// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(137,0) == 0;
	question = "special";
	text1 = "You enter the Honeycomb, one of the more infamous areas in Avernum. It is a labyrinth, a natural tangle of tunnels that has laid claim to countless adventurers, prospectors, and bandit hunters.";
	text2 = "There is something about this maze that disorients those who enter it, perhaps a faint aura of natural magic. Between that and the constant cavequakes, the tunnels of the Honeycomb rarely stay unchanged from one week to the next.";
	text3 = "This has made the Honeycomb, for all of Avernum's history, a favored haunt for monsters and brigands. You can hear creatures in the mist, growling and hissing, waiting for prey to enter, become lost, wander, and weaken.";
	action = SET_SDF 137 0 1;
	
begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(136,2) == 0 && gf(136,3) == 0;
	question = "special";
	text1 = "There is a narrow, crumbling stone bridge crossing the chasm to the west. It looks like a single cavequake could bring it down. If you crossed it, you would probably survive.";
	text2 = "There are several bandit archers on the ledge to the south, watching you closely. Their bows are aimed at you, but they are not yet ready to fire.";
	text3 = "Even here, deep within the Honeycomb, the insignia of a soldier of Avernum carries some weight. They seem very nervous though, and some of them have telltale green stains around their mouths. This truce could end in a moment.";
	action = SET_SDF 136 2 1;



begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  BEWARE!";
	text3 = "  HONEYCOMB!";
	text4 = "  STAY OUT!";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The archer doesn't respond. He continues to grimly aim his arrow at you.";



//

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "There is a band of scruffy warriors in this tunnel, led by a large slithzerikai. They clearly aren't ordinary refugees. When they see you, they pull out their blades. Before they can attack, their leader stops them.";
	text2 = "_Ahsssss ..._ he says. _You are soldiersss. We do not fight soldiersss. We have no quarrel with you. Turn back. Leave usss be._";

begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "You are just brigands, correct?";
	text1 = "_Yesss. We are not ashamed. The Honeycomb belongsss to our kind. Alwaysss hassss. Alwaysss will. We do not wish to fight. Leave ussss be._";

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Where is your base?";
	text1 = "_Hssss ... Hidden far within the tunnelsss, where you will never find it. The soldiersss of Avernum learned long ago to leave our kind alone. You should follow their wise example._";

begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "All right. I will let you go, but leave the refugees alone.";
	text1 = "The slith shakes his head. _Ahsss. No. The roadsss by the Honeycomb belong to usss. We will not harm those on them, but we will take our toll. It isss the right we have alwaysss claimed._";
	text2 = "_You may go, but stay out of our tunnelsss. If we see you again, we claim you as oursss._";
	text3 = "The brigands turn to leave.";
	action = END_TALK;
	
begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Avernum will no longer tolerate your kind. (Attack.)";
	text1 = "_Ahssss ... You are fool! You anger the banditsss of the Honeycomb at your peril! We will not show restraint anymore! When travelersss pass, we will ..._ And then you lunge at him, and he shuts up.";
	text2 = "_Brigandsss, attack! For the defense of the Honeycomb!_";
	action = END_TALK;
	code =
		set_attitude(30010,10);
		alert_char(30010);
	break;

begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "You get close to the brigand camp. One of them sees you. Their leader shouts, _You invade our land now! We will not ignore this intrusion! The Honeycomb is oursss!_";
	text2 = "_Brigandsss, attack! For the defense of the Honeycomb!_";


//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "One of the Honeycomb brigands is standing here, sword drawn, waiting for you. To your surprise, he doesn't attack you. He holds out a hand. _Stop right there._";
	text2 = "_You're a bit far from your lands, soldier. I am Vartan. These lands belong to our clan. I will let you leave peacefully, but do not pass beyond me. If you do, the truce between our kind and yours will end._";
	text5 = "Vartan says, _I will still speak with you, soldier, if you wish. Just do not pass, or we will make sure that you do not leave the Honeycomb alive._";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "Tell me about your clan.";
	text1 = "_It is not a clan as such. Many of the Fang Clan have joined us, but we are joined only by wildness and lust for freedom._";
	text2 = "_These tunnels are ours, and we live off the tolls we collect on our roads._";

begintalknode 32;
	state = 30;
	nextstate = 32;
	condition = 1;
	question = "You have an agreement with the soldiers?";
	text1 = "_Yes. Rarely explicitly stated, but there nonetheless. We don't kill. We only rob. We keep to ourselves. We take in malcontents and wild men and keep them from doing harm. And we are left alone._";
	text2 = "_And we help. We do what we can to drive out those who would be in the Honeycomb and do more harm._";

begintalknode 33;
	state = 30;
	nextstate = 34;
	condition = has_spec_item(29);
	question = "I have a package for you from Silvar.";
	text1 = "Vartan takes it. He looks surprised. _I didn't expect this from a soldier, but it is welcome. Things are getting a bit ... angry downstairs. This will help us to keep things under control._";
	code =
		sf(136,5,1);
		set_spec_item(29,-1);
	break;
	
begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = gf(136,5) == 0;
	question = "I do not deal with brigands. I slay them.";
	text1 = "Vartan doesn't hesitate. He shouts an alarm and whips his blade from the scabbard. With it, he indicates the skulls behind you, each paired with a helmet.";
	text2 = "_You won't be the last soldier to invade our lands, and we will deal with you like we've dealt with all the others._";
	action = END_TALK;
	code =
		sf(136,3,1);
		set_attitude(14730,10);
	break;
	
begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I'll leave peacefully.";
	text1 = "Vartan nods. _That is best. Just go back out the way you came. If you are attacked, it won't be by us._";
	action = END_TALK;

begintalknode 36;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What is the Fang Clan?";
	text1 = "_A tribe of nephilim, one of the largest, persecuted by Avernum for their wildness and desire for freedom. They are scattered now, but many of them are here._";
	text2 = "_They will react viciously against any intruders._";

begintalknode 37;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Why don't you go to the Abyss?";
	text1 = "_We go where we choose. We choose these tunnels. They are ours._";

begintalknode 38;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What are your roads?";
	text1 = "_The section outside the Honeycomb, near the Great Portal. And the roads near Mertis, when we can slip by the guard there._";
	text2 = "_We rob, but we do not kill. Unless we are attacked, of course. As long as we show restraint, the army leaves us be. They know that trying to hunt us back here is very foolish._";

begintalknode 39;
	state = 32;
	nextstate = 33;
	condition = 1;
	question = "Such as?";
	text1 = "_Perhaps a mad wizard might settle in here, claiming tunnels for his own. And create monstrosities and send them out to attack Mertis._";
	text2 = "_If such a madman existed, he has nothing to do with us. And we will rid the Honeycomb of him if we can._";

begintalknode 40;
	state = 33;
	nextstate = -1;
	condition = gf(122,1) == 0;
	question = "Do you know how such a wizard might be reached?";
	text1 = "_No. If such a wizard exists, his defenses are powerful. I don't think he can be reached from the Honeycomb. Another way to reach him must exist._";

begintalknode 41;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "What is in the package?";
	text1 = "_I'm sure you don't want to know._";


begintalknode 44;
	state = -1;
	nextstate = -1;
	condition = gf(136,3) == 0;
	question = "";
	text1 = "As you pass him, Vartan shouts an alarm and draws his blade. With it, he indicates the skulls behind you, each paired with a helmet.";
	text2 = "_You won't be the last soldier to invade our lands, and we will deal with you like we've dealt with all the others._";
	action = END_TALK;
	code =
		sf(136,3,1);
		set_attitude(14730,10);
	break;

//

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 = "";
		