// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(49,3) == 0;
	question = "special";
	text1 = "You find another section of road in the back woods of the Storm Plains that has been neglected. The fast-growing trees created by the Shapers, which long ago supplanted all of the original flora, are now growing over the road too.";
	text2 = "That doesn't mean that nobody has tried to travel through here. You can see recent cart tracks going into the forest. There are a lot of tracks going in. But very few coming out.";
	action = SET_SDF 49 3 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(49,4) == 0;
	question = "special";
	text1 = "You meet a small servile slinking through the woods. He is very thin, and his robe is filthy. His face has a scared, feral expression. He is clearly free of any sort of Shaper influence.";
	text2 = "You aren't sure why he is out here, or what he is doing. He doesn't want to tell you, either. When he sees you, he lets out a yelp and runs away.";
	action = SET_SDF 49 4 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(49,5) == 0;
	question = "special";
	text1 = "You encounter another of the free serviles that skulk around these woods. Once again, when she sees you, she runs away.";
	text2 = "You aren't sure where all of these people are hiding. They must have a secret lair out here somewhere. Looking at the ground, you see their faint tracks in the grass.";
	text3 = "Perhaps, with stealth and care, one of them might lead you somewhere interesting.";
	action = SET_SDF 49 5 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(49,6) == 0;
	question = "special";
	text1 = "From a safe distance, you watch the servile that is sneaking through the woods. He stops at the end of this path. Then he looks around. You duck back just in time to avoid being seen.";
	text2 = "Then the servile grabs a double handful of brush and pulls it out of the way, revealing a cunningly concealed path. He slips through into the encampment beyond.";
	action = SET_SDF 49 6 1;
	code =
		erase_char(25);
	break;
	
begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = get_sdf(49,7) == 0;
	question = "special";
	text1 = "You walk into the bandit camp. That is the only thing this place could be. You can see the weathered old wooden buildings, once farms, now squatted in by brigands and thugs.";
	text2 = "You can also see quite a few abandoned wagons, taken from looted caravans and hidden back here. The trash and worthless goods lie scattered about. The wealth is, no doubt, elsewhere.";
	text3 = "There is one notable absence, though. Bandits. You would expect to be swarmed the moment you set foot inside their camp. No guards are posted. You wonder where they are.";
	action = SET_SDF 49 7 1;

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = get_sdf(49,8) == 0;
	question = "special";
	text1 = "You walk through a gap in a palisade of rough logs and enter the inner section of the encampment. There are a few crops here, planted by the simple servile refugees who have hidden here.";
	text2 = "The creatures were bred and raised to only be content when growing plants. No doubt the bandits are happy to let them continue this work for their benefit.";
	text3 = "Apart from the handful of guards you have met so far, there is still a notable lack of bandits.";
	action = SET_SDF 49 8 1;

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = get_sdf(49,9) == 0;
	question = "special";
	text1 = "When you get close to this palisade, the turrets swing to point at you. The bandits don't know what to do to control and train creations like this.";
	text2 = "You do. You raise your hands and exert your will. In moments, the turrets have calmed down. Then, with a little food and a few reassuring caresses, you convert the simple, stationary creatures to your side.";
	text3 = "You do. Normally. However, your will is not enough to overcome the harsh training the bandits gave them. The turrets open fire.";
	code =
		if (get_stat(20) < 8) {
			sf(49,9,2);
			rs(2);
			set_attitude(30,10);
			set_attitude(31,10);
			set_attitude(32,10);
			set_attitude(33,10);
			
			}
			else {
				rs(3);
				sf(49,9,1);
				set_attitude(30,3);
				set_attitude(31,3);
				set_attitude(32,3);
				set_attitude(33,3);
				award_party_xp(100,20);
				}
	break;
	
begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = get_sdf(49,10) == 0;
	question = "special";
	text1 = "You reach the end of the camp. No more buildings ahead, just a clearing full of swag and guarded by more turrets.";
	text2 = "As you decide where to go next, you are startled by a loud, sudden noise. A triumphant horn blast has broken the tranquility of the woods. Loud, careless shouts and whoops come to you through the woods.";
	text3 = "You think that you know where the bandits were. Out hunting. You think you know where they are now. Coming back. You don't have long.";
	action = SET_SDF 49 10 1;

