// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(1,1) == 0;
	question = "special";
	text1 = "You enter the settlement of Minallah, the only town in these frigid mountains. It is also the gateway to the Foundry, where creations are checked in and taken out.";
	text2 = "Like most cities in western Terrestia, it is centuries old. Unlike most of them, it isn't very impressive. While the Shapers tend to build massive and intimidating settlements, Minallah is mainly a collection of burrows in the rock.";
	text3 = "It is as if the cold and wind wore away all determination to bring any of the standard Shaper glory to Minallah. The only impressive structure is the spire to the west.";
	text4 = "You manage to recall that it is Isenwood's Spire. A huge, natural pinnacle of stone, honeycombed with tunnels. Dozens of narrow windows dot its sides, little pinpricks of light in the gray and the snow.";
	text5 = "Shaper Rawal commanded that you go see him. That is probably where he is.";
	action = SET_SDF 1 1 1;
	code =
		toggle_quest(3,1);
	break;
	
begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(1,2) == 0;
	question = "special";
	text1 = "You are at the base of Isenwood's Spire. Two massive creations stand guard to either side of the entryway.";
	text2 = "You feel slightly dizzy as you look up at the spire. You suspect that you have been in here before. You feel strange flickerings of memory.";
	text3 = "As you approach, you feel a heavy, numb sensation in your chest. The closer you get to Shaper Rawal, the stronger it becomes.";
	text4 = "As you approach, you feel a heavy, numb sensation in your chest. The creature Shaper Rawal implanted in your chest is responding to the presence of its master.";
	action = SET_SDF 1 2 1;
	code =
		if (gf(2,29) > 0)
			rs(3);
			else rs(4);
	break;
	
begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(1,3) == 0;
	question = "special";
	text1 = "This workshop is for the creation of mines. Highly delicate and volatile creations are placed in specially made shells. Then they are placed anywhere the Shapers want to defend from rebel assaults.";
	text2 = "When triggered, the creations in the shells explode. They aren't a species that would do well out in the wild.";
	text3 = "However, the madness that has recently affected the other creations has maddened the mines too. They pulse angrily, waiting to be set off. Unless someone can disarm them.";
	text4 = "(The trigger for the mines is by the south corridor. When a non-creation gets close to it, the mines will explode. Without getting too close to the trigger, use the mines to attempt to disarm them.)";
	action = SET_SDF 1 3 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(1,4) == 0;
	question = "special";
	text1 = "This workshop contains another of the Shapers' bizarre and dangerous creations. A pair of pylons rests on the two Shaping platforms.";
	text2 = "The essence-charged creations within wait for you to get close. Then they can fulfill their life's purpose: discharging waves of devastating energy.";
	text3 = "It looks like the spore box used to control them is in the western alcove. If you can reach it without getting too close to the pylons, you might be able to deactivate them.";
	action = SET_SDF 1 4 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(1,5) == 0;
	question = "special";
	text1 = "The pass out of the Whitespires is to the south. You have been finding that the cold does not affect you as much as it does the other people here. It may have something to do with your other strange abilities.";
	text2 = "At the same time, you do dream of being somewhere warm for the first time in ... years? Since you can remember, anyway.";
	text3 = "However, you suspect that further travel to the south won't last long. It's unlikely that Shaper Rawal will let you leave his domain without permission.";
	text4 = "Shaper Rawal has given permission to leave his domain. At last, you can go south and see green things again.";
	action = SET_SDF 1 5 1;
	code =
		if (gf(2,1) >= 3)
			rs(3);
			else rs(4);
	break;
	
begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = get_sdf(1,15) == 0;
	question = "special";
	text1 = "These small clearings are probably where creations are kept while waiting to be taken to their permanent holding cells.";
	text2 = "There are several thahds clustered together at the far end of the northern area. They look very twitchy and uncomfortable. Something about their behavior makes you very suspicious.";
	action = SET_SDF 1 15 1;

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several huge war tralls standing guard along the pathway. They were probably chosen for their thick skins and resistance to cold. They stare off into space waiting for orders or the presence of a rogue. They ignore you.";
	
begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You flip through this ledger. It is a list of the hundreds of creations that have been brought to the Foundry, the fee paid to the Shapers here for their storage and analysis, and their final fate.";
	text2 = "It is interesting reading. Fyoras that spit acid. Ornks that can dig for fungus. Thahds with extra fingers. And feet. All such variations are brought here to be judged.";
	text3 = "For years, you didn't think about them, their origins, their purpose. You just dragged them around, fed them, and dealt with them when they misbehaved.";
	text4 = "Now, seeing the results of the Shaping art, you feel a strange agitation. As if there is something you want to remember, to do, which is just now returning to the surface.";
	code =
		if (gf(2,1) >= 3) {
			rs(3); rs(4);
			}
	break;
	
begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "This book is called, _A Brief Guide To Shaper Law._ Most of it is pretty esoteric, but one early section is interesting:";
	text2 = "_Shaper law is stern. The rules are many and strictly applied, and the punishments for disobeying are harsh._";
	text3 = "_Shaper laws are all justified by the need to control their power. A rogue, lawless Shaper could do incredible harm. Only a precious few people display the calm and control necessary to wield this power._";
	text4 = "_The most fundamental rule is that nobody outside their sect can learn about Shaping. Any outsider, as non-Shapers are called, who tries to learn about or practice this craft is executed. This rule is practiced without exception._";
	text5 = "_All creations must obey the Shapers totally. Any creation who disobeys is called 'Rogue' and destroyed. Some creation types, like drayks, are Barred. They are always considered to be rogue and destroyed on sight._";
	text6 = "_Shaper law is just. They care for their creations. They have rules restricting how creations can be treated. Gratuitous cruelty is forbidden, as is pitting creations against each other in an arena setting._";

begintalknode 10;
	state = -1;
	nextstate = 11;
	condition = 1;
	question = "special";
	text1 = "Most of the roads in these mountains go through ravines, which have been widened and smoothed out to provide some shelter from the constant icy wind.";
	text2 = "You emerge from one ravine into a large clearing. This is where new creations are brought and examined. A Shaper examines them to make sure they are disease-free and to determine how much training they will need to keep them calm.";
	text3 = "There are only two people out in the cold right now, arguing over a roamer. The creature drools and twitches, and its head snaps quickly from side to side. It must be almost rogue, like most of the other creations here.";
	text4 = "The two people shout at each other. One of them is an Agent, a full member of the Shaper sect. The other is an ordinary human soldier. He holds the end of the chain around the roamer's neck.";

begintalknode 11;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "(Listen in.)";
	text1 = "You move closer, trying to hear what the two are saying.";
	action = END_TALK;

