begintalkscript;
variables;
int = i;
body;
begintalknode 1;
	state = -1;
	nextstate = 1;
	personality = 1;
	condition = 1;
	question = "Mayor White";
	text1 = "You see the mayor of Keilan for the first time. A small man of both frame and stature sits at this desk pouring over reports. His eyes are sunken and red as if from many sleepless nights. The problems of Keilan seem to be taking their toll on him.";
	text2 = "When he becomes aware of your presence, he stands to greet you. He looks you over and seems unimpressed; evidently when he sent for empire assistance, he was expecting more.";
	text3 = "He does a mediocre job covering up his disappointment. _Ah, friends I see you must be here to aid the fair city of Keilan. I am Mayor White. Please, have a seat, and I will fill you in on our present situation._"; 
	text4 = "As he sits, you hear him sigh and mutter several disparaging opinions of Empire bureaucrats underestimating the plights of its more remote provinces.";
	action = INTRO;
	text5 = "Mayor White looks up expectantly and asks, _What would you like to know?_";
	text6 = "Mayor White jumps up to shake your hand. _Word of your accomplishments has spread quickly, but I would like to hear the details from your mouths._ You give him an account of your encounter with Janok.";
	text7 = "_I'd like to congratulate you on your accomplisment. Know that you have saved Keilan province a great hardship._";
code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(6);
		add_string(7); }
	else 
	{	remove_string(6);
		remove_string(7); }
break;

begintalknode 2;
	state = 1;
	nextstate = 2;
	personality = 1;
	condition = (get_flag(250,7) == 0);
	question = "So what plagues Keilan?";
	text1 = "_It is very hard for me to give you an accurate account because my information has been sketchy. What we know for certain is that the mining city of Smolt to the south has been razed to the ground._";
	text2 = "_We hadn't received word from Smolt for weeks, so scouts were sent to investigate. They found the city in ruins, and a very quick search revealed no survivors and no attackers._";
	text3 = "_We had been hearing from farmers and peasants in nearby communities that men of iron and rock roamed the countryside burning towns, but had written it off as bandits._";
	text4 = "_Now our own patrols have seen these monstrositites in the distance. They are slow, clumsy, and easily avoided, and for now they seem uninterested in Keilan itself. Unfortunately we doubt this will last, and the problem must be addressed._";
	text5 = "_This is where you come in._";

begintalknode 3;
	state = 2;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "Do you believe these reports?";
	text1 = "The mayor looks thoughtful. _I know it seems unlikely, but SOMETHING destroyed Smolt. We have many reports that say it was iron men._";
	text2 = "_I have heard from the knowledgeable staff of the Academy that these reports are feasible, and that golems do exist. If you want to know the specifics about them you will have to go to the Academy._";

begintalknode 5;
	state = 2;
	nextstate = 3;
	personality = 1;
	condition = 1;
	question = "Why hasn't Keilan been attacked by now?";
	text1 = "_Farming communities nearby have been destroyed, but the golems haven't come within 30 miles of the city itself._";
	text2 = "He looks around to make sure you are alone, then leans close and says, _I have it from a fairly reputable source that the Academy has its hand in this phenomenon, but as usual they are very tight-lipped about it._";
	text3 = "_Whatever they are doing, we better hope it holds up. Sadly, Keilan's defenses are incapable of dealing with any significant threat; we will be quickly overwhelmed if the golems march on us._";

begintalknode 6;
	state = 3;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "Who heads Keilan's defenses and where can I meet him?";
	text1 = "_Commander Leene commands the cities guard, but I fear that the threat we face is far beyond his ability. Keilan is a small farming nation only on the map because of the Academy; we never had any need for a military presence in the past._";
	text2 = "_Our guard consists mostly of volunteers from nearby farms--no Empire Soldiers here. The men currently enrolled in the military are green, but if we are forced to call together the militia from nearby villages, they will be greener still._";
	text3 = "You ask where you can find Commander Leene. _The garrisson is in a watch tower several miles south. That is where you can find him. I doubt he will have anything to offer you._";

begintalknode 7;
	state = 2;
	nextstate = 4;
	personality = 1;
	condition = 1;
	question = "What is our mission?";
	text1 = "He takes a deap breath before launching into his explantation. _As I have said, Keilan and its nearby lands are under attack by golems._";
	text2 = "_Reports tell me that creating these golems takes great skill and magical proficiency; whoever is creating them is no hedgewizard. I want you to find out who is responsible for this and put an end to it._";
	text3 = "_And in the name of the Empire, don't delay! I know how you adventureres love to crawl through every dungeon, but Keilan cannot hold out indefinitely. Please hurry!_";
	code = 
if(get_flag(0,10) == 0)
{	toggle_quest(1,1);
	toggle_quest(2,0); }
	set_flag(0,10,1);
break;

begintalknode 8;
	state = 4;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "Where might I get started?";
	text1 = "_Well, you could go search around the Academy; they are bound to have lots of information, and perhaps you will have more luck than I have had in getting answers from them._";
	text2 = "_The city of Smolt to the south was the first city attacked by the golems, so it seems like a logical place to start your quest._";
	text3 = "_Maybe you'll get lucky and find something we've missed. Leave no stone unturned, search every nook and cranny, but do it quickly!_";
	text4 = "You don't know if he realizes how contradictory these requests are; you decide to cut him some slack since he is a sleep-deprived wreck.";

begintalknode 9;
	state = 4;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "Can you aid us in any way?";
	text1 = "_I am sorry but I have no magic swords or elixirs--nothing adventurers would find useful._";
	text2 = "_You would do better to look in the Academy. Unless you want reams of paper--I am up to my eyeballs in those._ He seems truly regretful that he couldn't be of more help.";

begintalknode 10;
	state = 1;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "Can you tell me something about the history of Keilan?";
	text1 = "_You would do better to ask Master Tuchin from the Academy. He's real into that kind of thing._ He looks eager to finish this conversation and return to his work. Evidently history lessons aren't a high priority.";

begintalknode 11;
	state = 1;
	nextstate = -1;
	personality = 1;
	condition = ((get_flag(250,7) == 1) && (get_flag(0,20) == 0));
	question = "What do we get for completing our quest?";
	text1 = "_Ah, I'd almost forgotten in my excitement._ He calls for an aid who brings a sack of gold coins. _Take it and enjoy it, you've earned every ounce of it._";
	text2 = "_I suppose you'll be reporting back to Solaria now, but know that you will always receive a hero's welcome in Keilan._";
	code =
	if(get_flag(0,20) == 0)
	{	change_coins(1000);
		award_party_xp(1000,40);
		toggle_quest(1,0);
		set_flag(0,20,1); }
	else remove_string(2);
break;

begintalknode 12;
	state = 1;
	nextstate = -1;
	personality = 1;
	condition = ((get_flag(250,8) > 0) && (get_flag(250,7) == 0));
	question = "Have you ever heard of a man named Janok? he lived here 30 years ago.";
	text1 = "_I'll check the city records for you._ He does so, but returns empty handed. _I'm sorry, but there doesn't seem to be any information on him. Why do you ask?_";
	text2 = "You tell him that you suspect that Janok is responsible for the golems, _Well, if he's a wizard then the folks at the Academy probably will have heard of him._";
	text3 = "_Perhaps some of the townsfolk will have heard of him, I didn't even live in Keilan that long ago, I was transferred here by the Empire fairly recently. That's all the advice I can give you really, I apologize._";

begintalknode 13;
	state = 1;
	nextstate = -1;
	personality = 1;
	condition = ((get_flag(7,8) == 1) && (get_flag(250,7) == 0));
	question = "(Tell him about what you found in Smolt.)";
	text1 = "You tell Mayor White all about the laboratory and library you found in Smolt. He looks concerned, saying, _This is very important news, but I believe you've come to the wrong person. I don't really know anything about magical machinery and such._";
	text2 = "_Perhaps Tuchin or someone at the Academy can better help you._";

begintalknode 15;
	state = -1;
	nextstate = 5;
	personality = 2;
	condition = 1;
	question = "Mack";
	text1 = "A small smithy has been set up in Keilan's mall. It is fairly small and probably used mainly for making nails, shoeing horses, or repairing utensils for local housewives.";
	text2 = "You then notice the man running this forge; he is very hard to miss. A burly man whose brawn stretches his tunic to the limits, he is covered in soot and sweat. He gives the bellows a pump, and a wave of heat reaches your face.";
	text3 = "At this point the man notices your presence and says, _The name's Mack. I'm not sure if I have much of interest to adventurers, but you're welcome to look._";
	action = intro;
	text5 = "Mack wipes his hands on his apron and greets you heartily, asking, _What can I do for you?_";
	text6 = "Mack sets his hammer down to slap you on the back, _I heard what you did--mighty impressive that you beat those golems on your own. I have to hand it to you._";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(6); }
	else remove_string(6);
break;

begintalknode 16;
	state = 5;
	nextstate = -1;
	condition = 1;
	personality = 2;
	question = "Show me your wares.";
	text1 = "You finish shopping.";
	code =
	begin_shop_mode("Mack's Smithy","Mack digs through a chest for some time and finally produces several weapons; he obviously doesn't sell them often.",1,3,-1);
break;

