// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(11,2) == 0 && gf(11,1) == 0;
	question = "special";
	text1 = "You enter the city of Mera, the capital of this province. The Mera-Tev was taken over by the Shapers about three centuries ago, but this settlement looks like it dates to well before then.";
	text2 = "Although the Shapers have built many impressive structures to put their mark on the city, traces of the tribesmen who lived in the Mera-Tev still remain. You see the occasional odd insignia on a wall or sign in an unfamiliar tongue.";
	text3 = "You look at the streets and buildings, trying to see if any of them awaken some of your lost memories. Nothing seems familiar. You don't think that you have been here before.";
	text4 = "Mera is very crowded. Citizens, refugees, and creations roam the streets. It is an anxious place. The streets are surprisingly quiet. Conversations take place in whispers, and everyone takes pains not to stand out.";
	text5 = "Although it is hard to eavesdrop and learn more about what is happening, you do hear who the topic of many of the conversations is. Councilor Astoria, Shaper leader of the Mera-Tev. She is currently in the city.";
	action = SET_SDF 11 2 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(11,3) == 0 && gf(11,1) == 0;
	question = "special";
	text1 = "Many goods pass through Mera. The courtyard outside this building contains a constant bazaar.";
	text2 = "Merchants from the more civilized provinces on the west coast come to trade for goods. In return, they provide tools, medicines, and other products from the great coastal cities.";
	text3 = "The more precious goods are stored in this warehouse. They are guarded with traps and watched by guards. Trying to steal anything in here would be very risky.";
	action = SET_SDF 11 3 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(11,4) == 0 && gf(11,1) == 0;
	question = "special";
	text1 = "This is the Hall of Appeals, a standard presence in any major Shaper settlement. Outsiders can come here to beg a representative of the Shapers for aid. Help with brigands, medical assistance, and charity are common appeals.";
	text2 = "A visit to the Hall of Appeals almost always involves two things: a very long wait and a rejection of one's request.";
	text3 = "Not many humans joined the creations in their rebellion against Shaper rule. For the ones who did, resentment of the Hall of Appeals is a large part of the reason.";
	text4 = "There is not currently a throng of desperate outsiders here. The hall is closed. There is only one person here right now. An Agent, escorted by her creations.";
	action = SET_SDF 11 4 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = gf(11,5) == 1;
	question = "special";
	text1 = "You inspect the wall at the back corner of the room, looking for the loose stone the servile described to you. You soon find and press it.";
	text2 = "A section of wall slides away, revealing a dusty room beyond.";
	code =
		sf(11,5,2);
		set_terrain(28,3,0);
	break;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There is a leather-bound notebook here, held shut by a brass latch. When you try to inspect it, it gives your fingers a shock. The secrets of the Shapers, even minor ones, are protected.";
	text2 = "There is a leather-bound notebook here, held shut by a brass latch. You open it and browse through it, looking for intriguing Shaper secrets.";
	text3 = "Unfortunately, most of the notes within regard making tools, equipment, casings for control panels and mines, and so on. Stuff of great import to Shapers but minimal use to you.";
	text4 = "You do find one note to be very intriguing. _Using an enchanted anvil, the magical properties of flawless scales and skins can be transferred into items made of precious metal._";
	text5 = "_One of the best understood varieties of this basic principle is the enchantment of rings. With a ring of the right metal (and only metal, no gem) and the scale of the right reptilian creation, a protective charm can be made._";
	code =
		if (gf(11,11) < 2) {
			rs(2); rs(3); rs(4); rs(5);
			}
			else rs(1);
	break;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = gf(11,14) == 2;
	question = "special";
	text1 = "You find the stump Denna described. Heart pounding, you look underneath it. There are several sheets of yellowed, muddy parchment there. You pull them out, eager for some clue to who you are and where you are from.";
	text2 = "You wipe off the mud and look at them.";
	text3 = "They are blank.";
	text4 = "Denna said that she would be at the south gate. Maybe she has some answers for you.";
	action = SET_SDF 11 14 3;
	
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = gf(11,14) == 3 && gf(11,17) > 0;
	question = "special";
	text1 = "You reach the south gate. Somehow, you aren't surprised. Denna is nowhere to be seen.";
	text2 = "Your face burns. An angry sensation returns to you. A powerful fury, one that wants to take physical form. Wants to flow out of you. You see that your hands are glowing slightly.";
	text3 = "With effort, you manage to calm yourself. The glow disappears. You are left with a sick, empty feeling.";
	text4 = "Denna is gone, for now. But she is still out there somewhere.";
	action = SET_SDF 11 14 4;


begintalknode 8; // merch
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several merchants walking around in this courtyard, comparing goods, haggling, and shouting at each other.";
	text2 = "The tools and supplies they are selling aren't of use to you. When they see you gawking at them, they suggest talking to Abderra. He's off to the southwest.";

begintalknode 9; // ustoms
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You meet Mera's feared customs agent. Only she can give permission for goods and creations to be ferried through Mera, and only she can choose how much of a duty needs to be paid.";
	text2 = "You don't want to see her, and she doesn't have the time to deal with you. You move on.";
	
begintalknode 10;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Storage Bays";
	text3 = "  All goods must be registered at the Customs Office.";
	text4 = "  Rental 5 coins per bay per day. Pay to guard on duty.";

begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Secure Storage Bays";
	text3 = "  Only Merchants Allowed!";
	text4 = "  All goods must be registered at the Customs Office.";
	text5 = "  Rental 15 coins per bay per day. Pay rental to guard on duty.";

begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  CUSTOMS OFFICES";
	text3 = "  All goods brought through Mera must be inspected and have duty paid";
	text4 = "  By order of Councilor Astoria";

begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Mera Smithy";
	text3 = "  Essence-work done here.";

begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Creation Storage Bays";
	text3 = "  Rental - 6 coins per creation per day. Straw included.";
	text4 = "  Odor control required!";
	text5 = "  Register at Customs Office";

begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The obelisk says:";
	text2 = "  HARIA-KEL - NORTH";

begintalknode 16; 
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This freshly-painted sign says:";
	text2 = "  BOUNTY!";
	text3 = "  The farmlands south of Mera have been troubled by a recent infestation of rogue roamers. Due to force shortages, removal of them is behind schedule.";
	text4 = "  A bounty will be paid to the first mercenary to slay fifteen of these creatures.";
	text5 = "  Collect bounty from Sergeant Schick.";
	text6 = "Someone has hastily painted under the above, _Bounty collected._";
	code =
		if (gf(11,10) < 2) {
			sf(11,10,1);
			toggle_quest(43,1);
			rs(6);
			}
	break;


begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Large, powerful creations roam the streets of Mera, ready to take action if any rebels attack. When they walk by, you see that they have vacant, glassy expressions. They are being controlled from somewhere distant.";
	
begintalknode 21;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "After long shifts patrolling the streets of Mera, creations are allowed to come here and rest. They slump exhausted in the pens, gathering strength for another patrol.";
	