begintalknode 15;
	state = -1;
	nextstate = 15;
	condition = 1;
	question = "Name";
	text1 = "You get close enough to hear their voices over the wind.";
	text2 = "The Agent says, _Did you not hear me? I am Agent Alurha. And I am not merely an Agent. I am an envoy of the Council. I say this creature is rogue. Only one thing is done with rogues._";
	text3 = "The soldier shakes his head. _I work for Shaper Tanethin. His order is that this is a unique and potentially valuable specimen. It is to be kept alive. On a Shaper's authority._";
	text4 = "The roamer snaps at the soldier's foot. He kicks it in the head.";
	text5 = "Agent Alurha says, _You question me? You? An outsider? I don't care what your Shaper said. I am here. I decide what will happen. And I say that rogues are destroyed._ The two watch each other silently.";


begintalknode 16;
	state = 15;
	nextstate = 16;
	condition = 1;
	question = "Perhaps I can help.";
	text1 = "All three of them turn to look at you, surprised to hear another voice. You are still dressed like someone in authority, and it's dark and snowy enough to keep them from noticing how worn your clothes are.";
	text2 = "Agent Alurha frowns. _Appreciate the offer. I suppose. But this is a rogue. It is dangerous. It must die. That is the law. The sooner it is done, the sooner we can get indoors._";
	text3 = "The soldier says, _This roamer is valuable! It would be mad to kill it without trying to save it. And the Shaper who commands me will be furious._";

begintalknode 17;
	state = 15;
	nextstate = -1;
	condition = 1;
	question = "(Wait silently.)";
	text1 = "The soldier opens his mouth, perhaps to make some suggestion or compromise. It does no good. Agent Alurha is clearly tired of being out in the cold ...";
	action = END_TALK;

begintalknode 18;
	state = 16;
	nextstate = -1;
	condition = 1;
	question = "Why is this roamer so special?";
	text1 = "The soldier points at it. _Look closely._";
	text2 = "It takes a moment, but you see it. The creature's skin is glowing slightly.";
	text3 = "_It's a new design, to guide and hunt in mines and caves. People can see it in the dark. Shaper Tanethin sent it to the Foundry to be tested._";
	text4 = "The Agent snorts. _Until it goes mad and kills them._";

begintalknode 19;
	state = 16;
	nextstate = -1;
	condition = get_stat(20) < 4;
	question = "(Try to calm it.)";
	text1 = "You bend down close to the creature. When you do, you feel a strange bond to it. A sort of affinity. Again, you feel energy within you. You hold out your hand, sending the essence forth, trying to ...";
	text2 = "The roamer howls, bares its teeth, and leaps for your throat. The soldier yanks back on the chain, keeping it off of you.";
	text3 = "Agent Alurha sighs. _Of course. Why trust me? Even if the thing is obviously rogue._";

begintalknode 20;
	state = 16;
	nextstate = -1;
	condition = get_stat(20) >= 4;
	question = "(Try to calm it.)";
	text1 = "You bend down close to the creature. When you do, you feel a strange bond to it. A sort of affinity. Again, you feel energy within you. You hold out your hand, sending out your influence.";
	text2 = "It works. The roamer calms down. It stops drooling. Whatever the strange presence attacking the Foundry did to it, you have cured it.";
	text3 = "The soldier says, _Thank you. I will take this creation to the Promenade and check it in. With your permission._";
	text4 = "Agent Alurha snorts and turns away.";
	action = END_TALK;
	code =
		award_party_xp(100,2);
		sf(1,7,3);
	break;
	
begintalknode 21;
	state = 16;
	nextstate = -1;
	condition = 1;
	question = "It is clearly mad. It should be destroyed.";
	text1 = "Agent Alurha says, _Obviously. Enough wasting time._";
	text2 = "The soldier tries to say something in response. He isn't quick enough.";
	action = END_TALK;
	code =
		inc_flag(100,0,2);
	break;

begintalknode 22;
	state = 16;
	nextstate = -1;
	condition = 1;
	question = "It should be given more time. Perhaps it will calm down.";
	text1 = "Agent Alurha laughs, _Who are you, again? I will speak with Rawal. He should know the sort of incompetent he has in his employ. I've had enough of this ..._";
	text2 = "The soldier tries to say something in response. He isn't quick enough.";
	action = END_TALK;
	code =
		inc_flag(100,0,-2);
	break;
	
begintalknode 23;
	state = 16;
	nextstate = -1;
	condition = 1;
	question = "I don't know what to do.";
	text1 = "Agent Alurha laughs, _Who are you, again? And why are you wasting my time? I've had enough of this ..._";
	text2 = "The soldier tries to say something in response. He isn't quick enough.";
	action = END_TALK;


begintalknode 24;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Her work done, the Agent says, _Now, unless there is more idiocy to contend with, I will return to the warmth of the Spire. I have actual work to do._";
	text2 = "She turns and leaves. The soldier shrugs. _Well, my Shaper will be angry, but it was hardly my fault. And I do want out of these mountains._ He departs as well.";
	text3 = "Only the dead roamer remains, stiffening in the cold. A servile will be by to clean up the mess soon enough.";



begintalknode 25;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This crude sign says:";
	text2 = "  Barcott. Tinker.";	

begintalknode 26;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  LAZZARIA'S SMITHY";	
	text3 = "  Ironwork. Repairs. Creation containers.";	

begintalknode 27;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Temporary Creation Storage";
	text3 = "  Do not leave creations here without clearance from Mind on duty.";

begintalknode 28;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  WANTED! BENNHOLD. Human rebel bandit. If there is any sign of him in the Whitespires, report for reward.";

begintalknode 29;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This freshly-painted sign says:";
	text2 = "  BOUNTY!";
	text3 = "  Three dangerous rogues have been lost in the Promenade. They have been ordered destroyed by Shaper Rawal. They can be detected by the shroud of energy that surrounds them.";
	text4 = "  Warning! These creations are heavily augmented and dangerous!";
	text5 = "  Collect bounty from Captain Valenta.";
	text6 = "Someone has hastily painted under the above, _Bounty collected._";
	code =
		if (gf(1,8) < 2) {
			sf(1,8,1);
			toggle_quest(25,1);
			rs(6);
			}
	break;


begintalknode 30;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are human guards patrolling Minallah. Normally, creations like thahds or battle alphas, would be used for this task. However, since so many creations have gone rogue, humans are being forced out into the cold.";
	text2 = "You try to speak with one, but he walks right by you. He wraps his cloak tight around himself, but you doubt that it keeps much of the wind out.";

begintalknode 31;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several human warriors in Minallah. You try to speak with them, but they make an effort to avoid you. They might have orders to not speak with you. Or they're just afraid.";

begintalknode 32;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Several serviles live in these cramped quarters, looked after by one Keeper. The recent disturbances have terrified them. (And they probably weren't that calm to begin with.)";
	text2 = "You try to talk to them, but you don't learn anything useful.";

begintalknode 33;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You meet an official from one of the southern provinces, here at the Foundry on some sort of business. He is bundled up heavily against the cold and exploring the streets of Minallah.";
	text2 = "When you get close to him, he turns and quickly walks away. His business here must be private.";

begintalknode 34;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This thahd is following an official around the streets of Minallah. A Shaper probably assigned it to him as a bodyguard. When you get close, it hisses at you.";

begintalknode 35;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Lazzaria has two servile assistants. They shuffle around nervously, acting as if everything around them might explode if they touch it. Which might not be too far from the truth.";

begintalknode 37;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You brush the snow off of the obelisk and read it:";
	text2 = "  THE FOUNDRY";
	text3 = "  Storage and Analysis Of Untested Creations";
	text4 = "  All Non-Chosen Types Must Be Evaluated.";
	text5 = "  Non-Evaluated Types Beyond Entry Clearings Will Be Destroyed!";

begintalknode 38;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Minallah Barracks";	
	