begintalknode 17;
	state = 5;
	nextstate = -1;
	personality = 2;
	condition = 1;
	question = "What can you tell me about Keilan?";
	text1 = "Mack turns to speak to you; he doesn't seem eager to waste time on gossip, but then again you have been sent here to save his town.";
	text2 = "_Our city is threatened by hordes of golems--I know you won't believe this, but bear with me. I know it to be true; I have heard first-hand accounts of golems laying waste to the countryside._";
	text3 = "_Many people are fleeing Keilan, but I will remain. When the golems come for us, I will stand with my countrymen and defend my homeland._ He seems proud of his resolve but remorseful that this eventuality seems so likely."; 
	text4 = "_People are trickling back into Keilan. Now that you've defeated the golems, they can return to their homeland. It's good that they can pick up their lives where they left off. Soon Keilan will be back the way it was._";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(4); }
	else remove_string(4);
break;

begintalknode 18;
	state = 5;
	nextstate = 6;
	personality = 2;
	condition = get_flag(0,3) == 1;
	question = "Arum says you were once a great smith; what happened?";
	text1 = "Mack's face doesn't change, but you get the feeling that he is pleased that you asked. _That would depend on your definition of _were_; it is, however, true that I was once a smith for the Empire army._";
	text2 = "_I worked for the Empire for several years. When officers recognized my skill, they began to demand that I fashion gear for them. Before long only officers wore my armor and used my weapons._";
	text3 = "_But that was another life. Arum and I left Solaria years ago to live in the peaceful town of Keilan. My weapons were highly sought after by officers and officials alike; now my work is desired by housewives and honest farmers._";
	text4 = "_So it is true that my work today is not what many would call _great_, but I know better. My weapons were taken into the field of battle and used to kill. My new plowshares help men till the soil and extract its bounty--an honorable purpose._";
	text5 = "_A sword can kill a man, but can it feed his family? It can only sow sadness; now my work sows the future of a people. At last my skill brings happiness to the world, and I am pleased with how things have changed._";	
	text6 = "_To answer your question, yes I have great skill at smithing, although I haven't put it into any deadly purposes of late. I don't intend to ever again._";


begintalknode 20;
	state = 6;
	nextstate = -1;
	personality = 2;
	condition = 1;
	question = "Do you regret leaving the fame behind?";
	text1 = "Mack looks thoughtful. _I'd be lying to you if I said I never thought about how different my life would be if I had stayed in Solaria. I always come to the same conclusion: it would be a shadow of what I have here._";
	text2 = "_The love of my life gave me an ultimatum: stay in Solaria with my work, or come to Keilan and marry her. I made the obvious choice._ He smiles. _So here I stand before you. If anyone says I should have done differently, I would say they were a fool._";

begintalknode 21;
	state = 5;
	nextstate = -1;
	personality = 2;
	condition = get_flag(0,2) == 1;
	question = "What's the deal between you and Arum?";	
	text1 = "Mack sighs, _Arum and I have an ongoing contest of banter. He says I was once a smith fit for a king, but that I am now merely the King of Tinkers. I tell him if he cut his hair, he might be able to see how ragged his arrows are._";
	text2 = "_It is all in good fun; Arum and I go way back to our service in the Empire army. One day I met the woman of my dreams in Solaria. I married her and it changed my life. Arum married her sister, and now I have the misfortune of being his brother-in-law._";
	text3 = "_Both sisters insisted that we move to Keilan--family in the area, you know. After much feet-dragging, they eventually convinced us both. So here we are, two fine craftsmen of the Imperial Army in a farming village._";
	text3 = "He smiles as he continues to reminisce. _I suppose in a way we never grew up from our soldiering days. Poor Sara over there has to put up with the horseplay of a few loony old veterans._ He indicates the woman in the opposite stall who smiles back.";

begintalknode 123;
	state = 5;
	nextstate = -1;
	condition = ((get_flag(250,8) > 0) && (get_flag(250,7) == 0));
	personality = 2;
	question = "Have you ever heard of a man named Janok? He lived here 30 years ago.";
	text1 = "Mack considers, _I can't say that I remember him. I grew up in Solaria and spent my youth serving in the army. I didn't even come to Keilan until fifteen years ago, I can't help you here._";
	
	
begintalknode 23;
	state = -1;
	nextstate = 7;
	personality = 3;
	condition = 1;
	question = "Arum";
	text1 =  "A wiry  man sits behind the counter carving a bow. The bow is long and sleek and made of some sort of black wood that you have never see before. The man has dark, unkempt hair down to his shoulders and is dressed in a leather jerkin.";
	text2 = "With great care and painstaking precision he whittles off a strip of wood. It is strangely fascinating to watch, and you do so in silence for several minutes, not daring to interupt.";
	text3 = "He holds the bow up to see the results of his labor. It is at this point that he realizes your presence; you are strangely disapointed that your rapture has been shattered.";
	text4 = "_I apologize for keeping you waiting. I am Arum the local fletcher._";
	action = INTRO;
	text5 = "Arum glances up as you approach. He brushes the woodchips off his jacket but remains seated and asks, _What would you like?_";
	text6 = "Arum gives you a crooked smile, _It's an honor to have the golem slayers themselves frequent my shop. What might I get you today, heroes of Keilan?_";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(6); }
	else remove_string(6);
break;

begintalknode 24;
	state = 7;
	nextstate = 8;
	personality = 3;
	condition = 1;
	question = "Get much business?";
	text1 = "Arum grins, _Surprisingly yes, I get considerably more business than our brawny friend across the way._ Mack hammers all the louder in his own stall and pretends not to listen.";
	text2 = "_Keilan hasn't seen a war in hundreds of years, but that doesn't mean that men don't hunt, or that the militia don't need arrows for target practice. Most of my wares serve rather mundane purposes, but I still put great effort into my craft._";

begintalknode 25;
	state = 8;
	nextstate = 9;
	personality = 3;
	condition = 1;
	question = "Why do you give Mack a hard time?";
	text1 = "Arum speaks louder so Mack can hear over the din created by his hammering, _Who, the king of tinkers? My hope is that my jabs will motivate him to better his shoddy workmanship._";
	text2 = "He shouts, _Hey Mack, my wife wants you to shoe her horse again, and this time don't just put an old pan on his hooves._ Mack shakes his head in mock shame.";
	text3 = "Arum leans closer and lowers his voice, _Mack would never let on, but he is one of the greatest smiths in Pralgad. I'm just yanking his chain; don't let my jokes diminish your opinion of him._";
	code = 
	set_flag(0,2,1);
break;

begintalknode 26;
	state = 9;
	nextstate = -1;
	personality = 3;
	condition = 1;
	question = "Greatest smith, eh?";
	text1 = "Arum looks amused. _You'll have to ask him about that yourself, although it has been many years since he has done any work that adventurers would be interested in._";
	code =
	set_flag(0,3,1);
break;

begintalknode 27;
	state = 7;
	nextstate = -1;
	personality = 3;
	condition = 1;
	question = "What is that bow made out of?";
	text1 = "Arum pulls out the half-finished bow and hands it to you. The wood is jet black and so glossy that it practically shimmers. _Take a look at that; it draws better than any other wood I've worked with--light, resilient, and, yes, it looks nice, too._";
	text2 = "_It is actually made of cavewood. Before you say it, yes, cavewood is very poor for making bows. It is brittle and little better than driftwood. But this is no ordinary cavewood._";
	text3 = "_It is some sort of hybrid tree. It has remarkable properties, but unfortunately it also grows only in the caves of Avernum. You wouldn't believe the costs to have it shipped here, but it's well worth it. I've never worked with a better wood._";

begintalknode 28;
	state = 7;
	nextstate = -1;
	personality = 3;
	condition = 1;
	question = "I'd like to shop.";
	text1 = "You finish shopping.";
	code =
	begin_shop_mode("Arum the Fletcher","Arum has great skill at fletching, and although his usual customers are simple farmers and milita, he also has some higher-quality craft.",2,4,-1);
break;

begintalknode 124;
	state = 7;
	nextstate = -1;
	condition = ((get_flag(250,8) > 0) && (get_flag(250,7) == 0));
	personality = 3;
	question = "Have you ever heard of a man named Janok? He lived here 30 years ago.";
	text1 = "_No I can't say that I have. Maybe you should ask some of the locals who were born here, unfortunately I don't belong to that group._";

begintalknode 30;
	state = -1;
	nextstate = 10;
	personality = 4;
	condition = 1;
	question = "Sara";
	text1 = "A middle-aged woman stands at the counter kneading dough. Her face is spotted with flour, and the smell of freshly baked bread wafts to your nose.";
	text2 = "The counter is littered with fruits, pastries, cakes, breads, and other baked goods waiting to be sold to a hungry merchant or local.";
	text3 = "The woman interrupts her baking to greet you. _Hello, my name is Sara. I'm the local baker. If you children would like anything then just speak up, I know how adventuring can work up an appetite!_";
	action = INTRO;
	text5 = "Sara asks how you've been eating and if you're keeping yourselves healthy. When she is satisfied that you are not starving, she finally settles down and asks what you'd like.";
	text6 = "Sara gives you each a hug when she sees you. She is nearly in tears as she says, _I don't know how to properly thank you, I'm just so happy._";
	text7 = "She sniffs and finally lets you go. _Please, take something for your journey home. I'm sure all that work has made you hungry and it's the least I can do._";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(6);
		add_string(7);
		reward_give(12); }
	else { remove_string(6);
		remove_string(7); }
break;

begintalknode 31;
	state = 10;
	nextstate = -1;
	personality = 4;
	condition = 1;
	question = "You sure have a wide variety of foods here.";
	text1 = "She beams. _Baking is my family tradition; my mother taught me a wide variety of exotic recipes from all corners of the empire, which she in turn learned from her ancestors. Now I bake them for the people of Keilan._";
	text2 = "_I buy fruits from the nearby orchards, and farmers sell me grains and corn. Keilan grows all kinds of fruits, so I can get almost anything I need locally. Anything else can be acquired from merchants. I hope you enjoy my efforts._";

