// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(41,4) == 0;
	question = "special";
	text1 = "You enter the city of Perikalia, the largest city in the Storm Plains.";
	text2 = "The western part of the city is centuries old, even predating the conquest of these lands by the Shapers. The eastern expanse of the city is far newer, a broad array of squat stone buildings to house the new settlers.";
	text3 = "Perikalia is bustling with activity. It is, more than any city you have seen in Terrestia, on a war footing. Everywhere you look, you see soldiers, battle creations, and merchants bearing supplies.";
	text4 = "Yet, though the streets are bustling, the atmosphere is surprisingly quiet and tense. The people are active and purposeful, but afraid. You receive many nervous stares as you wander the city.";
	text5 = "Above the city to the west, you can see Stormhold, a massive stone fortress. Once the home of the high chieftain of the plains, it now houses the commander of all Shaper forces in central Terrestia. General Alwan.";
	action = SET_SDF 41 4 1;
	code =
		if (gf(41,3) > 0)
			rs(4);
		break;
		
begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(41,5) == 0;
	question = "special";
	text1 = "The pens to the west contain several battle creations. They are unhappy creatures. They have not been fed well or groomed properly.";
	text2 = "They are in no danger of going rogue. And yet, their still being loyal and obedient only makes their unhappy state more bothersome.";
	action = SET_SDF 41 5 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  CREATION CARE AND RENTAL";
	text3 = "  Warzana - Proprietor";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This freshly-painted sign says:";
	text2 = "  BOUNTY!";
	text3 = "  Rogue kyshakks have infested the plains on the north side of the river to the southeast of Perikalia. A bounty will be paid to anyone who can slay ten of them.";
	text4 = "  Warning! These creations are a very powerful and dangerous variety!";
	text5 = "  Collect bounty from Commander Illyara.";
	text6 = "Someone has hastily painted under the above, _Bounty collected._";
	code =
		if (gf(41,10) < 2) {
			sf(41,10,1);
			toggle_quest(72,1);
			rs(6);
			}
	break;


begintalknode 10;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "When merchants bring their goods into the city, by wagon or riverboat, they come here to arrange their sale. It is a constant swirl of shouted negotiation and activity, as deals are sealed with tea, handshakes, and swearing.";
	text2 = "The merchants here are busy, serious people, determined to end the day wealthier than they began it. Their interest in speaking with you is pretty much zero.";

begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Perikalia has a healthy complement of human soldiers to fight with the packs of war creations. They are a disciplined lot. They stand at attention at all times. Their armor is polished and their weapons are in good repair.";
	text2 = "You try to talk to them, but they inform you that General Alwan has sent an order down. No fraternizing with unfamiliar strangers. Their fear of disobeying Alwan's orders is palpable. You move on.";

begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Packs of huge war creations patrol the streets, waiting for the command that will cause them to spring into violent action. When you try to stop them, they flow around you and continue their patrol.";
	text2 = "They are under admirable control. Rogue creations must not be a problem in Perikalia.";

begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are a few tired refugees in this inn, spending their few remaining coins on a meager meal and a dry place to sleep. They don't trust you enough to talk to you.";

begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several serviles on the streets of Perikalia, keeping the streets swept and free of litter and creation manure. They shuffle around, eyes cast to the road. Any attempt to converse with them would only frighten them.";

begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You inspect one of the unfortunate creations in these pens. It is a tired, hungry creature. You note that it bears a copper band with an identification number.";
	text2 = "When you get close, it does not react. It is miserable, but it's also in complete control. No chance of it going rogue.";

begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "One of the guards attacking you shouts out an alarm. All guards and creations in earshot spring into action. Unless you can reach the city gates soon, you are about to get a lot of company.";

begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This man has just brought some supplies into the city by barge. Now he is waiting for a merchant to come sign for him so that he can go take advantage of the nearby bar.";
	text2 = "He is willing to pass some time speaking with you, but you learn little of interest. You do sense that the closer to General Alwan he comes, the less happy he is.";

begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are three serviles working in this shop, cutting and polishing the crystals. They are quiet and obedient. Worryingly so. They pretend not to notice you when you get close.";
	
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "The Shapers use outsiders to communicate their wills and commands to the populace. These envoys had the tricky job of justifying the commands of their masters to the sometimes surly people. It didn't make them popular, but they were well paid.";
	text2 = "In this time of rebellion, some of these commanders have been more careful and diplomatic in their dealings with the other outsiders. This woman, on the other hand, is still clearly convinced of the right of the Shapers to rule.";
	text3 = "She doesn't have any hesitation about doing her duty. _You, there. Stop,_ she says. _I am Commander Illyara, of the Perikalia garrison. Your papers. Now._";
	text4 = " Not wanting to draw the wrath of the city of Perikalia at this point, you show them to her. She inspects them and hands them back to you. _As I thought. I was asked to look for you. I have an important message._";
	text5 = "Commander Illyara says, _What else do you want, Outsider?_ There is a hint of contempt in the way she says _outsider,_ as if she has forgotten that she is one as well.";
	text6 = "_Since you seem important, I can provide information. I also occasionally hire traveling warriors like yourself for minor tasks._";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = gf(41,6) == 0;
	question = "I'm busy. I have to be going.";
	text1 = "As you turn to leave, she stands in your way. She only has a small dagger at her belt, but you suspect that she would be quite dangerous if you angered her.";
	text2 = "_If you are going to remain in the lower city, you will hear what I have to say._";

begintalknode 32;
	state = 30;
	nextstate = 31;
	condition = gf(41,6) == 0;
	question = "What is your message?";
	text1 = "_I have received word directly from General Alwan, in Stormhold. You were mentioned by name._ The hint of envy in her voice is clear.";
	text2 = "_You are to go to Stormhold and see him. Personally. Immediately. That is the message. I add, myself, that if you have angered him in some way, you should face your punishment now and not infuriate him further._";
	text3 = "_I have seen the effects of the general's rage. It is best avoided._";

begintalknode 33;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Where is Stormhold?";
	text1 = "She points at the valley leading up from the city to the west. There are several huge stone buildings in it, partitioned from the lower city by a massive wall.";
	text2 = "_To the west, and up. You can see it from anywhere in Perikalia. That is where you need to go. Promptly._";

begintalknode 34;
	state = 31;
	nextstate = -1;
	condition = gf(42,1) == 0;
	question = "Why does Alwan want to see me?";
	text1 = "_The general gives orders and I follow them. It is not my place, or yours, I might add, to question the Shapers._";

begintalknode 35;
	state = 31;
	nextstate = -1;
	condition = gf(42,1) == 0;
	question = "Tell me about General Alwan.";
	text1 = "_He is a full member of the Shaper Council and leader of all forces in the Storm Plains. He is also the scourge of the rebels, the only one who has been able to halt their advance._";

begintalknode 36;
	state = 31;
	nextstate = 30;
	condition = gf(42,1) == 0;
	question = "I'm not going.";
	text1 = "Commander Illyara looks startled. _A member of the Council commands ... And you refuse? I was given your name and a rough description of you. At no point was I told that you are a fool._";
	text2 = "_Whatever your opinions of the Shapers,the attention of their leaders generally leads to great preferment. If you would reject it, it is not my loss. I am under no orders to force you. My job is done._";
	text3 = "_Since you seem significant, I will not have Alwan think that I withheld information from you. Is there anything else you would discuss?_";
	action = SET_SDF 41 6 1;
	
begintalknode 37;
	state = 31;
	nextstate = 30;
	condition = gf(42,1) == 0;
	question = "I will go see him.";
	text1 = "Commander Illyara nods. _A wise choice. Whatever your opinions of the Shapers, the attention of their leaders generally leads to great preferment._";
	text3 = "_Since you seem significant, I will not have Alwan think that I withheld information from you. Is there anything else you would discuss?_";
	action = SET_SDF 41 6 1;

begintalknode 38;
	state = 30;
	nextstate = 32;
	condition = gf(41,6) > 0;
	question = "I'd like to know more about General Alwan.";
	text1 = "Commander Illyara says, _You have been traveling. You can be forgiven for not knowing about the hero of the Storm Plains. General Alwan has fought the rebellion since its very first day._";
	text2 = "_When the Unbound were unleashed, the Shapers reeled. They lost much of their land. They were starting to become ... nervous. It was Alwan's leadership from Stormhold that turned the tide._";