//

begintalknode 40;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "Name";
	text1 = "A servile shyly approaches you. He opens his mouth and speaks slowly and awkwardly. He must not be called upon to talk much.";
	text2 = "_I Gevik. Shaper call. I take. Follow Gevik._";
	text3 = "He turns and walks quickly to the west. Considering how hard he is shivering, his variety must not have been bred to withstand extreme cold.";
	action = SET_SDF 1 9 1;

begintalknode 41;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Gevik says, _Follow. See Shaper. Follow._";

begintalknode 42;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Gevik points into the huge tunnel to the west. _Isenwood's Spire. Shaper in. In, I show more._";

begintalknode 43;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The soldiers keep a large clawbug in their mess hall, part guard and part mascot. It is an old specimen. Its chitinous plates are faded and covered with cracks.";
	text2 = "It snaps its claws at you when you get close, warning you away from its dinner. You back away.";

begintalknode 44;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "There are two serviles working here. They care for the servant mind, take notes, and shuffle around forms and records.";
	text2 = "They look cold. They must be from the more intelligent and literate strains of serviles, the sort with no particular resistance to cold.";
	text3 = "You try to speak with them, but you fail to get them to say much. It's not that they can't talk, but you suspect that they were warned not to speak with you.";
	
	
	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Captain Valenta";
	text1 = "There is a soldier sitting behind this desk. Human, like all full soldiers. Captain's insignia. An outsider, not a full Shaper. She looks cold and tired.";
	text2 = "When you approach, she straightens up and looks interested. _Shaper Rawal was in here. Told me about you. Personally. You must be interesting._";
	text3 = "_I am Captain Valenta. Formerly fighting in the Mera-Tev, now commander of the garrison here. I have been ordered to give you information, once Rawal has seen you._";
	text5 = "Captain Valenta sits behind the desk, two cloaks wrapped tightly around her. She is sharpening a long blade. You can see faint scars on her hands.";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = gf(2,1) == 0;
	question = "I would like to know something.";
	text1 = "She shakes her head. _Rawal was clear. No talking until he has evaluated you in person._ She points to the northwest. _In Isenwood's Spire, that way. Talk to the Shaper, and I can help you. If you live._";

begintalknode 52;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Can't you bend the rules a little?";
	text1 = "Captain Valenta chuckles. _Think like that and you edge a little closer to rebellion. And certain death. I'm an outsider. Not a Shaper. That means I do what Shapers say._";
	text2 = "_See Rawal. Then we talk._";
	action = END_TALK;
	
begintalknode 53;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "I will go find him.";
	text1 = "Captain Valenta nods. _Wise. I hear your brain is scattered. Don't let yourself get so confused that you forget your place. We outsiders do what the Shapers say, or else._";
	text2 = "She returns to her work.";
	action = END_TALK;
	
begintalknode 54;
	state = 50;
	nextstate = 52;
	condition = gf(2,1) > 0;
	question = "Where were you fighting before you came here?";
	text1 = "She winces at the memory. _Down in the Mera-Tev. The next province to the south, at the base of the mountains. Getting out of there was a relief._";
	text2 = "_I got transferred up here. It's cold, but I don't have my soldiers dying to the Unbound every day. I hear it's better now, but still._";
	
begintalknode 55;
	state = 50;
	nextstate = 55;
	condition = gf(2,1) > 0;
	question = "Tell me about the Shapers.";
	text1 = "_I don't want to say much. Some of them are really touchy about anything that sounds like rebellion. And everything sounds like rebellion to them these days._";
	text2 = "_It's different these days._";
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = gf(2,1) > 0;
	question = "Can I get supplies?";
	text1 = "_I'm not a quartermaster. Shaper Rawal told me to advise you and use you, not to give you goods._";
	
begintalknode 57;
	state = 50;
	nextstate = 58;
	condition = gf(2,1) > 0 && gf(1,11) < 2;
	question = "Can you help me?";
	text1 = "_No. You can help me. Rawal told me to use you. If you can do some tasks for me, I can reward you._";
	text2 = "_I understand that you will be roaming the Core looking for whatever has been disturbing the creations. There is a rogue out there. A fyora. Green tint. It has been modified extensively._";
	text3 = "_It wounded two of my soldiers. Almost ate one of them. I want it destroyed before some Shaper orders me to capture it alive._";
	code =
		sf(1,11,1);
		toggle_quest(26,1);
	break;
	
begintalknode 58;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "Is it bad down there?";
	text1 = "_It's bad everywhere in central Terrestia. The Unbound. The drakons. The creations. The rebels. Every time the Shapers think they have it under control, someone finds a way through their defenses._";
	text2 = "_They're just getting more and more desperate. And crazy._";

begintalknode 59;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "What are the Unbound?";
	text1 = "_One of the rebellion's more interesting creations. Huge lizards, charged with essence. Pure power, and completely out of control._";
	text2 = "_The drakons in charge of the rebellion make them and send them stampeding into our lands. They go insane and destroy everything they can find. By the time the Shapers bring them down ..._ She shakes her head.";
	text3 = "_And a week later, more come._";


begintalknode 61;
	state = 52;
	nextstate = 53;
	condition = 1;
	question = "Things are better in the Mera-Tev?";
	text1 = "_So I hear. Astoria's will broke. She wants peace with the rebellion. They are rewarding her with fewer attacks._ She smiles wryly. _It's all part of the training process._";

begintalknode 62;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "Who is Astoria?";
	text1 = "_Your mind really has gone, hasn't it? Astoria rules the Mera-Tev. She is an Agent, and one of the Seven. A full member of the Shaper Council._";
	text2 = "_And the first member of the Council who broke under the strain, or so I hear._";

begintalknode 63;
	state = 55;
	nextstate = -1;
	condition = 1;
	question = "What happens if the Shapers think you're a rebel?";
	text1 = "_They lash out. They don't take chances. Human outsider. Servile. Creation. You disappear. They were complacent about the rebellion when it started. Now they're making up for it._";
	text2 = "_I agree with this completely, of course. The Shapers are our just rulers._";

