// TOWN DIALOGUE SCRIPT
//    Town 10: Blosk

begintalkscript;

variables;

short i,j,k,r1,choice;

// trainee
begintalknode;
	tag = 1;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "The trainer has these two archers shooting arrow after arrow, until sweat pours down their faces and their arms ache. They try to take a break to speak with you, but a burst of shouting from their teacher brings that to a halt.";

// guard
begintalknode;
	tag = 2;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "The guards of Blosk are alert, well-trained, and ready for battle. Their commander has kept them in good fighting shape, in case the Empire invaders break through to the west.";
	text2 = "They aren't so disciplined that they won't take some time off to speak with you. They let you know that they have heard of your journey to the vahnatai lands and that you are an inspiration to them all.";

// 
begintalknode;
	tag = 3;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "This lizard pulls merchant caravans for a living. Its claws and teeth have been dulled to make it less of a menace to its masters.";
	
// Statue

begintalknode;
	tag = 10;
	state = -1;
	nextstate = 1;
	question = "Statue";
	text1 = "This is a misshapen statue of an Avernite explorer. Decades of water dripping from the cave ceiling above have coated it in lumpy mineral deposits.";
	text2 = "Interesting. The statue's eyes have not yet been coated with mineral crust. You can see that its eyes are slowly following you!";
	text5 = "The old, mineral-crusted statue continues to stare at you.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_Can you speak?_";
	text1 = "The statue continues to silently stare at you. Nothing happens.";

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(6,11) >= 1;
	question = "_Worms._";
	text1 = "The statue speaks! Flecks of white chalky deposit fall from its face as its jaw moves.";
	text2 = "_Greetings, agent! You have your directions. Act on them soon, or things will go very badly for you. Also, we've been losing important papers lately. Be sure everything we give you ends up burned. Use the oven in your chambers._";
	text3 = "_Praise the Empire. That is all._ That seems to be all it has to say.";
	action = END_TALK;

begintalknode;
	state = 2;
	nextstate = -1;
	question = "_Hmm. I guess you can't._";
	text1 = "The statue continues to stare at you impassively. Eventually, you get bored.";
	action = END_TALK;

// Vicky

begintalknode;
	tag = 30;
	state = -1;
	nextstate = 28;
	question = "Vicky";
	text1 = "A buxom blonde woman sits at the end of the table. She wears the traditional sash of a mayor of Avernum. Though she has never seen you before, she knows who you are. She quickly stands to greet you.";
	text2 = "_I am Mayor Vicky of Blosk, high and esteemed mayor of this city. You may call me Vicky._ She plops back down into her chair.";
	text5 = "Vicky is still at work, directing the city from the end of this long table. She stares at its polished surface and the papers covering it with undisguised antipathy.";
	action = INTRO;

begintalknode;
	state = 28;
	nextstate = 29;
	question = "_So are you keeping busy?_";
	text1 = "_What do you think? Running Blosk, in all its glory._";
	text3 = "She sighs. _Running Blosk, in all its glory. And it's no easier a task now that we had to execute my assistant._";
	action = DEP_ON_SDF 10 13 1;

begintalknode;
	state = 29;
	nextstate = 30;
	question = "_How long have you been mayor?_";
	text1 = "Her chest heaves with a heartfelt sigh. _It has been my job for the last ten years. Before that, I was, blissfully, an innkeeper. Now I hold this city together and marshal its forces against the Empire._";
	text2 = "_And, of course, I need to use all the resources I have. That is why I sometimes seek adventurers to do a mission._";

begintalknode;
	state = 30;
	nextstate = -1;
	question = "_I take it that being an innkeeper was easier._";
	text1 = "_Correct. I ran the inn here in town. Then I became the mayor, back when it was not such a job. I had to leave my lovely inn behind, because my responsibilities as a leader absorbed my whole being._";
	text2 = "_I'd leave leadership behind in a second, but for one thing. I seem to have a knack for it._ She gives you a resigned smile.";