begintalknode 39;
	state = 30;
	nextstate = 33;
	condition = gf(41,6) > 0;
	question = "Tell me about Perikalia.";
	text1 = "_This is the largest city in the Storm Plains. Others have fallen, but Perikalia remains. This is the lower city. To the west is Stormhold. Once it was the home of the high chieftain of the plains._";
	text2 = "_Now it is the fortress of whichever member of the Council administers this province._";

begintalknode 40;
	state = 30;
	nextstate = -1;
	condition = gf(41,6) > 0 && gf(41,8) < 2;
	question = "I'm looking for work.";
	text1 = "She thinks a bit and then shakes her head. _I only confide in and trust those who have shown loyalty to the Shapers. I don't think that you have been suitably loyal._";
	text3 = "She nods. _I think that you have been sufficiently loyal to the Shapers to earn my trust. We have recently had a new problem. The rebels have created a new, large variety of insect pest. It eats our crops and attacks our serviles._";
	text4 = "_Sergeant Roswald, in the east field, has been asking for help dealing with the infestation. You are the help I am going to send. Go there and speak with him._";
	code =
		if ((gf(41,8) == 0) && (gf(100,0) + get_stat(20) < 100)) {
			rs(3); rs(4);
			}
			else {
				rs(1);
				sf(41,8,1);
				sf(41,1,1);
				toggle_quest(70,1);
				}
	break;
	
begintalknode 41;
	state = 30;
	nextstate = -1;
	condition = gf(41,10) == 1 && gf(46,1) >= 10;
	question = "I have had a successful kyshakk hunt.";
	text1 = "You tell a stirring tale of your battle against the river kyshakks. The commander approves. _Then we will reward you for your loyalty. Alwan is very generous when outsiders aid him._";
	text2 = "She gives you a sack of coins and a peculiar charm.";
	code = 
		set_flag(41,10,2);
		toggle_quest(72,3);
		award_party_xp(200,25);
		change_coins(300);
		reward_give(321);
	break;			

begintalknode 42;
	state = 30;
	nextstate = -1;
	condition = gf(41,16) > 0 && gf(41,11) == 0 && char_ok(14);
	question = "I've spoken to a servile named Preva. She is a rebel spy.";
	text1 = "You tell her what you have learned about Preva. She is very pleased. _I will have her picked up immediately. The dungeons of Stormhold will deal with her._";
	text2 = "_She will serve as an excellent example to all of the other serviles. The laxity of the Mera-Tev has no place here._";
	text3 = "She gives you a sack of coins. _A reward for your loyalty to our leaders. I will make sure they hear of this._";
	code =
		sf(41,11,1);
		erase_char(14);
		inc_flag(100,0,3);
		change_coins(300);
	break;

begintalknode 43;
	state = 30;
	nextstate = 37;
	condition = gf(12,8) > 1 && gf(41,9) < 2;
	question = "I have information about a bandit named Bennhold.";
	text1 = "You tell Commander Illyara what you have learned about Bennhold. You have her attention. _Like many in my position, I have my doubts about whether Bennhold exists. I think that he is a legend, like this Trakov some rebels go on about._";
	text2 = "_Still, since you have been hunting him, I would enlist you. What you say ties in with other intelligence I have received._";
	text3 = "_There is an unusually well-organized pack of bandits along the river to the southeast. They could use killing. You will be paid. If you learn that they have contact with this Bennhold, I would like to know about that too._";
		code = 
		set_flag(41,9,1);
		toggle_quest(71,1);
	break;
	
begintalknode 44;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "The Shapers were nervous? How?";
	text1 = "_I would never criticize the Shapers, but I will say that, in that time of great darkness and confusion, some of them might have considered becoming less than true to their grand ideals._";
	text2 = "_Now that conditions are improving, the loyal Shapers are working to correct or, if necessary, purge the disloyal elements. None of this concerns us._";
	
begintalknode 45;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Where is General Alwan from?";
	text1 = "_There is not a soul in the Storm Plains who has not heard the story of Alwan's courage on the first day of the rebellion. How, as a mere student of Shaping, he helped defend his school from a horde of rogues and rebels._";
	text2 = "_He escaped that nest of traitors and found glory in the campaigns of eastern Terrestia. And now he is a leader, having risen to that post despite the grievous injuries he has suffered._";

begintalknode 46;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "He leads from Stormhold?";
	text1 = "She looks sad. _As sure as I am that he would love to lead the charges against the rebels himself, he was horribly injured in an assault on a drakon stronghold. He barely survived, and was left ..._";
	text2 = "She stops speaking for a moment. Then she says, _I have said more than is needed._";

begintalknode 47;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "What cities have fallen?";
	text1 = "_Several cities have been destroyed by rogues and the Unbound in the last few years. Hatra, to the east, for example. Bonepeak, a mining town up in the mountains._";
	text2 = "_Since Alwan pushed the rogues over the mountains and established the line, no more cities have been lost._";

begintalknode 48;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "Tell me more about the tribes of the plains.";
	text1 = "She is displeased by the question. _We don't need to discuss them. This is a time for unity under the Shapers._";

begintalknode 49;
	state = 32;
	nextstate = 35;
	condition = 1;
	question = "What has made General Alwan so effective?";
	text1 = "_Unlike many Shapers, he has been more strict in enforcing the laws of the Shapers, not less. He realizes that laxity has been the cause of our problems._";
	text2 = "_The Shapers can only lead successfully if they are truly effective in controlling access to and use of their powers._";	
	text3 = "She looks you in the eye. _Don't you agree?_";
	code =
		if (gf(41,7) > 0)
			rs(3);
	break;
	
begintalknode 50; // pro shaper
	state = 35;
	nextstate = -1;
	condition = get_flag(41,7) == 0;
	question = "I do. We will not be safe until only Shapers can make life.";
	text1 = "Pleased, she makes a note of your comment. No doubt, Stormhold will hear of it. _You show loyalty. I am confident that Alwan will prove you right._";
	action = SET_SDF 41 7 1;
	code = 
		inc_flag(100,0,3);
	break;

begintalknode 51; // anti shaper
	state = 35;
	nextstate = -1;
	condition = get_flag(41,7) == 0;
	question = "I don't. As long as there is Shaping, the Shapers will never totally control it.";
	text1 = "She makes a note of your comment. No doubt, Stormhold will hear of it. _Fortunately, I am confident that Alwan will prove you wrong._";
	action = SET_SDF 41 7 1;
	code = 
		inc_flag(100,0,-2);
	break;
	
begintalknode 52;
	state = 30;
	nextstate = -1;
	condition = gf(41,8) == 1 && gf(40,4) > 0 && gf(40,5) == 0;
	question = "I assisted Sergeant Roswald. (Tell the tale.)";
	text1 = "Commander Illyara listens with interest. _It sounds like the sergeant should have been able to handle that situation without my interference. Still, I appreciate your aid._";
	text2 = "She presents you with a large sack of coins and a beautiful shield of fyora scales. _See how generously the Shapers reward those loyal to them._";
	code = 
		set_flag(41,8,2);
		toggle_quest(70,3);
		award_party_xp(200,25);
		change_coins(300);
		reward_give(137);
	break;			
	
begintalknode 53;
	state = 30;
	nextstate = -1;
	condition = gf(41,8) == 1 && gf(40,5) > 0;
	question = "Sergeant Roswald has passed on. (Tell the tale.)";
	text1 = "Commander Illyara listens with interest. _I suppose the sergeant was right. He was not able to handle that situation without my interference. I appreciate your aid._";
	text2 = "That is all she says. Apparently, no reward is forthcoming.";
	code = 
		set_flag(41,8,2);
		toggle_quest(70,3);
	break;			

begintalknode 54;
	state = 30;
	nextstate = -1;
	condition = gf(41,8) > 1;
	question = "Anything else I can do for you?";
	text1 = "_Not at this point. Except, of course, for aiding Alwan as best you can._";
	
begintalknode 55;
	state = 37;
	nextstate = -1;
	condition = 1;
	question = "How can I find their camp?";
	text1 = "_It may take some care and stealth. They have been difficult to find._";
	