begintalknode 22;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "A small group of refugees are camping here, trying to get some rest and eat a quick meal before a guard arrives and forces them to move along. They avoid speaking with you.";
	
begintalknode 23;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The inn is clogged with refugees. They stay here until they find employment and lodgings or until their money runs out.";
	text2 = "Usually the second one happens first. Then they soon find themselves kicked out of town by the city guards, back wandering the roads and looking for a place to stay.";
	text3 = "They are an exhausted and paranoid lot, worried about Shaper agents and bandits. You can't get them to talk to you.";
	
begintalknode 24;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You meet Modell, the refugee you helped outside the west gate. He tells you that he hasn't found work yet, but that he hopes that he will find food and lodging before his meager supply of coins runs out.";
	text2 = "You wish him luck but, considering what you have seen so far, you do not envy his position.";
	
begintalknode 25;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Years of dealing with the war and the floods of refugees have purged the Mera city guard of any traces of friendliness. Your conversation is short, impolite, and unhelpful. They are bitter people.";
	
begintalknode 26;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several guards watching the storage bays. They maintain a truly impressive level of hostility and suspicion. They also watch every move you make.";	

begintalknode 27;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You attempt to make conversation with these caravan guards. You have no success. They are drunk and belligerent.";

begintalknode 28;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "The Agent doesn't seem to notice you. She paces distractedly around the Hall of Appeals. She mutters, _All these outsiders, coming with their petty problems. Don't they realize that we are at war? Can't they look after themselves?_";
	text2 = "Then she looks at you. _But you do not come to Agent Micheline with a petty request, do you? You don't need me to cure your gout or calm your nervous cow. You are an envoy of forces far away, like me. Yes?_";
	text5 = "Agent Micheline says, _Normally I would not deal with a creature like you. An outsider, corrupted by forbidden influences. But, in these times, we work with what we can, yes?_";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = gf(11,6) == 0;
	question = "You know me?";
	text1 = "_Know of you. Word of your existence left the Whitespires ahead of you. The seven of the Council spend as much time fretting about each other as the enemy. Yes, anyone of actual importance here knows about Rawal's new agent._";
	text2 = "_You should not be working for that creature Rawal, of course, but I suspect that he has left you no choice._ She lightly puts her hand on the polished wood throne and looks at the Shaper symbols on the wall behind it, lost in thought.";
	action = SET_SDF 11 6 1;
	
begintalknode 32;
	state = 30;
	nextstate = 31;
	condition = gf(11,6) > 0;
	question = "Who are you an envoy for?";
	text1 = "_I am one of the envoys sent out by High Councilor Shema to chart the latest acts of desperation and madness on the part of the rest of the Council._ She smiles wryly.";
	text2 = "_The progress of the war has broken each of them in a different way, and I count and organize the pieces. For now, I am inspecting Astoria. I am also looking for evidence of resurgent Trakovite activity._";

begintalknode 33;
	state = 30;
	nextstate = 33;
	condition = gf(11,6) > 0;
	question = "Tell me more about Rawal.";
	text1 = "_Where Councilor Astoria would surrender to the rebels, Rawal has simply left the battlefield. Now he seeks to increase his wealth and influence, thinking to one day rule the wreckage left by the war._";
	text2 = "_He is constantly finding new servants, using his bizarre new creations to command them. I do not envy you._";
	text3 = "_I am surprised that he would recruit and share our secrets with a servile, though. I did not think that a true Shaper would debase himself so. No offense._";
	code =
		if (creature_type(pc_num()) != 46) 
			rs(3);
	break;
	
begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = gf(11,6) > 0 && gf(11,7) == 0;
	question = "Are you trying to hire someone?";
	text1 = "_You are a suspect creature. I would not rely upon you, beyond this simple exchange of information._";

begintalknode 35;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Tell me about Councilor Astoria.";
	text1 = "_I keep my observations to myself. You will be able to see for yourself what she is planning soon enough. She is inside Haria-Kel._ She points to the mountains to the north.";

begintalknode 36;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Where is High Councilor Shema?";
	text1 = "_In the Shaper Citadel, up in the mountains at the southwest corner of the Mera-Tev, looking out over the ruins of this land._";
	text2 = "_I hope to return soon. It is the gateway back to civilization. The glories of the coast._";

begintalknode 37;
	state = 31;
	nextstate = 32;
	condition = 1;
	question = "You are hunting Trakovites?";
	text1 = "_All Agents are. The Trakovites are a rarity: a foe the Shapers can actually defeat. They say that all Shaping is evil. Thus, they don't Shape. Thus, they are easily and quietly disposed of._";
	text2 = "_If you meet anyone who bears word of their heresy, please let me know. I will pay for the information, and the Shapers will be pleased._";

begintalknode 38;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Why do they hate the Shaping arts?";
	text1 = "_Stupidity. Madness. Confusion. Hardly matters. Their message is exactly what we don't need right now._";

begintalknode 39;
	state = 32;
	nextstate = -1;
	condition = gf(11,8) > 0 && gf(11,9) == 0;
	question = "The merchant Lel is a Trakovite. He tried to recruit me.";
	text1 = "Agent Micheline is pleased. _I knew there had to be one._ She whispers a message to one of her war tralls. It trudges off to deliver it.";
	text2 = "She hands you a large pouch of coins and a glowing purple crystal. _Despite your freakish nature, you clearly have value. I will make sure that it is known._";
	text3 = "You feel ill. You have, after all, betrayed a fellow Trakovite. Hopefully you had a good reason.";
	code =
		erase_char(18);
		erase_char(22);
		change_coins(500);
		reward_give(388);
		inc_flag(100,0,3);
		sf(11,9,1);
		award_party_xp(100,6);
		if (gf(100,6) != 2)
			rs(3);
	break;
	
begintalknode 40;
	state = 32;
	nextstate = 30;
	condition = gf(100,6) == 2;
	question = "I am a Trakovite.";
	text1 = "You start to make your confession, but then you close your mouth. Inviting the entire city to hunt you doesn't seem wise at this point.";

begintalknode 41;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "Are there any Councilors you do approve of?";
	text1 = "_General Alwan, to the south. He is determined to fight the war for as long as it takes and to gain a total victory. Even if he has to kill every single living thing in Terrestia larger than a flea to do it._";
	text2 = "_I admire his dedication._";

begintalknode 42;
	state = 33;
	nextstate = 34;
	condition = gf(100,8) == 0;
	question = "Shaper Rawal put something in my chest. It forces me to obey.";
	text1 = "Agent Micheline reaches out and touches your chest. She concentrates silently for a few moments.";
	text2 = "_What a horrible thing he has made. If the Council was stronger, he would be punished for this abomination._";

begintalknode 43;
	state = 33;
	nextstate = -1;
	condition = gf(100,8) > 0;
	question = "I have been freed from Rawal's control.";
	text1 = "_I am glad that Rawal has one fewer servant. I suggest avoiding obeying his commands, not unless you wish to answer for your actions._";

