// dlg.txt begintalkscript; variables; short i; begintalknode 1; state = -1; nextstate = -1; condition = get_sdf(128,3) == 0; question = "special"; text1 = "You have descended into the city of Dharmon. It is one of Avernum's oldest, darkest, and roughest cities. A colony of miners and blacksmiths, quick with their fists and eternally suspicious of outsiders."; text2 = "Dharmon is buried beneath the gigantic spire of rock above your head. The city lies within a network of tunnels that have been expanded and expanded again many times. Most of the ceilings are claustrophobia-inspiringly low."; text3 = "Like all of the remaining cities of Avernum, Dharmon is very busy. Refugees, miners, beggars, even some farmers, all of them have come here to look for food, or work, or a way back to the surface."; text4 = "And, based on the signs at the entry, the leaders of Dharmon are using the threat of harsh punishment to maintain control. Perhaps nothing else will suffice to restrain the mob."; action = SET_SDF 128 3 1; begintalknode 2; state = -1; nextstate = -1; condition = get_sdf(128,4) == 0; question = "special"; text1 = "You smell smoke and rot. These are Dharmon's trash pits. All of the refuse of the city is brought here to be piled up and (eventually) burned. Rats and other smaller vermin pick the trash for sustenance."; text2 = "You note that there are quite a few sets of recent footprints in the slime. Several humans (or nephilim, or something similar) have passed through here recently."; text3 = "Using your knowledge of nature lore, you note that most of the tracks go to the west."; action = SET_SDF 128 4 1; code = if (get_stat_total(16) < 4) rs(3); break; begintalknode 3; state = -1; nextstate = -1; condition = get_sdf(128,5) == 0; question = "special"; text1 = "When you enter this chamber, you are struck by a powerful, medicinal odor, tinged with the strong smell of rot."; text2 = "Someone was recently using a crude alchemical workshop here, boiling down leaves and then concentrating the goo."; text3 = "Then there was a fight. Blood was spilled. And the rats came in."; action = SET_SDF 128 5 1; code = activate_hidden_group(13); alert_char(13824); alert_char(13825); alert_char(13826); alert_char(13827); alert_char(13828); alert_char(13829); break; begintalknode 4; state = -1; nextstate = -1; condition = get_sdf(128,6) == 0 && char_ok(13839) && get_attitude(13839) < 10; question = "special"; text1 = "You enter a small shop, but not the sort you expected. The guards outside were your first clue that something is not right."; text2 = "Two people sit on the benches by the west wall. They hold flasks in their hands and are chewing slowly on something. They twitch slightly, and their eyes flicker constantly and nervously around the room."; text3 = "By the east wall, a man sits behind a desk. He seems calm, but his hand never strays far from his blade. He isn't happy to see an Avernite soldier here."; text4 = "_Welcome, friend,_ he says. _I am Zeleny. I mean you no harm, and I hope the same from you. We keep to ourselves back here. We aren't hurting anyone. I suggest you just keep calm. And stay out of there._ He points at the southern door."; action = SET_SDF 128 6 1; begintalknode 5; state = -1; nextstate = -1; condition = get_sdf(128,7) == 0; question = "special"; text1 = "This is all too familiar. This is the Dharmon Food Depot, where once proud Avernites can come to ask for a few scraps of food to supplement what they can buy or scavenge."; text2 = "A lone, bored-looking sergeant sits at a desk, listening to supplications. Most are rejected. A few supplicants receive a small bag of mushroom meal or a chunk of salted lizard meat."; text3 = "A depressing scene, and one you are very glad you no longer have to watch on a daily basis."; action = SET_SDF 128 7 1; begintalknode 6; state = -1; nextstate = -1; condition = get_sdf(128,8) == 0; question = "special"; text1 = "A stone platform has been erected in the central courtyard. Here, people can come to hear proclamations or watch the application of Dharmon's harsh law."; text2 = "There are a whipping post, several cages, and an ominous stone block, with rings for someone to be tied to it. There is a basket below one end. Stained brown."; text3 = "All items, together, provide a helpful warning to be on your best behavior."; action = SET_SDF 128 8 1; begintalknode 7; state = -1; nextstate = -1; condition = get_sdf(128,9) == 0; question = "special"; text1 = "There is a somber memorial out here, dedicated to those many Avernites who were lost in the Time of Shades. One of the deadly shades that possessed and maddened Avernum's cities once lurked on this very island."; text2 = "In normal times, there would be several visitors here paying their respects. In these dark days, however, the isle is empty. Everyone is too concerned with their current woes to worry about those of the past."; action = SET_SDF 128 9 1; begintalknode 10; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = "There are many miners and refugees in Dharmon. They are an unfriendly lot, mainly wanting to keep to themselves. You stand nearby and spend a few moments eavesdropping."; text2 = "_Don't doubt me. It's true. Go through the trash pits. I've seen the passage!_"; text3 = "_I'm going to try my luck at the food depot. If I don't get a full meal, I'm going to collapse. I swear it._"; text4 = "_No! This is the best time to make a claim! We have to get out there, while everyone is gone!_"; text5 = "_Every day, I see more skribbane eaters. I hope Mayor Aznavour does something about them, once and for all!_"; text6 = "_Someone needs to put those slithzerikai in their place. I can live with the nephilim. At least they have hair. But Gnass, so close ... I don't like it. Something should be done._"; text7 = "_I don't know who made the Blight, but someone had to. That's the way it works in Avernum. Everything bad has a cause. Me, I think it was the sliths._"; text8 = "_Mayor Aznavour is going too far. Someday, someone is going to show him he isn't the king. And when that day comes, mark my words, his guards won't help him._"; code = clear_strings(); as(1); as(2 + get_ran(1,0,6)); break; begintalknode 11; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = "The city guard of Dharmon is a grim lot, watching intently for wrongdoing and providing fast and harsh punishment when it occurs."; text2 = "Therefore, you aren't surprised when none of them want to chat."; begintalknode 12; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = "There is a person sitting here, quiet and dazed. The eyes stare straight ahead. Bits of drool hang from the lips. Faint green stains are visible around the mouth, and there is a harsh, medicinal smell."; text2 = "It is unsettling. You walk quickly by."; begintalknode 13; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = "There are two enormous ogre guards watching the pathway. Ogres are very rare in civilized lands. They are thuggish, violent creatures."; text2 = "This one mutters, _You good? Be good. Or I smash._ You assure him that you will, to the best of your ability, be good. He waves you by."; begintalknode 14; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = "You meet a member of the Honor Guard for the memorial at the center of Dharmon. These soldiers are quiet and somber when on duty. They don't even respond to your greeting."; begintalknode 15; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = "This is one of the soldiers in charge of guarding the food depot. It's a grim post, as you well know, watching desperate people come and go every day."; text2 = "You talk to them, but all you learn is that things are bad and constantly getting worse. That's not news."; begintalknode 16; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = "There are several hungry people in line here, waiting to make their plea and have a small chance of getting a slightly larger ration of food. It's a miserable display."; text2 = "When you get close, they look you over, trying to decide if you have any influence you can use to help them. They soon decide that you don't and return to their vigil. Talking to you would only waste their strength."; begintalknode 17; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = "The sign says:"; text2 = " DHARMON LAW IS HARSH"; text3 = " We give no second chances!"; text4 = " Theft and Assault Will Be Harshly Punished!"; begintalknode 18; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = ""; text2 = ""; begintalknode 19; state = -1; nextstate = -1; condition = 1; question = "special"; text1 = ""; text2 = ""; // Mayor Aznavour begintalknode 30; state = -1; nextstate = 30; condition = 1; question = "Name"; text1 = "There is an aged, skeletal man sitting at this desk, sipping lichen tea, writing orders, and muttering. He wears the traditional sash of one of Avernum's mayors. A heavy burden, these days."; text2 = "When you approach him, he looks up, sees the insignia on your shoulder, and instantly loses his temper. _Don't you know who I am, soldier? I am Mayor Aznavour. I run this city, and I don't have any free time for you to waste._"; text3 = "_Speak your business quickly, or you will learn how angry I can get._"; text5 = "Mayor Aznavour tirelessly writes orders and reads reports, sustained purely with lichen tea, bread, and spite. He says, without looking up, _I can work and listen at the same time. What else do you want?