// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(44,0) == 0;
	question = "special";
	text1 = "As you enter the northern half of the Abyss, you note that there are signs of frequent skirmishes, some recent and some long ago. Scorch marks from badly directed spells have scorched the stone.";
	text2 = "In the distance to the northeast, you can see the lights of Bargha, the northern city of the Abyss. Between you and the settlement lies a broad expanse of highly contested farmland.";
	text3 = "You note that most of the Blighted crops have been torn apart. They have been replaced with cavewood trees, long ago modified by wizards to produce a small amount of fruit.";
	text4 = "It is a solid practical decision. The orchards won't make enough food to support a large city, but they might produce enough fruit to help a smaller settlement squeak by.";
	action = SET_SDF 44 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(44,1) == 0;
	question = "special";
	text1 = "The tunnel in the cave wall here is ringed by gruesome totems. The residents don't seem to be inviting visitors.";
	action = SET_SDF 44 1 1;


begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several Barghans here, tending to the newly planted orchards under the watchful eye of patrolling guards.";
	text2 = "Whenever you get close to them, they shy away, and guards move to stand between you and them. Bargha is not a welcoming place.";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several Barghan soldiers patrolling the farmland, watching for invaders and keeping the orchard workers in line.";
	text2 = "They react to your approach by drawing their weapons and preparing to fight. Then they realize that you are Avernite soldiers. They sheathe their blades and silently stalk off. They must be under orders to let Avernites pass.";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This farmhouse is full of ugly, smelly, armed mercenaries. They don't look like they've planted or harvested a mushroom in their lives. When you try to talk to one of them, they sneer and look away.";

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This farmworker is exhausted after a very long day working in the orchards. You let her sleep.";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This sign has been defaced. You can understand one word of it, though: _Tizane_";

begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Bargha - North";
	text3 = "  Spire - South";



//

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "This farmhouse is full of ugly, smelly, armed mercenaries. They are clearly led by this huge ogre. His presence is a good sign that no farming is going on here. Ogres don't have enough foresight or patience to grow crops.";
	text2 = "He looks at the insignia on your shoulder and snarls. _Hrrrr. Avernum soldier. You far from home, little thing. I Omak. This our farm._";
	text3 = "He pats the massive club hanging from his belt. _Go. You go, or we hurt invader._";
	text5 = "Omak snarls at you. _This farm. Nice, little farm. Our farm. Go now, or I crush your little head._";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "So what do you raise here?";
	text1 = "Omak looks puzzled. _We raise ... Raise ..._";

begintalknode 12;
	state = 11;
	nextstate = 10;
	condition = 1;
	question = "Plants?";
	text1 = "_Gharrr! Yes! Plants. On farm, we make plants. To ... eat. Very busy. Go away._";

begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Are you from Spire or Bargha?";
	text1 = "He looks confused, as if he suspects a trap. He says, _We from ... This farm. This our farm! Shut up!_";

begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "And if I told you that I was claiming this farm?";
	text1 = "Omak clearly wants to crush you, but he keeps looking at your insignia, as if to remind himself that he isn't supposed to fight you.";
	text2 = "The best he can say is, _You quiet. You go away. You want us out? You drive us out. Dare you!_ And then he rudely turns his back on you.";
	action = END_TALK;
	
begintalknode 15;
	state = 10;
	nextstate = 12;
	condition = get_quest_status(189) == 2;
	question = "You stole this farm from Tizane. I am taking it back.";
	text1 = "The brigands snort and laugh at you. Omak says, with typical foolish bravado, _You are little. You are far from home. I told not to kill your kind. Want to. Told not to._";
	text2 = "_You want Omak out? You fight!_";

begintalknode 16;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "All right. I'm evicting you. (Attack.)";
	text1 = "Omak looks relieved. _Good! Omak thought he not get a fight today. Now he gets kill - kill his tasty dinner!_";
	text2 = "In an instant, the brigands have whipped out their blades.";
	action = END_TALK;
	code =
		set_attitude(30016,10);
	break;
	
begintalknode 17;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "I'm not going to attack you.";
	text1 = "Omak grins. _Coward! You little coward!_ As you walk away, face burning, the bandits bombard you with a rain of vile insults, many involving your parents, many obscene.";
	action = END_TALK;

begintalknode 18;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I'll be going now. (Leave.)";
	text1 = "Omak and his thugs snort and laugh at you as you turn away.";
	action = END_TALK;


//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 36;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 38;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 39;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 40;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 41;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 42;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 43;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 44;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 59;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 61;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 63;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 64;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

////

begintalknode 299;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
		