begintalknode 44;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "Do you know how to remove it?";
	text1 = "_Of course. Grab it and pull. Of course, the hole it would leave in your heart would be fatal. I suspect that this is not what you desire._";
	text2 = "_It would take a Shaper with skills far beyond mine to free you. And none would help you unless they had a real reason to do so._";

begintalknode 45;
	state = 30;
	nextstate = -1;
	condition = gf(11,6) > 0 && has_spec_item(10) > 0;
	question = "Agent Alurha gave me a letter for you. (Give it to her.)";
	text1 = "Micheline takes the note and reads it. _Agent Alurha says that you are a mysterious and unique creature, untrustworthy and probably an abomination, but potentially useful._";
	text2 = "_If nothing else, I should try to enlist your help because every moment you spend helping me is one less spent helping Rawal. If you are looking for employment, I can use you. Shapers pay very, very well for information._";
	code = 
		set_spec_item(10,-1);
		set_flag(3,17,2);
		toggle_quest(34,3);
		award_party_xp(100,10);
		sf(11,7,1);
	break;

begintalknode 46;
	state = 30;
	nextstate = -1;
	condition = gf(11,7) == 1 || gf(11,7) == 2;
	question = "How can I help you?";
	text1 = "_Councilor Astoria is letting the rebels ferry rogue creations through the Mera-Tev. Everyone knows this. They use a network of old tunnels called the Shadow Road. Certain parties want to know how to enter it, for their own reasons._";
	text2 = "_Find an entrance to it. West or east. I can use either. Report this to me._";
	code = 
		set_flag(11,7,2);
		toggle_quest(41,1);
	break;
	
begintalknode 47;
	state = 30;
	nextstate = 36;
	condition = gf(11,7) == 2 && (gf(100,9) > 0 || gf(100,10) > 0);
	question = "I have searched for the Shadow Road.";
	text1 = "_Tell me what you have found. If we can enter it, we can infiltrate the rebels and do them great harm._";

begintalknode 48;
	state = 36;
	nextstate = 30;
	condition = 1;
	question = "I can't find it. (Lie.)";
	text1 = "Agent Micheline is disappointed but not surprised. _Agent Alurha said you were intriguing. Not that you were competent. Still, I wasted your time. That counts for something._";
	text2 = "_I will use different resources to find the tunnel. There is one more thing I am trying to learn. Maybe you stumbled onto the answer._";
	code = 
		inc_flag(100,0,-2);
		set_flag(11,7,3);
		toggle_quest(41,4);
	break;
	
begintalknode 49;
	state = 36;
	nextstate = 30;
	condition = 1;
	question = "I found what you wanted. (Say where an entrance is.)";
	text1 = "Agent Micheline is quite pleased. _I will pass on this information. My fellow Shapers will be pleased to know that you are a useful creature._";
	text2 = "She gives you a large pouch of coins and a wand. _A measure of the pay you can earn working for loyal Shapers. There is something else you can do for me. The pay for this task is even better._";
	code = 
		inc_flag(100,0,3);
		set_flag(11,7,3);
		toggle_quest(41,3);
		award_party_xp(200,15);
		reward_give(99);
		change_coins(400);
	break;
	
begintalknode 50;
	state = 30;
	nextstate = -1;
	condition = gf(11,7) == 3 || gf(11,7) == 4;
	question = "What else are you trying to learn?";
	text1 = "_The Trakovites are spread throughout Terrestia. Their philosophy of opposition to the Shaping arts has not gained a great following, mainly because we have done such a good job of crushing them._";
	text2 = "_I have heard rumors that they have an outpost in the fens to the east. An actual fort, full of the creatures. Tell me where it is. I will reward you well._";
	code = 
		set_flag(11,7,4);
		toggle_quest(42,1);
	break;

begintalknode 51;
	state = 30;
	nextstate = 38;
	condition = gf(11,7) == 4 && gf(100,12) > 0;
	question = "I have searched for the Trakovites.";
	text1 = "_Tell me what you have found. If this lair does, in fact, exist, we can strike fast and crush it._";

begintalknode 52;
	state = 38;
	nextstate = 30;
	condition = 1;
	question = "I searched the swamp. No Trakovites to be found. (Lie.)";
	text1 = "Agent Micheline is disappointed but not surprised. _Agent Alurha said you might be useful. She also said not to entirely trust you. I suspect that just means that they were able to evade you._";
	text2 = "_I will use different resources to hunt for them. They will not escape me._";
	code = 
		inc_flag(100,0,-2);
		set_flag(11,7,5);
		toggle_quest(42,4);
	break;

begintalknode 53;
	state = 38;
	nextstate = 30;
	condition = 1;
	question = "I found the Trakovites. (Say where the lair is.)";
	text1 = "_Excellent. This is the opportunity I was hunting for. We will not wipe them out at once. Oh, no. We will watch. We will identify as many of them as we can. We will abduct them slowly and extract the information we want._";
	text2 = "_Many Trakovites will cease their insurrection because of this information._ She gives you a large pouch of gold coins and a glittering charm. _Your reward for aiding the Shapers._";
	code = 
		inc_flag(100,0,3);
		set_flag(11,7,5);
		toggle_quest(42,4);
		award_party_xp(200,18);
		reward_give(322);
		change_coins(1000);
	break;

begintalknode 54;
	state = 30;
	nextstate = -1;
	condition = gf(11,7) == 5;
	question = "Is there anything else I can do for you?";
	text1 = "_No. I think that I have learned enough to depart for the Shaper Citadel. I don't want to deal with you more than necessary._";

begintalknode 55;
	state = 30;
	nextstate = -1;
	condition = gf(11,7) > 1;
	question = "Can you teach me anything now that I'm working for you?";
	text1 = "_What? Share the secrets of the Shapers with you? Because you are doing some spy work for us? Remember your place, creature._";

begintalknode 56;
	state = 32;
	nextstate = 30;
	condition = gf(11,9) == 0;
	question = "Can we discuss something else?";
	text1 = "_I suppose._";