begintalknode 10; // benn letter
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This small, hardwood box belongs to one of the bandits. Probably the leader. The combs and razors and other personal effects within aren't very interesting, but one thing gets your attention. A letter. You read it.";
	text2 = "_Callaran -_";
	text3 = "_Normally, lesser tribes using my name earn destruction. However, you have impressed me with your effectiveness. Instead of disciplining you, I will allow you to pay me tribute and join my army._";
	text4 = "_We will negotiate this in person. You will come to my keep, in the White Wastes. Look for an abandoned camp, with pens for raising creations. Ask the nomads. They will know the place you seek. Do not keep me waiting._";
	text5 = "_Destroy this letter immediately._";
	text6 = "_- Bennhold_";
	text7 = "This seems like it might be very valuable information. You wonder why it was not destroyed. Perhaps Callaran was still looking for someone who could read it.";
	code =
		sf(49,2,1);
	break;
	
begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = get_sdf(49,14) == 0;
	question = "special";
	text1 = "There are tracks in the grass here. Faint, but you can make them out. A servile or a small human has traveled up and down this path a number of times.";
	text2 = "You look around, trying to figure out where the person or persons are going, but you don't have any luck. The woods are too dark and thick. With luck, you might encounter one of these small people while exploring.";
	action = SET_SDF 49 14 1;

begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are a handful of serviles tending to these crops. They are simple, quiet creatures, barely able to talk. They move away from you when you get close.";
	text2 = "They're harmless. All they want to do is raise crops. One of them occasionally leaves to carry food to the other bandit camp. That is why you were able to follow someone back to this hidden camp.";

begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";


//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "Several armed people are sitting in the grass by this pathway. When they see you, they grab their blades and jump to their feet.";
	text2 = "They can't be Shaper soldiers. There are armed serviles with them. They can't be rebels. No rebels would dare sit out in the open like this in loyalist lands. At least, you've never met a rebel that suicidal.";
	text3 = "One of the humans, dressed in rusty plate mail that shows the scars of several grievous blows, points his blade at your chest. _Looks like we have received a little delivery today._ Bandits, then.";
	text4 = "He looks over your possessions with naked greed. _You are going to have to come with us. Over there._ He nods toward a shadowy pathway away from the remains of the road, perfect for murder. Go there with him? Not likely.";
	
begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "What are you doing out here?";
	text1 = "_Is it not clear? We are brigands, warriors for the mighty Bennhold. While Alwan and his lackeys neglect these back roads, we make sure that all who pass pay us a toll._";
	text2 = "_And you, I am afraid, will have to pay much more. You have much more, after all._";

begintalknode 32;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "Can't I just pay you and go on my way?";
	text1 = "_Negotiate? We are Bennhold's warriors! We do not negotiate. Now come with us, and we'll make sure whatever happens to you hurts less._";

begintalknode 33;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "I'm not going back there.";
	text1 = "_You don't understand. We are Bennhold's warriors. We are going to make you go back there. You are in luck, though. If you surrender now, we'll make sure whatever happens to you hurts less._";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I'm not going to waste my time talking to you. (Attack.)";
	text1 = "_Then prepare to die. Bennhold's warriors are not going to ... Aaack!_ You interrupt his sure to be tedious speech.";
	action = END_TALK;

begintalknode 35;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Who is Bennhold?";
	text1 = "_You have not heard of Bennhold, the Bandit King of Terrestia? Who we work for? Then quake in fear, for he is ... well ... the Bandit King of Terrestia._";

begintalknode 36;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "You really work for Bennhold? Where is he?";
	text1 = "The brigand is at a loss for words. He's not used to being challenged mid-robbery. _Bennhold does not personally deal with pests. That is what warriors like us are for! Rest assured that some of your goods will end up with him. As tribute._";

begintalknode 37;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "All right. I give up. (Surrender.)";
	text1 = "You set down your weapon. The bandits shackle you and drag you into the glade. Then, out of respect for your obviously considerable powers, they kill you instantly instead of giving you the chance to do anything tricky.";
	action = END_TALK;
	code =
		erase_char(1000);
	break;
	
begintalknode 38;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "This is stupid. Fight me or get out of my way.";
	text1 = "The bandits didn't anticipate this. They're not very bright. Perhaps that's why they were posted out by the road. Still, their orders in the event that someone challenges them are clear.";
	text2 = "_Die, then! In the name of Callaran!_ Callaran?";
	action = END_TALK;

//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 59;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 61;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 63;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 64;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

//

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

//

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
		