// TOWN DIALOGUE SCRIPT
//    Town 41: Fort Duvno

begintalkscript;

variables;

short i,j,k,r1,choice;


begintalknode;
	tag = 1;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "The soldiers stationed at Fort Duvno have heard of you and your exploits. However, the farther you get from the Tower of Magi, the more skewed their facts are.";
	text2 = "At their urging, you tell them stories of your travels in vahnatai lands. However, you have to inform them that, no, you haven't slain any demon lords or gone to the surface to destroy entire Empire armies.";

begintalknode;
	tag = 2;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "There is a small camp of refugees in Fort Duvno, all of them recently fled from the city of Cotra. They are eager to tell you grim tales of their escape during the attack.";
	text2 = "Eventually, they ask when Avernum is going to retake their city. You don't have any good news for them.";

// J.R.

begintalknode;
	tag = 10;
	state = -1;
	nextstate = 1;
	question = "J.R.";
	text1 = "You meet a small woman with delicate features and long brown hair. She looks up from behind the large pile of arrows she was busily fletching. _Welcome to my shop, adventurers. You can call me J.R._";
	text5 = "J.R. smiles. _Anything else I can help you with, travelers?_ She spends almost every hour making arrows for the army. Her hands are callused with the effort.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_Nice arrows._";
	text1 = "_Thanks, I'm making these arrows for the troops. You can purchase some yourself if you like._";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_It looks like the troops need a lot of arrows._";
	text1 = "_They do. Every weapon maker around here is busy. We're preparing for the worst, after what happened in Cotra._";

begintalknode;
	state = 3;
	nextstate = 1;
	question = "_What do you expect will happen now?_";
	text1 = "_I think that it's clear. The Empire is going to kill every Avernite they can get their hands on. If we don't toughen up fast, we'll all be dead._";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_May I buy some of your fine wares?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("J.R. the Fletcher","J.R. makes quality weaponry. She only sells to soldiers, so you're in luck.",56,3,3);
	break;

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

begintalknode;
	state = 1;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_That is a relief. I am always behind._";
	action = END_TALK;
	
// Amalia

begintalknode;
	tag = 30;
	state = -1;
	nextstate = 28;
	question = "Amalia";
	text1 = "There is a small, nervous woman sitting at the table. She is preparing several vials of poison with greasy fingers. The shop is littered with a wide mix of supplies, all of them dirty and scratched. Probably looted.";
	text2 = "When you enter, she turns, sees your insignia, and gives you a cold smile. _I'm Amalia. This is my shop._";
	text5 = "Amalia continues to brazenly work on her tools, which are obviously intended for thievery, sabotage, and worse crimes. Occasionally she flashes you a smile. She's missing a number of teeth.";
	action = INTRO;

begintalknode;
	state = 28;
	nextstate = 29;
	question = "_Interesting stuff you're selling here._";
	text1 = "_I sell tools. I also sell goods Avernites have ... umm ... acquired in their travels._ She chuckles. _You're lucky. You've come to my shop during a busy time._";

begintalknode;
	state = 29;
	nextstate = 30;
	question = "_How am I in luck?_";
	text1 = "_Well, the soldiers are too busy to worry too much about a little petty thievery, and anyway, the stuff I sell is too useful._";

begintalknode;
	state = 30;
	nextstate = 32;
	question = "_Useful to who?_";
	text1 = "_Certain servants of Avernum are always needing lockpicks and poison for their projects._";

begintalknode;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "_You sell to thieves._";
	text1 = "_And spies. And Avernite infiltrators. And soldiers like you. How are you going to infiltrate an Empire fort without potions, eh? So you can take your pretended moral superiority somewhere else._";
	text2 = "She grins and starts sharpening a small, wicked-looking dagger.";

begintalknode;
	state = 28;
	nextstate = 31;
	question = "_Heard anything about the destruction of Cotra?_";
	text1 = "_Plenty. If you find any good loot there, I'll give you a good price for it._";