_"; action = INTRO; begintalknode 31; state = 30; nextstate = -1; condition = gf(128,10) == 0; question = "I just want to speak with you briefly."; text1 = "He sets down his pen and looks up at you, amazed. _What? You mean you don't have specific orders to see me? I must speak with my guards about keeping out the curious and the riff-raff._"; text2 = "_Now go, before I have you beaten._"; action = END_TALK; begintalknode 32; state = 30; nextstate = -1; condition = gf(128,10) == 0 && (gf(177,0) > 0 || gf(170,1) > 8); question = "I am here to help you."; text1 = "He sets down his pen and inspects you carefully, amazed. _And this is the influence I have in the Castle? Just because I am far from the Slith Horde, this is how little I am respected? That they send you?_"; text2 = "_Well, at least now, if the hoarders kill you, it won't be a great loss._"; text3 = "_Yes, there is a problem. I will tell you about it. Perhaps, somehow, you can help._"; action = SET_SDF 128 10 1; code = if (gf(170,0) > 1) rs(2); break; begintalknode 33; state = 30; nextstate = 31; condition = gf(128,10) > 0; question = "Tell me about the situation here in Dharmon."; text1 = "_It is a time of great trouble. Of the poor and brigands and riff-raff flooding our proud city. Once a bastion of fine craftsmen and miners. People who worked for a living. Now ..._ He shakes his head."; text2 = "_Now, even the skribbane eaters have found purchase here. I flog and cage their kind mercilessly, and then more appear. Every day requires us to redouble our resolve to maintain order._"; text3 = "_I enforce the law. And I will take harsher and harsher measures until calm is restored._"; begintalknode 34; state = 30; nextstate = -1; condition = gf(128,10) > 0; question = "Can I get supplies and training here?"; text1 = "_I imagine. You can barter for whatever you want. Or go to the depot and talk to the soldiers. I represent Dharmon, and our limited resources go to solving our own problems._"; begintalknode 35; state = 30; nextstate = 33; condition = gf(128,10) > 0 && gf(128,11) < 2; question = "Tell me more about Blosk."; text1 = "_It is a ruin. A failed city only a short distance to the north. Now it is home to a small clan of farmers. And there is the problem._"; text2 = "_They are hoarding food. Somehow, they managed to grow crops longer than all of the other farmers in the Great Cave, but they refuse to share the food with their fellow Avernites. Hoarding is forbidden by the law._"; text3 = "_You will go there and tell them that their excess food, beyond what they need to survive in the short term, must be turned over immediately._"; code = set_flag(128,11,1); toggle_quest(76,1); break; begintalknode 36; state = 30; nextstate = -1; condition = gf(128,10) > 0 && gf(115,8) == 1 && gf(128,2) == 0; question = "I need to speak with Puvner regarding food deliveries to Gnass."; text1 = "_That is food distribution. Controlled by the army. Which is controlled by the crown. Go see Puvner yourself. Gnass is of no importance to me._"; begintalknode 37; state = 31; nextstate = 32; condition = 1; question = "Harsher measures?"; text1 = "_Dharmon has always been a place of justice. Avernites are good, brave, proud people, but they can be headstrong. Sometimes we in charge must take steps to remind them that they need to live together. Peacefully. Under the Law._"; text2 = "_Those of us who respect no law at all, there is a place for them._"; begintalknode 38; state = 31; nextstate = 32; condition = 1; question = "Tell me about the skribbane eaters?"; text1 = "_They start to consume that bitter herb because it makes the hunger pangs go away. And it does. For a time. But then the old hunger is replaced by a new one that is stronger still._"; text2 = "_It makes them disorderly. Violent. And mad. But if we are harsh enough with the skribbane eaters, then, one day, those unaffected will learn to never take the herb._"; begintalknode 39; state = 31; nextstate = -1; condition = gf(128,12) < 2; question = "Perhaps I can help eliminate the skribbane eaters."; text1 = "_That would be good. Yes ..._ He thinks about it. _Those soldiers, Puvner and Estragon, have been strangely useless in the effort._"; text2 = "_I know there is a merchant of that foul herb hiding somewhere in the northern tunnels of Dharmon, but no soldiers have been sent to clear it out._"; text3 = "_If you can slay those dangerous rogues, I will pay a generous bounty._"; code = set_flag(128,12,1); toggle_quest(75,1); break; begintalknode 40; state = 32; nextstate = -1; condition = 1; question = "What place is that?"; text1 = "_It is called the Abyss. And that is where I make sure they go._"; text2 = "_I would carry those brigands to Fort Spire and throw them through personally, if I had the time._"; begintalknode 41; state = 32; nextstate = 31; condition = 1; question = "And has it worked out that way?"; text1 = "_Not yet. That only means we are being too weak. We will redouble our efforts. Be more harsh. Eventually, they will learn._"; begintalknode 42; state = 30; nextstate = -1; condition = gf(128,12) > 1; question = "Is Dharmon free of skribbane yet?"; text1 = "_No, not yet. Somehow, new sellers have come in to replace those that you eliminated. No matter. We will kill them too, and so on, until Dharmon is free of those scum at last._"; begintalknode 43; state = 30; nextstate = -1; condition = gf(128,12) == 1 && gf(128,13) > 0; question = "I found the skribbane merchant. He is dead."; text1 = "Mayor Aznavour nods. _Then you have struck a blow for the law, and for freedom. I am sure, now, that those enslaved by that wretch's goods will soon shake free._"; text2 = "He gives you a large pouch of gold coins. _For your effort. I may have misjudged you. You are a competent servant of Avernum after all._"; code = set_flag(128,12,2); toggle_quest(75,3); toggle_quest(79,4); award_party_xp(400,15); change_coins(500); break; begintalknode 44; state = 33; nextstate = 34; condition = 1; question = "Isn't that just stealing their food?"; text1 = "_In normal times? Of course. In times of famine? To allow them to stay fat and healthy while the other Avernites wither and die around them? It is not to be allowed. This is the order of King Starrus himself._"; text2 = "_And, if they are allowed to keep their hoard, the results will be worse. Far, far bloodier._"; begintalknode 45; state = 33; nextstate = -1; condition = 1; question = "Who is in charge in Blosk?"; text1 = "_The clan in the ruins is secretive. I do not know. You will have to travel there and find out for yourself._"; begintalknode 46; state = 33; nextstate = -1; condition = 1; question = "And if they refuse to surrender the food?"; text1 = "_They will surrender the food. You will deal harshly with anyone that refuses. They are traitors, defying the order of the Crown._"; begintalknode 47; state = 33; nextstate = -1; condition = 1; question = "Do I need to haul all of the food back to you?"; text1 = "_No. There is no need. Simply make sure that it is secure and that nobody is trying to steal it before you return._"; text2 = "_Should someone try to steal or destroy their stores, the more of it you save, the greater your reward will be._"; begintalknode 48; state = 34; nextstate = 33; condition = 1; question = "Please explain."; text1 = "_I have kept the existence of their food trove secret until now. It will not stay that way forever. When food grows shorter, Blosk will have to face a starving, angry mob to keep their hoard, and there will be bloodshed._"; text2 = "_That is why hoarding was made illegal ... To prevent worse disorder._"; begintalknode 49; state = 30; nextstate = 35; condition = gf(128,11) == 1 && gf(114,1) > 0; question = "Blosk's food was being held by a group of bandits. They have been destroyed."; text1 = "_This does not surprise me. It would take a true rogue to so brazenly defy the law of Avernum. How much of the food were you able to save from them?_"; begintalknode 50; state = 35; nextstate = 30; condition = gf(114,2) == 0; question = "Ummmm ... None."; text1 = "You describe what happened to Aznavour. He is furious. _What? Bandits were able to deny us the whole hoard? Mark my words, people will starve because of this!