// 70 Dorgum

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Dorgum";
	text1 = "You enter the Mera forge. It is not your ordinary smithy, used to repair hatchets and plows. It is a Shaper forge, here to create tools and weapons suitable for the masters of Terrestia.";
	text2 = "There is a pool of swirling essence at the south end of the dome. With the right materials, Shaper weapons and armor can be made. These are high-quality pieces of gear infused with essence. Only puresteel can make better gear.";
	text3 = "The smith approaches you nervously. He is a tall, thin man, surprisingly slight considering his job. He is also, oddly enough, not a Shaper.";
	text4 = "He gives you a little bow and says, _Word of a new ... Shaper? Not a Shaper? New visitor of importance. You are here. I am honored to meet you. I am Dorgum. I hope I can aid you._";
	text5 = "Dorgum chats nervously with you. He occasionally tends to the essence pool or looks after a bubbling mixture on his work table.";
	text6 = "You notice that there is a glass window in the ceiling above the essence pool. Essence is a semi-living substance. A pool of it can be sustained indefinitely by sunlight and the occasional bit of carefully prepared food.";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "You are the smith here?";
	text1 = "_I am. It is a rare honor. I am not ... Normally this would not happen. Someone like me, I mean. Allowed to use the essence. An outsider. Me, I mean._";
	text2 = "He might be a skilled craftsman, but he's not much of a speaker.";
	
begintalknode 72;
	state = 70;
	nextstate = 74;
	condition = 1;
	question = "What sort of things can you make?";
	text1 = "_I make tools for Shaper laboratories. I make their weapons and armor. Shaped gear. Very hard to make. Very difficult. But very high quality._";
	text2 = "_Is limited, who can have these items. Making them is a great honor. Difficult, but exciting._";
	text3 = "_I can do much I want, but not all. Tools here are good, but limited._";
	code =
		if (gf(11,11) > 1)
			rs(3);
	break;
	
begintalknode 73;
	state = 70;
	nextstate = -1;
	condition = gf(12,2) == 0;
	question = "Can I buy something?";
	text1 = "_I can't sell things without permission from Shapers. From Astoria. Speak with her. In Haria-Kel. Maybe she sends word to me._";

begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = gf(12,2) > 0;
	question = "Can I buy something?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Dorgum's Supplies",
		  "Dorgum can sell very high-quality arms and armor. You suspect that he isn't currently showing you his best gear.",
		  11,4,0);	
	break;

begintalknode 75;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "Why can only Shapers do what you do?";
	text1 = "_It is on the border. Of their law, I mean. But still clear. Working with essence is Shaping. Shaping is only for Shapers. But no life is made with this essence. It is only used to treat. As a reagent._";
	text2 = "_Most would say 'no' to me. Astoria says yes._";

begintalknode 76;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "You seem frail for a smith.";
	text1 = "_Ah. No offense taken. When working with essence, it is not strength. It is focus. Care and patience. To apply it, bit by bit, for hours, knowing the shake of a hand would ruin the work._";
	text2 = "He smiles slightly. _I can't lift a plow over my head. But I do all right._";

begintalknode 77;
	state = 71;
	nextstate = 73;
	condition = 1;
	question = "What is essence?";
	text1 = "_Oh, the Shapers won't let me know. They don't let outsiders see it. I know they mix many things together. Flesh. Alchemical substances. Goop. Apply power. Magic. It becomes a little ... alive._";
	text2 = "_The Shapers can do more. They hold essence within them. Infuses them. They call it out to make life._";
	text3 = "_Time working with it makes me see the signs. I see you have essence in you._";
	

begintalknode 78;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Why did she make an exception for you?";
	text1 = "_Do not know. Astoria is ... unusual. Has different ideas about Shapers and outsiders and creations. Or it might be need. I mean, she can't use a Shaper for this job because so many Shapers are dead._";
	text2 = "_I do not think I will have this job forever. I hope I am not punished for it._";

begintalknode 79;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "And you?";
	text1 = "_I try not to touch essence too much. Let it in me. Would make me too much like a Shaper. Make me suspect. Get me killed._";

begintalknode 80;
	state = 74;
	nextstate = -1;
	condition = 1;
	question = "What exactly is a Shaped weapon?";
	text1 = "_A blade of very high quality. Made with best materials, purified. Then treated with essence. Essence bonded into it, making it sharper. Stronger. Even slightly ... alive. Regenerating._";
	text2 = "_Is almost an act of Shaping. Not entirely, though. Not enough to make me a Shaper. Get me killed._";

begintalknode 81;
	state = 74;
	nextstate = -1;
	condition = 1;
	question = "Is there anything better than a Shaped weapon?";
	text1 = "_A Shaped weapon that has been improved with magic. Enchanted. Or a weapon made with puresteel. But puresteel is rare, and essence is not._";

begintalknode 82;
	state = 74;
	nextstate = 75;
	condition = gf(11,11) < 2;
	question = "What is wrong with the tools here?";
	text1 = "_Nothing. Very good. But an enchanted anvil. That would be even better. Lots I could make with one of those. But there was only one of those in the Mera-Tev, and it was lost. Gone when Helft was destroyed._";

begintalknode 83;
	state = 75;
	nextstate = -1;
	condition = 1;
	question = "Go on.";
	text1 = "_Helft was in the swamp southwest of here. Destroyed when the Unbound took over the swamp. There was an enchanted anvil under the town. Great source of wealth and prestige. Lost now. Place is full of rogues and monsters._";
	text2 = "_Astoria wants to know what happened to it. So would I. If you could find it and tell me how to reach it, I would reward you. Astoria would approve of that._";
	code = 
		set_flag(11,11,1);
		toggle_quest(44,1);
	break;
	
begintalknode 84;
	state = 70;
	nextstate = -1;
	condition = gf(11,11) > 1;
	question = "Can I see your Shaped items?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Dorgum's Shaped Gear",
		  "Dorgum shows you his small stock of Shaped weapons and armor. It is a rare privilege to be able to buy such things.",
		  12,6,0);	
	break;

begintalknode 85;
	state = 70;
	nextstate = -1;
	condition = gf(11,11) == 1 && gf(27,1) > 0;
	question = "I have found the anvil. (Say where it is.)";
	text1 = "_Not buried! Still there and intact! This is very good news._";
	text2 = "_You deserve a reward for this. Astoria would not mind. I will sell to you from the private stock. Actual Shaped items! And you may peruse my journal, if you think it will be useful. I will relax the bindings._";
	code = 
		set_flag(11,11,2);
		toggle_quest(44,3);
		award_party_xp(200,20);
	break;	


// Juergen

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "You enter a tailor's shop. The portly proprietor makes fine robes and other clothing for the Shapers and merchants who live here and pass through.";
	text2 = "When he sees you, however, he immediately closes up shop. He hangs a _Back Soon_ sign at the door and pulls you in.";
	text3 = "When he's sure that you are alone together and nobody is listening in, he says, _I am Juergen. Tailor. And fellow friend of Rawal._ He pulls down the front of his robe. You see the telltale mark of a control tool on his chest.";
	text4 = "_I am glad you found your way to me. We can help each other in service of the master._";
	text5 = "Juergen watches the door constantly as he speaks with you, leaping up to shoo away any potential customers that try to enter. He says to you, _I don't think anyone knows I serve Rawal. I want to keep it that way._";
	action = INTRO;
	code =
		sf(11,12,1);
	break;
	
begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "I'd like to do some shopping.";
	text1 = "_You ... what? Shop? Well, I suppose. I will buy your gear if you need money. I can also sell you clothes. Special 'Servant of Rawal' discount. But be quick. We have matters of real import to discuss._";

begintalknode 92;
	state = 90;
	nextstate = 92;
	condition = 1;
	question = "You are a servant of Rawal?";
	text1 = "_Yes, I am. I was a tailor in the Foundry, making protective garments for the Shaper workers. Shaper Rawal saw me and recognized my loyalty. He asked me to come south and be his eyes._";
	text2 = "_For a Shaper to ask me for help personally ... Me! A humble tailor! To personally meet a member of a Council! And be asked for help!_";
	text3 = "_I have helped him as much as I could ever since._";
	
