// TOWN DIALOGUE SCRIPT
//    Town 4: Shayder

begintalkscript;

variables;

short i,j,k,r1,choice;

// Ahonar

begintalknode;
	tag = 40;
	state = -1;
	nextstate = 1;
	question = "Ahonar";
	text1 = "This old man looks as comfortable in the elaborate robes of his office as if he was born in them. He looks at you serenely, basking in the warm energy flowing from the altar behind him.";
	text2 = "He says, _Welcome, traveler. I have heard of you. I am Ahonar, spiritual guide of the Anama church. I watch over my people and help them in their struggles._";
	text5 = "Ahonar watches you serenely. _How else may I help you, adventurer?_";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_You are the leader of the Anama?_";
	text1 = "_Though I wish to be humble, I must also be honest. Yes. I founded the Anama church. I watch over it. I help my people in their struggles._";
	
begintalknode;
	state = 2;
	nextstate = -1;
	question = "_What do you think of the Empire?_";
	text1 = "_We have our differences. It is a difficult situation, because the Empire is not known for tolerating dissent. Our remoteness has protected us so far._";
	text2 = "_In the future? I do not know._";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_So you founded the Anama._";
	text1 = "_Yes, but I did not make it so strong. My life has been devoted to my teachings, both on ethereal and practical matters. But this city around us and the strength of our faith? That is the achievement of its members._";

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_What practical matters keep you busy?_";
	text1 = "_My beliefs include that holy energy should be refined to the point where it can fully substitute for magical energy. For this reason, I teach holy prayers to all I can, so that others may be convinced to leave the ways of magic behind._";
	text2 = "_In return, we ask donations. They are necessary to bring supplies and building materials out to this remote isle._";

begintalknode;
	state = 3;
	nextstate = 4;
	condition = gf(4,0) == 0;
	question = "_Your teachings are very intriguing._";
	text1 = "_They are more than that. I believe that, within them, lies the hope of our race. Would you like to learn of the beliefs of the Anama faith?_";

begintalknode;
	state = 4;
	nextstate = 5;
	condition = gf(4,0) == 0;
	question = "_Tell me something of the Anama's beliefs._";
	text1 = "A look of calm and total conviction comes into his eyes. _Look at the world. Look at the people being slaughtered by beings of magical creation, at the bizarre creatures made by magical experiments._";
	text2 = "_Look at the undead, made by necromancers, or at armies shredded by fireball spells, stronger than a thousand arrows. What causes all this carnage?_";

begintalknode;
	state = 5;
	nextstate = 10;
	question = "_Magic?_";
	text1 = "_Yes, magical spells! We believe that the bad caused by the works of wizards far outweighs the good and that they should not be used. An unpopular belief, but one we will fight for._";
	text2 = "_Magic puts too much power into the lone and deranged, to the cost of all. Those who agree with this are always welcome to join us. We welcome those who would belong._";

begintalknode;
	state = 10;
	nextstate = -1;
	question = "_But you use magic! The altar. The enchanted barriers._";
	text1 = "_Those are created with holy magic. Our will, directed to divine ends. Divine power comes from outside us, and there are limits to how it can be warped. No divinity, even the most twisted, will allow humans to destroy ourselves._";
	text2 = "He smiles. _The Gods, for some reason, like us. They will never let us end ourselves. To do that, we have to look within ourselves to find power. Then we can resist the dark temptations of magic._";

begintalknode;
	state = 10;
	nextstate = 1;
	question = "_I think magic is beneficial._";
	text1 = "_Disagree with us if you wish, but our beliefs are grounded in nothing but clear thinking and an appreciation of the harshness of reality._";

begintalknode;
	state = 10;
	nextstate = 1;
	question = "_Perhaps you are correct about magic._";
	text1 = "_I'm glad you are giving our philosophy a chance. Convincing humankind of our wisdom is a never-ending battle._";
	
begintalknode;
	state = 4;
	nextstate = -1;
	condition = gf(4,0) >= 1;
	question = "_Tell me more of the Anama's beliefs._";
	text1 = "Ahonar shakes his head. _You have heard more than enough, I am sure. You left my fold. We have a rule. None who have been disloyal are welcome to return. You are welcome in this hall, but not in our faith._";
	text3 = "_You will not learn more here. Now you must go out into the world. You must see the harm magic has created, and you must repair it. I see that this is your destiny. Do not shy from it._";
	action = DEP_ON_SDF 4 0 1;

begintalknode;
	state = 1;
	nextstate = 7;
	question = "_What struggles have your people faced?_";
	text1 = "_Those who follow me came to this harsh and unforgiving isle to tame it. Unfortunately, just when we were starting to attain some comfort and safety, the roaches came and the plagues began. Fortunately, I have many loyal helpers._";
	text3 = "_Those who follow me came to this harsh and unforgiving isle to tame it. They fled the great oppression inflicted upon them by the Empire. Then there were the roaches. Now that they are gone, I'm sure another trial will come to test the faith of my loyal helpers._";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 7;
	nextstate = 8;
	question = "_What were some of the harsh things on this isle?_";
	text1 = "_The island had many ogres and bears, as well as thick foliage and rocky soil. It took much effort to get to the point where we could live with some small comforts. Then, of course, the roaches came. Who knows how we will eliminate them?_";
	text3 = "_The island had many ogres and bears, as well as thick foliage and rocky soil. It took much effort to get to the point where we could live with some small comforts. Then the roaches came. Now the struggle against the woods and the animals continues._";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 8;
	nextstate = 9;
	question = "_Comforts such as food and shelter?_";
	text1 = "_You may have seen that most of the Anama live in barracks. This is intolerable. My followers deserve the dignity of privacy, if nothing else._";
	text2 = "_In addition, of course, the communal living makes the Anama look like a bunch of cultish freaks. As soon as we have more space, everyone will have the private farms for their families that they deserve._";

begintalknode;
	state = 9;
	nextstate = -1;
	condition = gf(4,12) == 0;
	question = "_You seem like a cult to me._";
	text1 = "_The Anama are not a cult. We are not freaks. We simply believe that the use of magic creates more problems than it cures. Not an unreasonable belief, considering the state of the world today._";
	text2 = "_We are always looking for like-minded people to join our church._";
	action = SET_SDF 4 12 1;

begintalknode;
	state = 9;
	nextstate = -1;
	condition = gf(4,12) == 0;
	question = "_That seems like a worthy goal._";
	text1 = "_We of the Anama may seem different to you, but rest assured I want nothing but the best for my followers and my race._";
	action = SET_SDF 4 12 1;

begintalknode;
	state = 7;
	nextstate = 11;
	question = "_Who are some of your loyal helpers?_";
	text1 = "_At my right hand is Lockhart. His office is nearby. Of course, there are many other loyal members of the faith, and we always look for more to join._";
	text3 = "He looks sad. _Well, here I had Lockhart and Deland to aid me. They are gone now, lost to disease. But the Anama have many others, and we will soldier on. Somehow._";
	code =
		if (day_reached(105,1))
			remove_string(1);
			else remove_string(3);
	break;

begintalknode;
	state = 11;
	nextstate = -1;
	question = "_Tell me about Lockhart._";
	text1 = "_Lockhart is my most loyal helper. He assists me in church matters._";
	text3 = "He shakes his head. _Lockhart was a loyal helper, but he is with me no more. Sadly, a disease claimed him._";
	code =
		if (day_reached(105,1))
			remove_string(1);
			else remove_string(3);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_Can you help me improve my holy powers?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Ahonar's Prayers","Fortunately for you, Ahonar is willing to share his skills with those outside the Anama faith. He seems to feel that this will convince others of the strength of his faith.",46,2,3);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(4,0) <= 2;
	question = "_I am interested in joining the Anama._";
	code =
		run_hardcode(130);
	break;
	
begintalknode;
	state = 1;
	nextstate = 12;
	condition = gf(4,0) == 3;
	question = "_I wish to leave the Anama._";
	text1 = "Ahonar looks sad. _I am not surprised. Those who follow the path of war are most easily tempted by the easy, dangerous path of magic. Yes, you may leave. I will not hold you here against your will._";
	text2 = "_However, be warned, once you leave our fold, you may never return. We do not protect the disloyal. Do you wish to leave us?_";

begintalknode;
	state = 12;
	nextstate = -1;
	question = "_Never mind. I will stay with you._";
	text1 = "_You should leave now, and think. You should meditate upon the source of your confusion. The way of the Anama is not for the faint-hearted._ Ahonar turns away, leaving you to your thoughts.";
	action = END_TALK;

begintalknode;
	state = 12;
	nextstate = -1;
	question = "_I am sure. I am leaving the Anama._";
	action = END_TALK;
	code =
		run_hardcode(18);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = has_spec_item(65) > 0;
	question = "_Dark thoughts fill me with doubts and invade my dreams. Can you help?_";
	text1 = "Ahonar shakes his head sadly. _For warriors such as you, that is the price of your line of work. Perhaps someone else can strip those dark memories from you. I cannot._";
	
begintalknode;
	state = 1;
	nextstate = -1;
	condition = has_spec_item(66) > 0;
	question = "_I am afflicted with a horrible curse. Can you heal me?_";
	code =
		run_hardcode(17);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(93,11) >= 1 && gf(4,15) == 0;
	question = "_I visited one of your shrines, called the Point of Contemplation. It has been destroyed._";
	text1 = "He shakes his head. _I am not surprised. It has been weeks since we last heard of them. Still, it is good to have had our suspicions confirmed. Thank you for this information._";
	action = SET_SDF 4 15 1;
	code =
		award_party_xp(100,10);
	break;
	
begintalknode;
	state = 1;
	nextstate = -1;
	condition = 1;
	question = "_I need to go._";
	text1 = "_Then I wish you safety and wisdom in your journey._";
	action = END_TALK;

