// TOWN DIALOGUE SCRIPT
//    Town 51: Harston

begintalkscript;

variables;

short i,j,k,r1,choice;


begintalknode;
	tag = 1;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "All of the guards here are Empire soldiers. They were all fearsome warriors, once. Then they were wounded at the front and sent here to recuperate.";
	text2 = "When they see that you are an Avernite, they consider engaging in some amusing bullying. Then they look at your weapon and wisely rethink it.";
	
// Carswin

begintalknode;
	tag = 10;
	state = -1;
	nextstate = 1;
	question = "Carswin";
	text1 = "This burly man's pallid skin marks him as an Avernite like you. He stands behind the counter, looking at you with distaste.";
	text2 = "_I'm Carswin. This is my inn. You probably need a rest._ He's clearly not pleased to see you here.";
	text5 = "Carswin watches you carefully, his lower lip curled in distaste. _Is there anything else I can help you with, friend?_ His tone of voice indicates that he hopes you move on soon.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_What can I get here?_";
	text1 = "_I have rations for sale, and a room is thirty coins. A mug of ale is ten coins._ Very high prices.";

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_Why did you say I need rest?_";
	text1 = "_Well, working for the Empire must be tiring work._ There is a constant edge of contempt in his voice.";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_Why do you think I'm in league with the Empire?_";
	text1 = "_Why else would you be here? We get plenty of Avernites working for the Empire here. Round here, there's two sorts of us. The dead and the trai ... Uhh ... The ones working for the Empire._ He watches you warily, as if afraid you might attack him.";

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_What kind of work do these disloyal Avernites do?_";
	text1 = "His voice is calm and friendly, but his eyes burn with anger. _Empire's a good safe place for an Avernite to work nowadays. Some of them run shops, like me, but some of 'em do ..._ He pauses. _Other things._ ";
	text2 = "He doesn't look inclined to elaborate.";

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_I don't work for the Empire! I'm a loyal servant of Avernum._";
	text1 = "He suddenly looks very nervous. _Then you're mad to come here. Get out!_ he hisses. _I don't want any fights here. And, if you're the least bit smart, you'll shut up about that._";
	action = END_TALK;

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_Yes, I work for the Empire. You have a problem with that?_";
	text1 = "He looks disgusted. _Fighting against your own kind, your own people? Pitiful._ He turns away.";
	action = END_TALK;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = coins_amount() >= 30;
	question = "_I could use a room._ Pay 30 coins.";
	text1 = "You pay him the coins. He wordlessly shows you to your room. It's plain, but clean. Very comfortable after your long, dirty journey out here. You sleep well.";
	action = END_TALK;
	code =
		revive_party();
		change_coins(-30);
		sf(51,23,1);
		relocate_char(get_pc_id(0),17,16,FALSE);
		relocate_char(get_pc_id(1),18,16,FALSE);
		relocate_char(get_pc_id(2),18,17,FALSE);
		relocate_char(get_pc_id(3),17,17,FALSE);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_I'm hungry. What kind of food do you have for sale?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Carswin's Rations","Most of Carswin's food was foraged from the nearby caves. Supplies at this outpost must be running low.",19,6,6);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = coins_amount() >= 10;
	question = "_Can I get a drink?_ Pay 10 coins.";
	text1 = "It's watery stuff, and he doesn't give you much of it. It's bitter and unpleasant, like all alcoholic drinks in Avernum.";
	code =
		change_coins(-3);
		set_char_status(30000,1,25);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "He nods. _Leave us be, then. You can't do anything for us here._";
	action = END_TALK;

