// TOWN DIALOGUE SCRIPT
//    Town 16: Gale

begintalkscript;

variables;

short i,j,k,r1,choice;

begintalknode; //Rali
	tag = 1;
	state = -1;
	nextstate = -1;
	question = "Rali";
	code =
		run_hardcode(33);
	break;

begintalknode; //Leona
	tag = 2;
	state = -1;
	nextstate = -1;
	question = "Leona";
	code =
		run_hardcode(34);
	break;



begintalknode;
	tag = 3;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "The citizens of Gale are a scared, exhausted lot. You're sure they have plenty to say, about the monsters, about the sealing of the gates.";
	text2 = "Instead, they keep to themselves. When you approach, you get a curt nod and nothing else.";
	
begintalknode;
	tag = 4;
	nextstate = -1;
	question = "Herb Addict";
	text1 = "This townsperson is in a horrible, filthy state. The addict reeks of the strong medicinal smell that is so common here in Gale. You ask for a name, but all you get in response is a low moan.";
	action = END_TALK;
	
begintalknode;
	tag = 5;
	nextstate = -1;
	question = "Guard";
	text1 = "An exhausted, suspicious guard peers out at you through a slit in the city wall. _Welcome to Gale. The gates are closed. Orders of the mayor. Go away._";
	text2 = "You try to ask the guard how you can get in. _Nobody comes in. And there are no secret ways in. None at all. Go away._ The guard walks off.";
	text3 = "You try to talk to the guards, but speaking with outsiders will draw suspicion to them. In Gale, paranoia is the order of the day. The Empire warrior walks off.";
	action = END_TALK;
	code =
		cs();
		if (gf(17,8) > 0)
			as(3);
			else {
				as(1);
				as(2);
				}
	break;
	
// Gale Citizen

begintalknode;
	tag = 20;
	state = -1;
	nextstate = 20;
	condition = 1;
	text1 = "A Gale townsperson walks up to you, face wearing a predatory grin. _You know, Mayor Rali would reward me well if I were to let him know that an Avernite is in the city. Reward me very well indeed._";
	text2 = "_Of course, for a mild payment of fifty coins, I could neglect my sacred duty to my city and just keep silent. Seems a small price to pay to avoid trouble, eh?_";


begintalknode;
	state = 20;
	nextstate = -1;
	condition = 1;
	question = "_I refuse!_";
	text1 = "You refuse to pay the extortion money. The townsperson smiles wryly and wanders off.";
	action = END_TALK;
	code =
		sf(19,9,20);
	break;
	
begintalknode;
	state = 20;
	nextstate = -1;
	condition = coins_amount() < 50;
	question = "_Fine. I'll pay._ Give the money.";
	text1 = "You don't have the full fifty coins. The ungrateful thug takes what you have and walks off.";
	action = END_TALK;
	code =
		sf(19,9,0);
		change_coins(-50);
	break;

begintalknode;
	state = 20;
	nextstate = -1;
	condition = coins_amount() >= 50;
	question = "_Fine. I'll pay._ Give the money.";
	text1 = "You pay the parasite the coins. The townsperson graces you with a mocking smile and wanders off.";
	action = END_TALK;
	code =
		sf(19,9,0);
		change_coins(-50);
	break;
	
// Pasi

begintalknode;
	tag = 40;
	state = -1;
	nextstate = 1;
	question = "Pasi";
	text1 = "A small, wiry man is sitting by a small fire outside the city walls. A wall of trees keeps him from being visible to monsters approaching from outside. It gives him time to flee during an assault.";
	text2 = "He looks you over when you approach. _I am Pasi. You definitely look like someone who could use my services._";
	text5 = "Pasi stands and waits patiently. Every once in a while, you see guard patrols inside Gale. They pointedly ignore you as they pass.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_Why are you standing around out here?_";
	text1 = "_Well, these days, it's difficult to enter Gale. I give assistance in those in need of visiting the town._";

begintalknode;
	state = 2;
	nextstate = -1;
	question = "_How fares Gale?_";
	text1 = "_A difficult place to live these days, to say the least._";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_Why is it so difficult to get in?_";
	text1 = "_The leadership in Gale is currently, shall we say, less than inspiring._ He looks you over carefully. _That is why I will give you, entirely free of charge, a warning._";

begintalknode;
	state = 3;
	nextstate = 4;
	question = "_What warning?_";
	text1 = "_Word of the arrival of the Avernites has spread far, and many in Valorim welcome the news. Mayor Rali and Garrison Commander Leona do not, not at all. Watch your step around City Hall. If they notice you, your fate will be grim._";
	text3 = "_Word of the arrival of the Avernites has spread far, and many in Valorim welcome the news. Mayor Rali and Garrison Commander Leona do not, not at all. Even less so, now that you have humiliated them by solving the golem problem. Avoid City Hall._";
	action = DEP_ON_SDF 308 0 0;

begintalknode;
	state = 4;
	nextstate = -1;
	question = "_What makes you think I am from Avernum?_";
	text1 = "_Sorry, friends, but there's not a person in this province who doesn't know about the Avernites wandering around. Be careful. Some of the troops around here have standing orders to slay any Avernite they see._";
	text2 = "_They might not obey those orders. Then again, they might._";

begintalknode;
	state = 4;
	nextstate = -1;
	question = "_Do your leaders hate Avernites?_";
	text1 = "_No. But they love power. And they're afraid the people will take it from them, the moment the people realize that their leaders have no idea how to solve the golem problem._";
	text3 = "_No. But they love power. And they're afraid the people will take it from them, the moment the people realize that their leaders had no idea how to solve the golem problem and some random outsiders did._";
	action = DEP_ON_SDF 308 0 0;

begintalknode;
	state = 4;
	nextstate = -1;
	question = "_Any advice for me while I'm in Gale?_";
	text1 = "_The mayor has spies everywhere. Stick to the alleys and smaller roads whenever you can._";

begintalknode;
	state = 4;
	nextstate = -1;
	condition = gf(308,0) == 0;
	question = "_Is there anyone who is having luck fighting the golems?_";
	text1 = "_Phew. I shouldn't talk about that. I'll wind up at the end of a rope. But, if I were you, I'd head north to Tevrono. There's someone up there you should maybe talk to._";

begintalknode;
	state = 1;
	nextstate = 8;
	question = "_Isn't it dangerous to lurk out here?_";
	text1 = "_Not really. The guards give me a warning when golems approach, and they ignore me otherwise._";

begintalknode;
	state = 8;
	nextstate = -1;
	question = "_Why do the guards ignore you?_";
	text1 = "_They know that the sealing of the Gale gates is madness. They want people to be able to sneak in and out. I make it possible. They need me._";

begintalknode;
	state = 8;
	nextstate = -1;
	question = "_The guards can really keep you safe?_";
	text1 = "_Believe me, if they couldn't, I would not be here._";

begintalknode;
	state = 1;
	nextstate = 10;
	question = "_What services do you offer?_";
	text1 = "_I can help you sneak into Gale. Perhaps._";
	text3 = "_I've done everything for you I can. Good luck, traveler._";
	action = DEP_ON_SDF 17 8 0;
	

begintalknode;
	state = 10;
	nextstate = -1;
	condition = gf(17,8) == 0;
	question = "_I would like that._";
	code =
		run_hardcode(165);
	break;

