gentleman's Case Manual";
NOTE_INVENTORY_MANUAL_BODY		= "Inventory Manual {INPUT:LEANLEFT}";

// Readables
NOTE_TEST_NAME					= "Test Note";
NOTE_TEST_BODY					= "This is a test note.";

NOTE_DEMO_INTRO_NAME			= "Mysterious Letter";
NOTE_DEMO_INTRO_DESC			= "An unknown letter addressed to you";
NOTE_DEMO_INTRO_CONTENT			= "Doctor, \n\n\tApologies that I could not encounter you in person.\n\nFor now, take this vial and find your way into the manor on the main street.\n\n\t\t\tI await your arrival.\n\t\t\t\t\t\t\t\t\t\t -G";

NOTE_DEMO_GUARDHOUSE_NAME		= "Guardhouse Report";
NOTE_DEMO_GUARDHOUSE_DESC		= "A report found in the guardhouse";
NOTE_DEMO_GUARDHOUSE_TITLE		= "Report on Manor Sylvia";
NOTE_DEMO_GUARDHOUSE_CONTENT	= "\nCaptain,\n\n\tThe men managed to confiscate one of the seals required to negate the dark magicks blocking Lady Sylvia's doors. We've reason to believe the foreigner is planning to take refuge within the Countess' high walls.\n\nThe seal has been placed in the jailhouse Evidence Locker.\n\nAs for the other seal, it continues to evade us. A local resident who once worked as a manor servant claims it was lost during the last flood and may have fallen to the tunnels beneath this district.\n\nAs such, we have several men searching around the cistern entrance by the docks.\n\n\t\t\t\tOur eyes remain open,\n\t\t\t\t\tNightwatcher Ramsey.";

NOTE_DEMO_JAILHOUSE_CONTENT		= "The constables can't keep doing this. This is the third broken rifle this week.\n\nIt's bad enough that we have to guard our own district. They claim they lack the manpower, but we've seen how the Upper City estates are protected. No expense was spared for their equipment and fancy automated security devices.\n\nNow the only firepower we have access to are these shoddy, leftover munitions they gave us. These rifles break and jam if you just look at them too hard. And many of us have resorted to using our wood cutting axes to just fill in the gaps.\n\nHow are we supposed to stop the beasts now? Do they want our district to become like the Sootworks?";

NOTE_DEMO_SHIPPING_TITLE		= "Shipping Manifest";
NOTE_DEMO_SHIPPING_CONTENT		= "\n\n\n\t9AM - Timber from the Tithewild, two crates \n\n\t10AM - Blackwater Spinegators, one barrel \n\n\t12PM - Ash Brew, two barrels \n\n\t3PM - Highcleft Dark Plums, one sack \n\n\t5PM - Gold fee from Sir Winslow, one sack \n\n\t6PM - Redwood craft side table \n\t\t\t\t\t(Who ordered this? It's ugly as sin) \n\t\t\t\t\t\t\t-B. 'Burly' Johnathan";

NOTE_DEMO_CISTERN_TITLE			= "ATTENTION!";
NOTE_DEMO_CISTERN_CONTENT		= "\n\n\tBy order of the Constabulary, all entries to the city sewers are to be closed and boarded off. Several city servants and officers report of beastly infestations plaguing the tunnels.\n\nAny persons found to be breaking quarantine will face legal ramifications and the Constabulary will not expend brave officer lives to rescue them.";

NOTE_DEMO_SEWER_NAME			= "Gate Instructions";
NOTE_DEMO_SEWER_DESC			= "Instructions for the cistern gate levers";
NOTE_DEMO_SEWER_TITLE			= "Cistern Gate Instructions";
NOTE_DEMO_SEWER_CONTENT			= "For anyone left in this dreaded station, these levers control the pressure gates in this cistern. \n\nThe levers as they run leftmost to right: \n\t -CONTROL ROOM \n\t -STORAGE ROOM \n\t -MAIN CANAL/PUMP ROOM \n\nIf you are struggling to navigate to the corresponding gate, you can follow each of the pipes to their destination. \n\nTake care not to forget to fill the lantern as the 'crowmen' have been quite aggressive lately. I've dismantled the lever to the pump room and shelved it in the storage room after the last attack.";

NOTE_DEMO_COIN_CONTENT			= "The word of tonight's happenings will be reaching the high manor soon. She will no doubt be displeased. I have managed to find an isolated place to camp and observe his movements. I have my guesses as to who brought him here, but I need proof.\n\nFortunately, the outsider has yet to spot me from the rooftops. There is something about him. The way he harnesses the shadow and the sword. It reminds me of my first time in the city all those years ago. It will be only a matter of time before he realizes the streets are too dangerous and we start sharing the parapets above. I'll see what he is truly capable of then.\n\nIt's time to begin.";

NOTE_DEMO_MANOR_CONTENT			= "Steel boots gnash upon the gravel\n\nCoals of a furnace that spit and crackle\n\nDrawn by the stench of the rotting dead\n\nPlumes of soot follow its heavy tread\n\nCadavers charred by its godless will\n\nWhat face lies behind that blackened grill?\n\nWith wretched breath comes the vile Corpse Duster\n\nRun, hide or bring all that you can muster...";

//-------------------------------------------------------------
// Maps

// Treasure Maps
MAPSET_TREASURE_COAST_1_NAME	= "Treasure Map - Coast #1";
MAP_TREASURE_COAST_1_NAME		= "Treasure Map - Coast #1";

MAPSET_RESEARCH_NAME			= "Research Diagram";
MAP_RESEARCH_DIAGRAM_NAME		= "Research Diagram";

//-------------------------------------------------------------
// Coast - Fishery

NOTE_FISHERY_LIFTBUTTON_NAME	= "Fishery Lift Buttons";
NOTE_FISHERY_LIFTBUTTON_BODY	= "All- \n\nA few of the lift buttons weren't working right, so I've taken them to my workshop down the hall for fixing. \n\n -Samuel";

NOTE_FISHERY_POWERKEY_NAME		= "Fishery Generator Crank";
NOTE_FISHERY_POWERKEY_BODY		= "Hobbs lost the crank to the power generator.\n\nSaid a spine eel came right up and took it off him. Tried to wrestle it from its jaws. 'Had wicked teeth! As long as your finger!' Sure.\nEither way, it's coming out of his pay.\n\nI sent a request to the Metalsmith in the Market Plaza to make us a new crank in the mean time.";

NOTE_FISHERY_PRISONERLOG_NAME	= "Prisoner Log";
NOTE_FISHERY_PRISONERLOG_BODY	= "Woman, middle-aged, sickly.  Found wandering the streets alone.  Sent ransom demand to addresses found in purse.  No reply.  Dumped corpse in waste pit.\n\n\nWoman, young, found hiding in Sootworks.  Starved for two days to gain information about surviving relatives.  Sent home when ransom was paid.\n\n\nMan, belligerent, refused to cooperate even under duress.  Fed to the hounds.\n\n\nMale, outsider.  Showed signs of infection after capture.  Immediately disposed of and thrown into the sea.\n\n\nMan, outsider, suspicious.  Client requests he be transported to the market unharmed.";

