// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(9,1) == 0;
	question = "special";
	text1 = "As you descend from the Whitespires, you find yourself becoming increasingly disoriented. The air is not freezing. There is no snow crunching underfoot.";
	text2 = "For as long as you can remember (which, admittedly, isn't very long), there has been only wind and ice. As you walk down this road, you are stunned to find that water can fall from the sky in non-frozen form.";
	text3 = "From up here, you can see a long way to the south. This pass cuts down toward the Mera-Tev, a heavily forested region of Terrestia. At the south end of the path, however, you can see a large wall blocking your path.";
	action = SET_SDF 9 1 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(9,2) == 0;
	question = "special";
	text1 = "You are standing just outside the ruins of a large inn. It provided a resting place for the many travelers, merchants, and students traveling to and from the Foundry.";
	text2 = "Some time in the last few weeks, it was attacked. Now it has been abandoned.";
	text3 = "Though you can't be sure, you have a suspicion that it was abandoned about the time the Presence started driving the creations rogue.";
	action = SET_SDF 9 2 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(9,3) == 0;
	question = "special";
	text1 = "A field of mines has been placed here to help defend against rebels to the south and rogues to the north.";
	text2 = "When you get close, you see that the sensor antennae of the mine triggers are not swiveling around, looking for targets. These mines are not currently active. You can pass safely.";
	action = SET_SDF 9 3 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(9,4) == 0;
	question = "special";
	text1 = "This clearing has been set with mines, not unlike the road to the northeast. There is one difference. These mines are active.";
	text2 = "Their sensor antennae swivel constantly, searching for their programmed targets. Probably Shapers or invading humans.";
	text3 = "If you want to see what they were put here to guard, you will have to disarm them. Or set them off.";
	action = SET_SDF 9 4 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The soldiers here are eager to have a new person to talk to. They don't have much news from the south, but they are very interested in hearing about the troubles in the Foundry.";
	text2 = "After chatting with them for a while, you manage to escape. Otherwise, they would happily occupy you with drink and games of dice for hours to come.";
	
begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several creations stationed at this gate, defending from attackers in both directions.";
	text2 = "They are surprisingly tame and well-controlled. The Presence has not affected them at all.";
	
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";




begintalknode 10;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Minallah - North";
	text3 = "  The Mera-Tev - South";
	text4 = "  White Pass Inn - West";
	
begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You hear the sound of doors flying open, coming from somewhere in the inn. Then you hear a woman's piercing angry voice. She shouts, _Jelinek, you coward!_";
	text2 = "_I told you what would happen if you sent someone in here before I was done! Now stay put and get ready for punishment. If you move, it'll just make me angrier!_";
	
begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

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 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "There is a lone soldier patrolling this section of the road out of Minallah. When she sees you, she waves you over.";
	text2 = "_Greetings to you. I am Private Sara. I apologize for taking up your time._";
	text3 = "You meet Private Sara again. She is still walking her lonely patrol up and down this road. She says, _I am sorry to trouble you again._";
	text4 = "_I simply wish to see if you have papers of transit. You will need them to pass the gate to the south. I want to make sure to save you from a long, unnecessary trip._";
	code =
		if (gf(9,9) == 0) {
			sf(9,9,1);
			rs(3);
			}
			else {
				rs(1); rs(2);
				}
	break;
	
begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I don't have any papers.";
	text1 = "_I am sorry to hear that, but I am glad that I was able to keep you from wasting your time traveling south._";
	text2 = "_Because of recent events in the war, Shaper Rawal has ordered that only those with papers can be allowed through the gate into the Mera-Tev. I am sorry that I had to bring you this bad news._";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Where can I get papers?";
	text1 = "_I am not aware of the exact process, I am afraid. You will have to go to Isenwood's Spire._";
	text2 = "_I have never heard of a servile being able to leave on his or her own. But, I suppose, you could always try._";
	code =
		if (creature_type(pc_num()) != 46) 
			rs(2);
	break;

