// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(118,0) == 0;
	question = "special";
	text1 = "You are close to the front gates of the Castle. It is a massive, squat building, made of solid rock. Some of the walls were built by hand. Others were called directly from the living rock by the first wizards of Avernum.";
	text2 = "Normally, the courtyard in front of the Castle is a quiet, dignified place. Avernum doesn't want to be thought of as some provincial backwater, so its people try whenever they can to create a sense of dignity and class.";
	text3 = "These days, however, safety is the greatest consideration. A large contingent of Avernum's best soldiers camps at the gate, ready to turn away assassins, rioters, or mobs of angry peasants.";
	text4 = "Fortunately, when they see that you are a fellow soldier, they don't give you a second look.";
	action = SET_SDF 118 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Narelle's Fine Fashions";
	
begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  The Stonespire Restaurant";
	text3 = "  The finest in Avernite cuisine.";
	text4 = "  Ale, Wine, and Tea.";
	text5 = "  Some surface food available.";

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Gnass, Blosk, Dharmon - West";
	text3 = "  Fort Remote, Patrick's Tower - Southwest";
	text4 = "  Portal Keep - Southwest";
	text5 = "  Castle Food Depot - South";
	text6 = "  Almaria - East";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The lizard hisses at you when you get close. Not a surprise. Then it rushes after its mistress.";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several pack lizards in these pens, waiting to be hitched to wagons and forced to march to distant lands. It is a tiresome life.";

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You spend some time talking with the soldiers outside the Castle. They are kind enough to share some of their meager meal with you.";
	text2 = "Your rank intimidates them, but you are eventually able to put them at their ease.";
	text3 = "They tell you that inside the Castle is the safest place to be. However, you can only go inside if you have orders to go there.";
	code =
		if (gf(170,0) < 2)
			rs(2);
	break;
	
//

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Narelle";
	text1 = "This is a tailor's shop, where this woman fits visitors to the Castle with stylish clothes. Or, at least, stylish by Avernite standards. Even in the underworld, fashion exists.";
	text2 = "In normal times, scruffy soldiers would be turned away at the door. In times of war, however, the proprietor adjusts.";
	text3 = "_Welcome, brave warrior of Avernum,_ she says. _I am Narelle, a seamstress of some repute. Might I interest you in new garb to replace ... those things you have chosen to wear._";
	text5 = "Narelle waits patiently, eager to show you into one of her dressing rooms.";
	text6 = "The way she looks at your clothes, you suspect she is trying to figure out if she would boil them before burning them, or the other way around.";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "You think you have something I would like to wear?";
	text1 = "_I do. This shop has been here for many years, and it survives by adjusting with the times. When war rages, we make garments that are, in addition to stylish, protective._";

begintalknode 12;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "You make armor?";
	text1 = "_Oh, no. I lack the forge, and my hands are very delicate. No, we craft robes, cloaks, and other garments for the adventurer who requires great ease of movement._";

begintalknode 13;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Can you make enchanted clothing?";
	text1 = "_Not quite. I can take the finest materials, spider silk, blessed cloth, the products of Avernum's wizards and priests, and form them into garments worthy of the materials._";

begintalknode 14;
	state = 10;
	nextstate = 12;
	condition = 1;
	question = "So, what is in fashion now?";
	text1 = "She shows you several dresses and tunics. She is eager to show off the quality of her goods, even if she doubts you'll buy something.";
	text2 = "_As you can see, everything here is very fine. The height of fashion on the surface as of, say, two years ago. Wearing these things, you could go before King Starrus himself without shame._";

begintalknode 15;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Fashionable two years ago?";
	text1 = "_Ahhh ... Sadly, our fashions always trail those on the surface. It takes time to get the styles and materials. The correct fur, plumes, and so on._";
	text2 = "_One day, we Avernites dream of leading fashion instead of following it. First, however, I think we need to figure out how to feed ourselves._";

begintalknode 16;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "You sell a lot to people visiting the Castle?";
	text1 = "_It is the core of my business. People come from the dirty outskirts, realize that the rags they are wearing are completely inadequate, no offense to Formellans, and correct their error._";

begintalknode 17;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Let me see what you have for sale.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Narelle the Seamstress",
		  "Narelle eagerly shows you into a dressing room and shows you the goods she reserves for adventurers.",
		  14,4,0);	
	break;

begintalknode 18;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "_Then I thank you for your custom._";
	action = END_TALK;
	