// Langley

begintalknode;
	tag = 100;
	state = -1;
	nextstate = 85;
	question = "Langley";
	text1 = "The innkeeper gives you a knowing wink when you approach the bar. She saw you come out of her storeroom. She must know how you entered Gale, and how illegal your presence here is. _I'm Langley. How may I help you?_";
	text5 = "Langley smiles at you, but it is forced. Your illegal presence in Gale is fine with her, as long as you don't stand too close for too long.";
	action = INTRO;

begintalknode;
	state = 85;
	nextstate = 86;
	question = "_What are you serving here?_";
	text1 = "_Well, I would be honored if you would stay in one of our luxury rooms. Only 20 coins, for such, well, unusual guests. In addition, for such as yourselves, we have a variety of unusual services._";

begintalknode;
	state = 86;
	nextstate = 87;
	question = "_What kind of unusual services?_";
	text1 = "She points at a woman sitting in the corner. _If you're here for medicine, she will help you out. Very reasonable prices. Just ask._";
	code =
		sf(16,11,1);
	break;

begintalknode;
	state = 87;
	nextstate = 85;
	question = "_Uhhh ... OK._";
	text1 = "Langley silently wipes the bar down.";

begintalknode;
	state = 87;
	nextstate = -1;
	question = "_Ummm ... medicine of what sort?_";
	text1 = "Annoyed, she leans close and lowers her voice. _Careful! This stuff is still illegal, and Mayor Rali will have our heads on a stick if it pleases him. You want the stuff, ask Alba over there about medicine. Don't talk to me about it anymore._";
	text2 = "_In fact, just get away!_";
	action = END_TALK;

begintalknode;
	state = 85;
	nextstate = 88;
	question = "_What can you tell me about things in Gale?_";
	text1 = "Langley looks very uncomfortable. _Nothing. Nothing of importance._";
	text3 = "Langley looks very uncomfortable. _Nothing. Nothing of importance._ Then she leans close and whispers, _But the golems are gone, and we are very grateful._";
	action = DEP_ON_SDF 308 0 0;

begintalknode;
	state = 88;
	nextstate = -1;
	question = "_Why does everything look so crumbled and run down?_";
	text1 = "Langley whispers, _Look. Your secret is safe with me. But don't get me killed. The mayor's spies are everywhere._ She moves away quickly.";
	action = END_TALK;

begintalknode;
	state = 85;
	nextstate = -1;
	condition = coins_amount() >= 20;
	question = "_I need a room to stay in._ Pay 20 coins.";
	text1 = "She shows you to your room, which isn't luxurious in any sense of the word. Still, it is a safe place to stay in a very unsafe city.";
	action = END_TALK;	
	code =
		revive_party();
		change_coins(-20);
		relocate_char(get_pc_id(0),45,9,FALSE);
		relocate_char(get_pc_id(1),46,9,FALSE);
		relocate_char(get_pc_id(2),46,10,FALSE);
		relocate_char(get_pc_id(3),45,10,FALSE);
	break;

begintalknode;
	state = 85;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "Langley moves away, wiping the counter as she goes.";
	action = END_TALK;

// Cole

begintalknode;
	tag = 120;
	state = -1;
	nextstate = 113;
	question = "Cole";
	text1 = "This is Gale's rougher inn. The innkeeper wears a hefty greatsword at his belt. He has a variety of scars. He is prepared to leap over the bar and break up a fight or fight a golem at any moment.";
	text2 = "He grunts, _I'm Cole, the innkeeper here._";
	text5 = "Cole keeps one hand near his greatsword and one hand near the bar. He's poised to spring into violent action at any moment. _What now?_";
	action = INTRO;

begintalknode;
	state = 113;
	nextstate = -1;
	question = "_That's a big sword._";
	text1 = "_I need it. I always need to use the flat of it to knock out fighting sailors. One of these days, I might need to fight a golem. When they come, I'll be ready._";

begintalknode;
	state = 113;
	nextstate = -1;
	question = "_What do you have for sale?_";
	text1 = "_Bourbon is 8 coins for a round. A room for the night is five. And don't bug the customers. We keep to ourselves here. Remember that._";

begintalknode;
	state = 113;
	nextstate = -1;
	condition = coins_amount() >= 5;
	question = "_I'll need a room for the night._ Pay 5 coins.";
	text1 = "You pay the money, and he shows you to your room. As he leaves, he says, _And be sure to come back for a drink in the morning. Sometimes I chat a bit with the paying customers._";
	action = END_TALK;	
	code =
		revive_party();
		change_coins(-5);
		relocate_char(get_pc_id(0),45,39,FALSE);
		relocate_char(get_pc_id(1),46,39,FALSE);
		relocate_char(get_pc_id(2),46,40,FALSE);
		relocate_char(get_pc_id(3),45,40,FALSE);
	break;


begintalknode;
	state = 113;
	nextstate = 115;
	condition = coins_amount() >= 8;
	question = "_Bourbon, please._ Pay 8 coins.";
	text1 = "The drink is neither strong nor good. As you choke it down, Cole says, _By the way, you should be careful in Gale._";
	code =
		force_char_status(30000,1,20);
		change_coins(-8);
	break;

begintalknode;
	state = 115;
	nextstate = 116;
	question = "_Why should I be careful?_";
	text1 = "_Mayor Rali is losing his mind. Sealed off the city. Talking about the golems is asking for trouble. He's jealous of anyone who can fight them and resents anyone talking about them because it points out how little good he's done against us._";
	text2 = "_You're lucky. I wouldn't tell this to just anyone._";

begintalknode;
	state = 116;
	nextstate = -1;
	question = "_And how might the mayor feel about someone who wiped out the golems?_";
	text1 = "_The mayor might feel jealous, and nervous, and want to quietly eliminate the person or persons who made him look bad._";

begintalknode;
	state = 116;
	nextstate = 117;
	condition = gf(308,0) == 0;
	question = "_Why be open with me?_";
	text1 = "_Everyone who comes through that door has another story about what the Avernites are doing to fight the monsters. Now if you ask me, the person you should talk to is the General._";

begintalknode;
	state = 117;
	nextstate = -1;
	question = "_What general?_";
	text1 = "_Go up to Tevrono. You'll see who I mean._";

begintalknode;
	state = 113;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_Safe travels to you, warrior. Stay away from City Hall._";
	action = END_TALK;

