// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(110,0) == 0;
	question = "special";
	text1 = "You enter the city of Silvar. This is Avernum's first city. Once, prisoners first arrived in Avernum in Fort Avernum, not far to the east. Once they arrived, dazed and terrified, this was the first city they stumbled into.";
	text2 = "And dazed and terrified are the two best words to describe Silvar now. This is the only city left in the Eastern Gallery and the city closest to the Slith Horde. And it is only one bad day from anarchy.";
	text3 = "The city is full of terrified soldiers and refugees. There are too many people and too little food. Thugs and skribbane eaters lurk in the shadows. You constantly hear shouting and fights in the alleyways, and the guards don't react.";
	text4 = "Whoever is in charge, they seem close to entirely losing control. Considering that Silvar is the main link between the front lines and the more stable parts of Avernum, this is very worrying.";
	action = SET_SDF 110 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(110,14) == 0;
	question = "special";
	text1 = "These are the Silvar docks. Once, boats were made here, small, flat-bottomed craft made to navigate the rivers of the underworld. Many tons of goods were hauled in and out.";
	text2 = "Now the rivers are no longer secure, and there are few goods left to be transported. Most merchants now exclusively carry food and equipment over land. The docks are closing down, and the boatworks, to the north, are dormant.";
	action = SET_SDF 110 14 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(110,2) == 0;
	question = "special";
	text1 = "This was a trading post, where merchants would meet and exchange goods from all over Avernum.";
	text2 = "It is now empty and unused. Most supplies brought to the Eastern gallery are delivered directly to the army. Nothing valuable is coming out of the north, because those tunnels are full of ravaging slithzerikai.";
	action = SET_SDF 110 2 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(110,3) == 0;
	question = "special";
	text1 = "Silvar has an advanced sewer system, which efficiently sweeps the effluvium of the city into the river to the south. It smells bad.";
	text2 = "Walkways run along the slow-flowing rivers of muck. You can see many sets of humanoid tracks in the goop. Since the city above is so crowded and dangerous, some of the refugees have made the questionable decision to hide down here.";
	action = SET_SDF 110 3 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(110,4) == 0 && gf(110,7) == 0 && char_ok(11888) && get_attitude(11888) < 10;
	question = "special";
	text1 = "There is a small group of refugees hiding in this cavern. They are a rough lot, dirty, thin, and armed. The moment you enter, one of them shouts, _Soldiers! Soldiers!_ They draw their blades.";
	text2 = "For a moment, things look like they will get ugly. Then a young man runs out of the back cavern, shouting, _No! No! Put down your blades!_ He runs around, grabbing their arms and forcing them to lower their blades and bows.";
	text3 = "Once the refugees have been calmed, he turns to you. _I am Wetzel, and this is our cavern. You are not welcome here. You should go._ The other people look at you with a level of loathing that surprises you. They're Avernites, after all.";
	action = SET_SDF 110 4 1;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = get_sdf(110,5) == 0 && gf(109,6) == 0;
	question = "special";
	text1 = "The chamber under the boatworks, which once contained a workshop and plans for different craft, is now occupied by a skribbane den. This is, even by Silvar's lax standards, bad. You are surprised that the soldiers above tolerate it.";
	text2 = "Several eaters of the herb lie in cubicles around the chamber, dazed and immobile. The merchant who plies her questionable trade sits in an alcove to the west, flanked by guards.";
	action = SET_SDF 110 5 1;

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = get_sdf(110,6) == 0;
	question = "special";
	text1 = "The slums of Silvar occupy this cramped corner, and it looks like it has been thus for a long time. The walls are crumbling and the ground is filthy. Hungry people watch you from the shadows all around.";
	text2 = "You rapidly find that anywhere you walk immediately becomes empty. The refugees avoid you. Soldiers of Avernum are not welcome back here. Fortunately, you're unlikely to be mugged.";
	action = SET_SDF 110 6 1;



//

begintalknode 10; // boat
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This boat was only halfway completed when the boatworks were abandoned. You could drag it to the water, but your journey would be cut short by the craft's lack of a bottom.";

begintalknode 11; //trapdoor
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You try to open this trapdoor, but it seems to be barred from the other side. You can't get it open.";

begintalknode 12; //ladder
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The trapdoor at the top of this ladder has been sealed with iron bars, held into place with cement. The slithzerikai have chipped at the cement with their picks, but they are far from getting it open.";

begintalknode 13; // emp letter box
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This box is full of broken tools, dirty pieces of cloth, and other trash that would only be useful to the poor and desperate.";
	text2 = "It's a real mess in here. You have no idea what you might be looking for.";
	text3 = "You notice that a few sheets of papyrus have been crammed down in the corner. You take a look at them and find that one crumpled sheet is still barely legible. It says:";
	text4 = "_... are right. The bridge must be destroyed. Then Avernum will be safe. I will make sure you are protected. To get the equipment, you ..._";
	text5 = "Interesting.";
	code =
		if (gf(110,10) != 1) {
			rs(2); rs(3); rs(4); rs(5);
			}
			else if (gf(109,21) == 0) {
				rs(3); rs(4); rs(5);
				}				
				else {
					rs(2);
					sf(110,9,1);
					}
	break;
	
begintalknode 14; // spellboo
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This is a prayer book, full of war chants. All of the rituals are in an archaic language, full of guttural sounds and cries to straighten the spines of soldiers in battle.";
	text2 = "One of the rituals will summon fire from the sky to shatter the ranks of the enemy. Definitely useful. (Your skill with the spell Divine Fire increases.)";
	text3 = "You browse through the book a bit more, but you don't learn anything new.";
	text4 = "You browse through the book, but you can't understand any of it. You don't know enough magical lore. (Improve your Arcane Lore skill to understand books like these.)";
	code =
		if (gf(110,19) == 0) {
			rs(3);
			if (get_stat_total(13) < 10)
				rs(2);
				else {
					rs(4);
					sf(110,19,1);
					alter_stat(30000,73,1);
					}
			}
			else {
				rs(1); rs(2); rs(4);
				}
	break;
	
begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = gf(110,18) == 0 && gf(110,10) > 1 && gf(110,8) > 0;
	question = "special";
	text1 = "As you walk through Silvar, you notice that the mood in the town has taken a marked turn for the worse. Most people won't even look at you, and, when they do, there is hatred in their eyes.";
	text2 = "It's a lot quieter, and the city guard looks much more nervous. The death of Wetzel, as promised, has taken Silvar one step closer to chaos.";
	action = SET_SDF 110 18 1;

/// misc talk

begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Silvar's guards are simultaneously battle-hardened and distant. They patrol the streets of Silvar, but they ignore most of the chaos they see and hear. Only when someone seems in danger of imminent, actual death do they act.";
	text2 = "They don't seem happy to see you. One of them walks over and mutters, _If you need something, go see feeble old Augustus. Don't bother us. We have work to do. And stay out of our way._ Then he stalks off.";
	text3 = "They seem a lot happier to see you than they were when you entered. One of them walks over to you and mutters, _Good to hear what you did to Wetzel. 'Bout time someone took care of that scum._ Then he stalks off.";
	text4 = "They seem a lot happier to see you than they were when you entered. One of them walks over to you and mutters, _We heard what you did for us. Killing those spies. Good work. Pity Wetzel didn't die too._ Then he stalks off.";
	code =
		clear_strings();
		as(1);
		if (gf(110,8) > 0)
			as(3);
			else if (gf(110,10) > 1)
				as(4);
				else as(2);
	break;
	
begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The refugees here watch you carefully, ready to defend themselves if necessary. They would have no chance against you in a real fight, though, and they know it.";
	text3 = "The refugees here seem a lot calmer now, though not enough to actually relax or talk to you. They're very relieved that you seem unlikely to kill them.";
	action = DEP_ON_SDF 110 13 1;

begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Silvar has many refugees. Poor, desperate souls, mostly hungry, recently transplanted here after the Great Portal exploded. They get very quiet whenever a soldier draws near, so you try to eavesdrop on their conversation.";
	text2 = "You have no luck. After what happened to Wetzel, there is no way they will let you hear a word they have to say.";
	text3 = "_Friedrich was beaten in an alley last week. We went to the guards. They didn't do a thing. He could have died!_";
	text4 = "_Don't even bother to speak with Mayor Augustus. He'll listen, but he can't do anything. The guard doesn't listen to him._";
	text5 = "_I considered trying skribbane, but there's none of it to be had out here. Pity. I hear it makes the hunger pangs go away._";
	text6 = "_They're right. The Slith Horde will break through. Nothing will stop them, no matter what the army says._";
	text7 = "_I'm going to join the lot in the sewers. Live with them, if they'll have me. Help them with what they're planning. It's the only hope._";
	text8 = "_That's right. Wetzel says the plan is off. The soldiers must have got to him. I don't know what to think. If we don't get food soon, I'll tear down the bridge myself._";
	code =
		clear_strings();
		as(1);
		if (gf(110,8) > 0)
			as(2);
			else {
				i = get_ran(1,0,4);
				if ((gf(110,13) > 1) && (i == 4))
					i = 5;
				as(3 + i);
				}
	break;
	
begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several adventurers, merchants, and shady characters talking in the inn common room. Their conversations grow remarkably quiet whenever you get close.";

begintalknode 21;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The boatworks are full of brigands. Not refugees. Thugs, plain and simple. They don't keep you from entering. They just watch you carefully as you pass.";
	text2 = "They finger their weapons, but they don't attack. As much as they want to avenge Xylia, they know that confronting you would be suicide.";
	code =
		if (gf(110,11) == 0)
			rs(2);
	break;
	
begintalknode 22;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This is one of Xylia's guards. He doesn't talk. He just watches you, silently calculating the most efficient way to kill you should things go wrong.";

begintalknode 23;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This person reclines back on a filthy mat, dead to the world. There are green stains around his mouth.";

begintalknode 24;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Wetzel falls to the ground, dead. As expected, he was not a challenging foe. He was a miner, not a warrior. This will hopefully serve as an example to any other potential traitors.";
	text2 = "When he hits the ground, a key falls out of his pocket. You take it.";
	code =
		if (has_spec_item(61) == 0)
			set_spec_item(61,1);
			else rs(2);
	break;

begintalknode 25;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 26;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  CONTADOR'S FINE GARMENTS";

begintalknode 27;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Nabile's Trading Post";
	text3 = "  We Only Deal With Avernite Soldiers";

begintalknode 28;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 29;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";


// Mayor Augustus

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "You are surprised to find that the mayor of Silvar has set up his office in a disused corner of the merchants' bazaar. He is an old man, and the chaos of the times has left him thin and exhausted. His hair has gone entirely gray.";
	text2 = "He looks up at you with watery eyes, and you immediately suspect that he is not up to the challenge of controlling this chaotic city. He almost quivers with relief when he sees you.";
	text3 = "_Finally ... Oh, finally. I've heard of you. You're an agent from the Castle, aren't you? The one who was there when the Great Portal was destroyed? This is a profound relief. I have been requesting help for ... for months._";
	text4 = "_I am Mayor Augustus, leader of Silvar. And I have been since ... since happier times._";
	text5 = "Mayor Augustus wipes his brow with his sleeve and takes a sip of tea. You notice that his hands are trembling.";
	text6 = "_So ... So ... Still much to do, yes? Such ... It is so difficult to keep track of everything. I'm sure you understand._";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = gf(110,12) == 0;
	question = "Tell me about Silvar.";
	text1 = "_What? I ... I would be happy to help you. I just want to confirm you were the help I requested._";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = gf(110,12) == 0;
	question = "I wasn't sent here to help you.";
	text1 = "He starts to tremble even harder. _What? No ... No ... That's not possible. I asked the Castle for help several times. Go back there and talk to your commander. I'm sure you were meant to be helping me._";
	text2 = "_Please hurry. There's a portal pylon just outside to the north. I'm very busy._";
	action = END_TALK;
	
begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = gf(110,12) == 0 && gf(177,7) == 1;
	question = "Levitt sent me here to help you.";
	text1 = "He lurches out and grabs your hand. _Really? At last. At last someone is here to help. I've tried to deal with the problem, but my guards ... I tell them to do things, but they say they're busy, and ..._ He shakes his head.";
	text2 = "_Yes. Yes. You can help me with the traitors. Deal with them. Crush them. It is the only way._";
	code =
		sf(110,12,1);
	break;
	
begintalknode 34;
	state = 30;
	nextstate = 31;
	condition = gf(110,12) > 0;
	question = "What is happening in Silvar?";
	text1 = "_Ahhh ... Silvar. The bulwark against the slithzerikai. The main supply hub. And we have many refugees, too. Silvar contributes much still to Avernum. And we are the last city in the north, so we have little help._";
	text2 = "_Of course, as you have seen, things are chaotic. But I will ... I will maintain control._";

begintalknode 35;
	state = 30;
	nextstate = 36;
	condition = gf(110,12) > 0;
	question = "How long have you been mayor?";
	text1 = "_Twenty-five years. I was about to retire, you know. Settle on a nice farmhouse near Formello. Rest. But then ... The Blight. And the war._";
	text2 = "_Now I am here. In this dusty office, unable to quit._ He smiles sadly. _And prone to occasional moments of self-pity._";

begintalknode 36;
	state = 30;
	nextstate = 38;
	condition = gf(110,12) > 0 && gf(110,10) < 2;
	question = "I am here to help with the traitors.";
	text1 = "He nods. _Yes. You came because I requested you. I did! You are here because of me._ He smirks.";
	text2 = "_It is as I sent word to Levitt. There are some refugees in the sewers. But not just refugees. Brigands! Traitors! They whisper to the poor, desperate, scared citizens, telling them they should revolt._";
	text3 = "_You have to go down there! Quickly! Make them stop. Kill them if you have to. Make them stop spreading their ... their treason._";
	code = 
		set_flag(110,10,1);
		toggle_quest(54,1);
	break;
	
begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = gf(110,12) > 0 && gf(110,10) > 1;
	question = "Is there anything else you need?";
	text1 = "_I ... There is so much I can do. But ... The guard is jealous. They have been whispering. They say I am trying to replace them. That I shouldn't be consorting so much with outsiders. From the Castle._";
	text2 = "_So just go. I will deal with the situation here. Thank you. Good day._ He waves you off.";
	action = END_TALK;

begintalknode 38;
	state = 31;
	nextstate = 32;
	condition = 1;
	question = "You have lots of refugees here?";
	text1 = "_Many. As you have seen. In the inn, and the ruined buildings, and even the sewers. They were all ... Sent here. I warned the army that this was a bad place for them. But they didn't listen._";

begintalknode 39;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What happened to the other cities?";
	text1 = "_Formello fell to the Slith Horde. Cotra was ordered abandoned, because the army didn't have enough soldiers to defend it._";
	text2 = "_Fort Dranlon and Fort Duvno are still intact, I am happy to say. But the cities ... No._";

begintalknode 40;
	state = 31;
	nextstate = 33;
	condition = 1;
	question = "The situation is chaotic?";
	text1 = "_I ... I probably shouldn't say. I have been advised I shouldn't. But ... You will figure it out on your own._";
	text2 = "_The puzzle is easy to solve. Too many desperate people. Too many skribbane eaters. Too many thugs. Too few soldiers. We have had to ... Had to pick and choose what laws we enforce._";
	text3 = "_But we have prevented anarchy. So far. So we are doing well._";

begintalknode 41;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Why were they sent here?";
	text1 = "_I was told that this was the best place. The refugees here ... They were all near the Great Portal when it was destroyed. Then they needed to be taken somewhere. This was chosen as ..._ He shakes his head.";
	text2 = "_I warned them it was a bad idea. They didn't listen. Nobody listens to old Augustus now._";

begintalknode 42;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "There are skribbane eaters here?";
	text1 = "_They are everywhere, are they not? I asked the guards to slay those selling that vile herb, but they warned me it would anger the refugees. And ignored the order. So they remain._";

begintalknode 43;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "And what laws are not enforced?";
	text1 = "He looks very nervous. _Oh, I am not sure about the exact day to day operations of the city guard. They ... They do not send reports very often. Why, I think you should ask them._";

begintalknode 44;
	state = 36;
	nextstate = -1;
	condition = 1;
	question = "Why can't you quit?";
	text1 = "_I send word to the Castle. Or try to. I say I should be replaced. But then ... The city guard says I should stay. And they are the ones with the couriers. The ones who are delivering my letters._";
	text2 = "_I ... I have suspicions. But, in the meantime, I shoulder my duty as best I can._";

