// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(114,5) == 0;
	question = "special";
	text1 = "You are on the outskirts of the ruins of Blosk. Once the largest farming community in the Great Cave, it was destroyed in the Time of Shades. It is still mostly in ruins.";
	text2 = "However, that doesn't mean that it is empty. You can see the smoke rising from cooking fires within. Several gaps in the outer walls have been patched, leaving the main gate as the only way in and out.";
	text3 = "Without permission of whatever clan has settled here, you will have a very hard time getting in.";
	action = SET_SDF 114 5 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(114,6) == 0;
	question = "special";
	text1 = "You step inside the ruins of Blosk. In these dark times of turmoil, one clan settled in the rubble, patched up the holes in the walls, and attempted to outlast the storm.";
	text2 = "You can see the members of this small tribe working to the north. They are patching up walls, carrying around supplies, and tending to a few small fruit trees. They're an insular lot. They look at you with nothing but fear and mistrust.";
	text3 = "And they're a sickly bunch too. To a man, they are thin and tired-looking. The tale of greedy villagers, sitting on a huge hoard of food, is obviously untrue. They are as hungry as everyone else.";
	action = SET_SDF 114 6 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(114,7) == 0;
	question = "special";
	text1 = "You get a closer look at the open clearing in the center of town. Once, there was a small but successful patch of farmland here. Gravel, mixed with a tiny bit of soil, was laboriously hauled in here. Crops grew well on the mixture.";
	text2 = "But then the Blight came. The field of mushrooms hasn't been afflicted as long as the farms outside have, but they are still entirely spoiled.";
	action = SET_SDF 114 7 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(114,8) == 0;
	question = "special";
	text1 = "You stand at the entry to a fortress within a fortress. From inside, you can hear raucous singing and smell food cooking. You now know where all of Blosk's food has ended up. The clan doesn't have it anymore.";
	text2 = "The outer gate is open and the inner gate is closed. Mangan and his hoarders have set an obvious trap for you. If they decide that they want to prevent your departure, they will be able to.";
	text3 = "But you are a warrior of Avernum. If Mangan insists on meeting you on his terms, so be it.";
	action = SET_SDF 114 8 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(114,9) == 0 && gf(114,1) < 2;
	question = "special";
	text1 = "Blosk was once a successful farming community and trading hub. The merchants far preferred doing their business here than in the wild town of Dharmon. They constructed a long series of storage bays under the city.";
	text2 = "Now Mangan's bandits are down here. You can hear them shouting in the shadows, gathering up the precious food and carrying it away. They must have an escape tunnel down here.";
	text3 = "If you want to save some of the precious food from these rogues, you will have to hurry and chase them down.";
	action = SET_SDF 114 9 1;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = get_sdf(114,10) == 0;
	question = "special";
	text1 = "This room is full of dust, mold, and guano. You immediately start to cough and choke. Nobody has been down here in years.";
	text2 = "Eventually, eyes watering, you recover enough to take a good look around. It is a supply cache. There are piles of bricks, boxes of iron, and shelves laden with tools. In a time of war, all these materials are quite valuable.";
	text3 = "Someone in Dharmon is sure to be very interested in this.";
	action = SET_SDF 114 10 1;
	code =
		sf(114,3,1);
	break;
	
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = get_sdf(114,11) == 0;
	question = "special";
	text1 = "You are now alone in the middle of a band of brigands. They are all around you, a coarse, unwashed lot. But well-fed. They have made good use of the products of Blosk's hard work.";
	text2 = "And yet, even though you are outnumbered and trapped, they are silent. Not a single word of mockery passes their lips. They're arrogant and a little drunk, but they are not foolish enough to want to challenge the army of Avernum.";
	text3 = "One of them points into the chamber to the southeast. _Mangan's in there,_ he mutters. Then he corrects himself, adding loudly, _Lord Mangan._";
	text4 = "As you pass, every bandit here silently hopes that their leader doesn't get them into a battle.";
	action = SET_SDF 114 11 1;


