// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(71,0) == 0;
	question = "special";
	text1 = "For the first time in your life, you enter the Abyss. Of course, you've heard about it since you were young. Parents routinely threaten young children with being sent to the Abyss to scare them into behaving.";
	text2 = "But, as so often happens, the reality doesn't really match up to the legend. The Abyss looks like much of the rest of Avernum. A huge cavern, bathed in dim green light. There's a lot more vegetation than you expected.";
	text3 = "Then you get close enough to see the band of armed people standing by the road ahead. Brigands or militia? In the Abyss, it is much, much harder to be sure.";
	action = SET_SDF 71 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(71,1) == 0;
	question = "special";
	text1 = "There is a vile odor in the air here. Rotting flesh and vile goop boiling in pots. By the west wall, a band of nephilim has set up a tannery. They are treating lizard skins to make leather. A job best done far from any settlement.";
	text2 = "When they see you, they grab their weapons. In an instant, several bows are trained on you. Their leader shouts, _We are Fang Clan! This is Fang Clan land! Awrrr! Avernum soldiers not welcome!_";
	text3 = "_We want peace, but stay back, or we shoot._";
	action = SET_SDF 71 1 1;



begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Fort Spire - South";
	text3 = "  Spire - Northeast";
	text4 = "  Bargha - North";
	
begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  FANG CLAN LAND";
	text3 = "  Intruders Will Be Shot";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You try to talk to this warrior, but your presence is making him very nervous. He seems to have a not entirely clear mind. He's under the influence of alcohol (or something much stronger).";
	text2 = "_Go talk to Koppel. He's in charge._";

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = char_ok(7683) && get_attitude(7683) < 10;
	question = "special";
	text1 = "You get too close for the tastes of these rather temperamental nephilim, and they aren't fond of Avernite soldiers to begin with. Their leader lets out a long, blood-curdling yowl. They move to defend their camp.";
	code =
		set_attitude(30044,10);
		alert_char(30044);
	break;

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The Fang Clan warrior ignores you.";


begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "One of the larger warriors lets out a long, angry snarl as he approaches you. _Avernites. The Fang Clan hates Avernites! Try to make us leave. Make us go to the surface. Then the Empire kills us!_";
	text2 = "_This our land! Now you get what you deserve!_ Unhappily, they have no interest in talking or listening to reason.";
	
	//

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "The two cities of the Abyss, Spire and Bargha, don't have soldiers. They have militias. This small, armed band might be members of one of them. Or not. They wear no insignia.";
	text2 = "They keep their hands close to their blades, but they haven't drawn them yet. They approach you with an arrogant swagger, enough to put you on your guard, until they get close enough to realize that you are a soldier.";
	text3 = "Their leader immediately holds up a hand and takes a step back. He says, _Ahhh ... A soldier. From Avernum. A rare pleasure. I am Koppel. Welcome to the Abyss._";
	text4 = "_Now that you have been greeted properly, we ... we will be going now._";
	text5 = "Koppel, the leader of this small band, is watching you nervously. _So ... soldier. Is there anything else you need? Before you move on?_";
	action = INTRO;
	code =
		sf(71,4,1);
	break;
	
begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Are you part of a militia?";
	text1 = "_A ... A militia? Why, yes. We are. We are from ... Spire. Yes. The Spire militia. That's us. Not that it is any concern of Avernum's._";

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "What can you tell me about the Abyss?";
	text1 = "_Ahhhh ... There are two cities. Spire. And Bargha. Bargha is full of crazy people. Don't go there._ You try to get him to tell you more, but he is not at all helpful.";

begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Has the Blight struck here?";
	text1 = "_What? The Blight? Ahhh ... Yes. Terrible. Terrible for the farmers._";

begintalknode 14;
	state = 10;
	nextstate = 11;
	condition = get_quest_status(188) == 2;
	question = "Some brigands have been stealing from the new arrivals. Know anything about it?";
	text1 = "He looks unnerved. _What? That is just ... Avernum says anything they want about the Abyss. 'Oh, those savage Abyss people.' That is just rumors. Scandalous lies._";
	text2 = "He casts a nervous glance back over his shoulder at the piles of boxes surrounding their camp.";
	text3 = "_We don't know anything about any brigands. You should just move on._";

begintalknode 15;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "There is something I need to know.";
	text1 = "_Well, we ... We need to guard this road. And we're busy. And we'll keep doing it. After a quick meal. In camp. So we don't .. Ahhhh ... No time to talk. You have our permission to explore the Abyss. Good day._";
	text2 = "Without another word, they turn and walk off.";
	action = END_TALK;
	
begintalknode 16;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I'll be going then.";
	text1 = "_Yes. You can explore the Abyss. You ... You have our permission. We will be in our camp. Eating. So move on._";
	text2 = "Without another word, they turn and walk off.";
	action = END_TALK;

begintalknode 17;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "Actually, I think that you are the brigands I was told about.";
	text1 = "Koppel lets out a long sigh. _And if we were? What of it? Any such brigands, if they did exist, wouldn't be mad enough to harass Avernite soldiers._";
	text2 = "_That would make it a matter of the Abyss. No concern of yours. None of your business at all._";

begintalknode 18;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "All right. Good day.";
	text2 = "Without another word, they turn and walk off.";
	action = END_TALK;

begintalknode 19;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "I say it is my business. These robberies have to stop.";
	text1 = "Koppel smirks. _Fine, then. If we see anyone robbing the new arrivals, we'll be sure to pass that message along._";
	
begintalknode 20;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "I say you are the robbers, and I am here to stop you.";
	text1 = "Koppel's warriors look on the edge of panic. Koppel nods grimly. _You Avernites couldn't just leave us alone. You don't have enough problems. Well, someday, we of the Abyss will show you ..._";
	text2 = "He doesn't get to finish his sentence. His brigands, perhaps not the most disciplined soldiers anywhere, draw their blades, shout a battle cry, and attack.";
	action = END_TALK;
	code =
		set_attitude(30045,10);
		alert_char(30045);
	break;
	
begintalknode 21;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "That's all I had to say. I'll be going.";
	text1 = "Koppel smirks. _I thought so. You don't seem like someone to stick your nose into affairs that aren't any of your concern._";
	text2 = "Without another word, they turn and walk off.";
	action = END_TALK;

begintalknode 22;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 23;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 24;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

//

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 = "";
		