// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(130,0) == 0;
	question = "special";
	text1 = "You are near a huge caldera, one of the most interesting natural features of the Great Cave. A natural vent spits out a constant torrent of steaming, mineral-rich water, which flows away to the south.";
	text2 = "The steam is quite thick, and this area is considerably warmer than the rest of the Great Cave. The view is spectacular.";
	text3 = "And, for that reason, an inn has been built to the northwest of the caldera. It is the Fissure Post, Avernum's most luxurious inn. It is a famous place, patronized by successful merchants and wealthy tourists from the surface.";
	text4 = "The inn has a commanding view of the volcanic action below. You do wonder how recent events have affected the upper-class patrons within.";
	action = SET_SDF 130 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(130,1) == 0;
	question = "special";
	text1 = "All eyes turn on you as you enter the common room of the Fissure Post. The inn is mostly empty, but some patrons still remain. Clearly from the surface, by the look of them.";
	text2 = "They are terrified at first, afraid that brigands have come for them at last. They relax visibly when they realize that you are an Avernite soldier.";
	text3 = "Most of them return to their drinks, served by the lone proprietor of the inn. However, one or two of them watch you carefully, perhaps wondering if your services are for hire.";
	action = SET_SDF 130 1 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(130,2) == 0;
	question = "special";
	text1 = "Even now, most of the Fissure Post is immaculately clean and well-tended. This back corridor, however, has been pointedly neglected.";
	text2 = "It is strangely quiet back here. Even the constant rumbling of the fissure outside is muted. Your hair starts to stand on end. Odd.";
	action = SET_SDF 130 2 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(130,28) == 0 && char_ok(14048) == FALSE;
	question = "special";
	text1 = "When you get close to the rune etched into the floor, it emits a blinding pulse of light. As you try to regain your vision, the smell of sulfur fills the room.";
	text2 = "It takes a few seconds to be able to see again. When you look around, you see that something has joined you in the room. It's a very dazed looking red lizard. But, like you, it doesn't take long to regain its bearings.";
	code =
		spawn_creature(14048);
		set_name(14048,"Guardian Salamander");
		set_coloradj(14048,4);
	break;
	
begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "A pair of mercenaries are guarding the entrance to the inn. You speak with them briefly. You receive a warning not to cause trouble. They also ask you if you know anything new about the Great Portal.";
	text2 = "These warriors are clearly eager to get away from the Fissure Post and back up to the surface as soon as possible.";
	
begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Most of the people in this inn are wealthy tourists from the surface, hoping to keep a low profile and escape Avernum as soon as possible. They don't want to talk to you.";	
	
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "These are aging lizards, probably from a merchant caravan, waiting to be killed, dressed, and served to the inn's clientele. Stringy, unpleasant meat, but at least it's edible.";
	
begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";


// Yardley

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "The proprietor of the Fissure Post is also the only remaining staff. He is an old, pale Avernite, probably a native. His clothes are immaculate, no doubt tailored on the surface.";
	text2 = "Even now, with everything falling apart, he looks nervous about having soldiers in his fine establishment. He does seem willing to deal with you. As long as you don't get too comfortable.";	
	text3 = "_Welcome, brave defender of Avernum. I am Yardley, proud owner of the Fissure Post. I assume you are stopping by briefly, yes? Well, please let me get you a drink or meal before you go on your way._";
	text5 = "It is hard to get Yardley's attention. He is determined to give his clients the level of service they are accustomed to, even if it kills him. And, at his age, it probably will.";
	text6 = "Eventually, you are able to get his attention again. _Yes, warrior? You wanted another moment of my time before you moved on?_";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "Tell me about your inn.";
	text1 = "_I would be happy to. This is the Fissure Post, the only fine hotel in Avernum. We cater to the prosperous, both in the underworld and the surface. And we will continue to maintain our quality, despite our shorthandedness._";
	text2 = "_We provide a valuable refuge, as you can see._";