_"; text2 = "_Still, you have upheld the law of Avernum, and, for that, you should be thanked. A little. Return to the Castle. You have completed your task._ Looks like no reward is coming."; code = set_flag(128,11,2); sf(128,1,1); toggle_quest(76,3); award_party_xp(200,14); break; begintalknode 51; state = 35; nextstate = 30; condition = gf(114,2) > 0 && gf(114,2) < 8; question = "Some, but not all."; text1 = "You describe what happened to Aznavour. He is pleased. _Considering the circumstances, you should be thanked. I was afraid that nothing would be recovered. Here is a gift, a token of our gratitude._ He gives you a pouch of coins."; text2 = "Also, you have upheld the Law of Avernum, and, for that, you should be thanked. Return to the Castle. You have completed your task. You show potential as a warrior of our land._"; code = set_flag(128,11,2); sf(128,1,1); toggle_quest(76,3); award_party_xp(300,14); change_coins(300); break; begintalknode 52; state = 35; nextstate = 30; condition = gf(114,2) >= 8; question = "Most of it."; text1 = "You describe what happened to Aznavour. He is quite satisfied. _Considering the circumstances, this is remarkable. I was afraid that nothing would be recovered. Here is a gift, a token of our gratitude._"; text2 = "He gives you a pouch of coins and a wand."; text3 = "_Also, you have upheld the Law of Avernum, and, for that, you should be sincerely thanked. Return to the Castle. You have completed your task, and very well. You show potential as a warrior of our land._"; code = set_flag(128,11,2); sf(128,1,1); toggle_quest(76,3); award_party_xp(400,14); change_coins(300); reward_give(99); break; begintalknode 53; state = 30; nextstate = -1; condition = gf(128,11) > 1; question = "Do you need any more help with Blosk?"; text1 = "_Not at this point. I think they have learned the foolishness of their disobedience._"; begintalknode 54; state = 30; nextstate = -1; condition = gf(128,10) > 0; question = "I'll be going now."; text1 = "_Yes, yes ..._ he says, already distracted by the piles of papers before him."; action = END_TALK; // Captain Puvner begintalknode 55; state = -1; nextstate = 50; condition = 1; question = "Name"; text1 = "There is a captain of the Avernum army back here, sorting through and organizing the food stores. The depot here still has some supplies, but some of the shelves are already bare and dusty."; text2 = "When he sees you, he turns and snaps, _What are you doing back here? You know ..._ He looks closer. _Oh. A soldier. I'm Captain Puvner. But you still shouldn't be back here._"; text3 = "_How did you get in here?_"; text5 = "Captain Puvner moves from shelf to shelf, counting casks of meal and piles of dried meat, silently hoping to find some hidden cache of food. _Every day, more goes out than comes in. Difficult times._"; action = INTRO; begintalknode 56; state = 50; nextstate = -1; condition = gf(128,14) == 0; question = "I just slipped in when nobody was looking. (Lie.)"; text1 = "He nods. _I'll make sure that Estragon pays for his inattention. Now what do you want? And make this quick._"; action = SET_SDF 128 14 1; begintalknode 57; state = 50; nextstate = -1; condition = gf(128,14) == 0; question = "I came in through the hidden tunnel."; text1 = "_Hidden tunnel?_ He enters the storeroom. A moment later, he walks out, furious. _How could this have happened? Who knows how many thieves have been in here?_"; text2 = "_Thank you for letting me know. I'll make sure it gets sealed up. Or maybe I'll leave it open, and trap thieves. They will pay. I'll make sure of that._"; text3 = "_Now what do you want?_"; action = SET_SDF 128 14 1; begintalknode 58; state = 50; nextstate = -1; condition = gf(128,14) > 0; question = "Tell me about the food depot."; text1 = "He looks at your insignia and shakes his head. _I don't have the time to spend explaining things to my inferiors. Should you even be here? Go back to your superior officer._"; text3 = "Since he doesn't outrank you, he gives you a brief tour of the depot. Nothing surprising or different from the depot you got started in. Not many supplies, and less every day."; action = DEP_ON_SDF 170 0 1; begintalknode 59; state = 50; nextstate = -1; condition = gf(128,14) > 0; question = "Can I get some supplies?"; text1 = "_Of course. Soldiers always get a full meal. Talk to Sergeant Estragon._"; begintalknode 60; state = 50; nextstate = 51; condition = gf(128,14) > 0 && gf(115,8) == 1 && gf(128,2) == 0; question = "I need to talk to you about getting more meat to Gnass."; text1 = "Puvner looks alarmed. _You are ... You want to talk to me about that?_"; text2 = "He looks at your insignia. _You know, it's not smart to anger a superior officer. Are you sure you want to tangle with me on this?_"; text3 = "He looks at your insignia. _How about a favor, from one officer to another. Don't interfere with this?_"; code = if (gf(170,0) < 2) rs(3); else rs(2); break; begintalknode 61; state = 51; nextstate = -1; condition = 1; question = "You're right. Never mind."; text1 = "He nods. _Appreciate it._ He returns to work."; action = END_TALK; begintalknode 62; state = 51; nextstate = 52; condition = 1; question = "No, I really do need to speak with you about this."; text1 = "_Well, you might have some idea of coming in here and relaying a formal request. I'd advise against it. It would just mean diverting meat. A lot of meat. To them. To their kind._"; text2 = "_One bit of food for them means one less bit for us. Are you sure that's what you want?_"; begintalknode 63; state = 52; nextstate = -1; condition = 1; question = "I don't want that. Forget I said anything."; text1 = "He nods. _Appreciate it._ He returns to work."; action = END_TALK; begintalknode 64; state = 52; nextstate = 53; condition = 1; question = "That is, in fact, what I want."; text1 = "He sighs. _All right. You're going to be hard-headed about this? Fine. Look. I have a suit of plate armor in the stores. Beautiful work. I'll let you requisition it. But I don't want to hear one more word about this Gnass business._"; text2 = "_You can tell them what you want. They'll believe you. You'll look very impressive in your new armor. What do you say?_"; begintalknode 65; state = 53; nextstate = -1; condition = 1; question = "Sounds good. Let's have the armor."; text1 = "He nods and leaves the room. Soon, he returns with a steel breastplate. It is beautiful Dharmon workmanship. _Appreciate your help. Hurts to lose this piece, but, well, we need the food more._"; text2 = "_Now get out of here, and pray I don't ever end up your superior. I'll make you pay for causing this trouble._ He returns to work."; action = END_TALK; code = sf(128,2,2); reward_give(35); break; begintalknode 66; state = 53; nextstate = -1; condition = 1; question = "Gnass formally requests you give the food it was promised."; text1 = "_What? You are making me divert ... Do you realize how little meat we have? And now we're sending it to feed their ... their spawn? Because of some treaty from before we were born?_"; text2 = "_But it's done. You've made the request. They'll get their meat. Eventually._"; text3 = "_Now get out of my sight, and pray I don't ever end up your superior. I'll make you pay for causing this trouble._ He returns to work."; action = END_TALK; code = sf(128,2,1); break; begintalknode 67; state = 50; nextstate = -1; condition = 1; question = "I'll leave you alone."; text1 = "He nods and returns to work."; action = END_TALK; // Sergeant Estragon begintalknode 70; state = -1; nextstate = 70; condition = 1; question = "Name"; text1 = "The Sergeant in charge of the front desk efficiently listens to the applications for more food. Then he gives a quick response. Usually no. It requires great purpose and resolve to do this job well."; text2 = "Between cases, he turns to speak with you. _Ah, good. More soldiers. Always helps to maintain order. This is a rough city. I'm Sergeant Estragon. Let me know if you need anything. A good meal, say._"; text3 = "The people in line shuffle nervously. He ignores them."; text5 = "Sergeant Estragon speaks with you, ignoring the people waiting along the wall. _Good to spend time talking to a fellow soldier. Anything else I can do for you?_"; action = INTRO; begintalknode 71; state = 70; nextstate = 71; condition = 1; question = "Tell me about Dharmon."; text1 = "_It's a fine city. I was raised here. It's a rough place. Fewer farmers. More miners. Lots of drinking, lots of fights, and there's something about it, the low ceilings maybe, that makes people jumpy._"; text2 = "_But we're a proud lot. With the best smiths in Avernum. And, these days, the harshest laws._"; begintalknode 72; state = 70; nextstate = 75; condition = 1; question = "Have you had trouble keeping order?"; text1 = "He nods. _It's hard just keeping things calm in the depot. But Mayor Aznavour, he keeps telling us that we have to do this thing or hunt down that person. Even though we don't have the soldiers._"; text2 = "_The food depots work for the crown. We don't answer to Aznavour._"; text3 = "He thinks about it. _Though there are ways that we can help Aznavour keep from doing anything that will anger the people. And we might pay someone to help us out._"; code = if (gf(128,15) > 1) rs(3); break; begintalknode 73; state = 70; nextstate = -1; condition = 1; question = "Can I get some rations?"; text1 = "He goes to the shelves and fetches you a large, stale roll. _Here you are. Your day's meal. Glad to help._"; text2 = "He shakes his head. _Sorry. Not enough to spare. Try coming back tomorrow._"; text3 = "He shakes his head. _Sorry. Only food here for loyal soldiers._ He must be annoyed about the Gnass thing."; code = clear_strings(); if (gf(128,2) == 1) as(3); else if (gf(128,17) == 0) { sf(128,17,1); as(1); reward_give(256); } else as(2); break; begintalknode 74; state = 70; nextstate = 78; condition = gf(115,8) == 1 && gf(128,2) == 0; question = "I need