begintalknode 10; // sack
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Most of the sacks in this pile are empty. The few that aren't are full of moldy mushroom meal, left behind by the bandits. It's all worthless.";

begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "This old spell book has been down here, forgotten, for years. Mold has irreparably damaged most of the pages, but a few are still readable.";
	text2 = "You spend a few minutes browsing them, and your time is rewarded. You learn an incantation that calls allies from the ether to aid you. (Your skill with the spell Minor Summon 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(114,12) == 0) {
			rs(3);
			if (get_stat_total(13) < 7)
				rs(2);
				else {
					rs(4);
					sf(114,12,1);
					alter_stat(30000,49,1);
					}
			}
			else {
				rs(1); rs(2); rs(4);
				}
	break;

begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The thug watches you nervously, content to let Arrmoora do the talking.";

begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "This is one of the members of the Firebrand clan. You try to strike up a conversation, perhaps something regarding the matter of a huge, hidden cache of food.";
	text2 = "The clan member is clearly terrified of you. _Please ... Talk to our leader. Duffy. In the southwest building._ That is all the information you can get.";
	text3 = "The members of the Firebrand clan are immensely grateful to you for getting rid of Mangan. You are asked to stay and repeat the tale of his destruction. It takes a while for you to get away from these profoundly grateful clanfolk.";
	action = DEP_ON_SDF 114 1 0;
	
begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "There are a lot of armed brigands sitting around in here. They seem very nervous. They won't speak with you, and they don't meet your gaze.";
	text2 = "Odd. Maybe their leader, Mangan, can tell you more about what is going on.";

begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Mangan collapses to the ground. With his final moments of strength, he roars in anger. _No! It can't be! How could a mere soldier have defeated me?_";
	text2 = "_Come, warriors! Avenge me! Descend and destroy this intruder!_ Mangan lives just long enough to realize that this is the opposite of what happens.";
	text3 = "The bandits are fleeing. You can hear gates and doors being thrown open and brigands shouting in panic. _Flee! Grab the food and flee!_";
	text4 = "You can hear them running downstairs. Their leader is gone, and soon they will be too. But, if you don't hurry, they'll take the food with them.";

begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "You step boldly into the brigand's lair, confident that they can bring nothing to bear that would threaten a trained warrior of Avernum.";
	text2 = "The outer gate closes behind you. The inner gate opens. Then a gruff voice within says, _Mangan will see you now._";

begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The shouting and scraping sounds echoing through the halls are growing stronger. The bandits downstairs are working as quickly as they can to gather food and supplies and haul them away.";
	text2 = "The only question is whether they are going to emerge in Blosk or have a tunnel down below they can use to leave the city by another route.";

begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "This brigand was running and fighting with several small sacks of dried mushroom meal strapped to his back. As he falls, the meal falls to the ground.";
	text2 = "You leave it here. Soldiers will surely come out from Dharmon to collect it soon enough. And the more brigands you are able to catch, the more food you will recover.";

begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = get_sdf(114,17) == 0;
	question = "special";
	text1 = "You reach the final storeroom under Blosk just in time to see a gate at the north end slam shut. There is a tunnel leading away to the north, obviously the bandits' escape route, but it's sealed now.";
	text2 = "A slithzerikai blocks your path. You recognize him from the front gate. It is Sssolak. His spear is in his hand, ready for use.";
	text3 = "_Ahssss. The others flee. I am here. I am no coward. I will do what they could not. You are tired, warrior. You die, and all your wealth isss mine._";
	text4 = "As he speaks, a human warrior and a goblin step out of the shadows to join him. You can cut off the escape route, but there is one final obstacle before you can leave yourself.";
	action = SET_SDF 114 17 1;
	code =
		activate_hidden_group(52);
		set_name(12374,"Sssolak");
		set_level(12374,6);
		set_boss_level(12374,1);

		set_name(12375,"Shaman Krasa");
		set_level(12375,5);
		set_boss_level(12375,1);

		set_name(12376,"Sniper Prinington");
		set_level(12376,5);
		set_boss_level(12376,1);
		
		alert_char(12374);
		alert_char(12375);
		alert_char(12376);
		
	break;
	
