// dlg.txt

begintalkscript;

variables;

short i;


begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(22,4) == 0;
	question = "special";
	text1 = "You enter the settlement of Penta. It looks like a peaceful farming and logging community. Occupied by serviles. Only serviles. There are no humans in sight. Even the guards are serviles, armed with blades and batons.";
	text2 = "This is as much of a testimonial to how much the rebellion has disrupted the old Shaper ways as you could imagine. Any independent servile would once have been harshly punished, let alone a whole town of them.";
	text3 = "A truly loyal Shaper would destroy this place immediately. And yet, it is being tolerated.";
	text4 = "When the serviles see you enter, they are clearly nervous. They don't make any threatening moves or block your movement, but they watch you very carefully.";
	action = SET_SDF 22 4 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(22,5) == 0;
	question = "special";
	text1 = "This is a hospital. Wounded and sick creations are brought here to be tended to. There is a table for surgery and beds and nests for recuperation.";
	text2 = "Perhaps the serviles here even try to calm rogue creations. If they do, you doubt that they make too much effort. The rebels have no more patience with a savage, hostile creation than the Shapers do.";
	action = SET_SDF 22 5 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(22,6) == 0;
	question = "special";
	text1 = "You hear snarling and hissing in the grove ahead. Angry and unstable creations are put here while the serviles decide whether they can be calmed. Meat is thrown into the entrance, and the rogues can fight over it.";
	text2 = "If you enter, you might be confused for the next meal.";
	action = SET_SDF 22 6 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(22,7) == 0;
	question = "special";
	text1 = "This grove has been carefully concealed in the brush and trees. There is a firepit and several tents. Over a dozen servile refugees could be easily and safely concealed here.";
	text2 = "There aren't any fleeing serviles here now, but it looks like this camp was recently used. The firepit is still smoking slightly.";
	action = SET_SDF 22 7 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(22,8) == 0;
	question = "special";
	text1 = "There is a tunnel in the cliff face here. It slopes steeply into the darkness. Boards have been set in the muddy earth to help travelers keep their balance.";
	action = SET_SDF 22 8 1;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several trained roamers sitting by the wall here. Though they haven't been chained up, they still wait calmly for the call to attack. When you get close, they snarl at you.";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  penta";
	text3 = "  we are peaceful";
	text4 = "  take hurt creations to main hall";

begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  TIME OUT GROVE";
	text3 = "  ONLY CARETAKERS ENTER";


begintalknode 10;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "While the Penta guards aren't going to stop you from exploring, they are watching you very carefully. They seem to believe that you're going to go kill-crazy at any moment.";
	text2 = "It's odd that they feel this way even though you are a servile. They act as if you're some sort of alien creature.";
	code =
		if (creature_type(pc_num()) != 46) 
			rs(2);
	break;
	
begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You try to speak with the serviles in the field. They act friendly enough, but their speech is so crude and simple that you can't talk to them.";
	text2 = "Their speech is so crude, in fact, that you soon suspect that they are pretending to be unable to talk to get you to go away.";
	text3 = "It's odd that they feel this way even though you are a servile. They act as if you're some sort of alien creature.";
	code =
		if (creature_type(pc_num()) != 46) 
			rs(3);
	break;
	
begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several servile warriors here, talking and drinking with a pair of human warriors. They aren't part of the Shaper army. They might be freelance rogue hunters, tracking down mad creations for pay.";
	text2 = "They invite you to join them, have a drink and some stew, and trade battle stories. After your reception elsewhere, they are surprisingly friendly.";
	text3 = "They are pleased to see you. Once again, they invite you to join them and trade tales for a while.";
	code =
		if (gf(22,23) == 0) {
			sf(22,23,1);
			rs(3);
			}
			else rs(2);
	break;
	
begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This creation is wounded. Someone brought it here for medical care. There are bowls of food and water nearby. It lies on the floor and rests.";
	
begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are two serviles in this infirmary, treating wounded creations and caring for them until they recover.";
	text2 = "They are polite but distant when you speak with them. They don't offer you any pods or medical care.";
	
begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Learned Dominic is dead. His naive hopes for peace are in ruins around him.";
	text2 = "You notice that he has a key hanging from a chain on his belt. You take it.";
	code =
		set_spec_item(47,1);
	break;
	
begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This servile is asleep (or pretending to be). You leave her alone.";
	