to speak with Puvner."; text1 = "Estragon looks suspicious. _The captain? Captain Puvner? Ahhhh ... Sorry. He is out of town. For a short time. He will be back soon. And I'll be sure to tell him you stopped by._"; begintalknode 75; state = 71; nextstate = 72; condition = 1; question = "Tell me about the harsh laws."; text1 = "_Not much to tell. The mayor, Aznavour, he's determined to keep control. No mobs here. No riots. And wrongdoers face the lash, or worse._"; begintalknode 76; state = 71; nextstate = 73; condition = 1; question = "Anything I should be careful about?"; text1 = "_Hmmm. Not many brigands or thugs here. There were, but Aznavour had them killed. I'd just watch out for the skribbane eaters._"; begintalknode 77; state = 72; nextstate = -1; condition = 1; question = "Has it worked?"; text1 = "_Seems like it. There are no more brawls or stabbings than there were before the Blight came. I suppose that's a victory._"; begintalknode 78; state = 72; nextstate = -1; condition = 1; question = "And what do you think of Aznavour?"; text1 = "_Seems all right to me, as long as he relies on the city guard to do his work. But he acts like the soldiers in this depot are under his control too._"; text2 = "_We're not. We want to keep order too, but we do it in our own way._ He doesn't elaborate."; begintalknode 79; state = 73; nextstate = 74; condition = 1; question = "Skribbane eaters?"; text1 = "_I heard ... Just heard rumors, mind you ... A man is doing a real business selling skribbane down here. _"; text2 = "_I heard ... Just heard rumors, mind you ... Someone was doing a real business selling skribbane down here. Gone now, but I'm sure he'll be replaced soon enough._"; text3 = "_Be careful about skribbane eaters. If they haven't had enough, they get violent. But as long as they stay away from me, I have no problem with them._"; code = if (gf(128,13) > 0) rs(1); else rs(2); break; begintalknode 80; state = 74; nextstate = -1; condition = gf(128,6) == 0; question = "Where might I find this man?"; text1 = "He shakes his head and smiles. _No idea. I mean, he'd probably be in the northern tunnels. But I wouldn't have any idea how to get out there._"; begintalknode 81; state = 74; nextstate = -1; condition = 1; question = "Why don't you mind the skribbane eaters?"; text1 = "_Aznavour hates them. Wants them all dead. But skribbane dulls hunger. Means less of this lot ..._ He waves at the line of people. _Less of them bothering me for food._"; text2 = "_Some skribbane eaters get violent. Have to deal with them, of course. But most of their lot just get addled by the herb and find a quick corner to starve in peace. Which makes my job easier._"; begintalknode 82; state = 75; nextstate = 76; condition = gf(128,15) < 2; question = "Tell me more."; text1 = "_Well, the way I hear it, there was a bar brawl a few weeks ago. A man named Koepp killed a slith. Koepp fled. _"; text2 = "_Mayor Aznavour wants Koepp killed for brawling. That's just the mayor's way, of course. But it would make a lot of people here angry. And Gnass has put out a bounty for Koepp's head. Which also makes people angry._"; text3 = "_If someone were to find Koepp and tell him to turn himself in to me, a soldier of the crown, I might be able to put him away somewhere where there wouldn't be more violence because of his idiot head._"; text4 = "_That's my way of thinking, anyway._"; code = set_flag(128,15,1); toggle_quest(77,1); break; begintalknode 83; state = 76; nextstate = -1; condition = 1; question = "Where is Koepp now?"; text1 = "_Oh, I've been asking around. He has friends here, you know. He went somewhere near Fort Emerald, or so I'm told._"; begintalknode 84; state = 76; nextstate = -1; condition = 1; question = "Tell me about the slith who was killed."; text1 = "_Gnass claims he was a shaman or apprentice or something. He was in the bar asking questions. Lots of questions. Don't know what about. And Koepp was drunk and stupid._"; begintalknode 85; state = 76; nextstate = -1; condition = 1; question = "Gnass is offering a bounty?"; text1 = "_They claim justice isn't being done. But look around! There's famine and war! We don't have time for justice! I'd be happy to keep things calm._"; begintalknode 86; state = 70; nextstate = -1; condition = gf(128,15) == 1 && gf(103,1) == 1; question = "I had to kill Koepp."; text1 = "_What? You do know he has friends here, don't you. Hope they don't find out you did it. I won't tell them, but ..._ He shakes his head."; text2 = "_Those fools in Gnass. They don't know how hard it is to keep a mob from crossing their bridges. And now I have just that much more work to do._ He shakes his head."; code = set_flag(128,15,2); toggle_quest(77,3); break; begintalknode 87; state = 70; nextstate = -1; condition = gf(128,15) == 1 && gf(103,1) == 2; question = "I sent Koepp to you."; text1 = "Estragon nods. _He got here. I put him in chains and sent him east. He'll be in a cell somewhere for a while, until things calm down. The people didn't like that, but nothing I can't handle._"; text2 = "_Thanks for your help. Now everyone will be angry, but not angry enough to start killing. Here's a little something for your troubles._ He gives you a beautiful, polished cavewood bow and a pouch of coins."; code = set_flag(128,15,2); toggle_quest(77,3); reward_give(93); change_coins(300); break; begintalknode 88; state = 78; nextstate = -1; condition = gf(128,16) == 0; question = "It is very important."; text1 = "_Oh, I am sure it is. And, as I said, I'll let him know you were by. I'd let you through the gate, but, you know, regulations. I'm not allowed to let just anyone in without orders. Sorry._"; // Thrace begintalknode 91; state = -1; nextstate = 90; condition = 1; question = "Name"; text1 = "There is an old woman tending the bar in this inn. She has the confident, practiced air of one who has worked here for many years."; text2 = "And it's taken its toll. She is stooped over and moves as if she is in constant pain. Her face is covered with wrinkles and has a sickly gray pallor. Her life in Dharmon has ground her down."; text3 = "Still, when you finally get her attention, she tries to be a cheery host. _Welcome, soldier. I am Thrace, and this is my inn. Our rooms are full, but we always have a drink and a meal ready for Avernum's finest._"; text5 = "You wait for Thrace to have a little more time to speak with you. You eventually catch the innkeeper's ear again. She says, _Anything else I can serve up for you?_"; action = INTRO; begintalknode 92; state = 90; nextstate = 91; condition = 1; question = "How have things been going in Dharmon?"; text1 = "_Oh, it's been a dangerous time. Especially for someone who sells food, like me. If Mayor Aznavour wasn't keeping a firm hand, I would probably be robbed twice a day._"; text2 = "_There are lots of rough characters. Of course, that's always been true for Dharmon. Much more these days._"; text3 = "_Of course, the city guard is stretched thin. They haven't helped me as much as they should._"; code = if (gf(128,18) > 1) rs(3); break; begintalknode 93; state = 90; nextstate = -1; condition = 1; question = "Let me see your menu."; text1 = "You conclude your business."; code = begin_shop_mode("Dharmon Arms", "Thrace has a variety of beverages and barely-edible food items available.", 24,4,0); break; begintalknode 94; state = 90; nextstate = -1; condition = 1; question = "You have no rooms free?"; text1 = "She doesn't understand the question. You have to repeat it. She is starting to get distracted. _Afraid not. Any miner or refugee with any money at all is paying me for a safe place to sleep. Safety is hard to find._"; text2 = "_I'd let you stay in Kiril's room, but I'm still trying to scrub up the blood. You know how it is._"; code = if (gf(128,19) == 0) rs(2); break; begintalknode 95; state = 91; nextstate = -1; condition = 1; question = "What has Mayor Aznavour done?"; text1 = "Thrace tries to speak, but she is doubled over by a wave of coughing. Eventually, she says, _He's punished wrongdoers. Floggings. Time in the cage. Or worse. He has to make people scared enough that their hunger doesn't make them break the law._"; text2 = "_A firm hand. It's our only hope. King Starrus could learn something from us._"; begintalknode 96; state = 91; nextstate = 92; condition = 1; question = "Rough characters?"; text1 = "_Well, you know. Miners and prospectors. Always a rough lot. Plus, the occasional brigand. And, lately, skribbane eaters. More of those. Too many of those._"; text2 = "_I know Aznavour wants to be rid of them. Again, he's fighting the noble fight._"; begintalknode 97; state = 91; nextstate = -1; condition = gf(128,18) < 2; question = "You say you need some help?"; text1 = "_I do. I have a guest upstairs. He won't pay. He won't leave. And, because he knows how to cast a few spells, the cowards in the guard won't boot him out for me._"; text2 = "_I'm no fool. I always set some money aside to pay adventurers when I need something done. His name's Kiril. He's upstairs, in the eastern room. Evict him and I'll pay you for your time._"; code = set_flag(128,18,1); toggle_quest(78,1); break; begintalknode 98; state = 92; nextstate = -1; condition = 1; question = "Suppose I wanted to run into some rough types. Where should I go? (Tip a few coins.)"; text1 = "Thrace pockets the coins and smiles. _I like a polite soldier. I'll tell you what I've been telling adventurers for twenty years._"; text2 = "_If you want some excitement, go to the trash pits. Upstairs, at the north end of the city._"; code = change_coins(-5); break; begintalknode 99; state = 92; nextstate = 91; condition = 1; question = "I'm sure you're right."; text1 = "_Of course I am. I've been here a long time. I've seen it a thousand times. Dharmon needs control._"; begintalknode 100; state = 90; nextstate = -1; condition = gf(128,18) == 1 && gf(128,19) > 0; question = "Kiril is dead."; text1 = "_What? You had to kill that miserable old herb eater? I didn't think it would come to that. I didn't think he was so far gone. And the mess! When will I find time to clean up the mess?