begintalknode 64;
	state = 55;
	nextstate = 56;
	condition = 1;
	question = "How have things changed?";
	text1 = "_The Shapers ruled for so long that they forgot it could be any other way. Once they were plucked from the crib and brought into their sect, they were masters._";
	text2 = "_And now they see that things can possibly be different, and it's ... changing them._";

begintalknode 65;
	state = 56;
	nextstate = 57;
	condition = 1;
	question = "How?";
	text1 = "_In different ways. Shaper Rawal has holed up in the mountains, protecting himself and getting influence. Agent Astoria is dealing with the rebels, though the other Shapers will probably kill her for it._";
	text2 = "_Others are affected in different ways. The Shapers are more unpredictable than the rogues now._";
	text3 = "_But you've had a chance to look at them. What do you think?_";
	code =
		if (gf(1,10) > 0)
			rs(3);
	break;
	
begintalknode 66; // pro shaper
	state = 57;
	nextstate = 50;
	condition = get_flag(1,10) == 0;
	question = "The Shapers rule this land. It's not my place to question it.";
	text1 = "Valenta nods. _The Shapers have the true power in this world. They move where they will. All we can do is get out of the way._";	
	action = SET_SDF 1 10 1;
	code = 
		inc_flag(100,0,3);
	break;

begintalknode 67; // anti shaper
	state = 57;
	nextstate = 50;
	condition = get_flag(1,10) == 0;
	question = "I don't think that the Shapers are just.";
	text1 = "_Well, if you are wise, that is the last time you will ever say it. What you just said might get you killed if the Shaper who heard it was jumpy enough._";
	text2 = "_Rawal is watching you. Be careful._";
	action = SET_SDF 1 10 1;
	code = 
		inc_flag(100,0,-3);
	break;

begintalknode 68;
	state = 57;
	nextstate = 50;
	condition = get_flag(1,10) == 0;
	question = "I will follow who I need to to survive.";
	text1 = "Valenta nods. _Probably wise. To survive around the Shapers, you have to be careful._";


begintalknode 69;
	state = 57;
	nextstate = 50;
	condition = get_flag(1,10) == 0;
	question = "I haven't learned enough to say yet.";
	text1 = "Valenta nods. _Probably wise. To survive around the Shapers, you have to be careful._";

begintalknode 70;
	state = 58;
	nextstate = -1;
	condition = 1;
	question = "How was it modified?";
	text1 = "_I don't know the Shaper terms for what they did. All I know is that it can shoot flames everywhere._";
	text2 = "_Also left it very erratic. Whatever caused all the creations to go mad drove it completely crazy._";
	
begintalknode 71;
	state = 58;
	nextstate = -1;
	condition = 1;
	question = "Where should I look for it?";
	text1 = "_It attacked my soldiers in the Eastern Core. It might have stayed there, if it could find food. It might have also moved farther into the Core to avoid my soldiers._";
	
begintalknode 72;
	state = 50;
	nextstate = -1;
	condition = gf(6,1) > 0 && gf(1,11) == 1;
	question = "I killed that fyora for you.";
	text1 = "_That is a relief. I expect orders to come through asking us to grab it alive any day now. A Shaper will be angry, but my soldiers will stay alive._";
	text2 = "She gives you a pouch of silver coins. _I have one more thing you can do. Do it, and I can give you something even nicer._";	
	code = 
		set_flag(1,11,2);
		toggle_quest(26,3);
		award_party_xp(200,2);
		change_coins(200);
	break;		
	
begintalknode 73;
	state = 50;
	nextstate = -1;
	condition = gf(1,11) == 2 || gf(1,11) == 3;
	question = "What else can I do?";
	text1 = "_One of my soldiers was lost in the Western Core. Cut off from his patrol by a swarm of worms. His name is Kahl. He's probably dead. He's good, but there's a lot of rogues in there._";
	text2 = "_Find him. Or his body._";	
	code = 
		set_flag(1,11,3);
		toggle_quest(27,1);
	break;		
	
begintalknode 74;
	state = 50;
	nextstate = -1;
	condition = gf(1,11) == 3 && gf(5,1) == 1;
	question = "I found Kahl, but he didn't make it out alive.";
	text1 = "You tell the captain what happened. _Thank you for trying. I suppose actual success was too much to hope for. I suppose I had better give you the payment you were promised._";
	text2 = "She presents you with a ring. She doesn't meet your gaze when she hands it to you.";	
	code = 
		set_flag(1,11,4);
		toggle_quest(27,3);
		award_party_xp(250,2);
		reward_give(185);
	break;			
	
begintalknode 75;
	state = 50;
	nextstate = -1;
	condition = gf(1,11) == 3 && gf(5,1) == 2;
	question = "I found Kahl. Did he make it back safely?";
	text1 = "You tell the captain what happened. She nods. _He made it back. Scratched. Beaten up. Burned with acid. But alive. We have you to thank for that. You've earned this reward._";
	text2 = "She presents you with a ring and a pair of pods. She also shakes your hand.";	
		code = 
		set_flag(1,11,4);
		toggle_quest(27,3);
		award_party_xp(250,2);
		reward_give(185);
		reward_give(220);
		reward_give(223);
	break;		
	
begintalknode 76;
	state = 50;
	nextstate = -1;
	condition = gf(1,8) == 1 && gf(3,2) > 2;
	question = "I killed the three shrouded rogues in the Promenade. I'd like the bounty.";
	text1 = "When you describe the creations you killed, Valenta nods approvingly. _Well done._";
	text2 = "_The Shapers who paid us to watch those creations will be angry, but they did promise that the creatures were stable and properly controlled. You have definitely earned your bounty._";
	text3 = "She pulls a pouch out of her desk and counts out a tall stack of silver coins. Then she pushes the pile across to you.";
	code = 
		set_flag(1,8,2);
		toggle_quest(25,3);
		award_party_xp(200,2);
		change_coins(250);
	break;		