begintalknode 32;
	state = 10;
	nextstate = -1;
	personality = 4;
	condition = 1;
	question = "What can I get in this mall?";
	text1 = "_Well Mack sells metalware and does repairs; maybe he'll have some weapons for you as well. Arum sells bows and arrows, and I sell baked goods._ Mack chimes in, _Best bakery in Keilan! Eat some, you won't regret it!_";
	text2 = "Sara smiles at his compliments. _Always a gentleman, that one. Oh, I almost forgot, the bank of Keilan is underground. You can find it through the door to the northeast._";

begintalknode 33;
	state = 10;
	nextstate = -1;
	personality = 4;
	condition = 1;
	question = "I'd like to buy some food.";
	text1 = "You finish shopping.";
	code =
	begin_shop_mode("Sara's Bakery","Sara is very concerned with all of her customers' welfare. She urges you to eat a balanced diet and showers you with suggestions",3,3,-1);
break;

begintalknode 34;
	state = 10;
	nextstate = -1;
	personality = 4;
	condition = 1;
	question = "Can you tell us what is going on in Keilan?";
	text1 = "_The town has been besieged by golems. At least we have been told that it is. No one has seen the golems from Keilan itself; only villages and farms have been attacked._";
	text2 = "_It's all very unpleasant. We sit here and wait until they attack. Everyone knows we won't be able to fight them off, and the saner among us have already fled north._";
	text3 = "_All of our friends who departed Keilan are beginning to return. It was scary there for a while, but now that it's over, the rebuilding can begin._";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(3); }
	else remove_string(3);
break;

begintalknode 125;
	state = 10;
	nextstate = -1;
	condition = ((get_flag(250,8) > 0) && (get_flag(250,7) == 0));
	personality = 4;
	question = "Have you ever heard of a man named Janok? He lived here 30 years ago.";
	text1 = "She thinks for a second, _Hmmm, I've heard that name but can't put a face to it. Ah yes, I remember now. When I was a young girl there was a great to-do about a murder, and he was the prime supsect. The town was in an uproar for weeks._";
	text2 = "_I never knew him personally, I believe he was several years older than me. What I do know is he was a first year student at the Academy._";

begintalknode 35;
	state = -1;
	nextstate = 11;
	personality = 5;
	condition = 1;
	question = "Apprentice Mage";
	text1 = "An apprentice is seated at the edge of the pool, his faced covered by the shadows of his robe. He has a textbook in his lap and is deep in concentration.";
	text2 = "You feel a little guilty about interupting him, but your mission to help Keilan takes preference over a student's studies.";
	text3 = "The angry student still sits on the edge of the pool. You leave him alone this time.";
	text4 = "The student looks up to see who is bothering him. The frown vanishes from his face and is replaced by sullen respect. He mutters, _Thanks for stopping the golems, I guess. If you're looking for a reward, then go somewhere else._";
	code = 
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(4); }
	else remove_string(4);

if(get_flag(250,7) == 0)
	if(get_flag(0,7) == 1) {
		clear_strings();
		add_string(3);
}
	else
		remove_string(3);
break;
begintalknode 36;
	state = 11;
	nextstate = -1;
	personality = 5;
	condition = (get_flag(0,7) == 0) && (get_flag(250,7) == 0);
	question = "Excuse me, what could you tell me about Keilan's problems.";
	text1 = "The student glances up and shoots you a dirty look. _The only problem I see is that a couple insensitive jerks are harassing me._";
	text2 = "He is very exacerbated. _How the hell am I supposed to know anything useful about Keilan, I haven't left the Academy in  years. Leave me alone so I can return to my studies._";
	action = end_talk;
	code = 
	set_flag(0,7,1);
break;

begintalknode 37;
	state = -1;
	nextstate = 12;
	personality = 6;
	condition = 1;
	question = "Cecil";
	text1 = "The innkeeper of the Smarmy Swashbuckler walks from table to table picking up plates and waiting on customers. He wears a plaid jacket beneath his leather apron, both of which are stained with years of food and booze.";
	text2 = "He walks right by you, intent on his work. You clear your throat to grab his attention; once he finally sees you, he looks surprisingly pleased. Most innkeeprs don't exactly welcome adventureres.";
	text4 = "_Ah, always good to see a group of noble adventurers. Have a seat, have a drink. Please, make yourselves at home. I am Cecil. I run this inn with my wife Kyra and my son Edmund._";
	action = INTRO;
	text5 = "Cecil breaks away from washing tables to get you seated. He seems pleased that you are here.";
	text6 = "Cecil ushers you over to a table and brings you a  round of liquor on the house. _I can't thank you enough. You've saved my inn and my family, and you wouldn't believe what the golems' defeat has done for business!_";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(6); }
	else remove_string(6);
break;
begintalknode 38;
	state = 12;
	nextstate = 13;
	personality = 6;
	condition = 1;
	question = "What services do you offer?";
	text1 = "Cecil looks pleased. _We have a clean room that you can have for only 25 gold. We also have the finest liquors in all of Pralgad. A round of drinks will cost you 6 gold._";

begintalknode 39;
	state = 13;
	nextstate = -1;
	personality = 6;
	condition = 1;
	question = "I'd like a room for the night.";
	text1 = "Cecil leads you to the inn's suite. It is clean and for the first time in quite a while you feel fairly confident that you didn't acquire any new parasites this night. You get a very peaceful night's rest.";
	text3 = "Cecil counts your money and looks at you regretfully, _This won't be enough._";
	action = INN 25 11 33;

begintalknode 40;
	state = 13;
	nextstate = -1;
	personality = 6;
	condition = 1;
	question = "I'd like a round of your finest brew.";
	code = 
	if(pay_coins(6) == 1) {
		set_party_status(28,9,1);
	message_dialog("Cecil brings you a round of ale. It burns going down and makes your head spin. _What did I tell you, finest brew in Pralgad!_ You have the sudden urge to punch anyone who disagrees with him.","");
	}
	else message_dialog("Cecil counts your coins and says, _I'm sorry, adventurers; this isn't enough._","");
break; 

begintalknode 41;
	state = 13;
	nextstate = 12;
	personality = 6;
	condition = 1;
	question = "I don't need anything right now.";
	text1 = "Cecil nods. _Tell me if you change your mind._";

begintalknode 42;
	state = 12;
	nextstate = 14;
	personality = 6;
	condition = 1;
	question = "Why is this inn named the 'Smarmy Swashbuckler'?";
	text1 = "Cecil looks a bit sheepish that you asked. _Well, I originally opened the inn because innkeeping seemed like such an interesting profession. Bar fights, hold-ups, adventurers looking for quests--you know, tavern-y things._";
	text2 = "He sighs, _I thought that a tough name would attract tough characters. Evidently the problem is that there aren't many tough characters in Keilan. I can say that innkeeping has been excrutiatingly uninteresting. I can't remember the last bar fight._";
	
begintalknode 43;
	state = 14;
	personality = 6;
	condition = 1;
	question = "I suppose we could start a fight for you.";
	text1 = "Cecil looks elated. _You would really do that for me?_ He thinks for a second, then dejectedly says, _I suppose you better not. The customers might object, not to mention the town watch. I'll just have to suffer through the boredom._";

begintalknode 115;
	state = 14;
	nextstate = 21;
	personality = 6;
	condition = 1;
	question = "The golems seem pretty interesting.";
	text1 = "Cecil considers, _Yes, if you consider the imminent doom of all that you love to be interesting, then the golems certainly are that. I would take a bar fight any day--lots of action, not much dying._";
	text2 = "_Well they WERE pretty interesting. Although when all is said and done, I'm definitely glad you got rid of them. There can be too much of a good thing, you know. Now it's back to dull everday life._"; 	
	text3 = "He suddenly remembers something. _As a matter of fact, something interesting DID happen recently. This frog man came through looking for a place to stay._";
	code =
	if(get_flag(250,5) > 0)
	{	clear_strings();
		add_string(2); }
	else remove_string(2);
break;	

begintalknode 44;
	state = 12;
	nextstate = 15;
	personality = 6;
	condition = 1;
	question = "Why is the owner of this fine establishment bussing tables?";
	text1 = "Cecil starts polishing a mug so fiercely you fear he will rub a hole in the rag. You have never seen him this perturbed.";
	text2 = "_It's the fault of my no good lush of a son. He is supposed to be helping out with the family business, but all he does is drink. He probably has slunk off to some corner and passed out. Lucky for him he isn't in sight, or I'd smack him sober._";
	code = 
	set_flag(0,19,1);
break;

begintalknode 45;
	state = 21;
	nextstate = -1;
	personality = 6;
	condition = 1;
	question = "Frog man?";
	text1 = "He points to the south, saying, _It is sleeping out back. It's shorter than a normal man, and, most noticeably, has green skin like a frog. I had heard these creatures lived in the swamps to the north, but I have no idea why one would come to Keilan._";
	text2 = "_If you are interested to know more, you could ask it yourself. It speaks perfectly fine, and it doesn't seem hostile._";
	text3 = "_He actually left, I think it was going back to the swamps. I suppose you could find it up there if you look hard enough._";
	code =
	if((get_flag(0,8) == 1) || (get_flag(250,2) == 1)) {
		remove_string(1);
		remove_string(2); }
	else remove_string(3);
break;

begintalknode 116;
	state = 21;
	nextstate = -1;
	personality = 6;
	condition = (get_flag(250,7) > 0);
	question = "So I'm sure you've heard lots of interesting rumors about the golems. Any advice?";
	text1 = "_Sadly I can't help you. The golems just sort of came out of nowhere. No one has any idea where they came from; the only reports I've heard are from farmers who've lost their homes to them._";