_"; text2 = "_Still, he was dangerous, and we're better off without him. I thank you._ She pulls a pouch of coins out from behind the bar and hands it to you. _Always good to meet a soldier who really wants to make things better._"; code = set_flag(128,18,2); toggle_quest(78,3); award_party_xp(300,14); change_coins(100); break; // Rippel begintalknode 110; state = -1; nextstate = 110; condition = 1; question = "Name"; text1 = "This is one of Dharmon's skilled smiths. This city has a long tradition of fine metalwork. In the early days of Avernum, this was the only place where one could buy fine steel armor. Even now, Dharmon's craftsmen are first-rate."; text2 = "The smith approaches you uncomfortably. She's clearly not pleased about having outsiders in her shop, but business is business. _Hello. I'm Rippel. You want something?_"; text3 = "Rippel is well into middle-age, but her arms are strong and her hands are free of tremors. You notice a lack of assistants or apprentices, and the weapons on the wall aren't as impressive as you expected."; text5 = "Rippel continues to chat with you and show you her goods. You notice that she keeps looking over at the weapon racks. She is not proud of what she sees."; action = INTRO; begintalknode 111; state = 110; nextstate = 111; condition = 1; question = "Tell me about your shop."; text1 = "_Many of the finest weapons and pieces of armor in Avernum have come out of this small smithy. Forged in Avernite steel, cooled in the water of our lake._"; text2 = "_And yet, it is coming to an end. No more apprentices. No more future._"; begintalknode 112; state = 110; nextstate = -1; condition = 1; question = "Can I see your wares?"; text1 = "You conclude your business."; code = begin_shop_mode("Rippel's Smithy", "Rippel's current work, while not as good as it once was, is still very high quality. And, since you're buying at the source, it's a lot cheaper than it would be elsewhere in Avernum.", 25,2,0); break; begintalknode 113; state = 110; nextstate = -1; condition = 1; question = "Can I sell you something?"; text1 = "You conclude your business."; code = begin_sell_mode(); break; begintalknode 114; state = 110; nextstate = 112; condition = 1; question = "Do you do custom work?"; text1 = "_For a soldier of Avernum? And for the chance to work with proper materials? I would be glad to help you. Especially if there is any hope that my work will be used to fight the Slith Horde._"; text2 = "_I could make you a shield, breastplate, or leggings. Or, if you want, a halberd any true warrior would be proud to bear._"; text3 = "_Each of these items will require fine steel and focusing crystals. The larger the item, the more I need._"; text4 = "_The breastplate and halberd will also require mandrake. Two roots for the breastplate, three for the halberd._"; begintalknode 115; state = 111; nextstate = -1; condition = 1; question = "Where are your apprentices?"; text1 = "_Gone. They went in the early days of the Blight, hoping to enter the Great Portal. Cowardly, I thought then. Now I know that they were wise._"; text2 = "_I would wager they are on the surface now. While we starve below._"; begintalknode 116; state = 111; nextstate = -1; condition = 1; question = "What will you do?"; text1 = "_I will go where they tell me. If Dharmon is abandoned, I will go to another city. And I will forge blades down here in my home until the day I die._"; begintalknode 117; state = 111; nextstate = -1; condition = 1; question = "You really feel there is no future?"; text1 = "_Perhaps some humans will survive in Avernum. Perhaps, in some tiny form, Avernum will survive, if we find a new source of food and if the Slith Horde is defeated._"; text2 = "_But the old days of glory will never return. Ever._"; begintalknode 118; state = 112; nextstate = -1; condition = num_of_item(296) > 3 && num_of_item(295) > 1 && num_of_item(293) > 1; question = "Make me the breastplate. (Give 4 fine steel, 2 focusing crystals, and 2 mandrake.)"; text1 = "Rippel takes the materials, inspects them, and nods approvingly. _All right. Give me some time._"; text2 = "Rippel's respect for your rank does not extend to letting you witness the secret crafting techniques of the Dharmon masters. She disappears into a back room for several hours."; text3 = "When she returns, she hands you a breastplate, still hot from the forge. _Take care of that. I've never made finer._"; code = take_num_of_item(296,4); take_num_of_item(295,2); take_num_of_item(293,2); reward_give(35); break; begintalknode 119; state = 112; nextstate = -1; condition = num_of_item(296) > 1 && num_of_item(295) > 0; question = "Make me a shield. (Give 2 fine steel and 1 focusing crystal.)"; text1 = "Rippel takes the materials, inspects them, and nods approvingly. _All right. Give me some time._"; text2 = "Rippel's respect for your rank does not extend to letting you witness the secret crafting techniques of the Dharmon masters. She disappears into a back room for several hours."; text3 = "When she returns, she hands you a shield, still hot from the forge. _Take care of that. I've never made finer._"; code = take_num_of_item(296,2); take_num_of_item(295,1); reward_give(129); break; begintalknode 120; state = 112; nextstate = -1; condition = num_of_item(296) > 2 && num_of_item(295) > 1; question = "Make me some leggings. (Give 3 fine steel and 2 focusing crystals.)"; text1 = "Rippel takes the materials, inspects them, and nods approvingly. _All right. Give me some time._"; text2 = "Rippel's respect for your rank does not extend to letting you witness the secret crafting techniques of the Dharmon masters. She disappears into a back room for several hours."; text3 = "When she returns, she hands you a pair of steel greaves, still hot from the forge. _Take care of that. I've never made finer._"; code = take_num_of_item(296,3); take_num_of_item(295,2); reward_give(355); break; begintalknode 121; state = 112; nextstate = -1; condition = num_of_item(296) > 2 && num_of_item(295) > 1 && num_of_item(293) > 2; question = "Make me the halberd. (Give 3 fine steel, 2 focusing crystals, and 3 mandrake.)"; text1 = "Rippel takes the materials, inspects them, and nods approvingly. _All right. Give me some time._"; text2 = "Rippel's respect for your rank does not extend to letting you witness the secret crafting techniques of the Dharmon masters. She disappears into a back room for several hours."; text3 = "When she returns, she hands you a massive halberd. The blade is still hot from the forge. _Take care of that. I've never made finer._"; code = take_num_of_item(296,3); take_num_of_item(295,2); take_num_of_item(293,3); reward_give(389); break; begintalknode 122; state = 112; nextstate = 110; condition = 1; question = "I don't need anything made for me."; text1 = "She nods, disappointed. _I understand. Good materials are very hard to find these days._"; begintalknode 123; state = 110; nextstate = -1; condition = 1; question = "That is all I need."; text1 = "_Then I bid you good day, young warrior of Avernum._"; action = END_TALK; // Priestess Kyra begintalknode 130; state = -1; nextstate = 130; condition = 1; question = "Name"; text1 = "This shrine is immaculately clean and luxurious. The benches and altar are polished marble, and the carpet was brought from the surface. Everything conveys great comfort and wealth."; text2 = "The priestess is lovely, too, in immaculate silken robes. Although she is old, she has clad herself in the finest beauty spells money can buy."; text3 = "When she sees you (and the quality of your equipment), she swoops over to you. _Welcome, pilgrim,_ she says. _I am Priestess Kyra, of the Shrine of Divine Attainment._"; text4 = "_I see that you are a soldier, struggling for the might of Avernum. For very reasonable donations, I can give you blessings and training, to protect you in your travels._"; text5 = "Priestess Kyra smiles serenely. _I am glad that you continue to favor me with your presence. If you ever require further assistance (for a modest donation), I would be glad to help._"; action = INTRO; begintalknode 131; state = 130; nextstate = 131; condition = 1; question = "What is the Shrine of Divine Attainment?"; text1 = "_We are one of the fastest growing faiths in the Empire, and rapidly expanding to Avernum too. Faster expanding even than the Anama!