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Is it possible to get a room?";
	text1 = "_I'm afraid that we are completely full,_ he lies. _Perhaps if you came back tomorrow._";

begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Is there anything I can do for you?";
	text1 = "_I currently need maids and waitstaff, but I do not think you would be suitable for the task._";
	text2 = "_However, I believe that some of my customers require assistance with certain ... inquiries. If you asked around discreetly, you might be able to acquire a patron._";

begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I would like a drink.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Fissure Post",
		  "Yardley serves excellent drinks. And his prices match their quality.",
		  10,6,0);	
	break;

begintalknode 15;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I would like a meal.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Fissure Post",
		  "Yardley serves excellent meals, though you have to wait for a long time. Alas, his food prices are high, even by the current standards.",
		  11,6,0);	
	break;

begintalknode 16;
	state = 10;
	nextstate = -1;
	condition = gf(130,28) == 0 && get_quest_status(158) == 2;
	question = "I am looking for someone named Reginaldo.";
	text1 = "_Ah ... Him. One of my long-time tenants. A peculiar fellow, who strongly values his privacy._";
	text2 = "_He is upstairs. His room is in the very back. I take no responsibility if your intrusion annoys him._";

begintalknode 17;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "_Really? I am so sorry to hear it. I wish you safe travels, and I hope to see you again. Someday._";
	action = END_TALK;
	
begintalknode 18;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "Where are all the other employees?";
	text1 = "_Fled. Some to their home cities, some up the Great Portal, others ... I don't know where. At a time when I hoped to retire, it falls to me to operate the Fissure Post alone._";
	text2 = "_And yet, even if it wears me out, I will do so. It is a matter of national pride._";

begintalknode 19;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Don't you worry about being next to the fumarole out there?";
	text1 = "_Of course not. The finest mages of the Tower Colony assure me that it is perfectly safe._";
	text2 = "_And who is better at judging risk and acting in a calm, reasoned manner than a wizard?_ You bite your lip to keep from responding.";
	
begintalknode 20;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Why are your customers still here?";
	text1 = "_Even visitors from the Empire must wait their turn to use the Great Portal, like anyone else. An unwise decision, if you ask me. King Starrus is even-handed to a fault._";
	text3 = "_They are waiting for the Great Portal to be rebuilt. Until then, they sit here, drink, and sink into despair._";
	action = DEP_ON_SDF 170 1 10;
	
begintalknode 21;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "National pride?";
	text1 = "_For many in the Empire, I provide their longest lasting view of Avernum. I feel I have done more than any single individual in the Underworld to show the surface-worlders that we are a civilized nation._";


// Reginaldo

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "There is a dirty, bedraggled mage in this bedroom, carrying out a handful of small, well-contained experiments. He seems to have adapted this hotel room to be his own private little laboratory.";
	text2 = "Your intrusion worsens his already grim mood. _I am Sage Reginaldo,_ he says, _formerly of Cotra, and I pay Yardley well for privacy. What do you want?_";
	text5 = "Reginaldo stands there and seethes quietly, wishing that his privacy would be restored.";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "Why are you here?";
	text1 = "_Because I was evacuated from Cotra, and I had to work somewhere. So I came here. I thought that the Fissure Post, considering its reputation, would protect my privacy. I was woefully misinformed._";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "What are you working on?";
	text1 = "_I am quite confident that it is none of your business._";

begintalknode 33;
	state = 30;
	nextstate = 32;
	condition = 1;
	question = "Do you have anything magical for sale?";
	text1 = "Reginaldo sighs. _The Fissure Post suits my needs, but it is expensive. Reginaldo pays his bills!_";
	text2 = "_I have spent some time scribing scrolls. And I have been known to give lessons. But you will pay for the knowledge I impart. That is the only reason I would deign to barter with you._";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I'm going now.";
	text1 = "_Ahhhh ... What a relief._";
	action = END_TALK;

begintalknode 35;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Tell me about Cotra.";
	text1 = "_A city in the Eastern Gallery, in the process of being absorbed by the Slith Horde. King Starrus decided that we would all be forced to leave._";
	text2 = "_Most of the residents went, bleating sadly, to some refugee camp or other. I chose my own destination._";

begintalknode 36;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "And now you have a workshop here?";
	text1 = "_Yes. The proprietor is most understanding. And oddly trusting. And the presence of a wizard here comforts him, in case there is an attack._";

begintalknode 37;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Let me see your scrolls.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Reginaldo's Scrolls",
		  "Reginaldo spends some of his time up here scribing scrolls. It helps him earn the money he requires to stay here.",
		  12,4,0);	
	break;

begintalknode 38;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "I would like training.";
	text1 = "You conclude your training.";	
	code = 
		begin_shop_mode("Reginaldo's Training",
		  "Reginaldo can teach you a variety of interesting magical techniques. It helps him earn the money he requires to stay here. (You can only improve a skill with a trainer three times.)",
		  13,5,0);	
	break;

begintalknode 39;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "I don't need anything else.";
	text1 = "_And, by an astonishing coincidence, you have just completely exhausted my patience. Leave me._";
	action = END_TALK;