begintalknode 126;
	state = 12;
	nextstate = -1;
	condition = ((get_flag(250,8) > 0) && (get_flag(250,7) == 0));
	personality = 6;
	question = "Have you ever heard of a man named Janok? He lived here 30 years ago.";
	text1 = "_As a matter of fact I have. He was about my age, and I remember the fuss about the murder. I don't think I ever actually saw him with any friends, he was always by himself. A real recluse you know._";
	text2 = "_Thats why it was such a shock when he was wanted for murder. The guards were real tight-lipped with the details, but I put some effort into learning about the case. It was quite interesting, and you know how I feel about excitement._";
	text3 = "_It seems that two people were murdered, an Empire soldier and a young girl. Both were scorched with magical energy, and a witness saw Janok fleeing the scene. I have no doubt that if they caught him he would have been found guilty._";
	text4 = "_But they never caught him. My guess is he wound up as food for some wild animal._";

begintalknode 46;
	state = -1;
	nextstate = 16;
	personality = 7;
	condition = 1;
	question = "Kyra";
	text1 = "The cook for this inn stands before you. She is middle aged and slightly heavy, and she stirs a large pot while clearing the bar with her other hand.";
	text2 = "She looks up as you approach, _I'm Kyra and my husband owns this inn. I cook, clean, and watch the bar._";
	text5 = "Kyra nods to you as you approach, _Make it snappy, this inn won't run itself._";
	action = INTRO;

begintalknode 47;
	state = 16;
	nextstate = -1;
	personality = 7;
	condition = 1;
	question = "So, you cook for an inn.";
	text1 = "She looks at you like you're an idiot and mutters, _Mayor White brought in a couple of dimwits, just our luck._";

begintalknode 48;
	state = 16;
	nextstate = -1;
	personality = 7;
	condition = 1;
	question = "Can I get a room or food?";
	text1 = "_You'd have to speak with my husband; I don't deal with those things._";
	
begintalknode 49;
	state = 16;
	nextstate = 17;
	personality = 7;
	condition = 1;
	question = "So where is this son of yours?";
	text1 = "She actually stops stirring her pot when you ask her this. Her face flushes with rage, _He is a lazy ingrate; he sleeps all day and drinks all night. Meanwhile his father and myself toil to run the inn._";
	text2 = "She rants on, _We would throw him out but he'd just get into more trouble. I have no clue what to do about him._";
	code =
	set_flag(0,19,1);
break;

begintalknode 50;
	state = 17;
	nextstate = 18;
	personality = 7;
	condition = 1;
	question = "Maybe I could go talk to him.";
	text1 = "She feigns elation. _Oh, I'm sure that would convince him of the error of his ways. That's what he needs, a good talking-to from a group of armed strangers._ You sense sarcasm.";
	code = 
	set_flag(0,3,1);
break;

begintalknode 51;
	state = 18;
	nextstate = -1;
	personality = 7;
	condition = 1;
	question = "Just trying to be helpful.";
	text1 = "She doesn't seem very apologetic., _Well, it was a bad plan. Here's an idea: if you want to be helpful, go stop the golems. I hear they are going to destroy this town, including my lazy son._";
	text2 = "This conversation is getting very unpleasant. You decide to make an exit before you lose a limb.";
	action = END_TALK;

begintalknode 121;
	state = 16;
	nextstate = -1;
	personality = 7;
	condition = (get_flag(250,7) > 0);
	question = "We did stop the golems. I'd expect you to be more grateful.";
	text1 = "She frowns, _Yeah, and I'd expect you to be a little less obvious when fishing for compliments; I guess we both were wrong._ She tastes her stew and goes back to stirring.";

begintalknode 127;
	state = 16;
	nextstate = -1;
	condition = ((get_flag(250,8) > 0) && (get_flag(250,7) == 0));
	personality = 7;
	question = "Have you ever heard of a man named Janok? He lived here 30 years ago.";
	text1 = "She doesn't bother to look up, _Yeah I remember the name. He killed a couple people and skipped town. I don't know his life story, and I wouldn't waste my time telling it to you louts if I did._";

begintalknode 53;
	state = -1;
	nextstate = 19;
	personality = 8;
	condition = 1;
	question = "Alonzo";
	text1 = "An archer sits at a table in the corner of the inn. He is accompanied by a nephil, who also carries a bow. Both of them look like experienced travelers, and both have a plethora of scars across what you can see of their bodies.";
	text2 = "The man looks up when you approach the table, _Hello fellow adventureres, my name is Alonzo and my friend here is Hmmhrrrr. I wish I could offer you a seat._ Hmmhrrrr drinks his ale in silence.";
	action = INTRO;
	text5 = "Alonzo greets you again, Hmmhrrrr sits in silence.";
	text6 = "_Congratulations on defeating the golems, I bet you got a pretty penny for that accomplishment. How about a round of drinks?_";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(6); }
	else remove_string(6);
break;

begintalknode 54;
	state = 19;
	nextstate = 20;
	personality = 8;
	condition = 1;
	question = "What brings you to Keilan?";
	text1 = "Alonzo laughs, _What brings an adventurer anywhere? We were wandering looking for action, and it seems to have found us in this farming village._";
	text2 = "_We came to Keilan several weeks ago, and have been investigating the golem situation. I fear that we have found litle of use. I can only hope that you have more sucess._";

begintalknode 55;
	state = 20;
	nextstate = -1;
	personality = 8;
	condition = 1;
	question = "Can you give us any advice?";
	text1 = "Alonzo thinks for a while. _Well, the golems we have seen are very strong but not very agile. They are slow and stupid, but they are made of rock so blows hardly affect them. The real problem, though, is who is making them._";
	text2 = "_We explored to the north pretty extensively and have discovered nothing. To the north are miles of swamp with nothing but frog men inhabiting it. We explored in the northern mountains, but found little of interest._";
	text3 = "_We were just getting ready to try the south. I would advise you to do the same._";
	text4 = "_I don't know what advice you would need. How about, 'Don't spend all your prize money in one bar?'";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(4); }
	else remove_string(4);
break;

begintalknode 56;
	state = 19;
	nextstate = -1;
	personality = 8;
	condition = 1;
	question = "What's with Hmmhrrrr?";
	text1 = "Hmmhrrrr chuckles. It's the first sound you've heard him make. Alonzo, however, is the one who answers. _He doesn't talk much. He's a great travelling companion though. He can hit a target at 100 yards, and he doesn't bother me with chatter._";
	text2 = "_Hmmhrrrr and I have been travelling together for years now, so I've gotten used to quiet rides._";

begintalknode 57;
	state = 19;
	nextstate = 22;
	personality = 8;
	condition = 1;
	question = "You look pretty seasoned.";
	text1 = "Alonzo nods. _That sure is true. We've travelled as far south as Valorim and as far north as White Peak Island. Along the way we've fought bandits, goblins, ogres, and drakes,  brought in renegade wizards, and cleaned out abandoned mines._";
	text2 = "_But these golems are the toughest yet._";
	text3 = "_These golems were just too much though. Arrows bounce right off them and they are relentless. Although that didn't seem to stop you._";
	code =
	if(get_flag(250,7) > 0)
		remove_string(2);
	else remove_string(3);
break;

begintalknode 58;
	state = 22;
	nextstate = -1;
	personality = 8;
	condition = (get_flag(250,7) == 0);
	question = "Why is that?";
	text1 = "Hmmhrrrr grimaces and Alonzo slams his mug on the table. _They are solid rock; our arrows can't bring them down. We are practically uselss against them, and even if we kill one, it is replaced. We don't know where they are coming from._";

begintalknode 60;
	state = -1;
	nextstate = 23;
	personality = 9;
	condition = 1;
	question = "Hmmhrrrr";
	text1 = "You approach a table where a large nephil archer sits with a human archer. They both look very deadly and as if they have been in many a fight. The nephil is shirtless, and his muscles ripple as he shifts position. His torso is covered in scars.";
	text2 = "He doesn't even look up from his liquor when you stand right before him. The man across laughs, _That's Hmmhrrr, and I'm Alonzo._";
	action = INTRO;
	text5 = "Alonzo greets you again. Hmmhrrrr sits in silence.";

begintalknode 61;
	state = 23;
	nextstate = -1;
	personality = 9;
	condition = 1;
	question = "Hello, how is life treating you?";
	text1 = "Hmmhrrrr looks up, and at first you think he will actually acknowledge your presence. No such luck.";
	text2 = "You ask him a few more questions but get no answers; you are thoroughly perplexed and getting frustrated when Alonzo sees your predicament. _You must excuse Hmmhrrrr, he isn't the talkative type. If you want to know something, you should speak with me._";
	action = END_TALK;

begintalknode 62;
	state = -1;
	nextstate = 24;
	personality = 10;
	condition = 1;
	question = "Wallace";
	text1 = "This man is dressed all in leather, decorated with trophies, exotic feathers, and cheap gemstones. He has a deadly-looking axe at his waist and a longbow on his back.";
	text2 = "He invites you to sit down. _Greetings, travellers. I am Wallace, travelling merchant, teller of tales, slayer of baddies of all kinds, and sell sword extraordinaire. I have travelled all over Keilan and know more of the area than anyone else._";
	text5 = "Wallace motions you to sit down. _Have a pint of ale, I always appreciate some company, especially from fine friends like yourselves._";

begintalknode 63;
	state = 24;
	nextstate = 25;
	personality = 10;
	question = "You say you know your way around Keilan, what can you tell me of the area?";
	text1 = "_I have walked every inch of the Jszoula Mountains, and Keilan is no exception. I can tell you whatever you need to know._ He pulls out a map and spreads it out so he can point out where he is talking about.";