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "What is to the south?";
	text1 = "_The gateway, which blocks the way into the Mera-Tev. Those lands have been the scenes of many battles recently. We should be happy that Shaper Rawal is doing such a good job of keeping the chaos at bay._";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = get_stat(20) > 3;
	question = "I have received permission to go south. Let me by. (Lie.)";
	text1 = "Private Sara looks doubtful. _I am not the one to convince. Sergeant Noblet, down by the gate, is in charge. Without the papers, however, you will have no luck convincing him._";
	text2 = "_Now, please excuse me. I need to return to my patrol. Rogues and rebels can attack from any direction!_ She moves on.";
	action = END_TALK;
	
begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Thank you for the information.";
	text1 = "She nods. _I am pleased that I was able to help you. Please have a safe trip back to Minallah._";
	text2 = "_Now, please excuse me. I need to return to my patrol. Rogues and rebels can attack from any direction!_ She moves on.";
	action = END_TALK;

	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Jelinek";
	text1 = "A lone man has set up a miserable little camp in this recess in the cliff wall. It isn't as cold here as it is up in the mountains, but it's still a wet, muddy place to stay.";
	text2 = "When you approach, he cowers in the back corner, saying. _Oh, no! Not yet! Please don't kill me! Please!_";
	text3 = "Then he actually bothers to look at you. _Oh! You're not here to kill me? Maybe the Shapers finally sent someone to help me! I'm Jelinek. I'm the innkeeper. Or I was, until I got kicked out._";
	text5 = "Jelinek cowers in the back corner. Sometimes he snivels. And sneezes. Camping out here has given him a little bit of a cold.";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "That is your inn?";
	text1 = "_It was. Now it is full of rogues, and a bandit. They attacked. Everyone fled. They're in there still, eating my food and looking for treasure._";
	text2 = "_I tried to get Sergeant Noblet to send a platoon to clear the place out. He's down by the gate. But he won't help me. I hate him._";

	
begintalknode 52;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "When did the attack happen?";
	text1 = "_Right after all the creations went crazy. I saw right when that happened. There were fyoras chained up outside the inn. They were being taken up to the Foundry._";
	text2 = "_They went mad. They hissed and blew fire everywhere. Almost burned me out. People started leaving right after that._";
	text3 = "_The next day the bandit came._";
	
begintalknode 53;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Who attacked you, exactly?";
	text1 = "_A bandit. She said her name was Antonia. Some rogues were following her. They did what she said. She wasn't a Shaper. She just shouted, and they obeyed. I certainly would._";
	text2 = "_They chased everyone out. The ones that didn't get eaten, I mean._";
	text3 = "_But now she's dead. And it looks good on her, too!_";
	code =
		if (gf(9,5) < 2)
			rs(3);
	break;
	
begintalknode 54;
	state = 51;
	nextstate = 52;
	condition = gf(9,5) < 2;
	question = "Maybe I can clear out your inn.";
	text1 = "He looks you over. _I don't know. Antonia said that if I got anyone to drive her out before she'd finished robbing the place, she'd kill me. Personally. She'd hunt me down and ..._ He shudders.";
	text2 = "_Can you promise you can keep me safe?_";
	
begintalknode 55;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Can I ask you about something else?";
	text1 = "_If you aren't going to help me, then just leave me alone. I have enough problems without having to help you._ He curls up in a blanket and sulks.";
	action = END_TALK;
	
begintalknode 56;
	state = 52;
	nextstate = -1;
	condition = gf(9,5) == 0;
	question = "Not really.";
	text1 = "_Then just go. I'll wait for Noblet to send some soldiers up here and take my chances with them. Good day._ He curls up in a blanket and sulks.";
	action = END_TALK;
	