// Mayor Bernathy

begintalknode;
	tag = 60;
	state = -1;
	nextstate = 35;
	question = "Mayor Bernathy";
	text1 = "A wrinkled and weary woman shuffles papers at the end of the table. Her dress is plain and modest. Her only finery is the sash that identifies her as mayor. She looks like one who has become accustomed to the pointlessness of existence.";
	text2 = "She motions for you to sit with her. _I am Mayor Bernathy. Welcome to Shayder._";
	text5 = "Mayor Bernathy says, _I'm glad visitors still come to Shayder. What else do you want here?_";
	action = INTRO;

begintalknode;
	state = 35;
	nextstate = -1;
	condition = gf(4,5) == 1;
	question = "_Mayor Arbuckle of Krizsan suggested I visit you._";
	text1 = "_My colleague has not forgotten me out here? At least someone from the Empire remembers me. I am grateful._";
	text2 = "_You are less help than I expected. Still, I might make use of you._";
	code =
		sf(4,5,2);
		toggle_quest(103,10);
		award_party_xp(100,8);
	break;

begintalknode;
	state = 35;
	nextstate = 36;
	question = "_What do you do here?_";
	text1 = "_I am the Mayor of the beautiful city of Shayder, sent by the Empire to be its watcher and guardian. For what all that is worth, which is little._";

begintalknode;
	state = 36;
	nextstate = 39;
	question = "_How did you become mayor?_";
	text1 = "She coughs. She doesn't look well. _I was hand-picked by the Empire to come out here and try to run this place. Of course, the Anama really run everything. Things I say are basically ignored._";
	text2 = "_Plus, of course, nobody expected the roaches._";

begintalknode;
	state = 36;
	nextstate = 37;
	question = "_How goes your guardianship?_";
	text1 = "She looks disturbed. _I've served the Empire loyally for most of my life. I ask myself again and again, why did they send me out here to the wilderness, to a post where I would be all but ignored, and then ..._";
	text2 = "She shakes her head. _And then, when we most need their help, they ignore us. I am worthless here._";

begintalknode;
	state = 37;
	nextstate = 38;
	question = "_Why do you think your presence is worthless?_";
	text1 = "_I control so little. The guards listen to me sometimes, but not always. Day to day issues are run by Ahonar, high priest of the Anama._";
	text2 = "_I push papers, and send reports to the Empire, which they ignore. I'm worthless here. Period._";

begintalknode;
	state = 40;
	nextstate = -1;
	condition = gf(7,0) <= 1;
	question = "_Tell me about this mission._";
	text1 = "_One bit of authority remains to me. The Empire gave me the ability to give adventurers quests, if necessary. Here it is. Slay the cockroaches. Rid the island of them. Save these people, before diseases kill them all._";
	text2 = "She coughs delicately into her hand. _Do this, and return to me, and I will reward you well. Please hurry, and good luck to you._";
	code =
		sf(7,0,1);
		toggle_quest(5,1);
		run_game_hardcode(5);
	break;

begintalknode;
	state = 38;
	nextstate = 40;
	question = "_What do you think of Ahonar and the Anama?_";
	text1 = "_I won't tell you what rubbish they spout. You'll hear enough of it. But most everyone on the island follows them, and they only listen to me if Ahonar says so. But they can't handle the roaches! And I have the Empire's authority to give a quest!_";
	text3 = "She scratches at a small sore on her arm. _I won't tell you what rubbish they spout. You'll hear enough of it. I'll say this for them, though. Without them, the roaches' diseases would have killed many more people. The Empire was zero help with that._";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 39;
	nextstate = 40;
	question = "_Do you know anything about the roach plague?_";
	text1 = "She wipes a running nose. _They bring disease. Everyone is dying. The crops are being eaten._ She grins evilly. _And the Anama can't handle it. About the only authority I have is to give a mission to someone who could handle it._";
	text3 = "_The roaches are gone. Mostly. But some are left, and the diseases are still very much with us. At least the Anama are good at healing disease._ She coughs. _Your work on that mission was admirable, by the way._";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 35;
	nextstate = -1;
	condition = gf(307,5) >= 1 && gf(7,0) == 1;
	question = "_I have destroyed the source of the roach infestation._ (Tell her of it.)";
	code =
		run_hardcode(131);
	break;

begintalknode;
	state = 35;
	nextstate = -1;
	condition = gf(307,5) == 0 && gf(7,0) == 1;
	question = "_Any advice for how I might find the source of the roaches?_";
	text1 = "_I wish there was. I have tried to study the problem, but the mundane details of keeping the town running have overwhelmed me._";
	text2 = "_But ... there is a sage in town. Arkley. I think he has been researching the bugs. He might be able to say more about them._";

begintalknode;
	state = 35;
	nextstate = 42;
	condition = gf(7,0) > 1;
	question = "_Is there anything else I can do for you?_";
	text1 = "_Only move on. You have done us a great service. You are also ..._ She shakes her head. _You are an invader. And outsider. Anyone can see it. I can't risk dealing with you more than I have to. I'm sorry._";

begintalknode;
	state = 42;
	nextstate = -1;
	condition = gf(8,1) <= 1;
	question = "_You don't even have advice you can give me?_";
	text1 = "_Only one thing. Shayder is not the only city in Valorim under attack. Sharimik, across the water to the east, needs help too. Go see Mayor Knight there. He might be able to do business with you._";
	code =
		sf(8,1,1);
		toggle_quest(104,1);
	break;

	
// Mayor Bernathy 2

begintalknode;
	tag = 80;
	state = -1;
	nextstate = 62;
	question = "Mayor Bernathy";
	text1 = "You meet the mayor of Shayder. She is in terrible shape. She coughs constantly, has sweats, and is deathly pale. The diseases brought by the cockroaches have hit her hard.";
	text2 = "She motions for you to stay back. _Call me Bernathy,_ she rasps at you from across the room. _Sorry. I have become useless._";
	text5 = "Mayor Bernathy is bent over by a long coughing streak. She is deathly pale. She smiles weakly at you. _My apologies for my infirmity. My uselessness, What else do you want?_";
	action = INTRO;
	
begintalknode;
	state = 62;
	nextstate = -1;
	condition = gf(4,5) == 1;
	question = "_Mayor Arbuckle of Krizsan suggested I visit you._";
	text1 = "It takes some time for her to process your words. _I ... not forgotten me? Someone from the Empire remembers me? I ... grateful._";
	text2 = "_You are less help than I expected. Still, I might make use of you._";
	code =
		sf(4,5,2);
		toggle_quest(103,10);
		award_party_xp(100,8);
	break;

begintalknode;
	state = 62;
	nextstate = 63;
	question = "_What is your purpose in Shayder?_";
	text1 = "_What does it matter? I was worthless before I got sick. Now the Anama truly control everything._";

begintalknode;
	state = 62;
	nextstate = 65;
	question = "_How did you become mayor?_";
	text1 = "She coughs. She doesn't look well. _I was hand-picked by the Empire to come out here and try to run this place. Of course, the Anama really run everything. Things I say are basically ignored._";
	text2 = "_Plus, of course, nobody expected the roaches._";

begintalknode;
	state = 65;
	nextstate = 66;
	question = "_Why did the Empire pick you?_";
	text1 = "She looks disturbed. _I've served the Empire loyally for most of my life. I ask myself again and again, why did they send me out here to the wilderness, to a post where I would be all but ignored, and then..._";
	text2 = "She shakes her head. _And then, when we most need their help, they ignore us. I am worthless here._";

begintalknode;
	state = 66;
	nextstate = -1;
	question = "_The Empire has abandoned many people to their fate._";
	text1 = "She coughs, a racking cough that seems like it might break her spine. Eventually, she manages to say, _The Empire has written us off. They've sent no help. Done nothing._";
	text2 = "_I curse them. I spit in their face. And if I die, it was them that killed me._";

begintalknode;
	state = 62;
	nextstate = 64;
	question = "_Why do you say you are useless?_";
	text1 = "A tear runs down her face. She coughs deeply. _I ... am failing. I can't go out. I ... I can give missions to people, but can't do anything myself. I was worthless when I came here, and I'll die worthless. This is not what I wanted._";

begintalknode;
	state = 64;
	nextstate = -1;
	condition = gf(7,0) <= 1;
	question = "_What mission can you offer me?_";
	text1 = "_One bit of authority remains to me. The Empire gave me the ability to give adventurers quests, if necessary. Here it is. Slay the cockroaches. Rid the island of them. Save these people, before diseases kill them all._";
	text2 = "She is doubled over by a fit of coughing. _Do this, and return. I will reward you. Please hurry, and good luck to you._";
	code =
		sf(7,0,1);
		toggle_quest(5,1);
		run_game_hardcode(5);
	break;