begintalknode 45;
	state = 36;
	nextstate = 37;
	condition = 1;
	question = "How did this become your office?";
	text1 = "_I had a nice office. But the city guard needed it. And they ... They keep order. So I moved here. They come see me when they need orders._";

begintalknode 46;
	state = 37;
	nextstate = -1;
	condition = 1;
	question = "And what do you order?";
	text1 = "_Well, I ... They present me with papers. I sign them. They know best what is happening from day to day, after all._";

begintalknode 47;
	state = 38;
	nextstate = -1;
	condition = 1;
	question = "Tell me about these traitors.";
	text1 = "_Their leader is Wetzel. There are a dozen of them. They are armed. They need to be controlled. Kill them if you must. I won't shed any tears._";

begintalknode 48;
	state = 38;
	nextstate = -1;
	condition = 1;
	question = "Why can't the guard deal with them?";
	text1 = "_I asked Captain Verbier that very question. He told me ... He said that if the guard went around killing refugees, it would cause trouble. Riots. Better if done by outsiders._";
	text2 = "_In this matter, I think he is correct._";
	text3 = "_You might want to talk to Verbier. Some in town might have advice to help you with the situation below, but he is the most likely._";
	
begintalknode 49;
	state = 38;
	nextstate = -1;
	condition = 1;
	question = "How can I get down to the sewers?";
	text1 = "_There are many access points. I know one of them is in the slums._";

begintalknode 50;
	state = 38;
	nextstate = 39;
	condition = 1;
	question = "What sort of treason are they spreading?";
	text1 = "_They say the war with the Slith Horde is lost. They say we need to destroy the Silvar bridge! Flee south and blow it up, so the horde can't follow._";
	text2 = "_It is purest madness. One river will not stop the Slith Horde. But they believe it! And sometimes, mad dogs need to be put down._";

begintalknode 51;
	state = 39;
	nextstate = -1;
	condition = 1;
	question = "Is it really necessary to kill them?";
	text1 = "_Oh, I suppose that if you can find a way to get them to set aside their plans without violence, that would be all right. The guard would appreciate it. Make it much easier to deal with the refugees._";
	text2 = "_But I doubt it will be possible._";

begintalknode 52;
	state = 30;
	nextstate = -1;
	condition = gf(110,13) == 1 && gf(110,0) == 0;
	question = "I have learned that some Empire agents are helping Wetzel.";
	text1 = "You describe what you learned to the mayor. _What? Empire agents in Fort Avernum? That is impossible. But ... But ... Well, I can't believe the Empire would work against us like this. But I remember, there was a group ..._";
	text2 = "He shakes his head. _Well, whoever is in Fort Avernum, if they really are thugs and traitors, and if killing them satisfies Wetzel, then you should travel east with all speed._";

begintalknode 53;
	state = 30;
	nextstate = -1;
	condition = gf(110,10) == 1 && gf(110,8) > 0;
	question = "I killed Wetzel. You won't have any more trouble with their treason.";
	text1 = "_Yes. No trouble with their treason. But with the other refugees ... Perhaps the guard was correct. Perhaps going around killing refugees has caused more trouble than it was worth._";
	text2 = "_Still, you have done as I asked. You can report success to the Castle._ You are rewarded with a satchel of coins.";
	text3 = "_And, hopefully we won't have too many riots here before something good happens. We are due for good news._";
	code = 
		set_flag(110,10,2);
		sf(110,1,1);
		change_coins(500);
		toggle_quest(54,3);
		award_party_xp(300,25);
	break;

begintalknode 54;
	state = 30;
	nextstate = -1;
	condition = gf(110,10) == 1 && gf(110,8) == 0 && gf(110,13) > 1;
	question = "There were some suspicious characters at Fort Avernum. They are dead, and Wetzel will behave now.";
	text1 = "You tell the whole story to Mayor Augustus. He looks both pleased and concerned. _You have done very well, but ... Assassins from the Empire. Darkside Loyalists, still alive. Here. This is something to tell the Castle about._";
	text2 = "_But it is not your problem. You can report success to the Castle, and you must be rewarded._ You are brought a large satchel of coins and a silver charm.";
	text3 = "_And, hopefully we will have even more good news soon. We are due, I think._";
	code = 
		set_flag(110,10,2);
		sf(110,1,1);
		change_coins(750);
		reward_give(373);
		award_party_xp(400,25);
		toggle_quest(54,3);
	break;

begintalknode 55;
	state = 30;
	nextstate = -1;
	condition = gf(133,13) == 2;
	question = "I helped Jasmine at the Castle. She said that you might reward me.";
	text1 = "You describe to Augustus what happened at the Castle. _Jasmine is all right? And she actually got someone's ear? Good girl, that one. I'd almost given up on her._";
	text2 = "_Resources are scarce, but, if she said I need to pay you, I will live up to it._ He gives you a pouch of gold coins from the Silvar treasury.";
	code =
		sf(133,13,3);
		change_coins(400);
		award_party_xp(300,25);
	break;		

	
// Captain Verbier

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "The captain of the Silvar garrison is not inclined to simply hide in the barracks. He is out patrolling the streets, keeping an eye on events. He rarely actually intervenes in the fights and other shady activities, but he watches.";
	text2 = "When he sees you, he doesn't approach you at first. He examines you carefully, sizing you up. Then he shakes his head, sighs, and walks over to greet you.";
	text3 = "_I am Captain Verbier,_ he says. _I control the soldiers here. Me. You are out of your jurisdiction. If you have orders here, follow them, but I don't appreciate any freelancing. And don't rile up the refugees._";
	text5 = "Captain Verbier walks quickly along the street, expecting you to keep up. His eyes flicker back and forth, watching everything.";
	text6 = "And yet, you aren't sure what he is actually looking for. He does seem to keep a close eye on the refugees.";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = gf(170,0) < 2;
	question = "Can you tell me about the situation in the city?";
	text1 = "His eyes flick to your insignia. He outranks you. _I don't report to inferiors. I'm too busy._";

begintalknode 72;
	state = 70;
	nextstate = 71;
	condition = gf(170,0) >= 2;
	question = "Can you tell me about the situation in the city?";
	text1 = "His eyes flick to your insignia. He doesn't outrank you. _I suppose I should extend you that courtesy. Silvar's situation is ... chaotic. There is a high level of petty crime, and, while skribbane use is under control, it could increase._";
	text2 = "_But we tolerate these things, because they keep the peace. The alternative is worse._";

begintalknode 73;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Can I get training or supplies?";
	text1 = "_My men are too busy to train you, and they don't have supplies to spare. You need something? Talk to Nabile._";

begintalknode 74;
	state = 70;
	nextstate = 74;
	condition = 1;
	question = "There are a lot of refugees here.";
	text1 = "_Refugees. That is a kind word for them. All of the dignity of the Avernites has been stripped from them. Now they are scum. And they will remain scum until they prove otherwise._";

begintalknode 75;
	state = 70;
	nextstate = 75;
	condition = gf(110,10) == 1 && gf(110,8) == 0 && gf(110,13) < 2;
	question = "I am here to deal with the traitors in the sewers.";
	text1 = "_Ah, yes. Wetzel and the other rats. Wetzel came to my eye quickly. I knew he would be trouble. And yet ..._";
	text2 = "He shakes his head. _They are plotting against us. An informer told us. They want to destroy the bridge. It is very ... strange._";

begintalknode 76;
	state = 70;
	nextstate = -1;
	condition = gf(110,8) > 0;
	question = "I had to kill Wetzel.";
	text1 = "_Don't worry. You don't need to tell me. Word of the battle was on the street before the fighting was done._";
	text2 = "_It had to be done. Now I only hope we can deal with the consequences. At least it was an outsider that did it. If I'd had to send men down there ..._ He shakes his head.";

begintalknode 77;
	state = 70;
	nextstate = -1;
	condition = gf(110,13) > 1;
	question = "Wetzel was being influenced by Empire infiltrators. I destroyed them.";
	text1 = "You tell Verbier what had been going on. _And right under our noses, too. I'd heard stories about the Darkside Loyalists, but I had no idea that a few pitiful remnants were still active._";
	text2 = "_I still don't like outsiders poking around in our affairs, but I'll admit it. You've done us a real favor._";