begintalknode 56;
	state = 37;
	nextstate = -1;
	condition = 1;
	question = "Where have these bandits been sighted?";
	text1 = "_South and southwest of Fort Rockfall._";
	
begintalknode 57;
	state = 30;
	nextstate = -1;
	condition = gf(49,1) > 0 && gf(41,9) == 1;
	question = "The river bandits have been destroyed. (Tell the tale.)";
	text1 = "_Then the justice of the Shapers has been administered. You have earned one of the generous rewards Alwan gives to outsiders who help him._";
	text2 = "You receive a pouch of coins, a wand, and a glittering crystal.";
	text3 = "_And yet, you found nothing about Bennhold. Interesting. Perhaps there is a hint you missed in their lair. After all, they were suspiciously well-equipped and organized._";
	text4 = "_The information you have obtained about Bennhold is very interesting. You should deliver it to my counterpart in the Dera Reaches._";
	code = 
		set_flag(41,9,2);
		toggle_quest(71,3);
		award_party_xp(200,25);
		change_coins(300);
		reward_give(101);
		reward_give(386);
		
		if (gf(49,2) == 0)
			rs(4);
			else rs(3);
	break;		
	
begintalknode 58;
	state = 30;
	nextstate = -1;
	condition = gf(41,13) == 1;
	question = "I feel that Warzana is mistreating the creations in his care.";
	text1 = "The commander nods. _I agree. And yet, our resources are limited. General Alwan has made it clear that our main problem is not being too lax with creations._";
	text2 = "_I will deal with this. One day. For now, Warzana does his job._";
	action = SET_SDF 41 13 2;
	
begintalknode 59;
	state = 30;
	nextstate = -1;
	condition = gf(41,6) > 0;
	question = "That is all. Good day.";
	text1 = "The commander nods. _Safe travels to you. Remember, faith in the Shapers will be rewarded._";
	action = END_TALK;
	
begintalknode 60;
	state = 31;
	nextstate = 30;
	condition = gf(42,1) > 0;
	question = "I've already seem him.";
	text1 = "Commander Illyara looks disappointed. _Oh. You must have ... slipped by me somehow. Clever. Still, I am glad that Alwan's orders were carried out._";
	action = SET_SDF 41 6 1;

//

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "There is a man sitting alone in this corner of the inn, quietly sipping his ale and watching everyone who enters. People like this are easy to find in every city in Terrestia. Recruiters, looking for recruits to do all sorts of tasks.";
	text2 = "Not surprisingly, when you get close to his table, he motions for you to sit down.";
	text3 = "_I am Bellock,_ he says. _I am looking for someone to assist me. Completely legal. I pay well. I don't ask questions. I ask for you to do the same._";
	text5 = "Bellock looks across the table at you and quietly sips his tea.";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = gf(41,14) < 2;
	question = "Why are you interested in me?";
	text1 = "_I heard a rumor that General Alwan wanted to see you. Wanted you to do something. Word went out before you even reached the city gate. That makes you useful and approved of by the Council. Both are useful qualities._";

begintalknode 72;
	state = 70;
	nextstate = 71;
	condition = gf(41,14) < 2;
	question = "A legal job?";
	text1 = "_Completely legal. Something that will benefit a Shaper, I am allowed to say._";

begintalknode 73;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "Who?";
	text1 = "He quietly sips his ale.";

begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = gf(41,14) == 0;
	question = "Not interested.";
	text1 = "He shrugs. _Then please free up that seat you are using._ You leave.";
	action = END_TALK;

begintalknode 75;
	state = 70;
	nextstate = 72;
	condition = gf(41,14) < 2;
	question = "Tell me more.";
	text1 = "_My employer was expecting a package. It was in a caravan. The caravan was going to Fort Rockfall, to the southeast. Then it was going to my employer. However, the caravan disappeared before it returned from the east._";
	text2 = "_I want you to see if you can find out what happened to the caravan. And I want my master's package. Recover the package, and you will be well paid._";

begintalknode 76;
	state = 72;
	nextstate = -1;
	condition = gf(41,14) == 0;
	question = "Sorry. Not interested.";
	text1 = "He shrugs. _Then please free up that seat you are using._ You leave.";
	action = END_TALK;

begintalknode 77;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "I might be able to do that. Tell me more.";
	text1 = "_I can tell you that the item in question was a leather pouch. It contained three crystals, highly polished, about the size of your hand. Custom work. Only worth a handful of coins to anyone but my employer._";
	text2 = "_The caravan would have been on the roads south and southwest of Fort Rockfall. Maybe rogues got it. Or bandits._";
	text3 = "_That is all I know that might be of value to you._";
	code = 
		set_flag(41,14,1);
		toggle_quest(74,1);
	break;
	
begintalknode 78;
	state = 70;
	nextstate = -1;
	condition = has_spec_item(17) > 0 && gf(41,14) == 1;
	question = "I found your crystals. (Give them.)";
	text1 = "He takes the stones and inspects them. _Still intact. Excellent._ In return, he gives you a ring. _That may be helpful for one in your line of work. If not, you can sell it._";
	text2 = "_Also, my master told me to direct competent warriors to him. He looks for new recruits._";
	code = 
		set_flag(41,14,2);
		toggle_quest(74,3);
		award_party_xp(200,25);
		reward_give(337);
		set_spec_item(17,-1);
	break;		
	
begintalknode 79;
	state = 70;
	nextstate = 73;
	condition = gf(41,14) > 1;
	question = "Who is your master?";
	text1 = "_I am a servant of Taygen. Sage Taygen. Perhaps you have heard of him. Full member of the Council, master of the Dera Reaches._";
	text2 = "_He is looking for workers to help him complete a great and glorious project, one that will bring this war to a speedy end._";
	text3 = "_If you can reach the Dera Reaches, his fortress is in Zephyr Oasis._";

begintalknode 80;
	state = 73;
	nextstate = -1;
	condition = gf(100,4) == 2;
	question = "I already work for Taygen.";
	text1 = "_I am glad. Though you should excuse me. We should not be seen congregating. It may draw suspicion upon me._";
	action = END_TALK;

begintalknode 81;
	state = 73;
	nextstate = -1;
	condition = gf(100,4) > 2;
	question = "I worked for Taygen. We have parted ways.";
	text1 = "_I ... I see. I think you should excuse me. I will not seek vengeance upon you, but we should not be seen congregating. It may still draw suspicion upon me._";
	action = END_TALK;

begintalknode 82;
	state = 73;
	nextstate = -1;
	condition = gf(100,4) < 2;
	question = "What is Taygen trying to do?";
	text1 = "_I should not say. Not yet. If the details of his wise plan were known, jealous members of the Council might try to interfere._";

begintalknode 83;
	state = 73;
	nextstate = -1;
	condition = gf(100,4) < 2;
	question = "He belongs to the Council?";
	text1 = "_That is right. You are truly fortunate. You have earned the attention of a full member of the Shaper Council. This is a great opportunity for you. Do not waste it._";

begintalknode 84;
	state = 70;
	nextstate = -1;
	condition = gf(41,14) > 1;
	question = "Will you be returning to your master soon?";
	text1 = "_Perhaps. We shall see how long it takes for me to complete my other tasks and how urgent it is for me to return the crystals._";