// Adelard

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "This man is clearly from the surface. Balding, portly, and wearing the most stylish of clothes, he is a caricature of the successful merchant. He is also close to panic. You doubt he's had a good night of sleep in weeks.";
	text2 = "He motions for you to join him and pours you a goblet of the best Almarian wine. _A soldier. A soldier of Avernum. At last ... It is so hard to meet someone in authority. I ... I apologize. Let me start over._";
	text3 = "He begins to nervously twist the beautiful rings on his fingers. _I am Adelard. I brought my children down here to see the wonders of Avernum. And then the disasters began. And now my daughter is missing._";
	text5 = "Adelard sits and drinks and worries. You notice that he has been spotting the front of his fine tunic with mushroom wine. He shows no sign of caring.";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "Why did you come down to Avernum?";
	text1 = "_My children wanted to see it. Holda wanted to see the beauty of it. Herwin ... He has some odd ideas. About adventure and heroism and what-not. So they talked me into bringing them down._";
	text2 = "_Hedwig ... She decided to stay. Always wiser than everyone around her, that woman. So I left my business behind and came here._";

	
begintalknode 52;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Do many in the Empire come to visit Avernum?";
	text1 = "_I wouldn't say many, but it is a truly fashionable destination for the more adventurous traveler. Or, it was. I suspect those days are gone forever._";
	
begintalknode 53;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Who is Hedwig?";
	text1 = "_My wife. Oh, she will be so furious when she learns how badly I butchered everything._";
	
begintalknode 54;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "What is your business on the surface?";
	text1 = "_I am a merchant. I own three ships, that carry goods in and out of the ports of Krizsan. In Valorim. Maybe you have heard of it. It is close to Upper Avernum, and ... Oh, never mind._";
	
begintalknode 55;
	state = 50;
	nextstate = 52;
	condition = 1;
	question = "How long will you stay here?";
	text1 = "_Well, my money is gone. Though our clothes and jewelry remain. And Yardley is being kind enough to let me run up a tab until I can go. Adelard never cheats his way out of a debt._";
	text2 = "_But, even when I have my daughter, I must still get to the portal._";
	
begintalknode 56;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "And that is a problem?";
	text1 = "_My draws in the lottery to use the Great Portal are poor. I will be here for months still, no matter what._";
	text3 = "_If my information is to be believed, it will be years before the Great Portal is rebuilt. And ..._ He shakes his head. _Oh, Hedwig, why didn't I listen to you?_";
	action = DEP_ON_SDF 170 1 10;
	
begintalknode 57;
	state = 50;
	nextstate = 53;
	condition = gf(130,4) < 2;
	question = "Tell me about your daughter.";
	text1 = "_I lost her. We were in Formello, far to the northeast, when the Slith Horde first struck. They reached Formello within days._";
	text2 = "_There was a mad, panicked flight. So many people, rushing to the Eastern Gallery and through. During that long, nightmare run, I lost track of Holda._";
	text3 = "_I have told every adventurer and warrior who passed through here ... I will reward anyone who can give me news of my daughter._ He describes her to you.";
	code = 
		set_flag(130,4,1);
		toggle_quest(68,1);
	break;	
	
begintalknode 58;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "Where exactly did you lose track of her?";
	text1 = "_In the bottleneck where the road from Formello enters the Eastern Gallery. The soldiers were building a wall to stop the Slith Horde. The gateway was narrow, and she was pulled away from me._";
	text2 = "_There was screaming ... A panic ..._ He buries his face in his hands. _Herwin and I looked for days, but there was no sign of her. And things got too difficult. I brought Herwin to safety ... here. Before he did anything stupid._";

begintalknode 59;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "Have you had any sign that she might still live?";
	text1 = "_Nothing. Not a sign. It ... Every moment I have to fight to keep from howling. But I will be strong. I am a citizen of the Empire._";

begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = gf(130,4) == 1 && gf(110,16) > 0;
	question = "I have news of Holda. She is alive, in Silvar. (Tell him about it.)";
	text1 = "The news fills him with joy, as you expected. But he is still reserved. _That is joyous news. There is indeed hope that my life is not entirely ruined._";
	text2 = "_Holda is ... Her head is level, that one. I am sure she can keep herself safe, even until the Great Portal is rebuilt. But ... I cannot rest easy for a moment. Now my son, my poor, foolish Herwin, he is lost._";
	text3 = "_Oh, I am sorry. I almost forgot. Adelard honors his debts._ He removes a ring from his finger and hands it to you. _I hope that is fair payment. It is a strong protective charm, purchased before my journey here._";
	code = 
		set_flag(130,4,2);
		toggle_quest(68,3);
		award_party_xp(400,15);
		reward_give(173);
	break;	
	
begintalknode 61;
	state = 50;
	nextstate = 54;
	condition = (gf(130,4) == 2 || gf(130,4) == 3) && gf(130,5) == 0;
	question = "Herwin is gone? Tell me more.";
	text1 = "_That foolish, foolish boy. Since he was young, his head was full of lies about adventure and heroism. That is why he wanted to come down here, you see. To see a place where heroes were real._";
	text2 = "_And now he has slipped away, wanting to actually indulge his mad dreams. And someone has to track him down and bring him back before he gets himself killed._";
	text3 = "_But first, I have to learn where he has gone. And, as before, I would pay well for that knowledge. If you can find it in your heart to help an old, foolish father who made a horrible error._";
	code = 
		set_flag(130,4,3);
		toggle_quest(69,1);
	break;	
	
begintalknode 62;
	state = 54;
	nextstate = -1;
	condition = 1;
	question = "Any idea where he went?";
	text1 = "_He left me a note. Short, simple, saying what he wanted. He said only that he was going to someplace in Avernum where, 'All the wild spirits and free men go.' Whatever that means._";

begintalknode 63;
	state = 54;
	nextstate = -1;
	condition = 1;
	question = "Can Herwin defend himself?";
	text1 = "_I won't lie. He is brave and genuinely skilled with a blade. And not stupid. But those features can only take one so far in this cruel, capricious world. As I am sure you understand._";

begintalknode 64;
	state = 50;
	nextstate = -1;
	condition = gf(130,4) == 3 && gf(58,13) == 1;
	question = "I found Herwin. He's still alive. (Tell him where.)";
	text1 = "Adelard lets out a long low moan and covers his face with his hands. It takes a full minute for him to regain his composure. _The Abyss? I can never follow him there, and I sent word to Holda saying where she can find me._";
	text2 = "_Oh, Herwin. Foolish boy. I must let you find your own fortune. I must let go. I only hope, one day, I can see you alive again._";
	text3 = "He removes a second ring and hands it to you. _I bought these rings to protect us. But I bought nothing to bring us luck. Or wisdom. I thank you for your help. Now I must soldier on and save my family, somehow, alone._";
	code = 
		set_flag(130,4,4);
		toggle_quest(69,3);
		award_party_xp(400,22);
		reward_give(474);
	break;	
	
begintalknode 65;
	state = 50;
	nextstate = -1;
	condition = gf(130,4) == 3 && gf(58,13) == 2;
	question = "I found Herwin. He is dead.";
	text1 = "Adelard lets out a long low moan and covers his face with his hands. It takes a full minute for him to regain his composure. _I knew ... I ... I will never forgive myself. Curse myself. Curse this place._";
	text2 = "_Oh, Herwin. Foolish boy. I must stay here now. I sent word to Holda saying where she can find me. I will save her._";
	text3 = "He removes a second ring and hands it to you. _I bought these rings to protect us. But I bought nothing to bring us luck. Or wisdom. I thank you for your help. Now I must soldier on and save Holda, somehow, alone._";
	code = 
		set_flag(130,4,4);
		toggle_quest(69,3);
		award_party_xp(400,22);
		reward_give(474);
	break;

begintalknode 66;
	state = 50;
	nextstate = -1;
	condition = gf(130,4) == 4;
	question = "How goes your hunt?";
	text1 = "_I thank you for your aid, but ... It is too painful to discuss. For now. Please leave me to think. To plan._ And then he takes a long drink of wine.";
	action = END_TALK;