begintalknode;
	state = 65;
	nextstate = -1;
	question = "_What do you think of the Anama?_";
	text1 = "_I won't tell you what rubbish they spout. You'll hear enough of it. But most everyone on the island follows them, and only listen to me when they say so. But they can't handle the roaches! And I have the Empire's authority to give a quest!_";
	text3 = "She scratches at a small sore on her arm. _I won't tell you what rubbish they spout. You'll hear enough of it. I'll say this for them, though. Without them, the roaches' diseases would have killed many more people. The Empire was zero help with that._";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 62;
	nextstate = -1;
	condition = gf(7,0) > 1;
	question = "_What do you know of the roach infestation?_";
	text1 = "She wipes a running nose. _They bring disease. Everyone is dying. The crops are being eaten._ She grins evilly. _And the Anama can't handle it. About the only authority I have is to give a mission to someone who could handle it._";
	text2 = "_There are lots of scouts in town. Who have tried to learn about the roaches. I think they all sell information to ... to ... Arkley. The sage._";
	text3 = "_The roaches are gone. Mostly. But some are left, and the diseases are still very much with us. At least the Anama are good at healing disease._ She coughs. _Your work on that mission was admirable, by the way._";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 62;
	nextstate = -1;
	condition = gf(307,5) >= 1 && gf(7,0) == 1;
	question = "_I've destroyed the source of the roach infestation._";
	code =
		run_hardcode(131);
	break;

begintalknode;
	state = 62;
	nextstate = 35;
	condition = gf(307,5) >= 1 && gf(7,0) > 1;
	question = "_How are you holding up?_";
	text1 = "_I am trying to recover. The roaches are gone, but my ... my sickness. It lingers. It is not fading._";

begintalknode;
	state = 62;
	nextstate = -1;
	condition = gf(7,0) > 1 && gf(8,1) <= 1;
	question = "_You don't even have advice you can give me?_";
	text1 = "_Only one thing. Shayder is not the only city in Valorim under attack. Sharimik, across the water to the east, needs help too. Go see Mayor Knight there. He might be able to do business with you._";
	code =
		sf(8,1,1);
		toggle_quest(104,1);
	break;

// Grunders

begintalknode;
	tag = 100;
	state = -1;
	nextstate = 87;
	question = "Grunders";
	text1 = "You meet a short, fidgety accountant type with a heavily chewed quill pen behind his ear. He nods in greeting.";
	text2 = "_I'm Grunders. A lovely day to you._ The shelves heavy with records and letters behind him identifies Grunders as Shayder's job dispatcher.";
	text5 = "Grunders fidgets nervously behind his desk. He keeps nervously fingering the heavily chewed quill pen behind his ear.";
	action = INTRO;

begintalknode;
	state = 87;
	nextstate = 88;
	question = "_What is your occupation?_";
	text1 = "_Oh, I run a variety of business operations. I'm the main jobs dispatcher for Shayder, and I'm also an accomplished reseller. Good occupations, thanks to the roaches._";

begintalknode;
	state = 88;
	nextstate = -1;
	question = "_What's the extent of your business operations?_";
	text1 = "_Getting things and selling them for more than I paid for them. Even in these trying times, there is money to be made in getting things and selling them for more than I paid for them._";
	text3 = "_Now that the roaches are dead, people are moving back, and property values are going crazy. And guess who has been buying land like crazy for months?_ He grins.";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 88;
	nextstate = -1;
	question = "_You are a successful merchant?_";
	text1 = "_Thanks to all the monsters everywhere, supplies are always short. You can sell me pretty much anything you want!_";

begintalknode;
	state = 88;
	nextstate = -1;
	question = "_Know anything about the roaches?_";
	text1 = "_Well, with the monsters everywhere, the normal supply lines are gone, so small time couriers and treasure hunters are what's needed today, and I work with them. I'm getting rich, I tell you! Pity about the dead, though._ His sincerity is unconvincing.";
	text3 = "_The roaches are gone, but there are plenty of monsters elsewhere. Business will be excellent for some time._";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 87;
	nextstate = -1;
	question = "_I would like to trade with you._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Grunders","Grunders has accumulated a variety of unusual goods. He looks over your equipment, giving a price for everything identified.",47,4,3);
	break;

begintalknode;
	state = 87;
	nextstate = -1;
	condition = 1;
	question = "_I would like to sell something._";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode;
	state = 87;
	nextstate = 89;
	condition = gf(4,13) <= 1;
	question = "_Are you a member of the Anama?_";
	text1 = "He looks uncomfortable. _Yes, I am. But I lost my ring. I will get a new one shortly. It's not something I can discuss with someone who isn't in the Anama._";
	text3 = "He looks uncomfortable. _Yes, I am. But I lost my ring. It fell off my finger and through a grate into the sewers. I am quite upset about it._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 89;
	nextstate = -1;
	condition = has_spec_item(40) > 0;
	question = "_If I find it, I can return it to you._";
	text1 = "_I would appreciate that, but I doubt that you can find it. Shayder's sewers are large and unpleasant. Still, if you do find it, I can pay you. Say, five hundred coins._";
	action = SET_SDF 4 13 1;
	code =
		toggle_quest(37,1);
	break;

begintalknode;
	state = 89;
	nextstate = -1;
	condition = has_spec_item(40) > 0;
	question = "_How do I enter the sewers?_";
	text1 = "_I think there's a trapdoor near the north gate of Shayder._";
	
begintalknode;
	state = 87;
	nextstate = -1;
	condition = gf(4,13) == 1 && has_spec_item(23) > 0;
	question = "_I found your ring._ (Return it to him.)";
	code =
		run_hardcode(19);
	break;

begintalknode;
	state = 87;
	nextstate = -1;
	question = "_What jobs are available now?_";
	text1 = "_You have not yet been forgiven for failing to follow through on the earlier job you got here. It will be some time before you will be trusted with another task._";
	text3 = "He points out the window at the job board. _The available employment is listed out there. Take the jobs you want. Don't be late._";
	action = END_TALK;
	code =
		if (gf(303,1) == 0)
			rs(1);
			else rs(3);
	break;

// Sara

begintalknode;
	tag = 120;
	state = -1;
	nextstate = 113;
	question = "Sara";
	text1 = "You meet someone unusual in Anama lands: a woman wearing mage robes. She stares at you defiantly as you enter. _I am Sara. I am Shayder's mage._";
	text5 = "She says unapologetically, _Is there any other magic related business you would like to discuss with me?_";
	action = INTRO;

begintalknode;
	state = 113;
	nextstate = 114;
	question = "_What are you doing in Shayder?_";
	text1 = "_I study the magical arts and provide training in the same. And believe me, between the roaches and the Anama, these are not stress-free occupations._";
	text3 = "Sara looks uncomfortably at your Anama rings. _Nothing that is the concern of your lot. I am a magician. If you don't like it, throw me out. Otherwise, let me be._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;


begintalknode;
	state = 114;
	nextstate = 115;
	condition = has_spec_item(40) <= 0;
	question = "_What sort of magical training can you perform?_";
	text1 = "She speaks quietly. _Shhh. Teaching magic in Anama lands is frowned upon. But I am quite capable of teaching several valuable spells. If you wish to purchase one, let me know._";

begintalknode;
	state = 115;
	nextstate = -1;
	question = "_We would like to buy some of your spells._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Sara's Spells","Sara is a brave woman to openly perform magical training in the heart of Anama lands. Fortunately, she is as skilled as she is courageous.",48,2,3);
	break;

begintalknode;
	state = 114;
	nextstate = 115;
	question = "_Do you know anything about the roach problem?_";
	text1 = "_I know little about it. The Anama tell me nothing, and I rarely go out while all the sickness is everywhere._ She thinks. _Though I do know someone who might be able to help ... he's quite wise._";
	text3 = "She jumps up, panicked, and looks at the floor. Then she realizes you were just asking a question and calms down. _I don't go out anymore. Too many sick people. Too dangerous. I'm just fine in here. Just fine. I know someone who knows more, though._";
	code =
		if (day_reached(70,1))
			remove_string(1);
			else remove_string(3);
	break;

begintalknode;
	state = 113;
	nextstate = 115;
	question = "_What do the Anama think of your being here?_";
	text1 = "_I care not what they say. I am a legal mage, licensed by the Empire. Magic, despite its drawbacks, is a great force for good. And no matter what they do, this is home, and here I will remain. The ignorant fools._";
	text2 = "_Of course, I have met a wise Anama member, believe it or not, who might help you._";
	text3 = "_I care not what your kind says. I am a legal mage, licensed by the Empire. Magic, despite its drawbacks, is a great force for good. And no matter what you do, this is my home, and here I will remain._";
	text4 = "She thinks a moment. _Of course, I have met a wise Anama member who might help you._";
	code =
		if (has_spec_item(40) == 0) {
			remove_string(3);
			rs(4);
			}
			else {
				remove_string(1);
				rs(2);
				}
	break;

begintalknode;
	state = 115;
	nextstate = -1;
	question = "_Who do you know who can help us?_";
	text1 = "_Arkley, the librarian, is wise and knows an awful lot. You should be sure to speak with him. He's in the library to the north._";
	text3 = "_Arkley, the librarian, is wise and knows an awful lot. You should be sure to speak with him. He's in the library to the north._ She looks edgy. _I haven't seen him in a while. With all the disease, I haven't been out in weeks._";
	code =
		if (day_reached(70,1))
			remove_string(1);
			else remove_string(3);
	break;