// Trahan

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "There is a lone warrior wandering around the park, pretending to be taking in the sights. It looks like he has traveled a long way without bothering to buy new clothes.";
	text2 = "When he sees you, he immediately recognizes you. An increasingly unnerving occurrence. He grabs your arm and pulls you out of sight of the main pathway.";
	text3 = "Before you can decide whether to beat him up for his rudeness or not, he says. _I am Trahan. A servant._ He pats the center of his chest. _Like you._";
	text5 = "Trahan speaks with you in a low whisper, constantly looking around for anyone who might be eavesdropping.";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = -1;
	condition = gf(41,15) == 0;
	question = "Ummmm ... A servant?";
	text1 = "He pulls down the front of his chain mail, letting you see the lump left by the control tool. _A servant of Rawal. And I require your help. You must aid me._";
	text2 = "Great.";
	action = SET_SDF 41 15 1;
	
begintalknode 92;
	state = 90;
	nextstate = 91;
	condition = gf(41,15) > 0;
	question = "What do you do for Rawal?";
	text1 = "_Many things. Rawal gives me a list of tasks. I go south. I complete them. Then I return for more. And for my rewards._";

begintalknode 93;
	state = 90;
	nextstate = 92;
	condition = gf(41,15) > 0;
	question = "How long have you worked for Rawal?";
	text1 = "_Since he first created the control tools. Once they were functioning, I was the first to volunteer to accept one. Once it was in place, Rawal trusted me completely._";

begintalknode 94;
	state = 90;
	nextstate = 93;
	condition = gf(41,15) > 0;
	question = "I work for Rawal no longer.";
	text1 = "Trahan looks startled. _Many of Rawal's servants have regrets. Not me, but some. I urge you to rethink your choice. Even if you want to serve a different master, the control tool will compel you._";

begintalknode 95;
	state = 90;
	nextstate = 95;
	condition = gf(41,15) > 0 && gf(41,15) < 3;
	question = "I will assist you. What do you need?";
	text1 = "_While in Perikalia, I was to meet a man named Balme. Another servant of Rawal. He was to assist me on a mission. He refused. He fled into the woods to the northwest._";
	text2 = "_I believe that he is lost to us. However, he knows too much to be allowed to live. Find him and kill him._";
	code = 
		set_flag(41,15,2);
		toggle_quest(75,1);
	break;

begintalknode 96;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "What sort of jobs?";
	text1 = "_Of course, I will not say. And I will not ask what you do in return. Then, if we are questioned by one of Rawal's rivals on the Council, there is no risk._";

begintalknode 97;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "What sort of rewards do you get?";
	text1 = "He holds up a hand. For a moment, wisps of glowing light appear around it. Trahan smiles.";
	text2 = "_Rawal has certain resources in the Foundry Repository. He allows the best of his servants to use them._";

begintalknode 98;
	state = 92;
	nextstate = -1;
	condition = gf(100,8) == 0;
	question = "Do you know how the tools might be removed?";
	text1 = "_I do not know, and you should not wonder. It is not a sign of servitude, but of pride._";

begintalknode 99;
	state = 93;
	nextstate = 90;
	condition = 1;
	question = "I apologize. I will serve Rawal loyally.";
	text1 = "Trahan nods. _I am glad to hear you say it._";

begintalknode 100;
	state = 93;
	nextstate = -1;
	condition = gf(100,8) > 0;
	question = "My control tool has been removed.";
	text1 = "At first, Trahan doesn't believe you. Then he looks at your face. _I see. I thought that might be possible. Now I will have to act. Rawal and you together have left me no choice._";
	text2 = "He turns and walks off.";
	action = END_TALK;
	code =
		sf(41,2,1);
		erase_char(10);
		toggle_quest(75,4);
	break;
	
begintalknode 101;
	state = 93;
	nextstate = -1;
	condition = gf(100,8) == 0;
	question = "I still have the control tool, but I will not serve Rawal.";
	text1 = "Trahan looks at your face, trying to gauge your sincerity. Then he comes to a decision. _I see. I thought that might be possible. Now I will have to act. Rawal and you together have left me no choice._";
	text2 = "He turns and walks off.";
	action = END_TALK;
	code =
		sf(41,2,1);
		erase_char(10);
		toggle_quest(75,4);
	break;

begintalknode 102;
	state = 95;
	nextstate = -1;
	condition = 1;
	question = "Why should I do this?";
	text1 = "_Because you will be paid. And because you have no choice. The Councilor commands it._";

begintalknode 103;
	state = 95;
	nextstate = -1;
	condition = 1;
	question = "How can I find him?";
	text1 = "_As I said, look to the northwest. Balme is skilled with the breeding and creation of mines. Such signs might help you to find him._";

begintalknode 104;
	state = 95;
	nextstate = -1;
	condition = 1;
	question = "I can't do that.";
	text1 = "Trahan is not surprised by your objection. _I've heard similar protestations many times. I can't command your control tool. When Rawal learns what you have done and not done, however, he can._";
	text2 = "_You know the pain that can be inflicted upon you. Accept your lot. Do your job._ He walks off.";
	action = END_TALK;
	
begintalknode 105;
	state = 95;
	nextstate = -1;
	condition = 1;
	question = "It will be done.";
	text1 = "Trahan nods. _Excellent. I will be here. Let me know when the task is complete._";
	action = END_TALK;

begintalknode 106;
	state = 90;
	nextstate = -1;
	condition = gf(43,1) > 0 && gf(41,15) == 2;
	question = "Balme is gone.";
	text1 = "You tell Trahan what happened, more or less. He is pleased. _I knew that you would eventually function as a good and loyal servant of Rawal._ He removes something wrapped in paper from his pack and hands it to you.";
	text2 = "You open the parcel and find a pouch of gemstones and a cloak. _Your payment for your work. Now I must move on. I wish you good fortune in your future service to Rawal._";
	action = END_TALK;
	code = 
		set_flag(41,15,3);
		toggle_quest(75,3);
		award_party_xp(200,25);
		reward_give(4);
		reward_give(4);
		reward_give(4);
		reward_give(4);
		reward_give(4);
		reward_give(19);
	break;	

// Bryony

begintalknode 110;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Name";
	text1 = "You approach the counter of the bar. The innkeeper watches you quietly. When you are nearby, she stops hearing the shouted commands of the other patrons. Her attention is entirely upon you. It is unnerving.";
	text2 = "She says, quietly enough that you have to struggle to hear her, _I am Bryony. I would be happy to help you._";
	text5 = "Bryony occasionally and halfheartedly takes and fulfills the orders of the other customers, but, when you're around, her eyes are only on you. You wonder what she has heard about you.";
	action = INTRO;

begintalknode 111;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "Can I get a room?";
	text1 = "_I'm afraid that they are full. Many people have been passing through Perikalia lately. Soldiers, merchants, refugees. Every bed is full, day and night._";
	text2 = "_Perhaps you could try tomorrow._";
	
begintalknode 112;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "Can I get something to eat?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Bryony's Inn",
		  "Bryony sells a variety of simple, tasty meals and beverages.",
		  38,4,0);	
	break;
	
begintalknode 113;
	state = 110;
	nextstate = 111;
	condition = 1;
	question = "How is business going?";
	text1 = "_Very good. Rooms always full. Many hungry people waiting to be fed. And interesting, too. I overhear the most fascinating things._";
	
begintalknode 114;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "Hear anything about me?";
	text1 = "She looks nervous. _Ahhhhh ... No. What was your name, again?_";
	
begintalknode 115;
	state = 110;
	nextstate = 112;
	condition = 1;
	question = "Hear anything interesting lately?";
	text1 = "_Not much. Just tales of the new rogues. Creations made by rebels and thoughtlessly released into the Storm Plains. Creatures made only to reproduce quickly and to do harm._";
	text2 = "_But that, I suppose, is what Shaping leads to._";
	text3 = "She looks around to make sure nobody else is eavesdropping. Then she leans close and says, _I've also heard something interesting about the river._";
	code =
		if (gf(34,9) != 7)
			rs(3);
	break;
	
begintalknode 116;
	state = 112;
	nextstate = -1;
	condition = 1;
	question = "What sort of creatures?";
	text1 = "_There are the Unbound, of course. There are swarms of bugs that are afflicting the farms. And there are the podlings. Freakish creatures that spray energy in all directions, slowly wearing down those nearby._";
	text2 = "_Creatures out of nightmares. And there will be worse to come, I am sure._";
	
begintalknode 117;
	state = 112;
	nextstate = -1;
	condition = 1;
	question = "What do you think of Shaping?";
	text1 = "_I admire it, of course, like all of us under General Alwan's control. Only the suicidal would question the wonderful world the Shaping arts have made for us._";
	text2 = "";
	
begintalknode 118;
	state = 112;
	nextstate = 113;
	condition = gf(34,9) == 7;
	question = "The river? What about it?";
	text1 = "She whispers, _We had some soldiers in here last week. They said that they were going to some sort of fort there. Along the river. South of Fort Rockfall._";
	text2 = "_It was all very secret. The sort of thing you might be interested in._";
	code =
		sf(50,1,1);
	break;
	
begintalknode 119;
	state = 113;
	nextstate = -1;
	condition = 1;
	question = "How might I find this place?";
	text1 = "_Look for a ring of standing stones by the water. That was, honestly, all I was able to hear. I was cautious. I would not be thought a spy._";
	
begintalknode 120;
	state = 113;
	nextstate = -1;
	condition = 1;
	question = "Do you know anything about the Trakovites?";
	text1 = "She backs away from you and stops whispering. _So yes, Alwan is in charge here. A firm hand and a bit of rough justice are exactly what the Storm Plains needed. Now excuse me. I have to get someone his ale._";
	text2 = "She walks off.";
	action = END_TALK;