// Renee

begintalknode;
	tag = 30;
	state = -1;
	nextstate = 28;
	question = "Renee";
	text1 = "A dark-skinned woman sits behind the counter, making notes in a thick notebook. Though her skin is naturally dark, it is in the pale, sickly way common to Avernites. Her clothes have been repeatedly patched.";
	text2 = "She smiles at you. _I'm Renee. Welcome._";
	text5 = "Renee smiles, still at ease. _Any other way I can help you, friend?_";
	action = INTRO;

begintalknode;
	state = 28;
	nextstate = 29;
	question = "_How do you fare out here?_";
	text1 = "She shows you the crude paper she uses and the rough state of her clothes. _Making my way in hard times. It's rough going for a sage in a war._";

begintalknode;
	state = 29;
	nextstate = 30;
	question = "_The Empire requires the services of sages?_";
	text1 = "_Only occasionally. They brought their own scholars you see. I'm just glad I got out of the Abyss. It got very nasty there, so I came here. The Empire tolerates Avernites here._";

begintalknode;
	state = 30;
	nextstate = -1;
	question = "_Tolerate for what sort of work?_";
	text1 = "_To work, make food, run inns, you know. Help them function, and kill our kind. Do things the soldiers can't or don't want to._";

begintalknode;
	state = 30;
	nextstate = -1;
	question = "_What happened in the Abyss?_";
	text1 = "For a moment, she looks very upset. _It got very ugly there. Many fled. The ones that didn't ..._ She shakes her head sadly. _It went very hard for them. They bore the brunt of the Empire's lust for vengeance._";

begintalknode;
	state = 30;
	nextstate = -1;
	question = "_And now you work for your invaders?_";
	text1 = "_I have seen what happens to those who resist. I will not throw my life away. Avernites cast out those in the Abyss. They lost all right to judge us._";

begintalknode;
	state = 28;
	nextstate = 32;
	question = "_What services do you offer?_";
	text1 = "Her face lights up. _I know much about the flora and fauna of the caves. For a payment, I can share a few secrets with you._";

begintalknode;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "_Let me see your wares._";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Renee the Sage",
		  "Renee will share her knowledge with anyone who can pay, Empire or Avernite.",
		  88,5,0);	
	break;


begintalknode;
	state = 32;
	nextstate = 28;
	condition = 1;
	question = "_I don't need any more instruction._";
	text1 = "_Understood._";

begintalknode;
	state = 28;
	nextstate = 31;
	question = "_Say, any idea why the Empire soldiers here aren't attacking me?_";
	text1 = "_Why would they? Only people who are helping the Empire come here. And there are plenty of them too._";

begintalknode;
	state = 31;
	nextstate = -1;
	condition = gf(51,15) == 0;
	question = "_That's disgusting! How can anyone consider helping the Empire?_";
	text1 = "She sighs. _You have to see it from our point of view. Don't help the Empire, die. Simple as that. And there's been too much dying lately._";
	action = SET_SDF 51 15 1;

begintalknode;
	state = 31;
	nextstate = -1;
	condition = gf(51,15) == 0;
	question = "_Well, you do what you need to do to stay alive._";
	text1 = "_Agreed. You are an adventurer, yes? You have the luxury of wandering, of moving on when things get difficult. Simple people like me? Life is not so easy._";
	action = SET_SDF 51 15 1;

// Suzanne

begintalknode;
	tag = 50;
	state = -1;
	nextstate = 55;
	question = "Suzanne";
	text1 = "An exhausted Avernite sits behind the granite counter. As you enter, she moves a pitiful collection of copper coins out of sight. _I am Suzanne, and this is my humble little shop._";
	text2 = "_How may I help you? I try to help._";
	text5 = "Suzanne watches you with tired eyes. She doesn't seem fully present.";
	action = INTRO;

begintalknode;
	state = 55;
	nextstate = 56;
	question = "_What sort of shop is this?_";
	text1 = "She yawns. _Not much of one. I just reopened it._";

begintalknode;
	state = 56;
	nextstate = 57;
	question = "_Reopened? Why did you close?_";
	text1 = "_I fled the Abyss. I don't have much stock left. All I have, I brought on my back. If you sell me your goods, I'll have more._";

begintalknode;
	state = 57;
	nextstate = 58;
	question = "_Why did you flee the Abyss?_";
	text1 = "She looks very weary. _Because they were killing us. I was lucky._";
	
begintalknode;
	state = 58;
	nextstate = -1;
	condition = 1;
	question = "_How?_";
	text1 = "_Captain Anthony, the Empire adjunct for this town, brought me along to handle supplies for him. I packed up what I could and came along. He lets me run this shop on the side._";
	text2 = "_The Empire needs all the supplies it can get. It just has me procure goods for them._";