begintalknode 64;
	state = 25;
	nextstate = -1;
	personality = 10;
	condition = 1;
	question = "What is in the swamps to the north?";
	text1 = "_I have explored the swamps thoroughly and can say with some authority that there is little there. The swamp folk live on the northern shore of Lake Tybor, and that's about it except lizards and bogs._";
	text2 = "Wallace sees your confusion and explains, _The swamp men are a race of amphibious humanoids. They are not very sociable and rarely leave their village. But I have traded with them and can say they are peaceful. They know much about the swamps._";

begintalknode 65;
	state = 25;
	nextstate = -1;
	condition = 1;	
	personality = 10;
	question = "How about to the South?";
	text1 = "_To the south is the abandoned Jszoula Keep. The pass to the South previously led through the Jszoula mountains. Outside the entrance on this side was a small mining town. It has been razed by the golems, so there's nothing there now._";
	text2 = "_This is why I am sitting here before you. I originally intended to travel to the south, and the fastest way was through that mountain pass. I am now told the pass caved in during the golem attack._";
	text3 = "He looks forlorn. _It will be a while before it is repaired, if it ever is. For now my fastest route is out of service._";

begintalknode 66;
	state = 25;
	nextstate = -1;
	personality = 10;
	condition = (get_flag(250,7) == 0);
	question = "What do you know of the golems?";
	text1 = "Wallace shakes his head. _The golems are far beyond my fighting abilities. I once faced one and was forced to flee. My blows just bounced off it; they are solid rock. Fortunately I did escape--they are slow and clumsy._";
	text2 = "_I know that your task is to find where the golems are made. This won't be easy, and I really can't help you. Although if I were you, I'd look to the South; that was where they first attacked._";

begintalknode 67;
	state = 24;
	nextstate = 26;
	personality = 10;
	condition = 1;
	question = "That's some repertoire. What services could you offer us?";
	text1 = "_Yes, I am a jack of all trades. I started out as a travelling merchant but learned quickly that it is a perilous profession. I learned how to fight to protect myself._";
	text2 = "_Through my travels, I have learned some useful skills and acquired useful items. I can teach you how to traverse dangerous lands safely, I can sell and buy goods, and--my favorite feature--I also have my item of the day!_";

begintalknode 68;
	state = 26;
	nextstate = -1;
	personality = 10;
	condition = 1;
	question = "Teach me how to traverse dangerous lands.";
	text1 = "That concludes your training.";
	code = 
	begin_shop_mode("Wallace's Training","Wallace has traveled through all kinds of hostile environs in his day. He will share some of his secrets with you for a fee.",4,4,-1);
break;

begintalknode 69;
	state = 26;
	nextstate = -1;
	personality = 10;
	condition = 1;
	question = "I'd like to see your wares.";
	text1 = "You conclude your shopping.";
	code = 
	begin_shop_mode("Wallace's Junk","Wallace has picked up a strange assortment of items in his travels.",5,5,3);
break;

begintalknode 70;
	state = 26;
	nextstate = 27;
	personality = 10;
	condition = 1;
	question = "What is your featured item?";
	text1 = "Wallace smiles. _A good choice. How this works is I will choose an item at random from my pack. Who knows what exciting things could be yours!_ He roots around for several seconds and produes a length of rope. You are disappointed.";
	text2 = "Wallace seems disappointed as well. _Er, this here is a leather...aspskin... dragon wrangling rope! It was er, forged, in...um... the fires of Akhronath by ..some demon...no Grah Hoth himself!_";
	text3 = "You look at him skeptically. He meets your gaze for several seconds before giving in. _OK, fine, it's just a rope. Sorry for trying to make the item of the day a little more exciting. It costs 100 gold, you want it or not?_";
	text4 = "_Come back tomorrow and see what great new items I have._";
	code =
	if(has_item(391) == 1) {
			if(get_flag(0,3) < (what_day_of_scenario)) {
				i = (get_ran(1,1,2));
				if((i) == 1) {
			add_item_to_shop(6,(get_ran(1,24,149)),1); }
				if((i) == 2) {
			add_item_to_shop(6,(get_ran(1,175,345)),1); }
			set_flag(0,3,(what_day_of_scenario)); 
}
	clear_strings();
	add_string(4);
	begin_shop_mode("Item of the Day","Wallace reaches into his pack and produces an item.",6,5,-1);
}
else
	remove_string(4);

break;

begintalknode 71;
	state = 27;
	nextstate = -1;
	personality = 10;
	condition = (has_item(391) == 0);
	question = "You can keep it.";
	text1 = "Wallace wraps the rope up and puts it away. _Suit yourself; it's your loss._";
	action = end_talk;

begintalknode 72;
	state = 27;
	nextstate = -1;
	personality = 10;
	condition = (has_item(391) == 0);
	question = "I'll take it! (pay 100 coins)";
	action = end_talk;
	code = 
		if(pay_coins(100) == 1) {
			reward_give(391);
			message_dialog("Wallace beams as he takes your coins. _Nice doing business with fine adventureres. Come back tomorrow and see what I got._","");
}
	else
	message_dialog("Wallace beams, but as he counts your money his smile fades. _I'm sorry, but this isn't enough._","");
break;

begintalknode 129;
	state = 24;
	nextstate = -1;
	condition = ((get_flag(250,8) > 0) && (get_flag(250,7) == 0));
	personality = 10;
	question = "Have you ever heard of a man named Janok? He lived here 30 years ago.";
	text1 = "_I've travelled all across Keilan without hearing that name. You say he left town 30 years ago? Well that would explain things, I didn't start frequenting Keilan until about 15 years ago._";

begintalknode 74;
	state = -1;
	nextstate = 28;
	personality = 11;
	condition = 1;
	question = "Erma";
	text1 = "A hunched-over woman sits at the table. Her gray hair is thin and wispy, her nose crooked and bumpy, and she has about three teeth in her entire mouth. You attempt to give her an age but are unable to come up with one. She is very old, though.";
	text2 = "She greets you, _My sweets, sit down with Erma. The children might tell you I'm a hag that eats little boys for supper but it isn't true! Don't be afraid, I won't bite._ You don't doubt this last part.";
	action = INTRO;
	text5 = "_Sit, sit. Come tell Erma what's on your mind._";
	text6 = "_I heard you boys had quite the adventure. Congratulations to you on your achievements, now sit down and chat with Erma._";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(6); }
	else remove_string(6);
break;

begintalknode 75;
	state = 28;
	nextstate = 29;
	personality = 11;
	condition = 1;
	question = "What do you do around town?";
	text1 = "It takes much thinking for her to recall what it is she does. _Well, I used to teach classes for the Academy. I retired, now I..... I help deliver babies, cure cows, medicine woman kind of things._";
	text2 = "_I've studied many years and can identify your items as well._";

begintalknode 76;
	state = 29;
	nextstate = -1;
	personality = 11;
	condition = 1;
	question = "Can you identify these items?";
	text1 = "Erma looks over your items and identifies them--for a minimal fee, of course. Each time you hold up something you aren't familiar with, she ponders for minutes, wracking her brain for old memories that can tell her what it is.";
	action = ID 10;

begintalknode 77;
	state = 28;
	nextstate = 30;
	personality = 11;
	condition = 1;
	question = "So the kids are afraid of you?";
	text1 = "She nods. _Oh yes, terrified. It doesn't bother me much, although it is interesting to talk to children occasionally. They have such fascinating, crazy tales. You wouldn't believe the imaginations some of them have._";
	code =
	set_flag(0,6,1);
break;

begintalknode 78;
	state = 30;
	nextstate = -1;
	personality = 11;
	condition = 1;
	question = "What kinds of tales?";
	text1 = "She grimaces. _Monsters under the beds, gremlins in the crops, kind of stuff all kids say. A lot of them are just excuses to shirk their duties, but sometimes they know things that adults don't. They are very perceptive._";
	text2 = "_If you wanted to know specifics, you'd have to ask them yourself. I certainly can't sit through their ramblings for extended periods of time._";

begintalknode 79;
	state = 28;
	nextstate = -1;
	personality = 11;
	condition = 1;
	question = "Odd to see an elderly woman in this rough-and-tumble tavern.";
	text1 = "Erma cackles, _Rough-and-tumble? I could probably beat up half the Smarmy Swashbuckler's patrons. This inn is about as rough as my living room, which I'll have you know is decorated with many doilies and throw pillows._";
	text2 = "She continues to laugh at the thought of this inn being too rough. _I would never say those things around Cecil. He likes to think that innkeeping is a lustrous job, and I like to stay on his good side. After all, this place has great soup!_";

begintalknode 128;
	state = 28;
	nextstate = -1;
	condition = ((get_flag(250,8) > 0) && (get_flag(250,7) == 0));
	personality = 11;
	question = "Have you ever heard of a man named Janok? He lived here 30 years ago.";
	text1 = "_I always have enjoyed observing the children around town, and I remember thinking him an odd child. Always alone that one. It sticks in my mind because I thought about it a lot after that shocking murder._";
	text2 = "_Happier by himself I suppose. He had one of the wildest imaginations I've encountered; I suppose thats why he did so well on his own. He could make up the craziest tales and accept them as reality, he'd imagine friends for himself and the like._";
	text3 = "_I suppose he was a bit to detached from the real world, one day he snapped, and two people wound up dead. They never did bring him to justice. It's really a sad story._";