// Barcott

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Barcott";
	text1 = "There is a small shop in this chamber. The walls and floors have been scarred and cracked by an explosion, probably a year or two ago. Then a tinker moved in.";
	text2 = "The merchant is an old man. His skin shows the signs of decades exposed to the sun and elements. His tan is fading now in the cold and shadow of the Whitespires.";
	text3 = "_A customer ... A customer. I am Barcott. I still have some supplies left, I am glad to say. Most were lost, but I still have a few things. Come in out of the cold and take a look._";
	text5 = "Barcott stands near his brazier and tries to stay warm. He says, _Let me know if you need help._";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "Have you traveled far?";
	text1 = "_I have been all the way up and down central Terrestia a dozen times. Or more. The Mera-Tev. The Storm Plains. Even the Dera Reaches. Before I was trapped in this icy pit, I saw all there was to see._";

begintalknode 92;
	state = 90;
	nextstate = 95;
	condition = gf(1,12) < 2;
	question = "You said that your goods were lost?";
	text1 = "_They were in my workshop. Outside Minallah. In the Promenade, to the east. That was before the creations went rogue. Seems like a long time ago. Now my workshop has thahds in it._";
	text2 = "_I hear that you are going to be doing some hunting. If you can kick the creatures out, I would pay you._";
	text3 = "_Many of them were. Destroyed by the rogues. Still, I have more things for sale than I did before._";
	action = DEP_ON_SDF 1 12 1;
	code =
		set_flag(1,12,1);
		toggle_quest(28,1);
	break;
		
begintalknode 93;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Let me see your wares.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Barcott's Supplies",
		  "Barcott has carried his goods up and down Terrestia for many years. He still has some supplies available.",
		  0,3,0);	
	break;
	
begintalknode 94;
	state = 90;
	nextstate = -1;
	condition = gf(1,12) > 1;
	question = "Let me see what else you have for sale.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Bonus Supplies",
		  "These are the extra supplies Barcott was able to rescue from his workshop.",
		  1,3,0);	
	break;

begintalknode 95;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "I have something I want to sell.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode 96;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Why are you here now?";
	text1 = "_Because of the war. The rebellion. It was too much for one old man. No more traveling the roads._";
	
begintalknode 97;
	state = 91;
	nextstate = 92;
	condition = 1;
	question = "How are conditions to the south?";
	text1 = "_Ravaged. Ruins. Refugees. Stretches of burned woods and plains. Bones everywhere._";
	text2 = "_Too many rogues. Too many of the Unbound. I saw too much violence. Too much destruction._";
	
begintalknode 98;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the Unbound?";
	text1 = "_I don't want to talk about it. Don't want to think about it anymore. If you ever have the bad luck of seeing one of those terrors, you will understand._";

begintalknode 99;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Why did you come here?";
	text1 = "_Because Shaper Rawal has the right idea. Everyone to the south calls him a coward, but he knows the truth. There is no winning this war. No restoring the power of the Shapers._";
	text2 = "_All you can do is hide. Protect yourself, whatever it takes. Hope that someone is able to make things better._";

begintalknode 100;
	state = 90;
	nextstate = -1;
	condition = gf(1,12) == 1 && gf(3,1) > 0;
	question = "I cleared all of the rogues out of your workshop.";
	text1 = "_I've lived a long life, and I have had very little good fortune. You have truly surprised an old man. Wait here._ He leaves the shop. You stand near the brazier and wait for him to return.";
	text2 = "Eventually, he comes back with a large pack. He removes a wand and hands it to you. _That is fair pay, I think. Now that I have my inventory, I have more things to sell._";
	code = 
		set_flag(1,12,2);
		toggle_quest(28,3);
		award_party_xp(250,2);
		reward_give(95);
	break;

begintalknode 101;
	state = 95;
	nextstate = -1;
	condition = 1;
	question = "Tell me about your workshop.";
	text1 = "_It was where I stored and repaired my goods. Part of the time. I was also storing and caring for new sorts of plants for the Shapers. I know a lot about plants. Grew up on a farm. Learned a lot more in my travels._";
	text2 = "_Now those thahds are eating all my samples. Probably making their heads all crazy. Destroying all of my work!_";
	
// Keeper Cooper


begintalknode 110;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Keeper Cooper";
	text1 = "These rooms are the living quarters of about a half dozen serviles. They are very cold. There are many subtle variations in the servile design. This variety was altered by the Shapers for work in cold environments.";
	text2 = "The serviles are looked after, as usual, by a human. The creatures are generally kept unable to look after themselves as much as possible.";
	text3 = "Their Keeper, a young man with pale skin and unkempt hair, walks up to greet you. He looks nervous. _I am Cooper. The Keeper here. How can I help you ... I'm sorry. I don't know your title._";
	text5 = "Keeper Cooper converses quietly with you, taking frequent breaks to look after his serviles. Cleaning, cooking, and so on. The serviles seem to be exceptionally skittish. They pace about nervously, muttering to themselves.";
	action = INTRO;

begintalknode 111;
	state = 110;
	nextstate = -1;
	condition = gf(2,1) == 0;
	question = "Can I speak with you for a moment?";
	text1 = "_I am sorry ... I have heard that we aren't supposed to deal with you until Shaper Rawal has ... Seen you, I suppose._";
	text2 = "_Excuse me. I need to get to work. The serviles have been very upset since everything went rogue. Excuse me ..._ He walks away.";
	action = END_TALK;
	
begintalknode 112;
	state = 110;
	nextstate = 111;
	condition = gf(2,1) > 0;
	question = "You are the Keeper here?";
	text1 = "_Yes. I look after the serviles. Keepers have always been necessary. The serviles are simple creatures. They get confused when not doing their jobs. Lately, they have been much more so._";

begintalknode 113;
	state = 110;
	nextstate = 112;
	condition = gf(2,1) > 0;
	question = "What do you do for the serviles?";
	text1 = "_They need someone to cook for them. Keep them clean. They are not neat creatures. At least, the loyal serviles are not._";
	
begintalknode 114;
	state = 110;
	nextstate = 116;
	condition = gf(2,1) > 0;
	question = "The serviles seem very upset.";
	text1 = "Cooper shakes his head. _It is the ... whatever has been happening. Serviles are terrified of rogues. Overwhelmingly so. It is how they are made. When all the creations went mad, the serviles couldn't function anymore._";
	text2 = "_I have been able to keep all of them under control. All but one._";
	code =
		if (gf(1,13) > 1)
			rs(2);
	break;
	
begintalknode 115;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "Are all serviles like that? A servile named Mehken guided me to Minallah.";
	text1 = "_The older serviles are more independent. They were allowed to become that way when the rebellion was young._";
	text2 = "_The Shapers have let those older serviles live. The Shapers are reasonable and just._";
	
begintalknode 116;
	state = 111;
	nextstate = 113;
	condition = 1;
	question = "Why are they more necessary now?";
	text1 = "_Since the rebellion started, the Shapers are much more worried about their serviles. The serviles are kept more ... vulnerable. They need more assistance._";
	text2 = "_It is a sensible step. It helps them to keep the serviles under control when the rebels try to steal them away._";
	
begintalknode 117;
	state = 112;
	nextstate = -1;
	condition = 1;
	question = "What about the rebel serviles?";
	text1 = "_I do not talk about rebel serviles. It upsets my charges._";
	
begintalknode 118;
	state = 113;
	nextstate = 114;
	condition = 1;
	question = "Does that happen often?";
	text1 = "_Yes. Rebel serviles have many ways. They sneak in after dark. They pretend to be dumb and infiltrate loyal farms and villages. This started even before the true rebellion did._";
	text2 = "_One of my jobs is to keep my serviles away from the rebel influences._";
	
