// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(155,2) == 0;
	question = "special";
	text1 = "You have reached the western terminus of the Great Cave. It is Fort Remote, the century-old barrier between the civilized core of Avernum and the Western Reaches.";
	text2 = "The tunnels beyond Fort Remote are harsh and barren, suitable only for brigands and monsters. There have long been rumors that, once, those tunnels concealed a passage up to the surface. There may even be truth to it.";
	text3 = "Fort Remote itself is crumbling and neglected. There are signs of little traffic through it of late. Once, the beasts of the Western Reaches were a threat to the Great Cave. That has not been true for a long time.";
	action = SET_SDF 155 2 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(155,3) == 0;
	question = "special";
	text1 = "It appears that the whole southern half of Fort Remote has been abandoned. The halls and barracks are quiet and dusty, and all the soldiers here have retreated to the northern half for warmth and comfort.";
	action = SET_SDF 155 3 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(155,4) == 0;
	question = "special";
	text1 = "This nearly forgotten hall is full of art. Faded paintings and attractive pottery line the walls, bearing silent testimony to the eccentricity of one of Fort Remote's commanders in decades past.";
	text2 = "As you admire the work, you think you feel a cool draft. You aren't sure where it's coming from.";
	action = SET_SDF 155 4 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(155,5) == 0;
	question = "special";
	text1 = "This was once a busy magical workshop. Then all the mages were pulled away, most likely to serve on the front against the Slith Horde. Much of their equipment still sits here, slowly accumulating mold.";
	text2 = "And yet, in their haste to depart, they might have left something interesting (or hazardous) behind. The northern passages have been blocked with magical barriers.";
	action = SET_SDF 155 5 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(155,7) == 0;
	question = "special";
	text1 = "You enter the hidden passage in the solid rock above Fort Remote. Your feet kick up dust from dead mold and lichen, making you cough. Nobody has been up here for years and years.";
	text2 = "If Gladwell hadn't discovered the existence of this place, it might well have been forgotten.";
	text3 = "It is very quiet. And very cold. Ahead, cavequakes have collapsed several of the walls and pillars, leaving an unstable and chaotic jumble of rock for you to navigate through.";
	text4 = "Though it is still, you can sense powerful magic in the air. Faint here, but stronger with every step you take. This could be a very dangerous complex to explore carelessly.";
	action = SET_SDF 155 7 1;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = get_sdf(155,8) == 0;
	question = "special";
	text1 = "You reach the first vault door. You wipe away the dust and mold and find that someone has marked it with a single stripe of blue paint.";
	action = SET_SDF 155 8 1;


//

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "You get your first good taste of the quality of the defenses at Fort Remote. An aging, balding soldier, still a private after years of service, leans against the gate, sleeping standing up.";
	text2 = "When you get close, he starts awake. _Ah ... Sorry._ He looks you over. _Visiting Fort Remote, eh? You need orders to get in. Commander's orders. Standard security. Security is important._";
	text5 = "The gate guard leans against the wall, picking at his fingernails. He occasionally makes a little small talk with you.";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = gf(155,12) == 0 && gf(177,6) > 0;
	question = "I am on a mission for the Castle. I need to get to the Western Reaches immediately.";
	text1 = "_What? Really? Wow! Well, I'd better let you in. Wait. Do you have any written orders? Eh. Nah. I won't waste your time. Open the gates!_";
	text2 = "The gates behind him slowly begin to open. _Welcome to the fort. Everyone is in the north half._";
	action = END_TALK;
	code =
		sf(155,12,1);
	break;
	
begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = gf(155,12) == 0 && gf(158,15) == 1;
	question = "I am on a mission for Gladwell, a wizard in Patrick's Tower.";
	text1 = "_Really? Patrick's Tower? Where all the wizards are? Well, I'd better let you in. I don't want to make the wizards mad. Open the gates!_";
	text2 = "The gates behind him slowly begin to open. _Welcome to the fort. Everyone is in the north half._";
	text3 = "_Really? Patrick's Tower? Where all the wizards are? I'm afraid we've never heard of you. Come back later, and maybe word from Gladwell will have reached us._";
	text4 = "(You can't enter Fort Remote until Avernum 6 is registered. To learn how to register the game, return to the title screen and select How To Order.)";
	action = END_TALK;
	code =
		if (registered()) {
			sf(155,12,1);
			rs(3); rs(4);
			}
			else {
				rs(1); rs(2);
				}
	break;
	
begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = gf(155,12) == 0;
	question = "But I really need to get inside!";
	text1 = "_Oh. Well, Hmmm._ He considers breaking the rules on your behalf, but he just doesn't have the energy to do it. _Sorry. Commander's orders. You'd better be moving on._ He starts to ignore you, concentrating on his fingernails instead.";
	action = END_TALK;


begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I'd like to know more about Fort Remote.";
	text1 = "He tells you everything he knows. Understaffed. Unthreatened. Unimportant. Caravans of supplies sometimes pass through into the Western reaches, but he doesn't know why.";

begintalknode 15;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I'll be going, then.";
	text1 = "_Sure. Thanks for stopping by. It's slow out here. Always nice to see a new face._ He resumes tending to his fingernails.";
	action = END_TALK;

begintalknode 16;
       state = 10;
       nextstate = -1;
       condition = gf(155,12) == 0 && gf(170,0) >= 2;
       question = "I order you to open the gates.";
       text1 = "The guard notes your superior rank, sighs, and says, _You put me in a tough place here. But ... I guess I don't have a choice._";
       text2 = "The gates behind him slowly begin to open. _Welcome to the fort. Everyone is in the north half._";
       action = END_TALK;
       code =
                 sf(155,12,1);
       break;

///

begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = gf(155,18) == 0 && gf(158,15) == 1;
	question = "special";
	text1 = "Remembering what Gladwell told you, you look behind this painting. Sure enough, there is a switch in the wall. You flip it. A few moments later, a section of the wall behind you slides away.";
	text2 = "It reveals a dusty, dark corridor, seemingly abandoned and forgotten for many years.";
	code =
		sf(155,18,1);
		set_terrain(0,111,758,0);
	break;
	
begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This spellbook was left behind when the mages left Fort Remote. It is both bulky and relatively simplistic, which explains why it was left behind.";
	text2 = "Flipping through it, you do pick up some interesting pointers, mostly involving magical blessings that aid the effectiveness of archers in combat. Useful in a fort like this. (Your skill with the spell Cloak of Bolts 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(155,17) == 0) {
			rs(3);
			if (get_stat_total(13) < 7)
				rs(2);
				else {
					rs(4);
					sf(155,17,1);
					alter_stat(30000,48,1);
					}
			}
			else {
				rs(1); rs(2); rs(4);
				}
	break;

begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Fort Remote truly has received the dregs of the Avernite army. The soldiers here are good people, keeping the fort maintained as best they can. They're also old, tired, and of dubious value in a fight.";
	text2 = "You chat with them for a while, trade news, and leave them to continue their march toward retirement.";

begintalknode 21;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several wounded soldiers sitting by these beds, recuperating from their wounds. As bad as they have had it, they are all eager to get well and return to the Eastern Gallery and the war.";
	text2 = "You hear a lot of tales of vicious action against the slithzerikai. They are a deadly and implacable foe. Even after all you have done, it's enough to make you nervous.";
	text3 = "They have heard of you and your exploits against the warlords of the Slith Horde and demands to hear tales of your adventures. For a brief time, you get to feel famous and impressive.";
	code =
		if (gf(170,6) == 0)
			rs(3);
			else rs(2);
	break;
	
begintalknode 22;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several caravan drivers and guards sitting in this mess hall, quietly eating and talking amongst themselves. They won't talk to you. A grim, secretive bunch.";

begintalknode 23;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You meet a young soldier. He just joined the Avernite army and was sent here for training. He's exhausted and short of breath, and Sergeant Kaye doesn't allow him to speak with you.";
	text2 = "_Quit wasting my students' time,_ she bellows. _I don't have long to get them ready to face the horde. Back off!_";