begintalknode 93;
	state = 90;
	nextstate = 95;
	condition = 1;
	question = "How long have you been here?";
	text1 = "_Several years. Years of watching quietly and aiding other servants of Shaper Rawal as they pass through. And making clothes._";

begintalknode 94;
	state = 90;
	nextstate = 97;
	condition = gf(11,13) < 2;
	question = "You want my help?";
	text1 = "_Normally I would not ask. I would not interfere with your own work. However, an opportunity has arisen, and I would not let it pass._";
	text2 = "_Southwest of here was a town called Helft. In the swamp. It was destroyed by the Unbound._";
	text3 = "_There was an herbworks there, operated by a powerful Shaper named Flores. Flores was killed fighting the Unbound, but I have heard that his laboratory escaped destruction._";

begintalknode 95;
	state = 90;
	nextstate = -1;
	condition = gf(11,13) > 1;
	question = "You want any more of my help?";
	text1 = "_Not right now. I would not hinder you, not when you have your own work to do for Shaper Rawal._";

begintalknode 96;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Let me see your garb for sale.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Juergen the Tailor",
		  "Juergen is a skilled tailor, although most of his garments aren't of interest. He is willing to sell you clothes at cost.",
		  13,0,0);	
	break;

begintalknode 97;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "I want to sell something.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;


begintalknode 98;
	state = 91;
	nextstate = 90;
	condition = 1;
	question = "I want to discuss something else.";
	text1 = "_I am pleased and relieved._";

begintalknode 99;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "And he implanted a control tool in your chest?";
	text1 = "Juergen winces at the memory. _That ... did happen. Yes. They gave me something to help me sleep. It ... didn't work entirely._";
	text2 = "_But that is in the past. I have been completely loyal to Shaper Rawal. He has had no reason to hurt me._";

begintalknode 100;
	state = 92;
	nextstate = -1;
	condition = gf(100,8) > 0;
	question = "I have had my control tool removed.";
	text1 = "Juergen gets a strange look on his face, a mix of shock and envy. _I will not tell Shaper Rawal this, although I should. I will hope that you had a good reason._";
	text2 = "_You should be very careful with whom of his servants you tell that to. Others might want to prove their loyalty to the Councilor by punishing you._";

begintalknode 101;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "How are you rewarded?";
	text1 = "_Shaper Rawal honors me by sharing some of the wealth of the Shapers with me. I live in great comfort. Of course, I do not need that. It is simply an honor to serve a member of the Council._";

begintalknode 102;
	state = 92;
	nextstate = 93;
	condition = 1;
	question = "What do you do for him?";
	text1 = "_Little, so far. Watch who comes in and leaves. Watch Astoria's actions. Note all of the creations that go unpunished. Report on her treachery._";
	text2 = "_It is a great pleasure to work for one as wise as Shaper Rawal._";

begintalknode 103;
	state = 92;
	nextstate = 90;
	condition = 1;
	question = "I want to know something else.";
	text1 = "_I am eager to help._";

begintalknode 104;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "How is Astoria treacherous?";
	text1 = "_It is an open secret that she wants to negotiate with the rebels. She wants peace with them. Wants to give them land. Wants surrender!_";
	text2 = "_None dare call it treason, because she is in the Council. But Shaper Rawal will make sure that she pays._";

begintalknode 105;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "Why is Rawal so wise?";
	text1 = "_The success of the rebellion has shown how weak and divided the Shaper Council is. They aren't used to seeing themselves as vulnerable. Each is panicking in a different way._";
	text2 = "_Rawal alone is calm. He stays back. Increases his influence. Once the others have broken, he will step in and take control. And then we will have victory in the war!_";

begintalknode 106;
	state = 95;
	nextstate = -1;
	condition = 1;
	question = "And Astoria doesn't suspect that she has a spy here?";
	text1 = "_I am still alive. I can still operate unhindered. I am sure that I have been able to evade her notice._";

begintalknode 107;
	state = 97;
	nextstate = -1;
	condition = 1;
	question = "So?";
	text1 = "_So it is possible that his notes are still there. His research. Shaper writings. Flores was a skilled alchemist. Who knows what he might have discovered?_";
	text2 = "_These papers could be very valuable. Many parties would pay handsomely for them. You should recover them for Shaper Rawal. I can pay you well._";
	code = 
		set_flag(11,13,1);
		toggle_quest(45,1);
	break;
	
begintalknode 108;
	state = 90;
	nextstate = -1;
	condition = gf(11,13) == 1 && has_spec_item(12);
	question = "I have the papers from Helft. (Give them.)";
	text1 = "Juergen flips through the grimy pages. _Well, this must be Shaper work. I don't understand a single word of it. I will make sure they make their way to Rawal._";
	text2 = "He leaves the room and returns with a cloak. _This garment is treated with essence. Very rare and valuable. Wear it with pride. You have done much for the Councilor._";
	code = 
		set_flag(11,13,2);
		toggle_quest(45,3);
		award_party_xp(200,20);
		reward_give(17);
		set_spec_item(12,-1);
	break;	
	
begintalknode 109;
	state = 90;
	nextstate = -1;
	condition = gf(11,13) == 1 && has_spec_item(12);
	question = "No luck yet finding those papers in Helft. (Lie.)";
	text1 = "_That is unfortunate. I will leave you alone so that you can return to the search. This is a rare opportunity, after all._";
	action = END_TALK;
	
begintalknode 110;
	state = 90;
	nextstate = -1;
	condition = gf(11,13) == 1 && has_spec_item(12) == 0 && gf(15,1) > 0;
	question = "I'm afraid that the Shaper papers in Helft are gone.";
	text1 = "Juergen looks disappointed. And slightly suspicious. _That is unfortunate. Councilor Rawal will be displeased. I only hope that not all of the blame falls on me._";
	code = 
		set_flag(11,13,2);
		toggle_quest(45,4);
	break;

