// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(30,0) == 0;
	question = "special";
	text1 = "You enter Bargha, the northern city in the Abyss. The tale of Bargha has been, since the day of its founding, one long series of battles. With giants. With the Empire. And now, you would guess, with everyone.";
	text2 = "Bargha has reacted to the crisis by turning into an armed camp. Warriors, brigands, farmers, all of them are clustered inside the city. The guards keep a close watch on them, simultaneously protecting them and holding them here.";
	text3 = "Many of the people here are hard at work, having been conscripted to help build up the defenses. A large stone keep fills the entire northeast corner of the town, looming over everything.";
	text4 = "As you enter, the guards watch you suspiciously and everyone else takes pains to move away from you. Nobody blocks your progress.";
	text5 = "Then you hear someone shout, _Stop! By the command of Lord Farrar! Stop or die!_ To the southeast, several armed men in leather jerkins, swords drawn, run around the corner. They are heading toward the west gate.";
	action = SET_SDF 30 0 1;
	code =
		if (gf(30,10) == 0) {
			activate_hidden_group(49);
			}
			else {
				rs(4);
				rs(5);
				}
	break;
	
begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(30,1) == 0;
	question = "special";
	text1 = "Now that the running men have been killed, one of the guards turns and shouts to all of the watching townsfolk.";
	text2 = "_You see that? That is what happens when you try to leave! None can abandon Bargha without Lord Farrar's permission! The penalty is death._";
	text3 = "The guards return to their duties, several men come to collect the bodies, and the terrified people try to pretend that none of that just happened.";
	action = SET_SDF 30 1 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(30,2) == 0 && gf(30,10) == 0;
	question = "special";
	text1 = "You walk into Farrar's Keep. It has been recently built, hurriedly and probably with the help of magic. There is a surprising amount of luxury. Lord Farrar must have obtained a fair amount of wealth.";
	text2 = "As you enter, a guard stops you. _Halt. Lord Farrar has said he will see you. If you draw a blade, you will not escape alive. If you enter the back halls, you will be killed. Do you understand?_";
	text3 = "You indicate that you do. _Then proceed. Mighty Lord Farrar, unquestioned lord of the Abyss, awaits._";
	action = SET_SDF 30 2 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(30,3) == 0;
	question = "special";
	text1 = "You poke your head through a narrow opening in the wall, openable from the north. Everything in this narrow passage is dusty. This hidden passage must have been here, unused and forgotten, for years.";
	text2 = "It leads directly into Lord Farrar's keep. It could be useful.";
	text3 = "If you step farther out into Farrar's hall, however, there is a good chance of being seen.";
	action = SET_SDF 30 3 1;
	code =
		if (gf(30,10) > 0)
			rs(3);
	break;
	
begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(30,4) == 0 && gf(30,10) == 0;
	question = "special";
	text1 = "As you take a step over the markings on the floor, the guards instantly turn and look at you. Some of them draw their blades.";
	text2 = "A guard says, _We want no trouble with Avernum, intruder. But, if you go back there, you will never come out again, and your body will never be found._";
	action = SET_SDF 30 4 1;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = get_sdf(30,6) == 0;
	question = "special";
	text1 = "This is a dusty, concealed passage with a low ceiling. It is not immediately clear where it leads. The floor is covered with dust and mold. Nobody has been down here in a while.";
	text2 = "The floor ahead is trapped. Whoever excavated this passage, they wanted to make sure that nobody could pass through it easily.";
	action = SET_SDF 30 6 1;


//

begintalknode 10; // pylon
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This portal pylon has been sabotaged. Someone has spent some quality time with it and a large hammer. It is covered with cracks. Trying to use it would be very unwise.";

begintalknode 11; //
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Bargha's guards are a pack of well-equipped and extensively trained thugs. The townsfolk are completely terrified of them, and with good reason.";
	text2 = "One of them grunts to you, _You need Lord Farrar's permission to be here. You'd better go see him. Soon._";
	text3 = "One of them grunts to you, _Watch yourself. We won't let you stay here for long._";
	code =
		if (gf(30,5) == 0)
			rs(3);
			else rs(2);		
	break;
	
begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There is a Barghan farmer here, sitting and resting from a hard day's work. They all get very quiet when you get close, but you manage to eavesdrop a snippet of conversation:";
	text2 = "_Three miles out to my farm. Three miles back. I can't take much more of it._";
	text3 = "_I had to start tearing up my west field today. An acre of rotting, Blighted mushrooms. It broke my heart to do it._";
	text4 = "_I would return to my home, if only Lord Farrar would let me. I don't want to run anywhere. I just want to sleep in my bed._";
	text5 = "_They took Talus into Farrar's palace a week ago. Haven't seen him since. I warned him that this would happen, but he didn't listen._";
	text6 = "_Just do what they say. Farm what they want. Smile and stay silent. Things will get better. They have to._";
	text7 = "_Who does Juoza think she is, telling me how to run my farm? Don't look at me like that ... I'll tell her exactly what I think._";
	text8 = "The farmers are reacting to the violence the way they deal with everything else. They hide in the corners and try not to be involved. They hope that the warfare just won't involve them. Their spirits have been completely beaten down.";
	code =
		clear_strings();
		if (gf(30,10) > 0)
			as(8);
			else {
				as(1);
				as(2 + get_ran(1,0,5));
				}
		break;
		
begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several Barghan farmers staying in this inn. They look completely exhausted. When you get close to them, they get very quiet. None of them want to be seen talking to you.";
	text3 = "The farmers are reacting to the violence the way they deal with everything else. They hide in the corners and try not to be involved. They hope that the warfare just won't involve them. Their spirits have been completely beaten down.";
	action = DEP_ON_SDF 30 10 0;
	
begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "One of Lord Farrar's guards has sighted you. He points at you and shouts an alarm.";
	text2 = "In an instant, you can hear the city of Bargha going on alert. Farmers run for safety. Warriors come running from all directions. You are now deep within hostile territory.";

begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You deal Lord Farrar a mortal wound. His strength finally exhausted, he falls to his knees. His helmet falls off, and he looks up at you. And yet, in his final moments, he is too proud to give you any satisfaction.";
	text2 = "Instead, with a clatter of steel on stone, he collapses to the floor. And thus, the tyrant of Bargha is dead.";

begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Lord Farrar watches your approach with interest. He points his sword at you and says, _I knew you were not a mere explorer. You are an assassin, a cowardly wretch sent by Avernum to undo me._";
	text2 = "_Only I have the clarity to see what has to be done. Only I have the courage resist the foul wyrm Melanchion and create a land that can sustain life in this time of Blight._";
	text3 = "_If you would undo my good work, come on. Fight me. I will give my life to sustain my new Empire!_";

begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Lord Farrar runs up to a low stone platform. There is a flash of light, and he is gone.";
	text2 = "This is a very low-power portal. He must be somewhere nearby.";

begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Once again, Lord Farrar runs up to his stone platform. He steps on it. The crystals to either side flash. There is a puff of smoke. And nothing else happens.";
	text2 = "Lord Farrar shouts, _Curse Oenslager! I knew his tricks and trinkets would fail me in the end!_";
	text3 = "Then he turns toward you. _Come on, then. Show me no mercy. I would give none to you!_";

begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This wheel, and the gate it opens and closes, are both enormous. Try as you might, you can't summon up the strength to turn it.";

begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  INCANTOR OENSLAGER";
	text3 = "  WIZARD";
	
begintalknode 21;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There is a thin spellbook on this pedestal. It seems to have two incantations in it, written in an obscure form of magical script.";
	text2 = "Fortunately, you are able to decode it. The book describes two ways to interfere with time, making it pass faster or slower. (Your skill with the spells Haste and Slow 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(30,7) == 0) {
			rs(3);
			if (get_stat_total(13) < 6)
				rs(2);
				else {
					rs(4);
					sf(30,7,1);
					alter_stat(30000,44,2);
					alter_stat(30000,45,2);
					}
			}
			else {
				rs(1); rs(2); rs(4);
				}
	break;

begintalknode 22;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 23;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 24;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

// Lord Farrar

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "You are greeted by Lord Farrar, master of Bargha. He looks exactly like you expected. Enormous, a huge suit of plate armor, a massive sword, and a look of barely restrained madness.";
	text2 = "He evaluates you briefly. Then he relaxes. He clearly regards you as no threat. _So, the mighty army of Avernum sends a ... warrior. You walked bravely into my fortress._";
	text3 = "_I am Lord Farrar, master of Bargha. And I ask you, why are you here? Speak carefully. Your words will determine whether I allow you to be here._";
	code =
		sf(30,5,1);
	break;
	
begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "I have been sent to check conditions in the Abyss.";
	text1 = "_I see. A good response. Just plausible enough that I should probably believe it. Even if I do not._";
	text2 = "_We would not dream of interfering with a legitimate envoy of Avernum, not while the power to the south maintains its small amount of strength._";

begintalknode 32;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "I got lost. Can you direct me back to Fort Spire?";
	text1 = "Lord Farrar's expression doesn't change, but he grows slightly red in the face. _You have not learned what every other soul has. You mock me at your peril._";
	text2 = "_But you are a soldier of Avernum. I would not antagonize the power to the south. Yet. It still retains a small amount of strength._";

begintalknode 33;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "I am looking for Breck-Drayssa. Have you seen him?";
	text1 = "Lord Farrar's expression doesn't change, but he grows very red in the face. There is a long pause, while he determines the risks and benefits of simply killing you.";
	text2 = "Finally, he decides it is wisest to let you live for now. _Then I am sorry to say that your journey has been wasted. None enter or leave my lands without my knowledge, and I know nothing of this ... Breck-Drayssa, was it?_";
	text3 = "_We can't help you. It would be wise for you to leave soon._";
	
begintalknode 34;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "My purpose is my business, not yours.";
	text1 = "Lord Farrar's expression doesn't change, but he grows very red in the face. There is a long pause, while he determines the risks and benefits of simply killing you.";
	text2 = "Finally, he decides it is wisest to let you live for now. _Then I will generously allow you to stay, for a short time. I would not antagonize the power to the south. Yet. It still retains a small amount of strength._";
	text3 = "_However, it would be wise for you to leave soon. You would not want to experience an ... accident._";

begintalknode 35;
	state = 31;
	nextstate = 32;
	condition = 1;
	question = "So I may stay in Bargha?";
	text1 = "_You may. For a short time. You should look and see my city, a seed from which a new power in the underworld will grow. Avernum has grown weak and old, but young powers can now ascend._";

begintalknode 36;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Um, sure. I'll be going now. (Leave.)";
	text1 = "You nod, turn, and depart. Lord Farrar watches you as you depart, judging the potential you bear. And the threat to him you pose. Then he rises to walk back into his keep.";
	action = END_TALK;
	

begintalknode 37;
	state = 32;
	nextstate = 33;
	condition = 1;
	question = "Maybe you can tell me more about Bargha first?";
	text1 = "Lord Farrar nods, pleased that you asked. _The underworld has changed. We must adapt to those changes instead of pretending we can counter them. Otherwise, we will die._";
	text2 = "_I am creating a new sort of city here. A city with a new way of raising food, a new sort of discipline, and a new resolve._";

begintalknode 38;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "How will you raise food?";
	text1 = "_The Blight is a fact of life. Maybe it was created. Maybe it arose naturally. It doesn't matter._";
	text2 = "_We must now live from the bounty of fruit trees, lizard meat, and wild game. There will be less food, and only those strong enough to flourish on the newer, smaller diet, will survive._";

begintalknode 39;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "What is the new discipline?";
	text1 = "_Obedience and loyalty. Once, all of my people wanted to flee to the Great Portal, to escape. Or to Avernum, to beg for their charity._";
	text2 = "_I realized then that letting them flee, like sniveling cowards, was not tolerable. We will only survive by staying together, my people unified under my wise rule._";

begintalknode 40;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "What is the new resolve?";
	text1 = "_To stay independent, in the time-honored way of the Abyss. I will kill anyone who tries to take my proud, free city from me. Be they human or slith._";
	text2 = "He adds darkly, _Or dragon._";

begintalknode 41;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "There is something else I want to know.";
	text1 = "He shakes his head. _I have said all I wish to. Leave my palace now. Stay out of its back halls. Enjoy the bounty of Bargha. Then leave._";
	text2 = "You nod, turn, and depart. Lord Farrar watches you as you depart, judging the potential you bear. And the threat to him you pose. Then he rises to walk back into his keep.";
	action = END_TALK;
	
