// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(139,2) == 0;
	question = "special";
	text1 = "At last, you start to feel that you have left the barren and volcanic lands behind you. You are now near the town of Mertis, a prosperous farming village for most of Avernum's history.";
	text2 = "Something about this huge cavern lends itself to plant life. It's warm, but not too warm. Damp, but not marshy. Fungi, moss, and thick clumps of lichen are everywhere.";
	text3 = "Much of the ground is covered with crops. You see many long lines of mushrooms, every single one of them touched by the Blight. Mertis is prosperous no longer.";
	action = SET_SDF 139 2 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(139,3) == 0;
	question = "special";
	text1 = "There is a small outpost here. You see no sign of who lived here or what they did. The sun insignia of Avernum is absent from the walls.";
	text2 = "It is quiet. Eerily, completely, deathly quiet. Bone chips litter the rocky ground. Everything is still. You grow suspicious.";
	action = SET_SDF 139 3 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Tower Colony, Great Portal - South";
	text3 = "  Mertis - West";
	text4 = "  Silvar, Eastern Gallery - North";

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Though Mertis is mostly abandoned, soldiers still need to keep this road clear.";
	text2 = "When they greet you, they warn to you stay away from the tunnels to the northeast. They're supposedly infested with undead, and have been for years. Then, fear-mongering rumors spread, they continue their patrol.";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "As you watch in horror, one of the skeletons you have destroyed reforms itself. It rises to its feet, ready to keep attacking.";
	text2 = "Some force must be causing these creatures to reform. But where is it?";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This man is struggling to keep his farm running. The crops are a total loss, but he still has lizards to raise and butcher. He always keeps a broadsword close at hand, in case any brigands stop by.";
	text2 = "He greets you. _Good day to you. I am Avram,_ he says. _If you are interested in some rations for the road, please talk to my wife. She's in the house._";

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several lizards here, fattened up on Blighted mushrooms. The sickly fungus must not turn the meat inedible. The lizards' teeth and claws have been filed down to make them manageable. They are still irritable beasts.";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "";

//

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Asmara";
	text1 = "In the farmhouse, you meet a tall, buxom woman. Despite the hard times and her pale skin, she is still energetic and healthy. She is preparing some lizard meat to be made into jerky.";
	text2 = "She has a large broadsword at her belt. The way she moves, she's clearly had at least a little training in its use.";
	text3 = "When you enter, she wipes off her hands with a towel. _I welcome you, soldier. Your kind always has a place at the table. I am Asmara. Perhaps you could use some rations for the road?_";
	text5 = "Asmara works on her jerky. She slices the tough lizard meat thin, salts it, and prepares it for smoking. The result will be as tough as a sheet of leather and, well, not tasty. But it will sustain life.";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "Tell me about your farm.";
	text1 = "She shakes her head. _It's hard. Hard times. Bad for all of Mertis. Once the Blight came, most of us left. We only stayed because of the livestock._";
	text2 = "_Life has always been harsh in Mertis. Always foes coming from one direction or another. But losing the crops? Too much._";
	
begintalknode 12;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Where did the other farmers go?";
	text1 = "_Everywhere. Some north. Some south. Some went to the portal, and others became refugees, looking for a cave the Blight hadn't touched._";
	text2 = "She shakes her head and says, quietly, _I don't blame them for going. Nothing to stay for._";

begintalknode 13;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Tell me about your livestock.";
	text1 = "_The lizards. We've been raising them for years, for food and to pull wagons. But now they're all going to end up on the dinner table. Vicious beasts, but they'll keep us alive. For a while._";

begintalknode 14;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "What sort of foes attack you?";
	text1 = "_There's the Undead Spiral, to the northeast, though that's been under control. And the Honeycomb, to the west. That's worse than ever._";

begintalknode 15;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "What is the Undead Spiral?";
	text1 = "_It's some caves, but they're cursed. Dark, old, wild magic, that made the dead rise from the grave and hunt the living._";
	text2 = "_The mages have wards on the place now, or so I hear. All I know is that we haven't had much trouble from there for years._";

begintalknode 16;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the Honeycomb.";
	text1 = "_It's a labyrinth, an impossible tangle of caves, west of Mertis. None of us ever go in there. You won't come out._";
	text2 = "_But lately, other things have been coming out. Creatures. Beasts. The soldiers have been stopping and killing them, but it's getting worse. That's what I hear, anyway. You want to know more? You should ask around in town._";

begintalknode 17;
	state = 10;
	nextstate = 13;
	condition = 1;
	question = "I see you have a sword.";
	text1 = "She nods. _For protection. We have food. And, wherever there's food, you'll see bandits soon enough._";

begintalknode 18;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "Are you good enough to fight them off?";
	text1 = "_Don't know. But I'll try. I'll die on my terms, not theirs._";

begintalknode 19;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Can I see what you have for sale?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Asmara's Farm",
		  "Asmara sells meat and other fine lizard-based products.",
		  48,6,0);	
	break;


//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 36;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 38;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 39;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 40;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 41;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 42;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 43;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 44;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 59;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 61;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 63;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 64;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

////

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