///GUARD////
begintalknode 80;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "Guard";
	text1 = "You approach one of Keilan's guards. His armor and weapons are of decent make, but from the first glance you can tell that this is no empire soldier. His demeanor reeks of farmboy.";
	text2 = "You try to make small talk, but there really isn't much to say. The guard is on duty, and you have more important things to do.";
	text3 = "The guard salutes you as you walk by. You don't distract him from his job with conversation, but you're sure that he is very thankful for all you've done.";
	code =
	if(get_flag(250,7) > 0)
		remove_string(2);
	else remove_string(3);
break;

begintalknode 81;
	state = -1;
	nextstate = 31;
	personality = 12;
	condition = 1;
	question = "Child";
	text1 = "You come across a young boy kicking a rock. He is aimlessly making his way around town, scuffing his feet the whole way.";
	text2 = "You approach him and ask him his name. He begins to answer, then suddenly remembers something. _I'm not supposed to talk to strangers._";
	text3 = "Thinking that the conversation is over, you begin to walk away. The boy hesitates, clearly torn between his orders to avoid strangers and his desire to chat with adventurers. The latter wins out, and he runs over to you.";
	text4 = "_Hey, you wanna know something cool? There's a frog man behind the inn! Maybe you adventureres could kill it._";
	text5 = "When he sees you the boy wastes no time in filling your head with tales of everything from this morning's breakfast to the purple slimes of Valorim. Its fairly dizzying.";
	text8 = "The child sees Glup and flees screaming. Glup looks puzzled, but it seems like pretty standard child behavior to you.";
	action = intro;
	code =
	if(character_in_party(513) >= 4) {
		clear_strings();
		add_string(8);
		end(); }
	else remove_string(8);
break;

begintalknode 82;
	state = 31;
	nextstate = 32;
	personality = 12;
	condition = 1;
	question = "Why would I kill it?";
	text1 = "The boy stares at you like you're a fool. _You're ADVENTURERS, silly. That's your JOB._";
	text2 = "_The frog man was very neat. It had swamp clothes on, and wet green skin. I wasn't scared though, until it ate Billy._";
	text3 = "You look skeptical, and the boy takes it as an affront. _I saw it with my own eyes. What, you don't believe me?_";
	text4 = "The boy looks sullen. _Well, you obviously wouldn't since I'm such a liar._";
	text5 = "_So, when are you going to kill it? Can I watch? Will you stick it with your swords?_ The questions continue, and you do your best to ignore them. You'll have to either change the subject or flee in terror.";
	code = 
	if(get_flag(0,5) == 1) {
	clear_strings();
	add_string(4); }
	if(get_flag(0,5) == 2) {
	remove_string(4);
	remove_string(3); }
	if(get_flag(0,5) == 0) {
	remove_string(4);
	remove_string(5); }
	set_flag(0,9,1);
break;

begintalknode 83;
	state = 32;
	nextstate = 31;
	personality = 12;
	condition = (get_flag(0,5) == 0);
	question = "Oh, I believe you.";
	text1 = "The boy claps his hands. _Great, so that means you'll kill it?_ He takes your silence as a yes. _Oh good, it'll be a quest!_";
	code =
		set_flag(0,5,2);
break;

begintalknode 84;
	state = 32;
	nextstate = -1;
	personality = 12;
	condition = (get_flag(0,5) == 0);
	question = "I think you're lying.";
	text1 = "The boy looks hurt. _That's not a nice thing to say. No fair, I'm leaving!_";
	action = END_TALK;
	code = 
		set_flag(0,5,1);
break;

begintalknode 85;
	state = 31;
	nextstate = 33;
	personality = 12;
	condition = 1;
	question = "So what else is going on in town?";
	text1 = "The boy considers before answering. _Well, the frog man is really the most interesting thing. Oh, you came; that was pretty neat. But I suppose you don't want to know about yourselves, so...._";
	text2 = "_Oh! I just remembered something else that's really cool, you adventureres would like it!_ You lean forward, expecting to hear about a hidden dungeon--wishful thinking.";
	text3 = "_There's this old lady living around town. She must be 300 years old._ He nods solemnly. _She eats children and keeps their shoes in a closet in her home._";

begintalknode 114;
	state = 33;
	nextstate = -1;
	personality = 12;
	condition = 1;
	question = "What can you tell me about the golems?";
	text1 = "_The golems._ He thinks for a while. _Oh, all the adults are talking about them. They stop whenever they see kids. I think they think it will scare us._";
	text2 = "_I'm pretty sure the golems will swoop down and kill us all._ The thought doesn't make him as sad as you'd think--he actually seems pretty excited. He soon loses interest. _Hey, you wanna see me jump? I've been practicing and I can jump super high!_";
	text3 = "_Everyone was celebrating yesterday because you killed those golems. Can you show me how you beat them with your swords?_ You reply that you really don't have time. He looks disappointed at first but soon forgets about it.";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(3); }
	else remove_string(3);
break;

begintalknode 86;
	state = 33;
	nextstate = -1;
	personality = 12;
	condition = (get_flag(0,6) == 1);
	question = "Erma says children are afraid of her.";
	text1 = "The boy sighs and starts to explain. _That would be silly. She is just an old lady. Everyone knows that the stories about her eating children aren't true. I just said them to scare you._ He looks exasperated that you could be so foolish.";

begintalknode 87;
	state = -1;
	nextstate = 34;
	personality = 13;
	condition = 1;
	question = "Glup";
	text1 = "You come face to face with a very strange sight. The man, if it really is that, before you is five feet tall, squat, and well muscled. Its legs are humongous. It could probably swim with amazing speed.";
	text2 = "The frog-man is dressed in lizard skin clothes and covered in leaves and swamp plants, presumably for camouflage. He also carries a large, deadly two-tined trident. He looks up when you approach and speaks quite clearly in your own tongue.";
	text3 = "_Humans call me Glup. Who might you fine sirs be?_ When he says his name it is a very throaty and croaking sound. You doubt you could affectively mimic it without giving yourself a coughing fit.";
	text5 = "Glup greets you as you approach. _How nice to see you again._";
	action = INTRO;

begintalknode 88;
	state = 34;
	nextstate = 35;
	personality = 13;
	condition = 1;
	question = "What are you?";
	text1 = "_I am a swamp man. Your people casually refer to us as frog men. I came here from my village north of Lake Tybor. Your people are very strange and foreign to me; I believe I am the first of my kind to visit with the humans in years._";

begintalknode 89;
	state = 35;
	nextstate = 36;
	personality = 13;
	condition = 1;
	question = "What brings you to Keilan?";
	text1 = "Glup grows sad, a very strange sight. His skin darkens and he hangs his head. _I was sent here on a quest  to find Ocher Bog Shrooms. I have searched the swamps high and low without any luck, and I believe I will have to return empty-handed._";
	text2 = "_I came to your city as a last resort, but the humans haven't even heard of bog shrooms. I had heard that the humans here knew magic and had ancient knowledge, but only swamp folk ever use Ocher Bog Shrooms._";
	text3 = "Glup is hurriedly gathering his things, which consist of many water sacks hanging from his shoulders, his trident, and some spare clothes. _You have made my day, humans. Please meet me at my village on the northern shore of Lake Tybor._";
		code = 
	if(get_flag(0,8) == 1) {
		clear_strings();
		add_string(3);
}
	else
	remove_string(3);
break;

begintalknode 90;
	state = 36;
	nextstate = 37;
	personality = 13;
	condition = (get_flag(0,8) == 0);
	question = "What do you need them for?";
	text1 = "Glup hesitates. _The nature of my search was to be a secret, but I suppose since I have already failed I can tell you. The chieftain of my village has fallen ill. Shaman Brup said that these shrooms could heal him._";
	text2 = "_He entrusted me with the task of finding them, and I have failed. I have disgraced myself and failed my entire tribe._ He shakes his head in shame.";

begintalknode 91;
	state = 37;
	nextstate = -1;
	personality = 13;
	condition = (get_flag(0,8) == 0);
	question = "Yeah, well, good luck with that.";
	text1 = "Glup sighs, _I should probably be returning to my village soon; my search is over._";
	action = END_TALK;

begintalknode 92;
	state = 37;
	nextstate = -1;
	personality = 13;
	condition = (get_flag(0,8) == 0);
	question = "Hey, maybe I could help.";
	text1 = "Glup jumps 5 feet straight into the air. He eagerly shakes your hands; his hands are webbed, wet, and clammy. _I know that with the help of some adventureres I could find the shrooms! Thank you._";
	text2 = "He suddenly recalls something, and his elation leaves him like air from a popped balloon. _Actually, it isn't my place to give you that task. We must speak with shaman Brup. Meet me at my village please. I'm sure he'll approve._";
	code =  
	set_flag(0,8,1);
	toggle_quest(3,1);
break;

begintalknode 93;
	state = 34;
	nextstate = -1;
	personality = 13;
	condition = 1;
	question = "Why aren't you attacking me?";
	text1 = "Glup looks very confused. _Why would I be? Swamp folk are a peaceful people, or at least my tribe is. There are some swamp folk who fight incessantly, but not us. What would my elders say if they heard that I attacked someone for no reason?_";
	text2 = "That's a relief. His spear looks very sharp, and its tip looks like it's coated with some kind of poison. Knowing all the poisons available in swamps, you'd guess that getting stabbed would result in a painful death.";

begintalknode 94;
	state = 34;
	nextstate = -1;
	personality = 13;
	condition = (get_flag(0,9) == 1);
	question = "Some kid in town said you ate Billy.";
	text1 = "Glup looks concerned. _The children are very fascinated with me but aren't terribly helpful. I tried asking them about the shrooms, but all they kept telling me was about ponies and tigers._";
	text2 = "_But I certainly never ate a child._ He seems very distraught over these accusations. When you assure him that you hadn't taken the child's reports seriously he is relieved. _Oh, you had me going. You adventurers are quite the kidders._";