begintalknode;
	state = 31;
	nextstate = -1;
	condition = gf(41,11) == 0;
	question = "_You would pay for stolen loot from Cotra? Disgusting!_";
	text1 = "_Fine. You don't like me? Buy tools for your adventures somewhere else. We're in the middle of a war here, and I provide useful supplies to our army. If you have a problem with me making money, the door is over there._";
	action = SET_SDF 41 11 1;

begintalknode;
	state = 31;
	nextstate = -1;
	condition = gf(41,11) == 0;
	question = "_We'll be sure to bring you some nice stuff._";
	text1 = "She chuckles. _Adventurers without many scruples. The best kind. I'll give you a good price, and I'll keep quiet._";
	action = SET_SDF 41 11 1;

begintalknode;
	state = 28;
	nextstate = -1;
	question = "_I would like to buy equipment._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Amalia's 'Tools'","Amalia shows you the subselection of her wares more suited to a wandering adventurer.",57,3,3);
	break;

begintalknode;
	state = 28;
	nextstate = -1;
	condition = 1;
	question = "_I would like to sell something._";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode;
	state = 28;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_All right. Come back when you have something you want to sell. I don't ask annoying questions._";
	action = END_TALK;

// Walner

begintalknode;
	tag = 50;
	state = -1;
	nextstate = 55;
	question = "Walner";
	text1 = "You meet a short, stocky man with blond hair and a broad smile. His robes have been repeatedly splashed by the byproducts of his alchemy, leaving constellations of tiny holes.";
	text2 = "He stands and shakes your hand. _I'm Walner. Welcome to this place of learning!_";
	text5 = "While you decide what else to ask about, Walner continues his work on making some sort of potion. Occasionally, a splatter of harsh, smoky fluid splatters out and burns another hole in his robes.";
	action = INTRO;

begintalknode;
	state = 55;
	nextstate = 56;
	question = "_What sort of learning do you specialize in?_";
	text1 = "He waves at the books and scrolls littered about his shop. _Collecting all the knowledge there is to be had in our subterranean land! Enough to heal, for example, or to work my alchemy!_";

begintalknode;
	state = 56;
	nextstate = -1;
	question = "_What sort of alchemy?_";
	text1 = "He indicates the tiny holes in his robes with embarrassment. _I do alchemy often, although my concoctions often spit back at me. Many of my recipes are quite useful. In particular, I know how to make a variety of simple potions._";
	text2 = "_If you have the money and inclination, you can buy my aid._";

begintalknode;
	state = 56;
	nextstate = 58;
	question = "_Is there anything you are trying to learn?_";
	text1 = "_A few things. I have been trying to learn about cursed items, and I have been trying to learn about dread curses. Dark topics, true, but all the more important because of their seriousness._";

begintalknode;
	state = 58;
	nextstate = -1;
	question = "_Why are you interested in cursed items?_";
	text1 = "_They are fascinating. Usually, they are the results of magical experimentation gone wrong, but not always. I have heard that there are even items that cause their bearer to become ill constantly._";
	text2 = "_If you ever find an item like that, just throw it away. It will do nobody any good._";

begintalknode;
	state = 58;
	nextstate = -1;
	condition = gf(41,15) <= 1;
	question = "_What do you want to know about dread curses?_";
	text1 = "_A dread curse is a powerful and pernicious curse, usually laid on a place to magically punish those who intrude. They are very difficult to cure, but I suspect it is not impossible. If someone told me who can cure such a curse, I would reward them._";
	action = SET_SDF 41 15 1;
	code =
		toggle_quest(38,1);
	break;
	
begintalknode;
	state = 55;
	nextstate = -1;
	condition = gf(41,14) >= 1 && gf(41,15) == 1;
	question = "_Mother Clarisse, in the Tower of Magi, knows how to lift a dread curse._";
	code =
	run_hardcode(23);
	break;
begintalknode;
	state = 55;
	nextstate = -1;
	question = "_Can I buy potions from you?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Walner the Sage","Walner is willing to sell Avernite soldiers a few of his excess potions.",58,3,3);
	break;
	