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Learned Dominic";
	text1 = "This hall is surprisingly luxurious. The serviles here have learned something from the Shapers. They are trying to look like more than just savages or peasants.";
	text2 = "There is a servile sitting at the head of the long table. He is well into adulthood, in that long vague period when it is impossible to accurately guess a servile's age. He is (or convincingly acts) very calm and confident.";
	text3 = "After offering you a beverage, he says, _Welcome to Penta. I am Learned Dominic. I guide the free serviles here. Yes, I said free serviles. Councilor Astoria allows us to live our lives on this land._";
	text5 = "Learned Dominic sits calmly at the table. At least, he acts calm. If the serviles here were truly at ease, there wouldn't be so many guards here. They look ready to attack in a moment.";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = gf(22,10) == 0;
	question = "You are rogues and abominations. You must die!";
	text1 = "Your reaction does not surprise the serviles. Somehow, you doubt that you are the first to react to them this way. Learned Dominic jumps to his feet.";
	text2 = "You look at his hands. They are glowing. He is not an ordinary servile ...";
	action = END_TALK;
	code =
		inc_flag(100,0,3);
		sf(22,1,1);
		make_zone_hostile();
	break;
	
begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = gf(12,2) == 0;
	question = "Greetings. I would like to speak with you.";
	text1 = "The servile shakes his head. _Councilor Astoria is very fair to us, and we do not refuse a favor to her when she asks it. We are not to speak to any ... unusual travelers. Not without word from her._";
	text2 = "_I advise you to go east to Mera. I would not explore farther without first getting clearance from the one who controls these lands. Good day._";
	action = END_TALK;

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = gf(12,2) > 0 && gf(22,10) == 0;
	question = "Greetings. I would like to speak with you.";
	text1 = "Learned Dominic nods. _Astoria's servants move quickly. We have already received word of your arrival. She would like for us to deal with you. She hinted that you could be ... useful._";
	text2 = "_We are free and independent creatures, but we are not fools. Our resources are limited, and we do face challenges. We need a mercenary. We would pay you well if you can assist us._";
	action = SET_SDF 22 10 1;

begintalknode 34;
	state = 30;
	nextstate = 31;
	condition = gf(22,10) > 0;
	question = "Tell me about this colony.";
	text1 = "_It was created with permission from Councilor Astoria, one of two servile colonies in the Mera-Tev. Our existence is not a secret, but Astoria does not shout it from the rooftops either._";
	text2 = "_We are not rebels here. Our whole point is to simply exist._";

begintalknode 35;
	state = 30;
	nextstate = 35;
	condition = gf(22,10) > 0;
	question = "Where are you from?";
	text1 = "_I was born in the Ashen Isles, where the rebellion truly began. I was raised by free serviles. I was taught proper language, like a civilized creature._";
	text2 = "_But origins are not as important as deeds. Now I work to make all serviles have the choices and wisdom available to me._";

begintalknode 36;
	state = 30;
	nextstate = 37;
	condition = gf(22,10) > 0 && gf(22,2) < 2;
	question = "You want me to help you?";
	text1 = "_We of Penta are fair. We trade. We ask for no charity. When we need help, we will pay fairly for it._";
	text2 = "_There are two problems we face. We don't have the forces to protect ourselves and to deal with them. We would like to pay for your help._";

begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = gf(22,10) > 0 && gf(22,2) >= 2;
	question = "Do you need any more assistance?";
	text1 = "_Nothing that we can't deal with ourselves. We will not ask for charity._";