begintalknode;
	state = 30;
	nextstate = -1;
	condition = gf(10,13) <= 1;
	question = "_As it so happens, I've been looking for missions._";
	text1 = "_Then I will be brief. Blosk has a spy within its walls. I want you to unmask him, her, or it. Ask Bruce about it. He can tell you more. And when you have evidence of the villain's identity, let me know. I will do nothing without absolute proof._";
	text3 = "_Find evidence of the traitor's identity and bring it to me, and I will reward you well._";
	action = SET_SDF 10 13 1;
	code =
		toggle_quest(52,1);
	break;
	
begintalknode;
	state = 28;
	nextstate = 32;
	condition = 1;
	question = "_Has the Empire been sighted near here?_";
	text1 = "_The Empire seems to attack everywhere. Yet, we have been spared. So far. I am sure we are a target. Should the front to the west fall, we will be under siege within a day._";

begintalknode;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "_How are you preparing?_";
	text1 = "_We are building defenses. Stocking weapons. Preparing tactics. Training._";
	text2 = "_And, of course, ridding ourselves of spies._";

begintalknode;
	state = 28;
	nextstate = 31;
	condition = has_spec_item(30) > 0;
	question = "_I think I have found the evidence you were seeking._ (Show her the charred paper.)";
	text1 = "You show her the charred piece of paper. She looks at it. She isn't impressed. _Is this supposed to be helpful? I can't read that. I really am very busy._";

begintalknode;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "_Do you know how I can make it readable?_";
	text1 = "_How should I know? Take it to one of the wizards in town. There's, like, fifty of them!_";

begintalknode;
	state = 28;
	nextstate = -1;
	condition = gf(10,13) == 1;
	question = "_Who is Bruce?_";
	text1 = "She points at the archer sitting nearby. _My assistant, when he's around. We've been working together to solve this problem. He can tell you some good places to start looking for the spy._";

begintalknode;
	state = 28;
	nextstate = -1;
	condition = gf(10,13) >= 2;
	question = "_I could still use a mission._";
	text1 = "_I'm sure you could. But, unless your specialty is spearing paperwork and slaying requisition forms, I don't have anything for you to do right this moment._";

begintalknode;
	state = 28;
	nextstate = -1;
	condition = has_spec_item(31) > 0;
	question = "_I think I have found the evidence you were seeking._ (Show her the charred paper.)";
	code =
		erase_char(1013);
	run_hardcode(35);
	break;

begintalknode;
	state = 28;
	nextstate = -1;
	condition = gf(10,13) >= 2;
	question = "_How are you getting along without Bruce?_";
	text1 = "She shakes her head sadly. _Much better. He was a traitor. He gave the enemy information about our defenses. He brought about the deaths of my men. I can't imagine why._";
	text2 = "_Actually, I can. They must have offered to let him live, after all of the other Avernites were gone. Disgusting. His death was completely deserved._";

// Bruce

begintalknode;
	tag = 50;
	state = -1;
	nextstate = 55;
	question = "Bruce";
	text1 = "You meet a heavy-set man with a chainmail jerkin and a bow slung over his shoulder. He is an assistant to the mayor, sorting papers, taking notes, and getting her to sign orders.";
	text2 = "He rises and shakes your hand. _I'm Bruce, master archer and assistant to her Ladyship. I can spare a moment to speak with you. If necessary._";
	text5 = "Bruce idly rubs his chainmail with his sleeve in a vain and futile attempt to polish it. You start to sense that the assistant to the mayor doesn't think you're worth his time.";
	action = INTRO;

begintalknode;
	state = 55;
	nextstate = 56;
	question = "_Are you busy?_";
	text1 = "_Though my skills as an archer are needed often enough, I am an invaluable assistant and friend to her Ladyship. I have been assisting her with paperwork. And with certain ... umm ... difficulties._";

begintalknode;
	state = 56;
	nextstate = -1;
	question = "_How are your skills needed?_";
	text1 = "_We often have call to use snipers and set ambushes, in order to harass the Empire enemy. When that happens, it is the archers who perform the greatest service._";

begintalknode;
	state = 56;
	nextstate = -1;
	question = "_What do you think of Mayor Vicky?_";
	text1 = "_Lady Vicky is a fine and noble woman. The greater the responsibilities her job entails, the better she meets them. It is an honor to serve under her._";