begintalknode 24;
	state = -1;
	nextstate = -1;
	condition = gf(155,19) == 0;
	question = "special";
	text1 = "These alcoves look like they were used for the holding and study of various sorts of creatures, large and small, animal and plant. The smell of mold and decay almost makes you gag.";
	text2 = "As you explore, you hear bubbling and hissing from the passage behind you. It sounds like it might have come from one of those slime pools you passed as you came in. Perhaps not all of the experiments were as dormant as they seemed.";
	action = SET_SDF 155 19 1;
	code =
		spawn_creature(16781);
		set_name(16781,"Fungal Construct");
		set_boss_level(16781,2);
		alert_char(16781);
	break;
	
begintalknode 25;
	state = -1;
	nextstate = -1;
	condition = gf(155,21) == 0;
	question = "special";
	text1 = "This is the room Gladwell told you to find. It is extremely cold and very peculiar. You can't imagine what sort of experiment was taking place here.";
	text2 = "In the alcove to the north, you see six statues. As you watch the statues, they occasionally seem to shimmer, as if insubstantial forms are drifting out of them and then back in.";
	text3 = "The six statues are all staring at a magical circle in the center of the room. The circle is empty.";
	action = SET_SDF 155 21 1;
	
begintalknode 26;
	state = -1;
	nextstate = -1;
	condition = gf(155,1) == 0;
	question = "special";
	text1 = "When you step into the magical circle, you look for the seal Gladwell sent you to break. It's already here. And already broken. Fragments of clay litter the floor.";
	text2 = "You hear a series of low moans. They come from the statues in the northern alcoves. As you watch in horror, the statues begin to crumble.";
	text3 = "Fragments of stone fall to the floor, revealing the spectral forms that were trapped within. The spirits step out of the remaining shells of stone, keening as they go.";
	text4 = "You look at the ghosts. They are strange figures, insubstantial but clearly visible, wearing archaic clothes styles. Gladwell must have wanted you to free them.";
	text5 = "But, to your alarm, they are not peaceful. They drift toward you, arms outstretched, trails of frost appearing on the floor beneath. The magical circle seems to provide no protection. They are free, and they are hungry.";
	code =
		sf(155,1,1);
		activate_hidden_group(43);
		set_terrain(1,80,711,118);
		set_terrain(1,82,711,118);
		set_terrain(1,84,711,118);
		set_terrain(1,81,713,118);
		set_terrain(1,83,713,118);
		set_terrain(1,85,713,118);
		sf(155,22,1);
		
	break;
	
begintalknode 27;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Your blows seem to be having no effect on these old spirits. The rents you leave in their insubstantial forms soon seal shut.";
	text2 = "However, the spirits are starting to seem distracted. They continue to attack you, but they also look wistfully at the southern passage.";

begintalknode 28;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Something odd happens. The spirits lose interest in you. Whatever they need to sustain themselves, trying to drain your energy is not giving it to them. They seem to be fading slightly.";
	text2 = "They turn and drift away from you, heading for the exit. As they go, you start to feel unaccountably terrified. Somehow, they are more frightening leaving than attacking.";
	text3 = "As you shudder and attempt to maintain control, they drift away. Whatever Gladwell wanted, it has been accomplished.";

begintalknode 29;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

// Commander Castrone

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "Fort Remote is the keep farthest from any warfare, and Avernum has filled it with the soldiers it wants farthest from any warfare. You bear this in mind when you meet the commander. Or rather, wake him up.";
	text2 = "He was slumped behind his desk, snoring gently, when you entered. You poke him gently on the arm, and he starts awake. He is an old man, with white, thinning hair, and his armor hangs loosely from his frame.";
	text3 = "He says, _Well. You're new. I'm Commander Castrone. You must have orders to be here. You're inside, after all. How can I help you?_";
	text5 = "Commander Castrone leans back in his chair and chats with you. You soon find that you have to listen to a lot of his words before you can get in a few of your own.";
	text6 = "You have little doubt that Castrone was once a sharp officer. Now, well, you hope that Fort Remote doesn't get attacked any time soon.";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "Tell me about Fort Remote.";
	text1 = "_We're, well, Fort Remote has a proud history. Used to guard this whole passage from invasion. Now, well ..._ He shrugs. _I'm no fool. We aren't important in the scheme of things. Not now, anyway._";
	text2 = "_So I'm just watching the place. Until something attacks from the west, and then Fort Remote will be important again._";

