
begintownscript;

variables;

body;

beginstate 0; // INIT_STATE
	set_name(20, "Brother Elm");
	set_name(26, "Brother Yewbeam");
	set_name(27, "Brother Pinebranch");
	set_name(28, "Brother Sharpclaw");
	set_name(29, "Skye");
	enable_add_chars(1);
	set_crime_tolerance(2);
break;

beginstate 1; // EXIT_STATE

break;

beginstate 2; // START_STATE

break;

beginstate 10; //Block off Ephesos's quarters (temporarily). Note: Pick an SDF for allowing entry!
	message_dialog("As you reach the trapdoor in the ceiling, a disembodied voice begins to speak.","_Brother Ephesos isn't available right now. Please don't try to access his quarters._");
	block_entry(1);
break;

beginstate 11;
	move_to_new_town(4,11,35);
break;

beginstate 12;
	move_to_new_town(4,26,40);
break;

beginstate 13;
	move_to_new_town(4,17,8);
break;

beginstate 14;
	move_to_new_town(4,25,6);
break;

beginstate 15;
	move_to_new_town(4,39,18);
break;

beginstate 16;
	move_to_new_town(4,39,30);
break;

beginstate 17;
	move_to_new_town(4,37,39);
break;

beginstate 20;
	if (get_flag(3,0) != 1)  {
		reset_dialog();
		message_dialog("You enter the Order of Krell's temple, astounded by what you see. Not only does the order keep live bears and pixies in its holiest temple, but the buildings themselves are carved into living trees. Big ones.","Looking up, you can even see a second level, the buildings there connected by narrow rope bridges. The whole place looks like the druids just put a hedge around a section of forest.");
		reset_dialog();
		message_dialog("Wait, a hedge? The druids seem to have odd tastes in architecture, or rather landscaping.", "Still, it looks thick enough to keep out unwanted visitors, and you think you can see thorns.");
		set_flag(3,0,1);
	}
break;