begintalknode;
	state = 56;
	nextstate = -1;
	question = "_What difficulties would those be?_";
	text1 = "He frowns. _Her Ladyship and I are trying to find a spy. We recently found papers, giving instructions to an unnamed party here to find what he or she or it could about our defenses. We have had no luck learning who this letter was addressed to._";
	text2 = "_If you would like to assist her Ladyship with this problem, speak with her. If she asks your help, some advice. Speak to Mondrian. I suspect that he can help you in your quest._";
	
begintalknode;
	state = 55;
	nextstate = -1;
	condition = gf(10,13) == 1;
	question = "_The mayor asked me to hunt for a spy._";
	text1 = "Bruce sighs, rises, and pulls you aside. In a quiet voice, he says, _Mayor Vicky is a wise ruler, but she has been under a lot of stress. Perhaps she sees phantoms where there are none._";
	text2 = "_I will tell you, in confidence, that I have heard some say there are spies in the Almaria storerooms. Supplies have gone missing. Strange sounds. That sort of thing._";
	text3 = "_If you want to hunt spies, that is where to go. Leave our mayor to her work._ He pats you on the shoulder and returns to his work.";
	text4 = "You tell him that you already found and fought those infiltrators. He says, _Oh. Well, I suppose the problem is solved then. Good work._";
	action = END_TALK;
	code =
		if (gf(6,1) == 0)
			rs(4);
			else rs(3);
	break;
	
begintalknode;
	state = 55;
	nextstate = -1;
	condition = gf(6,1) > 0;
	question = "_I was attacked in the Almarian storerooms._";
	text1 = "_You ... You were? The rumors were true? I ... I am pleased._";
	text2 = "_It is good that you exposed those infiltrators. I hope that, now that the enemy within has been purged, I can put Vicky's mind at rest._";
	
begintalknode;
	state = 55;
	nextstate = -1;
	condition = gf(10,13) >= 1 && gf(6,2) > 0;
	question = "_I have some ideas about who the spy is._";
	text1 = "_I'm the wrong person to talk to. Speak with her Ladyship._ He points to the woman at the end of the table.";

// Patsy

begintalknode;
	tag = 70;
	state = -1;
	nextstate = 82;
	question = "Patsy";
	text1 = "There is a tall, thin, blonde woman working hard behind the counter. She is doing her best, considering that she seems to be drinking one mug of ale for every mug she serves.";
	text2 = "She wobbles her way over to you. _Welcome, welcome! I am Patsy! Welcome to my alehouse and inn!_";
	text5 = "Patsy continues to make her uncertain way from one end of the bar to the other. Watching her function under the influence of so much mushroom ale is inspiring. It's a testimony to the resilience of the human spirit.";
	action = INTRO;

begintalknode;
	state = 82;
	nextstate = -1;
	question = "_A fine inn indeed. What services can you offer?_";
	text1 = "_Well, we can give you a poor room for 5 coins and a fabulous room for 15. Depends on whether you want to be eaten by lice, eh? Also we have the finest ale in the Great Cave, only five coins a round!_";

begintalknode;
	state = 82;
	nextstate = 83;
	question = "_I'd like a room, please._";
	text1 = "_Lousy or fabulous room? Or do you want some lovely grog first?_";

begintalknode;
	state = 83;
	nextstate = -1;
	question = "_I'd like the fabulous room, of course._";
	text1 = "_All right! I ... Oh. Wait. We don't have that anymore. Lost it. Never mind, darling._";

begintalknode;
	state = 83;
	nextstate = -1;
	condition = coins_amount() >= 5;
	question = "_I can only afford a lousy room._  Pay 5 coins.";
	text1 = "Patsy leads you to the filthy common room. There are very few bugs in Avernum, but it seems like they're all on vacation here. You spend a lousy night.";
	action = END_TALK;
	code =
		revive_party();
		change_coins(-5);
		sf(10,21,1);
		relocate_char(get_pc_id(0),19,29,FALSE);
		relocate_char(get_pc_id(1),20,29,FALSE);
		relocate_char(get_pc_id(2),20,30,FALSE);
		relocate_char(get_pc_id(3),19,30,FALSE);
	break;