//



//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "As you approach the front gates of the Blosk ruins, several people get up to intercept you. They're rough types, with mismatched armor and old (but sharp) weapons.";
	text2 = "These look nothing like the easily-cowed farmers you were promised. These are rough types, the sort that could easily get by in the Abyss. Who knows? Maybe that's where they are from.";
	text3 = "Unbelievably, their leader, a huge nephar, steps forward to block your path. _Mrrrr ... You are going to the gates? To Blosk? You pay a toll. Pay now._ The ruffians behind him look deadly serious.";
	code =
		set_attitude(30050,10);
	break;
	
begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Step aside, or you will have a fight on your hands.";
	text1 = "The nephar nods. _Hrrrm. I thought we might have to fight. Though me might trick you. A small chance, but maybe worth it._";
	text2 = "He waves a hand, and the brigands advance upon you. Which is, no doubt, what they planned all along.";
	action = END_TALK;
	
begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "You are threatening a soldier of Avernum? Are you mad?";
	text1 = "The nephar shakes his head. _Mad? No. Not mad. This is just our road, and we take our tolls. Sure you pity us poor people of the road._ It's a weak joke, and none of the thugs behind him smile.";
	text2 = "_We only want a little thing, and you are on your way._";

begintalknode 33;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "Fine. A toll. What do you want?";
	text1 = "_Just one thing, to help us live, us poor, lonely people of the road._";

begintalknode 34;
	state = 31;
	nextstate = 32;
	condition = 1;
	question = "And what is that?";
	text1 = "The nephar grins. His fangs are white and sharp. _Your blades. And your armor. You soldiers, you have so much. You go to quartermaster, you get more blades. Us, no luck._";
	text2 = "_Disarm yourself, now, or you pay._ This is pure madness. Not even the most crazed or stupid brigand would think that a soldier of Avernum would willingly surrender his or her blade.";

begintalknode 35;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Who sent you here?";
	text1 = "_Sent? Nobody sent. We are but vagabonds, proud warriors of the road. Only chance that we met._ He looks back at the other brigands and grins. They don't smile back. They don't seem to share his confidence.";

begintalknode 36;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "I should kill you for this insult. In fact, I think I will. (Attack.)";
	text1 = "The nephar, unafraid, laughs and waves a hand. The brigands advance upon you. Which is, no doubt, what they planned all along.";
	action = END_TALK;

begintalknode 37;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "This is your last chance. Step aside or die.";
	text1 = "_Mrrrrr. Well. It was worth a try. Fine. We get your blades from your cold hands. Fine with me._";
	text2 = "The nephar, unafraid, laughs and waves a hand. The brigands advance upon you. Which is, no doubt, what they planned all along.";
	action = END_TALK;

begintalknode 38;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "All right. You win. (Give up your arms and armor.)";
	text1 = "The brigands liberate you of all of your means of protecting yourself. And then, when you are defenseless, they attack. Which is what, of course, they were planning all along.";
	text2 = "And you almost defeat them. But then their allies run out of the Blosk gates and join them. It is a close thing, but, in the end, you fall.";
	action = END_TALK;
	code =
		erase_char(30000);
	break;

	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "You look through the window and see a slith sitting on an old, splintery wooden chair. His feet are up on the table and his two-tined spear leans against a nearby wall.";
	text2 = "He looks at you insolently. _Ah. Soldiers. This is private land. Clan land. I am Sssolak, and I say no rationsss or rest for you here. Dharmon is to south. Go there._";