begintalknode 95;
	state = 34;
	nextstate = -1;
	personality = 13;
	condition = 1;
	question = "That sure is a nice spear.";
	text1 = "Glup holds it up to admire it. _I received it from my father. Most swamp folk carry spears meant for hunting frogs and lizards. This is a war spear._ He seems very proud of the family heirloom, and rightfully so. It is a fine piece of craftmanship.";

begintalknode 96;
	state = 34;
	nextstate = -1;
	personality = 13;
	condition = (get_flag(0,8) == 1);
	question = "Can you tell us more about your quest?";
	text1 = "Glup shoulders his trident; it seems that he has gathered most of his possessions and is ready to head out. _Shaman Brup will tell you more. Come to my village on the northern shore of Lake Tybor._";

begintalknode 97;
	state = 35;
	nextstate = 38;
	personality = 13;
	condition = 1;
	question = "How have you been treated by the people of Keilan?";
	text1 = "_Shaman Brup had warned me that many humans had never seen a swamp man before and that humans often fear and hate what they are unfamiliar with. It was true that almost no one here had seen one of my folk before, but my reception has been cordial._";
	text2 = "_The first day I arrived everyone in town came out to see me. The children are fascinated with me, but some people were even afraid. Others were more understanding. The innkeeper here is a good man and has fed me and allowed me to sleep out here._";

begintalknode 98;
	state = 35;
	nextstate = -1;
	personality = 13;
	condition = 1;
	question = "Has your tribe had any problems with golems?";
	text1 = "_We had never heard of the golems until I came to Keilan. That is another reason I must return to my village. I must warn them of the possible danger._";

begintalknode 99;
	state = -1;
	nextstate = 39;
	personality = 14;
	condition = 1;
	question = "Tuchin";
	text1 = "The Master of the Academy sits at his desk. His hair is gray and mostly gone. His robe is wine-red; its cowl is inlayed with gold and worn back to reveal a sage face that has seen many years.";
	text2 = "When he sees you, he removes his spectacles and places the tome he was reading down on his desk. You notice that its title is _Extending Disruption Fields._";
	text3 = "_Adventurers, I was beginning to wonder when you would come to see me. Have you spoken with Mayor White about your mission yet?_";
	text4 = "You answer that you have. _Very good, I apologize for not introducing myself earlier. I am Master Tuchin. Please sit down; there is much to discuss._";
	text5 = "You answer that you haven't yet. _In that case, come back after you have. He wants to talk with you._";
	text6 = "Master Tuchin puts his book down to greet you. _What would you like to hear about?_";
	text7 = "_Meet me upstairs, I need to show you something._";
	text8 = "Tuchin smiles when you walk in. _I was beginning to wonder when you would get back. I've never known adventurers to miss out on their payment--I thought you might be the first._";
	code = 
	if(get_flag(0,11) == 1) {
		clear_strings();
		add_string(6); }	
	if(get_flag(0,10) == 1) {
		if(get_flag(0,11) == 0) {
			remove_string(5);
			remove_string(6);
			remove_string(7);
			remove_string(8);
			set_flag(0,11,1); }
}
	else {
		remove_string(4);
		remove_string(6);
		remove_string(7); }
	if((get_flag(0,13) == 1) && (get_flag(1,3) == 0)) {
		clear_strings();
		add_string(7);
		end(); }
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(8); }
	else remove_string(8);	
break;

begintalknode 100;
	state = 39;
	nextstate = 40;
	personality = 14;
	condition = (get_flag(0,10) == 1) && (get_flag(250,7) == 0);
	question = "What can you tell us about the golems?";
	text1 = "He sighs, _The staff of the Academy have been putting all our effort into discovering how to stop these golems, but to little avail. Our doom is still imminent unless you can find the source of these golems._";

begintalknode 101;
	state = 40;
	nextstate = -1;
	personality = 14;
	condition = 1;
	question = "How are golems created?";
	text1 = "He pulls out a sheet of notes to reference. _Golems are ordinary objects that are magically animated. They are mindless, and without direct supervision will only follow previous commands._";
	text2 = "_Creating even one golem requires great skill and years of study. To create as many as Keilan faces would require not only study but also quite a bit of power._";
	text3 = "_Golems are held together completely by magic, so creating one requires a great deal of it. This also gives most golems resistance to the elements. Some golems are mechanical machines with magic to aid them; such types are suscpetible to lightning._";

begintalknode 102;
	state = 40;
	nextstate = 41;
	personality = 14;
	condition = (get_flag(1,3) == 0);
	question = "How have you been keeping the golems back?";
	text1 = "Tuchin smiles mischieviously. _Beats me. It seems that whenever they get near the city, they fall apart. Very mysterious. I'll have to send someone to look into it._";
	text2 = "He obviously isn't telling you everything and obvioiusly doesn't care that you realize it.";

////NEEDS EDITING/////
begintalknode 103;
	state = 41;
	nextstate = -1;
	personality = 14;
	condition = 1;
	question = "Oh come on, spill the beans.";
	action = END_TALK;
	text1 = "Tuchin grins even wider. _I apologize for doing this to you, but we simply don't think you need to know, and it is to dangerous to tell you. If you prove to us that you are capable of dealing with the golems, then I might reconsider._";
	text2 = "The implication seems to be that everyone thinks you will be caught and tortured into revealing their secrets. Very encouraging.";

begintalknode 104;
	state = 41;
	nextstate = -1;
	personality = 14;
	condition = 1;
	question = "OK fine, be that way.";
	action = END_TALK;
	text1 = "Tuchin nods, _I'm glad that you accept that this is how it must be._";

begintalknode 105;
	state = 40;
	nextstate = 42;
	personality = 14;
	condition = (get_flag(250,7) == 0);
	question = "Do you have any idea who could be making the golems?";
	text1 = "_This is perhaps our most pressing concern. Who has both a reason to want to attack Keilan and also the means and ability to create the golems?_ He leans back in his chair. _We have exhausted ourselves thinking about this and have no answers._";
	text2 = "_I was actually hoping that you could help us out with this question. If you discover anything useful in your searches, then please come tell me._";

begintalknode 106;
	state = 39;
	nextstate = -1;
	personality = 14;
	condition = (get_flag(10,9) == 0) && (get_flag(1,3) == 1) && (get_flag(250,7) == 0);
	question = "You wanted to talk with us?";
	text1 = "He is hurriedly jotting notes down. _Yes, I'm just finishing up your instructions on how to turn on the disruption crystal. From the diagrams I saw in the notes you gave me, it should work._";
	text2 = "_The machine that commands all the golems runs on the same concept as our machines here. The beams power the console, which runs the current up into the gem. The rest is very technical, but know that the two are similar enough to work._";
	text3 = "_All you need to do is power off the machine--otherwise the backlash will probably kill you--then switch whatever he is using to broadcast his commands with our disruption crystal._";
	text4 = "_Then turn the beams on full power--the more energy you put in, the greater the field._";
	text5 = "He hands you the paper and the crystal. _Remember, you are carrying our only means for defense. If you fail, Keilan will not last a week._";
	text6 = "_Remember, you need to find an energy source to plug in the crystal. Then just pour in as much power as you can._";
	text7 = "You ask him if he knows how to find where the golems are. _I don't know. If you didn't find anything at that lab in Smolt, then I'd advise you try again. That's your best chance._";
	action = END_TALK;
	code =
	if(get_flag(0,14) == 0) {
		change_spec_item(4,1);
		change_spec_item(5,1);
		set_flag(0,14,1);
		remove_string(6);
		remove_string(7);
		toggle_quest(5,1); }
	else {
		clear_strings();
		add_string(6);}
	if(get_flag(0,15) == 0)
		add_string(7);
break;
	
begintalknode 107;
	state = 39;
	nextstate = -1;
	personality = 14;
	condition = ((get_flag(7,8) == 1) && (get_flag(1,3) == 0)) && (get_flag(250,7) == 0);
	question = "(Tell him about the laboratory.)";
	text1 = "Tuchin listens intently as you tell him about the laboratory you found in Smolt. He asks you lots of questions about the manuscripts you read and also about the machinery you destroyed.";
	text2 = "_It seems that we are facing a talented foe. This has given me a good idea of how he controls the golems. You see, once created, a golem's magic will maintain itself, not requiring intervention from its creator._";
	text3 = "_But actually controlling the golems requires either being close enough to issue commands or using magical aids to control them from a distance. These aids still have limits, and over longer distances orders will not be as quick or effective._";
	text4 = "_If he has the capability to create these stations to focus and refine the signals, then very soon Keilan itself could be attacked. Your quest has become all the more urgent._";
	text5 = "Tuchin thinks for a moment before saying, _I think it's time I showed you something; please meet me upstairs._";
	action = END_TALK;
	code =
	set_flag(0,13,1);
break;