// Bohman

begintalknode;
	tag = 240;
	state = -1;
	nextstate = 401;
	question = "Bohman";
	text1 = "You meet a tall, thin man with dark hair. He carries a polished wood case and a portable stand. When you approach, he sets up the stand and opens the case, revealing an assortment of potions. _ Greetings. I am Bohman._";
	text5 = "Bohman continues to present you with his open stand full of fresh potions. _I hope I can interest you in some of my fine wares, rich with the natural magic of Valorim's wild plants._";
	action = INTRO;

begintalknode;
	state = 401;
	nextstate = 402;
	question = "_Is alchemy your profession?_";
	text1 = "_Yes, I sell potions. No respectable Anama member should be without one._";
	text3 = "_Yes, I sell potions._ He looks down at your Anama ring. _No respectable Anama member, such as yourself, should be without one._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 402;
	nextstate = -1;
	question = "_Why do Anama members use so many potions?_";
	text1 = "You notice that he is wearing an Anama ring. _We Anama don't use magic, but that doesn't mean we're fools. We use all other resources we can find, including the natural plants that come from the earth!_";

begintalknode;
	state = 401;
	nextstate = -1;
	question = "_Where do you get your potions from?_";
	text1 = "_I make these potions using only natural, organic ingredients and alchemical processes, without use of a single magical spell. You may purchase them if you wish._";
	text2 = "He suddenly starts to cough. When he straightens up, he says, _Excuse me. I think I'm starting to become a touch ill. As I was about to say, you may purchase potions from me if you wish._";

begintalknode;
	state = 401;
	nextstate = -1;
	question = "_May I purchase some of your potions?_";
	text1 = "You conclude your business.";
	code =
		if (has_spec_item(40) == 0)
		begin_shop_mode("Bohman's potions","Bohman's portable case contains a full, compact set of alchemical supplies and dozens of small bottles, each filled with a dark, viscous goo.",49,6,3);
		else begin_shop_mode("Bohman's potions","Bohman's portable case contains a full, compact set of alchemical supplies and dozens of small bottles, each filled with a dark, viscous goo. You get an Anama discount.",49,1,3);
	break;

begintalknode;
	state = 401;
	nextstate = -1;
	condition = 1;
	question = "_I don't need any potions._";
	text1 = "_Then I wish you well, traveling the dangerous lands of Shayder._";
	action = END_TALK;

// Rippel

begintalknode;
	tag = 260;
	state = -1;
	nextstate = 429;
	question = "Rippel";
	text1 = "You meet a young woman with long brown hair and a winning smile. She's very small, but she wields a big cleaver. There's plenty of food behind the counter, and the place smells delicious.";
	text2 = "_I'm Rippel. Welcome to my shop._";
	text5 = "Rippel smiles at you while slicing some bread. _Need any supplies?_";
	action = INTRO;

begintalknode;
	state = 429;
	nextstate = 430;
	question = "_What is your job in Shayder?_";
	text1 = "_Most of the time I sell food, you know? The rest of the time I keep busy._ She holds up her hand, and you see an Anama ring.";

begintalknode;
	state = 430;
	nextstate = 431;
	question = "_Why did you join the Anama?_";
	text1 = "She shows you the ring, a delicate silver band. _I used to live in Sharimik, but I came here to join the Anama. You know, I've never trusted those mages!_";
	text3 = "She sees your Anama ring and grins. _Oh, I see you are a member too! You must not trust those mages either! I wouldn't trust one as far as I can throw one._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 431;
	nextstate = -1;
	question = "_Where is Sharimik?_";
	text1 = "_A big city to the northeast. Nice place, but it just doesn't have the spirituality I can find here._";

begintalknode;
	state = 431;
	nextstate = -1;
	question = "_Why do you distrust mages so much?_";
	text1 = "_How could you trust them? Acting all mightier than you, clustering in their towers, doing their secret rites, making plagues and weird creatures and stuff? I tell you, that's something we could all do without!_";

begintalknode;
	state = 429;
	nextstate = -1;
	question = "_I'd like to buy some of your rations._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Rippel's Rations","Despite the remoteness and wildness of the Isle of Bigail, Rippel has still managed to find good ingredients and make delicious food out of them.",50,3,3);
	break;

begintalknode;
	state = 429;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_All right. Travel safe._";
	action = END_TALK;


// Rippel

begintalknode;
	tag = 280;
	state = -1;
	nextstate = 457;
	question = "Rippel";
	text1 = "The woman behind the counter is clearly deathly ill. She is selling food, which is a tricky thing for a sick person to do. She wears a thick cotton mask over her mouth, and she moves the food around with tongs. _I am Rippel._";
	text5 = "Rippel says, _Would you like anything else?_ It's hard to understand her, between her raspy voice and the muffling effect of the mask. She is deathly ill.";
	action = INTRO;

begintalknode;
	state = 457;
	nextstate = 458;
	question = "_You run this shop by yourself?_";
	text1 = "She leans back in her chair, clearly very weak. _I am selling food. It's necessary._";

begintalknode;
	state = 458;
	nextstate = 459;
	question = "_Shouldn't you be in a hospital?_";
	text1 = "She turns away from the meager goods she still has for sale, and emits a series of wracking coughs. Then she turns back to you. _People need food. I need money. Things are bad._";

begintalknode;
	state = 459;
	nextstate = -1;
	question = "_How bad are things in Shayder?_";
	text1 = "She coughs, and seems to get weaker every moment. _Hurts to talk. Sorry._";
	action = END_TALK;

begintalknode;
	state = 457;
	nextstate = -1;
	question = "_You're sick. Is there any way I can help you?_";
	text1 = "_I... I... thank you. The Anama here are already doing their best. I'm sure I will be better soon._ Then she starts to cough again.";

begintalknode;
	state = 457;
	nextstate = -1;
	question = "_We'd like to buy some of your food._ ";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Rippel's Rations","The quality of Rippel's food has decreased greatly as her illness gets worse. She does, however, let you serve yourselves, so that you don't catch anything.",50,3,3);
	break;

begintalknode;
	state = 457;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "She waves as you go. Then she succumbs to another fit of coughing.";
	action = END_TALK;

// Begbie

begintalknode;
	tag = 300;
	state = -1;
	nextstate = 485;
	question = "Begbie";
	text1 = "This man is well-built and looks dangerous. His face has a dark, ferrety look to it, and he seems quite at home among all the weapons. _Ahm Begbie,_ he says. You can't quite place his accent.";
	text5 = "Begbie moves about and inspects his weapons. _Good to be havin' customers about,_ he says. You still can't place his accent.";
	action = INTRO;

begintalknode;
	state = 485;
	nextstate = 486;
	question = "_What sort of shop is this?_";
	text1 = "_Ah got weapons, ya daft sod! What else would I got? I run this shop with mah' mate Renton. Also, if you wanna' buy somethin', I'm your man._";

begintalknode;
	state = 485;
	nextstate = -1;
	question = "_Can I do some trading?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Begbie's Weaponry","Begbie's weapons are of fairly poor quality. It's not surprising. This region is remote and poor.",51,3,3);
	break;

begintalknode;
	state = 486;
	nextstate = 487;
	question = "_Where is Renton?_";
	text1 = "_Across the way. Fine armors of all sorts, he got._";
	text3 = "_He's a bit under the weather, ya' see. I dinna' ken what happened to him. He's in hospital, now._ His accent makes it a bit difficult to piece together what he's saying.";
	code =
		if (day_reached(50,1))
			remove_string(1);
			else remove_string(3);
	break;

begintalknode;
	state = 487;
	nextstate = -1;
	condition = day_reached(50,1) > 0;
	question = "_What's wrong with Renton?_";
	text1 = "_He got the shakes, and all sorts of problems. Was them roaches, I bet, but what can ya' do?_";

begintalknode;
	state = 485;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "He gives you a friendly response that his accent renders entirely incomprehensible.";
	action = END_TALK;

// Renton

begintalknode;
	tag = 320;
	state = -1;
	nextstate = 513;
	question = "Renton";
	text1 = "The man behind the counter is tall and thin. He has very short hair and an Anama ring. _I'm Renton._";
	text5 = "Renton twirls his Anama ring on the tip of his finger as he watches you.";
	action = INTRO;

begintalknode;
	state = 513;
	nextstate = 514;
	question = "_What sort of occupation are you engaged in?_";
	text1 = "_Oh, just trying to rebuild my life, ya' know. So I run this shop here. You can purchase armor here, finest quality, brought down from Gale._";

begintalknode;
	state = 514;
	nextstate = -1;
	question = "_Why are you rebuilding your life?_";
	text1 = "_I'd rather not talk about it. Let's just say I got into the magic a little far, and was goin' funny in the head. The Anama helped me to a point where I could walk upright, and wasn't seeing stuff that wasn't there._";
	text2 = "_Things aren't as interesting running a shop, but at least I'm sane. You know?_";

begintalknode;
	state = 514;
	nextstate = -1;
	question = "_Where is Gale?_";
	text1 = "_To the northeast, hundreds and hundreds of miles away. They make the finest armor in Valorim up there, and I got a bunch of it shipped here. You won't see its like anywhere for miles and miles!_";

begintalknode;
	state = 513;
	nextstate = -1;
	question = "_Can I buy some of your wares?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Renton's Armor","Renton doesn't make his armor himself, and it's probably a good thing. His armor is brought down from Gale. He only has a few pieces, but they are good ones.",52,6,3);
	break;

begintalknode;
	state = 513;
	nextstate = -1;
	condition = 1;
	question = "_I don't need any armor._";
	text1 = "_Fair enough. If you change your mind, hurry back before I sell out._";
	action = END_TALK;