// Bartol

begintalknode 130;
	state = -1;
	nextstate = 130;
	condition = 1;
	question = "Name";
	text1 = "As you greet the proprietor of this shop, you think that you sense a hint of disapproval. It's subtle, but he does not approve of you.";
	text2 = "When he speaks, you find that he has a slight and unfamiliar accent. _Welcome to my shop. I am Bartol. We sell the finest natural goods. We have done so here for many years. I would be proud to serve you._";
	text5 = "Bartol continues to show you his wares. Occasionally, when he is distracted, his lower lip curls down slightly in distaste.";
	action = INTRO;

begintalknode 131;
	state = 130;
	nextstate = -1;
	condition = 1;
	question = "Let me see your 'natural goods.'";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Natural Goods",
		  "Bartol sells what he calls Natural Goods. By this, he means that he doesn't sell anything made or bred by Shapers.",
		  39,4,0);	
	break;
	
begintalknode 132;
	state = 130;
	nextstate = -1;
	condition = 1;
	question = "Can I sell you something?";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode 133;
	state = 130;
	nextstate = 131;
	condition = 1;
	question = "What are 'natural goods'?";
	text1 = "_I sell nothing made by Shapers. No essence. No living tools. No batons. Only things from nature and from uncorrupted human hands._";
	text2 = "His dislike of Shaper work might explain his unease around you.";
	
begintalknode 134;
	state = 131;
	nextstate = 132;
	condition = 1;
	question = "Why don't you sell Shaper goods?";
	text1 = "_Once, the Shapers came to our lands. They brought the ... things they created. Most of us, in the end, accepted our new rulers. Others kept our old ways alive, for many generations._";
	
begintalknode 135;
	state = 131;
	nextstate = -1;
	condition = 1;
	question = "What do you think of the Shapers?";
	text1 = "_I obey their laws. As long as I do this, even General Alwan will protect my ... eccentricities._";
	
begintalknode 136;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "And do you dislike those who use Shaper goods?";
	text1 = "He chuckles dryly. _That would make my world a lonely one indeed, if I hated anyone who ever ate ornk._";
	text2 = "_I respect their choices. I expect them to respect mine._";
	
begintalknode 137;
	state = 131;
	nextstate = -1;
	condition = 1;
	question = "And if you could cause all creations to disappear from the world?";
	text1 = "He is silent for a long time. _I ... I could not approve of that. I speak with serviles often enough. I ... I do not claim to never be conflicted._";
	
begintalknode 138;
	state = 130;
	nextstate = 133;
	condition = 1;
	question = "How long have you been a trader here?";
	text1 = "_On this little bit of ground? Only a few years. But my ancestors have been trading across the Storm Plains for many generations._";
	
begintalknode 139;
	state = 133;
	nextstate = 134;
	condition = 1;
	question = "Since before the Shapers came?";
	text1 = "_Indeed. The old tribes had much trade. Cunning negotiators. Clever, wandering merchant folk._";
	
begintalknode 140;
	state = 134;
	nextstate = -1;
	condition = 1;
	question = "So you were a trading people?";
	text1 = "_Trading some. But warriors more. The Storm Plains are not only called that for the winds. We were fierce. The lowly wood folk of the Mera-Tev and the scattered desert folk of the Dera Reaches tried to intrude many times._";
	text2 = "_They never defeated us. Not once. Only the Shapers ..._ He shakes his head. He is not happy with the turn this conversation has taken.";
	
begintalknode 141;
	state = 134;
	nextstate = -1;
	condition = 1;
	question = "I would like to know more about the old tribes.";
	text1 = "_I am gratified. However, talk of times when the Shapers were not in control is something General Alwan does not allow. Maybe someday. Not now._";

	
// Mukesh

begintalknode 150;
	state = -1;
	nextstate = 150;
	condition = 1;
	question = "Name";
	text1 = "The blacksmith here is standing behind the counter, clearly an awkward position for him. He would obviously be more comfortable near the heat of the forge.";
	text2 = "This smithy seems to be built for smaller, precise, artisanal work. No horseshoes here. The smith looks at your equipment and nods approvingly.";
	text3 = "_You are a warrior, yes? Looking for quality? Not trash, but the best weapons? I am Mukesh. I will aid you as best I can._";
	text5 = "Mukesh says, _What else? More quality blades? Ask, and I show._";
	action = INTRO;

begintalknode 151;
	state = 150;
	nextstate = -1;
	condition = 1;
	question = "Let me see your arms and armor.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Mukesh's Smithy",
		  "Mukesh sells high-quality blades and armor. Alas, he charges what they are worth.",
		  40,4,0);	
	break;
	
begintalknode 152;
	state = 150;
	nextstate = -1;
	condition = 1;
	question = "Can I sell something to you?";
	text1 = "_I do not buy used goods. Speak with Bartol. Two doors down._";

begintalknode 153;
	state = 150;
	nextstate = 151;
	condition = 1;
	question = "What sort of blades do you sell?";
	text1 = "_The best. Shaped blades. Even puresteel, when I get it._";
	text2 = "_I do not finish those blades here. Only make the base forms, or do repairs._";
	
begintalknode 154;
	state = 151;
	nextstate = 152;
	condition = 1;
	question = "What is puresteel?";
	text1 = "_Finest steel, purified with essence. Even better than Shaped blades. I can sharpen it, repair it, but even I cannot work puresteel._";
	text2 = "";
	
begintalknode 155;
	state = 151;
	nextstate = -1;
	condition = 1;
	question = "Where do you make your blades?";
	text1 = "_I take pilgrimages to Fort Rockfall. There, they have an anvil. Special anvil, powerful, good for working essence-infused armor and blades._";
	text2 = "_Is hard to be allowed to use it. I can see in your eye. You might use. No. I cannot give permission._";
	
begintalknode 156;
	state = 152;
	nextstate = -1;
	condition = 1;
	question = "Who can?";
	text1 = "_Only workers of puresteel I know are in Dera Reaches. Even they cannot make it, though. You bring it to them and pay, and they work it for you._";

	
// Preva

begintalknode 170;
	state = -1;
	nextstate = 170;
	condition = 1;
	question = "Name";
	text1 = "There is a servile walking around the dock area, sweeping the streets and cleaning up trash. As you are looking around, you notice her staring at you.";
	text2 = "Most people wouldn't have noticed, but you have far more experience than most dealing with serviles who are pretending to be dumb. This is one of them. You walk over to her.";
	text3 = "_I ... I greet you. I Preva. Sweep._ She holds up her broom. _Sweep? Sweep._";
	text5 = "Preva continues to sweep, silently cursing herself for allowing you to spot her.";
	action = INTRO;

begintalknode 171;
	state = 170;
	nextstate = -1;
	condition = gf(41,16) == 0;
	question = "I would like to speak with you, servile.";
	text1 = "Preva knows what you have seen, but she is unwilling to confess anything to you. She knows that nobody here is going to execute her based on one stranger's suspicion.";
	text2 = "_I Preva. Sweep. I sweep. Must sweep. Bye. I go now._ She walks off.";
	action = END_TALK;
	
begintalknode 172;
	state = 170;
	nextstate = -1;
	condition = gf(41,16) == 0;
	question = "You are not fooling me.";
	text1 = "Preva knows what you have seen, but she is unwilling to confess anything to you. She knows that nobody here is going to execute her based on one stranger's suspicion.";
	text2 = "_I Preva. Sweep. I sweep. Must sweep. Bye. I go now._ She walks off.";
	action = END_TALK;

