
begintalkscript;

variables;
int bottles, bodies;

begintalknode 10;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "You make small talk with this soldier for a while, but you don't learn anything new.";
	text2 = "They seem to be rather nervous, probably a consequence of the Hektos blasts.";
	code = 
		if(get_flag(0,25) != 4)
			remove_string(2);
	break;
begintalknode 11;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "This soldier is off-duty right now, and doesn't seem very inclined to talk to you.";
	text2 = "They seem to be rather nervous, probably a consequence of the Hektos blasts.";
	code = 
		if(get_flag(0,25) != 4)
			remove_string(2);
	break;
begintalknode 15;
	state = -1;
	nextstate = 15;
	question = "Charles";
	text1 = "This man appears to be the cook for Fort Galima. At least, that's what you gather from the various stains on his clothes, and the bubbling pot he's hefting around the room with him.";
	text2 = "As he rushes around the kitchen, he eventually notices you. He doesn't stop running, but he does acknowledge your presence.";
	text3 = "_Greetings, friends,_ he says quickly. _I am Charles, the fort's only chef, and I'm a little busy right now._";
	text4 = "He doesn't seem inclined to say much else.";
	text5 = "Charles is still running around the kitchen, trying to keep everything from burning.";
	action = INTRO;

begintalknode 16;
	state = 15;
	nextstate = -1;
	question = "How about a free meal?";
	text1 = "Charles stops running for a moment to turn and stare at you, as if making sure he heard you right.";
	text2 = "_No. I just can't do that... it's enough work just to keep these soldiers fed, and I don't need more mouths to worry about._";
	text3 = "His point made, he runs off to check on an oven which is gently leaking smoke.";
	action = END_TALK;

begintalknode 17;
	state = 15;
	nextstate = -1;
	question = "What can you tell us about the fort?";
	text1 = "_It's a small garrison, and they eat a lot. That's about all I know. Now leave me alone, I need to make sure nothing gets burnt!_";
	text2 = "He rushes over to the kitchen's counter, where an array of vegetables await chopping.";
	action = END_TALK;

begintalknode 18;
	state = 15;
	nextstate = -1;
	condition = get_flag(3,4) == 0;
	question = "We've got a delivery to make here. (Show him the package)";
	text1 = "Charles doesn't even stop to look at it, moving on to attend to some pile of ingredients.";
	text2 = "_That's nice. Talk to one of the senior officers, I'm just the cook._";

begintalknode 20;
	state = -1;
	nextstate = 20;
	question = "Lieutenant Newmann";
	text1 = "This soldier looks as if he's mesmerized by the helmet he's polishing. It kind of shows, as the helmet reflects blinding amounts of light from time to time.";
	text2 = "In fact, most of this soldier's plate mail is heavily polished, to the point where it reflects the rest of the room quite clearly.  You can barely make out the insignia of an Empire lieutenant through the glare from his armor.";
	text3 = "Eventually, he sets the helmet down, and addresses you curtly. _I am Lieutenant Newmann, second in command to Commander Ylissa at this fort. State your business, adventurers._";
	text5 = "Lieutenant Newmann has picked up his helmet again, and is polishing it determinedly. He waits for you to speak.";
	action = INTRO;

begintalknode 21;
	state = 20;
	nextstate = 21;
	question = "What is your job here?";
	text1 = "He stares straight at you as he speaks, completely deadpan.";
	text2 = "_I mediate between the troops and the commander. I coordinate patrols, squad duties, and training exercises. All of that said, I do very little._";
	text3 = "You notice he has rather large dark circles under his eyes.";
	code = 
		set_flag(2,15,1);
	break;
begintalknode 22;
	state = 21;
	nextstate = -1;
	question = "You look tired. Are you okay?";
	text1 = "_I haven't slept for a week. Don't ask why, it's not important._";
	text2 = "He sways a bit in his seat as he says this, and then he snaps back to full attention. You doubt that it's been just a week.";