// Mickie

begintalknode;
	tag = 340;
	state = -1;
	nextstate = 541;
	question = "Mickie";
	text1 = "This woman's tattoos and weathered skin mark her as one who's seen a lot of the sea. She cleans off the bar's counter with a dirty rag in her calloused hand. _I'm Mickie._";
	text5 = "Mickie looks very busy. _You gonna' just gab, or you gonna' get a drink?_";
	action = INTRO;

begintalknode;
	state = 541;
	nextstate = 542;
	question = "_What can I order?_";
	text1 = "_Well, for fine out-of-towners like yourself, we have the luxury suite. Only ten coins. Plus, we have a fine amber ale on tap. You fellows can purchase that for only five coins._";

begintalknode;
	state = 542;
	nextstate = 543;
	condition = coins_amount() >= 5;
	question = "_Amber ale, please._ Pay 5 coins.";
	text1 = "She serves up the unpleasant tasting, watered down, yellowish fluid. _Sorry we can't get anything better. The Anama make good beer, but they keep it all to themselves._ She thinks. _Of course, I do have a little bit of stronger stuff. Only fifteen coins._";
	code =
		force_char_status(30000,1,5);
		change_coins(-5);
	break;

begintalknode;
	state = 543;
	nextstate = -1;
	question = "_What do you think of the Anama?_";
	text1 = "_Buncha' weirdos if you ask me. My inn was here before they were. Losers._";

begintalknode;
	state = 543;
	nextstate = 544;
	condition = coins_amount() >= 15;
	question = "_I'll take some of the stronger stuff._ Pay fifteen coins.";
	text1 = "She serves up some incredibly strong and intensely nasty grog. As you force it down, she says, _By the way, want to be let in on a little secret? Only 20 gold._";
	code =
		force_char_status(30000,1,20);
		change_coins(-15);
	break;
	
begintalknode;
	state = 543;
	nextstate = 542;
	condition = 1;
	question = "_No, thanks._";
	text1 = "She shrugs.";
	action = END_TALK;

begintalknode;
	state = 544;
	nextstate = 542;
	condition = coins_amount() >= 20;
	question = "_What secret is that?_ Pay 20 coins.";
	text1 = "She leans close. _You look like people who do a little traveling, and are comfortable with your weapons. Irvine over there in the corner is lookin' for people like you. Go ask him about shipping._";
	code =
		sf(5,11,1);
		change_coins(-20);
	break;
	
begintalknode;
	state = 544;
	nextstate = 542;
	condition = 1;
	question = "_No, thanks._";
	text1 = "She shrugs.";
	action = END_TALK;

begintalknode;
	state = 542;
	nextstate = -1;
	condition = coins_amount() >= 10;
	question = "_I'll take that luxury suite._ Pay 10 coins.";
	text1 = "_It's luxury, all right! No giant cockroaches been in there for a week!_ She shows you to your room. It's unpleasant, but basically sufficient. It's about a quarter as nice as she described it.";
	action = END_TALK;	
	code =
		revive_party();
		change_coins(-10);
		relocate_char(get_pc_id(0),24,36,FALSE);
		relocate_char(get_pc_id(1),25,36,FALSE);
		relocate_char(get_pc_id(2),25,35,FALSE);
		relocate_char(get_pc_id(3),25,34,FALSE);
	break;


begintalknode;
	state = 542;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "She shrugs and moves down the bar.";
	action = END_TALK;

// Irvine

begintalknode;
	tag = 360;
	state = -1;
	nextstate = 569;
	question = "Irvine";
	text1 = "A sleepy looking man sits hunched over in the corner, nursing a mug of really nasty smelling drink. He doesn't look like he wants to talk to you. _I'm Irvine. Now go away._";
	text5 = "Irvine takes a sip of his vile drink and winces. Then he takes another sip. _Why are you bothering me?_";
	action = INTRO;

begintalknode;
	state = 569;
	nextstate = 571;
	condition = gf(5,11) >= 1;
	question = "_Mickie told us you could use our services for shipping something._";
	code =
		run_hardcode(132);
	break;

begintalknode;
	state = 569;
	nextstate = -1;
	condition = has_spec_item(41) > 0;
	question = "_I got the package you wanted us to deliver._";
	text1 = "_Quiet, you fools! Keep quiet! This is secret! Deliver the package! And go away!_ He turns away and pretends he doesn't know you.";
	action = END_TALK;

begintalknode;
	state = 571;
	nextstate = -1;
	question = "_Are you asking me to do something illegal?_";
	text1 = "_Illegal? You fools. There is no law anymore. There's just monsters, and survival. And nothing else._ He turns away.";
	action = END_TALK;

begintalknode;
	state = 569;
	nextstate = 570;
	question = "_How's it going?_";
	text1 = "_I'm enjoying my privacy. And you're disturbing it._";

begintalknode;
	state = 570;
	nextstate = -1;
	question = "_I don't mean to disturb your privacy._";
	text1 = "_Well, you did. I hate being bothered by every loser adventurer who walks into the bar. Go away._";
	action = END_TALK;

// Boyle

begintalknode;
	tag = 440;
	state = -1;
	nextstate = 801;
	question = "Boyle";
	text1 = "This man has dark, leathery skin and multiple earrings. You suspect he has been over many seas and to many lands. He proudly wears an Anama ring. _My name is Boyle. An old sailor, stranded by troubled times._";
	text5 = "Boyle is glad to make small talk with you. He's unusually friendly for a sailor. He makes sure to hold his hand so that his Anama ring is visible at all times.";
	action = INTRO;

begintalknode;
	state = 801;
	nextstate = 802;
	question = "_How do you keep busy?_";
	text1 = "_I sail the seas, a very difficult calling of late. For some time now, I have been stranded on this isle._";

begintalknode;
	state = 802;
	nextstate = -1;
	question = "_What has stranded you here?_";
	text1 = "_With the monsters roaming everywhere, trade has slowed to a standstill. Nobody produces goods or practices their trade beyond what they can produce themselves to survive._";
	text2 = "_When cargo ships stopped sailing, many sailors, such as myself, became stranded._";

begintalknode;
	state = 802;
	nextstate = 804;
	question = "_Did you travel a lot as a sailor?_";
	text1 = "His eyes get a faraway look. _Oh, the wondrous sights I have seen. I hope someday I shall not be stranded here and can see them again. And, of course, carry the word to other lands._";

begintalknode;
	state = 804;
	nextstate = -1;
	question = "_Carry what word?_";
	text1 = "_The word of the Anama, of course. In my time on this isle with them, I have learned much from them about how to make our world a better place._";

begintalknode;
	state = 801;
	nextstate = 803;
	question = "_Have you done anything while stranded here?_";
	text1 = "_While I am trapped here until I can find a ship to take me home, my time here has not been a loss. I have gained a purpose in my life and much tranquility through the teachings of the Anama._";
	text2 = "_Once, I was weak. I even carried a wand to defend myself! Now it is no more. I have weaker defenses, but more peace._";

begintalknode;
	state = 803;
	nextstate = 805;
	question = "_Why did you join the Anama?_";
	text1 = "_The Anama taught me that a sword to use against others is of only limited use when the others have more swords than you. That is why I no longer use or will support the use of magic._";
	text2 = "_To show my loyalty, I took a wand I had carried for defense for many years, and I threw it through a grate into sewers, where I hope it lies still._ He looks very proud of this.";

begintalknode;
	state = 801;
	nextstate = 803;
	question = "_I see you bear the symbol of the Anama._";
	text1 = "_I do, and proudly. They seem strange, at first, but they are a brave lot, and honorable. Now I tell all I meet of their teachings._";
	text3 = "_As, I see, do you. I am always glad to meet one of our number._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 805;
	nextstate = -1;
	question = "_Hmmm. And this wand is still down there?_";
	text1 = "_I suspect so. It is no longer of any concern to me._";
	text3 = "_I suspect so. Though Anama members such as yourselves are, I am sure, loath to use such an unpleasant object._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;