begintalknode;
	state = 55;
	nextstate = -1;
	question = "_I would like to do some trading._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Suzanne's Shoppe","Suzanne brought a handful of goods from the Abyss. They are, indeed, very humble.",89,3,3);
	break;

begintalknode;
	state = 55;
	nextstate = -1;
	condition = 1;
	question = "_I would like to sell something._";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode;
	state = 55;
	nextstate = -1;
	condition = gf(51,13) == 0;
	question = "_You don't have much here. Anything I can get for you?_";
	text1 = "She shrugs. _Not much. Just food. Yes, food is good. I'll give a good price for sacks of meal. Meat, we can get. Mushroom meal, not so easy._";
	text2 = "_I'll give you 40 coins for each sack. Very fair price._";
	action = SET_SDF 51 13 1;
	code =
		toggle_quest(62,1);
	break;
	
begintalknode;
	state = 55;
	nextstate = -1;
	condition = gf(51,13) == 1 && party_has_item(191) > 0;
	question = "_I have some sacks of meal for you._ Sell them.";
	code =
	run_hardcode(44);
	break;

begintalknode;
	state = 55;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_Oh._ She looks down at the counter, instantly forgetting that you are here.";
	action = END_TALK;

// Scab

begintalknode;
	tag = 70;
	state = -1;
	nextstate = 82;
	question = "Scab";
	text1 = "A wretched, pockmarked man sits at the table. He hoists a mug of strong, foul mushroom ale to his lips again and again. His hands twitch constantly.";
	text2 = "He motions for you to join him. When you sit, he says, in a raspy voice, _I'm Scab._";
	text5 = "Using a smooth, regular arm motion, Scab continues to take long swallows of the rank mushroom ale. He's very good at it. Lots of practice.";
	action = INTRO;

begintalknode;
	state = 82;
	nextstate = 86;
	question = "_Can you tell me anything about this town, friend?_";
	text1 = "He shrugs and belches. _What do you want to know?_";

begintalknode;
	state = 86;
	nextstate = -1;
	question = "_Was this town built by Avernites or the Empire?_";
	text1 = "_The Empire. They made a deal with some of the few people who survived the slaughter in the Abyss. We made this town and keep it running, and they let us live a little while longer._";

begintalknode;
	state = 86;
	nextstate = -1;
	question = "_Why aren't the Empire soldiers attacking us?_";
	text1 = "_Because only Avernites who are helping the Empire come here. No loyal Avernite is dumb enough to come here._";

begintalknode;
	state = 82;
	nextstate = 83;
	condition = gf(51,12) == 0;
	question = "_What do you do here?_";
	text1 = "He looks up and his bleary eyes focus on you. Then they widen in surprise. Then they fuzz over again. All he says is, _Hello, Avernite._";

begintalknode;
	state = 83;
	nextstate = 84;
	question = "_So you can tell where I am from._";
	text1 = "His voice grows very low. _Avernum. You're from there, aren't you? Traveling?_ You notice his hands have ceased their twitching.";

begintalknode;
	state = 84;
	nextstate = 85;
	question = "_Yes. I must have taken a wrong turn at Formello._";
	text1 = "_You're a long way from vahnatai lands,_ he says in a clear voice. He lifts the mug to his lips, but you realize that he's actually completely sober. He must know who you are.";

begintalknode;
	state = 85;
	nextstate = -1;
	question = "_You know who I am?_";
	text1 = "He mutters a few loud, slurred words. Then he lowers his voice. _Relax. I know about you. You've been there. Your description's gotten around. Find Delaria. She's around. Ask her about the Scimitar. Now go._";
	text2 = "He lifts the mug to his lips, and takes a deep swig. Then he starts twitching again.";
	action = END_TALK;
	code =
		sf(51,12,1);
	break;

begintalknode;
	state = -1;
	nextstate = -1;
	condition = gf(51,12) > 0;
	question = "_There is more I want to know._";
	text1 = "_If you keep hanging off of me, it'll get me killed. Talk to Delaria._ He directs his attention back to his mug.";
	action = END_TALK;