// Overbye

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "This is a small trading post. It is completely packed with items, new and old, cracked and in good repair. It's not your regular shop. All of the objects seem to be, in some way, old or unusual.";
	text2 = "The proprietor rises from his desk, steps over a pile of mixed junk, and shakes your hand. _Ah ... Ahhh ... I am Overbye._ He has a bit of a nervous stammer. _Welcome to ... To my little shop._";
	text3 = "_I obtain ... things. It is my ... I have a knack for it. Finding things._";
	text5 = "Overbye sits at his desk and watches you nervously. He seems surprisingly uncomfortable around people for a shopkeeper. Although having people killed right outside his door probably doesn't help him to relax.";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = gf(30,5) == 0;
	question = "I would like to speak with you.";
	text1 = "_I would be glad ... But ... You haven't permission to be here? You are an ... an outsider. I would ... I would like to help. But talk ... Talk to Lord Farrar. I can't ... Can't trade with you without his permission._";
	action = END_TALK;

	
begintalknode 52;
	state = 50;
	nextstate = 51;
	condition = gf(30,5) > 0;
	question = "Tell me about your shop.";
	text1 = "Talking about his items enables him to speak much more clearly. _I obtain items. I am no mere tinker or hawker of tools. I find specialty items for discerning clients. I have many connections for this purpose throughout the underworld._";
	text2 = "_Of course, in recent times, things have been difficult._";
	
begintalknode 53;
	state = 50;
	nextstate = 52;
	condition = gf(30,5) > 0 && gf(85,10) == 2;
	question = "I need to find Breck-Drayssa.";
	text1 = "Overbye's stammer becomes so pronounced that he can barely speak. _You ... You can't ... Get me killed ... I ... No ... Go away._";
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = gf(30,5) > 0;
	question = "Can I see what you have for sale?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Overbye",
		  "Overbye has a very eclectic mix of goods. Since the people who ordered them probably won't ever show up, he will sell them to you for a good price.",
		  59,2,0);	
	break;
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = gf(30,5) > 0;
	question = "I have something I would like to sell you.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "I don't need any help.";
	text1 = "_Then ... Then ... Good day. The door is there._ He helpfully points at the door.";
	action = END_TALK;
	
begintalknode 57;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "What sort of items?";
	text1 = "_Bits of magic. Stolen goods that need recovering. Antiques and trinkets._";
	text2 = "_For example, there is a wonderful woman named Lark in the Castle who pays very, very well for items of historical interest. Sadly, I have been unable to contact her lately._";
	
begintalknode 58;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "How have things been difficult?";
	text1 = "His stammer returns in an instant. _Well, I ... I would never ... Never question the wisdom of Lord Farrar. But he ... He sometimes claims ... Claims caravans for his own. Has scared ... Scared many merchants and traders away._";
	text2 = "_Hard to get ... Get customers. But it ... It is for the best. I would never question Lord Farrar._";

begintalknode 59;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "All right. I'll go. I didn't mean to upset you.";
	text1 = "Overbye sits and his desk and returns to cleaning an old dagger, ignoring you. _Door is ... is behind you._";
	action = END_TALK;

begintalknode 60;
	state = 52;
	nextstate = 53;
	condition = 1;
	question = "I am not leaving.";
	text1 = "_I ... Please ... I ..._ And then he deflates. _All right._ He looks out the door and then closes it. He also closes his windowshade. Then he turns to you.";
	text2 = "_Never should have ... Never help Gall. He gets information. I get items. I ... I ... Should have refused. He didn't say ... Didn't say Farrar captured Breck._";

begintalknode 61;
	state = 53;
	nextstate = 54;
	condition = 1;
	question = "Farrar is holding Breck?";
	text1 = "_Farrar hates Melanchion. They are foes. Farrar does anything to prevent Melanchion from ... from ... He wants to stop the dragon from having ... influence._";
	text2 = "_You must ... Must go._";

begintalknode 62;
	state = 54;
	nextstate = -1;
	condition = 1;
	question = "Where is Breck?";
	text1 = "_Not in Bargha. Farrar is careful. All I heard is that ... That ... Hidden in cells. That way._ He points to the northwest. _A few miles. If Breck is not dead._";
	text2 = "He opens the door and window and says, loudly, _No. I can't get those sort of items. You must go._ Then he does all but push you out of his shop. That's all you can learn from him.";
		action = END_TALK;
	code =	
		sf(85,10,3);
	break;