begintalknode 119;
	state = 114;
	nextstate = -1;
	condition = 1;
	question = "Why?";
	text1 = "_Because if the rebels have their way, the serviles become too independent. Then the Shapers have to deal with them. I want my serviles to stay safe, so I keep them from being infected with dangerous thoughts._";
	
begintalknode 120;
	state = 116;
	nextstate = -1;
	condition = gf(1,13) < 2;
	question = "What servile?";
	text1 = "_Her name is Twixx. She ran off and hid. I think she is in the storage clearings at the northwest corner of town. I haven't been able to go and fetch her. It is all I can do to keep the others calm._";
	text2 = "_I hope that she calms down and returns soon. It would not be good for her if I had to go to the Shapers._";
	code = 
		set_flag(1,13,1);
		toggle_quest(29,1);
	break;	
begintalknode 121;
	state = 110;
	nextstate = -1;
	condition = gf(1,13) == 1 && gf(1,14) == 1;
	question = "Twixx had gone rogue, I'm afraid. She had to be destroyed.";
	text1 = "Keeper Cooper looks very upset. He clearly has great affection for the serviles in his care. _I am so sorry to hear that. She is the first one I have ever lost._";
	text2 = "_Still, you did what you needed to. Thank you. Now I can focus on the serviles I can help._";
	code = 
		set_flag(1,13,2);
		toggle_quest(29,3);
		award_party_xp(50,2);
	break;	
	
begintalknode 122;
	state = 110;
	nextstate = -1;
	condition = gf(1,13) == 1 && gf(1,14) == 2;
	question = "I was able to calm Twixx.";
	text1 = "Keeper Cooper looks very relieved. He clearly has great affection for the serviles in his care. _I am very pleased. She would have been the first one I have ever lost._";
	text2 = "_Now that all of the serviles are together, I will have an easier time looking after them. Thank you._";
	code = 
		set_flag(1,13,2);
		toggle_quest(29,3);
		award_party_xp(250,2);
	break;	

	
// Twixx

begintalknode 130;
	state = -1;
	nextstate = 130;
	condition = 1;
	question = "Twixx";
	text1 = "There is a servile hiding in this small clearing, in among the bags and boxes of supplies. Though she is sitting still and covered with a thin blanket of snow, the cold doesn't seem to be bothering her.";
	text2 = "When you get close to her, she says, _I Twixx. I be alone. Alone._ She looks away from you.";
	text5 = "Twixx silently stares at the ground.";
	action = INTRO;

begintalknode 131;
	state = 130;
	nextstate = -1;
	condition = gf(1,13) == 0;
	question = "I want to talk to you.";
	text1 = "Twixx shudders and stays silent. You try to get her to respond to your questions, but she just stares at the ground. Occasionally, she brushes off the snow.";
	text2 = "Eventually, you give up.";
	action = END_TALK;
	
begintalknode 132;
	state = 130;
	nextstate = 131;
	condition = gf(1,13) == 1 && gf(1,14) == 0;
	question = "I spoke with Keeper Cooper.";
	text1 = "Twixx is still for a few seconds. Then she looks up at you. _I ... I no go. No go back. I rogue._";
	text2 = "She thinks that she is rogue? That hardly makes sense. She is too quiet and calm.";

begintalknode 133;
	state = 131;
	nextstate = 132;
	condition = 1;
	question = "I don't think that you are rogue.";
	text1 = "_No! Believe! Believe!_";
	text2 = "_It was ... the thing. Can't see. Just feel. It comes. Comes. Touches me. Makes me angry. Want to fight. Fight Shapers._";
	text3 = "_Not want! Not want fight Shaper. Run off. I stay here. And die._";
	
begintalknode 134;
	state = 131;
	nextstate = 132;
	condition = 1;
	question = "How did you turn rogue?";
	text1 = "_I felt. Felt thing that make all the rogues._";
	text2 = "_It was ... the thing. Can't see. Just feel. It comes. Comes. Touches me. Makes me angry. Want to fight. Fight Shapers._";
	text3 = "_Not want! Not want fight Shaper. Run off. I stay here. And die._";
	text4 = "For a Shaper, this would be a difficult decision. She seems harmless enough, but, in this time of rebellion, serviles who are tempted to harm the Shapers frequently end up doing so.";
	
begintalknode 135;
	state = 132;
	nextstate = -1;
	condition = get_stat(20) < 5;
	question = "It is all right. You are not a rogue. You need to go back to Keeper Cooper.";
	text1 = "You try to convince Twixx that she isn't really rogue, but she doesn't listen. You don't have enough influence or authority to affect her mind. She stops responding to you. You leave her there.";
	action = END_TALK;
	
begintalknode 136;
	state = 132;
	nextstate = -1;
	condition = get_stat(20) >= 5;
	question = "It is all right. You are not a rogue. I can tell these things. You need to go back to Keeper Cooper.";
	text1 = "You try to convince Twixx that she isn't really rogue. At first, she doesn't listen. Eventually, you summon enough influence and authority to affect her mind.";
	text2 = "You convince her that she isn't a rogue. She says, _I go. Go to my Keeper. I love Shaper. I am loyal._ She walks off.";
	action = END_TALK;
	code =
		sf(1,14,2);
	break;
	
begintalknode 137;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "You're right. You have been infected by rebellious thoughts. Sadly, you need to die.";
	text1 = "Twixx looks up calmly. She seems ready to be freed from her terror. Then you feel it. A presence. It floats through quickly, icy and invisible. And, when it's gone, Twixx has changed.";
	text2 = "Twixx looks up calmly. She seems ready to be freed from her terror. Then, in an instant, she changes. Something about her impending death flips a switch in her brain. Perhaps she was turning rogue after all.";
	text3 = "She leaps to her feet and shrieks. Then she leaps at you.";
	action = END_TALK;
	code = 
		sf(1,14,1);
		inc_flag(100,0,3);
		set_attitude(26,10);
		if (gf(2,3) > 2)
			rs(1);
			else rs(2);
	break;		
	
begintalknode 138;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "Just stay here then.";
	text1 = "She stares at the ground and ignores you.";
	action = END_TALK;
	
begintalknode 139;
	state = 130;
	nextstate = -1;
	condition = gf(1,14) > 0;
	question = "How are you?";
	text1 = "_I good. I loyal. Not rogue. I love Shaper. I obey._ That is all the useful conversation you are able to get out of her.";
	action = END_TALK;