// Sharon

begintalknode;
	tag = 90;
	state = -1;
	nextstate = 109;
	question = "Sharon";
	text1 = "There is a thin, middle-aged Avernite behind the counter. She wears a heavy leather apron and holds a pair of iron tongs. Her face is dotted with sweat.";
	text2 = "When you enter her shop, she says, _I'm Sharon, but people around here call me 'Mother'. Trade or custom crafts. I do both._";
	text5 = "Sharon wipes off her brow with the back of her arm. _Need anything else? Trade or custom crafts, as always._";
	action = INTRO;

begintalknode;
	state = 109;
	nextstate = 110;
	question = "_You do work for the Empire?_";
	text1 = "She spits into the forge and smiles nastily. _Well, I make weapons for the Empire soldiers down here. Better then being killed in the Abyss, yeah?_";

begintalknode;
	state = 109;
	nextstate = -1;
	question = "_Why are you called 'Mother'?_";
	text1 = "_It's tough times, and sometimes I look out for people. But I said folks here, folks who survived the burning of the Abyss, they call me 'Mother.' That don't mean you can._";

begintalknode;
	state = 110;
	nextstate = -1;
	question = "_So the weapons you make are just for the Empire?_";
	text1 = "She gestures at her shop. _That's the rule. They brought me here from the Abyss, built this big shop for me, let me live, and all I have to do is forge for them._ She smiles sadly and shakes her head.";
	text2 = "_Avernites have no right to judge us, not after all we lost._";

begintalknode;
	state = 110;
	nextstate = -1;
	question = "_I'd like to know more about the Abyss._";
	text1 = "_Ask someone else. Frankly, talking about it hurts me too much._";

begintalknode;
	state = 109;
	nextstate = -1;
	question = "_Can you sell me any equipment?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Sharon's Supplies","Sharon will bend the rules and sell you a handful of her creations.",90,5,3);
	break;

begintalknode;
	state = 109;
	nextstate = -1;
	condition = 1;
	question = "_I would like to sell something._";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode;
	state = 109;
	nextstate = 111;
	condition = 1;
	question = "_Can you craft something for me?_";
	text1 = "_I can. The Empire's rules don't yet forbid it, and I need whatever money can buy me a route to safer lands._";
	text2 = "_To take advantage of my skills, you must provide fine steel, leather, and focusing crystals. Also, money._";
	code =
		toggle_quest(79,1);
	break;
	
begintalknode;
	state = 111;
	nextstate = -1;
	condition = num_of_item(294) == 0 || num_of_item(295) == 0 || num_of_item(296) == 0;
	question = "_Do I have the correct materials?_";
	text1 = "_I'm afraid not. I need at least one focusing crystal, fine steel and fine leather._";
	
begintalknode;
	state = 111;
	nextstate = -1;
	condition = num_of_item(294) >= 1 && num_of_item(295) >= 1 && num_of_item(296) >= 1;
	question = "_Can you make a belt for me?_ (Give one leather, one focusing crystal, one steel, and 500 coins.)";
	text1 = "_I could, but you don't have enough money._";
	text2 = "Sharon peeks out the window to make sure no Empire agents are near. Then she takes the money and the materials. _Go. Return in three hours._";
	text3 = "You return a few hours later and the smith gives you a new belt. _The Abyss is gone, but our crafts remain. Wear it well._";
	code =	
		cs();
		if (coins_amount() < 500)
			as(1);
			else {
				as(2); as(3);
				inc_flag(190,8,1);
				change_coins(-500);
				take_num_of_item(294,1);
				take_num_of_item(295,1);
				take_num_of_item(296,1);
				reward_give(163);
				}
	break;
	
begintalknode;
	state = 111;
	nextstate = -1;
	condition = num_of_item(294) >= 4 && num_of_item(295) >= 3 && num_of_item(296) >= 4;
	question = "_Can you make a helmet for me?_ (Give 4 leather, 3 focusing crystals, 4 steel, and 500 coins.)";
	text1 = "_I could, but you don't have enough money._";
	text2 = "Sharon peeks out the window to make sure no Empire agents are near. Then she takes the money and the materials. _Go. Return in three hours._";
	text3 = "You return a few hours later and the smith gives you a new helmet. _The Abyss is gone, but our crafts remain. Wear it well._";
	code =	
		cs();
		if (coins_amount() < 500)
			as(1);
			else {
				as(2); as(3);
				inc_flag(190,8,1);
				change_coins(-500);
				take_num_of_item(294,4);
				take_num_of_item(295,3);
				take_num_of_item(296,4);
				reward_give(461);
				}
	break;
	