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "What clan is here?";
	text1 = "_Is the ..._ Sssolak thinks. _Land of Firebrand Clan. Yesss. That is right. Private now, claimed by usss. You stay out._";
	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = gf(114,13) > 0;
	question = "I was just attacked by brigands outside your gates.";
	text1 = "_Ahhh. And you lived. Issss ... Fortunate for you. But I know nothing about it. Only showsss how dangerousss this road is, how you should return to your base. Yesss?_";
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "I want to come inside.";
	text1 = "Sssolak shakes his head. _I said ... I made very clear. You are not coming in. Ahssss. Dharmon is south. Go there._ He turns away and makes a very convincing show of ignoring you.";
	action = END_TALK;
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "I am a soldier of Avernum. I demand that you let me in!";
	text1 = "Sssolak shakes his head. _Am glad you defend Avernum. Shouldn't you do that? Go somewhere and do defending. You are not coming in. Ahssss. Slith Horde is northeast. Go there._ He turns away and makes a very convincing show of ignoring you.";
	action = END_TALK;
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = gf(128,11) == 1;
	question = "I have been sent from the Castle to deal with hoarders. Let me in, or deal with worse.";
	text1 = "Sssolak turns to you. He tilts his head to one side, thinking. _Ahhssss. Yesss._ He nods. Your announcement doesn't surprise him. _The Castle, you say? We would not want to anger the Castle._";
	text2 = "_I will have gate opened for you. Come in. Come see Mangan. Mangan is north. Yesss. He will want to see you personally. Wait for me._ Sssolak gets up and walks off. Soon after that, the gate starts to slowly open.";
	text3 = "You wait several minutes for Sssolak to return, but he doesn't. By now, all of Blosk must know of your arrival.";
	action = END_TALK;
	code =
		sf(114,20,1);
		erase_char(12327);
	break;
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "I'll be going, then.";
	text1 = "Sssolak gets his spear and sets to sharpening it. He says no farewell as you turn away.";
	action = END_TALK;

// 70 Ketzel

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "A young farmer runs up to you. Her clothes are torn and stained with green streaks, and she holds a crude hoe over her shoulder. She has been working hard to salvage her ruined crops, but there's no hope for them now.";
	text2 = "_Wait,_ she shouts. _Be careful. Don't step on the mushrooms! And leave the fruit alone._ She waves at the trees. _It's ours!_";
	text3 = "You calm her down (a little) and assure her that you aren't trying to steal her food. _Sorry, soldier. Things have ... It has not been a good time. I am Ketzel Firebrand. I welcome you to Blosk._";
	text5 = "Ketzel Firebrand continues to work her crops as she speaks with you, though it's a pretty futile effort. Most farmers try to save their fields for a few weeks before they give up. Ketzel hasn't succumbed to despair. Yet.";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "Tell me about your crops.";
	text1 = "She looks around at her sickly field and shakes her head. _You know, we really thought we could make it. We thought we could quarantine a small field in here and shut out the Blight. And it worked, for months._";
	text2 = "_But the Blight got in. It always does. We grew a lot before it struck, but then ..._ She wipes her eyes with her sleeve. _We have so little left now._";

begintalknode 72;
	state = 70;
	nextstate = 72;
	condition = 1;
	question = "I'd like to know about your clan.";
	text1 = "She looks down at the ground. _We are the Firebrand clan. We have been in Avernum since ... since the early days. And ... and ..._";

begintalknode 73;
	state = 70;
	nextstate = -1;
	condition = gf(114,1) == 0;
	question = "I am here because of accusations of food hoarding. Know anything about that?";
	text1 = "She shakes her head. _I only try to raise mushrooms. I don't know what happens to them after that._ Seems unlikely.";
	text2 = "She points at the buildings to the south. _You should talk to Duffy. He is clan leader. He would want me to send you to him._";

begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = gf(114,1) == 0;
	question = "I was attacked by brigands outside Blosk.";
	text1 = "She looks ill. _We heard. And we ... We peered out the windows. We saw what you did. We ... My clan has nothing to do with them._";
	text2 = "_Please ... Before you attack anyone, please talk to our clan leader._ She points at the buildings in the southwest corner of town.";

begintalknode 75;
	state = 70;
	nextstate = -1;
	condition = gf(114,1) > 0;
	question = "Mangan and his brigands are gone.";
	text1 = "She nods and smiles. _And we are free of them. We are so grateful to you. You saved us from them and their madness. They would have brought down the full army on us if you hadn't stopped them._";