begintalknode 57;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "I'll make sure nobody hurts you.";
	text1 = "_Really? Well, in that case, go ahead. I'm sick of being out here in the mud. If you clear out the inn and get rid of Antonia, I'll pay you. With money. I promise._";
	code = 
		set_flag(9,5,1);
		toggle_quest(39,1);
	break;	
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = gf(9,5) > 1;
	question = "Are you going to reopen your inn now?";
	text1 = "_Well, I could go in there, but I'm afraid you might have missed a rogue or two. They're sneaky that way. I'm just going to wait for Noblet to send some soldiers out. To make sure it's safe._";

begintalknode 59;
	state = 50;
	nextstate = -1;
	condition = gf(9,5) == 0 && gf(9,6) > 0;
	question = "I killed Antonia for you.";
	text1 = "Jelinek nods. _I am very relieved. Thank you. It was a big help._";
	text2 = "You wait for him to offer a reward. It doesn't seem to be coming.";

begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = gf(9,5) == 1 && gf(9,6) > 0;
	question = "I killed Antonia for you.";
	text1 = "Jelinek nods. _I am very relieved. Thank you. It was a big help._";
	text2 = "You wait for him to offer your reward. It doesn't seem to be coming. You not so gently remind him what he promised. He sighs.";
	text3 = "_That's right. Loot a man down on his luck. Take all the coins I need to get back in business. Here._ He shoves a pouch of coins at you. _I hope you're happy._";
	code = 
		set_flag(9,5,2);
		toggle_quest(39,3);
		award_party_xp(200,12);
		change_coins(250);
	break;	
	
begintalknode 61;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Can I buy something?";
	text1 = "_What? Are you making fun of me? Do you see anything here for me to sell? All my goods are in my inn, and I can't go in until I'm sure it's safe._";

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = gf(9,5) < 2;
	question = "There is something I need to know.";
	text1 = "_What? No offers of help? No liberating my inn from the horrors? Just conversation? I don't need chat! I need someone to kill that bandit Antonia. Leave me be._";
	text3 = "_I don't have time to talk. I need to figure out how to get the rogues you missed out of the inn. I appreciate the help, but I have planning to do. Good day._";
	action = END_TALK;
	code =
		if (gf(9,6) == 0)
			rs(3);
			else rs(1);
	break;

//

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Sergeant Noblet";
	text1 = "An officious soldier is in charge of this camp. He wanders around, inspecting the creations and human soldiers. He barks orders. When he doesn't think anyone is looking, he raises the visor of his helmet and combs his mustache.";
	text2 = "When he sees you, he is pleased. For a few moments, he will actually have something to do. He walks over to you, makes a quick note on a scroll, and says, _Sergeant Noblet. Whitespires gate. Access to the Mera-Tev is restricted._";
	text3 = "_Papers please?_ He holds out his hand.";
	text5 = "There aren't many human soldiers at this gate, and it doesn't look like they get replaced often. Thus, Sergeant Noblet is glad to have an unfamiliar person to boss around.";
	text6 = "_What do you want here? State your business._";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = gf(9,19) == 0;
	question = "Tell me about this camp.";
	text1 = "_Oh, no. No distracting me with your cleverness. I need to see your papers. No papers and you can head right back up the road._";

begintalknode 72;
	state = 70;
	nextstate = -1;
	condition = gf(9,19) == 0;
	question = "I don't need papers. I work directly for Shaper Rawal.";
	text1 = "_That makes two of us, sonny. And Shaper Rawal has made it clear that nobody gets out without papers from Isenwood's Spire._";
	text2 = "_You can beg all you want. I enjoy it. But no going through._";
	
begintalknode 73;
	state = 70;
	nextstate = -1;
	condition = gf(9,19) == 0 && has_spec_item(1);
	question = "I have papers. Here. (Show them to him.)";
	text1 = "He looks at the papers. Very closely. He reads them. Then reads them again.";
	text2 = "Then he stares at you. _A servile? With these sorts of orders?_ He reads them a third time. Then he shrugs.";
	text3 = "_Fakes, most likely._ He hands the papers back to you. _But I can't find the flaw I'm sure is there. I have no choice but to unlock the gate for you._";
	code =
		sf(9,19,1);
		if (creature_type(pc_num()) != 46) 
			rs(2);
	break;
	
begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = gf(9,19) == 0;
	question = "I'll be going then.";
	text1 = "_You do that. Nice meeting you. Nice talking to you. And so on. Minallah is back up the road._";
	text2 = "He walks off, looking for someone to shout at.";
	action = END_TALK;
	
begintalknode 75;
	state = 70;
	nextstate = 72;
	condition = gf(9,19) > 0;
	question = "Tell me about the Mera-Tev.";
	text1 = "_It is one of the largest provinces in Terrestia. A beautiful land, named by the savages who inhabited it before the Shapers arrived and took possession of it. Tev meant 'forest' in their language._";
	text2 = "_Its capital is Mera. It has seen considerable warfare over the last few years. Less, recently._";

begintalknode 76;
	state = 70;
	nextstate = -1;
	condition = gf(9,19) > 0 && get_stat(20) < 4;
	question = "I could use some supplies for my journey.";
	text1 = "_And I could use a thousand coins. And magic pants. And a pony. We all have our burdens to bear._";
	
begintalknode 77;
	state = 70;
	nextstate = -1;
	condition = gf(9,19) > 0 && get_stat(20) >= 4 && gf(9,10) == 0;
	question = "I could use some supplies for my journey. I'm sure Shaper Rawal would want you to help me.";
	text1 = "The thought of irritating Shaper Rawal freezes Noblet's sarcastic reply in his throat. Slowly and resentfully, he leaves and returns with some of his limited stores.";
	text2 = "He hands you some thorns, a pod, a living tool, and some stale bread.";
	code =
		sf(9,10,1);
		reward_give(255);
		reward_give(110);
		reward_give(230);
		reward_give(252);
	break;
	
begintalknode 78;
	state = 70;
	nextstate = 71;
	condition = gf(9,19) > 0;
	question = "Tell me more about your defenses?";
	text1 = "_An interesting, insightful question. Exactly the sort a spy would ask._";
	text2 = "_We have a gate. We have soldiers. We have creations. That is all you need to know, friendo._";
	
begintalknode 79;
	state = 70;
	nextstate = -1;
	condition = gf(9,19) > 0;
	question = "I'll be going then.";
	text1 = "_You do that. Nice meeting you. Nice talking to you. And so on. The Mera-Tev is right through the gates._";
	text2 = "He walks off, looking for someone to shout at.";
	action = END_TALK;

	
begintalknode 80;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "And you've been able to keep control of your creations?";
	text1 = "_No problems at all. I heard they had some troubles with rogues up in the Foundry. No such thing here. That is because of the superior discipline I provide._";
	
begintalknode 81;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "How do I get to Mera?";
	text1 = "_Take the road south. Once you leave these mountains, Mera will be to the east. Road signs should direct you there._";
		
begintalknode 82;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Why has there been less fighting there?";
	text1 = "_There are many explanations. Rebel fatigue. Their terror of Shaper might. Or the possibility that Astoria, the Councilor of the Mera-Tev, is trying to cravenly negotiate a peace with the vile foe._";
	text2 = "_I cannot be sure, personally. After all, I would never question or criticize a Shaper._";

begintalknode 83;
	state = 70;
	nextstate = -1;
	condition = gf(9,5) == 1;
	question = "I met an innkeeper named Jelinek. He said that he needs help.";
	text1 = "_That sniveling worm? He came and complained to me. Said he had a rogue in his inn. Can't be true. All the creations here are perfectly calm._";	
	text2 = "_He's just trying to get more business. Not worth my time._";