begintalknode;
	state = 111;
	nextstate = -1;
	condition = num_of_item(294) >= 3 && num_of_item(295) >= 4 && num_of_item(296) >= 6;
	question = "_Can you make greaves for me?_ (Give 3 leather, 4 focusing crystals, 6 steel, and 500 coins.)";
	text1 = "_I could, but you don't have enough money._";
	text2 = "Sharon peeks out the window to make sure no Empire agents are near. Then she takes the money and the materials. _Go. Return in three hours._";
	text3 = "You return a few hours later and the smith gives you a new pair of leather greaves, reinforced with steel. _The Abyss is gone, but our crafts remain. Wear it well._";
	code =	
		cs();
		if (coins_amount() < 500)
			as(1);
			else {
				as(2); as(3);
				inc_flag(190,8,1);
				change_coins(-500);
				take_num_of_item(294,3);
				take_num_of_item(295,4);
				take_num_of_item(296,6);
				reward_give(457);
				}
	break;
	
begintalknode;
	state = 111;
	nextstate = -1;
	condition = num_of_item(294) >= 6 && num_of_item(295) >= 5 && num_of_item(296) >= 2;
	question = "_Can you make a fine pair of gloves?_ (Give 6 leather, 5 focusing crystals, 2 steel, and 500 coins.)";
	text1 = "_I could, but you don't have enough money._";
	text2 = "Sharon peeks out the window to make sure no Empire agents are near. Then she takes the money and the materials. _Go. Return in three hours._";
	text3 = "You return a few hours later and the smith gives you a new pair of leather gauntlets, reinforced with steel. _Before it was destroyed, the Abyss was close to matching the crafts of Dharmon. Take these and use them well._";
	code =	
		cs();
		if (coins_amount() < 500)
			as(1);
			else {
				as(2); as(3);
				inc_flag(190,8,1);
				change_coins(-500);
				take_num_of_item(294,6);
				take_num_of_item(295,5);
				take_num_of_item(296,2);
				reward_give(189);
				}
	break;
	
begintalknode;
	state = 111;
	nextstate = -1;
	condition = num_of_item(294) >= 8 && num_of_item(295) >= 8 && num_of_item(296) >= 8;
	question = "_Can you make a truly fine set of plate armor?_ (Give 8 leather, 8 focusing crystals, 8 steel, and 500 coins.)";
	text1 = "_I could, but you don't have enough money._";
	text2 = "Sharon peeks out the window to make sure no Empire agents are near. Then she takes the money and the materials. _Go. Return in three hours._";
	text3 = "You return a few hours later, and the smith gives you a glorious steel breastplate. _Before it was destroyed, the Abyss was close to matching the crafts of Dharmon. Take this and use them well._";
	code =	
		cs();
		if (coins_amount() < 500)
			as(1);
			else {
				as(2); as(3);
				inc_flag(190,8,1);
				change_coins(-500);
				take_num_of_item(294,8);
				take_num_of_item(295,8);
				take_num_of_item(296,8);
				reward_give(51);
				}
	break;

begintalknode;
	state = 111;
	nextstate = 109;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_I am sad to hear it. I need the money._";
	
begintalknode;
	state = 109;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_Then leave me in peace, Avernite._";
	action = END_TALK;