begintalknode 38;
	state = 30;
	nextstate = -1;
	condition = gf(22,10) > 0 && gf(100,9) == 0 && gf(100,10) == 0 && gf(22,2) == 0;
	question = "I am searching for something called the Shadow Road. Can you tell me about it?";
	text1 = "Learned Dominic thinks for a moment. _Astoria suggested that I be open with you, but there are some things it is not safe to discuss. Not until you have proven that you are willing to help us._";

begintalknode 39;
	state = 30;
	nextstate = 41;
	condition = gf(22,10) > 0 && gf(100,9) == 0 && gf(100,10) == 0 && gf(22,2) > 0 && gf(22,16) == 0 && gf(100,0) - get_stat(20) <= 100;
	question = "I am searching for something called the Shadow Road. Can you tell me about it?";
	text1 = "Learned Dominic thinks for a moment. _Astoria suggested that I be open with you, and you have risked your life to help us. I want you to see the Shadow Road. The entrance only. I think it will help you understand us._";
	text2 = "_Go to the storehouse just to the southeast of this main hall. Pass through the door at the back. I will have it unlocked for you._";
	action = SET_SDF 22 16 1;
	
begintalknode 40;
	state = 30;
	nextstate = -1;
	condition = gf(22,10) > 0 && gf(100,9) == 0 && gf(100,10) == 0 && gf(22,2) > 0 && gf(22,16) == 0 && gf(100,0) - get_stat(20) > 100;
	question = "I am searching for something called the Shadow Road. Can you tell me about it?";
	text1 = "Learned Dominic thinks for a moment. _Astoria suggested that I be open with you, but there are some things it is not safe to discuss. True, you have helped us, but you have shown yourself in the past to be an ally of the Shapers._";
	text2 = "You try to convince Dominic to tell you what he knows of the Shadow Road, but you have no luck. Without resorting to violence, you might need to look for the other end of the Shadow Road, on the other side of the Mera-Tev.";

begintalknode 41;
	state = 31;
	nextstate = 32;
	condition = 1;
	question = "Why did Astoria allow this?";
	text1 = "_I think she is trying to communicate something to the rebels. Both the drakons and the rebellious humans. Something about her intentions._";

begintalknode 42;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the other servile colony.";
	text1 = "_It is called Kaz. It is at the far end of the Mera-Tev from here. It is a good bit more ..._ He thinks for a moment. _More martial than we are._";
	text2 = "_I am sure that Astoria has her reasons for choosing the serviles who could form that colony. Otherwise, I would have to conclude that she made a mistake._";

begintalknode 43;
	state = 31;
	nextstate = 33;
	condition = 1;
	question = "Your point is to exist? What do you mean?";
	text1 = "_I think that Astoria is trying to show that serviles can live by themselves without immediately turning savage._";
	text2 = "_I wish to show the same thing. The other free servile colony, Kaz, believes that freedom can only be taken. That is what they symbolize by choosing that name for their settlement. That is why we call this place Penta._";

begintalknode 44;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "What does Astoria want?";
	text1 = "_I will not put words into the mouth of the Councilor. Anything she wants you to know, she will tell you._";

begintalknode 45;
	state = 33;
	nextstate = 34;
	condition = 1;
	question = "Please explain.";
	text1 = "_It is the creation myth of us free serviles. The rebellion, the stories go, began on a forgotten island, where abandoned creations found a cache of lost Shaper magic._";
	text2 = "_There were two cities, Penta and Kaz. Each wanted to do a different thing with the magic. The creations of Kaz wished to take control of it and fight the Shapers._";
	text3 = "_The creations of Penta wanted to master it, and, in doing, prove to the Shapers that they were worthy of freedom._";
	