//

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = has_spec_item(1) && char_in_party(47) >= 0 && gf(9,11) == 0;
	question = "Name";
	text1 = "Something seems wrong. Someone is missing. You look back and see that Mehken is no longer at your side. She is standing by the road, looking unhappy.";
	text2 = "Before you can ask what is happening, she says, simply, _It is time for me to leave you, Lifecrafter._";
	code =
		sf(9,11,1);
		remove_char_from_party(47);
	break;
	
begintalknode 91;
	state = -1;
	nextstate = 90;
	condition = has_spec_item(1) && char_in_party(47) < 0 && gf(9,11) == 0;
	question = "Name";
	text1 = "Something seems wrong. Someone is watching you. You spin around, drawing your blade, and prepare to dodge whatever blow is coming. Then you see who is there.";
	text2 = "It is Mehken, the servile who guided you when you woke up. She is standing by the road, looking unhappy.";
	text3 = "She is also the servile you betrayed to Shaper Rawal.";
	text4 = "Before you can ask what is happening, she says, simply, _I wanted to speak with you one more time before I left, Lifecrafter._";
	code =
		// bring to life if turned in
		if (gf(3,22) == 1)
			sf(101,0,0);
			
		sf(9,11,1);
		if (gf(3,22) != 1)
			rs(3);
	break;
	
begintalknode 92;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Lifecrafter?";
	text1 = "_That is what my kind calls your kind. You are not a Shaper, but you have their powers. You have the powers of a Lifecrafter. They were Shaped into you, probably with canisters. Maybe with a Geneforge. I can't be sure._";
	text2 = "_How you got those powers, where you came from, these things don't matter. What matters is where you go now._";

begintalknode 93;
	state = 90;
	nextstate = -1;
	condition = gf(3,22) == 1;
	question = "Didn't Shaper Rawal have you killed?";
	text1 = "_He gave the order. His soldiers told him I was killed. They didn't want to be punished for their failure to find me._";
	text2 = "_I spent every day in the Foundry listening for the boots of the Shapers. Coming to kill me. When the day came, I was ready. I slipped out of the spire in a crowd of serviles._";
	text3 = "_I find that, to most humans, we all look the same. I was counting on this to save my life, and it did._";
	
begintalknode 94;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "Where are you going?";
	text1 = "_I am returning to my people with the information I have gained. You will have to go learn about the world on your own. Relearn, I mean. I wish I could guide you on this process._";
	text2 = "_Of course, I can't. It is not safe for me to be near you. Though that is not my fault._";
	text3 = "Mehken has abandoned all pretense of speaking like a loyal servile. Now she talks like a human. Or a rebel.";
	text4 = "_I am returning, at last, to the arms of the rebellion._";
	code =
		if (gf(3,22) != 1)
			rs(2);
	break;
	
begintalknode 95;
	state = 91;
	nextstate = 92;
	condition = gf(3,22) == 1;
	question = "Rogue! I will kill you! (Attack.)";
	text1 = "You leap forward and swing your blade through Mehken, but, the moment before you make contact, she is gone. You look around and see her standing about twenty feet away.";
	text2 = "_Now that I am away from the Shapers, I am free to use the powers I have been given. I was given a few capabilities, just enough to help me to escape. The Shapers would detect it if I was changed more than that._";
	code =
		inc_flag(100,0,1);
	break;

begintalknode 96;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Why do you talk like that?";
	text1 = "_Because I am a civilized, intelligent creature. As deserving of freedom and respect as any other._";

begintalknode 97;
	state = 91;
	nextstate = 92;
	condition = 1;
	question = "How will you get to rebel lands?";
	text1 = "_I have certain capabilities. I am free to use them now. I was given enough power to help me to escape. The Shapers would detect it if I was changed more than that._";
	
begintalknode 98;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "Who gave you those powers?";
	text1 = "_The drakons. When I left, my kind and theirs were still cooperating. I will have to see if that continues. I fear it will not._";