NOTE_FISHERY_MANAGER_NAME		= "Mr. Croup's Confession";
NOTE_FISHERY_MANAGER_BODY		= "Consider this my last will and my confession:\n\nI did everything she asked of me.\n\nWhen she wanted a seat on the mercantile council, I delivered.\n\nWhen she wanted some unsavory figure removed and discarded quietly? I provided.\n\nNow all hell has broken loose and I have yokel mercenaries besieging the factory floor. I only have line workers and sailors here, not soldiers. I haven't even fired that damn revolver in my safe.\n\nI kept my end of the bargain. Years of empty promises. Was I really this blind all along?\n\nCurse you, Sylvia. May this rotten town take you with it.";

NOTE_FISHERY_ACCOUNTING_NAME	= "Bill of Expenses";
NOTE_FISHERY_ACCOUNTING_BODY	= "Month of September:\n\nNetting Bags - 8\n\nGenerator Fuel - 20\n\nLift Button Repair - 3 <color=#840601><alpha=#EE>(Samuel is handling it)</color>\n\nRadium Paint - 17\n\nWindow Replacement (Storage) - 10\n\nSpare Bulbs - 8\n\nGrease Oil Barrel (x3) - 77\n\nNew Rowboat - 41\n\nMr. Carrington's Fees - 120\n\nPower Generator Crank - 0 <color=#840601><alpha=#EE>(Coming out of Hobbs' pay)</color>\n\nCarriage Wheels (x4) - 55\n\n\n\n\n\n\nTotal: $359\n\n\n<color=#840601><alpha=#EE>(Mr. Croup, do you want me to remove Mr. Carrington's fee as usual? -Ms. D)</color>\n\n\n\n\n\n\n\nMs. Daryl,\n\n\t Yes, please. And ensure the paint gets delivered to my office.\n\n\t-Mr. Croup";

NOTE_FISHERY_CARRIAGE_BASEMENT_NAME	= "Some Friendly Advice for Your First Day";
NOTE_FISHERY_CARRIAGE_BASEMENT_BODY	= "Batty,\n\nI'd say mind the stench down here but seeing as you came from the cannery this is probably country fresh air in comparison.\n\nWe don't expect you to be a master woodworker, you're mostly just here to keep the seat warm and maybe slap on a replacement wheel or two until Falmouth gets over his flu.\n\nMind you, this will sound silly, but steer clear of the mirror in the corner. I don't know what the story there is, but I do know that Mr. Croup was in a hurry to get the thing out of his office, and since then some of the boys swear it's haunted -- claiming phantom lights and voices and nonsense like that.\n\nYou know how they get, so take that with a grain of salt.";

NOTE_FISHERY_WATCHTOWER_NAME	= "Watchman's Journal";
NOTE_FISHERY_WATCHTOWER_BODY	= "DAY 1 (not sure what the date is):\n\nI can't believe that worked! I smell like fish guts but honestly that probably helped me sneak out unnoticed. I even managed to filch a few cans off the line to keep me going.\n\nDAY 2:\n\nRupert, you stupid prat, you didn't bring anything to open the cans! And Bugger me, I'm locked in. I don't know how they tracked me, but instead of escaping I've ended up in another cell. I could shoot off the lock... but I've only got one bullet, so it has to count. Getting hungry.\n\nDAY 3:\n\nSaw a group of those men in hats dragging someone toward the main gate. Must have been another prisoner caught trying to escape. Glad it wasn't me. They dragged him kicking and screaming to the main gate and handed him off to some tall, creepy gent who in white stood out like a sore thumb among all the black hats -- he gave me shivers all the way up here. Almost felt like he knew I was watching. I need to eat something, I'm starting to lose my mind.\n\nDay 5? 6?\n So hungry I had to stop myself from shooting one of the cans open. I might still do it. Don't care if I'm caught, I just need FOOD.";

MAP_SKETCH_COUNTRYSIDE_1_NAME	= "Coastal Sketch #1";
MAP_FISHERY_BASEMENT_NAME		= "Fishery Blueprint - Basement";
MAP_FISHERY_F1_NAME				= "Fishery Blueprint - 1F";
MAP_FISHERY_F2_NAME				= "Fishery Blueprint - 2F";

MAPSET_FISHERY_BLUEPRINT_NAME	= "Fishery Blueprints";
MAPSET_COUNTRYSIDE_SKETCH_NAME	= "Countryside Sketch";

MAPSET_TREASURE_FISHERY_COVE_NAME	= "Treasure Map #1";
MAPSET_TREASURE_FISHERY_COVE_BODY	= "Treasure Map";

NOTE_FISHERY_HOBBSCHEESE_NAME   = "Hobbs' Cheese Collection";
NOTE_FISHERY_HOBBSCHEESE_BODY   = "These are my cheeses.  \n\nDO NOT TOUCH.  \n\nI am hiding them here so the dogs do not find them.  I can see the desire for cheese in their eyes.  Oh, such desire they have for this delicious cheese... those foul fishy dogs and their accomplices, the bugs which feast upon electricity.  \n\nThey will not find the cheese here.  \n\nOh no they will not.\n\n-Hobbs";

NOTE_FISHERY_CHEM_MANIFEST_NAME	= "Fishery Freezer List";
NOTE_FISHERY_CHEM_MANIFEST_BODY	= "We seem to be running out of some important materials for the operation.\n\nThe oils secreted by the local squids and octopuses in the area are vital for both the preservation of the canned meats and lubricating the machinery.\n\nApparently, the fishermen have to go deeper to get the same catch as they could in shallow waters a year ago.\n\nUntil this problem is resolved, we're keeping a reserve of materials in the freezer. These are to be only used with permission from Mr. Croup himself.\n\n<color=#840601><alpha=#EE><b>1 - Gulper Gullet\n1 - Hypnotic Toad\n1 - Jar of Tentacles\n1 - Jar of Leeches</color></b>";

//-------------------------------------------------------------
// Coast - Caves

// Coast Caves
NOTE_CAVES_POWERGENERATOR_NAME	= "Cave Power Generator";
NOTE_CAVES_POWERGENERATOR_BODY	= "The dogs are loose again.  I certainly know how locks work, and I assume you knows how locks work, so my guess is that Hobbs is the one who keeps leaving the kennels unlocked.  Not a surprise, really.  \n\nI closed off the entrance to the kennels and electrified it, because Hobbs was in charge of feeding them this week so I assume they have not been fed and would be all too happy to gnaw on whatever face pokes into their new little subterranean dog paradise.  \n\nIf you need to get into the kennels... well, first pray.  Then, you'll have to turn off the generator.  I locked the generator room and left the key in the break room down the tunnel.  I figure locking it should keep Hobbs from going in and relieving himself in the fuel tank or anything like that.";