// Alba

begintalknode;
	tag = 240;
	state = -1;
	nextstate = 401;
	question = "Alba";
	text1 = "A large woman with a blank face is sitting at the table. She isn't drinking or eating or talking with anyone. She just sits there, waiting. _I am Alba,_ she says quietly.";
	text5 = "Alba sits there, expressionless. Every once in a while, her eyes flicker towards the window, noting anyone who might come in.";
	action = INTRO;

begintalknode;
	state = 401;
	nextstate = 402;
	question = "_Greetings. What are you doing?_";
	text1 = "_Just waiting._";

begintalknode;
	state = 402;
	nextstate = -1;
	question = "_What are you waiting for?_";
	text1 = "_You don't know what for? Then I have nothing to say to you._";
	action = END_TALK;

begintalknode;
	state = 401;
	nextstate = 403;
	condition = gf(16,11) >= 1;
	question = "_I hear that you sell medicine._";
	text1 = "She smiles. _Yes, I just sit here and they come to me. Welcome. Have a seat._ You sit. _Now, you're interested in a little skribbane?_";
	code =
		sf(19,21,1);
	break;
	
begintalknode;
	state = 403;
	nextstate = 404;
	question = "_What is skribbane?_";
	text1 = "_Peace. Energy. Safety. Chew on it, and the fear of the golems will leave you. I sell only the best, brought at great difficulty and expense from the Isle of Bigail to here. You can purchase some from me. The effects are extraordinary._";

begintalknode;
	state = 404;
	nextstate = 401;
	question = "_What kind of effect does skribbane have on a user?_";
	text1 = "_Peace. Relief. Everyone in town uses it. Or if not everyone yet, soon. Just the thing to relieve the fear of the golems. It's especially good for soldiers and adventurers. Doubles your strength. Erases your fear! Makes you fight like tigers!_";
	text2 = "_A whole city cannot be wrong. Just the edge you'll need dodging golems is just one purchase away._";

begintalknode;
	state = 401;
	nextstate = -1;
	condition = gf(19,21) > 0;
	question = "_Let me buy some skribbane._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Buying Skribbane","Skribbane herb is chewed. It releases strange substances into your body, simultaneously erasing fear and doubt and increasing your strength and stamina. Other effects are unknown.",91,5,3);
	break;

begintalknode;
	state = 401;
	nextstate = -1;
	condition = gf(19,21) > 0;
	question = "_I don't need any skribbane._";
	text1 = "_Then leave. Talking to you is a risk._ She waves you away.";
	action = END_TALK;

// Zachariah

begintalknode;
	tag = 260;
	state = -1;
	nextstate = 429;
	question = "Zachariah";
	text1 = "You meet a priest, comfortably into middle age. He's a massive man, lumbering about in his armor, and a great mace hangs from his belt.";
	text2 = "These times are hard on him. Weariness is eating away at him, bit by bit. _A traveler. Greetings. I am simply called Zachariah. Welcome to my shrine._";
	text5 = "Zachariah says, _What else can I do for you, traveler? How can I ease your journey?_ His armor is dragging him down bit by bit.";
	action = INTRO;

begintalknode;
	state = 429;
	nextstate = 430;
	question = "_Can you assist me?_";
	text1 = "_It is good to see fresh, bold faces in this battered town. I will give you assistance however I am able. However, I am growing rather tired._";

begintalknode;
	state = 430;
	nextstate = -1;
	question = "_What sort of help can you give me?_";
	text1 = "_I have heard of you. I know you fight a noble fight. I can teach you rituals to use against our foes._";

begintalknode;
	state = 429;
	nextstate = 432;
	question = "_Why are you so tired?_";
	text1 = "_This town fights two wars, one from without, one from within. Golems attack our bodies, and skribbane herb attacks our souls._";

begintalknode;
	state = 432;
	nextstate = 433;
	question = "_How have the golems been attacking?_";
	text1 = "_They do to us what the giants do to Lorelei. They rush in, throw fire and ice at us, and flee before we can respond. Every day, we grow weaker. Only one town has had luck fighting them._";
	text3 = "_Lately, they haven't. Some believe that the golems are gone, and will come no more. I do not dare hope for so much._";
	action = DEP_ON_SDF 308 0 0;

begintalknode;
	state = 433;
	nextstate = -1;
	condition = gf(308,0) == 0;
	question = "_Which town is that?_";
	text1 = "_There is a force up in Tevrono, a town to the north, that has had much success against the golems. However, they stand alone. Our mayor refuses to support them. If you wish to battle the golems, you should go up there and see what they're doing right._";

begintalknode;
	state = 432;
	nextstate = 434;
	question = "_How is skribbane a problem?_";
	text1 = "_Oh, my poor flock. They are subjected to constant danger and fear. Then these men and women come and offer them a way to easily and completely escape the horror of their lives, and they leap at it. It makes them strong, and it recharges their energy._";
	text2 = "_It is only then that they find out the true price._";

begintalknode;
	state = 434;
	nextstate = -1;
	question = "_What is the price of skribbane use?_";
	text1 = "_Once you ingest skribbane herb, it starts to seize control of your soul. The more you take, the less good it does you but the more you need it. I tell you, it is as implacable and lethal a foe as the golems ever were._";


begintalknode;
	state = 430;
	nextstate = -1;
	condition = has_spec_item(66) > 0;
	question = "_Are you capable of removing a horrible curse?_";
	text1 = "He inspects you closely. _No. I cannot cure the curse that afflicts you. Perhaps when I was younger. But I no longer have the strength now. If I were you, I would go to the city of Shayder. Their healing abilities are the best you will find._";

begintalknode;
	state = 429;
	nextstate = -1;
	question = "_Can we purchase some of your spells?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Zachariah","Zachariah is tired and worn, but the strength of his faith is great. He knows a variety of powerful spells, and he is willing to teach them to you.",101,2,3);
	break;

begintalknode;
	state = 429;
	nextstate = -1;
	condition = 1;
	question = "_I'll be going now._";
	text1 = "_I wish you safety. And justice._";
	action = END_TALK;

// Herb Seller

begintalknode;
	tag = 280;
	state = -1;
	nextstate = 457;
	question = "Herb Seller";
	text1 = "You meet the woman who runs this grim place. She moves smoothly up to you and bows. When you ask her name, she grimaces. _I prefer not to say it. I'm sure you understand. I deal in skribbane herb, if you would like to purchase some._";
	text5 = "You meet the anonymous woman who runs this grim place. She moves smoothly up to you and bows. Her eyes are clear. She does not use her product.";
	action = INTRO;

begintalknode;
	state = 457;
	nextstate = 458;
	question = "_Will you sell to me?_";
	text1 = "_Why yes, I sell refuge. Or strength._";

begintalknode;
	state = 458;
	nextstate = 459;
	question = "_How do you manage to sell that?_";
	text1 = "_Both come from the same miraculous source: skribbane herb. Want to buy some?_";

begintalknode;
	state = 459;
	nextstate = -1;
	question = "_What is skribbane?_";
	text1 = "_Brought at great risk from the Isle of Bigail, skribbane herb will increase your strength, both of mind and body. Take it before battle and you will be nearly invincible! Take it when you are afraid or tired and feel true restoration of your soul._";
	text2 = "_Such a miracle can only be purchased here!_ She smiles and bats her eyelashes. _Do you wish to obtain some?_";

begintalknode;
	state = 457;
	nextstate = 460;
	condition = gf(17,11) >= 1 && has_spec_item(20) <= 0;
	question = "_I heard you might know how to get into the Library of Gale._";
	text1 = "She thinks. _Oh, yes! The Librarian of Gale came here often. She traded a key to the library for some herb. You can have ownership of it for only 5000 coins. It does me no good._";

begintalknode;
	state = 460;
	nextstate = -1;
	condition = has_spec_item(20) <= 0;
	question = "_Five thousand coins? Surely you can bring that price down a little._";
	text1 = "_Surely I can't. There are some people who will pay dearly for access to that library. If you won't, they will. Now leave me to my dealings._";
	action = END_TALK;