begintalknode 23;
	state = 20;
	nextstate = -1;
	condition = (get_flag(2,14) == 0) && (get_flag(2,11) == 1) && (get_flag(2,15) == 1);
	question = "What's with the big bloodstain on the ground at the training field?";
	text1 = "The lieutenant looks at you for a moment, as if sizing you up. Then he starts to speak very slowly, like a teacher would to a particularly stupid student.";
	text2 = "_A soldier was standing downrange from practicing archers and was struck in the gut. A regrettable incident... he had to be transferred._";
	text3 = "The lieutenant seems disinclined to speak further.";
	action = END_TALK;
	code = 
		set_flag(2,14,1);
	break;
begintalknode 24;
	state = 20;
	nextstate = 22;
	question = "What can you tell us about the fort?";
	text1 = "_It's old. Very, very old. And this area hasn't seen any real strife in decades, so the fort's importance to the Empire has declined over the years._";
	text2 = "_In fact, some view it as punishment to be sent here,_ he says bitterly.";

begintalknode 25;
	state = 22;
	nextstate = -1;
	question = "What's the commander like?";
	text1 = "Lieutenant Newmann frowns for a moment.";
	text2 = "_Commander Ylissa is a competent officer and soldier. I respect her greatly._";
	text3 = "He seems disinclined to continue the conversation.";
	action = END_TALK;

begintalknode 26;
	state = 22;
	nextstate = -1;
	question = "How are the troops doing?";
	text1 = "_Not that it's any of your business, but the garrison is currently understaffed. We need more troops if we want to keep this area safe._";
	text2 = "_If I told you any more, I'd have to either kill you or court-martial you,_ he says, grinning widely.";

begintalknode 27;
	state = 22;
	nextstate = -1;
	question = "Are you happy to be here?";
	text1 = "The lieutenant just stares at you.";
	text2 = "_I respect the orders which sent me here, just as I respect the authority of my superiors and the Empire. That's all I have to say._";

begintalknode 28;
	state = 20;
	nextstate = -1;
	condition = (get_flag(2,16) == 0) && (get_flag(2,13) == 3) && (get_flag(0,25) != 4);
	question = "One of your soldiers seems a little disturbed. (describe Private Stirlen)";
	text2 = "_Thank you for bringing this to my attention, adventurers. I had no idea that Private Stirlen was this... unstable. I will speak to Commander Ylissa about this._";
	text3 = "_We may have to transfer him to somewhere... safe. Somewhere far away, where there's even less activity than here. I would hope it does not come to that, as our garrison is weak enough already._";
	code = 
		set_flag(2,16,1);
	break;
begintalknode 29;
	state = 20;
	nextstate = -1;
	condition = get_flag(3,4) == 0;
	question = "We're here to deliver this package. (Show it to him)";
	text1 = "He stares at you for a moment, clearly confused. _Package? I don't know anything about a package. Talk to Commander Ylissa._";

begintalknode 30;
	state = -1;
	nextstate = 30;
	question = "Private Stirlen";
	text1 = "This soldier is slouching against a windowsill. He appears to be an average Empire army archer, with a worn ash bow and light leather armor. The equipment shows signs of recent wear and tear.";
	text2 = "Currently, he's staring out at the lake, and appears to be lost in thought. He must be off duty, because you can't think why someone would need to guard this side of the fort.";
	text3 = "He doesn't seem to notice your presence for a time, and jumps a bit when he sees you. He does his best to compose himself, but he doesn't quite pull it off.";
	text4 = "_Private Stirlen, Galima guard. What can I do for you?_ he asks, smiling uneasily.";
	text5 = "Private Stirlen silently waits for you to speak, his eyes occasionally drifting to look across the lake.";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = get_flag(2,13) == 0;
	question = "Are you on duty right now?";
	text1 = "Private Stirlen shakes his head furiously. _Of course not. If I was, Commander Ylissa would have me court-martialed for wasting time._";
	text2 = "_I've just been out here thinking for a while. I take time for myself whenever I can, you know?_";
	text3 = "_Hell, I just had three weeks of non-stop patrol duty. I've walked this province's full length twice in that time._";
	code = 
		set_flag(2,13,1);
	break;
begintalknode 32;
	state = 30;
	nextstate = -1;
	question = "What can you tell us about this fort?";
	text1 = "Private Stirlen scratches his chin for a moment, lost in thought.";
	text2 = "_Not much goes on here. The fort hasn't seen any action in years. Mostly, it's just Commander Ylissa barking orders and maintaining a few patrols._";
	text3 = "_Go find her if you really want to know what's going on. I'm just a guard._";