NOTE_CAVES_BARRELDOOR_NAME      = "Stop It";
NOTE_CAVES_BARRELDOOR_BODY      = "You apparently cannot summon the modicum of effort required to open this door and haul whatever junk you're carrying through it.  But perhaps you might coax that lump of boar fat you call a brain into comprehending that leaving said junk in front of said door BLOCKS IT FROM OPENING!  \n\nWhich means that nobody can get to the main elevator without going through the kennels, where in another wonderful display of door proficiency some other troglodyte keeps leaving the cages unlocked and allowing the dogs to roam around very free and very hungry.  \n\nSince you feel comfortable sentencing the rest of us to wander with those dogs, consider this a warning... if this happens again and if I find out who is responsible, they'll spend a night themselves locked in the kennels.  I guarantee it's easier to haul a box through the doorway than it is to hide from a ravenous hound.";

NOTE_CAVES_ELEVATORPOWER_NAME	= "Elevator Power";
NOTE_CAVES_ELEVATORPOWER_BODY	= "Remember, if the main generator isn't running, this elevator isn't running either.  Try resetting the power before you assume it's broken, or that there are 'bugs in the control box eating the wires' (easily the strangest maintenance report I have ever received, Hobbs).";

NOTE_CAVES_FISHDOG_SCENT_NAME	= "Hounds Feeding Instructions";
NOTE_CAVES_FISHDOG_SCENT_BODY	= "To whomever is on feeding duty - pay attention!\n\nThe hounds have a particularly keen sense of smell. If you find yourself unable to get one to budge when transferring them to another cage, lure it with an apple or bit of cheese.\n\nEnsure you do not get too close, however. They can also sniff out meat and will happily take off your arm.";

NOTE_COAST_MINING_LOG_1_NAME	= "Waits Mining Co. Log #1";
NOTE_COAST_MINING_LOG_1_BODY	= "Day 1: Arrived on site near the beachhead. Survey team and I mapped out potential deck and chute positions.\n\nDay 16: Breached the main atrium after about two weeks of digging. The Otto Elevator Company provided the equipment to construct down to at least water level, but going below that will be a challenge.\n\nDay 25: Shaft elevator now operational, but finding sufficient power is an obstacle. Bottlenecking the whole system to a single fuel generator is asking for blackouts.\n\nDay 28: Blasting shipment arrived from the Sootworks. About damn time.\n\nDay 29: First blackout. Two miners injured when the shaft elevator dropped.\n\nDay 32: Waits' partner came by and told us to cease using explosives. Unbelievable.\n\nDay 38: Silas told me today that he keeps hearing whispering in Tunnel Six. I assured him that we're just overworked. Sent him home early.\n\nDay 40: We've managed to dig around the aquifer and find dry bedrock again.\n\nDay 43: The second elevator shaft has begun construction, leading down to the atrium beneath the aquifer. I requested another power generator to handle the increased (and already stressed) demand.\n\nDay 45: I heard someone call my name while down in Tunnel Six last night. I checked and no one else was on shift at the time. Christ.\n\nDay 45: Blackout. The active crew was stranded in the dark for five hours. When we reached them, they were inconsolable. Tore their fingertips up real bad trying to scratch out. I've put them all on sick leave.\n\nDay 46: Felix and his crew just dug up a human skull. We are not moving a single pebble more until I get some answers.";

NOTE_COAST_UNDERCITY_NAME		= "Discovery of Old Kingdom Site A";
NOTE_COAST_UNDERCITY_BODY		= "I've found it.\n\nAfter months of the men digging tunnels, I'm staring at what is undoubtedly an entranceway to the Old Kingdom. It is truly a sight to behold!\n\nThe men are uneasy about it. They have clearly heard the childhood stories and wives' tales. In truth, I felt rather anxious as I took the relief sketches of the lithograph at the head of the ziggurat.\n\nHowever, it is not fear that guides my heart, but excitement. I still have the blood-stone that Wait found in the beach tidepool that started this whole operation. In the morning, I will lay out my plans to breach this edifice and unearth that which has not been seen in millenia.";

//-------------------------------------------------------------
// Coast - Cliffside

// Coastal Cliffs
NOTE_CLIFFS_HOUSE_1_NAME		= "Something Is Not Right";
NOTE_CLIFFS_HOUSE_1_BODY		= "Something is not right.\n\nWe were hunting some wild boars earlier and one of the pigs got caught in the traps. I went up to bag it and one of the older hunters, Boris, just started going at it with the axe. He wouldn't stop until the meat was ruined and organs and bones were everywhere. When he turned back, he regained composure and couldn't remember any of it.\n\nWorst of all, none of us even did anything. We just... watched.\n\nI'm going up to the city tomorrow to see if someone - anyone - knows what's going on.";

NOTE_CLIFFS_MERCHANT_NAME		= "Merchant's Lighthouse Note";
NOTE_CLIFFS_MERCHANT_BODY		= "Doctor,\n\nI've left you a message on the Phonograph. Please listen to it. \n\nI've also prepared the basement area for you. Use it to your liking. \n\n\t\t\t\t\t\t\t\t\t\t\t\tSee you soon...\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t-G";

NOTE_CLIFFS_CREDITS_NAME		= "Wanted by the City Guard";
NOTE_CLIFFS_CREDITS_BODY		= "Dillon Rogers\nDavid Szymanski\nTaylor Shechet\nDave Oshry\nBen Moir\nLucas Varney\nTrey Powell\nRhiannon Mitchell\nRoy Graham\nScott Gurney\nCameron Martin\nDalia Figueroa\nTucker Wilkin\nStephen St Germain\nNathaniel Berens\nJames C Lambert\nLachlan Milne\nJacob McManamy\nFrancis Xie\nDomenico Antonazzo\nBlood Machine\nHarry Skingle\nLeon Zawada\nAndrew Hulshult\nChristian Antonio\nDaniel Gilby\nRichard James Cook\nAlexia Cronin\nGianni Matragrano\nStephen Weyte\nTerri Brosius\n\n\n\n\n\nReport any sightings of these individuals to the Constabulary for a potential reward";

NOTE_CLIFFS_TAVERN_NAME         = "Warning";
NOTE_CLIFFS_TAVERN_BODY         = "I've never seen men torn apart so fast.  Whatever it is they brought back, it's more than any of us bargained for.  \n\nDo not under any circumstances open this door, unless you're prepared to pay the new doorman with your limbs and entrails.  I will personally be paying him with dynamite, which I have gone to fetch, tavern be damned.  \n\nIf you absolutely must reach the city gates before I return, well... we tried our best to contain it to the first floor.  I can't promise that the basement is safe but it's certainly safer than the tavern proper.";

NOTE_CLIFFS_CHAPEL_1_NAME		= "Chapel Interrogation Notes";
NOTE_CLIFFS_CHAPEL_1_BODY		= "Interrogation Notes\n\nSubject: Mole we installed at the Fishery a year ago. Goes by 'Winston'.\n\nInquired about Croup's recent meeting with this 'Mr. Carrington'.\nBabbled about hidden pay stubs. Nothing of real value. Hot poker to the neck and arm pits.\n\nInquired about letters between Croup and the Countess.\nClaimed that Croup handled his private mail at his lockbox at the bank in the Market Square.\nPotential. Fed a scrap of rotten fish.\n\nDemanded answers about the Royal Spy.\nBroke down weeping like a child. The mole has outlived his usefulness. Removed tongue and fed it to the hounds.\n\nMy suggestion is that we need someone closer to Mr. Croup. Perhaps his accountant?\n\n\tSigned,\n\t\tInquisitor Daelen";