begintalknode;
	state = 83;
	nextstate = 82;
	condition = 1;
	question = "_I changed my mind._";
	text1 = "_Oh._";

begintalknode;
	state = 82;
	nextstate = -1;
	condition = coins_amount() >= 5;
	question = "_Ale all around._ Pay 5 coins. ";
	text1 = "She takes your coins, and serves you up some powerful, somewhat drinkable mushroom ale. It makes you feel wobbly.";
	code =
		change_coins(-5);
		set_char_status(30000,1,25);
		set_char_status(30000,3,25);
	break;

begintalknode;
	state = 82;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_Oh, darling, we all need something. You just need something that's not here._ She laughs and wanders off.";
	action = END_TALK;	
	
// Oliver

begintalknode;
	tag = 90;
	state = -1;
	nextstate = 109;
	question = "Oliver";
	text1 = "A small, powerfully built Avernite is taking a group of archer trainees through a long, grueling session of target practice. As they moan and rub their aching arms, he comes over to speak with you. _Welcome to this training hall, soldier. I am Oliver._";
	text5 = "Oliver continues to bark orders at his trainees. They draw and shoot, draw and shoot, struggling to please their teacher.";
	action = INTRO;

begintalknode;
	state = 109;
	nextstate = 110;
	question = "_What sort of teaching can you provide?_";
	text1 = "_Knowledge of war, in return for effort. Knowledge is what our soldiers will need, so near the front._";

begintalknode;
	state = 109;
	nextstate = -1;
	question = "_Can you train me?_";
	text1 = "Oliver looks you over and smiles. _I train front-line soldiers, the grunts whose blood and pain will keep us all alive._";
	text2 = "_I'm afraid that you are beyond what I teach. It's not often that I say that._";
	
begintalknode;
	state = 110;
	nextstate = 109;
	question = "_You ask a lot of effort._";
	text1 = "_Yes. The mayor sent down word. When the Empire comes, we must be prepared. Their attack will be merciless._";

begintalknode;
	state = 110;
	nextstate = -1;
	question = "_Any Empire activity near here?_";
	text1 = "_Just to the north are the Scree Caves, loosely held by the Empire. The main force of their army is not there yet, but their patrols and raiding parties are everywhere. If you plan to head north, sharpen your sword and strengthen your mind!_";
	text2 = "He turns for a moment to heap abuse on his trainees.";

begintalknode;
	state = 110;
	nextstate = -1;
	question = "_Where is the front?_";
	text1 = "_To the west, north of Dharmon. Our armies face each other on the road to what was the Abyss._";

// Eddy

begintalknode;
	tag = 110;
	state = -1;
	nextstate = 136;
	question = "Eddy";
	text1 = "The counter here is laden with food and booze. This bounty is guarded by a heavy-set woman with long, frizzy brown hair and an imperious look. _Hello, darling! Welcome to my humble little shop! You can call me Eddy._";
	text5 = "Eddy smiles in a mildly sincere way. _Now, sweety, how else can I help you?_";
	action = INTRO;

begintalknode;
	state = 136;
	nextstate = 137;
	question = "_What sort of shop is this?_";
	text1 = "She lurches forward. _Look, darling, look at all of this!_ She waves wildly at the bounty of food around her. _I have the most fabulous rations in all of this stinking hole!_";

begintalknode;
	state = 136;
	nextstate = -1;
	question = "_I'd like to buy some of this fabulous food._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Eddy's Edibles","Eddy is surprisingly good at making edible food out of the ingredients of the underworld.",14,4,3);
	break;

begintalknode;
	state = 137;
	nextstate = 138;
	question = "_It's not so bad down here._";
	text1 = "She jumps up in fury, taking a bottle of ale along to steady herself. Eddy walks to the door and swings it open. _Look at all of this! Just look at it, darling! Mold and fungus as far as the eye can see! No shops! No culture! Just little gross things every-bloody-where!_";
	text2 = "_And the Empire, they did this to me! Sent me into this Avernum, or whatever you call it!_";

begintalknode;
	state = 138;
	nextstate = -1;
	question = "_Why were you banished?_";
	text1 = "_For frivolity. Can you believe it? They thought I was a parasite! Me! And annoying too, they said. Annoying. What sort of a crime is that, I mean ... I mean really, darling?_";
	text2 = "_So they sent me and my friend Patsy down here. Bastards, the lot of them._";

begintalknode;
	state = 136;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_Suit yourself, sweetie. When you get tired of picking grit and lichen out from between your teeth, you can come back here._";
	action = END_TALK;
	