begintalknode 78;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "What sort of crime takes place?";
	text1 = "_You know. The standard things. Petty theft. Muggings. Gambling. Brawls. Other ... activities. But we don't interfere. It is just scum doing what scum does._";
	text2 = "_But once there is killing, or once what they do threatens to disrupt Silvar or its role in the war ..._ He raises a mailed fist.";

begintalknode 79;
	state = 71;
	nextstate = -1;
	condition = gf(110,11) == 0;
	question = "There is skribbane use?";
	text1 = "_Officially? No. Unofficially? A few skribbane eaters are easier to deal with than the unrest if we tried to control it._";
	text2 = "";

begintalknode 80;
	state = 71;
	nextstate = -1;
	condition = gf(110,11) > 0;
	question = "You won't have any more problems with skribbane. Xylia is dead.";
	text1 = "_Yes. Word came to me. This is exactly the sort of idiocy I was hoping you would not engage in. You have only made more unrest and forced me to deal with more herb eaters cut off from their supply. I have no thanks for you._";

begintalknode 81;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "What are you afraid will happen?";
	text1 = "_King Starrus, in his infinite wisdom, dumped a horde of hungry, angry, desperate refugees into our fair city. Maybe they were good people, once. Now they are scum, and they could riot at any minute._";
	text2 = "_Silvar is necessary to fight the war. This unrest must be prevented._";

begintalknode 82;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Is the risk that great?";
	text1 = "_It is. If you spend any time here, you will see for yourself. And no steps are too harsh when it comes to preventing Silvar from slipping into anarchy._";

begintalknode 83;
	state = 74;
	nextstate = -1;
	condition = 1;
	question = "You really believe they are scum?";
	text1 = "_I have been watching them. Watching how they deal with the fear, the desperation. They are barely human now._";

begintalknode 84;
	state = 74;
	nextstate = -1;
	condition = 1;
	question = "Where are they from?";
	text1 = "_Mostly from the Great Portal. They were there, close to escape, when the portal blew. They had hope, and it was stripped away. And then they were dumped here._";

begintalknode 85;
	state = 75;
	nextstate = -1;
	condition = 1;
	question = "What do you think I should do?";
	text1 = "_Kill them, most likely. We have to make an example of them. It will cause a lot of anger. Make the refugees more desperate. But I doubt you will be left any choice. You can try to make Wetzel back down, but I doubt he will._";

begintalknode 86;
	state = 75;
	nextstate = -1;
	condition = 1;
	question = "How is it strange?";
	text1 = "_Wetzel is a malcontent. Always talking about where the refugees should go and how much food they should get. But ... To act directly against the army? I didn't think he had the guts for that._";
	text2 = "_I think someone might be influencing him. I have no idea who, and you'll probably never be able to find out._";



// Holda

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "There is a young woman sitting in this small building. It looks like a small, makeshift infirmary. The floor is covered with a large, ratty carpet, probably scavenged from some ruin.";
	text2 = "The woman looks up at you and smiles nervously, and you can immediately tell that she is from the Empire. Her handful of months in the underworld have not erased the color from her cheeks.";
	text3 = "She says, _Ahhh ... An honest guest. A soldier of Avernum. Few of your kind poke their noses into this humble corner of town. I am Holda, one of the few that try to assist these people. How can I help you?_";
	text5 = "Holda says, _Is there anything else you need? Unlike many in these slums, I am willing to speak with the soldiers of Avernum. Even if, most of the time, your lot refuses to help us._";
	action = INTRO;
	
begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = gf(110,8) == 0;
	question = "Tell me about the refugees.";
	text1 = "_There is little to say, I think. They are your countrymen, dumped here when there was nowhere else to place them. And so they wait here, and they worry. And get thinner. And more desperate._";
	text2 = "_When I passed through there, I saw that there was a way I could help them. With my limited powers of healing, I mean. So I stayed._";

begintalknode 92;
	state = 90;
	nextstate = 93;
	condition = gf(110,8) == 0;
	question = "Are you from the Empire?";
	text1 = "She nods. _I came here to visit with my family. We arrived shortly before the coming of the Blight. We still tried to continue our journey. Perhaps an unwise choice._";
	text2 = "_When the Slith Horde attacked, we were in Formello. My family fled south. They went to the Great Cave. I stayed here to help._";

begintalknode 93;
	state = 90;
	nextstate = 94;
	condition = gf(110,10) == 1 && gf(110,8) == 0 && gf(110,13) < 2;
	question = "I am here to deal with the traitors in the sewers.";
	text1 = "She thinks on this. _Traitors? Perhaps. Weztel is terribly foolish. I warned him not to follow this course.  He has made it necessary for the army to act against him. I can only hope a way to pacify him without violence can be found._";

begintalknode 94;
	state = 90;
	nextstate = -1;
	condition = gf(110,8) > 0;
	question = "There is something I'd like to know.";
	text1 = "She shakes her head sadly. _I would not be seen dealing with you, not after what you did in the sewers. The refugees would not trust me if they thought I consorted with such a butcher._";
	text2 = "_Please go._";
	action = END_TALK;
	
begintalknode 95;
	state = 90;
	nextstate = -1;
	condition = gf(130,4) == 1 && gf(110,16) == 0;
	question = "I met your father in the Fissure Post. He is looking for you.";
	text1 = "She nods. _I am very pleased to hear that my family is well. Please, if you have time, relay to him that I am safe and ... fulfilled._";
	text2 = "_And let him know that I am staying. I am truly needed. I cannot leave, not without being unable to ever bear my face in the mirror again._";
	code =
		sf(110,16,1);
	break;

begintalknode 96;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "What do the refugees want?";
	text1 = "_Food. Safety. Hope. Escape. The same things you want. Except that their reasonable wishes are greeted with nothing but contempt from those in charge here._";

begintalknode 97;
	state = 91;
	nextstate = 92;
	condition = 1;
	question = "Are the refugees dangerous?";
	text1 = "_They are far more prey than hunter, I am afraid. Not that the guard would help them. But any large group of people, when pushed enough, is dangerous._";
	text2 = "_But you have nothing to fear from me. I have done nothing but counsel them to be peaceful and patient._";

begintalknode 98;
	state = 91;
	nextstate = 96;
	condition = 1;
	question = "You are a healer?";
	text1 = "_Of very limited skills. When I was on the surface, I studied the healing arts as a ... a hobby, I suppose. Something to ease the tedium of life._";
	text2 = "_Then I came to Silvar and saw that my skills were not a diversion, but something that could actually save lives. And that I had no right to keep them to myself._";

begintalknode 99;
	state = 96;
	nextstate = -1;
	condition = 1;
	question = "The city guard doesn't protect them?";
	text1 = "_The city guard prefers to maintain a ... respectful distance from everything that happens back here. The refugees struggle to protect themselves. Nobody else will help them._";

begintalknode 100;
	state = 96;
	nextstate = -1;
	condition = 1;
	question = "Can you heal me?";
	text1 = "She shakes her head. _My powers are limited, and I must reserve them for the people here. You have the entire army to support you. You should let the refugees have me._";

begintalknode 101;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "Why did you come to Avernum?";
	text1 = "_My family was wealthy and in need of diversion. We came, I suppose, to see the sights. To have a tiny serving of adventure. We received far more than we wanted._";
	text2 = "_I hope my family is well. I hope they escape._";

begintalknode 102;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "What do you think of Avernum?";
	text1 = "_I ... I ... You know, I've never really considered it. I have been too busy. Should the Blight and the Horde be defeated, I suppose I must consider whether to stay. I'm sure it will be fascinating to decide._";
	text2 = "_A life of darkness and danger, or a life of comfort and tedium._ She smiles. _I wonder._";

begintalknode 103;
	state = 94;
	nextstate = 95;
	condition = 1;
	question = "How might that be done?";
	text1 = "_I don't know. I only know ... Wetzel is brave and loud, but he is ... he is not much of a planner. It is very strange that he is acting in this way. He seemed to change ... overnight. From a loudmouth to a subversive._";

begintalknode 104;
	state = 95;
	nextstate = -1;
	condition = 1;
	question = "What do you think happened?";
	text1 = "_I do not know. But I think, if you found out, it would be very interesting._";