NOTE_COAST_GUARDTOWER_1_NAME	= "Scouting Report of the Market";
NOTE_COAST_GUARDTOWER_1_BODY	= "Our sharpshooters have infiltrated the main plaza and are scouting out the constables' main fortifications.\n\nWe have confirmed the following:<b><color=#840601>\n\n\t-1 Armored Wagon at Bank\n\t-1 Gattling Gun at Old Quarter Gate</color></b>\n\n\nAdditionally, we noted the bat beasts have thoroughly infested the lower market areas. I advise keeping our supply lines to the main road. \n\t\t\t\t\t\t\t\t\t\t\tOur eyes remain open,\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tWatcher Qil";

NOTE_COAST_CANNON_NAME			= "Cannon Instructions";
NOTE_COAST_CANNON_BODY			= "For any brothers posted at this point, here are the instructions for loading and firing the cannon. It may not be as advanced as the turrets the Constables have, but nothing will survive a direct hit from this old boy.\n\n1. Have the spotter rotate the valve so the cannon is facing the target. The last crew on watch stupidly fired the cannon at the gate door - hence the crack. We've brought up the iron portcullis to prevent that from happening again.\n\n2. Pour gunpowder into the mouth of the barrel. You'll need a powderflask horn to carry the gunpowder. The guards at the fort entrance usually have one. \n\n3. Place a cannonball into the barrel. Cannonballs are kept in the demolitions storage room in the city gatehouse above.\n\n4. Attach the fuse at the back of the cannon. The fuses are cut up at the top of the fort watchtower.\n\n5. Pull the fuse rope when ready to fire.\n\nIf there's any accidents, clean up the mess and report directly to the Captain on duty.";

NOTE_TAVERN_CODE_1_NAME			= "Tavern Safe Note";
NOTE_TAVERN_CODE_1_BODY			= "A shot of whiskey and a mug of whaler's.\n\nA good combo to put any bad dreams to rest.";

NOTE_TAVERN_BARRICADE_NAME		= "Tavern Barricade Note";
NOTE_TAVERN_BARRICADE_BODY		= "It was a bloodbath up there. The abomination broke free of its restraints and suddenly the jubilations became chaos.\n\nThe Captain held the door open so several brothers could escape, but then locked it and went back up to take on the beast alone. I heard his sword clash against the monster as I leaned against the door. The fool!\n\nNow we've barricaded this entrance, but many of us are badly wounded. I managed to grab this bundle of flashbombs just in case the beast does break through. Brother Weyland and the others left from the side entrance to bring back reinforcements with black powder kegs.\n\nIf we cannot kill this unholy creature, then we shall bring the whole building down on top of it.";

NOTE_TAVERN_SPAREKEY_NAME		= "Tavern Attic Note";
NOTE_TAVERN_SPAREKEY_BODY		= "Staff,\n\nWhen my new safe was installed in the corner of my room, the nightstand cabinet that used to occupy that space was moved to the attic. Unfortunately, the top drawer of that cabinet had my spare key to the basement.\n\nDoes anyone remember where the switch to pull down the attic stairs is? I was told it was near the bottom of a wall support on the second floor, but I can't see anything with how dark it is. I'll need to get my lantern.";

NOTE_TAVERN_BOUNTY_NAME			= "Help Needed in the Underport!";
NOTE_TAVERN_BOUNTY_BODY			= "To any hunters or trappers with experience:\n\nSomething is living beneath our house. We heard movement in our cellar and thought nothing more of it than some critter that had become stuck in our crawlspace. My husband went to the shops to procure some mice traps.\n\nBut last night, we were woken up abruptly by a horrid stench. My husband opened the cellar door and, at the bottom of the staircase, we saw it. Two sunken eye holes looking up at us and a long, sharp beak for its mouth. It was almost as tall as a man. I quickly slammed the door shut. I've never seen my husband's face as pale as then.\n\nThe constables won't listen to us. They threatened to hand us over to Darrowcliff. \n\nBut we know what we saw.\n\nPlease, someone help us. We cannot bring ourselves to go back to our home.";

NOTE_TAVERN_MURDERER_NAME		= "Rumbellow Square Murders";
NOTE_TAVERN_MURDERER_BODY		= "The crime spree between 1884 and 1885, now known as the 'Rumbellow Square Murders', created intense pressure for the city's police force. The Chief Constable of the day, Sir Renauld Whitehall, was embroiled in controversy as the investigation continually failed to link any suspects to the increasingly grisly crime scenes.\n\nSeveral notable physicians, upon analyzing the carefully spaced torso and organ remains at each scene, disagreed on what level of anatomical expertise the culprit possessed. While the autopsies did reveal details about the murderer's cutting patterns, it was difficult to determine whether it was performed by a skilled surgeon or experienced knacker. The use of a tourniquet to stem hemorrhaging on two of the victims certainly suggested someone of the medical profession.\n\nBy the summer of 1885, the stream of recognizable murders had ended. The cases remain unsolved a decade later, and no further clues have come to light as to the identity and or whereabouts of the notorious killer.";

NOTE_TAVERN_VALVE_NAME			= "Valve Repair Job";
NOTE_TAVERN_VALVE_BODY			= "I've been hired to fix this old dump's plumbing system, but half this metalwork is either corroded beyond repair or built so long ago that they don't manufacture the parts anymore.\n\nThe valve I have here can be used all over the city's sewer system, but it's essentially scrap when it comes to this ancient heap of junk.\n\nI might as well go order another beer while I figure this out. Being up here alone gives me the creeps.";

NOTE_RESEARCH_INSTRUCTION_NAME	= "Research Laboratory Instructions";
NOTE_RESEARCH_INSTRUCTION_BODY	= "Doctor, an associate of mine wrote up these instructions on using this old laboratory equipment. I trust you'll find it useful:\n\n<b>Research Specimens</b>\nFirst, you'll need an infected cadaver. Use the bonesaw to cut the corpse up into smaller body parts, and place it onto the pike. Apply the magnifying glass to analyze it, and keep your journal handy for any observations.\n\n<b>Concoct Serums</b>\nEach serum requires three ingredients. You can discover these ingredients by analyzing body parts, but experimentation is also allowed. Be warned, a failed serum will waste precious resources.\n\nOnce you're ready, follow these steps:<color=#840601><alpha=#EE><b>\n\t1. Place the three jars of ingredients onto the stand over the vessel.\n\t2. Place a body part of the specimen onto the pike.\n\t3. Activate the burner in front of the vessel.\n\t4. Collect the syringe capsule that fills up at the base of the pike.</color></b>\n\nTo find more ingredients, search the various shops and storehouses throughout the city. There's an apothecary at the entrance of the Market. Might be a good place to start. Don't try to carry around all the jars at once: it's impractical and unnecessary.";