begintalknode;
	state = 460;
	nextstate = -1;
	condition = has_spec_item(20) <= 0;
	question = "_All right. I'll buy the library key from you._ Pay 5000 coins.";
	text1 = "She takes your coins and hands you a key made of electrum. _Poor soul. She was slain by a golem's fireball, not long after she sold this to me. Oh well._";
	text3 = "_Ah, but you cannot afford that. Would you like some herb instead?_";
	text5 = "You already have this item.";
	code =
		clear_strings();
		if (has_spec_item(20) > 0)
			add_string(5);
			else {
				if (coins_amount() >= 5000) {
					add_string(1);
					set_spec_item(20,1);
					change_coins(-5000);
					}
					else add_string(3);
				}
	break;

begintalknode;
	state = 457;
	nextstate = -1;
	question = "_Let me buy some skribbane._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Skribbane Herb","Skribbane herb is chewed. It releases strange substances into your body, which simultaneously erase fear and doubt and increase your strength and stamina. Other effects are unknown.",91,3,3);
	break;

begintalknode;
	state = 457;
	nextstate = 461;
	condition = gf(301,0) >= 5;
	question = "_I have been using a lot of skribbane, and it seems to make me want to use more._";
	text1 = "_My advice, then is to use more. It is a wonderful blessing. You should not attempt to resist it._";

begintalknode;
	state = 461;
	nextstate = -1;
	question = "_But how can I make myself not want to use more?_";
	text1 = "_I ... I ... I do not know. The possibility that someone might not want to use it has never come up._";

begintalknode;
	state = 457;
	nextstate = -1;
	condition = 1;
	question = "_I don't need any skribbane._";
	text1 = "_Yes you do. We all do. It is the only way for us to stay sane in this mad time. You will be back._";
	action = END_TALK;

// Nantier

begintalknode;
	tag = 300;
	state = -1;
	nextstate = 485;
	question = "Nantier";
	text1 = "You meet Gale's alchemist. He looks at you skeptically. _I am Nantier. Welcome, adventurer._ He has the personal smell alchemists tend to end up with, of smoke and strange chemicals.";
	text5 = "Nantier smiles slightly. _Do you wish to deal with me?_";
	action = INTRO;

begintalknode;
	state = 485;
	nextstate = 486;
	question = "_So what sort of stuff do you have for sale?_";
	text1 = "He says tiredly _I don't make herb. I don't have herb. I am a simple alchemist. And I don't have any more maps. All out._";

begintalknode;
	state = 486;
	nextstate = -1;
	question = "_Where might I find a map?_";
	text1 = "_You're in Monoroe Province now. If you want a map, head north to the town of Tevrono. My friend Ozmo is a mapmaker. He's stuck there. Talk to him, and he can help you find your way around._";
	
begintalknode;
	state = 486;
	nextstate = -1;
	question = "_What did you mean when you said 'herb'?_";
	text1 = "_I don't know anything about that skribbane herb stuff beyond that everyone asks for it and I don't have it. If that's what you want, I'll have to bid you good day._";

begintalknode;
	state = 486;
	nextstate = 487;
	question = "_Do you teach any alchemy?_";
	text1 = "_My recipes are all closely-held family secrets. They are effective, but I could learn better if I could enter the library. Still, we all do what we can._";

begintalknode;
	state = 487;
	nextstate = 488;
	question = "_Why can't you use the library?_";
	text1 = "_Gale has a small but very high quality library in city hall. Unfortunately, the librarian died and our esteemed mayor closed it for good._ He thinks. _I heard one woman say she knows how to enter it, but I will have no dealings with her._";
	text3 = "_Gale has a small but very high quality library in city hall. Unfortunately, the librarian died and our esteemed mayor closed it for good._ You show Nantier the key to the library. _Ah. Excellent. I hope you learn something valuable there._";
	code =
		if (has_spec_item(20) == 0)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 488;
	nextstate = -1;
	condition = has_spec_item(20) <= 0;
	question = "_Who is that woman?_";
	text1 = "_She has a shop, where she sells that cursed herb stuff. I'm not sure where it is. She told me she knows something of the library. I want to get into it, but I wouldn't go near her place of business for the world._";
	action = SET_SDF 17 11 1;

begintalknode;
	state = 485;
	nextstate = 489;
	question = "_Are you selling any potions?_";
	text1 = "_No. All of my potions must be sold, at very low prices, to the mayor and his offices. It is now required by a law, which only applies to me._";


begintalknode;
	state = 489;
	nextstate = -1;
	question = "_That sounds very odd._";
	text1 = "_It is the way things are right now. And if I wish to stay inside the safety of these walls, it is the way it will stay._";

begintalknode;
	state = 485;
	nextstate = -1;
	condition = gf(16,13) <= 1;
	question = "_You saw that I am an adventurer. Are you looking for a sword for hire?_";
	text1 = "_Not a sword. A mind. I wish to learn how to make that most powerful of potions, energy elixir. It is concentrating magical power, a powerful, rare, difficult to make potion. I came to Gale because I heard that an excellent recipe is here, probably in the library. I believe it is. But I can't get to it._";
	text2 = "_Find the recipe and teach it to me, and I will reward you with the finest potions in my stock._";
	action = SET_SDF 16 13 1;
	code =
		toggle_quest(77,1);
	break;
	
begintalknode;
	state = 485;
	nextstate = -1;
	condition = gf(16,13) == 1 && gf(16,12) >= 1;
	question = "_I learned how to make energy elixir._ (Explain the recipe to Nantier.)";
	code =
		run_hardcode(44);
	break;
	
begintalknode;
	state = 485;
	nextstate = 490;
	condition = 1;
	question = "_I want you to make a potion for me._";
	text1 = "_I can do that. I charge fifty coins for each potion, and I will need the materials._";
	text2 = "_I can make elixirs, the most powerful of potions. I use the basic herbs, of course, but also need graymold, mandrake root, or both for everything I make._";
	
begintalknode;
	state = 490;
	condition = num_of_item(289) > 0 && num_of_item(292) > 0 && coins_amount() >= 50;
	question = "_I would like a healing elixir._ (Give healing herb and graymold.)";
	text1 = "You give Nantier the herbs and the money. He walks to his worktable and gets to work. There is an hour of furious chopping and boiling. Eventually, he returns with a ceramic flask. _Here is your elixir._";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		change_coins(-50);
		take_num_of_item(289,1);
		take_num_of_item(292,1);
		reward_give(226);
		play_sound(22);
	break;
	
begintalknode;
	state = 490;
	condition = num_of_item(289) > 0 && num_of_item(292) > 0;
	question = "_I would like a curing elixir._ (Give healing herb and graymold.)";
	text1 = "You give Nantier the herbs and the money. He walks to his worktable and gets to work. There is an hour of furious chopping and boiling. Eventually, he returns with a ceramic flask. _Here is your elixir._";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		change_coins(-50);
		take_num_of_item(289,1);
		take_num_of_item(292,1);
		reward_give(227);
		play_sound(22);
	break;
	
begintalknode;
	state = 490;
	condition = num_of_item(289) > 0 && num_of_item(290) > 0 && num_of_item(291) > 0 && num_of_item(292) > 0;
	question = "_I would like an armor elixir._ (Give healing, spiritual, and energetic herbs and graymold.)";
	text1 = "You give Nantier the herbs and the money. He walks to his worktable and gets to work. There is an hour of furious chopping and boiling. Eventually, he returns with a ceramic flask. _Here is your elixir._";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		change_coins(-50);
		take_num_of_item(289,1);
		take_num_of_item(290,1);
		take_num_of_item(290,1);
		take_num_of_item(292,1);
		reward_give(230);
		play_sound(22);
	break;
	