begintalknode 46;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "What happened then?";
	text1 = "_According to the tale, the Shapers found them. They destroyed everyone, peaceful and not. Only a few escaped, but those few formed the seeds of the rebellion._";
	text2 = "_To be honest, there is probably not even the slightest scrap of truth in this tale. But the symbols of it are powerful._";

begintalknode 47;
	state = 35;
	nextstate = -1;
	condition = 1;
	question = "How do you do that?";
	text1 = "_By leading this colony. By being civilized. By being peaceful. By helping serviles who want to be free escape the cruel lash of the Shapers._";
	text2 = "_And someday, I imagine, I will die protecting this place from a wandering Shaper who takes it upon him or herself to purge this nest of rogues._";
	
begintalknode 48;
	state = 37;
	nextstate = 38;
	condition = gf(22,3) < 2;
	question = "What is the first task?";
	text1 = "_Because Astoria has told us to ask for your help, I will make no secret of the fact that we help unhappy serviles escape from the Nodye Coast. We have created a secret tunnel through the Nodye Pass._";
	text2 = "_Its eventual discovery is inevitable, but we will get as many serviles through as we can. The problem is that something has happened in the tunnel._";
	text3 = "_Nobody has come through in weeks. We have not been able to slip warriors in to find out why. I would like for you to go southwest to the Nodye Pass, enter the hidden tunnel, and eliminate whatever is blocking it._";
	code = 
		set_flag(22,3,1);
		toggle_quest(58,1);
	break;	
	
begintalknode 49;
	state = 37;
	nextstate = 39;
	condition = gf(22,11) < 2;
	question = "What is the second task?";
	text1 = "_We are peaceful creatures. We trade food and tools to the farms and settlements nearby. Or, at least, the ones who have survived. However, we have lost several caravans to bandits._";
	text2 = "_The bandits hide in the fen to the southeast. They claim to be led by an infamous rogue named Bennhold. Though I personally doubt that this legendary Bennhold even exists._";
	text3 = "_Whether Bennhold exists or not, these bandits definitely do. I need them rooted out. We can't afford to lose much more to them._";
	code = 
		set_flag(22,11,1);
		toggle_quest(59,1);
	break;	
	
begintalknode 50;
	state = 38;
	nextstate = -1;
	condition = 1;
	question = "Are you sure that the Shapers haven't discovered it?";
	text1 = "_Councilor Astoria knows that the tunnel exists, but she doesn't know where. She says that they haven't found it. I believe that she would know._";
	
begintalknode 51;
	state = 38;
	nextstate = -1;
	condition = 1;
	question = "How do I enter the tunnel?";
	text1 = "_Enter the Nodye Pass. There is a camp at the east end. When the guards are far away, go down the path south from the camp._";
	text2 = "_Watch the west wall for a rock outcropping. Press that stone and the way in will open._";	
	
begintalknode 52;
	state = 30;
	nextstate = -1;
	condition = gf(22,3) == 1 && gf(21,16) > 0;
	question = "A resentful drayk was blocking your escape tunnel. It is gone now.";
	text1 = "You tell Dominic the tale. He nods sadly. _The drakons grow more arrogant with every passing year. We will see more problems like this, I am sad to say._";
	text2 = "_I thank you for helping us. I will have one of the traps in the storeroom deactivated, so that you can get a reward. I will also send word to Astoria that you have aided us. She asked to be told._";
	code =
		sf(22,3,2);
		toggle_quest(58,3);
		award_party_xp(200,20);	
		if (gf(22,20) > 0)
			sf(22,21,1);
			else sf(22,20,1);
		inc_flag(22,2,1);
	break;	
		
	
begintalknode 53;
	state = 39;
	nextstate = -1;
	condition = 1;
	question = "Have you fought the bandits?";
	text1 = "_We might have, but we cannot find them. They are well hidden in the fen to the southeast. If we knew how to reach them, I would lead an attack on them myself._";
	text2 = "_They have hurt several of us. Badly._";
	