//-------------------------------------------------------------
// Market

NOTE_MARKET_CONSTABLE_ORDER_1_NAME	= "Constabulary Order #1";
NOTE_MARKET_CONSTABLE_ORDER_1_BODY	= "Direct order from Chief Constable Harland:\n\nSecond Brigade:\nHold south gate positions until three bells.\n\nThird Brigade:\nReinforce central plaza garrisons and cover second brigade's withdrawel.\n\nWorkshop Division has N.B. rigged and primed.\n\nDestroy this message upon reading.";

NOTE_MARKET_GUNSHOP_1_NAME		= "Gunshop Owner Diary";
NOTE_MARKET_GUNSHOP_1_BODY		= "I should have listened to Marta all those months ago.\n\nMoving from the country to the city has been great for business, but it's coming at a cost. People are losing their marbles and the Constables announcing another lockdown in the Sootworks and Underport is not helping.\n\nI'm handing every spitfire and looney a loaded gun and just waiting for the curtains to open.\n\nThe money is good, but what's the point if you can't spend it?";

NOTE_MARKET_GUNSHOP_2_NAME		= "Out of Order Note";
NOTE_MARKET_GUNSHOP_2_BODY		= "OUT OF ORDER\n\nNothing in this damn building works properly after I moved in.";

NOTE_MARKET_POWER_TIMEOUT_NAME	= "Power Grid Timeout";
NOTE_MARKET_POWER_TIMEOUT_BODY	= "To reset the local grid power breaker, please heed the following instructions:\n\n\t1. Flip the power breaker switch into the 'Off' position by pulling it up from the downward position.\n\n\t2) Ensure that power is no longer flowing to nearby mechanisms. For important lamps, a backup generator will initiate red lighting. Your work station should be stocked with sufficiently fueled handlanterns.\n\n\t3) After a period of 120 seconds, the power breaker will automatically flip itself back into the downward position and restore power.";

NOTE_MARKET_BARBERSHOP_1_NAME	= "Merchants' Guild Letter";
NOTE_MARKET_BARBERSHOP_1_BODY	= "To the proprietor of the Fleece Court Barbershop:\n\nWe represent the Merchants' Guild and have received numerous complaints about the smell emanating from your establishment.\n\nThe guild and its members recognize the difficulty in properly disposing of human hair, but our reports suggest you have multiple furnaces in constant operation. This is a violation of Zoning Code 16-B for businesses operating outside of the Sootworks.\n\nWe are sending one of our inspectors to assess your facility.\n\nWe expect full cooperation or there may be dire financial consequences.";

NOTE_MARKET_BARBERSHOP_2_NAME	= "Barbershop Crematorium Note";
NOTE_MARKET_BARBERSHOP_2_BODY	= "The gunshop owner survived the fall down the chute. Had a bone sticking right out of his neck! The poor sod spent his last few minutes begging.\n\nClaimed he had a nice pile of gold coin in his office safe. Said the code was six-two-something. It was hard to hear over the gurgling.\n\nI'll have one of my brood check it out. They've grown up so much since I found them. I long to join them myself.\n\nBut not yet.\n\nI have projects I wish to finish first.";

NOTE_MARKET_MERCHANT_GATE_NAME	= "Emerald Terrace Lift";
NOTE_MARKET_MERCHANT_GATE_BODY	= "Doctor,\n\n\tThe lift to my terrace has been locked so that it cannot be accessed by the riffraff wandering about Fleece Court.\n\nI've entrusted a special emerald ring to a local informant, one of many of my 'fingers' in this city. Once you retrieve the ring, offer it to the vessel on the pedestal.\n\nSee you soon.";

NOTE_MARKET_MANOR_KITCHEN_1_NAME = "Lord Marwyn Manor Kitchen Note";
NOTE_MARKET_MANOR_KITCHEN_1_BODY = "Lord Kar now has a kitchen dumbwaiter!\n\nIt's bad enough that his staff has twice the kitchen space as we do, but now they have a dumbwaiter on top of the elevator they already have.\n\nWe've tried to explain to Lord Marwyn that it's not feasible to bring his meals up the tower stairwell, but he refuses to listen to reason.\n\nHe'd let these walls crumble down and bury us all if it saved him the dime.";

NOTE_MARKET_MANOR_KITCHEN_2_NAME = "Lord Kar Manor Kitchen Note";
NOTE_MARKET_MANOR_KITCHEN_2_BODY = "Staff,\n\nA trespasser was caught in my altar room after sneaking in through the skylight. I've sent word to the metalsmith to forge some guards for those windows.\n\nIn the mean time, show our guest some Kar hospitality. You know how I like the meat prepared.";

NOTE_MARKET_CHEM_MANIFEST_NAME = "Daily Apothecary Inventory";
NOTE_MARKET_CHEM_MANIFEST_BODY = "Tuesday's Inventory After Close:<color=#840601><alpha=#EE><b>\n\nCanister of Tongues - 1\nHypnotic Toad - 1\nToothed Gel - 1\nPalm Reliquary - 1\nCrystal Claw - 1</color><\b>\n\n-----\n\nSold:<color=#840601><alpha=#EE><b>\n\nCollected Ears - 1\nRattail Vessel - 1</color><\b>\n\nBoth sold to the proprietor of the barbershop. Off-putting fellow. Very rude. What a barber could need with these items, I can't begin to fathom. Nothing good, I'm sure.\n\nAlso, where is our next shipment from Van Der Meer? I was promised a rare brain sample and it is yet to have arrived! I'll send my assistant to the Underport at once.";

NOTE_SHOP_ITEM_STORAGE_NAME		= "Item Storage";
NOTE_SHOP_ITEM_STORAGE_BODY		= "Doctor,\n\nFeel free to leave behind any belongings in this room.\n\nThey'll be safe in my possession.";

//-------------------------------------------------------------
// Underport

MAPSET_UNDERPORT_POWER_1_NAME				= "Underport Power Grid Map";
MAP_UNDERPORT_POWER_1_NAME					= "Underport Power Grid Map";

NOTE_UNDERPORT_MANOR_1_NAME					= "Underport Manor Note #1";
NOTE_UNDERPORT_MANOR_1_BODY					= "It's been two weeks since the disappearance of grandad.\n\nI can't sleep. It's the pipes. When I close my eyes, I feel their rusted appendages coil around me and drag me underneath. I try to scream, but my lungs are flooded with black water.\n\nI went for a walk this afternoon to clear my head. The city feels so empty, so many boarded windows and doors.\n\nI wish I had listened, grandad.";

NOTE_UNDERPORT_PUMPSTATION_1_NAME			= "Brother Liam's Orders";
NOTE_UNDERPORT_PUMPSTATION_1_BODY			= "Brother Liam,\n\nYour instructions are to assault and commandeer the Lampfire Power Plant and clear it of any mutants. The Underport is divided into sections that are linked with water bridges. Have your brothers raise the bridges and prepare for the arrival of additional forces from the forward camp. Be alert as reports suggest the tunnels are highly infested.\n\n-Captain Orlot";