// Lazzaria

begintalknode 150;
	state = -1;
	nextstate = 150;
	condition = 1;
	question = "Name";
	text1 = "You meet the blacksmith and craftswoman for this Shaper outpost. This is no ordinary ironworker, making horseshoes and fixing plows. The tools needed to care for and house creations are much more difficult to work with.";
	text2 = "She sets down a small hammer and steps away from the mine housing she was repairing. _Ahhhh ... You are the one Rawal was interested in. Anyone who gains the notice of the Shaper must be worth my time._";
	text3 = "_I am Lazzaria, and this is my workshop. If you are indeed helping to calm the rogues, I have a problem that requires assistance._";
	text5 = "Lazzaria walks around her workshop as she speaks with you, cleaning and arranging her tools.";
	text6 = "You notice that she has a pair of living tools hanging from her belt. They occasionally make an irritated squeaking noise when she bumps them against her work table.";
	action = INTRO;

begintalknode 151;
	state = 150;
	nextstate = 151;
	condition = 1;
	question = "What sort of work do you do here?";
	text1 = "_I have been personally selected by Shaper Rawal, full member of the Council, as the chief crafter for Minallah. I build and maintain the tools and equipment the Shapers here use in their work._";
	text2 = "_You might not realize it, but this is a great honor, and I have worked many long hours to live up to it._";
	
begintalknode 152;
	state = 150;
	nextstate = -1;
	condition = gf(2,1) == 0;
	question = "Can I buy something?";
	text1 = "_Hmmmm. I believe that Shaper Rawal wanted to see you. He is in the Spire, to the west. I would not irritate him by distracting or delaying you._";

begintalknode 153;
	state = 150;
	nextstate = -1;
	condition = gf(2,1) > 0;
	question = "Can I buy something?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Lazzaria",
		  "Lazzaria makes weaponry and armor in her downtime. The quality of this work is far lower than for her Shaper equipment.",
		  2,4,0);	
	break;

	
begintalknode 154;
	state = 150;
	nextstate = 152;
	condition = gf(2,1) < 3;
	question = "What have you heard about me?";
	text1 = "_Just rumors. Whenever a Shaper calls for an outsider, it arouses interest. It is said that you are a Shaper, but your mind went. You have been living with the serviles for the last few years._";
	text2 = "_Is that true?_";
	code =
		if (gf(1,17) > 0)
			rs(2);
	break;
	
begintalknode 155;
	state = 150;
	nextstate = 153;
	condition = gf(1,16) < 2;
	question = "You have a problem with rogue creations?";
	text1 = "_I am afraid so._ She points at the east door. _The Shapers trust me to take volatile creations and put them in their casings. Complete mines, in other words._";
	text2 = "_However, when all of the creations began to go mad, whatever afflicted them touched the mines too. They are all active, and I don't know how to disarm them._";
	text3 = "_I thought that, since you were working to tame unruly creations, you might be able to help me._";
	
begintalknode 156;
	state = 151;
	nextstate = -1;
	condition = 1;
	question = "Are you a Shaper?";
	text1 = "_No! Of course not. Nor have I ever wanted to be. I am simply happy to aid them in their work. They can't help and protect us if we do not support them in return._";
	
begintalknode 157;
	state = 151;
	nextstate = -1;
	condition = 1;
	question = "What sort of equipment do they need?";
	text1 = "_Everything you could imagine. Canisters and frames to contain the more delicate creations. Restraints for rogues. Crystals and spirals for the focusing of energy. Standard alchemical equipment._";
	text2 = "_The working of essence into living flesh doesn't just happen in the mind. It needs the support of good tools. And I make them._";
	
begintalknode 158;
	state = 151;
	nextstate = -1;
	condition = 1;
	question = "Do you ever make ordinary tools? Or weapons and armor?";
	text1 = "_During the slow periods, I keep busy by keeping the soldiers here equipped. I do have a small stock of more mundane items._";
	
begintalknode 159;
	state = 152;
	nextstate = 150;
	condition = gf(1,17) == 0;
	question = "It might be. It is all unclear.";
	text1 = "_Yes. I can see it in your eyes. You do seem confused. I have seen how the Shaping arts can lash back at those who try to master them._";
	text2 = "_Hopefully, Rawal will find a way to restore what you have lost._";
	action = SET_SDF 1 17 1;
	
begintalknode 160;
	state = 152;
	nextstate = 150;
	condition = gf(1,17) == 0;
	question = "I don't think so.";
	text1 = "_I am not surprised. Every day of this war births a thousand rumors, and none are true. I am sorry to burden you with them._";
	action = SET_SDF 1 17 1;
	
begintalknode 161;
	state = 152;
	nextstate = 150;
	condition = gf(1,17) == 0;
	question = "That is correct. I am sure of it.";
	text1 = "_Then this is good news for us all. A restored Shaper who can help to fight the rebels. Good news, indeed._";
	action = SET_SDF 1 17 1;
	
begintalknode 162;
	state = 152;
	nextstate = 150;
	condition = gf(1,17) == 0;
	question = "You should mind your own business.";
	text1 = "Lazzaria suddenly looks nervous. The possibility that she has annoyed a Shaper disturbs her. _I apologize. I should not take up your time with this._";
	action = SET_SDF 1 17 1;
	
begintalknode 163;
	state = 153;
	nextstate = 150;
	condition = gf(1,16) == 0;
	question = "I can't help you with that.";
	text1 = "_Of course. Outside your area of training. I understand._";
	
begintalknode 164;
	state = 153;
	nextstate = -1;
	condition = 1;
	question = "I can help you.";
	text1 = "_Thank you. Having these creatures in my workshop, waiting to explode and destroy all of my tools, is a great worry to me._";
	text2 = "She walks to the east door and unlocks it.";
	text3 = "_The first room has the mines. The second room has a pair of field pylons. If you can reach the pylons and cut their power, my workshop will be safe._";
	code =
		if (gf(1,24) == 0)
			sf(1,24,1);
			else rs(2);
		set_flag(1,16,1);
		toggle_quest(30,1);
	break;
	
begintalknode 165;
	state = 150;
	nextstate = -1;
	condition = gf(1,16) == 1 && gf(1,23) > 0;
	question = "I disarmed the mines and pylons for you.";
	text1 = "Lazzaria looks relieved. _Well, one of the rumors was true. You do know how to deal with crazed creations._";
	text2 = "_Let me give you something as thanks for your help. You should have more than chitin and a knife to protect you._ She gets a short sword and a shield for you.";
	code = 
		set_flag(1,16,2);
		toggle_quest(30,3);
		award_party_xp(200,2);
		reward_give(63);
		reward_give(127);
	break;		
	
begintalknode 166;
	state = 151;
	nextstate = -1;
	condition = 1;
	question = "Can you tell me more about Shaper Rawal?";
	text1 = "Lazzaria looks uncomfortable. _He is one of the seven members of the Council. He has made this stronghold a safe place. He has kept the war at a distance. He has increased his influence greatly while doing it._";
	text2 = "_I would rather not say more. It is not the place of an outsider to question the ways of the Shapers._";
	