begintalknode 108;
	state = 39;
	nextstate = -1;
	personality = 14;
	condition = ((get_flag(0,14) == 1) && (has_item(456) == 1) && (get_flag(250,7) == 0));
	question = "(Show him the note you found.)";
	action = END_TALK;
	text1 = "You tell Tuchin about the note you found in Smolt. He looks it over, then asks you, _Have you read this yet?_";
	text2 = "You answer that you have. _That's good. Now this note seems to suggest that the golems are coming from Mountainwatch._ You ask him where that is.";
	text3 = "_Mountainwatch is an ancient tower to the west of the Jszoula Keep. It was once inhabited by a vampire, but that was even before the Troglodyte War. Now it's just abandoned--at least we thought it was._";
	text4 = "_The path up to the Keep caved in about a century ago, and no one has been up there since. You will have to find a different entrance. Wait here._ He walks over to a bookshelf and rumages around for about half an hour.";
	text5 = "He returns with an old dusty tome. _This is an account of when the tower was turned into an Empire Garrison--after the vampire was kicked out, of course. It claims that the tower had a sewer system._";
	text6 = "_You can get into the sewers to the south. Then, hopefully, you can get up into the tower itself. Here is where the entrance should be._ He points it out on the map. _Good luck._";
	text7 = "You answer that you haven't. _Well, what are you waiting for? Talk to me once you've read it._";
	text8 = "_Remember, in order to get to Mountainwatch you will have to go through the sewers. They are to the south of Mountainwatch, which is miles east of the Jszoula Keep._";
code =
	if(get_flag(0,24) == 1)
	{	clear_strings();
		add_string(8);
		end(); }
	if(get_flag(7,9) == 0)
	{	clear_strings();
		add_string(1);
		add_string(7); }
	else {
		remove_string(7);
		remove_string(8);
		set_flag(0,15,1);
		set_town_visibility(2,1);
		set_flag(0,24,1);
		end(); }
break;

begintalknode 118;
	state = 39;
	nextstate = -1;
	personality = 14;
	condition = (get_flag(10,9) > 0) && (has_special_item(4) == 0);
	question = "We used the disruption crystal.";
	text1 = "Tuchin claps his hands in excitement. _I knew it would work; now, tell me all the details._ You tell him about the crystal exploding and destroying all the machinery.";
	text2 = "Tuchin grows sober. _Well, that wasn't supposed to happen, although it did suceed in destroying all the machinery. I'm sorry I put you through that risk. At least it ended well._";
	text3 = "You ask Tuchin if you are done with your quest. _No, not until you find the golem's creator and bring him to justice. As long as he is at large, new golems can be made, but with his golems destroyed he should be temporarily vulnerable._";
	text4 = "Tuchin asks if this helped when you killed Janok. You reply that it must have, since you fought him alone. _Well then it was a sucess, and one that I am very proud of. Congratulations, adventurers._";
	code =
	if(get_flag(250,7) > 0)
		remove_string(3);
	else remove_string(4);
break;

begintalknode 119;
	state = 39;
	nextstate = -1;
	personality = 14;
	condition = ((get_flag(250,8) > 0) && (get_flag(250,7) == 0));
	question = "Have you ever heard of a mage named Janok?";
	text1 = "You tell Tuchin about the golem's creator, Janok, and ask if he has any idea who he might be. Tuchin seems surprised. _I have heard that name. He was a student here once, he ran away when he became wanted for murder._";
	text2 = "_It looked real bad for the Academy, uncontrolled students killing townsfolk didn't go over very well. No one has heard any news of him since the incident, but I doubt anyone would forget about it._";
	text2 = "_If you want to know more about the murder then consult the records. They are upstairs in the library, its a large tome on a pedestal. Good luck._";

begintalknode 122;
	state = 39;
	nextstate = -1;
	personality = 14;
	condition = (get_flag(250,7) > 0);
	question = "We did it--we stopped the golems!";
	text1 = "Tuchin nods his head. _So I'd heard. I'd hoped to hear the details from your own mouths and to personally thank you._ You oblige him with the details of your encounter with Janok.";
	text2 = "_Well, thank goodness that is over. You did well in killing him; he was an accomplished and knowledgable wizard and no easy foe. You should leave Keilan with your heads held high._";


begintalknode 109;
	state = 39;
	nextstate = 43;
	personality = 14;
	condition = (get_flag(0,10) == 1);
	question = "What can you tell us about the Academy's history?";
	text1 = "_The Academy initially began as a small conclave consisting of mages stationed in the Jszoula Keep during the War of the Succession. They were sent to the Keep with the forces of House Sol, and with the mages' help the Keep was seized._";
	text2 = "_The Keep was rebuilt to serve as a way station for travel across the Jszoula mountains. It remained as just that for many years until the Troglodyte War. During this time mages from all across the Empire were sent to the Keep._";
	text3 = "_A school was established by the more experienced mages to teach new recruits and apprentices before they were sent into the field. When the war was won, many of these young mages stayed in the Jszoula Keep to learn more. The Academy was born._";
	text4 = "Clearly you asked the right person. Tuchin is a history nut.";

begintalknode 110;
	state = 43;
	nextstate = 44;
	personality = 14;
	condition = 1;
	question = "How did the Academy wind up in Keilan then?";
	text1 = "_ I was getting there; be patient. Now where was I....._";
	text2 = "_When the empire garrison was removed in the year 535, many empire mages who taught in the school left as well. The city soon fell into decay: it had no harbor, no strategic importance, and the only available farmland was north around Keilan._";
	text3 = "_Master Huigin, the head of the Academy at the time, saw that the Academy would be better off in a new location. A new Academy in Keilan was established, all the books and records were moved here, and the Old Academy in Jszoula was demolished._";
	
begintalknode 111;
	state = 44;
	nextstate = -1;
	personality = 14;
	condition = 1;
	question = "Why was the Keep's garrison removed?";
	text1 = "_I apologize if I was unclear. I often forget that everyone doesn't know as much about history as I._";
	text2 = "_After the Troglodyte War, the Keep returned to its old role of way station for trade. The mayor of the town was Mayor Hughes, but he would be better described as Lord Hughes._";
	text3 = "_The Empire gave quite a deal of power to its local government--even the power to tax. Mayor Hughes charged a tax on all goods crossing through the Jszoula Pass._";
	text4 = "_Merchants were forced to either travel through the narrower, longer, and more hazardous passes to the north, or pay the tax. Most opted for the latter. The mayor and local nobles made fortunes, all the while using empire troops to enforce their taxes._";
	text5 = "_The outcry about this situation almost sparked another civil war. To appease everyone, the Emperor issued a decree that no armed force should ever occupy a pass through the Jszoula Mountains. Hughes was removed, as were the Keep's soldiers._";
	
begintalknode 112;
	state = 44;
	nextstate = -1;
	personality = 4;
	condition = (get_flag(250,7) > 0);
	question = "What will the Academy do if the golems aren't stopped?";
	text1 = "_If the golems aren't stopped, which is seeming increasingly likely, then it will be my sad responsibility to decide whether the Academy will relocate, or fight to the last with Keilan._";
	text2 = "_I don't delude myself into thinking that many of the Academy's members would remain to fight. Most would simply leave and do their research on their own. But perhaps if we stay Keilan will have a better chance of fighting off the golems._";
	text3 = "He smiles reassuringly at you. _Don't worry, we haven't completely written you off yet. I still have hope that you can help us avoid this._";

begintalknode 113;
	state = 39;
	nextstate = -1;
	personality = 14;
	condition = (get_flag(0,10) == 1);
	question = "Can we read that tome in the corner?";
	text1 = "Tuchin doesn't even look up from his reading. He interrupts you before you can finish. _No you may not, and I'd advise you not to try._";
	text2 = "_Yes you may. Think of it as a sign of my appreciation._";
	code =
	if(get_flag(250,7) > 0)
	{	set_flag(0,21,1);
		remove_string(1); }
	else remove_string(2);
break;

begintalknode 117;
	state = 39;
	nextstate = -1;
	condition = (get_flag(0,10) == 1);
	personality = 14;
	question = "What is your opinion of Mayor White?";
	text1 = "Tuchin considers before answering, _Mayor White is competent. He can hardly be blamed for Keilan's current problems; the fault is not his. Keilan simply isn't equipped to deal with such a military threat._";
	text2 = "_Mayor White is a sensible man and realized this. That is why you were sent for. Although we are unable to fight on our own, a group of highly skilled adventurers should be able to eliminate them if they can find where the monsters are coming from._";
	text3 = "_Well, it certainly looks as if he handled the golem situation well. You resolved it, after all. He sent for you, so he receives some of the credit._";
	code =
	if(get_flag(250,7) > 0)
	{	clear_strings();
		add_string(3); }
	else remove_string(3);
break;

begintalknode 120;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "Apprentice";
	text1 = "The apprentices here at the Academy are worked hard. Every one you've seen so far has his nose in a book, and this one is no different.";
	text2 = "You approach to talk but don't get any responses. Lots of tests, apparently.";
	text3 = "The apprentice looks up from his studies to smile at you. _I heard what you did, and am very grateful. At least one weight is lifted from my back._ With that short praise he returns to his book.";
	code =
	if(get_flag(250,7) == 0)
		remove_string(3);
	if(get_flag(250,7) == 1)
	{	remove_string(1);
		remove_string(2);
}
break;

begintalknode 130;
	state = 39;
	nextstate = -1;
	condition = (get_flag(1,4) == 1);
	personality = 14;
	question = "There's a student here with restricted books.";
	text1 = "You tell Tuchin about Journeyman Leon's attempt to sell you a restricted spell book. Tuchin looks concerned.";
	text2 = "He sighs, _How unfortunate, I'd received complaints from professors that Leon has had problems, but I didn't know he went this far._";
	text3 = "_I'm not terribly surprised, professors have been preoccupied with the golems, a simple spell book could easily go missing. Unfortunately this just isn't a very high priority considering all the other problems. I'll look into it when I find time._";
	text4 = "_That this could occur is a testament to how preoccupied we all were with the golem issue. Now that you've resolved it I'm sure problems like this won't reoccur. Yet another thing I owe you my thanks for._";
	code =
	if(get_flag(250,7) > 0)
		remove_string(3);
	else
		remove_string(4);
break;


	