begintalknode 32;
	state = 30;
	nextstate = 33;
	condition = 1;
	question = "Seen any action recently?";
	text1 = "_No. Not a bit. Not even chitrachs or scuttlers. Completely quiet. The only visitors we've had are the caravans._";

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = gf(158,12) == 1;
	question = "I have been sent from Patrick's Tower to do something in the secret upper tunnels. Is that all right?";
	text1 = "He raises his eyebrows. _Really? Always heard rumors there were old tunnels up there. Had no idea there really were._";
	text2 = "_Well, if you have orders, go ahead. I don't feel involved._";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Can I get any supplies or training?";
	text1 = "_For training, talk to Sergeant Kaye. She's a sharp one. For food, talk to Mrreema. A good enough cook, but don't eat any meat she cooks unless you're sure you can identify it._";

begintalknode 35;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What did Fort Remote defend against?";
	text1 = "_Once, the Western Reaches were full of demons and drakes and gazers and everything else you could imagine. Crops wouldn't grow there, and the tunnels were hot and harsh, so we didn't want the land. But the monsters did._";
	text2 = "_Of course, all the worst of them were wiped out long ago. But they'll be back. They always are._";

begintalknode 36;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What happens here now?";
	text1 = "_Well, we train new recruits. A lot of the fresh soldiers are sent here to learn how to fight. And we have a healer. A lot of wounded warriors come here for treatment._";
	text2 = "_So don't worry about us. We contribute plenty, even though we aren't fighting._";

begintalknode 37;
	state = 31;
	nextstate = 32;
	condition = 1;
	question = "You really think Fort Remote will have to fight again?";
	text1 = "_Of course. Right now, the Western Reaches are quiet. But if Avernum has learned anything, it is that anyplace that seems quiet is only waiting to be infested again._";
	text2 = "_Why, look at what happened in the Time of Shades!_";

begintalknode 38;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "What?";
	text1 = "_Well, twenty or so years ago, we thought everything out there was quiet. But it turns out, Rentar-Ihrno, that mad old vahnatai, was out there plotting against Avernum._";
	text2 = "_See what I mean? If a region is quiet, well, it'll be noisy soon enough._";

begintalknode 39;
	state = 33;
	nextstate = 34;
	condition = 1;
	question = "Caravans?";
	text1 = "_The Castle sends them. Full of supplies and tools. They stop for a night, eat, gamble, and then head west into the Reaches. They don't say where they're headed, and I don't ask._";

begintalknode 40;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "You don't want to know?";
	text1 = "_I'm far too old to be so foolish. I don't get curious anymore. King Starrus looks at the big plans, and I watch the little details._";
	text2 = "_We train new soldiers and heal broken ones. That is our job, and we do it well._";

// Texiera

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "A young man is chained to this pillar. He is healthy and muscular, though he looks like he's just received a beating at someone's hands. A bowl of gruel and a mug rest at his feet, though he has to bend down like a lizard to eat.";
	text2 = "He looks at you and smirks. _You look competent. Like you actually work and fight. Not like the slugs here. I'm Texiera. Say, could you give me a drink._ He looks down at the mug.";
	text5 = "Texiera leans back against the pillar and looks up at the ceiling. _It sure is boring here. I wish they'd ship me out and get it over with._ You admire the remarkable set of scratches and bruises on his face.";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = gf(155,13) == 0;
	question = "(Lift the mug to his lips.)";
	text1 = "You lift the mug to Texiera's lips, and he drinks deeply. Then he smiles. _Thanks. Appreciate it._";
	text2 = "_It's not the chains I mind. It's the boredom. I wish they'd just ship me out already._";
	action = SET_SDF 155 13 1;
	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = gf(155,13) == 0;
	question = "I'm sure they have you chained up for a reason. Look after yourself.";
	text1 = "Texiera shrugs, making the chains jingle behind him. _Sure. Just an extra bit of sadism. Why not punch me again? Big brave soldier that you are._";
	text2 = "He sighs. _It's not the chains I mind, or even the beatings. It's the boredom. I wish they'd just ship me out already._";
	action = SET_SDF 155 13 1;
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = gf(155,13) > 0;
	question = "How did you get those bruises?";
	text1 = "_I got caught. Some soldiers tried to make me go where I didn't want to. We had a disagreement, and they subdued me._";
	text2 = "_But don't worry. Wherever they are, they still feel what I did to them._";
	