begintalknode 54;
	state = 39;
	nextstate = -1;
	condition = 1;
	question = "Any idea of how I might find them?";
	text1 = "_I have one idea. There is another, less violent group of thugs down the road to the east. These rogues often talk to each other. And extort each other._";
	text2 = "_The closer band of brigands is wise enough to not attack us. They might know how to reach the larger group._";	
	
begintalknode 55;
	state = 30;
	nextstate = -1;
	condition = gf(22,11) == 1 && gf(19,9) > 0;
	question = "The bandits in the fen were led by someone named Crenshaw. He is gone now.";
	text1 = "You tell Dominic the tale. He is pleased. _I try to be a peaceful creature, but I am glad that so many of the bandits met a violent end. A trace of justice still exists in Terrestia._";
	text2 = "_I thank you for helping us. I will have one of the traps in the storeroom deactivated, so that you can get a reward. I will also send word to Astoria that you have aided us. She asked to be told._";
	code =
		sf(22,11,2);
		toggle_quest(59,3);
		award_party_xp(200,20);	
		if (gf(22,20) > 0)
			sf(22,21,1);
			else sf(22,20,1);
		inc_flag(22,2,1);
	break;	
	
	
begintalknode 56;
	state = 41;
	nextstate = -1;
	condition = 1;
	question = "Can I enter the Shadow Road?";
	text1 = "_You should step inside. You should see what it looks like. But go in no farther. I will not tell you what you need to do to survive inside it. I don't know who might force that secret out of you._";
	text2 = "He looks down at your chest.";
	code =
		if (gf(100,8) > 0)
			rs(2);
	break;
	
begintalknode 57;
	state = 41;
	nextstate = -1;
	condition = 1;
	question = "What do you want me to understand?";
	text1 = "_I want you to understand, I want you to see with your eyes, what the Shapers do not see. Or refuse to see._";
	text2 = "_I want you to understand what serviles will risk and endure to be free._";	
	
//begintalknode 58;
	//state = 30;
	//nextstate = -1;
	//condition = 1;
	//question = "";
	//text1 = ".";
	//text2 = "";	

	
	
//

// 70

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Greta";
	text1 = "As you enter the servile village, you pass a traveler going the other way. She is a lone woman, perhaps in her late twenties. Her traveling clothes are recently cleaned but heavily worn.";
	text2 = "You would be concerned about a woman traveling alone on the roads of the Mera-Tev, but you immediately sense the power she holds. As you instantly detect the essence that charges her, she detects the same in you.";
	text3 = "You look at each other closely. She seems familiar, but you can't tell from her enigmatic smile if she recognizes you or not. She says, _Greetings, traveler._";

begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "(Just walk by.)";
	text1 = "You brush by her. She shrugs and moves on. As you walk away, you hear her mutter something. All you can make out are the words, _... soon enough._";
	action = END_TALK;

begintalknode 72;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "Greetings.";
	text1 = "She stops and turns to face you. Her faint smile doesn't change. She says, _I am called Greta. I have heard of you._";
	text2 = "_That is something I'm sure that you are tired of hearing. But we who have mastered essence come to know each other quickly._";
	text3 = "_To head off your next question, I am a warrior for the rebellion. I am traveling and learning what I can of the Mera-Tev._";
	
begintalknode 73;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "Who are you?";
	text1 = "She raises her eyebrows. Her faint smile doesn't change. She says, _Is time short? Must we be so blunt? I am called Greta. I have heard of you._";
	text2 = "_That is something I'm sure that you are tired of hearing. But we who have mastered essence come to know each other quickly._";
	text3 = "_To head off your next question, I am a warrior for the rebellion. I am traveling and learning what I can of the Mera-Tev._";

begintalknode 74;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "You seem familiar. Do you know who I am?";
	text1 = "She says, _You don't seem familiar. Perhaps I have met you. I meet many in my travels. But I can't be sure._";
	text2 = "You have no idea if she is telling the truth or not.";
	