NOTE_UNDERPORT_MISSINGPERSONS_1_NAME		= "Missing Persons Notice";
NOTE_UNDERPORT_MISSINGPERSONS_1_BODY		= "PUBLIC NOTICE.\n\nFROM THE CITY CONSTABULARY:\n\nAN OVERWHELMING INCREASE IN THE INCIDENCE OF MISSING PERSONS HAVING BEEN OBSERVED,\n\nTHE CONSTABULARY, BEING LIMITED IN ITS CAPACITY TO INVESTIGATE, IS REGRETTABLY UNABLE TO RESPOND INDIVIDUALLY TO NEW REPORTS,\n\nAND THUS COUNSELS CONCERNED CITIZENS TO POST BULLETINS REGARDING MISSING PERSONS DIRECTLY TO PUBLIC BOARDS.\n\n-Chief Constable Harland.";

NOTE_UNDERPORT_WAREHOUSE_MANAGER_1_NAME		= "Mr. Van Der Meer's Note #1";
NOTE_UNDERPORT_WAREHOUSE_MANAGER_1_BODY		= "I don't understand why you fools won't take this deal.\n\nI've made it clear: you bring me the guild seal found in the tunnels, I provide you with ammunition and firepower to continue your war with the Constabulary.\n\nInstead of fruitlessly attacking my lockdown bunker, we can come to an agreement that benefits both of us.\n\nI'll even sweeten the deal: the code to my safe in here is 115. Consider its contents a downpayment.";

NOTE_UNDERPORT_WAREHOUSE_MANAGER_2_NAME		= "Mr. Van Der Meer's Note #2";
NOTE_UNDERPORT_WAREHOUSE_MANAGER_2_BODY		= "You can't get good hired help anymore.\n\nI've been trying to retrieve that damned guild seal from the tunnels for months now. A group of mountain mercenaries, two accomplished treasure hunters and an exhibition shooter all could not dislodge that prize from the undercity's talons.\n\nI can't very well go down there myself. I am a businessman, not some rogue spoiling for a fight.\n\nPerhaps the order of the huntsmen has enough meatheads to take on such a perilous dive. I would just need to entice them with the right strategy...\n\nFor now, the crank is safe with me, so I won't have to worry about other thieves taking the seal.\n\nI've tried to contact Sylvia, but she isn't responding anymore in my mirror.\n\nDoes she no longer believe I am up to this task?";

NOTE_UNDERPORT_PIT_1_NAME					= "Underport Pit Barricade";
NOTE_UNDERPORT_PIT_1_BODY					= "Mr. Van Der Meer came around with some of his boys and sealed the garbage pit off with a special crank.\n\nThe Constables won't lift a finger and Lampfire is planning to shut the power off to the stations below.\n\nThere's still people down there!\n\nMeet us at Lampfire tonight and we'll find a way to get the pit open and our boys out.\n\nWe need to stick together if we're going to survive this.";

NOTE_UNDERPORT_POWERPLANT_SUBFLOW_1_NAME	= "Underport Power Plant Switch Note";
NOTE_UNDERPORT_POWERPLANT_SUBFLOW_1_BODY	= "We've lost contact with the workers down in the tunnels. Considering what we've heard from the Constabulary, they're likely a lost cause.\n\nManagement is giving the call to cut off the power down there. The foreman said we'll give them until midnight.\n\nIf you're planning on going down there after the shut off, bring a lantern and a lot of flares.\n\nLet's hope for their sake there's a backup generator.";

NOTE_UNDERPORT_CHEM_MANIFEST_NAME			= "Van Der Meer Shipping Manifest";
NOTE_UNDERPORT_CHEM_MANIFEST_BODY			= "<b>Items Received:</b>\n\n<color=#840601><alpha=#EE>[x] (1) Oculary Sample\n[x] (1) Portion of Spine\n[x] (1) Crystal Claw\n[x] (1) Gulper Gullet\n[x] (1) Worm Cluster\n[   ] (1) Brain Sample</color></b>\n\nBrain Sample was missing from the pallet. Goddamned fool deliverymen probably dropped it en route. Must make a note to contact their manager. - VDM";

//-------------------------------------------------------------
// Underport - Hive

MAPSET_UNDERPORT_HIVE_1_NAME	= "Underport Hive Map";
MAP_UNDERPORT_HIVE_1_NAME       = "Underport Hive Map";

NOTE_UNDERPORT_HIVE_SUPERVISOR_NAME = "Sewer Supervisor Note";
NOTE_UNDERPORT_HIVE_SUPERVISOR_BODY = "Clem,\n\nDo you have any idea what's going on in the vents? And before you say anything, it's not the rats. We all know what rats sound like.\n\nThe boys are getting spooked. I've never seen 'em like this, and frankly I don't blame 'em. We still haven't seen hide or hair of Bill since he went to Engineering.\n\nBollocks, I'm going to have to go check it out myself, aren't I?\n\nAll right. I'm going to head over to the maintenance tunnels to grab the full tunnel schematics and start checking out Engineering.";

NOTE_UNDERPORT_HIVE_MONITORING_NAME = "Pump Monitoring Station Logs";
NOTE_UNDERPORT_HIVE_MONITORING_BODY = "Tuesday\n\nPressure is nominal, no fluctuations +/- 10 PSI\n\nNote: Complained to the constables AGAIN about the riff-raff living down the way in waste treatment. Those laggards live in filth, always making a racket. Drives me nuts. Someone needs to beat some sense into them.\n\nWednesday\n\nPressure nominal, one small fluctuation @ 6:15 AM\n\nNote: Did the constables finally listen to me? I haven't heard a peep from those hooligans for the last two days. Peace at last.\n\nThursday\n\nPressure nominal, no fluctuations +/- 10 PSI\n\nNote: Saw something through the bars down the hall. I don't know what that was, but it didn't look human. Thank Christ there's no door valve on their side.";

NOTE_UNDERPORT_HIVE_HIDING_NAME = "Note from Hiding Worker";
NOTE_UNDERPORT_HIVE_HIDING_BODY = "I saw one of those bird... things and hid in this crawlspace. I keep trying to run for it but they're everywhere now.\n\nThis place is hell -- even the rats aren't right down here. Nothing to do but hunker down and wait for the right moment. If I can just keep out of the way, maybe I've got a chance. I just want to see the sky again.\n\nNew plan:\nFind the Foreman's key.\nRetrieve the replacement handle for the door lever to access Section 4.\nAnd swim through the turbine section.\n\nI just hope to God they're off.";

NOTE_UNDERPORT_HIVE_ELEVATOR_NAME = "Archaeologists' Note About Generator";
NOTE_UNDERPORT_HIVE_ELEVATOR_BODY = "Professor,\n\nI pulled some strings with my father, who called in a favor with one of his company's suppliers and secured us our very own generator to power the lift and any other machinery we might need. One of the many benefits of having family in high places! Finally, we'll be free of the incessant blackouts from those dingbats at Lampfire Power. They couldn't keep a torch lit in an inferno.\n\nNow here's the important bit: if the generator runs low on fuel, we've set up a depot near the bathhouse ruins where you can get new canisters AND get them filled. Don't make the same mistake Peter did: make sure the canister is actually full before lugging it all the way over!\n\nWith the generator in place we'll no long be constrained by the whims of the power grid and we can finally make some serious progress on the excavation. Huzzah!";