begintalknode 54;
	state = 50;
	nextstate = 51;
	condition = gf(155,13) > 0;
	question = "Why are you here?";
	text1 = "_I'm a deserter. From the Avernite army. That's right. I was trained here, put in armor, given a spear, and marched all the way to the Eastern Gallery. Two fights with the Slith Horde, and I'd had enough._";
	text2 = "_I'd heard ... things. I knew where I had to go._";
	
begintalknode 55;
	state = 50;
	nextstate = 53;
	condition = gf(155,13) > 0;
	question = "Where will you be sent?";
	text1 = "_I don't know. The commander of Fort Saffron wanted to execute me. Then they found out they needed workers in the Western Reaches. So that's where I'm going._";
	
begintalknode 56;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "You were trained here?";
	text1 = "_Yeah, right after I signed up. A lot of soldiers are trained here. And now I'm back. How about that?_ He laughs.";
	
begintalknode 57;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Why did you run off?";
	text1 = "_Well, I'm brave enough. Decent with a spear. But the Slith Horde? There's no stopping them. In my last battle, I saw Ess-Kalyn. The Manburner. You know why they call her that? She's a wizard. I saw her turn ten of us to dust in one blast._";
	text2 = "_We held them back that day, but the losses ... I'd had enough._";
	text3 = "You decide not to mention that Ess-Kalyn is no more.";
	code =
		if (gf(170,8) == 0)
			rs(3);
	break;
	
begintalknode 58;
	state = 51;
	nextstate = 52;
	condition = 1;
	question = "What did you hear? Where were you trying to go?";
	text1 = "_I was going to the Abyss. I was trying to slip through Fort Saffron when they got me. Beat me and sent me here._";
	text2 = "_The Slith Horde isn't the only power down here. Some in the Abyss, they have a new ally. Someone who will protect them._";

begintalknode 59;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "Who is that?";
	text1 = "He smiles. _Sorry, soldier. You'll have to find out on your own. But when it's too much for you and when you see that there's no hope?_";
	text2 = "_Go to the Abyss. That's the only place that will be protected from the Slith Horde in the end._";

begintalknode 60;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "And what will you be doing?";
	text1 = "_I have no idea. Not like anyone is in a hurry to tell me things. I'm being sent out to do hard labor. For months, or years. At least I'll be as far from the Slith Horde as I can be. So it's not all bad._";

// Healer Danika

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Healer Danika";
	text1 = "Fort Remote contains a large hospital, where wounded soldiers from all over Avernum come to recuperate. Considering how fierce the war is, it is surprisingly empty. It must be difficult to safely carry the wounded this far.";
	text2 = "However, there are several soldiers recovering here, all tended to by one young priestess. She moves from bed to bed, spreading good cheer and changing bandages. She occasionally casts a minor healing spell.";
	text3 = "When she is through with her rounds, she turns to greet you. _Welcome, soldier. I am Healer Danika. I see that you seem to be in good health. I am happy to see it. Before I return to my studies, how can I help you?_";
	text5 = "Healer Danika smiles at you. _What else do you wish to discuss? I need to return to my studies, but I would be happy to assist you._";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "Tell me about your work here.";
	text1 = "_I look after the wounded from the war. Those who need time to recuperate but can safely travel, they are sent here to me._";
	text2 = "_I also try to aid those who suffer from other afflictions. There are diseases that can be truly harmful but do not show themselves on the skin._";