begintalknode 76;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "How did the Blight get in?";
	text1 = "_No idea. Honestly, none at all. My guess is that a spore drifted in over the wall. There's no wind in Avernum, but there are drafts._";
	text2 = "She starts quivering with anger. _One little speck of mushroom, and our future dies._ She stomps on a blighted mushroom with her foot.";

begintalknode 77;
	state = 71;
	nextstate = -1;
	condition = gf(114,1) == 0;
	question = "And what happened to the food that you grew?";
	text1 = "She looks around nervously, wanting to see who might be listening. She seems especially worried about the northern building. Finally, she says, _We don't have it anymore._";
	text2 = "She doesn't say anything else about it.";

begintalknode 78;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "And what do you eat now?";
	text1 = "_We have a few miserable fruit trees. We catch lizards._ She casts a vicious look at the northern buildings. _And we take what scraps we are given._";
	text2 = "You ask her to explain, but she becomes very quiet.";
	text3 = "_We don't know. I suppose we will go to the food depots, like everyone else. And wait for salvation._";
	action = DEP_ON_SDF 114 1 0;
	
begintalknode 79;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Yes?";
	text1 = "_You should speak with Duffy._ She points at the buildings to the south. _He is clan leader now. He would want to meet with you. I'm supposed to be careful what I say to outsiders. Sorry._";

// Duffy

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "There is a pale old man, surely a native Avernite, sitting at this table. He is doing nothing but basking in the warmth of the kitchen and sipping tea. When you approach, he motions for you to join him.";
	text2 = "_Welcome to our humble home,_ he says slowly. _I am Duffy Firebrand, head of our clan. A clan that has fallen on very hard times, as you can see._";
	text3 = "After pouring you some lichen tea, he says, _You are warriors, here on a mission, yes? We have seen you spill blood outside. We hope you will at least speak briefly with us before your blades come out again._";
	text5 = "Duffy Firebrand sits at the table and sips his tea. He is a quiet man, mainly allowing you to lead the conversation. As you talk, you can hear members of the clan just outside the room, struggling to hear what is said.";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 92;
	condition = 1;
	question = "Tell me about your clan.";
	text1 = "He gives you an abbreviated version of a tale he has told many, many times. _Our ancestors were a close-knit family from the back hills, on the surface. Fourteen of us, from elders to children, rough people._";
	text2 = "_They were not ones to bow and scrape to the local Empire officials. So in the early days of Avernum, they were all sent into the underworld as an example to the other hillfolk._";

begintalknode 92;
	state = 90;
	nextstate = 94;
	condition = 1;
	question = "How did you come to Blosk?";
	text1 = "_We were fleeing the Slith Horde. Like so many others, we were abandoning the northern tunnels. I saw that, to avoid the miserable refugee camps, we would have to run farther than all the others._";

begintalknode 93;
	state = 90;
	nextstate = 91;
	condition = gf(114,1) == 0;
	question = "I am here because of accusations of food hoarding. Know anything about that?";
	text1 = "He takes a deep breath and thinks. It is a difficult decision, whether to tell you what is happening or not. He decides that he has no choice but to trust you. He is probably right.";
	text2 = "_I hope you do not abandon us, not after I say what I am about to. When Mangan learns I have shared this secret, it will go hard for us. Can you protect us?_";

begintalknode 94;
	state = 90;
	nextstate = -1;
	condition = gf(114,1) == 0;
	question = "I was attacked by brigands outside Blosk. Are you responsible?";
	text1 = "He shakes his head vehemently. _We are farmers. Not murderers. Those were Mangan's men, not mine._";

begintalknode 95;
	state = 91;
	nextstate = -1;
	condition = gf(114,14) == 0;
	question = "I make no promises. You all look like criminals to me.";
	text1 = "He shakes his head. _That is not enough. Wander our town. See what you find and who you meet. I only ask you to spare my clanfolk until you have learned more of who all is living here._";
	text2 = "_Good day._";
	action = END_TALK;
	