begintalknode 33;
	state = 31;
	nextstate = -1;
	question = "Alright. Carry on, then.";
	text1 = "_I will, thank you very much. Good day to you._";
	text2 = "He relaxes a bit, and turns his attention back to the amazing view of the lake.";
	action = END_TALK;

begintalknode 34;
	state = 31;
	nextstate = 32;
	question = "What were you thinking about?";
	text1 = "He pauses for a moment, staring straight at you. _Well, nobody's actually bothered to ask that in quite some time. You serious?_";
	text2 = "He's slouched out of military stance again, and eagerly waits for a response.";

begintalknode 35;
	state = 32;
	nextstate = -1;
	question = "Actually, I was just trying to make conversation.";
	text1 = "He sneers. _Well, then. With all due respect, screw you._";
	text2 = "He turns back to the lake view, apparently unwilling to talk anymore.";
	action = END_TALK;

begintalknode 36;
	state = 32;
	nextstate = 33;
	question = "Of course. Go on.";
	text1 = "Private Stirlen glances around for a second, then sighs. _Alright, fine. This is between you and me, understand?_";
	text2 = "_There's this woman in Hektos named Miali. I met her when I went into town one weekend to drink. Simply put, I've been in love with her since the first day I met her. But she's married, so I've got no chance._";
	text3 = "His expression darkens. _So, whenever I'm off duty, I sit here and wonder what it'd be like to be with her. And think about how much I hate my life, of course._";
	text4 = "_Unrequited love. Sucks, don't it?_";
	code = 
		set_flag(2,13,2);
	break;
begintalknode 37;
	state = 33;
	nextstate = -1;
	question = "Wow, that's rough.";
	text1 = "_No kidding,_ he says, sighing. _The best thing that could happen to me is if her husband bit the big one... but I couldn't do that. I'm probably just going to wait it out here, hope I don't get transferred, and wait for him to die._";
	text2 = "_Hell, I don't care. I don't have much to live for anyway... the only chance I have of being with her is in the afterlife._";
	text3 = "_That's my story, now leave me in peace._ He turns away, no longer willing to speak.";
	action = END_TALK;
	code = 
		set_flag(2,13,3);
	break;
begintalknode 38;
	state = 33;
	nextstate = -1;
	question = "I wish I cared.";
	text1 = "Stirlen bitterly tells you to pursue an anatomical impossibility.";
	text2 = "He turns back to looking out across the lake, trying to ignore your presence.";
	action = END_TALK;