// Captain Anthony

begintalknode;
	tag = 110;
	state = -1;
	nextstate = 136;
	question = "Captain Anthony";
	text1 = "This man's armor marks him as an officer of the Empire. He is not yet deathly pale. He must have come down from the surface recently.";
	text2 = "When you enter, he inspects you closely. His expression is a complex mix of anger and fear. Finally, he says, in a choked voice, _I am Captain Anthony. I am in charge here. What are you here for?_";
	text5 = "Captain Anthony arrogantly looks you up and down. The pallor of your skin betrays you as a native, and therefore worthy of his contempt. Your weaponry, on the other hand, marks you as someone to fear.";
	text6 = "This combination is very disconcerting to this enemy officer.";
	action = INTRO;

begintalknode;
	state = 136;
	nextstate = 137;
	question = "_What do you do here?_";
	text1 = "He laughs. _What do you think? I run this place. And what's your story? You helping us?_";

begintalknode;
	state = 137;
	nextstate = -1;
	question = "_No. I'm fighting the Empire. What are you going to do about it?_";
	text1 = "Anthony does a few quick mental calculations. How many soldiers he has. How many of them you could kill. He doesn't like the answers. He hisses, _Get out. Get out of my town and don't come back. You'll all pay. I promise it._";
	action = END_TALK;

begintalknode;
	state = 137;
	nextstate = -1;
	question = "_I'm only traveling through._";
	text1 = "_Wise choice. You'll have to come around eventually, though. You'll have to help us, or we'll have to kill you. Think it over._";
	action = END_TALK;

begintalknode;
	state = 137;
	nextstate = 138;
	question = "_Me? Umm ... Sure. I'm helping the Empire._";
	text1 = "_Good. We wouldn't be able to do so well down here if it weren't for you Avernites. You smart ones, that is. The ones on our side._";
	text2 = "_Everything we don't know, you help us find out! All it takes is a little incentive._";

begintalknode;
	state = 138;
	nextstate = 139;
	question = "_Incentive?_";
	text1 = "He pats his sword meaningfully. _Still, I don't have any work for you now. I already got forty adventurers running errands for me. So you'd better be movin' on._";
	text2 = "_Avernites we don't know, they tend to end up in accidents._";

begintalknode;
	state = 139;
	nextstate = 140;
	question = "_What kind of accidents?_";
	text1 = "He grins. _Well, you know, some Avernites who work for us, I show them to the guards and say they can be around here safely. But the others, like you, well let's just say if some guard takes a dislike to you, I'm not going to sweat about it._";
	text2 = "_So move on. I hear they need a few of you folks for scut work at Pyrog's Cave._";

begintalknode;
	state = 140;
	nextstate = -1;
	question = "_Where's Pyrog's Cave?_";
	text1 = "_It's to the northeast. Maybe they'll let you clean or something._";

begintalknode;
	state = 136;
	nextstate = -1;
	question = "_Are you hiring anyone for missions?_";
	text1 = "He smirks. _I already have too many of your kind working for me as it is. If you want a job, you'll have to look somewhere else._";

// Delaria

begintalknode;
	tag = 130;
	state = -1;
	nextstate = 163;
	question = "Delaria";
	text1 = "You meet a short, very stocky woman with closely cut black hair. She looks up from the book she is studying and eyes you carefully.";
	text2 = "Eventually, she greets you. The word abrasive doesn't begin to describe her voice. _I'm Delaria. Who are you, Avernite? Whaddaya' want?_";
	text5 = "Delaria looks longingly back at her book. _Well? What else you want?_";
	action = INTRO;

begintalknode;
	state = 163;
	nextstate = 164;
	question = "_And your job would be?_";
	text1 = "_I sit here and write._";

begintalknode;
	state = 164;
	nextstate = -1;
	question = "_What do you like to write about?_";
	text1 = "_Just stuff to pass the time._ She snorts. _Could you be a little bit more nosy? What business is my business to you?_";

begintalknode;
	state = 163;
	nextstate = -1;
	condition = 1;
	question = "_Can you train me?_";
	text1 = "_Well, I can't teach you how to break into other peoples' homes. You seem to have that one down pretty good._";

begintalknode;
	state = 163;
	nextstate = 166;
	condition = gf(51,12) >= 1;
	question = "_Scab told me to ask you about the Scimitar._";
	text1 = "Delaria nods. The chill in the room thaws very slightly. _Oh. Yeah. I guess you're a true Avernite, not a collaborator._";
	text2 = "_I'm part of the resistance. Not much of us left out here. Not after what happened to the Abyss. Big, ugly mess, that._";
	text3 = "_I don't have much information for you, but I have a little._";