// Xylia

begintalknode 110;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Name";
	text1 = "There is a small woman sitting behind this desk. She wears leather armor and has a truly nasty looking rapier at her belt. In her business, being armed is a necessity.";
	text2 = "There are two vials of thick, green goop sitting on the desk in front of her. Skribbane, no doubt, but not much of it. Her supplies are very low.";
	text3 = "She grimaces when she sees you. _An Avernite soldier? Your kind has generally been wise enough to not trouble us down here, as long as we keep to ourselves. I am Xylia. What do you want?_";
	text5 = "Xylia keeps a constant eye on you. So do her customers. _Your presence is ... bad for business. I hope your visit is not prolonged more than necessary._";
	action = INTRO;

begintalknode 111;
	state = 110;
	nextstate = 111;
	condition = 1;
	question = "You sell skribbane down here?";
	text1 = "_That much, I think, is obvious. It eases the pangs of hunger, and it gives these poor souls something to distract them from their fear._";
	
begintalknode 112;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "And the city guard doesn't trouble you?";
	text1 = "_Oh, no. They see me as an ally. An eater of the herb doesn't commit crimes or encourage treason. Usually._";

begintalknode 113;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "And where do you get your skribbane?";
	text1 = "_That is not a question it is wise to ask, soldier or not._";
	
begintalknode 114;
	state = 110;
	nextstate = -1;
	condition = gf(109,20) == 0;
	question = "I would like to buy some skribbane.";
	text1 = "She adopts a mock look of surprise. _What? One of Avernum's soldiers, deigning to trade with the likes of us? What a shock!_";
	text2 = "_Sadly, I cannot help you. In these troubled times, we have been unable to keep much of the herb in stock. I must reserve what I have to keep my regular customers ... calm._";
	
begintalknode 115;
	state = 110;
	nextstate = 112;
	condition = gf(135,4) == 3 && gf(135,9) == 0;
	question = "Chrysander gave me a package to deliver to you.";
	text1 = "You have her undivided attention. _What? Chrysander? Really? At last. Things were getting desperate. Where is it?_";
	
begintalknode 116;
	state = 112;
	nextstate = 110;
	condition = has_spec_item(26) > 0;
	question = "Here. (Give it to her.)";
	text1 = "She takes the package and cuts it open with a long, slender knife. It is full of skribbane herb, compressed into a compact brick. She sniffs it. _Yes. He was good to his word._";
	text2 = "_Now you must be paid._ She leaves the room and returns shortly after with a tiny pouch. She gives it to you, and you open it. It is full of gemstones.";
	text3 = "_I am very grateful. So are my customers. You have prevented much unrest._";
	code =
		set_spec_item(26,-1);
		toggle_quest(86,3);
		sf(109,20,1);
		sf(135,9,1);
		reward_give(4);
		reward_give(4);
		reward_give(4);
		reward_give(9);
		reward_give(9);
		reward_give(9);
		award_party_xp(250,25);
	break;
	
begintalknode 117;
	state = 112;
	nextstate = -1;
	condition = 1;
	question = "The package? I ... ahhh ... lost it.";
	text1 = "She nods sadly. Then she stands. _Well, this means only one thing. I would like to let you go, as taking my revenge on an Avernite soldier, even a corrupt one, would only cause trouble. But it would really send the wrong message._";
	text2 = "Then, in one smooth, sure movement, her blade is in her hand.";
	action = END_TALK;
	code =
		set_attitude(11883,10);
		set_attitude(11925,10);
		set_attitude(11926,10);
		set_attitude(11927,10);
		set_attitude(11928,10);
	break;
	
begintalknode 118;
	state = 110;
	nextstate = -1;
	condition = gf(109,20) > 0;
	question = "I would like to buy some skribbane.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Xylia",
		  "Now that her shop is restocked, Xylia is happy to trade with you.",
		  29,4,0);	
	break;
	
begintalknode 119;
	state = 110;
	nextstate = -1;
	condition = gf(109,20) == 1 || gf(109,20) == 2;
	question = "Is there anything else I could do for you?";
	text1 = "Xylia nods. _Well, you seem to be quite an accomplished courier. I have some nearby customers who have not received a delivery in some time. I suspect they are growing rather agitated._";
	text2 = "She hands a package to you, a bit smaller than the one you delivered.";
	text3 = "_There are brigands hidden in the southwest corner of the Honeycomb. Very tricky to find, I expect, but that's the nature of that place._";
	text4 = "_One of them should greet you at the entrance to their lair. Deliver the package and report your success to me._";
	code = 
		set_flag(109,20,2);
		toggle_quest(100,1);
		if (has_spec_item(29) == 0)
			set_spec_item(29,1);
			else rs(2);
	break;

begintalknode 120;
	state = 110;
	nextstate = -1;
	condition = gf(109,20) == 2 && gf(136,5) > 0;
	question = "I delivered the package to the Honeycomb.";
	text1 = "Xylia nods. Then she fetches you another pouch of gems and a steel helmet. _Someone gave me that helmet in payment. I can't use it, so you might as well have it._";
	code =
		toggle_quest(100,3);
		sf(109,20,3);
		reward_give(4);
		reward_give(4);
		reward_give(4);
		reward_give(9);
		reward_give(9);
		reward_give(295);
		reward_give(339);
		award_party_xp(300,28);
	break;
	
begintalknode 121;
	state = 110;
	nextstate = -1;
	condition = gf(109,20) == 3;
	question = "Any more delivery work for me?";
	text1 = "She shakes her head. _I don't use the same courier too many times, especially when that courier is a soldier. Don't you have any orders to follow or something?_";
	
begintalknode 122;
	state = 110;
	nextstate = -1;
	condition = gf(109,20) == 0;
	question = "Die, purveyors of foul poison! (Attack.)";
	text1 = "Xylia was expecting this. _Foolish outsiders. Couldn't you respect the peace we negotiated?_ In a moment, she is on her feet, blade in her hand.";
	action = END_TALK;
	code =
		set_attitude(11883,10);
		set_attitude(11925,10);
		set_attitude(11926,10);
		set_attitude(11927,10);
		set_attitude(11928,10);
	break;
	
begintalknode 123;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "I think I'll be going.";
	text1 = "She nods. _Very wise. Silvar is in a delicate state of balance. It would be better if you did not disturb it._";
	action = END_TALK;

begintalknode 124;
	state = 110;
	nextstate = -1;
	condition = gf(109,20) == 2 && gf(136,3) > 0 && has_spec_item(29);
	question = "The bandits in the Honeycomb have had some ... difficulties. I won't be able to deliver the package to them.";
	text1 = "Xylia looks disappointed. _Unfortunate. Another bunch of loyal customers gone. Every day it gets harder to turn a profit._";
	code =
		toggle_quest(100,3);
		sf(109,20,3);
		set_spec_item(29,-1);
	break;
	

// Wetzel

begintalknode 130;
	state = -1;
	nextstate = 130;
	condition = 1;
	question = "Name";
	text1 = "This man is a very large, muscular Avernite, probably a former miner. He holds a broadsword in his hand, though he clearly has little idea of how to use it. He holds up his hand when you approach.";
	text2 = "_You're not welcome here, soldier. I am Wetzel. These are my people. This is our cave. We're not going to deal with you. We just want you to go._";
	text5 = "Wetzel watches you nervously. You note that all of his people keep their weapons very close to hand. _You aren't welcome here, soldier. Say your piece quickly, then go._";
	action = INTRO;

begintalknode 131;
	state = 130;
	nextstate = 131;
	condition = 1;
	question = "What are you doing down here?";
	text1 = "_Looking after each other. Protecting our possessions. Keeping safe. Nobody else will look out for us, so we band together._";
	
begintalknode 132;
	state = 131;
	nextstate = -1;
	condition = 1;
	question = "Why do you hide in the sewers?";
	text1 = "_Because, miserable as it is, it's easiest to defend ourselves here. The thugs stay out of the sewers. They're wise to._";

begintalknode 133;
	state = 131;
	nextstate = -1;
	condition = 1;
	question = "Who would attack you?";
	text1 = "_The brigands. The skribbane eaters. The desperate. They prey on the refugees, and none of the guards do anything about it. So some of us hide down here._";
	
begintalknode 134;
	state = 130;
	nextstate = -1;
	condition = 1;
	question = "You are in charge here?";
	text1 = "_We have no leader. I was picked to talk for us. I'm not a ... I don't make speeches. But they trust me._";
	