begintalknode 173;
	state = 170;
	nextstate = -1;
	condition = gf(41,16) == 0 && get_stat(20) < 6;
	question = "I am working for the rebels. I am looking for a contact.";
	text1 = "She looks up at you with bleary, unfocused eyes. You start to doubt what you have seen. She doesn't understand you. Or she doesn't believe you.";
	text2 = "_I Preva. Sweep. I sweep. Must sweep. Bye. I go now._ She walks off.";
	action = END_TALK;
	
begintalknode 174;
	state = 170;
	nextstate = -1;
	condition = gf(41,16) == 0 && get_stat(20) >= 6;
	question = "I am working for the rebels. I am looking for a contact.";
	text1 = "She looks up at you with tired eyes, trying to decide if she believes you. Finally, she sighs and pulls you off to the side. _You should not talk to me. Is risk for both of us._";
	text2 = "_Yes. I am smart. But I am no spy. I just talk to serviles. Help them. I am no warrior._";
	action = SET_SDF 41 16 1;
	
begintalknode 175;
	state = 170;
	nextstate = 171;
	condition = gf(41,16) > 0;
	question = "How long have you been in Perikalia?";
	text1 = "_Not long. And I will not stay long. I want for a reason to go._";
	
begintalknode 176;
	state = 171;
	nextstate = -1;
	condition = 1;
	question = "What sort of reason?";
	text1 = "_Someone suspecting me. Or a servile to go save._";
	
begintalknode 177;
	state = 170;
	nextstate = -1;
	condition = gf(41,16) > 0;
	question = "What will happen if you get caught?";
	text1 = "_I will die. In pain. General Alwan follows the old laws. And is strict and harsh. He is all we rebelled against._";
	
begintalknode 178;
	state = 170;
	nextstate = 172;
	condition = gf(41,16) > 0;
	question = "What are you doing here?";
	text1 = "_I am looking for serviles. Serviles with thoughts. No dumb ones. Serviles who are smart, despite the Shapers. Who hate them and want to be free._";
	text2 = "_I help them._";
	action = SET_SDF 41 16 2;
	
begintalknode 179;
	state = 172;
	nextstate = 173;
	condition = 1;
	question = "How?";
	text1 = "_I help them get to Mera-Tev, through mountains. Dangerous journey. Then I take them to the Shadow Road, and they go to safety. And then, sometimes, they come back to help others be free._";
	text2 = "_Like me._";
	
begintalknode 180;
	state = 173;
	nextstate = -1;
	condition = 1;
	question = "Like you?";
	text1 = "_Once, I was gatherer in swamps of Mera-Tev. I knew, even when young, there was more, and I was not being given it. Then I was taken on the road, to a place where I was allowed to earn all I had missed._";
	text2 = "_Then I come back. I risk my life so others have what I missed._";
	
begintalknode 181;
	state = 173;
	nextstate = -1;
	condition = 1;
	question = "That is all I wanted to know.";
	text1 = "_Then I sweep more. I look more. And I hope you do not say you saw me. I have done nothing that should make me die._";
	action = END_TALK;
	
begintalknode 182;
	state = 173;
	nextstate = -1;
	condition = gf(41,12) < 2;
	question = "Is there any way I can help?";
	text1 = "_If you meet a servile in trouble, one who is smart, who wants to be free, tell me. I will help. Now I go. I talk too long. I must look dumb again. As much as I hate it._";
	text2 = "Broom in hand, she walks back to the docks.";
	action = END_TALK;
	code = 
		set_flag(41,12,1);
		toggle_quest(76,1);
	break;	
	
begintalknode 183;
	state = 170;
	nextstate = -1;
	condition = gf(41,12) == 1 && gf(48,1) > 0;
	question = "I met a servile named Tima in Fort Vengeance. She could use your help.";
	text1 = "Her eyes light up. _Fort Vengeance, eh? That sounds like a real challenge. Very dangerous. I will have to go as soon as I can._";
	text2 = "_Thank you for your aid. We should not be seen talking. I will go soon._";
	text3 = "She sweeps her way down the sidewalk.";
	action = END_TALK;
	code = 
		set_flag(41,12,2);
		sf(48,8,1);
		toggle_quest(76,3);
		award_party_xp(200,25);
		inc_flag(100,0,-3);
	break;	

	
// Dinara

begintalknode 190;
	state = -1;
	nextstate = 190;
	condition = 1;
	question = "Name";
	text1 = "This is a large crystal workshop. Crystals carted in from mines are brought here to be weighed, evaluated, and polished. Much of this tedious work is done by serviles, who sit hunched over at tables around the shop.";
	text2 = "The serviles don't even look up when you enter. They are completely engrossed in their work. The shopkeeper, a dignified woman with streaks of gray in her hair, leans against the counter and greets you.";
	text3 = "_Ahhhh ... I know the look of a warrior for hire. I've dealt with many of them in my time. I am Dinara. Welcome to my shop._";
	text5 = "Dinara says, _Please. Take your time. Look around. We carry crystals that can be very useful in your line of work. The sort of crystals that are always in demand in a time of war._";
	action = INTRO;

begintalknode 191;
	state = 190;
	nextstate = 191;
	condition = 1;
	question = "What sort of crystals do you sell?";
	text1 = "_All of them. Raw materials. Polished, unenchanted stones. Large crystals, infused with power, that can help the Shapers do their great work._";
	text2 = "_And, of course, volatile crystals infused with power that can be very useful in a battle._";
	
begintalknode 192;
	state = 191;
	nextstate = 192;
	condition = 1;
	question = "Do you provide a lot of equipment for Shapers?";
	text1 = "_I have that honor. Stormhold is my largest customer. I spare no effort to provide them what they need, with the highest quality._";
	text2 = "_In return, as you can see, they provide me with a host of serviles. And I look after them well._";

begintalknode 193;
	state = 191;
	nextstate = -1;
	condition = 1;
	question = "Why are crystals so useful for the Shapers?";
	text1 = "_Because of magic. The human body, even when highly trained, can only generate so much magical power. However, a large crystal, properly symmetric and without flaw, can store magical energy._";
	text2 = "_The Shapers can focus power into the crystal and then release it, using it to do their great works. It takes a lot of energy to create a new form of life._";
	
begintalknode 194;
	state = 192;
	nextstate = -1;
	condition = 1;
	question = "How do you look after the serviles?";
	text1 = "_I feed them. Give them a purpose. And, of course, I strictly guide them and keep them free from rebellious influences._";
	text2 = "She suddenly slaps the counter with her hand. The serviles jump and look around, terrified. Then they look at her, shudder, and return to work.";
	text3 = "_See? Serviles under complete control. As it should be._";
	text4 = "_See? Not all serviles are like you. These serviles are under complete control. As it should be._";
	code =
		if (creature_type(pc_num()) == 46) 
			rs(3);
			else rs(4);
	break;
	
begintalknode 195;
	state = 190;
	nextstate = 193;
	condition = 1;
	question = "Where do you get your crystals?";
	text1 = "_I buy them from miners, and I also own several mines of my own. Though operating them is not always a smooth process._";
	text2 = "_That is why I was so pleased to see you. Perhaps I could interest you in some work? It pays well, and it only involves a short journey._";
	code =
		if (gf(41,17) > 1)
			rs(2);
	break;
	
begintalknode 196;
	state = 193;
	nextstate = 190;
	condition = gf(41,17) == 0;
	question = "Not interested. Sorry.";
	text1 = "_I am disappointed, but I understand._";
	
begintalknode 197;
	state = 193;
	nextstate = -1;
	condition = gf(41,17) < 2;
	question = "Tell me more.";
	text1 = "_I have a mine. It is haunted. It is at the southern lower end of the eastern pass, the one defended by Kratoa-Kel._";
	text2 = "She gives you a key. _That will help you to gain entry._";
	text3 = "_There are shades in the mine, probably attracted by the inherent, natural magical energy of the crystals. They are mindless creatures, but dangerous. Destroy them._";
	code = 
		set_flag(41,17,1);
		toggle_quest(77,1);
		if (has_spec_item(50) == 0)
			set_spec_item(50,1);
			else rs(2);
	break;
	