begintalknode;
	state = 166;
	nextstate = -1;
	question = "_Will you tell me what happened in the Abyss?_";
	text1 = "_The Abyss, you knew about it, right? That's where Avernum put all its rowdies and malcontents. Not a bad place, 'til the Empire got there. Tore the place right up!_ She shakes her head sadly.";
	text2 = "_Blood and fire. Good people, scattered or dead. Damn the Empire._";

begintalknode;
	state = 166;
	nextstate = 167;
	question = "_What information can you pass along?_";
	text1 = "_First, don't go west. Heavy Empire force there. The troops will kill you for sport. Second, Pyrog's Cave is northeast. Big Empire fort. Has a big magic lab, doing all sorts of weird things with weird things. Don't know what. Real well guarded, though._";
	text2 = "_Third, I know some things about the northern islands!_";

begintalknode;
	state = 167;
	nextstate = -1;
	question = "_What about the northern islands?_";
	text1 = "_Well there are these islands to the north. Real remote. But the Empire has a dock to the northeast, past Pyrog's Cave. Well guarded, but with some boats! That's the only way I can think to get up there._";
	text2 = "_I'm not sure what's on the islands, but the Empire thinks it's real important! Lots of stuff being taken up there. Boxes of papers. Rumor has it they've built some library or archive up there._";

begintalknode;
	state = 167;
	nextstate = -1;
	question = "_Any guesses how to get into Pyrog's Fort?_";
	text1 = "_No. But don't even bother with the front gate. It's just too well guarded, and the door has powerful magic on it. You'd need to find another way in._";

// Packrin

begintalknode;
	tag = 150;
	state = -1;
	nextstate = 190;
	question = "Packrin";
	text1 = "You meet a man with the flushed, healthy look of a recent arrival from the surface. He looks at you disdainfully. _I'm Packrin._";
	text2 = "He holds a rake, and his clothes are stained with slime from his crops.";
	text5 = "Packrin looks at you disdainfully. You can understand why. You are clearly Avernites, and he is clearly from the surface. The prejudice of the surface worlders against your kind is a strong one.";
	action = INTRO;

begintalknode;
	state = 190;
	nextstate = 191;
	question = "_Why are you so dirty?_";
	text1 = "He snorts. _I'm tending a crop of your foul Avernum mushrooms. That's what I'm doing._";

begintalknode;
	state = 191;
	nextstate = 192;
	question = "_Foul, yes, but it's what we have down here._";
	text1 = "_And it's not much. They sent me out here to grow crops for the troops. Me, a soldier, tending food fit only for maggots. And, well, you._";

begintalknode;
	state = 192;
	nextstate = 193;
	question = "_You must have made a lot of friends down here._";
	text1 = "_Yeah. Hey, listen to this one. What's the difference between a maggot and an Avernite?_ He laughs. _Wanna' know the answer?_";

begintalknode;
	state = 193;
	nextstate = -1;
	question = "_How can I resist?_";
	text1 = "_The maggots dig their own holes!_ He laughs nastily. You refrain from killing him. This is probably the kindest of the abuse the Avernites near the Empire receive. _Pretty funny, huh?_";
	text2 = "Since you are in an Empire settlement, just leaving seems the best option.";
	action = END_TALK;

// Carswin

begintalknode;
	tag = 170;
	state = -1;
	nextstate = 271;
	question = "Carswin";
	text1 = "A thin, calico cat looks up at you. It purrs.";
	text5 = "The cat is still here.";
	action = INTRO;

begintalknode;
	state = 272;
	nextstate = -1;
	question = "Pet the cat.";
	text1 = "_Purrr. Purrr._";
	action = END_TALK;

begintalknode;
	state = 271;
	nextstate = 272;
	question = "_Nice kitty._";
	text1 = "It rubs up against you, waiting to be petted.";

begintalknode;
	state = 272;
	nextstate = -1;
	question = "Don't pet the cat.";
	text1 = "It seems offended. _Meow!_";
	action = END_TALK;

// Stray nodes go below ...

begintalknode;
	state = -1;
	nextstate = 29;
	question = "unused";