begintalknode 75;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "You are a traitor and a spy. I will not deal with you.";
	text1 = "_Oh? Are you a loyalist now? Then we will not waste each others' time._";
	text2 = "_Stand aside. I will not block your passage if you do not block mine._";
	code =
		inc_flag(100,0,2);
	break;

begintalknode 77;
	state = 71;
	nextstate = 73;
	condition = 1;
	question = "I wish to be a part of the rebellion too.";
	text1 = "Greta nods, noting what you said. _Your time may come. For now, you are twisted up in the ways of the Council. I think there will come a time, however, when you can join in our great work._";
	code =
		inc_flag(100,0,-2);
	break;
	
begintalknode 76;
	state = 71;
	nextstate = 73;
	condition = 1;
	question = "What are you trying to learn?";
	text1 = "_I have heard things about Councilor Astoria. About her intentions. About her differences with the rest of the Council. I came to see if those rumors are true._";
	text2 = "_If so, I may be able to get the drakons to listen to reason. There is a first time for everything._";

begintalknode 78;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "I will not let a spy escape so easily. Prepare to die.";
	text1 = "She sighs. _I had thought that I would give you one more chance. Ah, well. One less foe for the rebellion to deal with._";
	action = END_TALK;
	code = 
		make_zone_hostile();
		set_attitude(9,10);
	break;
	
begintalknode 79;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Agreed. (Move on.)";
	text1 = "You brush by her. She shrugs and moves on. As you walk away, you hear her mutter something. All you can make out are the words, _... soon enough._";
	action = END_TALK;


begintalknode 80;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "What is Astoria doing?";
	text1 = "Greta waves at the village of Penta. She doesn't elaborate.";

begintalknode 81;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the rest of the Council.";
	text1 = "_When you spend your entire life believing that your kind is all-powerful and that none can ever challenge you, it can be a great shock to realize that this is not the case. All empires must fall._";
	text2 = "_Some of the Council act like wounded animals. As any hunter can tell you, there is little more unpredictable or dangerous._";

begintalknode 82;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the drakons.";
	text1 = "_They have Shaped themselves too much. Remade themselves too much. Gained too much raw, innate power. This can make someone arrogant. Prone to fury. It can even cause amnesia._";
	text2 = "She gives the last word extra emphasis. She clearly knows more about you than she lets on.";

begintalknode 83;
	state = 73;
	nextstate = 74;
	condition = 1;
	question = "Where are you going now?";
	text1 = "_I return to Gazaki-Uss. I have learned enough._ She nods to you. _Perhaps I will see you again. I would not be surprised. You look like the sort that travels._ She chuckles.";

begintalknode 84;
	state = 74;
	nextstate = -1;
	condition = 1;
	question = "Gazaki-Uss?";
	text1 = "_South. Where the lords of the drakons live._ She doesn't elaborate.";

begintalknode 85;
	state = 74;
	nextstate = -1;
	condition = 1;
	question = "There is something else I'd like to know.";
	text1 = "_No. I think it would be best for you to spend time pondering what you are learning now. You will be contacted again. If you live._";
	text2 = "With a final bow, she turns and walks away. She is alone and lightly armed, but you pity anyone who angers her as she travels south.";
	action = END_TALK;



//

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Arango";
	text1 = "Penta sees a reasonable number of merchant caravans. Some come here to trade with the serviles. Others pass through while taking the longer, safer route around the Mera Fen.";
	text2 = "One enterprising human has built a shop here to trade with the passing caravans. He seems happy to see you, until he realizes that you are a wandering warrior, not a merchant.";
	text3 = "_Ah ... hello,_ he says. _I am Arango. This is my shop. I buy and sell to travelers. Just a merchant. Not a rebel. Can I help you? I think I'll be closing soon._";
	text5 = "Arango acts the part of a friendly, courteous shopkeeper. And yet, understandably, he is worried about the heavily armed stranger he has just found browsing his shop.";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "How long has this shop been open?";
	text1 = "_Not long. I came here after Penta was formed. The serviles ... they welcomed me. And I like them well enough. But not many of them have a knack for business. It's how they were made._";