// Justin

begintalknode;
	tag = 130;
	state = -1;
	nextstate = 163;
	question = "Justin";
	text1 = "You meet a large, affable man, wearing the robes of a priest. He is touring the city as if he's never seen one before. He walks about the city, simply enjoying looking at everything.";
	text2 = "He greets you. _I am Justin. Welcome, my friends and fellow travelers. You do explore, yes?_";
	text5 = "Justin continues to look around, grinning and pointing as if Blosk was a lovely place. It really isn't. His robes bear the grime and wear and many years of wandering, and his cheery mood is contagious.";
	action = INTRO;

begintalknode;
	state = 163;
	nextstate = 164;
	question = "_You seem to be enjoying yourself._";
	text1 = "_Of course. I am a priest of the Temple of the Flying Spirit. I'm not usually there, though. It seems a shame to be cooped up in a musty shrine, when there is so much beauty outside the door!_ You look around. You aren't sure where the beauty is.";

begintalknode;
	state = 164;
	nextstate = -1;
	question = "_Where is the temple?_";
	text1 = "_In the southwest corner of town. Nobody there now. Best not waste your time going._";

begintalknode;
	state = 164;
	nextstate = 165;
	question = "_How can you call all this beautiful?_";
	text1 = "_How can you not? We of the Flying Spirit are wanderers, travelers, determined to see the world and appreciate it as best we can! For example, I soon plan to shut up the temple and take a jaunt down to Patrick's Tower._";

begintalknode;
	state = 165;
	nextstate = -1;
	question = "_Where's Patrick's Tower?_";
	text1 = "_Some distance to the south. It is led by the venerable and wise Patrick the archmage. It is a great center of learning and knowledge for Avernum. If there are things you wish to find out, where better to go?_ He starts looking around again.";
	text2 = "_This is a beautiful place, you know. Filled with much ugliness, true, but if we don't also appreciate its wonders as well, who will?_";

begintalknode;
	state = 163;
	nextstate = 166;
	condition = gf(10,14) <= 1;
	question = "_Yes, I do travel. Why do you bring it up?_";
	text1 = "_I wish to see much of Avernum. In particular, I wish to see a place called Grahk's Peninsula. When the first explorers of Avernum were teleported here, that is where they arrived. If you can find it and tell me how to get there, I'd much appreciate it._";
	text2 = "_When the war is over, I would like to see the place with my own eyes._";
	action = SET_SDF 10 14 1;
	code =
		toggle_quest(53,1);
	break;
	
begintalknode;
	state = 166;
	nextstate = -1;
	question = "_Any clue where this place is?_";
	text1 = "_Sadly, not really. Northeast Avernum, I think. Maybe by a river? I'm not sure anyone knows for sure where it is anymore, but it is a spot of great historical interest. Hopefully, the first explorers left some sort of marker._";

begintalknode;
	state = 163;
	nextstate = -1;
	condition = gf(10,14) == 1 && gf(142,20) >= 1;
	question = "_I found Grahk's Peninsula. It's upriver from Fort Dranlon._";
	code =
	run_hardcode(34);
	break;

begintalknode;
	state = 163;
	nextstate = -1;
	condition = 1;
	question = "_Can you teach me anything?_";
	text1 = "_I can teach many things, but not about the art of war. We of the Flying Spirit are wanderers, not fighters._";
	text2 = "_If you want to learn the magic of war, go to Dharmon or Patrick's Tower._";