begintalknode 96;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "I am here to deliver harsh justice to traitors. You attacked me outside town. You must die. (Attack.)";
	text1 = "He jumps to his feet. _No! Please! It was not us! It ... It ..._";
	text2 = "You are interrupted by several angry clanmembers, who run into the room brandishing their crude weapons. They must have been listening in. Oh, well. They don't look like they will present you with any difficulties.";
	action = END_TALK;
	code =
		make_zone_hostile();
		activate_hidden_group(51);
		set_name(12338,"Firebrand Clansman");
		set_name(12339,"Firebrand Clansman");
		set_name(12340,"Firebrand Clansman");
		set_name(12341,"Firebrand Clanwoman");
		set_name(12342,"Firebrand Clanwoman");
		set_name(12343,"Firebrand Clanwoman");
	break;
	
begintalknode 97;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "Where did the Firebrand name come from?";
	text1 = "_The judge who banished them to exile, he said that 'Our world has no more room for firebrands like you.' So we took the name Firebrand as a badge of pride ever since._";

begintalknode 98;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "Where has your clan lived?";
	text1 = "_We have traveled much. In early days, we lived in the northern tunnels. After the Empire invaded, we moved to the safety of the lands near Mertis. In the Time of Shades, we thought it safer to be near Formello._";
	text2 = "_Then the Slith Horde came, so we moved here. We brought mushroom spores, untouched by the Blight, with us. We thought to make a small safe haven for ourselves in this ruin._";
	text3 = "He shakes his head. _It was not to be._";

begintalknode 99;
	state = 92;
	nextstate = 93;
	condition = 1;
	question = "Will you ever return to the surface?";
	text1 = "_Once, we would have said that death was preferable._";
	text2 = "_Now, though, the choice is rapidly becoming the surface or death. And I will not choose death for our children. We will return to the surface as soon as we can. And, when we do, our clan ends forever._";

begintalknode 100;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "Ends forever?";
	text1 = "_We will still be kin. We will always be kin. But we will abandon the Firebrand name. It was our underworld name, the name of rebels. On the surface, we will be something else. Not worse, but different._";

begintalknode 101;
	state = 94;
	nextstate = -1;
	condition = 1;
	question = "Where were you going?";
	text1 = "_I actually thought to flee to the Abyss, but then we found Blosk. It had been left abandoned since it was destroyed in the Time of Shades. People thought it haunted, I think._";
	text2 = "_We had a surprisingly easy time moving in. Patching up walls. Making a small patch of mushrooms, quarantined from the Blight._ He sighs. _It might have worked._";

begintalknode 102;
	state = 97;
	nextstate = 98;
	condition = 1;
	question = "How did the brigands come here?";
	text1 = "He shakes his head sadly. _It is my fault. Once we had food, I feared it would invite attack. From thieves, from armed mobs. Mangan heard that we had food, and he came here._";
	text2 = "_He and his men offered us protection, in return for a share of our crops. I agreed. Like an old, naive, pathetic fool, I agreed._";

begintalknode 103;
	state = 97;
	nextstate = -1;
	condition = 1;
	question = "Where is Mangan?";
	text1 = "_Mangan and all of his bandits live in the northern buildings. They let you into Blosk, so I am sure that he wants to see you._";
	text2 = "_But I would expect a trap. He tried to murder you once. No doubt he will try again. Mangan is not ... wise._";

begintalknode 104;
	state = 98;
	nextstate = 99;
	condition = 1;
	question = "And then what happened?";
	text1 = "_Nothing that will surprise you. Once Mangan and his thugs, more of them than I thought, were inside our walls, they took all our food. Not just a portion. They hand us the worst of it, moldy and foul, and keep the best._";
	text2 = "_They have not killed any of us, yet, or done ... other things. They use us to conceal their presence. They have us serve them. The Firebrand clan, proud rebels against the Empire, reduced to servants, because of me._";
	text3 = "_And they threatened to start killing us if we revealed their presence._";