begintalknode;
	state = 55;
	nextstate = 59;
	question = "_Can you make a potion for me?_";
	text1 = "_It is my specialty. If you have foraged any lichen or moss or fungi with the proper properties, you can show them to me. If they are fresh enough, I can make something for you._";
	text2 = "_For example, if you brought me healing herbs in adequate quantities, I could make you healing or curing potions._";
	text3 =  "_Even better, with the right mix of herbs, I could make a brew to speed you up in combat or restore your magical energy. Very useful. Much in demand._";
	
begintalknode;
	state = 59;
	condition = num_of_item(289) >= 2;
	question = "I would like a healing potion. (Give 2 sprigs of healing herbs.)";
	text1 = "You give him the herbs, and he sets to work. Soon, Walner hands you a clay jug filled with a bitter, medicinal brew.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,2);
		reward_give(220);
		play_sound(22);
	break;
	
begintalknode;
	state = 59;
	condition = num_of_item(289) >= 1;
	question = "I would like a curing potion. (Give 1 sprig of healing herbs.)";
	text1 = "You give him the herbs, and he sets to work. Soon, Walner hands you a clay jug filled with a bitter, medicinal brew.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,1);
		reward_give(221);
		play_sound(22);
	break;

begintalknode;
	state = 59;
	condition = num_of_item(289) >= 1 && num_of_item(290) >= 1 && num_of_item(291) >= 1;
	question = "I would like a speed potion. (Give 1 sprig each of healing, spiritual, and energetic herbs.)";
	text1 = "You give him the herbs, and he sets to work. Soon, Walner hands you a clay jug filled with a green, minty-smelling brew.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,1);
		take_num_of_item(290,1);
		take_num_of_item(291,1);
		reward_give(222);
		play_sound(22);
	break;

begintalknode;
	state = 59;
	condition = num_of_item(289) >= 1 && num_of_item(290) >= 1 && num_of_item(291) >= 1;
	question = "I would like an energy potion. (Give 1 sprig each of healing, spiritual, and energetic herbs.)";
	text1 = "You give him the herbs, and he sets to work. Soon, Walner hands you a clay jug filled with a thick brew with little bits of brown stuff suspended in it.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,1);
		take_num_of_item(290,1);
		take_num_of_item(291,1);
		reward_give(223);
		play_sound(22);
	break;
	
begintalknode;
	state = 59;
	condition = 1;
	question = "_I don't need any potions._";
	text1 = "_All right. Safe travels to you._";
	action = END_TALK;

// Captain Johnson

begintalknode;
	tag = 70;
	state = -1;
	nextstate = 82;
	question = "Captain Johnson";
	text1 = "You meet a tall, gaunt soldier. His face is heavily lined, by both scars and age. His expression is locked in a permanent scowl, and his eyes are cold.";
	text2 = "He looks you over and says, _I know you. A soldier, capable of interesting feats, allowed to roam free. Interesting. I am Commander Johnson. What can I do for you?_";
	text5 = "Commander Johnson watches you with a cold, unwavering gaze. He has been killing the foes of Avernum for many years. Mercilessly and relentlessly. It has taken a toll.";
	action = INTRO;

begintalknode;
	state = 82;
	nextstate = 83;
	question = "_Are you in charge of this fort?_";
	text1 = "He nods slowly, maintaining constant eye contact. _I rule this fort._ Your eyes start to water.";

begintalknode;
	state = 83;
	nextstate = 84;
	question = "_Tell me about this fort._";
	text1 = "_Fort Duvno is a knife aimed at the heart of the Empire. We never miss a chance to slay an enemy of Avernum. Or a potential enemy._";

begintalknode;
	state = 84;
	nextstate = 85;
	question = "_Has the Empire attacked you?_";
	text1 = "_They've sent scouts. The occasional small force._ He smirks. _They are strong foes, but we can make things very ugly for them. When we get our hands on them, they get very ugly indeed._ He gives you a close look._";
	text2 = "_You're adventurers, are you not? I often look to hire adventurers to go on missions. I have strong troops, but they have their hands full babysitting refugees. If you're interested, let me know._";
	code =
		if (gf(41,12) > 1)
			rs(2);
	break;
	