// Sergeant Schick

begintalknode 113;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Name";
	text1 = "There is a sergeant patrolling the streets of Mera, closely followed by two huge, lumbering creations. She inspects the defenses, clearly displeased with everything she sees.";
	text2 = "When she sees you, she stops you. _You there. I am Sergeant Schick of the Mera guard. I have a message for you. The first time I see you, I'm supposed to tell you to go see Councilor Astoria immediately._";
	text3 = "_I would not delay in following this order. Disobeying the command of a Councilor is a dangerous thing._";
	text4 = "You tell her that you have already seen Astoria. She shrugs. _I had the message. I gave it._";
	text5 = "Sergeant Schick is still surveying the defenses of the city. She doesn't look pleased to see you.";
	action = INTRO;
	code =
		sf(11,16,1);
		if (gf(12,1) == 0) { 
			rs(4);
			toggle_quest(6,1);
			}
	break;
	
begintalknode 114;
	state = 110;
	nextstate = -1;
	condition = gf(12,1) == 0;
	question = "Where is Astoria?";
	text1 = "The sergeant points to the northeast, toward a large stone spire looming over the town. _That is Haria-Kel, ancient fortress. First of the people of these woods, then of the Shapers. Go there._";
	
begintalknode 115;
	state = 110;
	nextstate = -1;
	condition = gf(12,1) == 0;
	question = "How did she know that I am here?";
	text1 = "_Don't know. Wouldn't tell you if I did. I will tell you that all of the members of the Shaper Council keep track of the doings of all the other members. They all have spies everywhere._";
	text2 = "_I have heard that you come from Rawal's mountains. That means that I'll be keeping a close eye on you._";
	
begintalknode 116;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "I'd like to know something about Mera.";
	text1 = "_Oh, really? What a surprise. The agent of one Councilor wants to know about the defenses and plans of another. How unusual. How unpredictable._";
	text2 = "_As much as I want to get myself demoted to nothingness for helping a spy, I think I'll keep my mouth shut. You want to know something? Talk to Astoria._";
	
begintalknode 117;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "Those are some interesting creations.";
	text1 = "_Aren't they? Powerful. Under perfect control, which is better than Shaper Rawal can manage, from what I hear. And they love to eat spies._";
	
begintalknode 118;
	state = 110;
	nextstate = -1;
	condition = gf(11,10) == 1 && gf(14,1) >= 15;
	question = "I killed fifteen roamers. I'm here for the bounty.";
	text1 = "_Oh. Well._ She looks disappointed. _I'd rather not ... but orders are orders._ She sighs and hands you a pouch of coins.";
	text2 = "_I suppose we're grateful for your help._";
	code = 
		set_flag(11,10,2);
		toggle_quest(43,3);
		award_party_xp(200,18);
		change_coins(300);
	break;		
	
begintalknode 119;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "That's all I want to know.";
	text1 = "_Then I'm back to my patrol. Someone has to defend against the rogues and rebels. We are still at war with them, whatever some people say._ She turns and marches off.";
	action = END_TALK;

	
// Denna

begintalknode 130;
	state = -1;
	nextstate = 130;
	condition = 1;
	question = "Denna";
	text1 = "There is a woman sitting in the shadows at the back corner of the inn. She is dressed in a leather jerkin, and a loaded baton hangs from her belt. There are a lot of rough types here right now. She is unafraid.";
	text2 = "She motions you to sit when you get close and offers you a drink. _Word travels around. I know about you. I know some things you don't. My name's Denna._";
	text3 = "_I have something to offer. Something you want._";
	text5 = "Denna sits quietly and sips her wine. Every once in a while, she flashes you a little smile. _Thought more about my offer?_";
	action = INTRO;

begintalknode 131;
	state = 130;
	nextstate = 131;
	condition = 1;
	question = "Who are you?";
	text1 = "_A traveler. An enterprising wanderer of the roads. And climber of the mountains._";
	text2 = "_I move things around. Things that can be hard to find in a time of war, but which are needed nonetheless._";
	
begintalknode 132;
	state = 131;
	nextstate = -1;
	condition = 1;
	question = "A smuggler?";
	text1 = "_That is crass. And inaccurate. I may move goods, but I also move information. From one place to another. From one Councilor to another._";
	text2 = "_I am a conduit for exchanging secrets. Such as, say, the true identity of someone who might have lost it._";

begintalknode 133;
	state = 130;
	nextstate = -1;
	condition = 1;
	question = "Where are you from?";
	text1 = "_Oh, I don't think that matters. The road is my home._";
	
begintalknode 134;
	state = 130;
	nextstate = 132;
	condition = 1;
	question = "What are you offering?";
	text1 = "_I was in the Whitespires before it was sealed up. About three years ago. About that time, there was some gossip. Someone had been brought there for research._";
	text2 = "_Someone who bore the signs of heavy Shaping. So much that the brain had been affected. No knowledge. No memory._";
	text3 = "_I left soon after that, but not before picking up some notes. Of great interest._";
	
begintalknode 135;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "Was it me?";
	text1 = "_I don't know for sure. But I hear rumors of a new agent of Rawal's coming from the mountains. Someone nobody has heard of. Someone who appears to be highly confused much of the time._";
	text2 = "_I started to wonder. And then I waited for you._";
	
begintalknode 136;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the notes.";
	text1 = "_Just a few papers from the Foundry Core. Something I was sent to find. Something about Rawal's research. Experiments in making creations that could control someone's mind. I was looking for papers on that._";
	text2 = "_I just happened to also get some papers on this mystery person at the same time. Just serendipity._";
	
begintalknode 137;
	state = 132;
	nextstate = 133;
	condition = 1;
	question = "I would like to see these notes.";
	text1 = "_And I would like to show them to you. But I am a trader. To get these papers, I will need something from you._";
	
begintalknode 138;
	state = 133;
	nextstate = -1;
	condition = gf(11,14) == 0;
	question = "I am not going to do errands for you.";
	text1 = "_Then you will not learn what I know. And don't think you will be able to find the papers either. They are hidden._";
	text2 = "_Go think about it. I'm not leaving soon._ She returns to her drink.";
	action = END_TALK;
	
begintalknode 139;
	state = 133;
	nextstate = -1;
	condition = 1;
	question = "What do you want?";
	text1 = "_You are allowed to enter Haria-Kel. Unusual. Useful. There is a Shaping laboratory there. It's unusually well stocked._";
	text2 = "_Find the supply cabinets. I want four vials of powder from them. They will be marked with letters and numbers._ She describes the codes of the four vials she wants.";
	text3 = "_Don't touch, taste, or inhale them. Not the slightest amount. Obtain them without being seen and return them to me. You will learn what I know._ She returns to her drink.";
	action = END_TALK;
	code = 
		set_flag(11,14,1);
		toggle_quest(46,1);
	break;
	
begintalknode 140;
	state = 130;
	nextstate = -1;
	condition = has_spec_item(13) > 0 && gf(11,14) == 1;
	question = "I found the powders. (Give them to her.)";
	text1 = "She takes the vials (very, very carefully) and wraps them in a thick sheet of soft, cotton cloth. She puts them in her pack. Then she stands up.";
	text2 = "_The papers are under a stump at the back of the creation pens._ She points to the west. _Get them and meet me at the south gate. I will tell you what else I know there. Hurry. I cannot stay for long._";
	action = END_TALK;
	code = 
		set_flag(11,14,2);
		toggle_quest(46,3);
		award_party_xp(200,20);
		set_spec_item(13,-1);
	break;	