// Herwin

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "There is a young man sitting on the bench, looking out on the Great Cave with longing. He is from the surface, and his clothes are expensive. As is the beautifully made rapier that hangs at his side.";
	text2 = "When you get close, he looks up at you. The envy on this rich young man's face is striking. _Greetings to you, warrior. I am Herwin. I hope the day treats you well._";
	text3 = "He waves out at the beautiful vista visible from the window. _Join me for a moment, and share with me the beauty of your land._";
	text5 = "Herwin stares out at the landscape of Avernum with awe. It is very strange to meet someone from the surface, wealthy, who has spent his life in the sun, and yet who clearly envies you for living here.";
	text6 = "Occasionally, unthinkingly, he rests his fingers on the pommel of the beautiful rapier at his side. Checking to make sure it is always at hand, perhaps.";
	action = INTRO;
	code =
		sf(130,12,1);
	break;
	
begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "You are from the surface?";
	text1 = "_I am. I came with Adelard and Holda, my father and sister, to visit this famed land and see its sights. We are trapped here, and my sister has become separated from us._";
	text2 = "_It has been very difficult for my father, but I ... I cannot pull myself from this vista._";

begintalknode 72;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "You appreciate our land?";
	text1 = "_Oh, I do. I dreamed of coming here since I was a small child. It is ... It's raw, and dangerous, and lovely. I know it sounds odd to you. I thought I would miss the sun. But I do not._";

begintalknode 73;
	state = 70;
	nextstate = 73;
	condition = 1;
	question = "That is a beautiful rapier.";
	text1 = "_I thank you. I have had many lessons in its use. A hobby, to my father. But ... We will see. Perhaps, one day, I will know adventure too._";

begintalknode 74;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "You are trapped?";
	text1 = "_By the Blight, and by the problems reaching the Great Portal. At least, my father feels we are trapped. Me ... I spend a lot of time thinking about destiny._ He doesn't want to elaborate on that.";

begintalknode 75;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "Your sister is gone?";
	text1 = "_We lost her in the Eastern Gallery, while we fled the Slith Horde. We were in Avernite lands when we were separated. My father is terrified, but I am not._";

begintalknode 76;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Why not?";
	text1 = "He laughs. _My sister is no baffled, innocent little girl. Unlike me, she took the best qualities of our parents. Somehow, I suspect we would be doing the Eastern Gallery a disservice if we took her from them._";
	text2 = "_But father worries. As, I suppose, fathers do._";

begintalknode 77;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "So you think you are competent with it?";
	text1 = "_I do. My father, at my insistence, bought me the finest lessons available. From duelists and arena-fighters alike. Perhaps, one day, in this dangerous place, my knowledge will be tested._";

begintalknode 78;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "You long for adventure?";
	text1 = "_Is that so odd? Avernum is full of people who came to escape the stultifying nature of the surface world. Where cruel old Emperor Hawthorne hunted and slaughtered every creature of even the weakest magical nature._";
	text2 = "_Ah, well. I have much to think about. I thank you for the company, but ... I have decisions to make. Good day._ He returns to staring out the window.";
	action = END_TALK;


// Mother Alice

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "Unlike most of the customers here, this woman is an Avernite, and remarkably well-dressed and stylish for it. Why, the clothes on her back were the height of fashion five or six years ago.";
	text2 = "She nods in greeting. _Ahhh ... A soldier. I have been looking to hire one of your kind, but lately even adventurers have been fleeing to the safety of the surface._";
	text3 = "_I am called Mother Alice._ A gentle and friendly name, though its owner seems to be neither. _I am from New Harston, the town rebuilt and ruined once again. I have property in this area, and I would pay to see that my claims are maintained._";
	text5 = "Mother Alice sits at her table, sips lichen tea, and quietly ponders her grim situation. If the presence of a hard-traveling Avernite soldier bothers her, she doesn't show it.";
	text6 = "You notice that her clothes are tailored to look best in the dim green light of Avernum. They are almost lovely.";

	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "You are from New Harston?";
	text1 = "_Yes. It was an exciting place, the gateway to a new frontier. Remote, but growing quickly. And I had so much there. My fortune lost, like all of northern Avernum._";

begintalknode 92;
	state = 90;
	nextstate = 92;
	condition = 1;
	question = "Are you returning to the surface?";
	text1 = "_Of course not. You think I will just surrender? Give up? Abandon my fortune? So much of Avernum might have lost its will and shriveled, but not me!_";