begintalknode 92;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "You like serviles?";
	text1 = "_They are friendly. Not violent. Eager to help when I need it. It is what got me to come here in the first place. They are preferable to humans, in some ways._";

begintalknode 93;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "What would the Shapers think of this town?";
	text1 = "He starts to look very nervous. _I would never ... never speak for a Shaper. I don't know what they would think. Just a shopkeeper. That's all I am._";

begintalknode 94;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Serviles can't do business?";
	text1 = "_Oh, I'm sure some can. And I'm sure some can pick up the knack as time goes on. But it's not the sort of training the Shapers gave them._";

begintalknode 95;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "I'd like to buy something.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Arango's Shop",
		  "Arango's stock is the usual jumble of odd and recently repaired items bought from the caravans passing through.",
		  26,4,0);	
	break;

begintalknode 96;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "I'd like to sell something.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode 97;
	state = 90;
	nextstate = 92;
	condition = 1;
	question = "Where do you get your goods from?";
	text1 = "_From the serviles here. They make things. And from the merchants and refugees that pass through. I buy broken things. Things they need to sell for money._";
	text2 = "_And sometimes I buy things Learned Dominic asks me to get for him._";

begintalknode 98;
	state = 92;
	nextstate = -1;
	condition = gf(100,0) - get_stat(20) <= 96 && gf(22,12) == 0;
	question = "Is there anything I can locate for you?";
	text1 = "_Well, normally I wouldn't say. But Learned Dominic said you weren't a bad sort. Not totally against the rebellion, I mean._";
	text2 = "_Dominic asked me to find papers for him. Shaper papers. Research notes. If you can bring any to me, I'll pay for them. If you can find enough, there will be a special bonus for you._";
	text3 = "This is an interesting request. Passing Shaper knowledge to outsiders is the sort of thing that really makes Shapers angry. It would, however, impress the rebellion.";
	code = 
		set_flag(22,12,1);
		toggle_quest(60,1);
	break;

begintalknode 99;
	state = 92;
	nextstate = -1;
	condition = gf(100,0) - get_stat(20) > 96 && gf(22,12) == 0;
	question = "Is there anything I can locate for you?";
	text1 = "He looks very nervous. _Oh, nothing. Nothing I would ask someone like you, a good loyal citizen, for. I mean, not when you have your own important things to do._";

begintalknode 100;
	state = 90;
	nextstate = -1;
	condition = gf(22,12) > 0 && has_item(212);
	question = "I have Shaper documents for you. (Sell them.)";
	text1 = "Arango looks over the papers. _Yes. I don't understand them at all, of course, but this seems like the sort of thing the reb ... I mean, the serviles would want._";
	text2 = "He counts out a tall stack of copper coins for you. _Thank you. I'll make sure the serviles learn that you are helping them._";
	code =
		i = take_all_of_item(212);
		change_coins(75 * i);
		award_party_xp(8 * i,12);
		inc_flag(22,22,i);
		if (gf(22,12) == 1) {
			sf(22,12,2);
			inc_flag(100,0,-2);
			}
	break;

begintalknode 101;
	state = 90;
	nextstate = -1;
	condition = gf(22,13) == 0 && gf(22,22) >= 8;
	question = "Have I given you enough papers to earn a bonus?";
	text1 = "Arango nods. _My special storeroom is just out back. I have some of the town's equipment there. Learned Dominic said that I should let you have it. I'll make sure the door is unlocked for you._";
	code =
		sf(22,13,1);
		sf(22,19,1);
	break;

begintalknode 102;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "I don't need anything.";
	text1 = "_All right. Thank you. Closing soon. Good day!_";
	action = END_TALK;