begintalknode 72;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Can you teach me any of your rituals?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Healer Danika",
		  "Healer Danika knows several rituals for the maintenance of life, and she would be happy to share them with you.",
		  40,4,0);	
	break;


begintalknode 73;
	state = 70;
	nextstate = 74;
	condition = 1;
	question = "What are you studying?";
	text1 = "_I am studying techniques for returning one from the very brink of death. When a soldier is too wounded and consciousness slips away, it is generally necessary to bring that soldier back to town to be revived._";
	text2 = "_However, there are ways to bring an unconscious warrior back to life out in the field. Using a spell is one way. Using a specially scribed scroll, infused with holy power, is another._";

begintalknode 74;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "What happens to those wounded who can't travel?";
	text1 = "_In that case, my brother and sister healers in the Eastern Gallery tend to them as best they can. Also, once they can travel, to save their time and resources, they are put into wagons and brought here._";
	text2 = "_Fort Remote is quiet. It is a good place for the wounded to regain their health. And, with luck, to rejoin the fight._";

begintalknode 75;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "What is that other affliction you treat?";
	text1 = "_Sometimes, those that have taken too much skribbane have come to me. Slaves to that foul herb, who wish to be free. I help them as much as I can._";
	text2 = "_And yet, it is a long, slow, painful process no matter how we proceed._";
	text3 = "She looks you over with a practiced eye. If she sees signs of something in your appearance, she says nothing.";
	code =
		if (gf(169,1) < 3)
			rs(3);
	break;
	
begintalknode 76;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "What do you use to cure them?";
	text1 = "_Time. Resolve. The comfort of my presence. And outlasting the pain. That is the only cure I know of for the eater of the herb. Outlasting it._";

begintalknode 77;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Is there no faster cure for reliance on the herb?";
	text1 = "_I have heard rumors that some alchemists had created a faster cure. I am skeptical. It may be possible to quickly cure one of his or her reliance upon it, but there is sure to be a deeper cost._";

begintalknode 78;
	state = 72;
	nextstate = -1;
	condition = gf(169,1) >= 4;
	question = "I think I might be too reliant on skribbane herb.";
	text1 = "_Then stop consuming it. Withstand the consequences of your actions. That is the only advice I can give to you. And I truly wish you the best of luck._";

begintalknode 79;
	state = 72;
	nextstate = 70;
	condition = 1;
	question = "I'd like to discuss something else.";
	text1 = "_Of course._";

begintalknode 80;
	state = 74;
	nextstate = -1;
	condition = 1;
	question = "What is that spell?";
	text1 = "_There is a powerful holy ritual for the restoration of a wounded soul to functionality. It is rare and difficult to learn, but many priests in the Eastern Gallery have been taught it to aid in the war._";
	text2 = "_Perhaps one of them can teach it to you._";

begintalknode 81;
	state = 74;
	nextstate = 75;
	condition = 1;
	question = "Where might one get one of those scrolls?";
	text1 = "_With great effort, I have learned to scribe them. With the proper ingredients for the ink and careful focusing of holy energy, I can infuse a sheet of vellum with the proper power._";
	text2 = "_Alas, I am missing a key ingredient of the ink, so my work in that area has ceased._";
	text3 = "_Alas, I have spared you as many of those scrolls as I can._";
	code =
		if (gf(155,14) < 2)
			rs(3);
			else rs(2);
	break;

begintalknode 82;
	state = 75;
	nextstate = 76;
	condition = gf(155,14) < 2;
	question = "Maybe I can find the ingredients for you.";
	text1 = "_Hmmmm. Perhaps you could. I know it is gruesome, but I need some of the blood (or similar fluid) from a beast with great regenerative properties._";
	text2 = "_For example, not far into the Western Reaches, there is a large cave worm. A nasty, fanged beast, but one with the capability to regenerate its wounds very quickly. I have repeatedly sent warriors to, ummm, drain its liquids._";
	text3 = "_Cut its side and bring me some of the ichor it exudes, and I can create several more of these marvelous scrolls._";
	text4 = "She hands you a nice clay flask for the gathering of the goo.";
	code = 
		if (gf(155,14) > 0)
			rs(4);
		set_flag(155,14,1);
		toggle_quest(89,1);
	break;
	