begintalknode 40;
	state = 20;
	nextstate = -1;
	condition = get_flag(2,16) > 0;
	question = "What have you done about Private Stirlen?";
	text1 = "The lieutenant sighs. _Well, nothing yet. But I have a feeling that we'll be transferring him to a less... well, a less prominent outpost. Where he can do less damage._";
	text2 = "_The one problem is finding an outpost less prominent than this one,_ he says with a wry smile. _But rest assured, we'll deal with this problem as quickly as possible._";
	text5 = "The lieutenant shrugs. _We had no choice. We transferred him to a post at the city of Pergies down in Kriszan province. It's about as quiet there as possible. Absolutely nothing to set him off._";
	text6 = "_You see, he tried to resist our attempt to transfer him, so we had to sedate him. And by 'sedate him', I mean 'hit him with a club'. But he should be fine when he arrives in Pergies and they remove the chains._";
	text7 = "_He kept shouting something about someone named Miali. Total nonsense, if you ask me._ he says, with a smile that makes your skin crawl just a bit.";
	code = 
		if(get_flag(2,16) == 2) {
			remove_string(1);
			remove_string(2);
		}
		else if (get_flag(2,16) == 1) {
		remove_string(5);
		remove_string(6);
		remove_string(7);
	}
	break;
begintalknode 41;
	state = 20;
	nextstate = -1;
	condition = (get_flag(5,4) > 0) && (get_flag(2,21) == 0);
	question = "(Tell him what happened with Private Stirlen)";
	text1 = "You describe the 'incident' with Private Stirlen, and the Lieutenant's face falls. He sets his helmet aside, and lowers his voice.";
	text2 = "_Listen. I understand that this is a delicate situation, and that you have been affected personally by it. But quite honestly, I'd prefer it if you would keep this quiet. I think the Empire army would appreciate it as well._";
	text3 = "_We can probably just scratch his name off the garrison roster, and nobody will be the wiser._";
	text4 = "_I suppose I'll have to pay a condolence visit to the town at some point... but I'll worry about that later. Until then, we can probably just scratch Stirlen's name off the garrison roster, and nobody will be the wiser._";
	text5 = "_Either way, I thank you for your honesty, and for your handling of the situation. I had been wondering about Stirlen's absence._";
	text6 = "Iracos listens to this speech without saying a word, but he looks as if he really, really wants to strangle the lieutenant right now.";
	code = 
		set_flag(2,21,1);
		if(get_flag(5,4) == 2)
			remove_string(3);
		else
		remove_string(4);
		if(character_in_party(8) == -1)
			remove_string(6);
	break;
begintalknode 42;
	state = 20;
	nextstate = -1;
	condition = (get_flag(4,20) > 0) && (get_flag(4,20) <4);
	question = "Can you help Hektos get aid from the Empire?";
	text1 = "You explain the mayor's plea, and you think you see a smile creeping across the Lieutenant's face.";
	text2 = "_Why yes, I believe I can do that. I may be stuck out here, but I do have some connections. I'll let Ylissa deal with the paperwork._";
	text5 = "You explain the situation as told to you by the mayor, including your frustrating talk with Commander Ylissa.";
	text6 = "_Why yes, I believe I can do that. I may be stuck out here, but I do have some connections. And if Ylissa refuses to help them, maybe I can cast myself in a favorable light among the fools at Blackcrag._";
	text7 = "_It's brilliant... so there was a silver lining to this whole business, after all. Thank you!_";
	code = 
		if(get_flag(4,20) < 2) {
			remove_string(5);
			remove_string(6);
			remove_string(7);
		}
		else {
		remove_string(1);
		remove_string(2);
	}
	set_flag(4,20,4);
	break;
begintalknode 43;
	state = 20;
	nextstate = 23;
	condition = get_flag(0,25) == 4;
	question = "Do you know anything about the blasts yet?";
	text1 = "Newmann takes a deep breath and stares straight ahead. _I am not at liberty to discuss what the Empire may or may not know about the incident which occurred._";
	text2 = "Once he says this, he leans toward you in a way that he probably thinks is conspiratorial. Really, it's a bit blatant.";
	text3 = "_Of course, those who wish to aid the Empire in any investigations which may or may not occur should speak with the superior officer of the fort, who may or may not be seeking help._";

begintalknode 44;
	state = 23;
	nextstate = -1;
	question = "Are you going to do anything about Hektos?";
	text1 = "_We currently do not have any relief plans for the survivors, though I am certain that my superiors will give us direction in due time. Rest assured that we will not leave the survivors without aid._";
	text2 = "That's unusually cold, even for the Empire army.";
	text3 = "_Well, I'm working on a petition to send to my superiors to use the supplies we have here to aid the survivors of the blast. Thank you again for the suggestion._";
	text4 = "_It'll get me promoted out of this valley in no time._";
	code = 
		if(get_flag(4,20) >= 4) {
			remove_string(1);
			remove_string(2);
		}
		else {
		remove_string(3);
		remove_string(4);
	}
	break;
begintalknode 45;
	state = 20;
	nextstate = 24;
	condition = get_flag(4,6) == 1;
	question = "One of your soldiers wanted us to report him in.";
	text2 = "_Well, that's unfortunate... is there anything else he wanted me to know?_";
	code = 
		set_flag(4,6,2);
	break;
begintalknode 46;
	state = 24;
	nextstate = -1;
	question = "Yes. You're a rotten bastard.";
	text1 = "The lieutenant just stares at you.";
	text2 = "_It seems that I'm going to have to speak with sir Samuel when he returns._";
	action = END_TALK;

begintalknode 47;
	state = 24;
	nextstate = -1;
	question = "No, that was all.";
	text1 = "The lieutenant just keeps polishing his helmet.";
	text2 = "_Well, if that's all, then I wish you good luck in your travels._";
	action = END_TALK;

begintalknode 50;
	state = 15;
	nextstate = -1;
	condition = get_flag(0,25) == 4;
	question = "What do you think about what happened in Hektos?";
	text1 = "He stops running for a moment, and looks at you confusedly.";
	text2 = "_What? What happened? I haven't been out of the kitchen in a week._";
	text3 = "You explain the situation, and Charles recoils in horror.";
	text4 = "_Well, I feel sorry for those poor people, and I'm glad that I'm safe in here._";