begintalknode;
	state = 490;
	condition = num_of_item(290) > 0 && num_of_item(291) > 0 && num_of_item(293) > 0;
	question = "_I would like a speed elixir._ (Give spiritual and energetic herbs and mandrake root.)";
	text1 = "You give Nantier the herbs and the money. He walks to his worktable and gets to work. There is an hour of furious chopping and boiling. Eventually, he returns with a ceramic flask. _Here is your elixir._";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		change_coins(-50);
		take_num_of_item(290,1);
		take_num_of_item(291,1);
		take_num_of_item(293,1);
		reward_give(228);
		play_sound(22);
	break;
	
begintalknode;
	state = 490;
	condition = num_of_item(290) > 0 && num_of_item(289) > 0 && num_of_item(292) > 0 && num_of_item(293) > 0 && gf(16,13) > 1;
	question = "_I would like an energy elixir._ (Give spiritual and healing herbs, graymold, and mandrake root.)";
	text1 = "You give Nantier the herbs and the money. He walks to his worktable and gets to work. There is an hour of furious chopping and boiling. Eventually, he returns with a ceramic flask. _Here is your elixir._";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		change_coins(-50);
		take_num_of_item(289,1);
		take_num_of_item(290,1);
		take_num_of_item(292,1);
		take_num_of_item(293,1);
		reward_give(229);
		play_sound(22);
	break;

begintalknode;
	state = 490;
	nextstate = -1;
	question = "_I don't need any elixirs._";
	text1 = "_All right. Please come back if you ever want to support learning in Valorim._";
	action = END_TALK;

// Velnas

begintalknode;
	tag = 320;
	state = -1;
	nextstate = 513;
	question = "Velnas";
	text1 = "This woman is dressed like a mage. However, you aren't sure how much you should trust in her competence. She is constantly distracted, and her eyes are glazed over.";
	text2 = "You wave to get her attention. _I am ... I ... I am Velnas._ She has some green stains on the collar of her robes.";
	text5 = "Velnas tries to say something to you, but she is too distracted to get the words out. _I ... I ... What?_ Her eyes seem unable to focus. Your nose suggest that she hasn't changed her robes in some time.";
	action = INTRO;

begintalknode;
	state = 513;
	nextstate = -1;
	question = "_You have some stains on your collar._";
	text1 = "_Yes? And? And? What of it? They are stains! Nothing! Nothing special! None of your ... your business! Leave me._";
	action = END_TALK;

begintalknode;
	state = 513;
	nextstate = 514;
	question = "_Are you all right?_";
	text1 = "She thinks. _Excuse my distraction. I am a bit tired. I am Gale's mage. I teach spells. I'm not sure if I'm allowed. But I do it._";

begintalknode;
	state = 514;
	nextstate = -1;
	question = "_You're not allowed to teach spells?_";
	text1 = "She concentrates. _The Empire ... limits who can learn what magic. But ... I need money. I'll teach you if you can pay._";

begintalknode;
	state = 514;
	nextstate = 517;
	question = "_Why are you tired?_";
	text1 = "She suddenly becomes very defensive. _What? Wha ... wha ... why not? The town is under attacks ... attack all the time. Why else would I be under the weather?_  ";

begintalknode;
	state = 517;
	nextstate = -1;
	question = "_You seem drugged._";
	text1 = "She lurches forward in her chair. _I ... I don't ... I ... don't have to put up with this! Good day!_";
	action = END_TALK;

begintalknode;
	state = 513;
	nextstate = 515;
	question = "_Can you teach me some spells?_";
	text1 = "She pulls out a spell book and looks it over. Some of the spells seem to confuse her, but after a bit, she finds a few she seems comfortable with.";
	text2 = "_You can purchase spells from me. Some spells. Would ... would you like that?_";

begintalknode;
	state = 515;
	nextstate = 513;
	question = "_I'd like to buy spells._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Velnas Spells","When she starts speaking in the language of magical ritual, some reflexive part of Velnas' mind takes over. She speaks clearly and calmly. She is very skilled, or she was, until her mind started to go.",102,5,3);
	break;

begintalknode;
	state = 513;
	nextstate = -1;
	condition = 1;
	question = "_I don't need any spells._";
	text1 = "_Oh. I ..._ She sort of drifts off. You wait for her to keep speaking. Then you realize that she's just forgotten that you're there.";
	action = END_TALK;

// Kalen

begintalknode;
	tag = 440;
	state = -1;
	nextstate = 801;
	question = "Kalen";
	text1 = "When you approach this man, he quickly stuffs a package in his pocket. He bows to you, though the movement plainly causes some discomfort. _I am Master Kalen. Greetings to you._";
	text5 = "Kalen fidgets, moving his weight from one foot to another. His hand stays close to the pocket in which he hid the package.";
	action = INTRO;

begintalknode;
	state = 801;
	nextstate = 802;
	question = "_What sort of shop is this?_";
	text1 = "His face twitches suddenly. He looks like he is in pain. He still manages to talk. _I am the trainer for Gale. Would you like knowledge?_";

begintalknode;
	state = 802;
	nextstate = 805;
	question = "_I am interested in training._";
	text1 = "_All right. As you wish._ He fidgets.";

begintalknode;
	state = 805;
	nextstate = -1;
	question = "_So ... Training?_";
	text1 = "_Oh. You mean from me? No. I am busy. Use the practice equipment if you want. But from me? Just ... just go. I am busy._ He walks away.";
	action = END_TALK;

begintalknode;
	state = 801;
	nextstate = 803;
	question = "_You appear to be in pain. Are you all right?_";
	text1 = "His hand rests securely on his pocket. _Pardon me. I just have a headache. They happen._";

begintalknode;
	state = 803;
	nextstate = -1;
	question = "_Have you taken anything for your headache?_";
	text1 = "He looks upset. _I have nothing more to say to you! I just need some time alone._ He walks away quickly, hand on his pocket.";
	action = END_TALK;

begintalknode;
	state = 801;
	nextstate = 804;
	question = "_What did you just put in your pocket?_";
	text1 = "He looks defensive. _What? What are you saying?_";

begintalknode;
	state = 804;
	nextstate = -1;
	question = "_You just hid something, that's all._";
	text1 = "_No. I didn't. I deny it. Get out of here, before I call the guard. I promise they will listen to me before they believe you, outsider!_";
	action = END_TALK;