NOTE_UNDERPORT_HIVE_TOWER_NAME		= "Archaeologist Diary";
NOTE_UNDERPORT_HIVE_TOWER_BODY		= "I am cataloging my observations here as, quite frankly, there isn't much else I can do while I'm stuck here. I was already in the tower to conduct the archaeological survey of the dam front when these fiends overran the camp. They must have been drawn to the noise of the cargo lift.\n\nDay 1\nUnfortunately for my colleagues, the beasts are nearly impossible to outrun. Take a lesson from our primal ancestors and exploit the fact that they can't climb. I managed to scrunge some supplies and weapons just by sneaking around and climbing away when one came stalking.\n\nDay 2?\nTheir morphology is certainly unique. As hatchlings, they more closely resemble an avian species, but the adult specimens are clearly bipedal. I also can't help but remark about the peculiar garments that adorn many of the adults. There is a bruteish variant that has no clothing, but I dare not go in for a closer look.\n\nFoolish. As I was making a trip to get more supplies from the fuel depot, one of the creatures must have followed me. Was it watching me come and go from the tower this whole time and just waited for the right moment?\n\nWell, friends. I suppose I wasn't too far off joining you after all.";

NOTE_UNDERPORT_HIVE_SAFEROOM_NAME = "Waste Disposal Manager's Note";
NOTE_UNDERPORT_HIVE_SAFEROOM_BODY = "I'm starting to wonder if it was a mistake getting involved with these archeo-whatsit types. Don't get me wrong, the scratch they're slipping me to let them use the waste disposal pit smells the same as any other, and it was fine when they were just bringing tools and equipment down.\n\nBut they've started bringing things back up. Very, very old things. Statues and bits and bobs that give me a funny feeling in my stomach to look at. And that's just what I DO see, since they mostly move stuff overnight when I'm not at my desk. I don't like thinking about what they don't want anyone to see.\n\nAnd what's more, other strange folk have been poking around. I got a visit from a queer fellow in a white mask who wanted me to let him down into the pit but wouldn't say why. I told him off, but I can't shake the feeling that he's someone well-connected (maybe even to the Spymaster) and that I'm in over my head here.\n\nAh, but the money IS nice. What to do, what to do?";

//-------------------------------------------------------------
// Hightown

MAPSET_HIGHTOWN_NAME	= "Hightown District Map";
MAP_HIGHTOWN_1_NAME		= "Hightown District Map";

NOTE_HIGHTOWN_HOTEL_NAME = "Murder at the Terrace Grove Inn";
NOTE_HIGHTOWN_HOTEL_BODY = "These damned constables think they can push everyone around!\n\nThey claimed they were investigating a murder in the upstairs room. A murder?! Absolutely preposterous. I demanded to see a warrant, and they chuckled as they showed off one that their own crooked Old Town magistrates had cooked up.\n\nNow, no one will so much as darken our door. Who wants to stay at a hotel with these thugs wandering about? Bastards.\n\nI know this is a ploy. They're planning something. I just need to figure out what. Or I'll end up spending all my days at the Drunken Waterfowl.";

NOTE_HIGHTOWN_MONTGOMERY_LETTER_NAME = "Letter from Sir Montgomery";
NOTE_HIGHTOWN_MONTGOMERY_LETTER_BODY = "The chaps at the Order have brought me something quite peculiar. I've hunted on four continents; I've braved the northern ice shelves, lied in the mud of the Tupala Nango in thick humidity, and sailed the Abyssal Sea with the most hardened spearsmen. Whether it growls, howls, chitters or roars, I've likely hunted it.\n\nAlas, I cannot make heads or tails of what these boys have brought me. Most perplexingly, the carcasses here seldom reflect any singular beast. When I stare at some of these bones, I fear that they're almost man-like, but I dare not come to such a horrid conclusion.\n\nI'll set out for the Slaughtered Goat in the morning. Whatever is happening, I must see one of these creatures alive. I trust my man Percy will gracefully man the fort while I'm gone.";

NOTE_HIGHTOWN_MONTGOMERY_MANUSCRIPT_NAME = "From \"Tales of Danger and Daring In Distant Lands\"";
NOTE_HIGHTOWN_MONTGOMERY_MANUSCRIPT_BODY = "(Continued from Vol. 1)\n\nIt was there that we met our local guide, a tall and wiry fellow. I'd tell you his name but I don't think I could pronounce it, let alone spell it. Good chap, though, good chap! He told us that many sought the legendary horn of the Great Albino Rhinoceros of the Tupala Nango, but few returned from the journey.\n\n\"Do you know what Tupala Nango means in your tongue, sir?\" the guide asked us ominously. Both Cedric and I shook our heads.\n\n\"It means \'The Valley of Broken Skulls.\'\nI will not deny the chill that passed through my body.\n\nThe next morning we rose before the sun and mounted our horses borrowed from the Governor. As we crossed the river, we heard the din of civilization die behind us and I knew that I would not hear it again, if ever, until I grasped that pale horn (which they said was the size of a man's arm) in my own hands.\n\n[Multiple paragraphs are scribbled out here.]\n\nThe big bastard glared at me with his burning red eyes, the same hue as Cedric's blood that still ran down his horn.\n\n\"Send the son of a bitch to rhino hell for me,\" Cedric had said with his last breath, and I intended to do just that. I unshouldered my rifle slowly, so as not to send the beast into a rage. Ever so carefully I raised it to the ready. The rhino snorted and I swear I could feel the hot, wet air on my face even this far away.\n\nAlas!  The sunlight caught the telescopic rifle sight just so and glinted in the darkness, flashing across the beasts' pale white face. He jolted and roared, immediately charging in my direction. With all the alacrity and strength the Lord had seen fit to grant me, I dove to the side and landed in a shin-deep puddle of mud. I swung the rifle around nearly three hundred and sixty degrees, and without putting my eye to the sight, fired a round deep into the creature's brain pan.\n\nMomentum carried the hulking behemoth forward even as his limbs went slack and the light left his eyes. He tumbled into the puddle and rolled over onto my leg, crushing it bone and all beneath his girth. As the rhino breathed his last and the bloodlust left my body, I realized that I was trapped, deep in a godforsaken jungle, thousands of miles from proper civilized society, underneath three-and-a-half tons of hellbeast.\n\n\"How are you going to get out of this one, Montgomery?\" I asked myself.";