begintalknode 135;
	state = 130;
	nextstate = 133;
	condition = gf(110,10) == 1 && gf(110,13) == 0;
	question = "The mayor of Silvar sent for me. He has heard unnerving things about your plans.";
	text1 = "Wetzel nods his head, resigned. The other refugees shift nervously. _Well, this day finally came. We knew it would. I just hope you will hear me out. We are not insane._";
	text2 = "_The war with the Slith Horde is lost. They are too strong and skilled, and there aren't enough of us to hold them off. Our only hope is to destroy the Silvar bridge and head south. They won't be able to follow us south._";
	text3 = "_Some call that treason. We call it the truth. And we will find a way to make it happen. More refugees listen to us every day. And if you kill us, they will still have heard the truth._";
	code =
		sf(109,21,1);
	break;
	
begintalknode 136;
	state = 133;
	nextstate = -1;
	condition = 1;
	question = "What will happen to any Avernites north of the bridge after you destroy it?";
	text1 = "_We will give them time to flee to the south. We are not murderers. We won't trap them with the slithzerikai._";
	text2 = "_Of course, if any of them are unwise enough to stay behind, that is on their heads._";
	
begintalknode 137;
	state = 133;
	nextstate = -1;
	condition = 1;
	question = "You really think that the Slith Horde will be stopped by the one river?";
	text1 = "_I do. I am assured ... I mean, I am sure that they will not be able to follow. Once they have the Eastern Gallery, they will be stretched thin. They won't be able to advance._";
	text2 = "Somehow, you doubt that this is true.";
	
begintalknode 138;
	state = 133;
	nextstate = -1;
	condition = 1;
	question = "I think that is an interesting plan. Your ideas have some merit.";
	text1 = "_I am glad. However, you are an Avernite soldier. You are not an ally. We can't trust you. All I can ask of you is that you leave. Please go and leave us to our work._";
	text2 = "He turns away.";
	action = END_TALK;
	
begintalknode 139;
	state = 133;
	nextstate = 132;
	condition = 1;
	question = "You are correct. This is treason, and I am here to stop you.";
	text1 = "_And we will fight to the death to defend ourselves, and to save Avernum. Destroying the bridge is our only hope. It will save Avernum._";
	text2 = "_And, if you kill us, if the refugees above see the army slaughtering their fellows, it will result in chaos. Riots. Be sure of it._";
	
begintalknode 140;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "I am serious. I will kill you and your fellows.";
	text1 = "_We knew from the start that it might end in this. But we also knew that you might hesitate to draw steel on your fellow Avernites, especially when our intentions are good._";
	
begintalknode 141;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "Is this really all your idea? Or did someone help you with it?";
	text1 = "He pauses. For a moment, you see his gaze flicker off to the side. You aren't sure what he was looking at, if anything.";
	text2 = "Finally, he says, _It doesn't matter. The truth is the truth. The bridge must fall. Soon, we will rise up, and it will._";
	
begintalknode 142;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "I need to think about this a bit more. (Leave.)";
	text1 = "Wetzel nods and silently turns away. Then he slumps against the wall, relieved. He was truly terrified. It's amazing that he was able to talk to you with any composure at all.";
	action = END_TALK;
	
begintalknode 143;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "All right. You had your chance. Die, traitor. (Attack.)";
	text1 = "Wetzel and his fellow refugees immediately attempt to defend themselves. They are untrained and wielding pitiful weapons. This will not be a challenge.";
	action = END_TALK;
	code =
		set_attitude(30019,10);
	break;
	
begintalknode 144;
	state = 130;
	nextstate = 135;
	condition = gf(109,21) > 0 && gf(110,9) > 0 && gf(110,13) < 2;
	question = "I saw the letter you were hiding. Who has been telling you to destroy the bridge?";
	text1 = "He looks shocked. _I ... I thought I destroyed ... I was not made for this work._";
	text2 = "_Yes, perhaps someone gave me the idea. They helped us. They gave us food. I should not betray them._";
	code =
		sf(110,13,1);
	break;
	
begintalknode 145;
	state = 135;
	nextstate = -1;
	condition = 1;
	question = "Who have you been dealing with?";
	text1 = "_I swore I would say nothing about their identity. I am true to my word. But trust me, they are not slithzerikai._";
	
begintalknode 146;
	state = 135;
	nextstate = -1;
	condition = has_spec_item(61) == 0;
	question = "I need to talk to them. It is the only possible way you can survive.";
	text1 = "He starts to refuse, but the other refugees shift uneasily. Wetzel wants to refuse, but your request sounds reasonable to them.";
	text2 = "Finally, he removes a key from a pouch and hands it to you. _I think my friends want to know more about our benefactors. I hid information, for their safety._";
	text3 = "_They are in Fort Avernum. That key will help you enter. Now, go. And, when you talk to them, I think you will find that I am speaking the truth. The bridge must fall._";
	action = END_TALK;
	code =
		set_spec_item(61,1);
	break;
	
begintalknode 147;
	state = 135;
	nextstate = -1;
	condition = 1;
	question = "I have to go think more on this.";
	text1 = "_Then leave in peace. Every minute you think is another minute that you might see the truth._";
	action = END_TALK;
	
begintalknode 148;
	state = 135;
	nextstate = -1;
	condition = 1;
	question = "You consort with enemies of Avernum? Now I know you must die! (Attack.)";
	text1 = "Wetzel and his fellow refugees immediately attempt to defend themselves. They are untrained and wielding pitiful weapons. This will not be a challenge.";
	action = END_TALK;
	code =
		set_attitude(30019,10);
	break;
	
begintalknode 149;
	state = 130;
	nextstate = -1;
	condition = gf(110,13) < 2 && gf(111,0) > 0;
	question = "I have been to Fort Avernum. You have been working for rogue Empire soldiers, plotting against Avernum.";
	text1 = "You tell the whole tale to Wetzel. He doesn't want to believe you, but the details of your story ring true. The other refugees, who would prefer to leave, are even easier to convince.";
	text2 = "Wetzel shakes his head. _I only wanted ... I am a true servant of Avernum. And, when you are hungry ... It is harder to think._";
	text3 = "_We will stop what we have been doing. Tell the mayor. Tell whoever you want._";
	text4 = "_But remember this. We are not dirt. The refugees are hungry and terrified. You have earned more time with your actions. But that is all._ He turns away.";
	action = END_TALK;
	code =
		sf(110,13,2);
	break;

begintalknode 150;
	state = 130;
	nextstate = -1;
	condition = gf(110,13) > 1;
	question = "What have you been doing?";
	text1 = "_Now that our plans were shown to be foolish? We are doing what we have been doing since we arrived in this accursed city. Trying to survive. Avoiding thieves and the guard in equal portions._";

begintalknode 151;
	state = 130;
	nextstate = -1;
	condition = 1;
	question = "There is something else I want to discuss.";
	text1 = "_You have been here long enough. We will help you as much as the guard has helped us: Not at all._ He turns away.";
	action = END_TALK;


// Soussana

begintalknode 154;
	state = -1;
	nextstate = 150;
	condition = 1;
	question = "Name";
	text1 = "Silvar's inn is a busy, raucous place. Merchants, soldiers, mercenaries, and the occasional refugee with money to spend all come together here to eat, drink, and make deals.";
	text2 = "It takes some time, but you manage to get the attention of the innkeeper. Even balancing a tray of mugs on her shoulder, she is still able to speak with you.";
	text3 = "_Greetings, soldier. I am Soussana of the Anama. Have a seat and browse the menu. The rules here are no drawn steel and no magic. Follow them and you will be fine._";
	text5 = "Soussana continues to fulfill the orders of her customers as best she can. Whenever anyone gets a blade out or tries to cast a spell, she shouts at them. _No spells, no steel. Those are my rules. Don't like them? Find a new inn._";
	action = INTRO;

begintalknode 155;
	state = 150;
	nextstate = 151;
	condition = 1;
	question = "How is business?";
	text1 = "_Good, as you can see. I have the standard problems and pests, but we have customers too. A rowdy crowd, but I can keep them under control, as long as they obey the rules._";
	
begintalknode 156;
	state = 151;
	nextstate = -1;
	condition = 1;
	question = "What sort of problems do you get?";
	text1 = "_Sometimes, I get pests in the basement. I used to pay mercenaries to go down there and clean them out, but now I just lock the doors and wait for them to leave._";
	text2 = "_If you need to get to the sewers, you can reach them through the basement, but watch out for bugs._";
	