begintalknode 105;
	state = 99;
	nextstate = 97;
	condition = 1;
	question = "So why are you telling me?";
	text1 = "_Because you are here. The Castle knows of food stores. Mangan's ruse will come to an end, one way or another. You are our only hope that he can be stopped before he lashes out at us._";
	text2 = "_Please help us. Stop Mangan, and save my people from my horrible mistake._";

begintalknode 106;
	state = 97;
	nextstate = -1;
	condition = 1;
	question = "And where is all of the food?";
	text1 = "_They took it to the tunnels under Blosk. But be wary. From what we have overheard, the bandits have an escape route in the tunnels._";
	text2 = "_If you attack the bandits, they will probably try to flee and take the food with them. Once they try to get away, you will have to move very quickly to keep them from getting away._";

begintalknode 107;
	state = 90;
	nextstate = 100;
	condition = gf(114,1) > 0;
	question = "Mangan and his bandits will trouble you no more.";
	text1 = "Duffy nods. _I am very grateful. We all are. You have saved us. Well, saved us from the bandits, anyway._";
	text2 = "_We will surrender to the Castle anything it desires. We only ask to retain enough food to survive. I am sure they will grant us that._ Well, he'll probably get about three-quarters of that.";
	text3 = "_We have surrendered to the Castle all it desired. They left us with little. We are as hungry and desperate as everyone else now. But at least Mangan is gone._";
	code =
		if (gf(114,1) == 1)
			rs(3);
			else rs(2);
	break;
	
begintalknode 108;
	state = 100;
	nextstate = -1;
	condition = 1;
	question = "What will you do now?";
	text1 = "_We must wait. Avernum will sustain us no longer. We will hope that a route to the surface opens for us, and we will flee this land. Our home._";

begintalknode 109;
	state = 90;
	nextstate = -1;
	condition = get_quest_status(169) == 2 && gf(114,10) == 0 && gf(114,14) == 0;
	question = "I am looking for a lost cache of supplies. Can you help me find it?";
	text1 = "He gets a wily look. _Ahhhh ... I'm afraid the presence of so many brigands in my home is very distracting to me. Makes it hard to remember things._";

begintalknode 110;
	state = 90;
	nextstate = 101;
	condition = get_quest_status(169) == 2 && gf(114,10) == 0 && gf(114,14) > 0;
	question = "I am looking for a lost cache of supplies. Can you help me find it?";
	text1 = "_Ahhhh ... A lost cache? We will hide nothing from the army of Avernum. I don't know where any cache is. However, there is a tunnel under Blosk, full of traps. We don't know what is at the end of it._";
	text2 = "";

begintalknode 111;
	state = 101;
	nextstate = -1;
	condition = 1;
	question = "How do I get to the tunnel?";
	text1 = "_There is a concealed switch on the wall in one of the ruined rooms in the southeast corner of town. It is easy to find, if you look for it. Press it to open the way._";
	
begintalknode 112;
	state = 91;
	nextstate = 97;
	condition = 1;
	question = "If you are innocent of wrongdoing, I will do what I can.";
	text1 = "He nods. Then he says, knowing several members of the clan are eavesdropping, _Our situation is a hard one. I say we will take a chance._";
	text2 = "_We of the Firebrand are not the only ones living in Blosk. There is a group of brigands too, led by a man named Mangan. They have our food, and they force us to serve them._";
	text3 = "_For whatever reason you were sent here, warrior, it is the brigands you should talk to._";
	action = SET_SDF 114 14 1;