// Stern

begintalknode;
	tag = 460;
	state = -1;
	nextstate = 829;
	question = "Stern";
	text1 = "This shop is run by a grim, pale woman. She sits at her counter, sharpening the steel tip of a javelin. She says, _I'm Stern. What do you want?_";
	text5 = "Stern sits at her counter, working on her goods. She's currently polishing a beautiful yew bow.";
	action = INTRO;

begintalknode;
	state = 829;
	nextstate = 830;
	question = "_What kind of shop do you run here?_";
	text1 = "She continues to work while she speaks. _I'm the fletcher for Gale. I have fine missiles here._";

begintalknode;
	state = 829;
	nextstate = -1;
	question = "_Let's trade._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Stern's Missiles","Stern makes some of the finest quality missile weapons you have seen in Valorim. Considering how dangerous the monsters in this area are, it's a good thing.",103,2,3);
	break;

begintalknode;
	state = 830;
	nextstate = 831;
	question = "_How is Gale faring against the golems?_";
	text1 = "She shakes her head. _I don't talk politics. And I don't want herb, if that's what you're asking about._";
	text3 = "She shakes her head. _Better, I suppose. I don't talk politics. And I don't want herb, if that's what you're asking about._";
	action = DEP_ON_SDF 308 0 0;

begintalknode;
	state = 831;
	nextstate = -1;
	question = "_Why don't you like to talk politics?_";
	text1 = "_Golems fire bolts of deadly magic over our walls constantly, and we need missiles to fire back. That's all I know about it. Anything beyond that is beyond me._";
	text3 = "_If you met our leaders, you would know. Not that that is a good idea, mind you._";
	action = DEP_ON_SDF 308 0 0;

begintalknode;
	state = 831;
	nextstate = -1;
	question = "_You mentioned something about herbs._";
	text1 = "_If everyone in this cursed city wants to hammer their brains into mush with skribbane, that's their business. Beyond my control. I just make weapons. Someone has to stay useful._";

begintalknode;
	state = 829;
	nextstate = -1;
	condition = 1;
	question = "_I don't need any weapons._";
	text1 = "_Good luck to you, then. This city has gone mad. I'd move on if I were you._";
	action = END_TALK;

// Dharas

begintalknode;
	tag = 480;
	state = -1;
	nextstate = 857;
	question = "Dharas";
	text1 = "The proprietor of this shop is proudly polishing a beautiful steel helmet. He holds it up and lets it gleam in the light. Then he turns to you. _I'm Dharas, armorsmith of Gale,_ he says proudly.";
	text5 = "Dharas continues to polish the steel helm, burnishing the surface until it seems to glow. His careful craftsmanship seems out of place in this crumbling city.";
	action = INTRO;

begintalknode;
	state = 857;
	nextstate = 858;
	question = "_You have a fine armor shop._";
	text1 = "_Even in these troubled times, Gale's armor is still some of the finest in the world. Surprisingly, I still have some items in stock. You can purchase them if you have sufficient money and taste._";

begintalknode;
	state = 858;
	nextstate = -1;
	question = "_Well I know I have taste, but money is occasionally in short supply._";
	text1 = "_Both are necessary if you wish to own some of my goods. Such is the cost of quality._";

begintalknode;
	state = 858;
	nextstate = -1;
	question = "_Do you know anything about the golem problem around Gale?_";
	text1 = "_With all the horror and carnage these days, I am forced to concentrate twice as hard on making the best armor I possibly can. Unfortunately, that means I don't follow too much what's going on._ He thinks. _Beyond, of course, how much people need armor._";

begintalknode;
	state = 857;
	nextstate = -1;
	question = "_Can we buy some of your armor?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Dharas' Armor","Dharas is one of the finest craftsmen in the continent of Valorim. In these dangerous times, the gear that comes from his hands sells quickly.",104,5,3);
	break;

begintalknode;
	state = 857;
	nextstate = -1;
	condition = 1;
	question = "_I would like to sell something._";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode;
	state = 857;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_If you say so. Be careful. It's dangerous out there these days. Or so they tell me._";
	action = END_TALK;
	
// Asp

begintalknode;
	tag = 500;
	state = -1;
	nextstate = 885;
	question = "Asp";
	text1 = "You find a vacant, bleary-eyed man, holding sway over a dusty and disused smithy. When you enter he makes a clumsy effort to look professional. _I am weaponmaster Asp,_ he mumbles.";
	text5 = "Asp watches you with bloodshot eyes. Every once in a while, his jaw shifts back and forth as if he is chewing something. Must be a habit ... his mouth is empty.";
	action = INTRO;

begintalknode;
	state = 885;
	nextstate = 886;
	question = "_What sort of shop is this?_";
	text1 = "_A smithy. You can purchase from my stock, and I do special custom work,_ he mumbles. A tiny bit of drool forms at the corner of his mouth.";

begintalknode;
	state = 885;
	nextstate = -1;
	question = "_I want to buy some of your weapons._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Asp's Weapons","Asp's stock is high quality, but it is very expensive and very dusty. You doubt that he has made any pieces of quality in some time, and, even in these deadly times, his prices have driven people away.",105,6,3);
	break;

begintalknode;
	state = 886;
	nextstate = 887;
	question = "_What sort of special work do you do?_";
	text1 = "_Not so much now. But I used to make special weapons. Special, rare weapons. When I could. When I had the ability._";

begintalknode;
	state = 887;
	nextstate = 889;
	question = "_Do you still have any? Can we see them?_";
	text1 = "_I still have some of my special weapons. Some that weren't sold. But I want to keep them, to remember when ... when I could make them._";

begintalknode;
	state = 887;
	nextstate = 888;
	question = "_How did you lose some of your ability?_";
	text1 = "_I don't want to talk about it. The golems. They were too much. I was too afraid. I needed ... I needed peace. I don't want to talk about it._";

begintalknode;
	state = 888;
	nextstate = 887;
	question = "_The golems are indeed a formidable foe._";
	text1 = "_I don't want to talk about it._ He turns shakily away.";
	action = END_TALK;

begintalknode;
	state = 889;
	nextstate = -1;
	condition = gf(18,12) <= 1;
	question = "_Could I purchase some of them?_";
	text1 = "_I would. I would let you. But first, I have needs. I have little money, and I need the herb. Some of the skribbane herb. Give me some, and I will sell you some of my special weapons._";
	text2 = "This is worrisome. The last thing that this man needs, clearly, is more skribbane herb.";
	action = SET_SDF 18 12 1;
	code = 
		toggle_quest(78,1);
	break;
	
begintalknode;
	state = 885;
	nextstate = -1;
	condition = party_has_item(225) > 0 && gf(18,12) == 1;
	question = "_I have some skribbane herb for you._ Give a sprig to him.";
	action = REUSABLE;
	code =
		run_hardcode(45);
	break;

begintalknode;
	state = 885;
	nextstate = -1;
	condition = gf(18,12) == 2;
	question = "_Let me see your special, private wares._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Asp's Special Weapons","Clearly, Asp was once a weaponsmith with remarkable skill. He had the power to craft magical blades, a very rare skill. When you arrived, he only had four precious magical weapons left, remnants of a better past.",106,6,3);
	break;
	
begintalknode;
	state = 885;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_Hmmm? What? Whatever. Bye._";
	action = END_TALK;