	
begintalknode 198;
	state = 190;
	nextstate = -1;
	condition = gf(41,17) == 1 && gf(38,12) > 0;
	question = "Your mine is no longer haunted.";
	text1 = "_Excellent! I knew that you would be useful the moment I saw you. Here._ She gives you a pouch of polished crystals. _You can use these or sell them. Either way, I think you will find them to be fair payment._";
	text2 = "_Also, I would be happy to sell you crystals from my private stock. For a discount! It is good to keep a friendly relationship with skilled mercenaries._";
	code = 
		set_flag(41,17,2);
		toggle_quest(77,3);
		award_party_xp(200,25);
		reward_give(120);
		reward_give(121);
		reward_give(122);
		reward_give(7);
		reward_give(7);
		reward_give(7);
		reward_give(7);
	break;		
	
begintalknode 199;
	state = 190;
	nextstate = -1;
	condition = 1;
	question = "I would like to buy some crystals.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Dinara's Crystals",
		  "Dinara shows you a selection of crystals she thinks would be of interest to you.",
		  41,4,0);	
	break;
	
begintalknode 200;
	state = 190;
	nextstate = -1;
	condition = gf(41,17) > 1;
	question = "I would like to see your private stock.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Dinara's Crystals",
		  "Dinara shows you a selection of special crystals she thinks would be of interest to you. These are not very expensive.",
		  42,1,0);	
	break;
	
// Warzana

begintalknode 210;
	state = -1;
	nextstate = 210;
	condition = 1;
	question = "Name";
	text1 = "There is a lone, slovenly man sitting in this small office. All around him, you can see the tools he uses to control the miserable creations you saw in the pens outside.";
	text2 = "He slowly rises to his feet and says. _Welcome. I am Warzana. I am authorized by the Shapers to raise, train, and distribute creations. You look like someone who could use another creation._";
	text3 = "He gives you a broad smile. _I can make that happen. For a reasonable fee, of course._";
	text5 = "Warzana takes a bite of the roll on his table and chews noisily. He says, _Anything else? Any interest in another creation to aid you in your journey?_";
	action = INTRO;

begintalknode 211;
	state = 210;
	nextstate = 211;
	condition = 1;
	question = "You look out for the creations outside?";
	text1 = "_I do. It is difficult, dangerous, and expensive. The creatures are ravenous. They are dangerous. But I look after them. It is how I serve the Shapers._";
	
begintalknode 212;
	state = 211;
	nextstate = -1;
	condition = 1;
	question = "And you let other outsiders use them?";
	text1 = "_Of course. For a fee. Then they can borrow one, say to guard a caravan. Then they must return it to me or report on its fate. And pay an extra fee, of course, for the difficulty they have caused._";

begintalknode 213;
	state = 211;
	nextstate = -1;
	condition = 1;
	question = "You can charge outsiders to take creations?";
	text1 = "He looks annoyed. _This is a gray area in Shaper law. I suppose there is some question about whether I can profit or not. But the creations need to eat, and their feed is expensive!_";
	text2 = "_So I can charge. I doubt that I end up with a profit out of the deal. And, if I do, the Shapers have never acted concerned._";
	
begintalknode 214;
	state = 211;
	nextstate = 212;
	condition = 1;
	question = "The creations outside are in miserable shape.";
	text1 = "He starts to look nervous. _So you say. I'm sure you are not a complete expert. And the Shapers have not complained. If they don't mind, why should you butt in?_";
	
begintalknode 215;
	state = 212;
	nextstate = -1;
	condition = gf(41,13) == 0;
	question = "You are mistreating them. The creations deserve better, and I will make sure they get it.";
	text1 = "He looks suspicious. _That sounds a lot like rebel talk. Go ahead. Take that to the commander. See how far you get._";
	action = SET_SDF 41 13 1;
	code = 
		inc_flag(100,0,-2);
	break;
	
begintalknode 216;
	state = 212;
	nextstate = -1;
	condition = gf(41,13) == 0;
	question = "You're right. If the Shapers, don't mind, well, they're only creations.";
	text1 = "_Exactly. Why cause trouble? Don't we all have enough trouble as it is?_";
	action = SET_SDF 41 13 2;
	code = 
		inc_flag(100,0,2);
	break;
	
begintalknode 217;
	state = 212;
	nextstate = 210;
	condition = gf(41,13) == 0;
	question = "I guess it doesn't matter to me either way.";
	text1 = "He nods. _Exactly. Don't we all have enough trouble as it is? What else do you want?_";
	
begintalknode 218;
	state = 210;
	nextstate = 213;
	condition = 1;
	question = "What do people who borrow creations need to do?";
	text1 = "_Look after them. Feed them. And, eventually, return the creation or report back to me what happened to it. And, if it is lost, pay a hundred coin fee._";
	text2 = "_The Shapers are sticklers on that one point. If an outsider takes a creation, they really need to report what happened to it. Otherwise, there is trouble for me._";
	
begintalknode 219;
	state = 213;
	nextstate = -1;
	condition = gf(41,19) == 3;
	question = "I lost the battle alpha you rented to me. (Pay the fine.)";
	text1 = "He makes a note in his records. _I am sorry to hear it. That one was one of my favorites,_ he says insincerely. _The fine is one hundred coins._";
	text2 = "You find that you don't have the money. He sighs. _Please return when you have the fine. Until then, no more alpha rentals._";
	text3 = "He takes the money and counts it. _And the matter is closed. If you want another alpha, just ask._";
	code =
		if (coins_amount() < 100)
			rs(3);
			else {
				rs(2);
				change_coins(-100);
				sf(41,19,0);
				}
	break;
	
begintalknode 220;
	state = 213;
	nextstate = -1;
	condition = gf(41,20) == 3;
	question = "I lost the artila you rented to me. (Pay the fine.)";
	text1 = "He makes a note in his records. _I am sorry to hear it. That was a truly well-bred artila,_ he says insincerely. _The fine is one hundred coins._";
	text2 = "You find that you don't have the money. He sighs. _Please return when you have the fine. Until then, no more artila rentals._";
	text3 = "He takes the money and counts it. _And the matter is closed. If you want another artila, just ask._";
	code =
		if (coins_amount() < 100)
			rs(3);
			else {
				rs(2);
				change_coins(-100);
				sf(41,20,1);
				}
	break;

	
begintalknode 221;
	state = 213;
	nextstate = -1;
	condition = gf(41,18) < 2;
	question = "Have you had any lost creations recently?";
	text1 = "_I did. A battle alpha. Was with a caravan going to Fort Vengeance. They lost it. It just wandered off, or so the merchant claimed. A real paperwork headache for me. The Shapers want to know where their alpha is._";
	text2 = "_I would pay a bounty if you brought it back. Or proof that it was dead. It was wearing a bracelet with a seventeen on it. That would help you to identify it._";
	code = 
		set_flag(41,18,1);
		toggle_quest(78,1);
	break;
	
begintalknode 222;
	state = 213;
	nextstate = 210;
	condition = 1;
	question = "I'd like to discuss something else.";
	text1 = "_Indeed. What?_";
	
begintalknode 223;
	state = 210;
	nextstate = 214;
	condition = gf(41,18) == 1 && gf(47,1) == 1;
	question = "I found that battle alpha. It is dead now.";
	text1 = "You tell the tale. Warzana pretends to be sad about the fate of the creature and is clearly uninterested in the details. _Very sad. Very sad. I suppose some details are suspicious there. I may not lend creations to that merchant in future._";
	text2 = "_But it was rogue. You did what you had to do. And here is your reward._ He offers you a small pouch of coins.";
	
begintalknode 224;
	state = 214;
	nextstate = 210;
	condition = gf(41,18) < 2;
	question = "Just pay me.";
	text1 = "He hands you the small pouch. _Good payment for a job well done._";
	text3 = "Then, when he sees how you are looking at him, he wisely increases the reward.";
	code = 
		set_flag(41,18,2);
		toggle_quest(78,3);
		award_party_xp(200,25);
		if (get_stat(20) > 3) 
			change_coins(200 + 25 * get_stat(20));
			else change_coins(150);
	break;		
	