//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Vaclav";
	text1 = "This is, or was, one of Avernum's few semi-fine dining establishments. Now that there is no food, it seems to have fallen on hard times. You are the only customers.";
	text2 = "When you enter, the owner practically runs up to you. _Welcome! Oh, welcome! I am Vaclav. Welcome to The Stonespire. I hope you are not here to loot me. I have almost no food. Would you like a table?_";
	text5 = "Vaclav hovers near you, hoping that you will order something. And not rob him.";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "Are you worried about being robbed?";
	text1 = "_I am worried about being attacked. There are so many hungry people, you never know when someone desperate will ... Do something. And it would be such a waste. We have almost no food left._";

begintalknode 32;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "You think someone might rob you? Even with all of the soldiers outside?";
	text1 = "_People are desperate. They are only getting more so. It would take only a moment to stab me, grab a roll, and flee._";
	text2 = "_People see this place, and they think that there is food. It is no longer the case._";

begintalknode 33;
	state = 30;
	nextstate = 32;
	condition = 1;
	question = "So this is an actual restaurant?";
	text1 = "_It is. Or was. We served visitors to the Castle the finest renditions possible of Avernite cuisine. People from the surface are eager to know how we do it. It is part of the whole experience of visiting Avernum._";

begintalknode 34;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "And what do people from the Empire think of how we eat?";
	text1 = "He sighs. _They are ... diplomatic. Sometimes._";
	text2 = "_Of course, I also served some food from the surface, brought down through the Great Portal at considerable expense. But that doesn't happen anymore, of course._";

begintalknode 35;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Are there still Empire tourists down here?";
	text1 = "_There are. Poor souls, trapped by circumstance. And sometimes in the mood to hire soldiers. You can find most of them in the Fissure Post Inn._ He points to the west.";

begintalknode 36;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "And what do you serve now?";
	text1 = "_When I find a little food, I prepare it, stretching it as best I can. But now I mainly serve wine and tea. The lichen we use to make tea is, so far unaffected by the Blight._";

begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Please show me your menu.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("The Stonespire Restaurant",
		  "Vaclav seats you and shows you the menu. Most of the items on it have been crossed out.",
		  15,3,0);	
	break;

begintalknode 38;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I'll be going now.";
	text1 = "_Of course. I hope to see you again. And remember, in better times, you will need a reservation to dine here._";
	action = END_TALK;

	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "There is a slithzerikai tinker walking up and down the road, trading with soldiers and travelers. Business seems to be good for her. Many refugees and merchants walk up and down this road.";
	text2 = "Two giant lizards follow her everywhere. One of them bears goods on its back. The other is here to protect her. Its teeth haven't been filed down. They are very obedient for giant lizards.";
	text3 = "She greets you with a little bow. _Ahsss ... I am Hessesha the Tinker. You are traveler, I see. Soldier. I sell much to soldiers. And buy too. May I trade with you?_"; 
	text5 = "Hessesha tirelessly walks up and down the road, accompanied by her two huge lizards. The pack lizard munches on the occasional Blighted mushroom. The guard lizard watches you with cold, beady eyes, ready to pounce.";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "Your lizards are very well-behaved.";
	text1 = "She nods. _They are irritable creaturesss, eager for a fight. But they are quieter around our kind. They see us as kindred spiritsss._";
	text2 = "She scratches her guard lizard behind the ear. _It isss a sad time. Isss not alwaysss safe for the slithzerikai._";

	
begintalknode 52;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Don't the soldiers keep you safe?";
	text1 = "_They ... They do. Sometimesss. But isss alwaysss best to be able to defend oneself._";
	
begintalknode 53;
	state = 51;
	nextstate = 52;
	condition = 1;
	question = "Why is it dangerous for the sliths?";
	text1 = "_Isss hard times. Avernum fightsss our kind. And the Blight, and other troublesss ... Some blame my kind._";
	
begintalknode 54;
	state = 52;
	nextstate = 53;
	condition = 1;
	question = "You are blamed for the Blight?";
	text1 = "_Some blame usss. Some think we made it. Isss mad. Some of usss, we know who made the Blight, but they will not listen._";
	text2 = "";
	
begintalknode 55;
	state = 53;
	nextstate = 54;
	condition = 1;
	question = "Who made the Blight?";
	text1 = "_It was the nephilim! Shifty cat creature ... I never trust them! They did thisss to usss all!_";
	text2 = "_Ummm ... No offense._";
	code =
		if (species_in_party(2) == 0)
			rs(2);
	break;
	
begintalknode 56;
	state = 54;
	nextstate = 50;
	condition = 1;
	question = "I ... see.";
	text1 = "_Yesss. Some say I should not give blame. But someone has to take blame. Thisss Blight, it did not just appear! Someone must have made it. And we must tell who, or we slithsss will be blamed, just for being slithsss._";
	text2 = "_But enough of thisss sad talk. We should do businessss. I am sure there are things you need._";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Let me see your wares.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Hessesha the Tinker",
		  "Hessesha mostly sells pots, pans, and other mundane items. Some of her equipment, however, would be quite useful to a traveler.",
		  16,3,0);	
	break;
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "I'd like to sell something.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode 59;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "_Ahssss ... Then I thank you._ She continues walking down the road.";
	action = END_TALK;


////


begintalknode 349;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Unfortunately, the Castle was a poor place to begin your life of crime. Most of the soldiers have had to travel northeast to fight the slithzerikai, but enough remain down here to hunt you down.";
	text2 = "You are jailed in Fort Remote. By the time you are able to get free, the multiple disasters that afflict Avernum have doomed you and all around you.";
	code =
		erase_char(30000);
	break;		
		
		