_"; text2 = "_We believe in the power of the individual. All progress, all improvement comes from brave individuals, like you. Untethered, able to achieve their full potential._"; begintalknode 132; state = 131; nextstate = -1; condition = 1; question = "Who are the Anama?"; text1 = "_A bizarre cult, that believes that the use of magic is evil and must be prevented. Just another way to crush the will and potential of the talented individual._"; text2 = "_There are some Anama in the underworld. I hear they formed a colony in the most remote tunnels of northern Avernum. Fortunately, after the Slith Horde came, few of them returned to Avernum proper._"; begintalknode 133; state = 131; nextstate = -1; condition = 1; question = "Is your faith a wealthy one?"; text1 = "_Of course. We exist on the surface and in the underworld, and we use our wealth the way it should be used: To display to outsiders that our faith guides us and sustains us._"; begintalknode 134; state = 131; nextstate = 132; condition = 1; question = "How has the Blight affected you?"; text1 = "_Times of trial like this one are always a challenge for our church. The hunger and despair leads our king to unwise actions of supposed charity. Like the laws against hoarding._"; text2 = "_The truth is simpler. Times of trial are times of purification._"; begintalknode 135; state = 132; nextstate = -1; condition = 1; question = "How so?"; text1 = "_In the future, only the strongest and most intelligent and most directed will obtain what they need to survive. Avernum will be purified, as the weak fall by the wayside._"; text2 = "_Do not feel bad about it. I can tell from looking at you that you will have the strength to prevail. Don't feel guilty about it. Revel in it!_"; begintalknode 136; state = 130; nextstate = -1; condition = 1; question = "I would like to learn some of your rituals."; text1 = "You conclude your business."; code = begin_shop_mode("Priestess Kyra", "In the time-honored way of their faith, their secrets are available to anyone who can afford them.", 26,3,0); break; begintalknode 137; state = 130; nextstate = 133; condition = 1; question = "You can give me a blessing?"; text1 = "_It is within my power. The purity of my will enables me to channel the energies that flow below above and around us. And, as it should be, this flow of holy energy can be channeled in your direction for a reasonable payment._"; text2 = "_I can provide you with blessings of the blade, the spear, the mind, or the eye. Each blessing is only three thousand coins. I will give you a soldier's discount._"; begintalknode 138; state = 133; nextstate = -1; condition = 1; question = "I would like the blessing of the sword. (Pay 3000 coins.)"; text1 = "Kyra shakes her head. _I don't care how hard you fight for Avernum. The blessing is 3000 coins. Please don't waste my time until you have the fee._"; text2 = "Kyra takes the coins, spends an hour counting them, and then takes them away. When she returns, she carries with her potions, mandrake root, and other powerful components."; text3 = "The spell is a long, complicated, and involved one. She slowly, carefully, transfers some of her power into you. It leaves you feeling energized and her drained to the point of near-collapse."; text4 = "Finally, she says, _It is done. Leave me for a bit. It will take some time for me to regain my full strength._"; text5 = "_Sadly, I can only give this blessing to each person once._"; action = END_TALK; code = if (gf(129,21) > 0) { clear_strings(); as(5); } else { rs(5); if (coins_amount() < 3000) { rs(2); rs(3); rs(4); } else { change_coins(-3000); rs(1); sf(129,21,1); alter_stat(30000,4,1); } } break; begintalknode 139; state = 133; nextstate = -1; condition = 1; question = "I would like the blessing of the spear. (Pay 3000 coins.)"; text1 = "Kyra shakes her head. _I don't care how hard you fight for Avernum. The blessing is 3000 coins. Please don't waste my time until you have the fee._"; text2 = "Kyra takes the coins, spends an hour counting them, and then takes them away. When she returns, she carries with her potions, mandrake root, and other powerful components."; text3 = "The spell is a long, complicated, and involved one. She slowly, carefully, transfers some of her power into you. It leaves you feeling energized and her drained to the point of near-collapse."; text4 = "Finally, she says, _It is done. Leave me for a bit. It will take some time for me to regain my full strength._"; text5 = "_Sadly, I can only give this blessing to each person once._"; action = END_TALK; code = if (gf(129,22) > 0) { clear_strings(); as(5); } else { rs(5); if (coins_amount() < 3000) { rs(2); rs(3); rs(4); } else { change_coins(-3000); rs(1); sf(129,22,1); alter_stat(30000,5,1); } } break; begintalknode 140; state = 133; nextstate = -1; condition = 1; question = "I would like the blessing of the eye. (Pay 3000 coins.)"; text1 = "Kyra shakes her head. _I don't care how hard you fight for Avernum. The blessing is 3000 coins. Please don't waste my time until you have the fee._"; text2 = "Kyra takes the coins, spends an hour counting them, and then takes them away. When she returns, she carries with her potions, mandrake root, and other powerful components."; text3 = "The spell is a long, complicated, and involved one. She slowly, carefully, transfers some of her power into you. It leaves you feeling energized and her drained to the point of near-collapse."; text4 = "Finally, she says, _It is done. Leave me for a bit. It will take some time for me to regain my full strength._"; text5 = "_Sadly, I can only give this blessing to each person once._"; action = END_TALK; code = if (gf(129,23) > 0) { clear_strings(); as(5); } else { rs(5); if (coins_amount() < 3000) { rs(2); rs(3); rs(4); } else { change_coins(-3000); rs(1); sf(129,23,1); alter_stat(30000,6,1); alter_stat(30000,7,1); } } break; begintalknode 141; state = 133; nextstate = -1; condition = 1; question = "I would like the blessing of the mind. (Pay 3000 coins.)"; text1 = "Kyra shakes her head. _I don't care how hard you fight for Avernum. The blessing is 3000 coins. Please don't waste my time until you have the fee._"; text2 = "Kyra takes the coins, spends an hour counting them, and then takes them away. When she returns, she carries with her potions, mandrake root, and other powerful components."; text3 = "The spell is a long, complicated, and involved one. She slowly, carefully, transfers some of her power into you. It leaves you feeling energized and her drained to the point of near-collapse."; text4 = "Finally, she says, _It is done. Leave me for a bit. It will take some time for me to regain my full strength._"; text5 = "_Sadly, I can only give this blessing to each person once._"; action = END_TALK; code = if (gf(129,24) > 0) { clear_strings(); as(5); } else { rs(5); if (coins_amount() < 3000) { rs(2); rs(3); rs(4); } else { change_coins(-3000); rs(1); sf(129,24,1); alter_stat(30000,14,1); } } break; begintalknode 142; state = 133; nextstate = 130; condition = 1; question = "I require no blessing."; text1 = "_Disappointing, of course, though I am pleased that you are so resilient._"; begintalknode 143; state = 130; nextstate = -1; condition = 1; question = "That is all I need."; text1 = "_Then I wish for you all of the good fortune you have earned._"; action = END_TALK; // Pereles begintalknode 150; state = -1; nextstate = 150; condition = 1; question = "Name"; text1 = "Dharmon still has a very skilled tailor. Running this business must be terribly challenging. Dharmon's rough people don't have much interest in fashion, and bits of soot constantly float in from the forge next door."; text2 = "And yet, the tailor maintains a good attitude. She brushes off her wares, keeps everything tidy, and occasionally inspects her scissors, patterns, and other tools."; text3 = "When you enter, she says, _Welcome! It is good to see you. We have few customers these days, and members of our honored military are even rarer. I am Pereles. Let me know how I can help you._"; text5 = "Pereles hovers close to you, watching you intently as you browse her shop. She constantly tries to lure you into a changing room to try on a silk cloak or other bit of finery. You are unable to relax."; action = INTRO; begintalknode 151; state = 150; nextstate = 151; condition = 1; question = "How is business?"; text1 = "_Oh, dreadful. Dreadful. There is no interest in fine craftsmanship these days. Only in food and the hope of escape. I understand it, of course, but it saddens me. All I can do is hope for the return of better days._"; begintalknode 152; state = 151; nextstate = -1; condition = 1; question = "How fares Dharmon?"; text1 = "_When the Blight started, things got very rough. I almost left. I was worried that, at any moment, some brigand might break in and ..._ She shudders."; text2 = "_But then Mayor Aznavour took charge of the law. He is harsh, but he knows that, without order, we have nothing._"; begintalknode 153; state = 151; nextstate = -1; condition = 1; question = "Was business ever good?"; text1 = "_Of course! Dharmon can seem cold and rough, but we are the