begintalknode 225;
	state = 214;
	nextstate = 210;
	condition = gf(41,18) < 2;
	question = "I don't want your money.";
	text1 = "Your act of principle pleases him greatly. _Fair enough. I'm sure it is reward enough to be able to rid Terrestia of a dangerous lost alpha._";
	code = 
		set_flag(41,18,2);
		toggle_quest(78,3);
		award_party_xp(200,25);
	break;		
	
begintalknode 226;
	state = 210;
	nextstate = 215;
	condition = 1;
	question = "I would like to rent a creation.";
	text1 = "_I am pleased to hear it. Of course, in these dangerous times, my stock is limited. I generally only have battle alphas and artila._";
	text3 = "_The cost is three hundred coins, plus a hundred coin fee if the creation is lost. You can return it to me at any time._";
	text4 = "_Also, if you pay me, only to find that you are unable to command obedience from trained war creations such as these, there are no refunds._";
	
begintalknode 227;
	state = 215;
	nextstate = -1;
	condition = gf(41,19) == 0 && coins_amount() >= 300;
	question = "I want a battle alpha.";
	text1 = "He takes and counts your money. Then he makes some notes in his records. Then he writes a number on a slip of paper and hands it to you.";
	text2 = "_There is an alpha for you in the pen outside. It will have that number on its bracelet. Command it and it will obey._";
	code =
		change_coins(-300);
		sf(41,19,1);
	break;
	
begintalknode 228;
	state = 215;
	nextstate = -1;
	condition = gf(41,20) == 0 && coins_amount() >= 300;
	question = "I want an artila.";
	text1 = "He takes and counts your money. Then he makes some notes in his records. Then he writes a number on a slip of paper and hands it to you.";
	text2 = "_There is an artila for you in the pen outside. It will have that number on a band around its tail. Command it and it will obey._";
	code =
		change_coins(-300);
		sf(41,20,1);
	break;
	
begintalknode 229;
	state = 215;
	nextstate = -1;
	condition = gf(41,19) == 1 || gf(41,19) == 2;
	question = "I want a battle alpha.";
	text1 = "_I'm afraid my stock is limited. You will have to be satisfied with what you have._";
	
begintalknode 230;
	state = 215;
	nextstate = -1;
	condition = gf(41,20) == 1 || gf(41,20) == 2;
	question = "I want an artila.";
	text1 = "_I'm afraid my stock is limited. You will have to be satisfied with what you have._";
		
begintalknode 231;
	state = 215;
	nextstate = -1;
	condition = gf(41,19) == 3;
	question = "I want a battle alpha.";
	text1 = "_First, you need to report to me what happened to the last one I rented to you. And pay the fine, of course._";
		
begintalknode 232;
	state = 215;
	nextstate = -1;
	condition = 1;
	condition = gf(41,20) == 3;
	question = "I want an artila.";
	text1 = "_First, you need to report to me what happened to the last one I rented to you. And pay the fine, of course._";
		
begintalknode 233;
	state = 215;
	nextstate = 210;
	condition = 1;
	question = "I don't need anything else.";
	text1 = "_All right. Anything else you wish to know?_";
		
begintalknode 234;
	state = 210;
	nextstate = -1;
	condition = char_in_party(829) >= 0;
	question = "I am returning this battle alpha. (Return it.)";
	text1 = "Warzana inspects the creature. _Still in good shape. Excellent. I will take it back. I hope that it was satisfactory._";
	text2 = "Warzana leads the alpha back to its pen to rest and recuperate.";
	code =
		remove_char_from_party(829);
		spawn_creature(9);
		sf(41,19,0);
	break;
	
begintalknode 235;
	state = 210;
	nextstate = -1;
	condition = char_in_party(830) >= 0;
	question = "I am returning this artila. (Return it.)";
	text1 = "Warzana inspects the creature. _Still in good shape. Excellent. I will take it back. I hope that it was satisfactory._";
	text2 = "Warzana leads the artila back to its pen to rest and recuperate.";
	code =
		remove_char_from_party(830);
		spawn_creature(10);
		sf(41,20,0);
	break;
	
begintalknode 236;
	state = 210;
	nextstate = 214;
	condition = gf(41,18) == 1 && gf(47,1) == 2;
	question = "I found that battle alpha. It promised to return home to you.";
	text1 = "You tell the tale. _Well, it never arrived. I think I have learned enough now to report it as lost in the field._";
	text2 = "Warzana pretends to be sad about the fate of the creature and is clearly uninterested in learning further details. _Very sad. Very sad. I may not lend creations to that merchant in future._";
	text3 = "_But you did the best you could. And here is your reward._ He offers you a small pouch of coins.";
	code = 
		set_flag(41,18,2);
		toggle_quest(78,3);
		award_party_xp(200,25);
		change_coins(100);
	break;		
	
// alpha

begintalknode 240;
	state = -1;
	nextstate = 240;
	condition = 1;
	question = "";
	text1 = "There is a battle alpha sitting by the fence. It is not currently in fine fighting shape. It is hungry, its fur is matted and dirty, and in some places its skin shows some faint whip marks.";
	text2 = "It has a copper bracelet around its upper arm, which bears an identification number.";
	text3 = "It is a sad and listless creature. However, it is still young and strong. You suspect that, with proper care and encouragement, this alpha could be a terror in battle once again.";

begintalknode 241;
	state = 240;
	nextstate = -1;
	condition = gf(41,19) != 1;
	question = "Get it to come with you.";
	text1 = "You try to encourage the alpha to follow you, but it refuses. To enlist it, you must first get permission from its master.";	
	action = END_TALK;
	
begintalknode 242;
	state = 240;
	nextstate = -1;
	condition = gf(41,19) == 1 && get_stat(20) >= 4;
	question = "Get it to come with you.";
	text1 = "Your leadership qualities are sufficiently inspiring. You give it your first command. The alpha gets up off of the bench and stands at your side.";	
	action = END_TALK;
	code =
		add_char_to_party(17);
		sf(41,19,2);
	break;
	
begintalknode 243;
	state = 240;
	nextstate = -1;
	condition = gf(41,19) == 1 && get_stat(20) < 4;
	question = "Get it to come with you.";
	text1 = "You give it a command, only to find that your leadership qualities aren't sufficiently inspiring. The alpha sits there silently.";	
	action = END_TALK;

begintalknode 244;
	state = 240;
	nextstate = -1;
	condition = 1;
	question = "Leave it alone.";
	text1 = "You back away. It doesn't notice you leaving.";	
	action = END_TALK;	

// artila

begintalknode 250;
	state = -1;
	nextstate = 250;
	condition = 1;
	question = "";
	text1 = "There is an artila curled up in the back of this pen. It is not currently in fine fighting shape. Its skin is dry and faded, and it barely notices your approach. Its mouth fails to properly drip with copious amounts of acidic saliva.";
	text2 = "It has a copper bracelet around the end of its tail, which bears an identification number.";
	text3 = "It is a sad and listless creature. However, it is still young and strong. You suspect that, with proper care and encouragement, this artila could rain acid upon its foes once again.";

begintalknode 251;
	state = 250;
	nextstate = -1;
	condition = gf(41,20) != 1;
	question = "Get it to come with you.";
	text1 = "You try to encourage the artila to follow you, but it refuses. To enlist it, you must first get permission from its master.";	
	action = END_TALK;
	
begintalknode 252;
	state = 250;
	nextstate = -1;
	condition = gf(41,20) == 1 && get_stat(20) >= 5;
	question = "Get it to come with you.";
	text1 = "Your leadership qualities are sufficiently inspiring. You give it your first command. The artila gets up off of the ground and slithers to your side.";	
	action = END_TALK;
	code =
		add_char_to_party(18);
		sf(41,20,2);
	break;
	
begintalknode 253;
	state = 250;
	nextstate = -1;
	condition = gf(41,20) == 1 && get_stat(20) < 5;
	question = "Get it to come with you.";
	text1 = "You give it a command, only to find that your leadership qualities aren't sufficiently inspiring. The artila sits there silently.";	
	action = END_TALK;

begintalknode 254;
	state = 250;
	nextstate = -1;
	condition = 1;
	question = "Leave it alone.";
	text1 = "You back away. It doesn't notice you leaving.";	
	action = END_TALK;	