// Saffron

begintalknode;
	tag = 150;
	state = -1;
	nextstate = 190;
	question = "Saffron";
	text1 = "There is a young, severe-looking woman with long, brown hair tied up into a tight bun. She sits on a stool, staring deeply into a bright blue flame.";
	text2 = "It takes a moment for her to return to reality when you enter. She rises to greet you. _I am a sage of Blosk. My name is Saffron._ She looks slightly embarrassed about that fact.";
	text5 = "Saffron waits politely to see what else you have to say. Her nose is slightly wrinkled. She doesn't look like she approves of adventurers.";
	action = INTRO;

begintalknode;
	state = 190;
	nextstate = 191;
	question = "_How are you employed in Blosk?_";
	text1 = "_I'm working as a sage, at the moment._";

begintalknode;
	state = 191;
	nextstate = 192;
	question = "_At the moment? Do you have another occupation?_";
	text1 = "_I'm going to learn to be a mage, at the Tower. There's no space for new students, now, so I'm earning money by maintaining records and doing transcription._";


begintalknode;
	state = 192;
	nextstate = -1;
	question = "_Which tower will you study at?_";
	text1 = "_Patrick's Tower, far to the south. Not the Tower of Magi. It's too far from home for me. Patrick's Tower is a wonderful place. It has the biggest libraries in Avernum!_";

begintalknode;
	state = 190;
	nextstate = -1;
	condition = has_spec_item(30) > 0;
	question = "_I have a charred scroll here. Can you use magic to figure out what it says?_";
	code =
	run_hardcode(33);
	break;

begintalknode;
	state = 190;
	nextstate = -1;
	condition = 1;
	question = "_Is there anything you can do for me?_";
	text1 = "_Probably not. I don't spend a lot of time stabbing things._";

// Mondrian

begintalknode;
	tag = 170;
	state = -1;
	nextstate = 217;
	question = "Mondrian";
	text1 = "There is a person in dark robes kneeling before the brazier. His or her face is completely obscured by the hood. He's the town healer, but his garb seems somewhat grim for the job.";
	text2 = "You ask his name. _I am Mondrian._ It's a male voice. He doesn't turn his face from the altar as he speaks.";
	text5 = "Mondrian continues to stare into the brazier. He remains on his knees and occasionally mumbles something quietly. You aren't sure if he realizes that you are still there.";
	action = INTRO;

begintalknode;
	state = 217;
	nextstate = 218;
	question = "_May I ask what you're doing?_";
	text1 = "_I am the priest of secrets._ His head doesn't turn as he speaks.";

begintalknode;
	state = 218;
	nextstate = 219;
	question = "_I'm sorry. I don't understand what that means._";
	text1 = "_We are all people of secrets, secrets we keep because we want to or we must. And when people find it hard to hold their secrets inside, they come here for strength._";

begintalknode;
	state = 219;
	nextstate = 220;
	question = "_Strength for what?_";
	text1 = "_Strength to continue to hide what they must. They confess their secrets to me, and I give them the strength to keep them, to keep their privacy. Because people are defined as much by what they don't say as what they do say._";
	text2 = "_But you are not wounded, and I sense you have no things to confess. So I ask you to leave me._";
	action = END_TALK;

begintalknode;
	state = 217;
	nextstate = 220;
	condition = gf(10,13) == 1;
	question = "_You must know many secrets. Perhaps one about a spy here in Blosk?_";
	text1 = "There is a long pause. _I am one who worships privacy, and I ask that you respect mine. Even if I knew those secrets, they must rest in me. I can't tell you._";

begintalknode;
	state = 220;
	nextstate = -1;
	question = "_I insist. Tell us who the spy is._";
	text1 = "Mondrian mumbles something. You feel dizzy. A few moments later, you find yourselves walking away from him. Very strange.";
	action = END_TALK;

begintalknode;
	state = 220;
	nextstate = -1;
	question = "_We can respect that. Good day._";
	text1 = "He doesn't respond. You walk away.";
	action = END_TALK;

begintalknode;
	state = 217;
	nextstate = 221;
	condition = 1;
	question = "_You are the town healer?_";
	text1 = "_The mayor asked me to take the post while the other healer fights at the front. I had skill, so I agreed. It was better than letting soldiers die._";

begintalknode;
	state = 221;
	nextstate = -1;
	condition = 1;
	question = "_But it's not your first choice._";
	text1 = "_I work with secrets. Gathering them. Helping others deal with them._";
	text2 = "_Healing is about making truth visible and seeing people at their most open. I can serve, but I do not relish the task._";