// Jed

begintalknode;
	tag = 460;
	state = -1;
	nextstate = 829;
	question = "Jed";
	text1 = "You meet a very tired and overworked man. He looks like he's been up for days straight. He wears a mask over his mouth and frequently wipes his sweaty brow.";
	text2 = "As you approach, he is transporting a freshly-brewed potion to a patient in his care. He is, among other things, an alchemist. You note that he wears an Anama ring. _Hello, adventurer. Welcome to this hall of misery. I'm just called Jed._";
	text5 = "Jed grinds up some healing herbs as he speaks with you. _Sorry if I can't give you my full attention. There are sick people who need my help._";
	action = INTRO;

begintalknode;
	state = 829;
	nextstate = 830;
	question = "_Are you a healer?_";
	text1 = "He applies a poultice to a sick woman's forehead. _I'm Shayder's main healer. It's a grim task, as you can probably guess._";
	text3 = "He applies a poultice to a sick woman's forehead. _I'm Shayder's main healer. It's a grim task, as you can probably guess. It is better now that there are fewer roaches, but the diseases they spread remain._";
	action = DEP_ON_SDF 307 5 0;


begintalknode;
	state = 830;
	nextstate = 831;
	question = "_Why is your task so terrible?_";
	text1 = "_It's the roaches, of course. They're a plague-causing nightmare. If it wasn't for the Anama, there would be many, many more deaths._";
	text3 = "_It was the roaches, of course. The illness they caused lingers on. If it wasn't for the Anama, there would be many, many more deaths._";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 831;
	nextstate = -1;
	question = "_Do you know anything about what's causing the roach plague?_";
	text1 = "He wipes his brow. _No, but the roaches are a nightmare, no two ways about it. So many people have fallen ill from the plagues they spread we may have to expand the hospital!_";
	text3 = "He wipes his brow. _No. The roaches have caused so much plague that we've had to expand the hospital. And we may have to do so again._";
	code =
		if (day_reached(70,1))
			remove_string(1);
			else remove_string(3);
	break;

begintalknode;
	state = 831;
	nextstate = -1;
	question = "_How do the roaches spread disease?_";
	text1 = "_Everything the roaches touch becomes diseased and a risk to all who contact it._";
	text3 = "_Everything the roaches touched became diseased and a risk to all who touched it. There are still roaches around, and the diseases they left are still with us. The horror continues._";
	action = DEP_ON_SDF 307 5 0;

begintalknode;
	state = 831;
	nextstate = -1;
	question = "_How many have died because of the roaches?_";
	text1 = "_Many. Many more will, no matter what, because of the sicknesses that infect them. At least the Anama have saved many lives._";

begintalknode;
	state = 831;
	nextstate = -1;
	question = "_How have the Anama helped people survive?_";
	text1 = "_The Anama have been working nonstop to heal the diseased, Anama or not._ He smiles. _I am proud to be a member._";
	text3 = "_The Anama have been working nonstop to heal the diseased, Anama or not._ He smiles. _But you wear the Anama rings, so you must know how noble our faith is._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 829;
	nextstate = -1;
	question = "_Are you a member of the Anama?_";
	text1 = "_But of course. This isle was an overgrown wilderness, filled with monsters, before we claimed it as our own and settled it. You should speak with Ahonar, in the temple. He will tell you more of our faith._";
	text3 = "_But of course. This isle was an overgrown wilderness, filled with monsters, before we claimed it as our own and settled it. And now we are established enough to get outsiders to join us, like you._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 830;
	nextstate = -1;
	condition = gf(4,14) <= 1;
	question = "_Is there any way I can help?_";
	text1 = "_Hmm. You know, nobody has bothered to ask me how they could help. Well, now that you mention it, I could really use some graymold salve. Even a little bit of it can make all the difference in borderline cases, but graymold doesn't grow on this island._";
	text2 = "_I will pay well for a jar. It would be extremely useful._";
	action = SET_SDF 4 14 1;
	code =
		toggle_quest(38,1);
	break;
	
begintalknode;
	state = 829;
	nextstate = 833;
	question = "_Can you make a potion for me?_";
	text1 = "_I am so busy, but we might be able to help each other. If you provide materials, I can make a brew for you, and perhaps take a tiny bit of it for our own uses. Saving lives, mostly._";
	text2 = "_Bring me healing herbs, and I can make healing or curing potions._";
	text3 =  "_Even better, with the right mix of herbs, I could make a brew to speed you up in combat, shield you, or restore your magical energy. Should help you when fighting the bigger roaches._";
	
begintalknode;
	state = 833;
	condition = num_of_item(289) >= 2;
	question = "_I would like a healing potion._ (Give 2 sprigs of healing herbs.)";
	text1 = "You give him the herbs, and he sets to work. Soon, Jed hands you a clay jug filled with a bitter, medicinal brew.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,2);
		reward_give(220);
		play_sound(22);
	break;
	
begintalknode;
	state = 833;
	condition = num_of_item(289) >= 1;
	question = "_I would like a curing potion._ (Give 1 sprig of healing herbs.)";
	text1 = "You give him the herbs, and he sets to work. Soon, Jed hands you a clay jug filled with a bitter, medicinal brew.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,1);
		reward_give(221);
		play_sound(22);
	break;

begintalknode;
	state = 833;
	condition = num_of_item(289) >= 1 && num_of_item(290) >= 1;
	question = "_I would like a protection potion._ (Give 1 sprig each of healing and spiritual herbs.)";
	text1 = "You give him the herbs, and he sets to work. Soon, Jed hands you a clay jug filled with a black, thick, odorless goop.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,1);
		take_num_of_item(290,1);
		reward_give(224);
		play_sound(22);
	break;

begintalknode;
	state = 833;
	condition = num_of_item(289) >= 1 && num_of_item(290) >= 1 && num_of_item(291) >= 1;
	question = "_I would like a speed potion._ (Give 1 sprig each of healing, spiritual, and energetic herbs.)";
	text1 = "You give him the herbs, and he sets to work. Soon, Jed hands you a clay jug filled with a green, minty-smelling brew.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,1);
		take_num_of_item(290,1);
		take_num_of_item(291,1);
		reward_give(222);
		play_sound(22);
	break;

begintalknode;
	state = 833;
	condition = num_of_item(289) >= 1 && num_of_item(290) >= 1 && num_of_item(291) >= 1;
	question = "_I would like an energy potion._ (Give 1 sprig each of healing, spiritual, and energetic herbs.)";
	text1 = "You give him the herbs, and he sets to work. Soon, Jed hands you a clay jug filled with a thick brew with little bits of brown stuff suspended in it.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,1);
		take_num_of_item(290,1);
		take_num_of_item(291,1);
		reward_give(223);
		play_sound(22);
	break;
	
begintalknode;
	state = 833;
	condition = 1;
	question = "_I don't need any potions._";
	text1 = "_Good. Time is short. I need to return to my patients. Excuse me._";
	action = END_TALK;
	
begintalknode;
	state = 829;
	nextstate = -1;
	condition = gf(4,14) == 1 && party_has_item(495) > 0;
	question = "_I found some graymold salve for you._ (Give it to him.)";
	code =
		run_hardcode(20);
	break;

begintalknode;
	state = 829;
	nextstate = -1;
	condition = 1;
	question = "_I need to go. Good luck._";
	text1 = "He nods, exhausted. _Thank you. Excuse me._ He hurries off to one of his moaning patients.";
	action = END_TALK;

// Arkley

begintalknode;
	tag = 480;
	state = -1;
	nextstate = 857;
	question = "Arkley";
	text1 = "You meet a hunched over, exhausted man in long robes. When you approach, you see that he is studying diagrams with illustrations of cockroaches on them. He looks up.";
	text2 = "Your appearance instantly makes him want to ask you a wide variety of questions. Then he decides against it. _Welcome, stranger. I am Arkley, the librarian of Shayder. Greetings to you._";
	text5 = "Arkley continues to study his diagrams. They have highly detailed illustrations of cockroaches on them. She sneaks many looks at you when he thinks you aren't looking, fascinated by your odd appearance.";
	action = INTRO;

begintalknode;
	state = 857;
	nextstate = 858;
	question = "_You are the librarian._";
	text1 = "_Yes, I am the librarian of Shayder, one of the keepers of knowledge for the Anama church._";

begintalknode;
	state = 858;
	nextstate = 859;
	question = "_Is this the only library in Shayder?_";
	text1 = "He waves at the shelves of books surrounding you. _Yes. The Anama dislike magic, but are great believers in knowledge. Ahonar himself commissioned me to do a bit of very important research._";

begintalknode;
	state = 858;
	nextstate = 859;
	question = "_What sorts of knowledge are the Anama interested in?_ ";
	text1 = "_Others can describe the beliefs of the Anama better than I. I am mainly concerned with the simple practical maintenance of our library._";
	text2 = "_Perhaps you would be more interested in hearing about my research?_";

begintalknode;
	state = 859;
	nextstate = 857;
	question = "_What important research is that?_";
	text1 = "_My current research is critical. I am trying to find ways to deal with the cockroaches that plague us. I am having little luck, but I have found a few leads._";
	text3 = "_I am trying to find ways to heal certain diseases the cockroaches brought. Now that I think of it, it is dry, esoteric stuff. But very in line with the Anama's desire to heal as many people as possible._";
	action = DEP_ON_SDF 307 5 0;
	code =
		sf(4,19,1);
	break;

begintalknode;
	state = 857;
	nextstate = 861;
	condition = gf(307,5) == 0 && gf(4,19) > 0;
	question = "_What have you learned about the cockroaches?_";
	text1 = "_Well, I have heard that there are intelligent spiders on this island, of a species previously unknown to us. It sounds odd, I know, but I suspect that they may be able to help you._";
	text2 = "_Also, I know of a mage named Purgatos, who I suspect can be of assistance._";

begintalknode;
	state = 861;
	nextstate = 863;
	question = "_Where is Purgatos?_";
	text1 = "_I know it is problematical for an Anama member to send one to a mage, but, just between you and me, we are not yet strong enough to handle the roaches on our own. Purgatos lives in the ruined town of Kneece._";
	text2 = "_I believe you can find a ferry there in the town of Kuper._";