NOTE_HIGHTOWN_MONTGOMERY_MANIFEST_NAME = "List of Ingredients in Freezer";
NOTE_HIGHTOWN_MONTGOMERY_MANIFEST_BODY = "Percy,\n\nPlease ensure we're restocked on the following ingredients. My trip next month to climb the Vulmarian mountaintops will require a concoction to withstand the extreme temperatures and pressure.<color=#840601><alpha=#EE><b>\n\nCollected Ears - 1\n\nPortion of Spine - 1\n\nRattail Vessel - 1\n\nHypnotic Toad - 1\n\nToothed Gel - 1</color></b>\n\n\n-Montgomery";

NOTE_HIGHTOWN_WRENBROOK_NAME = "Warning about Wrenbrook Manor";
NOTE_HIGHTOWN_WRENBROOK_BODY = "For the safety of the community, the front and servant entrance to Wrenbrook Manor have been sealed off.\n\nMultiple reports of missing persons and sightings of fiendish activities have led the Constabulary to believe that activities forbidden by the Common Law have occurred on its grounds.\n\nUntil the appropriate authorities can address these heinous crimes, we have condemned Wrenbrook Manor.\n\nIf you or someone you know has any knowledge of where the rumored roof entrance lies, please alert your nearest patrolman.";

NOTE_HIGHTOWN_GLASWELL_BEDROOM_NAME = "Lady Glaswell's Diary";
NOTE_HIGHTOWN_GLASWELL_BEDROOM_BODY = "I had hoped that Burtwistle's interest in my studies were authentic, but it appears it was just a ruse. When he thinks I'm not looking, I catch glances of him searching for something.\n\nThe bridgeway that connects our estates has now become quite the nuisance. I caught Burtwistle in my study. I'll have to increase my security to up there.\n\nHuxley believes him to be an artifact hunter from the league, but that seems unlikely. He is going to help me barricade off the bridge in the mean time. I'll just tell Burtwistle we're planning some renovations.\n\nHopefully he doesn't do anything stupid.";

NOTE_HIGHTOWN_GLASWELL_SERVANT_NAME = "Note to Mr. Huxley";
NOTE_HIGHTOWN_GLASWELL_SERVANT_BODY = "Huxley, you've been an exceptional assistant and acolyte all these years.\n\nThe constabulary is enacting martial law in the city and we both know what that will portend to. Go into my room and take what you need from the safe. Ensure Abby and your daughter get out of the city in time.\n\nAlways look to the falling star in these dark times.";

NOTE_HIGHTOWN_GLASWELL_FLAMES_NAME = "\"On The Nature Of The Four Flames\"";
NOTE_HIGHTOWN_GLASWELL_FLAMES_BODY = "On The Nature Of The Four Flames\nBy Graeme Hearthcombe-Billingsley, Ph.D\n\nOur institution's years of study into the various unseen Energies that underlie our Material Realm, while far from having yielded full knowledge of these mysterious forces, has nevertheless provided valuable and intriguing insights that we feel should be shared with our academic brethren.\n\nOne of the most fascinating and fruitful avenues of inquiry has been that of mankind's own Promethean inheritance: fire itself. Where flame proliferates, there appears to be a thinning of the lining of the Material Realm, so to say, though of course any concrete metaphor will fail to fully express the phenomenon. Through this weakened metaphysical membrane, Energies from Realms Foreign or Unknown are more able to penetrate and travel between the layers of Reality. As these Energies manifest in realms to which they are non-indigenous, we are able to observe and take record of effects that appear to be Unusual or even Magical in nature. To whit:\n\nNatural Fire: the Fire of the Material Realm, as we have known it since time immemorial. An entropic process by which complex materials are returned to their primordial Base.\n\nEthereal Fire: identified by its bluish hue and haunting ambiance, this fire is rarely seen without the use of scrying devices or other manners of peering into Immaterial Realms. It appears to be influenced by an Energy over which Time is no master: attempt to douse or snuff it, and it will simply spring back to life as it was before. It never fully consumes its fuel, burning eternally. Nor does it produce heat insofar as we experience it.\n\nSanguine Fire: this fire pulses with forbidden Energies, appearing where arcane rituals or atrocities have used acts of great evil to rend holes in our realm, inviting Darkness, Malice and Ceaseless Hunger to flow in. As such this corrupted flame burns a deep blood red and feeds not upon earthly materials but on sacred energies such as Purity, Sanity and even raw Life itself. The study of this flame is immeasurably dangerous and fertile ground for temptation and abuse. Tread carefully.\n\nChaos Fire: shamefully little is known about this green-tinged flame, and we have been unable to reproduce it in our laboratory despite great effort. We have numerous first-hand accounts of its properties: that it obeys no physical laws and acts in a manner so random and foreign to the human mind as to be utterly inconceivable. Anecdotal and likely mythological evidence, flimsy though it is, speaks of the chaos flame as a window into the non-Euclidian universe, and its effects on witnesses have left few with an intact mind. Further study may require us to seek outside authorities often dismissed as unscientific or insane.";

NOTE_HIGHTOWN_GLASWELL_ARTIFACTS_NAME = "Analysis of Old Kingdom Artifacts";
NOTE_HIGHTOWN_GLASWELL_ARTIFACTS_BODY = "I have taken a keen interest in these artifacts from the ancient ruins within the region's black shale foundation and have come to quite an extraordinary hypothesis!\n\nIt is my firm belief, judging from the mineral surface metamorphism, that the shale rock was once part of a much larger meteor that impacted the earth many millennia ago.\n\nAdditionally, several of these same geological aspects can be found on the various statues and artifacts in my possession.\n\nMuch more work is to be done to fully elucidate the history of the ruins, and I've had Huxley double his efforts to procure more artifacts, but it is now entirely possible that the ruins are not strictly of terrestrial origin.\n\nI've send a letter to my colleagues at the Royal Institute. This may be the most significant breakthrough of our lifetimes, but I must remain stoic and unbiased in my process.";

NOTE_HIGHTOWN_GLASWELL_MADNESS_NAME = "Blood-stained Scribbles from Lady Glaswell";
NOTE_HIGHTOWN_GLASWELL_MADNESS_BODY = "THE STARS LIE TO US\n\nTHEY BETRAYED US\n\nALL HOPE IS LOST";

NOTE_HIGHTOWN_GLASWELL_POEM_NAME = "Call of the Violet Sky";
NOTE_HIGHTOWN_GLASWELL_POEM_BODY = "Oh stars above\nchaos below\nno place now for us to go\n\nthe moon yet beams\nas nights grow long\nechoes of an endless song\n\nshe calls to me\nfrom violet skies\nplease oh countess\nheed our cries";

//-------------------------------------------------------------
// Dimension - Mirror

NOTE_MIRROR_ARCHAEOLOGY_1_NAME	= "";
NOTE_MIRROR_ARCHAEOLOGY_1_BODY	= "WIP note about archaeology findings.";

NOTE_MIRROR_LIGHTHOUSE_1_NAME	= "Mirror World Lighthouse Note #1";
NOTE_MIRROR_LIGHTHOUSE_1_BODY	= "Please help.\n\nWe are sick.\n\nWe are dying.\n\nThe pain is unbearable. We tear at the bedsheets.\n\nWhy are you not helping us?\n\nAren't you supposed to be a doctor?\n\nWe don't want to close our eyes. Not again.";