// Allisandre

begintalknode;
	tag = 190;
	state = -1;
	nextstate = 244;
	question = "Allisandre";
	text1 = "A quiet, sad woman sits at the bar. She turns to speak with you, although she doesn't seem pleased by the prospect. She has a flute at her belt. _My name is Allisandre._";
	text5 = "Allisandre smiles at you sadly. She doesn't want to talk to you, but she's too polite to just turn away.";
	action = INTRO;

begintalknode;
	state = 244;
	nextstate = 245;
	question = "_Do you play the flute?_";
	text1 = "_Once. I was a traveling musician, but not of late. Lately, I've been staying with Leith._";

begintalknode;
	state = 244;
	nextstate = -1;
	question = "_Would you play a song for me?_";
	text1 = "Without words, she pulls the flute from her belt and plays a long, soft, elegant tune. She plays it sadly and flawlessly. Then she returns her flute to her belt.";
	text2 = "_Thank you. I get little chance to travel and play. Empire raiders are too common._";

begintalknode;
	state = 245;
	nextstate = 246;
	question = "_Who is Leith?_";
	text1 = "_My dear, dear friend. That is why I am so worried. He was more of a sage, but, lately, his work has grown very dangerous._";

begintalknode;
	state = 246;
	nextstate = 244;
	question = "_What dangerous work is he involved in?_";
	text1 = "_He is trying to find a spy living in Blosk. More than that, I cannot say, although I fear such work is very dangerous._";
	text3 = "_He was trying to find a spy in Blosk, who was, I am glad to say, exposed. But now he is going on patrols, watching for Empire troop movements. It is very dangerous, and I worry for him constantly._ She seems very glad to have someone to share this with.";
	action = DEP_ON_SDF 10 13 1;

// Leith

begintalknode;
	tag = 210;
	state = -1;
	nextstate = 271;
	question = "Statue";
	text1 = "There is a tall, skinny man wandering the streets of Blosk. A long rapier hangs at his side. He watches you warily as you approach, but he gives you a cordial nod when he sees you are an Avernite soldier. _Greetings. I am called Leith._";
	text5 = "Leith continues to regard you nervously. His hand is always near his rapier. He's a pleasant man, but paranoid. Makes sense. These are paranoid times.";
	action = INTRO;

begintalknode;
	state = 271;
	nextstate = -1;
	question = "_Nice rapier._";
	text1 = "_Yes. Thank you. I even sleep with it by my side. These are those sort of times._";

begintalknode;
	state = 271;
	nextstate = 272;
	question = "_I'd like to speak with you._";
	text1 = "He shakes his head. _I'm sorry, friend. I have no time to talk. My work is secret._ He's trying to not get too close to you. He's very nervous.";

begintalknode;
	state = 272;
	nextstate = 273;
	condition = gf(10,13) == 1;
	question = "_I am searching for a spy here in Blosk._";
	text1 = "_Ah! You are on the same quest! Sadly, there is little for me to tell you. Empire spies are very good at covering their tracks. However, I have been collecting much knowledge that may be useful in the hunt._";

begintalknode;
	state = 273;
	nextstate = 274;
	question = "_Can you share that knowledge with me?_";
	text1 = "_My home is in the northeast corner of town. Look in the library there, and you may find something that is useful to you._ He thinks. _Oh, and I think I left the trap activated. Don't worry. It's a simple one._";

begintalknode;
	state = 273;
	nextstate = -1;
	condition = has_spec_item(30) > 0;
	question = "_I have a charred scrap of paper. Any guess how we might be able to tell what it says?_";
	text1 = "He thinks. _I would go speak to Saffron. We have been discussing ways to recover information others have tried to destroy. I think that she might be able to help you._";

begintalknode;
	state = 273;
	nextstate = -1;
	condition = has_spec_item(31) > 0;
	question = "_I have a charred scrap of paper. Saffron deciphered it for me._";
	text1 = "He looks at it and shakes his head. _This should be shown to the mayor immediately._";

begintalknode;
	state = 271;
	nextstate = -1;
	condition = gf(10,13) > 1;
	question = "_I uncovered the spy in Blosk._";
	text1 = "_So I have heard. Thank you. Sometimes, I can actually sleep at night now._";