begintalknode 99;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "Will I see you again?";
	text1 = "_Perhaps. I will not seek you, but you might find me. If you have come to see the righteousness of the rebel cause in that time, I may even help you._";

begintalknode 100;
	state = 92;
	nextstate = -1;
	condition = gf(3,22) != 1;
	question = "Is there no way I can get you to stay with me?";
	text1 = "_No. I must go and report what I have learned. And I am desperate to be back with my own kind, if only for a short time._";
	text2 = "_I regret leaving you. You have shown signs of fighting for our cause. I would like to stay and encourage you. It is not possible._";
	text3 = "_Also, you have shown worrying signs of loyalty to the Shapers and their doomed cause. I hope you reconsider._";
	code =
		if (gf(100,0) < 100)
			rs(3);
			else rs(2);
	break;
	
begintalknode 101;
	state = 92;
	nextstate = 93;
	condition = gf(3,22) == 1;
	question = "Go then.";
	text1 = "Mehken nods. _I only wanted to contact you to say this. Your path is not fixed. It is not too late to aid the rebels. The way of the Shapers is simply immoral. They are doomed. You do not have to die with them._";

begintalknode 102;
	state = 92;
	nextstate = 93;
	condition = gf(3,22) != 1;
	question = "Farewell then.";
	text1 = "Mehken nods. _I only wanted to say one final thing before I go. Your path is not fixed. The Shapers are immoral and doomed, but they will offer you many bribes before they die. Wealth. Power._";
	text2 = "_Resist them. Remember what is right._";
	text3 = "Mehken nods. _I only wanted to say one final thing before I go. Your path is not fixed. It is not too late to aid the rebels. The way of the Shapers is simply immoral. They are doomed. You do not have to die with them._";
	action = DEP_ON_SDF 100 0 98;
	
begintalknode 103;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "I will aid the rebellion if I can.";
	text1 = "Mehken says, _I will pass this on to my masters. And to the drakons. If your actions match your words, we may be able to help you. In the meantime, help Councilor Astoria if you can. She is very wise for a Shaper._";
	text2 = "_Until we meet again._";
	text3 = "She turns and walks off. You move to follow. But, a moment later, she is gone. She disappeared in the span of a blink. You are alone on the path.";
	action = END_TALK;
	code =
		inc_flag(100,0,-2);
	break;
	
begintalknode 104;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "The Shapers, whatever their faults, are wise. I will serve them.";
	text1 = "Mehken says, _I will pass this on to my masters. And to the drakons. I hope that we will not have to kill you. In the meantime, go south and meet Councilor Astoria in Mera-Tev. She is very wise for a Shaper._";
	text2 = "_Until we meet again._";
	text3 = "She turns and walks off. You move to follow. But, a moment later, she is gone. She disappeared in the span of a blink. You are alone on the path.";	action = END_TALK;
	code =
		inc_flag(100,0,2);
	break;
	
begintalknode 105;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "I'm just trying to survive. I don't know what side to take.";
	text1 = "_This is a time of war, Lifecrafter. A calm, philosophical neutral path will, I think, serve you poorly. But that is your path now, not mine. Until we meet again._";
	text2 = "She turns and walks off. You move to follow. But, a moment later, she is gone. She disappeared in the span of a blink. You are alone on the path.";
	action = END_TALK;	
	
begintalknode 290; // 
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Alas, your actions have infuriated the locals. Shaper Rawal's instructions to the city guards if you turn unpredictable or dangerous are clear. They hunt you down.";
	text2 = "You have some success evading them for a while. Then Shaper Rawal decides to get involved.";
	text3 = "A few days later, while you are hiding in an icy crevasse, you feel a numb sensation in your chest. Then it becomes a sharp pain. Then you collapse and die.";
	text4 = "If you had lasted longer, you might have discovered a way to free yourself from the powerful bonds Shaper Rawal placed on you. Sadly, it was not to be.";
	code =
		erase_char(1000);
	break;		