//

begintalknode 110;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Lacey";
	text1 = "There is one servile in this camp. She is cleaning up the tents and campsite, probably in preparation for another group of serviles. She looks like her ancestors were bred to be mine workers. She is very stocky, and the sunlight bothers her.";
	text2 = "When she sees you, she is startled. Her hand immediately moves up to her neck, feeling for something. When she realizes that she doesn't have it, she says, _Not know you. You with Shaper? No Shaper? No here to kill?_";
	text3 = "_I Lacey. Good servile. No want fight._ Her hand stays up near her neck.";
	text5 = "Lacey paces around the clearing nervously. Her hand reflexively stays near her neck. _What you need? I just servile. Mine servile._";
	action = INTRO;

begintalknode 111;
	state = 110;
	nextstate = 111;
	condition = 1;
	question = "I'd like to know more about the Shadow Road.";
	text1 = "_Well, you here. So you know about road. I tell you a little._";
	text2 = "_Shadow Road long. Through many tunnel. Go east. I guide. I take serviles. Take them to east lands. Make them free._";
	
begintalknode 112;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "So you are a guide?";
	text1 = "_I am. Born in mines. Grow up in mines. Happy in mines. There._ She points up at the mountains to the west. She must be from the Nodye Coast.";
	text2 = "_Serviles bring me away. Bring me here. I say I be guide. They keep me._";

begintalknode 113;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "Can I explore the Shadow Road?";
	text1 = "_Oh, no! If you go far in, you get killed. Is thing you need to go through. You no have. I no tell you what is. Stay out. I no want you hurt. No go past entry._";
	text2 = "You show her your passage amulet. She contemplates it. _Perhaps you have that. But you are not one of us, and many will recognize it. Exploring the Shadow Road still has much danger. Best to stay out._";
	code =
		if (has_item_equip(376) == FALSE)
			rs(2);
	break;
	
begintalknode 114;
	state = 111;
	nextstate = -1;
	condition = get_stat(20) < 5;
	question = "Can you tell me a little about the road's defenses?";
	text1 = "You try to be calm and reassuring, but she doesn't trust you. _No say. No talk on that. You stay out. Is safe for you._";
	
begintalknode 115;
	state = 111;
	nextstate = 112;
	condition = get_stat(20) >= 5;
	question = "Can you tell me a little about the road's defenses?";
	text1 = "You use your calmest, most reassuring voice. She is fooled for a little bit. _Is lots of defenses. West end is creatures. Many nasty creatures. East end is traps. Need to know tools to get by._";
	text2 = "_Not know much about middle. Just go straight through. Not down side tunnels._";
	
begintalknode 116;
	state = 112;
	nextstate = -1;
	condition = 1;
	question = "Side tunnels?";
	text1 = "_Many dark tunnels off to sides in middle of Road. Hear things. Strange things. Told to stay away. Easy to._ She realizes that maybe she shouldn't be saying all this. _And that all I know. Just lead through. Not know a lot._";
	
begintalknode 117;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "What was around your neck?";
	text1 = "She looks alarmed. Her hand drops to her side. _Nothing. Nothing around neck. See? Nothing._";
	text2 = "A little later, without thinking, she raises her hand to her neck again.";
	
begintalknode 118;
	state = 110;
	nextstate = 114;
	condition = 1;
	question = "What do you think of Shapers?";
	text1 = "_Are creators. Glad for that. Glad to live. But not like how they are. Make us do things. Make us be not safe in mines. Made angry. Much death. Most my ... my ..._ She shakes her head, as if trying to wave a memory away.";
	text2 = "_Wanted to be away. Was lucky. Was taken away._";
	
begintalknode 119;
	state = 114;
	nextstate = -1;
	condition = 1;
	question = "By who?";
	text1 = "_By Learned Dominic and his serviles. Always grateful. Always always. And I pay them. I help serviles out too now._";