// Juoza

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "There is a middle-aged woman circulating among the farmers, asking about the status of their farms and giving them orders for how to proceed. They all listen to her attentively.";
	text2 = "She is a small, unarmed person, but the farmers seem terrified of her. After directing one of them to expand his orchard, she turns to you and smiles sweetly.";
	text3 = "_Ah, the Avernite. I am Juoza. Lord Farrar has given me the honor of directing the farmers in how food will be grown now. Surely nothing that would be interesting to a warrior like you._";
	text5 = "You follow Juoza around as she talks to the farmers. She mainly tells them what to do tomorrow when the guards escort them out of the city and to their farms.";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = gf(30,5) == 0;
	question = "I'd like to speak with you.";
	text1 = "She shakes her head and sighs. _You have not received permission from Lord Farrar to be here. If you had, I would have heard of it._ She points at the large keep in the northeast corner.";
	text2 = "_Our wise lord is in there. If he approves of you being here, I would be happy to speak with you._";
	action = END_TALK;

begintalknode 72;
	state = 70;
	nextstate = 71;
	condition = gf(30,5) > 0;
	question = "What is happening in the Abyss?";
	text1 = "_It is a time of great chaos. The Blight has forced us to adapt. Happily, Lord Farrar is here, to help guide us, resist the assaults of Spire, and resist those who would destroy our freedom and way of life._";

begintalknode 73;
	state = 70;
	nextstate = 73;
	condition = gf(30,5) > 0;
	question = "You tell the farmers what to do?";
	text1 = "She nods. _I received instructions from mighty Lord Farrar, and I pass them on. The old way of growing food no longer works. The new way must prevail._";

begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = gf(30,5) > 0;
	question = "Can I purchase some food?";
	text1 = "She shakes her head. _Lord Farrar made it clear. There is no food for you here. All of our food is for Barghans._";

begintalknode 75;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "Who exactly are you resisting?";
	text1 = "_There are forces ... Dark, reptilian forces ... They wish to gain influence in the underworld. They have even tried to bribe cities with food and supplies, to get them to betray the rest of us._";
	text2 = "_Lord Farrar is unflinching in his opposition to such treason._";

begintalknode 76;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "What is Spire doing to you?";
	text1 = "_Spire and Bargha have had a long, long rivalry. Recently, it has grown worse, since Spire has chosen to ally itself with ... dark, outside forces. For this treason to the Abyss, Lord Farrar will make sure that they are punished._";

begintalknode 77;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Who is Spire working with?";
	text1 = "_Oh, this is Abyss business. No business of yours._ She smiles pleasantly.";

begintalknode 78;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "How will you punish Spire?";
	text1 = "_They have long claimed farmlands that are ours. Little by little, we will drive them off. With no food, they will have to abandon their city, and justice will be done._";

begintalknode 79;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "What is the new way?";
	text1 = "_Blighted crops must be torn up. Fruit trees must be raised. As will lizards. We will fish and hunt bats and other wild game._";
	text2 = "_In other words, we must adjust._";

begintalknode 80;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "Will this new way raise enough food for everyone?";
	text1 = "_No. It is regrettable. Our new way of life has no room for the weak. But the Blight is a fact, and we must adjust to it._";

begintalknode 81;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "What happens if farmers refuse your instructions?";
	text1 = "She smiles sadly. _Such behavior is natural and regrettable. The people of the Abyss are proud. In such a case, I report the insolence to Lord Farrar, and our lord deals with the situation fairly and firmly._";
	text2 = "_The results invariably discourage future mutiny._";


// Goodwife Bebe

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "This inn has been here for many years, though now Lord Farrar's keep looms ominously over it. There are no travelers or merchants here. It is full of farmers, who stay in the city when they aren't working their farms.";
	text2 = "The innkeeper, a very tired and demoralized woman, walks up to you. _A customer? An actual, genuine customer? I am truly amazed. I am Goodwife Bebe. I would be happy to sell you a drink or a meal._";
	text3 = "_I don't care what Lord Farrar says ... I even have a rare bottle of Almarian wine for sale!_";
	text5 = "Goodwife Bebe continues to tend to the farmers that have been warehoused in her inn. They hate to be here. She hates having them here. It's miserable all around.";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "Why are all these farmers staying here?";
	text1 = "_The word of Lord Farrar. Until he's sure they won't run off, they can only leave the city to work their land, and only when guards are with them._";
	text2 = "_Otherwise, they stay in here, in whatever tent or bed has room for them._";

begintalknode 92;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "How do the farmers like it?";
	text1 = "_Having to spend every day walking miles to their land, working it under Farrar's direction, and then walk miles back, with almost no food to eat and nowhere to sleep? I imagine they find it a dream come true._";

begintalknode 93;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "And you never have customers?";
	text1 = "_Not for a week. For some reason, merchants and travelers have been avoiding Bargha lately. You were very brave to come here._";

begintalknode 94;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Can I get a room?";
	text1 = "_No. Lard Farrar sent word. Visitors are not to be helped without permission._ She lowers his voice. _I can sell you a very quick meal or drink, but that is all. I don't want to end up in Farrar's dungeon._";

begintalknode 95;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "What is on the menu?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Goodwife Bebe",
		  "Goodwife Bebe describes what little she has for sale. Practically all of the food goes to keeping this unhappy town alive.",
		  60,6,0);	
	break;

begintalknode 96;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "She nods. Then she says, quietly, _Safe travels to you. And, if you are wise, you will leave soon. Before Lord Farrar has one of his little ... periods of anger. When that happens, somebody is going to end up ..._ She shakes her head.";
	action = END_TALK;