begintalknode 83;
	state = 76;
	nextstate = -1;
	condition = 1;
	question = "How can I find this worm?";
	text1 = "_It lives in a low cavern, directly northwest of here. Look for its slime trails._";

begintalknode 84;
	state = 76;
	nextstate = -1;
	condition = 1;
	question = "Should I kill it?";
	text1 = "_I would strongly prefer it if you did not._";
	text2 = "_Of course, if you damaged it too heavily, you might enrage it. And that would be very dangerous._";

begintalknode 85;
	state = 70;
	nextstate = -1;
	condition = has_spec_item(27) > 0 && gf(155,14) == 1;
	question = "I got some worm goo for you. (Give it to her.)";
	text1 = "She looks in the flask. She smells the goo. She takes a tiny pinch of it out and tastes it. _Yes. That is good goo._";
	text2 = "_I will be able to create several such scrolls with it. And, out of gratitude, I will give you two from my existing stock. Thank you very much for your aid._";
	code = 
		set_flag(155,14,2);
		toggle_quest(89,3);
		award_party_xp(400,15);
		reward_give(485);
		reward_give(485);
		set_spec_item(27,-1);
	break;		

// 90 Mrreema

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "You meet the cook of Fort Remote, a slender nephil wearing a leather apron. Nephil cooks tend to have a bad reputation in the Avernite army, as they tend to have flexible standards for what varieties of meat are acceptable.";
	text2 = "She looks you over and notes the insignia on your shoulder. _Hmrrrr. A soldier. Good to feed, then. I have a hot meal for you. I am Mrreema._";
	text5 = "Mrreema is still working in the Fort Remote kitchen, making rolls and stews for the soldiers, patients, and caravan drivers passing through. Fort Remote seems surprisingly well stocked.";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "How are your supplies holding out?";
	text1 = "_Mrrr. We have plenty of food here. We are a fort, and we have wounded soldiers. King Starrus makes sure we are supplied, and we can hunt the Western Reaches._";
	text2 = "_My food is very good. And yet, I get abuse. All the time, abuse._";

begintalknode 92;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "And where does the food you are sent come from?";
	text1 = "_Much comes from the Great Portal. Upper Avernum sends food, and it is spread around. We use it to feed the soldiers._";
	text3 = "_It came from the Great Portal. Upper Avernum sent food, and it was spread around. And that is running out. When it does, I do not know what we will do._";
	action = DEP_ON_SDF 170 1 10;
	
begintalknode 93;
	state = 91;
	nextstate = 92;
	condition = 1;
	question = "Why do they abuse you?";
	text1 = "_Hrrrrm. All the jokes. About the cooking of the nephilim. What we serve, where we get it. It is all the time insults._";
	text2 = "_And it is not our fault. Fault of humans, for being so delicate._";

begintalknode 94;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "Delicate?";
	text1 = "_To refuse a nice, properly done steak of giant rat. Good meat, that they would just throw away. Is not problem with nephil, but with picky, picky human!_";

begintalknode 95;
	state = 90;
	nextstate = 93;
	condition = gf(155,15) == 0;
	question = "I need some rations.";
	text1 = "_Ahhhh ... What do you wish? A roll, or nice roasted meat?_";

begintalknode 96;
	state = 93;
	nextstate = 90;
	condition = 1;
	question = "A roll.";
	text1 = "You are brought a freshly-baked roll, made from a mixture of old, dried mushroom meal and flour from the surface. You put it away in your pack.";
	code =
		sf(155,15,1);
		reward_give(256);
	break;
	