// Phaedra

begintalknode;
	tag = 230;
	state = -1;
	nextstate = 298;
	question = "Phaedra";
	text1 = "You meet a pale young woman, a native of the underworld. She watches you with fascination. You notice she has a short, cavewood toy sword at her belt. You ask her name. _I'm Phaedra._ ";
	text5 = "Phaedra keeps staring up at you with big, round eyes. You feel like you're the most amazing thing she's ever seen. She doesn't take her eyes off of your weapons.";
	action = INTRO;

begintalknode;
	state = 298;
	nextstate = 299;
	question = "_Nice sword._";
	text1 = "_Thanks! I'm gonna' be an adventurer!_";

begintalknode;
	state = 299;
	nextstate = 300;
	question = "_Good for you._";
	text1 = "She draws her little sword. _Yeah! And beat dragons and slay fifty Empire bad people! I will! If my daddy lets me._";

begintalknode;
	state = 300;
	nextstate = -1;
	question = "_Who is your dad?_";
	text1 = "_He's Justin! He says he won't let me learn to use a sword for a long, long time._ She waves her sword around a bit, almost hitting you in the stomach. _But I'm teachin' myself. And if the Empire attacks, I'll show them!_ She runs off, stabbing invisible enemies.";
	action = END_TALK;
	
// Bartholomew

begintalknode;
	tag = 250;
	state = -1;
	nextstate = 325;
	question = "Bruce";
	text1 = "A worn down man in mage's robes stands at the fireplace, warming his hands. He stares at you nervously as you enter. Since you are a soldier, you are tolerated, but you don't feel welcome at all.";
	text2 = "_Greetings, warrior. I am Bartholomew. What do you want?_";
	text5 = "Bartholomew watches you nervously. He doesn't like your being here, and he looks like he might run for the door at any moment.";
	action = INTRO;

begintalknode;
	state = 325;
	nextstate = 326;
	question = "_I'm just curious about your work._";
	text1 = "_Magical work. Not that it is any business of yours, but I am doing magical research for the benefit of Avernum._";

begintalknode;
	state = 326;
	nextstate = -1;
	question = "_Research about what?_";
	text1 = "_I am certainly not at liberty to tell you about it. Now please leave before I call the guard. You are not welcome here._";

begintalknode;
	state = 325;
	nextstate = 328;
	condition = gf(10,11) >= 1;
	question = "_I'm looking for Thompson. Do you know where he is?_";
	text1 = "Bartholomew looks surprised. _You know of Thompson? He's not here. He's disappeared. We were working on secret research together, but one day I woke up and he was gone. And all he left me was this useless message!_";

begintalknode;
	state = 328;
	nextstate = 329;
	question = "_May I see the message?_";
	text1 = "_He left me a note saying he left a message on the back of his dresser._ He points to the hallway to the east. _I found the message, but I can't understand it!_ (You take note of this.) He shakes his head. _The work goes slow without his help. I hope someone finds him soon._";
	action = SET_SDF 10 8 1;

begintalknode;
	state = 329;
	nextstate = -1;
	question = "_Anything else you can tell us about him?_";
	text1 = "_No. This is a private home. I appreciate your trying to find my ... friend, but you are not welcome here. Go now._ He turns away.";
	action = END_TALK;

begintalknode;
	state = 325;
	nextstate = -1;
	condition = gf(10,8) > 0;
	question = "_I'd like to know more about Thompson._";
	text1 = "He looks pained. _I ... I only know he left me. I don't want to talk about it. It is difficult._";

begintalknode;
	state = 325;
	nextstate = -1;
	condition = 1;
	question = "_I want to learn magic._";
	text1 = "_Then go to Patrick's Tower or Dharmon. Leave me alone._ He turns away.";
	action = END_TALK;