begintalknode 157;
	state = 151;
	nextstate = -1;
	condition = 1;
	question = "What are your rules?";
	text1 = "_No spells and no steel. I run a safe business, and I am an observing Anama. Spells and weapons are not welcome here._";
	
begintalknode 158;
	state = 150;
	nextstate = 152;
	condition = 1;
	question = "You belong to the Anama?";
	text1 = "_I do. I truly believe in it. Relying on magic gets us into all sorts of trouble. And not all of us believe in shutting ourselves up into little enclaves._";
	
begintalknode 159;
	state = 152;
	nextstate = -1;
	condition = 1;
	question = "Tell me more about Anama beliefs.";
	text1 = "She nods. Her customers roll their eyes. They know they won't get her attention for a while.";
	text2 = "_We believe that, for every problem magic solves, it creates five more._";
	text3 = "_No nation depends more on magic than Avernum, and no nation has more problems. Rely only on mushrooms made by magic, and you can't complain when the Blight destroys you._";
	text4 = "_But I'm not a preacher. I just tend the bar. You'll have to find a full priest to learn more._";
	
begintalknode 160;
	state = 152;
	nextstate = -1;
	condition = 1;
	question = "Most Anama shut themselves away?";
	text1 = "_They do. They make their own secret colonies and hide away. I don't think it's a good idea. It just makes us scary. Makes it easier to hate us._";
	text2 = "_I think we should live among everyone else. But I'm in the minority._";
	
begintalknode 161;
	state = 152;
	nextstate = -1;
	condition = 1;
	question = "Are there any Anama near here?";
	text1 = "_There are. There's a small colony to the northeast. They refuse to leave. They refuse to use the portal to escape, so they just ... Just wait for the end, I guess._";
	text2 = "_They're scared of outsiders, but, if you say that I sent you, they might talk to you._";
	code =
		sf(110,17,1);
	break;
	
begintalknode 162;
	state = 150;
	nextstate = -1;
	condition = 1;
	question = "Can I get a room?";
	text1 = "_I am completely full. Have been for weeks. Probably will be until the Slith Horde comes crashing through._";
	
begintalknode 163;
	state = 150;
	nextstate = -1;
	condition = 1;
	question = "What do you have on the menu?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("The Silvar Arms",
		  "Sousanna quickly recites what is available on the menu.",
		  63,3,0);	
	break;
	
begintalknode 164;
	state = 150;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "_Thanks for stopping by, soldier._ She nods and returns to her other, increasingly impatient, customers.";
	action = END_TALK;

	
// Contador

begintalknode 170;
	state = -1;
	nextstate = 170;
	condition = 1;
	question = "Name";
	text1 = "This nephil is a tailor, though you immediately realize that he doesn't deal in fashion.";
	text2 = "His long, nimble fingers are working on a thick, wool cloak, lined with long strips of drakeskin. Wool is rare and expensive. This is gear for the serious traveler.";
	text3 = "He sets aside his needle and scissors, rises, and bows to you. _Another soldier. Very good, very good. I am Contador. I make strong clothes for the serious traveler. Which I see you are._";
	text5 = "Contador happily shows you his inventory. All of his garments are thick and well-made, and many of them include materials that bear their own innate enchantments. The workmanship is remarkable.";
	action = INTRO;

begintalknode 171;
	state = 170;
	nextstate = 171;
	condition = 1;
	question = "What sort of clothes do you sell?";
	text1 = "_Hmrrr. Nothing trivial, nothing soft. Only the finest garments for scouts, adventurers, spies. And travelers like you._";
	text2 = "_The army pays me well for my wares. That is what Silvar does now. We support the warriors of Avernum against the horde._";
	
begintalknode 172;
	state = 171;
	nextstate = -1;
	condition = 1;
	question = "Have you always done this?";
	text1 = "_No. Mrrr. Before the Blight, I made lovely dresses and suits for the fine folk of Cotra and Formello. Now I do this work. It makes me satisfied._";

begintalknode 173;
	state = 171;
	nextstate = -1;
	condition = 1;
	question = "The army hires you?";
	text1 = "_The army pays me every month. In return, all my time is spent for soldiers, for what they need. Thus, I will trade with you. Merchants and mercenaries, no. Only brave soldiers._";
	
begintalknode 174;
	state = 171;
	nextstate = 172;
	condition = 1;
	question = "Where do you get your supplies?";
	text1 = "_I buy them. I send out adventurers. The army makes sure I have lots of money. Lava bat skin for tunics and worm ichor to treat cloth, I pay well for them._";
	text2 = "_But what I need now is spider silk. I need much. Best thing for robes for mages of Avernum. But very hard to find._";
	code =
		if (gf(109,22) > 1)
			rs(2);
	break;
	
begintalknode 175;
	state = 172;
	nextstate = -1;
	condition = gf(109,22) < 2;
	question = "Perhaps I might find some for you.";
	text1 = "_Perhaps you might. But I need a lot, and the only good nest near here is west of Fort Duvno. Mrrr. I would not want to have you spend precious time on it._";
	text2 = "_But, if you were there anyway, eight good webs worth of it would be enough for the robes that have been ordered. And, of course, if you have a surplus, I will pay extra._";
	code = 
		set_flag(109,22,1);
		toggle_quest(101,1);
	break;	
	
begintalknode 176;
	state = 170;
	nextstate = -1;
	condition = gf(109,22) == 1 && has_spec_item(43) > 7;
	question = "I have spider silk for you. (Give it.)";
	text1 = "Contador takes the silk and inspects it. _Yes. A little rough and torn. Could you not have handled it more carefully? But is enough for the robes. Maybe some parts not covered as well._";
	text2 = "In return, he gives you a beautiful silk cloak, wrapped in tissue paper from the surface. _This best for you, I think, and a good fit. Wear it well. Is honor to serve soldiers holding off the horde._";
	text3 = "When Contador sees that you have extra silk, he is very pleased. He pays you extra for it.";
	code = 
		set_flag(109,22,2);
		toggle_quest(101,3);
		award_party_xp(400,26);
		reward_give(20);
		if (has_spec_item(43) == 8)
			rs(3);
			else {
				award_party_xp(100 * (has_spec_item(43) - 8),26);
				change_coins(100 * (has_spec_item(43) - 8));
				}
		set_spec_item(43,-50);
	break;	

begintalknode 177;
	state = 170;
	nextstate = -1;
	condition = 1;
	question = "I'd like to sell something to you.";
	text1 = "_Mrrr. I am a tailor, not a glorious merchant. Talk to Nabile, next door. She buys._";
	
begintalknode 178;
	state = 170;
	nextstate = -1;
	condition = 1;
	question = "Can I see what you have available?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Contador",
		  "Contador only sells his wares to soldiers. His garments are very high quality. Perfect for a long journey.",
		  65,4,0);	
	break;
	
begintalknode 179;
	state = 170;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "_I thank you then, warrior, and I will be here if you have more needs. Mrrrr._";
	action = END_TALK;

// Nabile

begintalknode 190;
	state = -1;
	nextstate = 190;
	condition = 1;
	question = "Name";
	text1 = "There is an old woman moving briskly among the piles of equipment that fill this shop. She carries a clipboard and inventories the supplies. _That is for the front. And those are to Dranlon. And that ... Don't know where that goes._";
	text2 = "She gives you a quick double take. She was about to ignore you until she notices your insignia. _Ahhh ... Apologies. I tend to deal with commanders and generals, but all soldiers are welcome to trade with me._";
	text3 = "_I am Nabile, chief supplier to our brave soldiers for all of northern Avernum. I suppose, if you need something, I can trade with you on a lower scale than I am used to._";
	text5 = "Nabile continues to inventory her goods occasionally stopping to speak with you. _It is so strange dealing with a customer on an individual level. Not something I have had to do in a while. What do you need?_";
	action = INTRO;

begintalknode 191;
	state = 190;
	nextstate = 191;
	condition = 1;
	question = "You provide supplies for the army?";
	text1 = "_I do. Generals and wizards should not have to waste their time dealing with scruffy merchants and miners and procurers of goods, so I do it for them. And I occasionally enlist mercenaries too._";
	text2 = "_It lets them focus on the important business of winning the war._";
	