begintalknode;
	state = 85;
	nextstate = -1;
	condition = 1;
	question = "_What happens when you capture Empire soldiers?_";
	text1 = "_I process them personally. I utilize them efficiently for the good of Avernum._ He does not elaborate.";
		
begintalknode;
	state = 85;
	nextstate = 87;
	condition = gf(41,12) <= 1;
	question = "_What mission do you have for me?_";
	text1 = "_Yes, I do have something for you. Somewhere to the west, to the north of Cotra, some sliths, the barbarian variety, have a hidden lair._";
	text2 = "_Find it. Enter. Kill their leader. I will make sure you are rewarded._";
	action = SET_SDF 41 12 1;
	code =
		toggle_quest(37,1);
	break;
	
begintalknode;
	state = 87;
	nextstate = -1;
	condition = 1;
	question = "_A hidden fort? Any idea of how to find it?_";
	text1 = "_I don't know. I have only heard rumors, and I am hesitant to risk my scouts in uncontrolled territory._";
	text2 = "He thinks about it. _A scout did pass through here on the way to Silvar. His name was Gibrain. He had been scouting the Eastern Gallery. He might be able to help if he's still alive._";

begintalknode;
	state = 82;
	nextstate = -1;
	condition = gf(41,12) == 1 && gf(42,11) >= 1;
	question = "_I found the hidden slith lair and slew their leader._";
	code =
	run_hardcode(120);
	break;

begintalknode;
	state = 82;
	nextstate = -1;
	condition = gf(41,12) >= 2;
	question = "_Do you have any more missions for me?_";
	text1 = "He thinks. _Nothing at this point. Ask at the other forts near here, especially closer to the front. There is a lot of killing that needs doing._";

begintalknode;
	state = 82;
	nextstate = 86;
	question = "_Hear any interesting news?_";
	text1 = "_Nothing good. Nothing to make me happy. The world has gone mad. In Silvar, they are trying to broker peace with the kitties. Elsewhere, they're dealing with the sliths. As if we don't have enough problems, we are trying to deal with those savages, too._";

begintalknode;
	state = 86;
	nextstate = -1;
	question = "_Kitties? You mean the nephilim?_";
	text1 = "_I mean the kitties. They are our enemies. I am not fooled._";
	text2 = "_I don't like having one in here, stinking up my office, soldier or not._";
	code =
		if (species_in_party(2) == 0)
			rs(2);
		break;
		
begintalknode;
	state = 86;
	nextstate = -1;
	question = "_What do you have against the slithzerikai? Some of them have been allied with us for years._";
	text1 = "_They're savages. I've been fighting them for years. If I'm ordered not to kill them, I won't. But I don't like it._";
	text2 = "_If you think I'm going to back off on my beliefs because there's a slith here in front of me, you are deluded._";
	code =
		if (species_in_party(3) == 0)
			rs(2);
		break;
	
// Eledi

begintalknode;
	tag = 90;
	state = -1;
	nextstate = 109;
	question = "Eledi";
	text1 = "You meet a small, lovely woman, wearing the loose, thin garb of a dancer. This inn has a small, stone stage in the center, and she is using it to practice.";
	text2 = "Bereft of an audience, she seems depressed. She glides gracefully over to you. _Welcome. I'm Eledi._";
	text5 = "Eledi continues to move gracefully about the stage, barely seeming to notice you. You begin to suspect that she might be slightly unhinged.";
	action = INTRO;

begintalknode;
	state = 109;
	nextstate = 110;
	question = "_Nice costume. Are you a dancer?_";
	text1 = "She sighs. _Yes. I'm just passing the time till tonight, I'll be dancing. You should come to the show!_";