begintalknode 97;
	state = 93;
	nextstate = 90;
	condition = 1;
	question = "Some meat.";
	text1 = "You are brought a piece of smoked meat, still on the bone. You ask what sort of animal it was originally part of. She says, _Hrrrm. Lizard. Yes. Lizard. Take. Enjoy._ You put it away in your pack.";
	code =
		sf(155,15,1);
		reward_give(251);
	break;

begintalknode 98;
	state = 90;
	nextstate = -1;
	condition = gf(155,15) > 0;
	question = "I need some rations.";
	text1 = "_You have had rations. No greed! Leave food for others too! Come back for food later. And I hope you know how lucky you are._";

begintalknode 99;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "_Mrrrrr. Then good traveling to you._";
	action = END_TALK;


// 110 


begintalknode 110;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Name";
	text1 = "Much of the broad passage through the middle of Fort Remote has been set aside for training new recruits. This sergeant moves among them, barking orders and giving tips.";
	text2 = "Occasionally, she gives a lesson. Today, she seems to be focusing on the finer points of using two weapons at once. You watch for a while. Eventually, you get her attention, though she seems to resent the drain on her time.";
	text3 = "_All right. I'm Sergeant Kaye. And, as you can see, I've got a lot of worms I need to get ready to face the slithzerikai. So what do you want?_";
	text5 = "Sergeant Kaye continues her lessons in the finer points of wielding two blades at the same time. The young soldiers pay rapt attention. As harsh as she is, they are eager to grasp anything that might save their lives.";
	text6 = "Eventually, you regain her attention. _What? What is it?_";
	action = INTRO;

begintalknode 111;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "What is your job here?";
	text1 = "_Didn't you see? I'm trying to forge these lumps into proper soldiers. And I'm not given much time to do it. If you don't have any specific business with me, I need you to move on._";
	
begintalknode 112;
	state = 110;
	nextstate = 111;
	condition = 1;
	question = "Tell me more about wielding two weapons.";
	text1 = "_What? Didn't you get proper training?_ You think back to Sergeant Nichol's lessons about how best to be prompt and avoid dangerous duty. Apparently not.";
	text2 = "_If you have two weapons that are sufficiently light, you can attack with both at the same time._";

begintalknode 113;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "Are there any drawbacks?";
	text1 = "_Well, you won't have the protection of a shield, for starters. Also, your blows with each weapon will be weaker than you might deliver with each weapon by itself. So be prepared for that._";
	
begintalknode 114;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "And I could do this?";
	text1 = "_You have two arms, don't you? Then I guess you can._";
	text2 = "(To equip a second weapon, open the inventory screen, pick up a light weapon, and drop it onto your Shield slot. When dual-wielding, you will have a large penalty to your damage and hit chance.)";
	
begintalknode 115;
	state = 110;
	nextstate = 112;
	condition = gf(115,16) == 0;
	question = "Can you train me?";
	text1 = "_What?_ She snorts _And expend what little time I need to use to train these recruits? Not likely._";
	
begintalknode 116;
	state = 112;
	nextstate = -1;
	condition = gf(170,0) < 2;
	question = "I demand that you train me.";
	text1 = "She looks at the insignia on your shoulder and laughs. _Getting a swelled head, are you? You can't boss me around. You work for a living just like me. Now move on and let me get something done._";
	action = END_TALK;
	
begintalknode 117;
	state = 110;
	nextstate = -1;
	condition = gf(170,0) >= 2 && gf(115,16) == 0;
	question = "I order you to train me.";
	text1 = "She grimly looks at the insignia on your shoulder. _All right. I can give you a few lessons. Because I have no choice._";
	action = SET_SDF 115 16 1;
	
begintalknode 118;
	state = 110;
	nextstate = -1;
	condition = gf(115,16) > 0;
	question = "I need some lessons.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Sergeant Kaye",
		  "Sergeant Kaye tells her students to take a break. Then, with great regret, she asks what you want to learn.",
		  41,5,0);	
	break;

	
begintalknode 119;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "There's something else I want to know.";
	text1 = "_Well, go talk to the commander! He never does anything! Leave me to my work._ She returns to her students.";
	action = END_TALK;


////

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