	
// Lel

begintalknode 150;
	state = -1;
	nextstate = 150;
	condition = 1;
	question = "Lel";
	text1 = "This shop mainly caters to merchant caravans about to set out on long journeys. It is full of tools, weapons, and other equipment. There is a workshop in the corner for minor repairs.";
	text2 = "The old man who runs the shop approaches to greet you. His attitude is odd, though. He isn't happy to see a potential customer. Instead, he seems terrified, as if he desperately regrets your arrival.";
	text3 = "_I am Lel,_ he says. _This ... this is my shop. I am glad that you have come. I am eager to speak with you._";
	text5 = "Lel stands awkwardly near you. He's still pretty much terrified.";
	action = INTRO;

begintalknode 151;
	state = 150;
	nextstate = 151;
	condition = 1;
	question = "I'd like to do some shopping.";
	text1 = "Your comment startles him. It's as if he forgot that you might have wanted to use his store as, you know, a store. He says, _Oh, yes. Of course. I trade with merchants._";
	text2 = "_I buy their old gear for repair and resale. And I sell things. What would you like?_";
	
begintalknode 152;
	state = 151;
	nextstate = -1;
	condition = 1;
	question = "Let me see your wares.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Lel's Supplies",
		  "You inspect Lel's refurbished caravan supplies. He has repaired weapons and carefully fed and tended to batons and living tools.",
		  14,3,0);	
	break;

begintalknode 153;
	state = 151;
	nextstate = -1;
	condition = 1;
	question = "I want to sell something.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;
	
begintalknode 154;
	state = 151;
	nextstate = 150;
	condition = 1;
	question = "I would like to know something else.";
	text1 = "_Of course you would. Yes._";
	
begintalknode 155;
	state = 150;
	nextstate = -1;
	condition = gf(11,15) == 0 && gf(100,0) >= 100;
	question = "You seem nervous. What is wrong?";
	text1 = "He starts to talk. Then something makes him rethink it. _I have only heard that you are loyal to the Shapers. That you do not question their ways. That is wise, of course. And safe._";
	text2 = "_Now, if you want nothing else, I have some work to tend to. Excuse me._ He wanders off.";
	action = END_TALK;
	
begintalknode 156;
	state = 150;
	nextstate = 157;
	condition = gf(11,15) == 0 && gf(100,0) < 100;
	question = "You seem nervous. What is wrong?";
	text1 = "_I have been tasked to watch for your arrival. To ask you something. Now that you are here, I must do it. Though it is difficult._";
	
begintalknode 157;
	state = 157;
	nextstate = -1;
	condition = 1;
	question = "Tasked by who?";
	text1 = "_I'd rather not say._";
	
begintalknode 158;
	state = 157;
	nextstate = -1;
	condition = 1;
	question = "How did you know I was coming?";
	text1 = "_Certain people watch the movement of people on the roads carefully. People who are allowed in and out of the Foundry are unusual._";
	
begintalknode 159;
	state = 157;
	nextstate = 152;
	condition = 1;
	question = "What do you want to know?";
	text1 = "He swallows hard. _You have spent some time traveling. You have seen the work of the Shapers. The rogues running loose. The oppressed creations. The constant warfare. Each year brings newer, larger creations to wreak havoc._";
	
begintalknode 160;
	state = 152;
	nextstate = 153;
	condition = 1;
	question = "Go on.";
	text1 = "_Do you think that the Shaping arts have made our world a better place? Do you believe that this magical practice has brought us to a better place than we would be in had these creatures not been made in the beginning?_";
	
begintalknode 161;
	state = 153;
	nextstate = -1;
	condition = 1;
	question = "I do. Though it has been misused, the Shaping arts have made Terrestia overall a stronger, wealthier place.";
	text1 = "Lel nods. _A common view. One I agree with, of course._ Though you can easily tell from his expression that he doesn't agree with you at all.";
	text2 = "_Thank you for indulging my curiosity. Now I must return to work. Excuse me._ He moves away, clearly aware that he has misjudged you.";
	action = END_TALK;
	code =
		sf(11,8,1);
		sf(11,15,1);
	break;
	
begintalknode 162;
	state = 153;
	nextstate = -1;
	condition = 1;
	question = "I haven't seen enough to say.";
	text1 = "Lel nods. _An honest answer. Thank you for indulging my curiosity. And for the conversation. Now I must return to work. Excuse me._";
	text2 = "He moves away, looking uncertain. He's unsure if he has made a horrible mistake or not.";
	action = END_TALK;
	
begintalknode 163;
	state = 153;
	nextstate = -1;
	condition = 1;
	question = "Why are you even asking me something like that?";
	text1 = "He jumps back startled. _No ... I mean ... I am sorry. I did not mean to make you ... You clearly don't want to discuss this. I am sorry for wasting your time. Excuse me._";
	text2 = "He moves away, looking uncertain. He's unsure if he has made a horrible mistake or not.";
	action = END_TALK;
	
begintalknode 164;
	state = 153;
	nextstate = 150;
	condition = 1;
	question = "As far as I can tell, creations have lately been doing more harm than good.";
	text1 = "Lel looks relieved. _An unpopular view. A dangerous one. But a view that is becoming harder and harder to avoid._";
	text2 = "_There are those who agree with you, and the increased destruction and desperation has made us grow more bold in finding people like us. Though it is risky, I am willing to tell you more about us._";
	code =
		sf(11,8,1);
		sf(11,15,2);
	break;
	
begintalknode 165;
	state = 150;
	nextstate = -1;
	condition = gf(11,15) == 2 && gf(100,6) < 2;
	question = "Tell me about your group.";
	text1 = "_We call ourselves the Trakovites. We are thought to be madmen. Fools. Our only crime? Questioning the way the world has been made. Asking why we follow a path that has led to such war and destruction._";
	text2 = "_For this, they kill us._";
	
begintalknode 166;
	state = 150;
	nextstate = -1;
	condition = gf(11,15) == 2 && gf(100,6) < 2;
	question = "Who asked you to speak with me?";
	text1 = "_I will not speak her name. She passed through recently. She described you and said that, if I saw you, you might still have an open mind about our cause._";
	
begintalknode 167;
	state = 150;
	nextstate = -1;
	condition = gf(11,15) == 2 && gf(100,6) < 2;
	question = "How can I meet more of you?";
	text1 = "_It is a very dangerous thing to know how to meet us. All I can tell you is that you should enter the fens to the east._";
	text2 = "_Avoid the rogues. Keep watch. As long as you have not allied yourself too closely to the Shapers, you will be contacted._";
	
begintalknode 168;
	state = 150;
	nextstate = -1;
	condition = gf(100,6) == 2;
	question = "I am working for the Trakovites now.";
	text1 = "_I applaud you. However, it is very dangerous for our kind to clump together. If you would like to trade with me, we can do that. Otherwise, you should go._";
	
begintalknode 169;
	state = 150;
	nextstate = -1;
	condition = gf(100,6) > 2;
	question = "I am no longer working for the Trakovites.";
	text1 = "_That saddens me. I hope you will show us the kindness of not reporting us and getting us killed._";
	
begintalknode 170;
	state = 150;
	nextstate = -1;
	condition = 1;
	question = "That is all. Good day.";
	text1 = "_Safe travels to you, then._";
	action = END_TALK;