begintalknode;
	state = 109;
	nextstate = -1;
	question = "_Being around soldiers doesn't worry you?_";
	text1 = "_Avernite warriors are an honorable lot. Even if they weren't, Commander Johnson keeps order. Anyone who troubles me spends time in the stocks._";

begintalknode;
	state = 110;
	nextstate = 111;
	question = "_Perhaps I can make it._";
	text1 = "She does a twirl on one foot. It's a move both graceful and pulse quickening. _Avernites have always needed some cheering, now more than ever. I guess being thrown down here gave me my calling._";

begintalknode;
	state = 111;
	nextstate = 109;
	question = "_What did you do on the surface?_";
	text1 = "_I was one of the last people thrown into Avernum. They didn't want me to dance up there. Too ... uhh ... stirring, they said. I wouldn't give it up, so they threw me down here. At least I'm in a place where people need beauty in their lives._";
	text2 = "She smiles and blushes. _It's not much, I know, but it means a lot to me._";

begintalknode;
	state = 109;
	nextstate = 112;
	question = "_I don't meet many dancers in Avernum._";
	text1 = "_I am not surprised. When I was thrown into Avernum, my soul was heavy. I could not dance at all. I could not start again until ..._ She pauses.";

begintalknode;
	state = 112;
	nextstate = -1;
	question = "_Until what?_";
	text1 = "Her movements become clumsy for a moment. She looks upset. _I did not come down here alone. We ... we tried to survive. But I ... I am alone now.  I will spend my time dancing now. It is the only way I can express my ..._ She stops speaking. ";
	text2 = "As a tear runs down her face, she struggles to regain the simple grace of movement she had when you began to speak with her. It's a partial success. You leave, so that she can regain her composure.";
	action = END_TALK;

// Eucher

begintalknode;
	tag = 110;
	state = -1;
	nextstate = 136;
	question = "Eucher";
	text1 = "There is a young, dark-skinned man standing at this table, chopping healing herbs as fast as he can. He's obviously exhausted.";
	text2 = "You ask who he is. _I am Eucher the healer. Are you well?_ He looks you over for ailments.";
	text5 = "Eucher struggles with his exhaustion as he speaks with you. Occasionally, he nods off, and you have to poke him to get him back into the conversation.";
	action = INTRO;

begintalknode;
	state = 136;
	nextstate = 137;
	question = "_Are you the only healer in Fort Duvno?_";
	text1 = "_Yes, the only healer for miles. I heal all who come to me. Soldiers first, but I tend to everyone eventually._";
	text2 = "_I have some time to help you if you need it. Though, Heaven knows, everything's been mad since the barriers came down._";

begintalknode;
	state = 136;
	nextstate = -1;
	question = "_Can you heal me?_";
	text1 = "He looks you over. _You seem fine._";

begintalknode;
	state = 137;
	nextstate = 138;
	question = "_What happened after the barriers came down?_";
	text1 = "_The assault on Cotra was bad enough. But when the vahnatai barriers dropped, the war really started up again. The Empire was more reinforced and we were more prepared, and the bodies have come non-stop._";
	text2 = "_I need more supplies, but I do the best I can._";

begintalknode;
	state = 138;
	nextstate = 136;
	question = "_What sort of supplies do you need?_";
	text1 = "_Herbs. Clean gauze. Graymold salve. Comfrey root. I do what I can, but I'm always running out of something vital._";

begintalknode;
	state = 136;
	nextstate = -1;
	question = "_Can I buy any supplies?_";
	text1 = "_I don't have enough as it is. Go talk to Walner. He might be able to help you._";