// Mangan

begintalknode 115;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Name";
	text1 = "This man is obviously the leader of this little group of brigands. He sits back in an old, scratched up wooden throne, probably salvaged from the ruins. His blade lies across his lap.";
	text2 = "He sits casually, a golden goblet of wine in his hand. He looks far better fed than the miserable clanfolk outside.";
	text3 = "He smiles, sips his wine, and says, _So ... The day has finally come. A soldier of Avernum. The Castle has finally noticed the goings-on in our little corner._";
	text4 = "_I am Mangan. Tell me. Why have you come here?_";
	code =
		set_attitude(30052,10);
		set_act_at_dist(30052,1);
	break;
	
begintalknode 116;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "Some brigands attacked me outside Blosk. Know anything about it?";
	text1 = "Mangan shrugs. _This is a dangerous time. The Great Cave is full of thugs and skribbane eaters. Can I be held responsible for everything that happens everywhere?_";
	text2 = "There is something about his smug half-smile that makes you instantly want to punch him.";
	
begintalknode 117;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "Are you part of the clan that lives here?";
	text1 = "He shakes his head. _Oh, no. We are their ... protection. We are here to look after them. They are farmers, not warriors. We protect them from thugs and miscreants._";
	text2 = "He chuckles. The archers behind him are looking more nervous with every passing moment.";
	
begintalknode 118;
	state = 110;
	nextstate = 111;
	condition = 1;
	question = "I am here because of accusations of food hoarding. All excess food must be surrendered to the Castle.";
	text1 = "He nods. _This is what I expected. I knew this day would come. I only wanted to make sure that this was why you are here._";
	text2 = "_Yes. We have food. Lots of it. It is ours. We have every intention of keeping it. Why should we give it to you?_";
	
begintalknode 119;
	state = 111;
	nextstate = -1;
	condition = gf(114,14) > 0;
	question = "It is not your food. It was stolen from the Firebrand clan.";
	text1 = "_What? You know that? That sniveling little weasel, Duffy, I told him not to talk. Well, I can deal with that. After._";
	
begintalknode 120;
	state = 111;
	nextstate = 112;
	condition = 1;
	question = "Your food or not, you cannot sit on a massive trove of it while Avernites starve outside.";
	text1 = "_Oh, but you will find that I can. Your little ethical complaints don't bother us. Not at all. In this dark time, the ones who live are the ones who are strong enough to seize food and to hold it._";
	text2 = "_Also, you have forgotten something._";
	
begintalknode 121;
	state = 111;
	nextstate = 112;
	condition = 1;
	question = "You'll give it because I am under orders to take it.";
	text1 = "_I understand. Ethics do not enter into it. You are a good soldier, confident that your insignia and the sun symbol of Avernum will protect you._";
	text2 = "_Also, you have forgotten something._";
	
begintalknode 122;
	state = 112;
	nextstate = 113;
	condition = 1;
	question = "What?";
	text1 = "_You are trapped here. With us._ He stands up. His blade is now in his hand. _Avernum's army does not scare us. Avernum is done. Only the strong will survive now._";
	text2 = "Based on the expressions of the guards behind him, the army of Avernum still scares them very much. That doesn't stop them from aiming their arrows at you.";
	
begintalknode 123;
	state = 113;
	nextstate = -1;
	condition = 1;
	question = "You are attacking soldiers of Avernum? You will pay for this.";
	text1 = "_No! You will pay for your allegiance to a dying land!_";
	text2 = "_Today, I am no longer Mangan! I am Warlord Mangan! My rebellion starts today! Behold the splendor of my beginning!_ He shouts a command, and brigands all around you spring into action.";
	action = END_TALK;
	
begintalknode 124;
	state = 113;
	nextstate = -1;
	condition = 1;
	question = "Please! Please spare me!";
	text1 = "_Hah! You sniveling whelp! You will not deny me this battle. I have longed for it, and it will happen now!_";
	text2 = "_Today, I am no longer Mangan! I am Warlord Mangan! My rebellion starts today! Behold the splendor of my beginning!_ He shouts a command, and brigands all around you spring into action.";
	action = END_TALK;
	
begintalknode 125;
	state = 113;
	nextstate = -1;
	condition = 1;
	question = "I kind of knew this is where we were heading. Let's go. (Attack.)";
	text1 = "Yes! Loyal to the last, but you will pay for your allegiance to a dying land!_";
	text2 = "_Today, I am no longer Mangan! I am Warlord Mangan! My rebellion starts today! Behold the splendor of my beginning!_ He shouts a command, and brigands all around you spring into action.";
	action = END_TALK;

////

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