// Gelahd

begintalknode;
	tag = 520;
	state = -1;
	nextstate = 913;
	question = "Gelahd";
	text1 = "A beggar runs up to you, drops nimbly to his knees, and raises his bowl. His fingers have light green stains, and his eyes are glazed over. _Thank you for being so kind, kind adventurer. I am Gelahd, kind one. Can you spare a coin?_";
	text5 = "Gelahd kneels before you and holds up his bowl. _Please kind one, please? Spare a few coins?_";
	action = INTRO;

begintalknode;
	state = 913;
	nextstate = 914;
	question = "_What do you want with me?_";
	text1 = "_I've heard of you. You are great and bold. It is an incredible honor to meet you. And, if you would be so kind as to give me some coins, maybe I can aid you._";

begintalknode;
	state = 914;
	nextstate = -1;
	question = "_Why are you so full of flattery?_";
	text1 = "_Who deserves it more then you? An honor, I tell you, to meet such a hero, such a colossus, standing astride our troubled times. Such a hero, I'm sure, is greatly rich, not only in wisdom but in coins._ He looks at you hopefully.";

begintalknode;
	state = 913;
	nextstate = 915;
	condition = coins_amount() >= 5;
	question = "Give a few coins.";
	text1 = "He takes a few of your coins. _Thank you so much. And for 100 coins more, I can tell you something very interesting about the golems._";
	code =
		change_coins(-5);
	break;

begintalknode;
	state = 915;
	nextstate = 916;
	condition = coins_amount() >= 100;
	question = "Give 100 coins. _You are demanding. Tell me what you know of the golems._";
	text1 = "He takes the money gratefully. _In the herb house there's a mage. She's always there, always not quite awake. She mumbles. And sometimes she mumbles about golems! Prod her about it, and you might find something good!_";
	code =
		sf(18,11,1);
		change_coins(-100);
	break;


begintalknode;
	state = 915;
	nextstate = -1;
	question = "_That much money? I think not._";
	text1 = "_Fine, lord. The information will keep, when you need it._ ";
	action = END_TALK;

begintalknode;
	state = 916;
	nextstate = 917;
	condition = gf(18,11) >= 1;
	question = "_Where is the herb house?_";
	text1 = "_I'm not supposed to say. It's here in town. You're so bright. You find it!_ He suddenly seems very eager to get away.";

begintalknode;
	state = 917;
	nextstate = -1;
	question = "Let him go.";
	text1 = "He scuttles off to the other side of the road, a safe distance from you.";
	action = END_TALK;

begintalknode;
	state = 917;
	nextstate = -1;
	question = "Stop him.";
	text1 = "You grab his arm. _All right. All right. There's a concealed door near the north gate. Leads to herb house. Let me go!_ You release him. He quickly scuttles to the other side of the grove.";
	action = END_TALK;

begintalknode;
	state = 913;
	nextstate = -1;
	question = "_Get away from me, vermin._";
	text1 = "_Yes, great one. And I hope such kindness is shown to you on the way down._ Gelahd scuttles away. ";
	action = END_TALK;

// Hssrrr

begintalknode;
	tag = 540;
	state = -1;
	nextstate = 941;
	question = "Hssrrr";
	text1 = "You find the most pathetic, bedraggled nephilim you've ever seen. Her hair is scraggly and missing in patches. One of her fangs is broken off. She holds a begging bowl. It's a horrible sight.";
	text2 = "She walks over to you on her knees. _I am Hssrrr._";
	text5 = "Hssrrr looks up at you pathetically. Occasionally, she looks around for the city guard. You doubt that they are kind to nephilim around these parts.";
	action = INTRO;

begintalknode;
	state = 941;
	nextstate = -1;
	question = "_How did you get reduced to this lowly state?_";
	text1 = "_You are nephil. You know. Empire so cruel to us. Lost clan. Lost home. Is only way to live._";
	text3 = "_You not nephil. You not know. Empire so cruel. Lost home. Is only way to live._";
	action = END_TALK;
	code =
		if (species_in_party(2))
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 941;
	nextstate = 942;
	question = "_Can I help you?_";
	text1 = "She emits a raspy purr. _Oh please, great ones. Please give me a few coins._";

begintalknode;
	state = 942;
	nextstate = 943;
	condition = coins_amount() >= 5;
	question = "Give 5 coins.";
	text1 = "You give her a few coins. She bows silently to you in gratitude. Or perhaps abasement.";
	code =
		change_coins(-5);
	break;

begintalknode;
	state = 943;
	nextstate = -1;
	question = "_Is that all?_";
	text1 = "_Yes, master, thank you for your time._ She walks away on her knees. It is horrible to see a fellow nephil in such a condition.";
	text3 = "_Yes, master, thank you for your time._ She walks away on her knees. ";
	action = END_TALK;
	code =
		if (species_in_party(2))
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 942;
	nextstate = -1;
	question = "_Away with you, or you will regret it._";
	text1 = "_Yes, lord. I am sorry I have troubled you._ She shuffles away quickly.";
	action = END_TALK;


// Carol

begintalknode;
	tag = 660;
	state = -1;
	nextstate = 1229;
	question = "Carol";
	text1 = "You meet a tall woman, who seems resigned to pacing back and forth restlessly by the docks. She wears the salt-crusted leather of a sailor.";
	text2 = "She is pleased to break the monotony by talking to you. _Hi. I'm Carol._";
	text5 = "Carol continues to pace, wearing down both the dock and her shoes. _What news do you hear, friend?_";
	action = INTRO;

begintalknode;
	state = 1229;
	nextstate = 1230;
	question = "_Why are you pacing around?_";
	text1 = "_To calm down. I'm trying to get out of here before the golems kill me._";
	text3 = "_I don't have anything else to do. Even with the golems gone, I can't get out of here. No ships._";
	action = DEP_ON_SDF 308 0 0;

begintalknode;
	state = 1230;
	nextstate = 1231;
	question = "_The golems seem like quite a problem._";
	text1 = "She looks ruefully down at some burns on her arm. _This just happened a few days ago. God, I want to get out of here. This city is pathetic. Their leaders are worse. I just want out before I get really unlucky._";
	text3 = "_There hasn't been a ship out of here in months. God, I want to get out of here. This city is pathetic. Their leaders are worse._";
	code =
		if (which_town() ==19)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 1231;
	nextstate = 1232;
	question = "_Had any run-ins with golems?_";
	text1 = "_A golem threw a fireball over the wall. Killed two people, just seared me. Hurts like hell. Enough to make me want to try that herb stuff. But I'm not that stupid!_";
	text3 = "_Been lucky so far. Others haven't been so fortunate. That's why so many use the herb around here._";
	code =
		if (day_reached(200,3))
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 1231;
	nextstate = 1232;
	question = "_Why do you call Gale pathetic?_";
	text1 = "_Everyone just wanders around like zombies, waiting to die. Those who haven't been lost to the herb, that is._";

begintalknode;
	state = 1232;
	nextstate = -1;
	question = "_What herb?_";
	text1 = "She shakes her head and spits in disgust. _Skribbane. It's madness! It's great for a while! Really makes you stronger! But then it wears off, and the pain grabs your soul. Some of the soldiers take it before combat. What a price to pay!_";

begintalknode;
	state = 1231;
	nextstate = -1;
	question = "_I take it you don't respect the leaders of Gale._";
	text1 = "She smiles wryly. _You know, I could say how the town's leaders are mad, more concerned in making themselves look good and omnipotent than in saving the city. But then I'd disappear and never be seen again._";
	text2 = "_So I won't say that. All right?_";

begintalknode;
	state = 1229;
	nextstate = 1233;
	question = "_Are you a sailor?_";
	text1 = "_Close. I am a weather mage. Well, it is one of my skills. I protect ships from harsh winds and other dangers in the deep._";
	text2 = "_Of course, right now, my skills are wasted. I would do anything to escape this horrible place, but I can't leave alone._";

begintalknode;
	state = 1233;
	nextstate = -1;
	question = "_Why can't you leave alone?_";
	text1 = "_The golems. They make traveling too dangerous._";
	text3 = "_Even with the golems gone, it is dangerous to travel in these times._";
	action = DEP_ON_SDF 308 0 0;
	
begintalknode;
	state = 1233;
	nextstate = 1234;
	question = "_You are determined to leave this place?_";
	text1 = "_Yes. Anywhere I can go, any way I can use my powers. It's dangerous here. Not just because of monsters, but because of our leaders._";

begintalknode;
	state = 1234;
	nextstate = -1;
	question = "_I am sorry to hear that. Well, good luck to you._";
	text1 = "_And to you, friend._";
	action = END_TALK;