// Faye

begintalknode;
	tag = 130;
	state = -1;
	nextstate = 163;
	question = "Faye";
	text1 = "An imposing woman with gray hair is setting up shop. She's sweeping, putting up shelves, and getting ready for business.";
	text2 = "She is highly displeased by your intrusion. _Greetings. I'm Faye. Now leave._";
	text5 = "Faye looks irritated. As she attacks some cobwebs with a broom, she says, _Are you still here? You can leave at any time._";
	action = INTRO;

begintalknode;
	state = 163;
	nextstate = 164;
	question = "_What are you doing in here?_";
	text1 = "_I'm setting up my shop, and you are trespassing._";

begintalknode;
	state = 164;
	nextstate = 165;
	question = "_Sorry to intrude. We'll be leaving now._";
	text1 = "She silently debates whether to call for the guards. _I'm still recovering from escaping Cotra. I don't need you bothering me._";

begintalknode;
	state = 165;
	nextstate = 166;
	question = "_Were you there when the Empire attacked?_";
	text1 = "_Yes. I was there, and I've had what I have to say about it ignored enough. Fool soldiers. You don't know when someone is trying to help. Now leave me alone._";

begintalknode;
	state = 166;
	nextstate = -1;
	question = "_Please help me. What did you see?_";
	text1 = "She snaps at you. _I have been ignored long enough! They all say they don't know where the attack came from, but I saw lights on the island south of Cotra not long before the troops arrived. They say I imagined it, that there's nothing there._";
	text2 = "_That's where they came from._ She speaks very loud and very clear. _You won't deal with me, I won't deal with you. Now will you please leave?_ She turns her back on you.";
	action = END_TALK;

// Rorik

begintalknode;
	tag = 150;
	state = -1;
	nextstate = 190;
	question = "Rorik";
	text1 = "A jolly merchant stands in front of the counter, eager to greet you. The counter is covered with bottles of wine, and he has the flushed face of one who has been sampling of his own wares.";
	text2 = "_Welcome, friends! I'm Rorik, brewer and cook of great renown!_";
	text5 = "Rorik waits to see what else you want. He frequently samples a taste (or a swig) of his own goods.";
	action = INTRO;

begintalknode;
	state = 190;
	nextstate = 191;
	question = "_Tell us about your wine._";
	text1 = "His belly jiggles as he laughs. _I was banished into Avernum because my wines were too good. Made them jealous! And I still make them. You can buy the best wines and rations here, to take the edge off your journey!_";

begintalknode;
	state = 191;
	nextstate = -1;
	question = "_You were sent down here for making wine?_";
	text1 = "He sighs and leans close to you. _Well, actually, it was revenge for striking up a very close friendship with the magistrate's wife. But don't tell anyone._ He laughs for a full minute.";

begintalknode;
	state = 191;
	nextstate = -1;
	question = "_I've done a lot of journeying recently._";
	text1 = "_Well, if you're brave or stupid enough to travel in these times, I'll do what I can to help!_";

begintalknode;
	state = 190;
	nextstate = -1;
	question = "_I need some rations._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Rorik's Rations","Rorik's rations are edible. That's all you can say.",19,2,3);
	break;

begintalknode;
	state = 190;
	nextstate = -1;
	question = "_Some wine would be great right now._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Rorik's Fine Wines","There are still a few bottles of wine that Rorik hasn't drunk.",59,5,3);
	break;

begintalknode;
	state = 190;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_Really? Not even wine? Well, return when you come to your senses._";
	action = END_TALK;

// Scott

begintalknode;
	tag = 170;
	state = -1;
	nextstate = 217;
	question = "Scott";
	text1 = "There is a thin old man sitting under the tree, fishing. He doesn't notice you. You tap him on the shoulder. _Eh? Oh. Hello, soldier. Call me Scott._";
	text2 = "As you watch, he reels in a pale, wriggling cavefish. Edible, but unappealing.";
	text5 = "Scott continues to fish in the dark lake, doing his best to shut out the horrors of the world.";
	action = INTRO;

begintalknode;
	state = 217;
	nextstate = 218;
	question = "_What are you up to?_";
	text1 = "_Oh, just an old man, whiling away his last years fishing._";

begintalknode;
	state = 218;
	nextstate = 219;
	question = "_How did you wind up here?_";
	text1 = "_Nephilim destroyed my farm years ago. Now I just do odd jobs for the fort. And fish. And keep those darned refugees off my island!_";