// Clerissa

begintalknode 173;
	state = -1;
	nextstate = 170;
	condition = 1;
	question = "Name";
	text1 = "The innkeeper is a graying, exhausted woman. Decades of dealing with merchant caravans have left her used to large, rowdy crowds, but the addition of refugees has made her job very difficult.";
	text2 = "Still, she deals with the job by moving very quickly and insulting and berating anyone who dares complain about the slow service. She frequently bellows commands to a trio of refugees she has hired to help her out.";
	text3 = "Eventually, she gets around to helping you. _I'm Clerissa,_ she says. _What do you want? Make it quick._";
	text5 = "After a long wait, Clerissa eventually cycles back around to you again. You manage to get her attention for a few minutes.";
	action = INTRO;
	
begintalknode 174;
	state = 170;
	nextstate = -1;
	condition = 1;
	question = "What do you have for sale?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Mera Inn",
		  "Clerissa has drinks and provisions available. Her prices are understandably high.",
		  15,5,0);	
	break;
	
begintalknode 175;
	state = 170;
	nextstate = -1;
	condition = 1;
	question = "Can I get a room?";
	text1 = "_All full. Even the common room. Got flood of refugees. Come in. Spend a lot of their money for lodgings while they look for work. Then they give up and move on. Hopefully, they go before they give all their money to me._";
	text2 = "_No bed for you here today. Sorry. Try again tomorrow._";
	
begintalknode 176;
	state = 170;
	nextstate = 171;
	condition = 1;
	question = "Anything you can tell me about what's been happening here?";
	text1 = "_Well, you probably know that Councilor Astoria is here. Leader of the whole Mera-Tev. She lets refugees in, as long as they pay their way. Most don't even do that._";
	text2 = "_You'll hear lots of rumors about Astoria. Don't believe them. She's all right by me._";
	
begintalknode 177;
	state = 171;
	nextstate = -1;
	condition = 1;
	question = "Where is she?";
	text1 = "_In the Shaper warren, up in the spire. Haria-Kel, it's called. The old home of our ... I mean of the Shapers. Entrance is in the northeast corner of town._";
	
begintalknode 178;
	state = 171;
	nextstate = -1;
	condition = 1;
	question = "What is she trying to do?";
	text1 = "_Bring peace. Or so I hear. Trying to end the war that's doing nothing but burn us ordinary people out of our towns and homes._";
	text2 = "_Astoria is popular here. She knows we don't care about the integrity of their Shaper laws or victory over the rebels. We just want to be safe._";
	
begintalknode 179;
	state = 171;
	nextstate = 172;
	condition = 1;
	question = "Can you tell me more about the Mera-Tev?";
	text1 = "_Well, this is Mera. The ancestral home of the people of the woods. Or it was once, before the Shapers came. And 'Tev' is the old word for woods. The Shapers may have crushed the woods people, but they at least kept some of the old names._";
	
begintalknode 180;
	state = 172;
	nextstate = -1;
	condition = 1;
	question = "The woods people?";
	text1 = "Clerissa wipes the bar with a towel. She looks down at her hand. You see that the skin has an unusual reddish brown tint. She shakes her head.";
	text2 = "_Some don't like to discuss the old times. They were centuries past. This is the world of the Shapers now. Excuse me._";
	text3 = "She walks off to serve ale to some impatient drovers.";
	action = END_TALK;
	
begintalknode 181;
	state = 170;
	nextstate = -1;
	condition = 1;
	question = "There's something I'd like to know.";
	text1 = "_Love a nice leisurely chat. Have to ..._ A trio of merchant guards howls for more wine. _Ach. Those three. Excuse me._ She runs off.";
	action = END_TALK;


// Abderra

begintalknode 190;
	state = -1;
	nextstate = 190;
	condition = 1;
	question = "Abderra";
	text1 = "A merchant has set up a small, informal shop here, off at the edge of the eternal swirling bazaar that is the western courtyard. He has dark skin, weathered by many years in the hot sun. He looks like he is from far away.";
	text2 = "He rises and gives a little bow. _Welcome to Abderra's humble little plot of land. I bring goods from the far south, and buy items that would be of value in the Dera Reaches._";
	text3 = "He constantly inspects the men and creatures walking nearby. You note that he frowns whenever a creation gets close.";
	text5 = "Abderra, a merchant from the Dera Reaches, is still trading here. He trades with you as attentively as he can, although he gets distracted and nervous whenever a creation walks nearby.";
	action = INTRO;

begintalknode 191;
	state = 190;
	nextstate = -1;
	condition = 1;
	question = "Let me see your wares.";
	text1 = ".";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Abderra",
		  "Abderra's goods are an odd mix. The items have come from all over Terrestia.",
		  16,3,0);	
	break;
	
begintalknode 192;
	state = 190;
	nextstate = -1;
	condition = 1;
	question = "I want to sell something.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode 193;
	state = 190;
	nextstate = 191;
	condition = 1;
	question = "Tell me about the Dera Reaches.";
	text1 = "_They are far from here, on the southern edge of Terrestia. A long journey, to be sure. We are a proud people, though life is hard there._";
	text2 = "A soldier leads a thahd past nearby. Abderra frowns.";
	
begintalknode 194;
	state = 191;
	nextstate = -1;
	condition = 1;
	question = "How is life hard?";
	text1 = "_It is a dry land, harsh and unforgiving. Only the Shapers can make crops grow there. And, of course, we have suffered from the war._";
	
begintalknode 195;
	state = 191;
	nextstate = -1;
	condition = 1;
	question = "How did you come here?";
	text1 = "_In my caravan. I bring the crafts of the desert people. I return with items that are hard to find there._";
	
begintalknode 196;
	state = 191;
	nextstate = 192;
	condition = 1;
	question = "Do creations make you uncomfortable?";
	text1 = "He realizes that he has gotten himself on dangerous ground. He doesn't meet a lot of armed serviles.";
	text2 = "_All of the death and destruction of late has been caused by creations. It is a problem. It needs to be solved. The wise Councilor who rules us, Sage Taygen, thinks he has a solution._";
	code =
		if (creature_type(pc_num()) != 46) 
			rs(1);
	break;
	
begintalknode 197;
	state = 192;
	nextstate = -1;
	condition = 1;
	question = "And that is?";
	text1 = "_I apologize. I did not mean to drift off into conversation. I am but a humble trader. If there is nothing else you need, I must tend to other customers. Good day._";
	text2 = "As you start to walk away, you look one more time at the desert dweller. He watches you with a cold, hostile expression. You find yourself feeling unexpectedly nervous.";
	action = END_TALK;
	
begintalknode 198;
	state = 192;
	nextstate = -1;
	condition = 1;
	question = "You sound as if you think that creations are evil.";
	text1 = "_I ... I would not ... I apologize. I did not mean to drift off into conversation. I am but a humble trader. If there is nothing else you need, I must tend to other customers. Good day._";
	text2 = "As you start to walk away, you look one more time at the desert dweller. He watches you with a cold, hostile expression. You find yourself feeling unexpectedly nervous.";
	action = END_TALK;
	