// Mrrurr

begintalknode;
	tag = 680;
	state = -1;
	nextstate = 1257;
	question = "Mrrurr";
	text1 = "You meet a male nephil. He wears an earring, and a sword hangs at his belt. He watches you nervously as you approach. _I am Mrrurr._ He looks around, alert and on edge. _Looking for kind faces in this unfriendly town._";
	text5 = "Mrrurr keeps chatting, but he doesn't look at you. He continuously casts his eyes back and forth, looking for city guards or anyone else who might cause him trouble.";
	action = INTRO;

begintalknode;
	state = 1257;
	nextstate = 1259;
	question = "_Has the town been friendly to you?_";
	text1 = "_This is a bad, bad place for one of my kind to be._";

begintalknode;
	state = 1257;
	nextstate = 1258;
	question = "_I don't see many nephilim around. What are you doing here?_";
	text1 = "_Mrrr. I am a sailor, stranded in this town. And you are right. Our kind is in danger here. You should watch yourself._";
	text3 = "_Mrrr. I am a sailor, stranded in this town._";
	code =
		if (species_in_party(2))
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 1258;
	nextstate = 1260;
	question = "_How did you wind up stranded here?_";
	text1 = "_I came here serving on a ship, but now the ship won't leave because there is nowhere for it to go. So instead I bought a skiff with my savings. To escape the danger._";

begintalknode;
	state = 1259;
	nextstate = 1260;
	question = "_Are you safe here?_";
	text1 = "He looks around again. _The leaders here are filled with hate, and sometimes it spills out at us. I wish to leave on the next ship. My skiff is no good to get away._";
	text3 = "He looks around again. _The leaders here are filled with hate, and sometimes it spills out at us. I wish to leave when I can. I hope to use money you gave me to get away. I thank you._";
	action = DEP_ON_SDF 16 8 0;

begintalknode;
	state = 1260;
	nextstate = 1261;
	condition = gf(16,8) == 0;
	question = "_Why don't you use your skiff to sail away?_";
	text1 = "He shakes his head and makes a hissing noise. _It was good for nothing. The leaky thing could only get to Maddok Island, to the south._";

begintalknode;
	state = 1261;
	nextstate = 1262;
	condition = gf(16,8) == 0;
	question = "_Why don't you go to Maddok Island?_";
	text1 = "_That is useless to me. The island to the south is overrun by horrors. Long has been, so I hear. I wish to get rid of the worthless boat, if possible._";

begintalknode;
	state = 1262;
	nextstate = 1263;
	condition = gf(16,8) == 0;
	question = "_Would you consider selling your boat?_";
	text1 = "His ears perk up. _I would let you purchase the skiff for only 100 coins. If you were odd enough to want to see the undead island, that is. That's all it's good to go to._";

begintalknode;
	state = 1263;
	nextstate = -1;
	condition = coins_amount() >= 100;
	question = "Give 100 coins.";
	text1 = "He takes your coins gratefully. _The skiff is at the end of the central dock. Thank you much. Maybe this money can get me away from here._";
	code =
		change_coins(-100);
		sf(16,8,1);
	break;
	
begintalknode;
	state = 1263;
	nextstate = -1;
	condition = gf(16,8) == 0;
	question = "_No, I'm not interested._";
	text1 = "_All right. Well, if you ever want a worthless little boat, I will be here._";
	action = END_TALK;

// Roselei

begintalknode;
	tag = 700;
	state = -1;
	nextstate = 1285;
	question = "Roselei";
	text1 = "This woman is, or was, a mage of the Empire. She has decayed. She reclines on a filthy chair, the corners of her mouth crusted with herbal potion.";
	text2 = "She mumbles constantly and incoherently. Somehow, you manage to get her attention. _I am Roselei,_ she says. _Authorized wizard of the ... the ... Empire._";
	text5 = "Roselei sit in the chair, mumbling to herself. Every once in a while, she chews on a wad of something in the back of her mouth.";
	action = INTRO;

begintalknode;
	state = 1285;
	nextstate = 1286;
	question = "_Will you speak to me?_";
	text1 = "She mumbles. _Oh, Edward. Oh, oh, Edward._";

begintalknode;
	state = 1286;
	nextstate = 1287;
	question = "_Who is Edward?_";
	text1 = "Her eyes open wide. _Edward? I thought they had you! Have you come back to me? Have you returned?_";

begintalknode;
	state = 1287;
	nextstate = 1285;
	question = "_Yes, I have returned._";
	text1 = "She suddenly starts to cry. She stares in your direction, but doesn't see you. _You cannot fool me. My Edward was slain. He is gone. Go away, and leave me to what little poor peace I can find._ She turns spasmodically away.";
	action = END_TALK;

begintalknode;
	state = 1287;
	nextstate = -1;
	question = "_No. I am not Edward._";
	text1 = "She looks away. _Then leave me. Let me stay in a place where Edward lives._";
	action = END_TALK;

begintalknode;
	state = 1285;
	nextstate = -1;
	condition = gf(18,11) == 1;
	question = "_You are Roselei? I heard you might know something about the golems._";
	text1 = "Her eyes open wide. She struggles desperately to attain a few moments of coherence. _Yes! Yes! Before Edward left me! I had to tell people! I met a mage. In mountains. North of here. Southeast of Tevrono. Must fly to get there._";
	text2 = "With a final exertion of energy, she says, _Go to him. Met him. Knows golems._ Then she sinks back into her chair, exhausted.";
	action = END_TALK;

// Mario

begintalknode;
	tag = 720;
	state = -1;
	nextstate = 1313;
	question = "Mario";
	text1 = "A bleary-eyed man sits here, surrounded by neat packages of rations. He doesn't even bother to conceal the bottle of green liquid he's been drinking. _Uh, I'm Mario. Say what you want, and get out._ He takes a sip from the vial.";
	text5 = "Mario takes another sip from the vial. He winces. He doesn't seem to take any pleasure in the liquid. Yet, he seems unable to stop drinking it.";
	action = INTRO;

begintalknode;
	state = 1313;
	nextstate = 1314;
	question = "_Are you selling any of this food?_";
	text1 = "_Uh, I ... I have food._ He seems annoyed by the distraction.";

begintalknode;
	state = 1314;
	nextstate = 1315;
	question = "_You didn't answer my question._";
	text1 = "He seems highly annoyed now. _You can purchase food and sell me any of your junk. Then leave._";

begintalknode;
	state = 1313;
	nextstate = -1;
	question = "_Let's do some trading._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Mario's Rations","Mario is more interested in his strange foul drink than in dealing with you. Yet, with customers so scarce, he can afford to be rude.",107,6,3);
	break;

begintalknode;
	state = 1313;
	nextstate = -1;
	question = "_Why are you being so rude?_";
	text1 = "He looks longingly at the bottle. _I'm busy. You hear? Busy. Get what you want and go._";


begintalknode;
	state = 1313;
	nextstate = -1;
	condition = 1;
	question = "_I would like to sell something._";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode;
	state = 1313;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_Then just go._";
	action = END_TALK;