begintalknode;
	state = 219;
	nextstate = -1;
	question = "_You don't like the refugees?_";
	text1 = "_No that's not it. They just scare the fish!_ He sighs. _I have nothing against them. I give them the fish I catch._";

begintalknode;
	state = 217;
	nextstate = 220;
	question = "_How can you relax like this with a war on?_";
	text1 = "He looks up at you. _Friend, the world is always full of suffering. It gets worse, or it gets better, but it never ends. So sometimes, no matter how bad it gets, you just need to force out a little moment of peace. I'll tell you that for nothing._";
	text2 = "He invites you to sit and rest with him for a few minutes.";

begintalknode;
	state = 220;
	nextstate = -1;
	condition = 1;
	question = "_I'm too busy._";
	text1 = "_That's your choice. Just be careful you don't burn yourself up._ You leave.";
	action = END_TALK;

begintalknode;
	state = 220;
	nextstate = -1;
	condition = 1;
	question = "_I'll rest._";
	text1 = "You spend a few minutes actually relaxing and enjoying the beauty of Avernum. It's a rare pleasure. Then you bid Scott a kind farewell and move on.";
	action = END_TALK;
	
// Alice

begintalknode;
	tag = 190;
	state = -1;
	nextstate = 244;
	question = "Alice";
	text1 = "The bar is tended by a striking woman with short, black hair and a pleasant smile. She's quiet for a barkeep. She just raises her eyes up at you as you approach. You ask her name. She simply says, _Alice._";
	text5 = "Alice quietly watches you, waiting to see what you want.";
	action = INTRO;

begintalknode;
	state = 244;
	nextstate = 245;
	question = "_What have you for sale this fine day?_";
	text1 = "She smiles. _Room, five coins. Drinks, two coins. Gossip, free._";

begintalknode;
	state = 244;
	nextstate = -1;
	condition = coins_amount() >= 5;
	question = "_I need a room._ Pay 5 coins.";
	text1 = "Alice silently takes your money and leads you to your room. It's very nice, surprisingly warm and cozy for Avernum. You have a quiet and restful sleep.";
	action = END_TALK;
	code =
		revive_party();
		change_coins(-5);
		relocate_char(get_pc_id(0),40,40,FALSE);
		relocate_char(get_pc_id(1),41,40,FALSE);
		relocate_char(get_pc_id(2),41,41,FALSE);
		relocate_char(get_pc_id(3),40,41,FALSE);
	break;

begintalknode;
	state = 244;
	nextstate = -1;
	condition = coins_amount() >= 2;
	question = "_Drinks all around, please._ Pay 2 coins.";
	text1 = "She nods in thanks, and fetches several glasses of wine. You can't tell what the wine was made from, but it's actually drinkable. You ask her where it came from, and she says _Rorik. North end of town._";
	code =
		change_coins(-2);
		set_char_status(30000,1,25);
	break;

begintalknode;
	state = 245;
	nextstate = -1;
	question = "_Any gossip you care to share with me?_";
	text1 = "She leans close. _Archer in town. Name's Gourdon. Asking around about passes or some such. He doesn't want people to know about it, but he was rude to me. So now you know. Oh well._ She grins mischievously.";
	action = SET_SDF 41 13 1;

begintalknode;
	state = 244;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_OK._";
	action = END_TALK;

// J.R.

begintalknode;
	tag = 210;
	state = -1;
	nextstate = 271;
	question = "J.R.";
	text1 = "You meet a large man in leather armor. He has a longbow slung over his shoulder and a full quiver of arrows at his side.";
	text2 = "He looks you over nervously as you approach. _I'm Gourdon,_ he says. _I hope you are faring well._";
	text5 = "Gourdon the archer is still walking around town. He often strolls out to the water to make sure nobody is attacking.";
	action = INTRO;

begintalknode;
	state = 271;
	nextstate = -1;
	question = "_You have a job in town?_";
	text1 = "_Just killing time._ He looks over his shoulder, eager to move on. He doesn't seem inclined to say anything else.";