begintalknode;
	state = 863;
	nextstate = -1;
	question = "_Is Purgatos the only mage you know?_";
	text1 = "He looks down at his Anama ring. _I agree with the stance on the Anama on magic, but I do not dislike mages personally. A mage's non-magical efforts can lead to good ends._";
	text2 = "_For example, Sara, who lives in the southeast corner of Shayder, is a mage but a great finder of knowledge._ ";

begintalknode;
	state = 861;
	nextstate = 862;
	question = "_There are intelligent spiders on this isle?_";
	text1 = "_Yes, intelligent friendly spiders. I have heard rumors that they live near the town of Bavner. Something this bizarre cannot help but aid us._";
	text2 = "_To help find your way around, by the way, you can purchase maps of the Isle of Bigail from me._";
	code =
		if (gf(309,19) > 0)
			rs(2);
	break;
	
begintalknode;
	state = 862;
	nextstate = -1;
	question = "_Tell me more about the spiders._";
	text1 = "_I have not met them, but I have heard rumors. They are friendly. They like humans. And they live in a cave in the woods to the east. Nobody hunts the roaches more effectively than the spiders. They may know where the roaches came from._";

begintalknode;
	state = 857;
	nextstate = -1;
	condition = gf(4,19) == 0;
	question = "_Tell me about those drawings._";
	text1 = "_Though you are not one of the Anama, you must know how great a concern the cockroach plagues have been to our faith. They ravage our lands, after all. Ahonar himself asked me to learn as much about them as I can._";
	text3 = "_Well, being part of the Anama, you must know how great a concern the cockroach plagues have been to our faith. Ahonar himself asked me to learn as much about them as I can._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
		sf(4,19,1);
	break;

begintalknode;
	state = 857;
	nextstate = 865;
	condition = gf(309,19) == 0;
	question = "_What other sorts of knowledge do you keep? Anything that might help me?_";
	text1 = "_I make money on the side by creating maps. If you would like to purchase one of my maps of the island, you have but to ask. It is only twenty coins._";

begintalknode;
	state = 865;
	nextstate = 857;
	condition = coins_amount() >= 20;
	question = "_Let me buy one of your maps._ Pay 20 coins.";
	text1 = "Arkley provides you with a carefully drawn map of the Isle of Bigail and environs. (This information will be added to your world map.)";
	code =
		sf(309,19,1);
		change_coins(-20);
	break;

begintalknode;
	state = 865;
	nextstate = 857;
	question = "_No, thank you._";
	text1 = "_All right._";

begintalknode;
	state = 857;
	nextstate = -1;
	condition = gf(307,5) > 0;
	question = "_I burned up the lair of the cockroaches._ Tell the tale.";
	text1 = "Arkley listens to the tale, fascinated, taking multiple notes. he occasionally asks you to repeat an interesting bit or help him make a drawing. _You have done a great deed for us, outsider._";
	text2 = "_With this knowledge, I will work to make sure the plagues don't return._";

// Deland

begintalknode;
	tag = 500;
	state = -1;
	nextstate = 885;
	question = "Deland";
	text1 = "A young girl, about ten years old, moves quickly about the temple. She sweeps the corridors with a large broom.";
	text2 = "She bows when you approach. _I'm Deland._";
	text5 = "Deland continues to move quickly about the temple, sweeping the corridors with a large broom.";
	action = INTRO;

begintalknode;
	state = 885;
	nextstate = 886;
	question = "_Why are you sweeping up?_";
	text1 = "_I work for the Anama! Someday I'm going to be a big Anama Priest!_";

begintalknode;
	state = 886;
	nextstate = -1;
	question = "_What do you know about the Anama church?_";
	text1 = "_You should join. They do a lot of good! Talk to Ahonar. He is wise and kind._";
	text3 = "She looks at your rings, confused. _You're a member! You know all about it!_";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 886;
	nextstate = 887;
	question = "_What will you do when you become an Anama priest?_";
	text1 = "_I'll travel around and heal disease, and kill monsters, just like Ahonar!_";

begintalknode;
	state = 887;
	nextstate = 888;
	question = "_Who is Ahonar?_";
	text1 = "_Go talk to Ahonar! He's the high priest and he does all the good things. When the disease killed my parents, he took me in._";

begintalknode;
	state = 888;
	nextstate = -1;
	question = "_I'm sorry you lost your parents._";
	text1 = "She turns very quiet. _I miss them. They were killed by magic. I hate magic. I don't wanna' talk about it._";
	action = END_TALK;
	
// Sick Boy

begintalknode;
	tag = 520;
	state = -1;
	nextstate = 913;
	question = "Sick Boy";
	text1 = "A thin man with running sores on his face moves up to beg from you. He's a pathetic sight.";
	text2 = "He coughs. _I'm called Sick Boy. Spare some time and change for a sick man?_";
	text5 = "Sick Boy coughs. You dodge the spray. _Can you spare a coin or two?_";
	action = INTRO;

begintalknode;
	state = 913;
	nextstate = 914;
	question = "_How did you get like this?_";
	text1 = "_The roaches. Their sickness. Now I just wander and survive as best I can. Give me a few coins? I'll tell ya' what I know._";

begintalknode;
	state = 914;
	nextstate = 915;
	question = "_Is surviving tough?_";
	text1 = "_People are good to me, and sometimes give me a few coins. The people who ain't in the Anama are best._";
	text3 = "_Thank the Gods for Mickie! With all the roaches around, she lets me wait in here, so that they don't gets me. It's more than the Anama ever did for me._";
	code =
		if (day_reached(70,1))
			remove_string(1);
			else remove_string(3);
	break;
	
begintalknode;
	state = 915;
	nextstate = -1;
	question = "_How do the Anama treat you?_";
	text1 = "_The Anama aren't too kind to people who don't belong sometimes._ He shrugs sadly. _Well, it goes to show you, sometimes the holier someone gets, the worse they are._";

begintalknode;
	state = 915;
	nextstate = -1;
	question = "_Why don't the Anama help you?_";
	text1 = "_The Anama may seem kind, but they can be a hard lot. They only help those who help them. If you can't work to build up their island? They'll gladly cut you loose and not spare you a second thought._";

begintalknode;
	state = 913;
	nextstate = 917;
	condition = gf(4,16) == 0;
	question = "Give a few coins.";
	text1 = "He accepts the coins gladly. _Thanks, friends! By the way, keep an eye out for Judith. She's a healer who goes from town to town. I heard her say once she knows about some ancient artifact. Ask her!_";
	code =
		sf(6,11,1);
		change_coins(-5);
	break;
	
begintalknode;
	state = 917;
	nextstate = -1;
	question = "_Where could I find Judith?_";
	text1 = "He shrugs and sneezes. _How should I know?_";

begintalknode;
	state = 913;
	nextstate = -1;
	condition = gf(4,16) == 0;
	question = "_Get away from me, you bum!_";
	text1 = "He scuttles away. Several people on the street notice how you treated him.";
	action = END_TALK;
	code =
		change_reputation(-1);
		sf(4,16,1);
	break;

begintalknode;
	state = 913;
	nextstate = -1;
	condition = gf(4,16) >= 1;
	question = "Give a few coins.";
	text1 = "He takes the coins. _Thanks,_ he says quietly. He doesn't seem to have forgotten your earlier behavior.";
	code =
		change_coins(-5);
		sf(4,16,2);
	break;

begintalknode;
	state = 913;
	nextstate = -1;
	condition = 1;
	question = "Move on.";
	text1 = "Sick Boy scuttles humbly out of your way.";
	action = END_TALK;

// Spud

begintalknode;
	tag = 540;
	state = -1;
	nextstate = 941;
	question = "Spud";
	text1 = "You meet a beggar. The ravages of disease are clear on him. He can barely move, but he still manages an air of grim dignity. He wears a dirty Anama ring. _My name is Spud,_ he rasps.";
	text5 = "Spud watches you quietly. He can barely move, but still manages an air of grim dignity.";
	action = INTRO;

begintalknode;
	state = 941;
	nextstate = 942;
	question = "_How did you become a beggar?_";
	text1 = "_I was a farmer. I lost my wife and my health to disease. I ask for a minor gift to feed me while I regain my strength._";

begintalknode;
	state = 942;
	nextstate = 944;
	question = "_What was farming like?_";
	text1 = "_Tough job, with the rocky soil. Even without the plague._";

begintalknode;
	state = 942;
	nextstate = -1;
	question = "_I'm sorry about your wife._";
	text1 = "_I am only twenty eight,_ he says. He looks much older. _My wife was even younger when the plague got her. Sometimes, as much as it shames me to admit it, I envy her for moving on, while I must stay here._";

begintalknode;
	state = 942;
	nextstate = 943;
	question = "_What sort of disease did this to you?_";
	text1 = "_It has no name. The bugs brought it. The disease tore me apart. I survived, but it shredded my insides. That is why I must beg for gifts while I recover._";

begintalknode;
	state = 943;
	nextstate = -1;
	question = "_I hope you regain your strength._";
	text1 = "He looks wistful. _One day, I will be a parasite no longer. Oh, what I would give to be able to do a little bit of honest farm work!_";

begintalknode;
	state = 941;
	nextstate = -1;
	question = "Give a few coins.";
	text1 = "You give Spud a few coins. He bows deeply, which is a great effort for him. _Thank you for your kindness. I shall not forget you._";
	code =
		change_coins(-5);
	break;
	
begintalknode;
	state = 941;
	nextstate = 944;
	question = "_Is it safe to be out here with all the bugs about?_";
	text1 = "He coughs. _No. Not safe._";

begintalknode;
	state = 944;
	nextstate = -1;
	question = "_How do you survive?_";
	text1 = "_At night, the Anama let me sleep in their temple. It keeps things from crawling on me. They are kind._";

begintalknode;
	state = 944;
	nextstate = -1;
	question = "_You are an Anama member? Why aren't they helping you more?_";
	text1 = "_The Anama have little patience for those who don't work. When I get my strength back, then they will help me more. They do give me a little food, though._";

begintalknode;
	state = 944;
	nextstate = -1;
	question = "_Is life difficult on the Isle of Bigail?_";
	text1 = "_Even before the roaches, life here was hard. We Anama worked so hard to clear out a place for people to live. This is a rough place._";

begintalknode;
	state = 941;
	nextstate = -1;
	question = "_Get away from me, beggar._";
	text1 = "Spud looks down at the ground. _I am ashamed of what I have become. But that is no reason to be so cold._ He shuffles away.";
	action = END_TALK;

begintalknode;
	state = 941;
	nextstate = -1;
	condition = 1;
	question = "Move on.";
	text1 = "Spud bows and steps aside.";
	action = END_TALK;



