// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(44,0) == 0;
	question = "special";
	text1 = "As you enter the northern half of the Abyss, you note that there are signs of frequent skirmishes, some recent and some long ago. Scorch marks from badly directed spells have scorched the stone.";
	text2 = "In the distance to the northeast, you can see the lights of Bargha, the northern city of the Abyss. Between you and the settlement lies a broad expanse of highly contested farmland.";
	text3 = "You note that most of the Blighted crops have been torn apart. They have been replaced with cavewood trees, long ago modified by wizards to produce a small amount of fruit.";
	text4 = "It is a solid practical decision. The orchards won't make enough food to support a large city, but they might produce enough fruit to help a smaller settlement squeak by.";
	action = SET_SDF 44 0 1;



begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Bargha - Northeast";
	text3 = "  Spire - Southeast";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You realize that something is watching you from the water. You look down into the icy cold, murky liquid and see several worms staring back up at you. One of them extends a slimy proboscis from the water and sniffs.";
	text2 = "Then, before you can react, they swim away.";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You realize that something is watching you from the water. You look down into the icy cold, murky liquid and see several worms staring back up at you. One of them extends a slimy proboscis from the water and sniffs.";
	text2 = "Before you can react, they surge out of the water. They must have smelled something they liked.";
	
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The owners of this homestead are a quiet, grim, heavily-armed clan. They don't respond to your queries. Instead, they point at the old warrior at the center of the room. _Roark speaks for us._";




//

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "There is a small family living in this homestead. They raise lizards and cavewood fruit on the expanse of cave to the north. They are a rough bunch, well-armed and ready to defend themselves against brigands.";
	text2 = "You suspect that it is only your rank in the Avernite army that gets them to talk to you. Their leader, an old, scarred veteran with a large broadsword, greets you. He offers you some water, showing good manners, and begins to speak.";
	text3 = "_I am Roark,_ he grunts, _Head of this clan. This is our land. We keep to ourselves, we work hard, and we don't like trespassers. We are not friends of Avernum. Please say what you have to say and move on._"; 
	text5 = "Roark says, _We are a close-knit clan. We keep to ourselves. I don't want to be rude, but you should say whatever else you have to say and move on._";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "What do you raise here?";
	text1 = "_We grow a sort of cavewood that gives fruit. Have for years. It's not good fruit, but it is food. Makes it valuable._";

begintalknode 12;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Why did you start raising it before the Blight?";
	text1 = "_Because this fruit is what we use to make wine. We hoped once to make wine to rival Almaria's. Those plans ..._ He shakes his head.";

begintalknode 13;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "How much fruit do you get?";
	text1 = "_Not much. Enough to feed ourselves. A little to sell in Spire. The yield ... It's not good. The wizards didn't make these trees to be a food source._";

begintalknode 14;
	state = 10;
	nextstate = 12;
	condition = 1;
	question = "Why are you all armed?";
	text1 = "_This is the Abyss. It is free land, but you can only hold what you are strong enough to keep. Price we pay to be free of your kind's laws._";
	text2 = "_We live near Spire, which still respects the old ways. But the thieves and thugs of Bargha, they have different ideas._";

begintalknode 15;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "What is happening in Spire now?";
	text1 = "_We haven't been in there to trade for a while. We know they have plans. I've heard rumors that their mayor has new allies, which will keep them fed and safe. I'm glad of it. I have no grudge against Spire._";
	text2 = "_Mind you, I'm only telling you this out of politeness to a guest._";

begintalknode 16;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Tell me about Bargha.";
	text1 = "He shakes his head. _I won't say anything against them, mad as they are. But, if they send more thugs to drive us off our land, we'll do worse to them than what we did to the others._ He pats his broadsword.";

begintalknode 17;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Can I buy something from you?";
	text1 = "He shakes his head. _Our food is for the Abyss. I've fought my whole life for the Abyss. No matter how much money you offer, I'm only for saving the people here._";
	text2 = "The rest of his clan nod.";

begintalknode 18;
	state = 10;
	nextstate = 13;
	condition = get_quest_status(192) == 2;
	question = "I want you off of this land.";
	text1 = "Roark looks genuinely taken aback. _What? A soldier of Avernum, doing Bargha's dirty work? I knew your kind was low, but I never suspected this._";
	text2 = "They draw their blades in unison. _We do not fear bullies and brigands. Get off of our land._";

begintalknode 19;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "I won't hesitate to kill you.";
	text1 = "He shakes his head. _Being driven off our land would kill us just as sure. Fight or flee, but we aren't running._";
	
begintalknode 20;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "All right. I'll go.";
	text1 = "Roark nods. _Avernites are craven, but they're not evil. I knew you would think better of it. Get off of our land, and don't return until you're ready to show some manners._";
	action = END_TALK;

begintalknode 21;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "Fine. Too bad it came to this. (Attack.)";
	text1 = "Roark still can't believe that an Avernite is attacking his clan. They recover from the shock quickly and attempt to drive you away.";
	action = END_TALK;
	code =
		set_attitude(30007,10);
	break;
	
begintalknode 22;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I'll be going now.";
	text1 = "Roark seems relieved to hear it. _That is best. You keep to your kind, and we will keep to ours._ The others watch you silently as you depart.";
	action = END_TALK;


//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "When Roark sees a member of his clan drop to the ground, dead, he immediately rethinks his prior stance. He lets out an anguished cry and turns to you, tears streaming down his face.";
	text2 = "_No ... No! No piece of land is worth this. We will go. Let us take our fallen clanmate, and we will go._";


begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Too late. You should have thought things over earlier. Now you must die.";
	text1 = "Roark looks furious. _You are so savage as that? Then we will avenge our loved one!_ They howl angrily and leap at you with redoubled fury.";
	action = END_TALK;
	code =
		set_char_status(30007,24,20);
	break;
	
begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "You can go. But give me your broadsword first.";
	text1 = "Roark flinches at this insult, but he knows he has no choice. Looking at you with loathing, he hands you the blade. Then they wrap up their fallen clanmate in a blanket.";
	text2 = "He and his clan pack up a few possessions, and then they depart. Their farm lost, they march off into an uncertain, miserable future. You have claimed their land for yourself.";
	action = END_TALK;
	code =
		reward_give(85);
		erase_char(30007);
		sf(43,3,1);
	break;
	
begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "All right. You can go.";
	text1 = "Roark nods slowly. He sheathes his blade. Looking at you with loathing, they wrap up their fallen clanmate in a blanket.";
	text2 = "He and his clan pack up a few possessions, and then they depart. Their farm lost, they march off into an uncertain, miserable future. You have claimed their land for yourself.";
	action = END_TALK;
	code =
		erase_char(30007);
		sf(43,3,1);
	break;

	
//

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 = "";
		