// Incantor sorlager

begintalknode 110;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Name";
	text1 = "The city of Bargha has one wizard in it, who lives in this small tower in the southwest corner of town. He is very well-fed and very busy. However, when you enter, he is pleased to speak with you.";
	text2 = "_Ah yes ... A visitor. I see new faces so seldom. I hear so little of the new research in the Tower Colony. So exciting. I am Incantor Oenslager. I am Lord Farrar's head wizard._";
	text3 = "He looks around at his modest workshop. _I am almost ashamed to not be able to display more might to you. Still, in this remote region, you know how it is._";
	text5 = "Incantor Oenslager nervously straightens his office up as he talks to you. He is genuinely embarrassed and concerned that you might think he lives in a backwater. Which, of course, he does.";
	text6 = "He is a surprisingly large man. You have met few people in your travels so well fed.";
	action = INTRO;

begintalknode 111;
	state = 110;
	nextstate = 111;
	condition = 1;
	question = "Tell me about Lord Farrar.";
	text1 = "Oenslager actually looks confused for a moment. _Oh, of course. Lord Farrar. I confess that I do not pay much attention to goings on in the town._";
	text2 = "_When Lord Farrar ascended, he made me an offer in return for my staying here, and I accepted. He mostly leaves me alone, though he does pester me when he needs information._";
	
begintalknode 112;
	state = 110;
	nextstate = 113;
	condition = 1;
	question = "What do you do here?";
	text1 = "_When I am not studying? I do whatever little tasks Lord Farrar requires of me. He asks nothing terribly inconvenient. Like, say, to help him with his fort._";

begintalknode 113;
	state = 110;
	nextstate = -1;
	condition = gf(30,5) == 0;
	question = "I would like some magical training.";
	text1 = "_Would you? Oh, I am so honored. But I am afraid I can't train you until Lord Farrar has given permission for you to be here. He is in the large keep. You can't miss it._";
	
begintalknode 114;
	state = 110;
	nextstate = -1;
	condition = gf(30,5) > 0;
	question = "I would like some magical training.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Incantor Oenslager",
		  "Surprisingly, Incantor Oenslager will teach you spells. Perhaps Bargha needs the money, or maybe Lord Farrar forgot to tell him not to help you.",
		  61,5,0);	
	break;
	
begintalknode 115;
	state = 111;
	nextstate = 112;
	condition = 1;
	question = "What did he offer you?";
	text1 = "_He leaves me alone. He makes sure that I always get as much food as I want. And he lets me research what I choose in my free time. It is far better than conditions where I came from._";
	
begintalknode 116;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "What does he want information about?";
	text1 = "_He is constantly asking me to teach him about dragons. He is very persistent. I keep telling him that all I know about those creatures is that the Empire slew most of them and the rest hid in Avernum._";
	text2 = "_It is almost a fixation on his part. He is not fond of those reptilian creatures._";
	
begintalknode 117;
	state = 112;
	nextstate = -1;
	condition = 1;
	question = "Where are you from?";
	text1 = "_I came down from the Empire. Up there, I practically had to fill out a form to cast a single spell. It is much better down here._";
	text2 = "_Of course, I've heard that the town is short on food. I suppose I should learn more about that someday._";
	
begintalknode 118;
	state = 113;
	nextstate = -1;
	condition = 1;
	question = "What sort of things does he ask of you?";
	text1 = "_Sometimes, there are armed brigands on the fields to the south. He sends me with his soldiers to help to burn them out. Happily, they are rarely daunting foes._";
	
begintalknode 119;
	state = 113;
	nextstate = -1;
	condition = 1;
	question = "You helped to build his keep?";
	text1 = "_Mainly the outer walls and the tunnels underneath. One long day's work by a skilled mage, blasting rock and shaping stone, can replace weeks of labor of those without magical talents._";

	
	
////

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