// Cassie

begintalknode;
	tag = 640;
	state = -1;
	nextstate = 1201;
	question = "Cassie";
	text1 = "A muscular soldier patrols the streets of the city. Her armor has the insignia of an Empire Dervish, the title the Empire gives to its strongest, craftiest warriors.";
	text2 = "When she sees you, she takes a break from hunting roaches. She boldly walks straight up to you. _I'm Dervish Cassie._";
	text5 = "Cassie is a dervish, the highest rank of Empire foot soldier. She regards at you with extreme antipathy. It's surprising that she isn't attacking you.";
	action = INTRO;

begintalknode;
	state = 1201;
	nextstate = 1204;
	question = "_Tell me about the roaches._";
	text1 = "_They are a plague, brought upon us by our enemies. They afflict loyal citizens of the Empire. They also kill the Anama._";

begintalknode;
	state = 1204;
	nextstate = -1;
	question = "_What do you think of the Anama, Dervish?_";
	text1 = "_They are not loyal to the Empire. They will be called to account for it._";

begintalknode;
	state = 1201;
	nextstate = 1202;
	question = "_What's your job here?_";
	text1 = "_I'm patrolling for roaches._ She stares at you pointedly. _And other vermin._";

begintalknode;
	state = 1201;
	nextstate = -1;
	question = "_So how did you become a Dervish?_";
	text1 = "_Many years of fighting. An achievement requiring greater discipline and skill than any Avernite worm could ever hope for!_";

begintalknode;
	state = 1202;
	nextstate = 1203;
	question = "_What are you implying?_";
	text1 = "_I served in the war with the Avernum worms. I've heard of you, and the people of Valorim may tolerate you, but I know what you Avernites have done._";

begintalknode;
	state = 1203;
	nextstate = -1;
	question = "_Stop calling me a worm._";
	text1 = "She spits at your feet. _All these monsters came from you! I know it! And don't get smug. Everyone knows Avernites are among, us, and by now, the Empire knows too. Believe me, whatever you're doing, you'll pay for it! A thousand times over!_ ";
	text2 = "She turns away.";
	action = END_TALK;

begintalknode;
	state = 1203;
	nextstate = -1;
	question = "_Ummm ... Avernite? I'm not an Avernite._";
	text1 = "_Don't take me for a fool. The rumors are everywhere. We all know that there are Avernites walking among us. Most are ready to welcome you. They think that you can help us with the plagues._";
	text2 = "_I know the truth. I know this is all your fault. And when these fools rise up and make you pay, I'll be at the head of them._";
	action = END_TALK;

// Cassie

begintalknode;
	tag = 660;
	state = -1;
	nextstate = 1229;
	question = "Cassie";
	text1 = "The woman sitting is this seat was once very strong, but she is quickly wasting away. She still wears her armor, though. She's an Empire Dervish. _Dervish Cassie, reporting for duty,_ she mumbles.";
	text5 = "Cassie is a dervish, the highest rank of Empire foot soldier. She regards you with extreme antipathy, though her disease has left her extremely weak.";
	action = INTRO;

begintalknode;
	state = 1229;
	nextstate = 1230;
	question = "_Are you ok?_";
	text1 = "She seems to return to herself a little. She looks balefully up at you. _I'm dying, Avernum worm._";

begintalknode;
	state = 1229;
	nextstate = -1;
	question = "_How did you become a Dervish?_";
	text1 = "_Years of training and battle. It is an achievement requiring greater discipline and skill than any Avernum worm could ever hope for!_";

begintalknode;
	state = 1230;
	nextstate = -1;
	question = "_How did you know I am from Avernum?_";
	text1 = "_I served in the war with the Avernum worms. I'd know one of you from a hundred feet away. I've heard of you, and the people of Valorim may tolerate you, but I know what you Avernites have done._";

begintalknode;
	state = 1230;
	nextstate = -1;
	question = "_Why did you call me a worm?_";
	text1 = "She spits on your boots. Then she coughs into the rag she holds. When she takes it from her mouth, you see bits of red on it. _You Avernites did this to me,_ she croaks. _I hope you all die._";
	text2 = "She turns away.";
	action = END_TALK;

begintalknode;
	state = 1230;
	nextstate = 1231;
	question = "_What's made you so sick?_";
	text1 = "_The roaches' filth got me. But I'll tell you one thing. I'll die with more class than any of the Avernum worms I slew did! You did this to me!_";

begintalknode;
	state = 1231;
	nextstate = -1;
	question = "_Take that back!_";
	text1 = "_We've all heard about you Avernites. We should have killed all of you._ She coughs. Her lips are speckled with blood. _I hope we do yet._ Then she passes out.";
	action = END_TALK;

begintalknode;
	state = 1231;
	nextstate = -1;
	question = "_Why do you think we did it?_";
	text1 = "_It must have been you. Nobody else has the magic. Nobody else hates the Empire so much. It was someone from the underworld._ She coughs. The spasms are very painful for her. _I'm sure of it._";
	text2 = "She turns away.";
	action = END_TALK;

// Lockhart

begintalknode;
	tag = 700;
	state = -1;
	nextstate = 1285;
	question = "Lockhart";
	text1 = "You meet an elder priest of the Anama church, wearing immaculate robes. He takes notes in a thick journal. He seems pleased to see you. _I'm Father Lockhart. I watch over the mundane details of the church. Greetings to you._";
	text5 = "Lockhart continues to take notes. _Anything else?_";
	action = INTRO;

begintalknode;
	state = 1285;
	nextstate = 1286;
	question = "_What are your responsibilities for the church?_";
	text1 = "_I am High Priest Ahonar's chief assistant. I look after the daily affairs of the church. Plus, I look after our young charge._";

begintalknode;
	state = 1286;
	nextstate = -1;
	question = "_What is Ahonar like?_";
	text1 = "_Nothing has honored me more than my days working with Ahonar. His energy and wisdom are infinitely inspiring. Be sure to speak with him. It's a rare opportunity._";
	text3 = "_Nothing has honored me more than my days working with Ahonar. His energy and wisdom are infinitely inspiring. But since you belong to the Anama, I'm sure you have been affected by it as I have._";
	code =
		if (has_spec_item(40) == 0)
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 1286;
	nextstate = -1;
	question = "_Who is your young charge?_";
	text1 = "_I look after young Deland. She's an orphan. The roach disease took her parents. Very sad, but we'll raise her right!_";
	text3 = "He suddenly looks ill. _I'm sorry. I'm still not used to it. Her name was Deland. She was an orphan we looked after. She's dead now. Disease took her._ He turns away for a moment while he regains his composure.";
	code =
		if (day_reached(70,1))
			remove_string(1);
			else remove_string(3);
	break;

begintalknode;
	state = 1285;
	nextstate = 1287;
	question = "_What sorts of details do you handle?_";
	text1 = "_Supplies. Healer movements. Running the hospital. That sort of thing. Don't get me wrong. I have strong beliefs about our faith. Would you like me to share them?_";

begintalknode;
	state = 1287;
	nextstate = -1;
	question = "_Go ahead._";
	code =
		run_hardcode(129);
	break;

// Plague Victim

begintalknode;
	tag = 720;
	state = -1;
	nextstate = 1313;
	question = "Plague Victim";
	text1 = "A victim of one of the many roach diseases lies before you, dripping with sweat. When you ask for a name, the answer is a long, low moan.";
	text5 = "A victim of one of the many roach diseases lies before you, dripping with sweat. You hear a long, low moan.";
	action = INTRO;

begintalknode;
	state = 1313;
	nextstate = 1314;
	question = "_Are you ok?_";
	text1 = "The plague victim hacks painfully, and whispers, _Water._";

begintalknode;
	state = 1314;
	nextstate = -1;
	question = "Bring water.";
	text1 = "You bring the plague victim some water. You are thanked in a weak, croaking voice. It is very clear that you won't be able to learn anything here.";
	action = END_TALK;
	
begintalknode;
	state = 1313;
	nextstate = -1;
	question = "_Can you speak with me?_";
	text1 = "The ill person coughs again. _No. Coughing. Talking. Hurts._";
	text2 = "All you will get staying here is disease of your own. You move on.";
	action = END_TALK;