crafting center of Avernum. People come from all over, from the surface even, to see what we have to offer._"; text2 = "_And as lords and soldiers enter Rippel's forge, I amuse their wives. What gold didn't end up in one place, it went to another._ She smiles at the memory."; text3 = "_Ahhh ... Better days._"; begintalknode 154; state = 151; nextstate = -1; condition = 1; question = "How long will you stay here?"; text1 = "_As long as there is a little for me to eat. But soon, I think, Avernum will abandon Dharmon like it did Cotra and Formello. And then I will have to go where they tell me. Dark times._"; begintalknode 155; state = 150; nextstate = -1; condition = 1; question = "I'd like to see your wares."; text1 = "You conclude your business."; code = begin_shop_mode("Pereles the Tailor", "Pereles has a wide variety of clothes. In deference to the times, some of her garments are made of fabric that can hold a blessing well.", 27,2,0); break; begintalknode 156; state = 150; nextstate = -1; condition = 1; question = "Can I sell you something?"; text1 = "_Speak to Rippel, next door. She has long accepted trade-ins for her gear._"; begintalknode 157; state = 150; nextstate = -1; condition = 1; question = "That is all I need."; text1 = "_Good day to you, then. Thank you for taking a moment to make it seem like I still have a business._"; action = END_TALK; // Patricia begintalknode 170; state = -1; nextstate = 170; condition = 1; question = "Name"; text1 = "Unlike the other shops in this alley, here for those with an appreciation for finer things (and the money to afford them), this store is here to serve miners."; text2 = "The smells of oil and iron are heavy in the air. The shopkeeper, wearing torn clothes and a thick leather apron, walks forward to greet you. She is a heavyset woman, and she has a large pick hanging from her belt."; text3 = "She has a lot of experience dealing with large, obnoxious miners. She says, gruffly, _All right, soldier. I'm Patricia. The miners call me Pat. This is my shop. It's an honest business. If you aren't here to buy, the door is there._"; text5 = "Patricia mutters, _Anything else you need? You aren't a miner, but soldiering is an honest enough trade, I suppose._"; action = INTRO; begintalknode 171; state = 170; nextstate = 171; condition = 1; question = "You sell to miners?"; text1 = "_Aye. And business is not hopeless. A lot of them, they're still out there, looking for the great strike._"; begintalknode 172; state = 171; nextstate = -1; condition = 1; question = "Do they ever give you trouble?"; text1 = "_Oh, sure. Some of those types, when they see a woman, they think they can do whatever whenever._ She pats the pick."; text2 = "_I can take care of myself. And now, when Aznavour will happily reward anyone who causes trouble with a chopped off hand? All I have to worry about is starving._"; begintalknode 173; state = 171; nextstate = -1; condition = 1; question = "People are really still mining now?"; text1 = "_You must not know many miners. Especially the prospectors of Avernum. I'll tell you this. As long as they have a pick and a pound of meal, they'll be out there digging._"; begintalknode 174; state = 171; nextstate = 172; condition = 1; question = "What are they mining for?"; text1 = "_Metal. Gems. Crystals. Nothing that would surprise you. And, amazingly, the Great Cave still isn't played out. They still get strikes, here and in the western tunnels._"; text2 = ""; begintalknode 175; state = 172; nextstate = -1; condition = 1; question = "And they can sell what they find to you, I suppose."; text1 = "_Who else? You think they want to deal with wizards themselves?_ She points at her scale. _That's where their finds end up, and I pay them well._"; begintalknode 176; state = 170; nextstate = -1; condition = 1; question = "Let me see what you have for sale."; text1 = "You conclude your business."; code = begin_shop_mode("Patricia's Equipment", "Patricia mainly sells equipment to miners, but some of her wares would be useful to anyone who spends time on the road.", 28,3,0); break; begintalknode 177; state = 170; nextstate = -1; condition = 1; question = "I have something to sell you."; text1 = "You conclude your business."; code = begin_sell_mode(); break; begintalknode 178; state = 170; nextstate = -1; condition = 1; question = "I don't need anything else."; text1 = "_Then good day to you, soldier._"; action = END_TALK; // Zeleny begintalknode 190; state = -1; nextstate = 190; condition = 1; question = "Name"; text1 = "Zeleny bids you to sit across from him. There are several glass vials sitting on his desk. Each contains a thick green goo. It looks like leaves, boiled down and concentrated. You feel Zeleny's guards and customers staring at you."; text2 = "He says, _That's skribbane herb. I don't hide it. It's the actual stuff. From seeds brought from the surface and grown here. We sell it. I'd even sell it to you. You will find that it gives you a powerful advantage in battle._ "; text3 = "_But first, well, you're a soldier. I know how low a soldier's pay is. I want to make your life a little easier._ He extends a leather pouch to you. The coins inside jingle slightly. _Take it. With my compliments._"; text5 = "Zeleny says, _I'm always glad to spend time with the warriors of Avernum. Those who fight and die to make us all safe. And it makes me even happier to know I can provide something which can save their lives in battle._"; action = INTRO; begintalknode 191; state = 190; nextstate = -1; condition = gf(129,25) == 0; question = "I don't want your money."; text1 = "Zeleny shrugs and puts the pouch away. _I admire the honesty, I suppose. As long, of course, as it doesn't affect your sanity. And cause you to do anything very dangerous._"; text2 = "_Now, is there anything I can do for you, soldier? You should know, there are other ways you can earn my money._"; code = sf(129,25,1); break; begintalknode 192; state = 190; nextstate = -1; condition = gf(129,25) == 0; question = "All right. Thank you. (Take the pouch.)"; text1 = "Zeleny nods. _Always glad to help. Now, is there anything I can do for you, soldier? You should know, there are other ways you can earn my money._"; code = sf(129,25,1); change_coins(100); break; begintalknode 193; state = 190; nextstate = -1; condition = gf(129,25) == 0; question = "I'd much rather wipe you out. (Attack.)"; text1 = "Zeleny was, of course, expecting this. He is on his feet, blade in his hand, in a moment. His guards run after you. His herb-addled customers, seeing their dealer threatened, want to take part in the melee."; action = END_TALK; code = set_attitude(30013,10); set_attitude(13877,10); set_attitude(13878,10); break; begintalknode 194; state = 190; nextstate = 191; condition = gf(129,25) > 0; question = "Tell me about skribbane."; text1 = "_Skribbane herb, properly cleaned, chopped, and boiled down, is one of the greatest achievements of the alchemical art. Now that a way has been discovered to grow it in the underworld, all Avernites can enjoy its benefits._"; text2 = "_Its use kills hunger pangs, which alone is a great benefit. But, for a warrior, it can provide so much more._"; text3 = "_In fact, don't take my word for it. Experience its wonders for yourself. Try a vial with my compliments._ He hands you a small, glass vial full of green goo."; code = if (gf(128,28) == 0) { sf(128,28,1); reward_give(225); } else rs(3); break; begintalknode 195; state = 190; nextstate = -1; condition = gf(129,25) > 0 && gf(129,26) == 0; question = "How can I earn your money?"; text1 = "_Well, should you find excess skribbane herb, more than you need yourself, I mean, you could bring it to me. I will pay well for it._"; text2 = "_Clean, pure herb, I mean. Nothing watered down, or supplemented with useless lichen. I do not appreciate anyone trying to cheat me._"; code = set_flag(129,26,1); toggle_quest(79,1); break; begintalknode 196; state = 190; nextstate = -1; condition = gf(129,25) > 0 && gf(129,26) > 0 && party_has_item(225); question = "I have skribbane for you. (Give it to him.)"; text1 = "Zeleny takes your skribbane herb and inspects it. He takes a small taste. _Yes. Not the best, but good enough for use. I thank you._ He counts out a pouch of silver coins for you."; text2 = ""; code = i = take_all_of_item(225); change_coins(20 * i); if (gf(128,29) < 50) { inc_flag(128,29,i); award_party_xp(20 * i,average_level()); } break; begintalknode 197; state = 190; nextstate = -1; condition = gf(129,25) > 0; question = "I want to buy skribbane herb."; text1 = "You conclude your business."; code = begin_shop_mode("Zeleny's Shop", "Zeleny is more than happy to sell you all the skribbane you want. He constantly reassures you of its considerable benefits.", 29,4,0); break; begintalknode 198; state = 190; nextstate = -1; condition = gf(129,25) > 0 && gf(128,12) == 1; question = "The mayor sent me to kill you. And I'm going to. (Attack.)"; text1 = "Zeleny is not surprised. He is on his feet, blade in his hand, in a moment. His guards run after you. His herb-addled customers, seeing their dealer threatened, want to take part in the melee."; action = END_TALK; code = set_attitude(30013,10); set_attitude(13877,10); set_attitude(13878,10); break; begintalknode 199; state = 190; nextstate = -1; condition = 1; question = "I don't need anything from you."; text1 = "_Then you should leave the way you came. Thank you for being so very reasonable about all of this._"; action = END_TALK; begintalknode 200; state = 191; nextstate = -1; condition = 1; question = "What can it do for me?"; text1 = "_A single dose of skribbane will make it seem like time itself has twisted to benefit you. Your foes will seem to slow down, and you will be able to strike past their defenses with ease._"; text2 = "_If the Avernite army could get enough of this rare and precious herb for every one of their soldiers, I have no doubt they would do so._"; begintalknode 201; state = 191; nextstate = -1; condition = 1; question = "And what negative effects are there if I take too much?"; text1 = "_Negative effect? Those, of course, are only unfounded rumors. Skribbane herb is a pure blessing, and you would be foolish to think otherwise. No offense._"; text2 = "You look over at the slack-jawed herb eaters sitting by the east wall. You doubt that Zeleny is being entirely honest."; begintalknode 202; state = 191; nextstate = -1; condition = 1; question = "Skribbane is grown down here? Where?"; text1 = "_Ahhhh ... That is something of a secret. Not even I know. The herb is only brought to me after it is grown._"; text2 = "_Recently, we could boil it down here ourselves. There was a workshop of the other side of the lake. Sadly, due to a misunderstanding and the resulting argument, nobody is working there now._"; // Vladimir begintalknode 210; state = -1; nextstate = 210; condition = 1; question = "Name"; text1 = "There is a beggar walking up and down the pathways of Dharmon. He makes sure to keep a safe distance from all of the guards."; text2 = "The moment he sees you, he sidles up close to you. His clothes are torn and filthy, and he has quite an odor. There is an old rusty shovel slung over his shoulder. He must have been a miner."; text3 = "He says, _Please, brave warrior, I am Vladimir. Spare a few coins for a man down on his luck?_"; text5 = "Vladimir moves close to you. Too close for your nose, anyway. _Spare a few coins for a poor unfortunate?_"; action = INTRO; begintalknode 211; state = 210; nextstate = 211; condition = 1; question = "So how did you come to be in this miserable state?"; text1 = "He pats the shovel on his back. _I earned an honest living, I did, in a mine south of the Castle. Crystal Mine. Good strike! But it took a lot of people to work it._"; text2 = "_When the Blight came, some of the miners fled, and we didn't have enough left to both work the strike and fend off the goblins. So I came here._"; begintalknode 212; state = 211; nextstate = -1; condition = 1; question = "I am familiar with that mine."; text1 = "You tell Vladimir about the strike and about the goblins there. _I'm glad we left, then. Being in this lowly state is better than being dead._"; begintalknode 213; state = 211; nextstate = -1; condition = 1; question = "And how does Dharmon treat beggars?"; text1 = "_Not good. I get a good beating if a guard takes a dislike to me, and, if I steal anything, well, it's far worse. But Dharmon is still better than out there, with the goblins and brigands._"; begintalknode 214; state = 210; nextstate = -1; condition = 1; question = "All right. Here. (Give a few coins.)"; text1 = "You hardly have any money. _You keep what you have,_ Vladimir says. _You need it as bad as me._"; text2 = "You hand Vladimir a few coins. They instantly disappear into his filthy clothes. He says, _Thank you. Thank you kindly._"; text3 = "_And, you know, if there's ever something you want to learn, ask me. Like, say, how to reach the far side of the lake. Though real information costs a lot more._"; code = clear_strings(); if (coins_amount() < 5) as(1); else { change_coins(-5); as(2); if (gf(129,27) == 0) { as(3); sf(129,27,1); } } break; begintalknode 215; state = 210; nextstate = -1; condition = gf(129,27) > 0; question = "How can I reach the far side of the lake? (Pay 50 coins.)"; text1 = "You don't have that much money."; text2 = "_Well, I have never been, but I have sharp ears. I've heard that, to get over there, you need to search the trash pits. Outside, at the north end of Dharmon._"; text3 = "He gratefully takes your coins."; text4 = "He waves away your money. _No, no. No need to pay twice._"; code = clear_strings(); if (coins_amount() < 50) as(1); else { change_coins(-50); as(2); if (gf(129,28) == 0) { as(3); sf(129,28,1); } else as(4); } break; begintalknode 216; state = 210; nextstate = -1; condition = gf(129,27) > 0 && gf(115,8) == 1 && gf(128,2) == 0; question = "I need to get in and see Captain Puvner. (Pay 100 coins.)"; text1 = "You don't have that much money."; text2 = "_Ahhhh ... That means getting into the food depot. Tricky. Dangerous. But I have heard that there is a back way in. Look for an old home that's too filthy for anyone to sleep in. Then find the switch on the wall._"; text3 = "He gratefully takes your coins."; text4 = "He waves away your money. _No, no. No need to pay twice._"; code = clear_strings(); if (coins_amount() < 100) as(1); else { change_coins(-100); as(2); if (gf(129,29) == 0) { as(3); sf(129,29,1); } else as(4); } break; begintalknode 217; state = 210; nextstate = -1; condition = 1; question = "Move along."; text1 = "_Yes, yes. I'll be going._ He shuffles off."; action = END_TALK; // Incantor Kiril begintalknode 230; state = -1; nextstate = 230; condition = 1; question = "Name"; text1 = "There is a man in mage's robes staying in this room. In fact, based on the state of his hair and clothes, you doubt he has been out of it in quite a while."; text2 = "He turns and stares at you with wild eyes. _Who ... Who are you? What are you doing here?_ Maybe it's your imagination in this dim light, but you think you can see green specks on the skin around his mouth."; text3 = "_I am Incantor Kiril! A mage! I will not be intruded upon! Go, or face my wrath!_"; begintalknode 231; state = 230; nextstate = -1; condition = 1; question = "I just want to talk to you."; text1 = "_No ... No ... No! No talking. You're a trespasser. Get out. This is your last warning._"; begintalknode 232; state = 230; nextstate = 231; condition = gf(128,18) == 1; question = "Thrace sent me. I'm evicting you."; text1 = "_What? What? She would evict me! After all I'm doing for her? After I gave her the safety that comes from having a wizard stay here?_ He wipes off his mouth with his sleeve. He seems to be salivating a lot."; text2 = "_Well, I don't appreciate her ingratitude. What do you say to that?_ He rises to his feet. Little flickers of fire start to appear around his fingers."; begintalknode 233; state = 230; nextstate = -1; condition = 1; question = "Well, I'm not leaving. What will you do about it?"; text1 = "_I ... I ... No. This is a trick. Ignore you. I'll just ignore you._ He turns and shuffles through the papers on his desk. He barely seems to comprehend what he's reading, but he is able to ignore you."; action = END_TALK; begintalknode 234; state = 230; nextstate = -1; condition = 1; question = "All right. I'm going. (Back away.)"; text1 = "You carefully edge away from the unhinged mage. He shuffles aimlessly through the papers on his desk and ignores you."; action = END_TALK; begintalknode 235; state = 231; nextstate = -1; condition = 1; question = "Nothing, I guess. Never mind."; text1 = "_I thought not._ He sits back down. _Leave me._ He shuffles aimlessly through the papers on his desk and ignores you."; action = END_TALK; begintalknode 236; state = 231; nextstate = 232; condition = 1; question = "I say you still have to go."; text1 = "_And if I refuse? What are you going to do? Evict me? You think you can make me go?_"; text2 = "His voice is growing louder and less coherent. He has crazy eyes. He constantly looks over at the clay jar by the wall. You can see why Thrace wanted help with him."; begintalknode 237; state = 232; nextstate = -1; condition = 1; question = "I think I'll just be going now."; text1 = "_That is what I thought you would say._ He sits back down. _Leave me._ He shuffles aimlessly through the papers on his desk and ignores you."; action = END_TALK; begintalknode 238; state = 232; nextstate = -1; condition = 1; question = "I can make you go, and I will."; text1 = "_You dare? You dare speak like that to me? Then you will pay! Mayor Aznavour will forgive me for defending myself from a thief in my home!_"; text2 = "He starts to chant. The fire around his fingers grows brighter. The room is growing very warm."; action = END_TALK; code = set_attitude(13838,10); break; //// begintalknode 299; state = -1; nextstate = -1; condition = 1; question = ""; text1 = "Unfortunately, the Great Cave was a poor place to begin your life of crime. Most of the soldiers have had to travel northeast to fight the slithzerikai, but enough remain down here to hunt you down."; text2 = "You are jailed in Fort Remote. By the time you are able to get free, the multiple disasters that afflict Avernum have doomed you and all around you."; code = erase_char(30000); break;