begintalknode;
	state = 271;
	nextstate = 272;
	condition = gf(41,13) >= 1;
	question = "_I heard you were asking around about passes._";
	text1 = "At first, he looks upset that you know what he's after. Then he looks you over carefully. _Ach! I know you! You're the ones who went to the vahnatai! It's safe to talk to you._ He pulls you aside.";
	text2 = "_You see, I've been going from town to town, looking for certain scrolls from the surface._";

begintalknode;
	state = 272;
	nextstate = 273;
	question = "_What kind of surface scrolls?_";
	text1 = "He pulls out a vellum scroll, edged in red ink. _This is a red pass. The troops down here need passes to get into Empire lands. I'm looking for a blue and a gray pass. That's why I'm heading down to Mertis._ ";
	text2 = "_My goal, ya' see, is to look into some rumors._";

begintalknode;
	state = 273;
	nextstate = 273;
	question = "_Why are you headed to Mertis?_";
	text1 = "_The gray pass is the most important one, and I hear that there's a prisoner in Mertis who knows where one is. If I get one, I can start looking into certain rumors._";

begintalknode;
	state = 273;
	nextstate = 274;
	question = "_What rumors?_";
	text1 = "He looks very worried. _I hear from prisoners the Empire's buildin' this portal, from up there to down here, so they can teleport down a whole army. They'd wipe us out if they could do that! I'm going to look into it._";
	text2 = "_I'm not the best spy, but I know these caves well as anyone._";

begintalknode;
	state = 274;
	nextstate = -1;
	condition = gf(3,8) == 0;
	question = "_That sounds horrible. Maybe I can help._";
	text1 = "_Then you should go to the Tower of Magi. I know that a wizard named Mahdavi is looking for help._";

begintalknode;
	state = 274;
	nextstate = -1;
	condition = gf(3,8) >= 4;
	question = "_You heard correctly. We destroyed that portal._";
	text1 = "_Oh. That saves me a lot of effort, then. Thanks._";

begintalknode;
	state = 271;
	nextstate = -1;
	condition = gf(41,13) == 0;
	question = "_Anything I can help you with._";
	text1 = "_No. Need to be moving on. I have my own mission. Goodbye._ He nods and moves on.";
	action = END_TALK;

// Amalia

begintalknode;
	tag = 230;
	state = -1;
	nextstate = 298;
	question = "Amalia";
	text1 = "A refugee walks up to you and mutely holds out a begging bowl. He bows his head in an almost, but not quite, humble manner. _I'm Dorkin, sirs. Spare a coin?_";
	text5 = "Dorkin the beggar continues to favor you with a resigned, sardonic expression. His bowl is still proffered boldly in your direction.";
	action = INTRO;

begintalknode;
	state = 298;
	nextstate = 299;
	question = "_How did you wind up here?_";
	text1 = "_Well, I'll tell ya'. The Empire threw me down here for bein' poor. Simple as that. So I go to Cotra, and I work hard, make a business for myself!_";

begintalknode;
	state = 299;
	nextstate = 301;
	question = "_What sort of business?_";
	text1 = "_I was the best cobbler in Cotra! And then the Empire comes down here, and they make me poor again! So I'm startin' to figger', maybe some fellows just meant to be poor. So could you maybe give me a coin?_";

begintalknode;
	state = 301;
	nextstate = -1;
	condition = 1;
	question = "_A cobbler? Have any magic boots?_";
	text1 = "_No. Never did. Just simple leatherwork. Nothing for an active, high-ambition adventurer like you._";

begintalknode;
	state = 298;
	nextstate = -1;
	condition = coins_amount() > 0;
	question = "_Here you go._ Give a few coins.";
	text1 = "_Thank you kindly!_ He nods and moves on.";
	action = END_TALK;
	code =
		change_coins(-5);
	break;
	
begintalknode;
	state = 298;
	nextstate = -1;
	question = "_I have no more money to give to beggars. Off with you!_";
	text1 = "_Fine. Bye._ He wanders off.";
	action = END_TALK;