begintalknode 93;
	state = 90;
	nextstate = 93;
	condition = gf(130,6) < 2;
	question = "You have claims that need checking?";
	text1 = "_I do. Nothing in this wild land is held without strength, and I, as you can see, am no warrior._";
	text2 = "_In the recent panic, I bought three pieces of Great Cave land with great potential. I will pay a bounty if you can visit them and clear away any pests that might have taken up residence there._";
	text3 = "She marks their locations on your map. (Look at the World Map to see where they are.) _One is west of Fort Remote. One is east of it. And one is northeast of the Castle. Very nice locale, yes?_";
	code = 
		set_flag(130,6,1);
		toggle_quest(70,1);
		mark_quest_dest(178,758,0,70);
		mark_quest_dest(11,757,0,70);
		mark_quest_dest(460,540,0,70);
	break;	
	
begintalknode 94;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Northern Avernum is lost?";
	text1 = "_For now. The Blight would have caused those remote lands to empty out as it was. But then the Slith Horde came up from the deep caverns. Anyone who didn't leave quickly was lost. And I was not going to die there._";

begintalknode 95;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "You were wealthy?";
	text1 = "_I am wealthy. I was not foolish enough to tie up all of my wealth in those remote and barbaric lands. But I owned much of those tunnels. Claims that I hope to reestablish one day._";

begintalknode 96;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "You really wouldn't consider going to safety?";
	text1 = "She sips some tea and frowns. _I have not even entered the Great Portal lottery. This land is where my fortune lies. I will never leave._";

begintalknode 97;
	state = 92;
	nextstate = 95;
	condition = 1;
	question = "You think Avernum will rise again?";
	text1 = "_Of course. The Slith Horde will be stopped and dispersed. The wizards will make a new, Blight-resistant mushroom. The cities will rise up again. We will continue our expansion._";
	text2 = "_But there will be one difference._";

begintalknode 98;
	state = 95;
	nextstate = -1;
	condition = 1;
	question = "Yes?";
	text1 = "_I will still have all of the land I bought cheap while people panicked and fled. My power and wealth and influence will be greater than even I once dared to dream._";

begintalknode 99;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "So I just need to go to these claims?";
	text1 = "_Yes. And make sure my markers are still there. And, of course, kill any claim jumpers or similar pests._";

begintalknode 100;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "Why are you worrying about land when Avernum is crumbling?";
	text1 = "_Your kind will save Avernum. It always does. And when the good times resume, I will not allow myself to be destitute._";

begintalknode 101;
	state = 90;
	nextstate = -1;
	condition = gf(130,6) == 1 && gf(130,10) > 0 && gf(130,10) < 3;
	question = "I have been inspecting your claims.";
	text1 = "_I am glad to hear it. And, when you have been to all three, I will pay you._";

begintalknode 102;
	state = 90;
	nextstate = -1;
	condition = gf(130,6) == 1 && gf(130,10) > 2;
	question = "I have been to all three of your claims. They are currently secure.";
	text1 = "She nods. _Very good. Where would my kind be without warriors to fight on our behalf._ She gives you a pouch of gemstones. _For your troubles. I trust it will be sufficient. I would not have soldiers angry with me._";
	text2 = "_Now time and funds grow tight, and I must plan. Thank you. Please leave me._";
	action = END_TALK;
	code = 
		set_flag(130,6,2);
		toggle_quest(70,3);
		award_party_xp(400,12);
		reward_give(9);
		reward_give(9);
		reward_give(9);
		reward_give(9);
		reward_give(243);
		reward_give(244);
	break;	
	
begintalknode 103;
	state = 90;
	nextstate = -1;
	condition = gf(130,6) > 1;
	question = "Is there anything else I could do for you?";
	text1 = "_Sadly, my recent troubles and investments have left me low on resources. I suspect I will be able to sell some of my recently acquired land to the Castle for a profit soon. Then I might have new work for you._";
	text2 = "_Until then ... I must do what I can without mercenary assistance._";
	action = END_TALK;

	
begintalknode 130;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  THE FISSURE POST";
	text3 = "  Fine Dining and Lodgings";
	
begintalknode 131;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  THE FISSURE POST";
	text3 = "  Delivery Entrance";
	
begintalknode 132;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Scenic Walk";
	text3 = "  For your own safety, no swimming.";
	
begintalknode 133;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Scenic Vista";
	
begintalknode 134;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  The Castle - East";
	text3 = "  The Fissure Post - West";
	text4 = "  Dharmon - West";
	text5 = "  Patrick's Tower - South";
	
////

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