// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(65,2) == 0;
	question = "special";
	text1 = "This broad plain contains the main road connecting the Zephyr Oasis to the northeast with the pass to Lethia Province to the west. Before the war, it was a major thoroughfare. The roads have deep ruts, etched by countless merchant caravans.";
	text2 = "Now these lands seem mostly abandoned by the Shapers. Rogue tracks are everywhere, and you think that you can see a large pack of the creatures patrolling the main road, hunting for prey.";
	text3 = "To the southeast, you can see a large, wooden stockade. Smoke rises from it, and the outer walls have been smashed. There was a large outpost there. Someone or something has destroyed it.";
	action = SET_SDF 65 2 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(65,3) == 0;
	question = "special";
	text1 = "You enter the ruined stockade. A nearby sign identifies it as Camp West Alpha.";
	text2 = "It was a camp for the holding of creations. There are pens for creatures and rows of rotting tents for serviles. Very little by way of protection from the wind and hot sun was provided.";
	text3 = "The camp has been destroyed. The Shaper masters are gone. The serviles have fled. Only the rogues remain. You see no signs of rebels, only mad creations, permanently a danger to anyone they encounter.";
	text4 = "Seeing the wreckage here does not make you feel optimistic about the Dera Reaches's new technique for creation control.";
	action = SET_SDF 65 3 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 = "  Storm Plains, Perikalia - North";
	text3 = "  Zephyr Oasis - Northeast";
	text4 = "  Lethia Province - West";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  SILO STORAGE";
	text3 = "  RENT SPACE AT GENERAL STORE";
	
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Stew's General Store";
	
begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  CAMP WEST ALPHA";
	text3 = "    CHECK CREATIONS IN, GET PEN ASSIGNMENTS";
	text4 = "    AT EAST BUILDING";
	
begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "You meet a loyalist scout, who is currently moving quickly and carefully out of this uncontrolled area. She stops briefly to speak with you.";
	text2 = "She seems unconcerned with who you are or how many creations you might have. She just wants to get away.";
	text3 = "_Greeting to you, traveler. I'm Renata. I should tell you, this area is lost. I am heading back to the safety of the city. I suggest you do the same._";

begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Where are all the people?";
	text1 = "_Fled. Many of them went to refugee camps east of Zephyr Oasis. The rest went to the gentler lands of the Storm Plains. Or they did, until General Alwan sealed the border._";

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "What will you tell them in the city?";
	text1 = "_The road to Lethia is lost. Sage Taygen needs to send a few soldiers and some creations down here to clear it again._";
	text2 = "_Most of the Dera Reaches has rogues in it. That's unfortunate. But losing this road? That's a disaster._";

begintalknode 13;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "What can I expect ahead?";
	text1 = "_There is a pack of rogues on the road. Patrolling it up and down, looking for merchants. And Camp West Alpha has been completely lost. Only rogues in there now. Hungry for flesh._";

begintalknode 14;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Maybe I can kill the rogues on the road?";
	text1 = "_Feel free. There's no rebels here now. Just mad creations, beyond help. They will all have to be put down, by someone or other._";

begintalknode 15;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "Tell me about the camp.";
	text1 = "_It's one of the creation camps. Where Sage Taygen ordered all the creations to keep us safe from them. They went mad and killed all the Keepers._";
	text2 = "_Now we see why it was good to lock them up._";

begintalknode 16;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "So the camp is full of rogues?";
	text1 = "_Lots of them. Has been that way for a while now. Nobody has spared the soldiers to take the camp back._";

begintalknode 17;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Maybe the creations went rogue because of the camp?";
	text1 = "_Maybe. Doesn't matter to me. I'm not a Shaper. I follow their orders, not question them. That's the way it is._";

begintalknode 18;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "How can I get through here?";
	text1 = "_Keep a blade ready. That's all I can tell you._";

begintalknode 19;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Surprise! I'm a rebel! (Attack.)";
	text1 = "Renata realizes that she has evaded so many rogues only to blunder into a rebel. She curses and raises her baton.";
	action = END_TALK;
	code =
		set_attitude(8,10);
	break;
	
begintalknode 20;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Thank you for the information.";
	text1 = "_Glad to help. I'd better be moving on._ She casts a nervous glance behind her and leaves.";
	action = END_TALK;

	
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "There is a servile hiding in this building. He lurks in the shadows in the back of this bedroom. There is a blade in his trembling hand. It is stained with dried blood.";
	text2 = "He is not a rebel. There are no tattoos, no ritual scars. He looks like he was a farmworker. Then something drove him mad.";
	text3 = "When he sees you, he says, _No! No! Am found! But Desi no go back. No back no camp. No ever! You no take me back!_ He starts to advance on you, sword pointed at your chest.";