begintalknode 192;
	state = 190;
	nextstate = -1;
	condition = 1;
	question = "You only deal with soldiers?";
	text1 = "_That is the case. I am paid well to focus my considerable skills on meeting the army's needs._";
	text2 = "_Refugees have to content themselves with Neron's shop, outside the west gate._";

begintalknode 193;
	state = 191;
	nextstate = -1;
	condition = 1;
	question = "What sort of things do you procure?";
	text1 = "_Food. Raw materials. Scavenged armor and weaponry. Magical supplies. Anything they might need in Fort Duvno to carry on the fight._";
	
begintalknode 194;
	state = 191;
	nextstate = -1;
	condition = 1;
	question = "Why do you hire mercenaries?";
	text1 = "_To keep the trade routes open, and to obtain anything needed. The army trusts me with a good deal of authority and resources. The sort of trust ordinary merchants never receive._";
	text2 = "_I generally put notices for such work on the town job board._";
	
begintalknode 195;
	state = 191;
	nextstate = -1;
	condition = gf(109,23) < 2;
	question = "Anything I can do for you?";
	text1 = "_What? You don't have orders to follow? Well, if you think you can spare the time. I am not your commander._";
	text2 = "_Some new, powerful wizard just arrived in Fort Duvno, I hear. From Patrick's Tower. His assistant sent an order for three basilisk skins. Probably for protective gear. Tough stuff to get, basilisk components._";
	text3 = "_I heard there was a nest of basilisks to the northeast, but the adventurers I sent to investigate never returned. You might have to kill a few of the pests before you get skins of adequate quality._";
	code = 
		set_flag(109,23,1);
		toggle_quest(102,1);
	break;
	
begintalknode 196;
	state = 190;
	nextstate = -1;
	condition = gf(109,23) == 1 && has_spec_item(44) > 2;
	question = "I have three basilisk skins for you. (Give them.)";
	text1 = "Nabile takes the skins and inspects them. _It never fails to amaze me how good I am at procuring these items. And don't worry. I will pay you. The army puts great resources in my trust._";
	text2 = "You are paid with cash and a pair of scrolls. _And you know, that is not all that I need. There is another item you could locate for me. For the good of Avernum._";
	code = 
		set_flag(109,23,2);
		toggle_quest(102,3);
		award_party_xp(400,25);
		reward_give(235);
		reward_give(485);
		change_coins(400);
		set_spec_item(44,-4);
	break;		
	
begintalknode 197;
	state = 190;
	nextstate = 192;
	condition = gf(109,23) == 2 || gf(109,23) == 3;
	question = "What else do you need?";
	text1 = "_There is a small foundry out there. Very small, secluded, for high quality, high danger work. Magical stuff, you know._ She winks at you. It's unsettling.";
	text2 = "_It's northwest of Cotra, in the low tunnels. Well-hidden. The switch to open it is near a lake, between two pillars. They were making some infused steel for me. I haven't heard from them in a few weeks._";
	text3 = "_Find them and fetch the steel. It might also be nice to know if the sliths there are still alive._";
	code = 
		set_flag(109,23,3);
		toggle_quest(103,1);
	break;
		
begintalknode 198;
	state = 192;
	nextstate = -1;
	condition = 1;
	question = "What is infused steel?";
	text1 = "_I don't know. The wizards ordered it, and I passed the order on to the sliths there. Slithzerikai are very good at that sort of metalwork._";
	
begintalknode 199;
	state = 190;
	nextstate = -1;
	condition = gf(109,23) == 3 && has_spec_item(45) > 0;
	question = "I have your infused steel. (Give it.)";
	text1 = "Nabile takes the ingots, inspects them, and nods. _Not bad. Quite lovely. Definitely undamaged. I will pass them on. And, as a reward ... Hmmm. I am supposed to pass that spellbook on, but it wouldn't hurt to let you look at it._";
	text2 = "She presses a switch behind the counter, and the gate slowly starts to open. She also gives you a pouch of coins. _The army trusts me to reward those who aid me properly._";
	code = 
		set_flag(109,23,4);
		toggle_quest(103,3);
		award_party_xp(400,30);
		sf(109,24,1);
		change_coins(400);
		set_spec_item(45,-1);
	break;		
	
begintalknode 200;
	state = 190;
	nextstate = -1;
	condition = gf(109,23) == 4;
	question = "Do you have anything else that needs doing?";
	text1 = "_Always, but I already have adventurers working on those tasks. I need to give them more time before I hire replacements._";
	
begintalknode 201;
	state = 190;
	nextstate = -1;
	condition = 1;
	question = "Let me see what you have for sale.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Nabile's Shop",
		  "Nabile only trades with soldiers. Most of her goods are spoken for, but she has a handful of quality items for the discerning adventurer.",
		  64,5,0);	
	break;
	
begintalknode 202;
	state = 190;
	nextstate = -1;
	condition = 1;
	question = "I want to sell something.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;
	
begintalknode 203;
	state = 190;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "_Of course. Thank you for that refreshing diversion. I will now return to dealing with the sort of quantities I work with now._";
	action = END_TALK;

// Ruth

begintalknode 210;
	state = -1;
	nextstate = 210;
	condition = 1;
	question = "Name";
	text1 = "This woman must be the shipwright of Silvar. The tools hanging from her belt and the sad way she walks around the docks tip you off. She looks like she has been working here for a very long time.";
	text2 = "When she sees you watching her, she kicks an empty crate and turns to you. _A sad sight, no? These are the last supplies brought in by ship. For the army, of course. Dried mushrooms. Javelins. Once they're gone, the docks are dead._";
	text3 = "_Sorry, I'm in a bitter mood today. I'm Ruth._ She shakes your hand.";
	text5 = "Ruth continues to pace around the docks. She occasionally looks north to the boatworks, now occupied by refugees. Or thugs. She shakes her head bitterly.";
	action = INTRO;

begintalknode 211;
	state = 210;
	nextstate = 211;
	condition = 1;
	question = "So tell me about the docks.";
	text1 = "_I don't know what to say that you can't already see. They've been abandoned. Most goods are taken over land now. All of the boats were taken off to be used by the navy. Such as it is._";
	
begintalknode 212;
	state = 210;
	nextstate = -1;
	condition = 1;
	question = "I would like a boat.";
	text1 = "_Well, I don't have workers left to make one for you, and I can't even use my own boatworks._";
	text2 = "_I've heard rumors that the army is making boats. Or the navy. Whatever they call it. But all that work is happening in the Great Cave._";

begintalknode 213;
	state = 210;
	nextstate = 212;
	condition = 1;
	question = "What is happening in the boatworks?";
	text1 = "She looks at them and sighs. _After my workers left, some thugs moved in. None of them left. They wouldn't let me in. And who knows what's going on in the storerooms below?_";
	
begintalknode 214;
	state = 211;
	nextstate = -1;
	condition = 1;
	question = "Avernum has a navy?";
	text1 = "_So I am told. I think they operate around Fort Dranlon. Or the Waterfall Warren. Or the Abyss. Haven't seen them here._";
	
begintalknode 215;
	state = 211;
	nextstate = -1;
	condition = 1;
	question = "Why are goods taken over land?";
	text1 = "_Because some slithzerikai can swim. Not enough to send an army, but enough to raid boats. A few of them were destroying river craft. Scuttling them. Cavewood boats are small and delicate._";
	text2 = "_So no boats. Caravans instead._";
	
begintalknode 216;
	state = 212;
	nextstate = -1;
	condition = gf(110,11) == 0;
	question = "You think something is happening downstairs?";
	text1 = "_I know there is. I keep seeing people go down there. Then they come back up, and they look ... dazed. But I don't want to say more. If that lot hears that I've been talking to people, it'd mean trouble for me._";
	
begintalknode 217;
	state = 212;
	nextstate = -1;
	condition = gf(110,11) > 0;
	question = "Someone was selling skribbane herb down there. I killed her.";
	text1 = "_Well, that'll cause a lot of trouble. A lot of angry brigands. A lot of herb eaters going mad. I can't say I feel bad about it. You just did what the guards should have done long ago._";
	
begintalknode 218;
	state = 212;
	nextstate = -1;
	condition = 1;
	question = "Would the guards help you get the boatworks back?";
	text1 = "_Them? They don't care. And don't you worry about it either. We don't need bloody brawls in the street. It's all right. I'll get by._";


////

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