	
// Mind Shimp

begintalknode 170;
	state = -1;
	nextstate = 170;
	condition = 1;
	question = "Name";
	text1 = "There is a moist, puffy creature reclining in this stone tray. It is a servant mind, the most intelligent sort of creation that actual Shapers are allowed to make.";
	text2 = "The only way they were able to trust a creation with full intelligence was to also make it immobile. Servant minds can't walk. They require serviles to feed them and tend to their needs.";
	text3 = "When this mind sees you, it says in a flat, deep voice, _I am Mind Shimp. Approach and state your business in Minallah. I will evaluate and guide as needed._";
	text5 = "Mind Shimp shifts around in its tray. It says, _If you have further business, please state. I will evaluate and guide as needed._";
	action = INTRO;

begintalknode 171;
	state = 170;
	nextstate = 171;
	condition = 1;
	question = "What do you do here?";
	text1 = "The servant mind says, in its even monotone, a prepared statement. _I evaluate travelers entering and leaving Minallah. I record and recall their identity and purpose._";
	text2 = "_I evaluate creations brought to the Foundry, to ensure they are legal, properly controlled, and free of disease._";
	text3 = "_I guide young prospectives to the trial._";
	
begintalknode 172;
	state = 170;
	nextstate = -1;
	condition = gf(2,1) == 0;
	question = "I am looking for Shaper Rawal.";
	text1 = "The mind closes its eyes for a moment. It seems to be concentrating. Then it says, _Shaper Rawal is, at this moment, in Isenwood's Spire. It can be entered to the northwest. You are currently allowed to enter._";

begintalknode 173;
	state = 170;
	nextstate = -1;
	condition = gf(2,1) > 0 && gf(2,1) < 3;
	question = "I am hunting the creature that is driving the creations mad.";
	text1 = "The mind shudders. For a moment, its voice shows emotion. _I felt it. I felt the invader's presence. It tried to make me mad. My mind was too strong. I fought it off._";
	text2 = "_I cannot tell you more about it._";
	
begintalknode 174;
	state = 170;
	nextstate = -1;
	condition = gf(2,1) < 3;
	question = "Can you guide me?";
	text1 = "_I am aware that Shaper Rawal has a task for you. My guidance is that you should speak with Rawal and complete his task. Once that is done, speak with me again and I can guide you further._";
	
begintalknode 175;
	state = 170;
	nextstate = 172;
	condition = gf(2,1) >= 3 && gf(1,18) < 2;
	question = "Can you guide me?";
	text1 = "_You have been given the authority to Shape, but you are not a full Shaper. Therefore, technically, you are a prospective. In these circumstances, I must guide you to the test._";
	text2 = "_The Testing Halls are to the east. You may demonstrate your prowess there._";
	code = 
		set_flag(1,18,1);
		toggle_quest(31,1);
	break;	
	
begintalknode 176;
	state = 171;
	nextstate = -1;
	condition = 1;
	question = "Why are creations brought here?";
	text1 = "The mind launches into another prepared statement. _The Foundry is a premier research facility for the holding and analysis of new varieties of creation._";
	text2 = "_When a Shaper discovers or creates a new sort of creation and wishes for it to be Chosen and declared a new, legitimate creation type, it is sent here to be examined._";
	text3 = "_Valuable creations can also be sent here for protection, care, and storage._";
	
begintalknode 177;
	state = 171;
	nextstate = 175;
	condition = 1;
	question = "What happens when you evaluate a creation?";
	text1 = "_If it is free of disease, not rogue, and not of a Barred type, I allow it in. It is then examined by a full Shaper._";
	text2 = "_Otherwise, I order it sent away. Or, if necessary, destroyed._";
	
begintalknode 178;
	state = 171;
	nextstate = -1;
	condition = gf(1,18) == 0 && gf(2,1) < 2;
	question = "What is the trial?";
	text1 = "_Prospective Shapers may go to the Testing Halls to prove their worth. Victory has great rewards. You are not a prospective Shaper. I cannot tell you more about this._";
	
begintalknode 179;
	state = 170;
	nextstate = -1;
	condition = gf(2,1) >= 3 && gf(1,18) >= 2;
	question = "Can you guide me?";
	text1 = "_There is no more I can say. Shaper Rawal is the master of the Foundry. You should let him guide you in all things._";
	
begintalknode 180;
	state = 172;
	nextstate = -1;
	condition = 1;
	question = "What is a prospective?";
	text1 = "_An apprentice Shaper who wishes to become a full member of the sect._";
	
begintalknode 181;
	state = 172;
	nextstate = -1;
	condition = 1;
	question = "What is the test?";
	text1 = "_I am not given details. I can only state the official notes. You will be given the chance to provide a demonstration of your abilities. You will be allowed to show your focus and efficiency in the face of stress and danger._";
	text2 = "_That is all I know. All prospectives ask for details on the stress and danger. Even if I knew more, I would not say. It is not allowed._";
	
begintalknode 182;
	state = 172;
	nextstate = -1;
	condition = 1;
	question = "What do I get when I pass the test?";
	text1 = "_The approval of the Shapers. Also, I can provide you with supplies for the journey back south._";
	
begintalknode 183;
	state = 170;
	nextstate = -1;
	condition = gf(1,18) == 1 && gf(4,1) > 0;
	question = "I have completed the test.";
	text1 = "The mind says, in a louder voice, _Servile! I require a travel packet!_";
	text2 = "It looks up at you. _Go to where you need to go and submit your completion of the trial. As required, we will give you supplies to help you return safely to your point of origin._";
	text3 = "A servile gives you some food, a new, clean cloak, and several pods.";
	code = 
		set_flag(1,18,2);
		toggle_quest(31,3);
		award_party_xp(100,3);
		reward_give(247);
		reward_give(13);
		reward_give(220);
		reward_give(221);
		reward_give(222);
	break;	
	
begintalknode 184;
	state = 175;
	nextstate = -1;
	condition = 1;
	question = "What does Barred mean?";
	text1 = "_Some varieties of creation are too dangerous to be allowed. Drayks and drakons, for example. They are too wild and independent to be trusted._";
	text2 = "_The Shaper Council declares such creation types Barred. They are destroyed on sight. Or, at least, that is how things work in calmer times._";

 
begintalknode 290; // 
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Alas, your actions have infuriated the locals. Shaper Rawal's instructions to the city guards if you turn unpredictable or dangerous are clear. They hunt you down.";
	text2 = "You have some success evading them for a while. Then Shaper Rawal decides to get involved.";
	text3 = "A few days later, while you are hiding in an icy crevasse, you feel a numb sensation in your chest. Then it becomes a sharp pain. Then you collapse and die.";
	text4 = "If you had lasted longer, you might have discovered a way to free yourself from the powerful bonds Shaper Rawal placed on you. Sadly, it was not to be.";
	code =
		erase_char(1000);
	break;