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = creature_type(pc_num()) == 46;
	question = "Calm down. I'm a servile. I won't hurt you.";
	text1 = "The terrified creature takes a closer look at you, trying to make out your features in the shadows of the ruined home. He looks at you. He looks at your blade. _Yes. Yes. You are here. We are free._";
	text2 = "He picks up a satchel and a moldy piece of stale bread. _I will go now. Go north. Go to rebel lands. Be free!_ He runs out of the bedroom.";
	text3 = "In his crazed state, you give him poor odds of success. But then again, he has survived this long.";
	action = END_TALK;
	code =
		sf(65,4,2);
	break;
	
begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = get_stat(20) > 5;
	question = "Be calm. I want to let you go.";
	text1 = "You make your voice as soothing as you can, trying to get past this creature's crumbling sanity and appeal to what little calm and rationality he has left. You succeed. He nods. _Yes. Yes. You are here. We are free._";
	text2 = "He picks up a satchel and a moldy piece of stale bread. _I will go now. Go north. Go to rebel lands. Be free!_ He runs out of the bedroom.";
	text3 = "In his crazed state, you give him poor odds of success. But then again, he has survived this long.";
	action = END_TALK;
	code =
		award_party_xp(100,25);
		sf(65,4,2);
	break;

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = get_stat(20) <= 5;
	question = "Be calm. I want to let you go.";
	text1 = "You make your voice as soothing as you can, trying to get past this creature's crumbling sanity and appeal to what little calm and rationality he has left. You don't succeed.";
	text2 = "He howls, _No! is trick! Take me! Take me back! No more camp! No, ever!_ He lunges at you.";
	action = END_TALK;
	code =
		sf(65,4,1);
		set_attitude(9,10);
	break;

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "You are a rogue. You must die. (Attack.)";
	text2 = "He howls, _I knew it! Hunter! You hunter! You no take me! Take me back! No more camp! No, ever!_ He lunges at you.";
	action = END_TALK;
	code =
		sf(65,4,1);
		set_attitude(9,10);
	break;

begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Wait. Let's talk about this.";
	text1 = "You try to appeal to his reason. Sadly, there is none left.";
	text2 = "He howls, _No! is trick! Take me! Take me back! No more camp! No, ever!_ He lunges at you.";
	action = END_TALK;
	code =
		sf(65,4,1);
		set_attitude(9,10);
	break;

	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Sudabey";
	text1 = "There turns out to be one human in the ruined camp. Magically skilled, but not a Shaper. There is the hint of essence around him, but not enough for full Shaping.";
	text2 = "There is an odd cast to his features. His face is rounder, and he is short and stocky. His robes, while traditional, are ill-fitting. As if they were stolen.";
	text3 = "When he sees you, he points at you. _Hah!,_ he says. _Another has wandered into the trap. Another Shaper will pay for the sins of your kind._";

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Actually, I'm not a Shaper.";
	text1 = "_Do not try to fool me. I don't share your power, but I can sense it. You make life. You are a Shaper!_";
	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Where are you from?";
	text1 = "_I am one of the people of the wastes. The forgotten people. Now we will emerge! We will get our vengeance! We will destroy the Shapers!_";
	text2 = "Even if it wasn't already obvious that this person is a lunatic, it is now confirmed.";
	
begintalknode 53;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "Did you cause this camp to be destroyed?";
	text1 = "_I wish I had, but I did not. The mistreatment of the creatures here drove them mad. The Shapers brought their own destruction. I only came later. And the creatures welcomed me. They have no hate for my people._";
	
begintalknode 54;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Why didn't they kill you?";
	text1 = "_They sensed my intentions. They know I shared their hate. I blessed them with my power, and they accepted me._";
	
begintalknode 55;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "And why are you still here?";
	text1 = "_As a trap. I support these creatures. They accept me. We destroy any Shapers who come. Revenge for my people!_";
	
begintalknode 56;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Who are your people?";
	text1 = "_The people of the wastes! The nomads who suffered at the hands of the Shapers for so many years, and who can finally take their revenge._ Like them or not, it will take more than one malcontent mage to worry the Shapers.";
	
begintalknode 57;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "I support your cause. Why don't we discuss this rationally?";
	text1 = "_What? What Shaper trick is this? No, I will not let you claim my mind! Come, allies! Come and destroy this intruder!_";
	action = END_TALK;
	
begintalknode 58;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "If you're going to try to kill me, get on with it.";
	text1 = "_Yes. We have ambushed and slain two Shapers so far._ Or whoever he mistook for Shapers. _Now it will be three! And on it goes, until the people of the wastes can reclaim ..._";
	text2 = "You attack him, so as to not have to endure yet another speech.";
	action = END_TALK;

//

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 = "";
		