begintalkscript;
variables;
short choice,i;

begintalknode 1;
	state = -1;
	nextstate = 1;	
	question = "Harry Bailly";
	text1 = "The inn keep of the Tabard is a large, ruddy man with a thick beard that seems to be trying, and failing, to conceal his large smile.";
	text2 = "He beams as you approach. _Greetings, traveler! A bard, are you? Well I'm sorry to say I can't afford to hire your services-- times are hard you know. But I'm not opposed to exchanging a pint for a song if you're inclined to entertain tonight._";
	text3 = "_But don't let me push you into storytelling if you'd rather not-- I have that habit you know, sucker for a good yarn I guess. Well-- just take a seat and I'll get you whatever you need._";
	text5 = "Bailly smiles as you approach the bar. _Well, have you decided to spin us a tale yet? No-- don't feel like I'm pressuring you or anything. Just being friendly, not pushy. Anyway, what will it be?_";
	action = INTRO;
	
begintalknode 2;
	state = 1;
	nextstate = 2;	
	question = "What can I get here?";
	text1 = "_We've got rooms, we've got food, and we've got booze. Tonight's dinner is roast boar and vegetable stew, and I've tapped a cask of dark ale for the occasion. You can get a mug of ale for four gold, a plate of food for six, or both for nine._";
	text2 = "The room doesn't interest you much-- you've got more traveling ahead of you tonight before you can rest again-- but the drink and hot food sound appealing.";
	
begintalknode 3;
	state = 2;
	nextstate = -1;	
	question = "I'd like a mug of ale.";
	code =
	pay_coins(4);
	set_char_status(1000,28,5,1,1);
	if(get_flag(31,10) == 0){
		message_dialog("He fills a mug with frothing ale so dark it's almost black. You take a sip experimentally-- it's strong stuff. It's an unexpected boon when a roadside inn sells ale that isn't almost entirely froth and water.","");
		inc_flag(31,10,1);
	}
	else
		if(get_flag(31,10) == 1){
				message_dialog("_Back for more, eh?_ Bailly refills your mug and slides it across the counter to you. _Finest ale in Cigosal, I've been saving that in my cellar for some time now, and today seemed like as good a day as any to bring it out. Lucky for you._","It is indeed good stuff. Goes down smooth and leaves you spinning.");
				inc_flag(31,10,1);
		}
	else
		if(get_flag(31,10) == 2){
			message_dialog("_Careful now, master bard,_ Bailly says as he refills your mug for the third time, _this is some strong stuff here. I don't mean to imply nothing-- not meaning any insult here-- but even the most stalwart of sailors wouldn't drink too much more._","You protest that you're fine. It isn't until Bailly chuckles that you realize how bad you're slurring your words.");
			inc_flag(31,10,1);
		}
	else
		if(get_flag(31,10) == 3){
			message_dialog("_I think, perhaps, you've had enough,_ Bailly says as he pours you another mug. He passes it to you anyhow, and takes your coin. _Well-- drink slower this time at least._","You oblige him. When you stand from the bar you swoon, nearly tumbling to the floor. Maybe Bailly was right, calling it quits might be a good idea.");
			inc_flag(31,10,1);
		}
	else
		if(get_flag(31,10) > 3){
			message_dialog("_This is your last, sir, and if you continue to act this way I'm going to have to ask you to leave._ You calmly tell him that you'll be an exemplary patron, as you gulp down the flagon of ale.","Or perhaps not so calmly. _Now keep your voice down, and get that hand out of my face. Alright-- that's it. You're done here, rummy._ You find yourself lying in the dirt road outside the inn. Looks like you're done here.");
			//end_scenario(0);
			relocate_character(i,46,1);
			force_view_center(46,1);
			end();
		}
break;

begintalknode 4;
	state = 2;
	nextstate = -1;	
	question = "I'd like the meal.";
	code =
	if(get_flag(31,11) == 0){
		pay_coins(6);
		reward_give(169);
		set_flag(31,11,1);
		message_dialog("Bailly hands you a plate and points towards the fireplace. _Help yourself, the stew is in the fire as is the boar. Take plenty, seconds don't cost nothing._","");
	}
	else
		message_dialog("_You already paid for a plate-- seconds are free, remember?_","");
break;

begintalknode 5;
	state = 2;
	nextstate = -1;	
	question = "The meal and drink, if you would.";
	code =
	if(get_flag(31,11) == 0){
		pay_coins(9);
		set_char_status(1000,28,5,1,1);
		reward_give(169);
		message_dialog("Bailly takes your coin and gives you an empty plate and a mug of ale in return. _Help yourself, the stew is in the fire as is the boar. Take plenty, seconds don't cost nothing._","");
		set_flag(31,11,1);
	}
	else
		message_dialog("_You already paid for a plate-- seconds are free, remember?_","");
break;

begintalknode 6;
	state = 1;
	nextstate = -1;	
	question = "Any good stories for me?";
	text1 = "_Nah, I'm not much the storyteller myself. I consider myself a connoisseur of fine tales, and I'm always looking for new ones to enjoy and judge, but I can't brew the things for the life of me._";
	text2 = "_You bards have my full respect-- the difficulty of telling a story and doing it justice isn't understood by most laymen. I just don't have the talent of delivery._";

begintalknode 7;
	state = 1;
	nextstate = -1;	
	question = "So what types of guests are here today?";
	text1 = "_Hmmm, let me see. There's this rather somber fellow,_ he indicates the man sitting down at the end of the bar, _who's been here all night and hasn't said a word to me._";
	text2 = "_Then there's that talkative chap over against the wall who seems to go out of his way to make an ass of himself-- he and his buddy are soldiers I'd say._";
	text3 = "_And that grimy-looking man in the corner probably hasn't bathed in a month, but he's got coin so who am I to judge?_";
	text4 = "_That trio in the seats near the fire are some type of performing troupe. Strange folk from what I've seen-- wizards I think. Not that I'm one of THOSE type of people, but... you know what I mean._";
	text5 = "_They're not bothering anybody, so I'm fine with them. There was a man here earlier though-- real shady fellow... Wasn't sorry to see him go-- he looked like the dangerous sort. That's the sort worth fearing, not mages._";

begintalknode 8;
	state = -1;
	nextstate = 3;	
	question = "Mack";
	text1 = "As you approach the stablehand you are almost struck in the face by a pile of something too smelly to be dirt. He glances up, alerted to your presence by the expletives you were muttering.";
	text2 = "_Oh, hello there. Sorry about that._ He sets aside his pitchfork and wipes his hand on his filthy apron before offering it to you. You tentatively shake it. _The name's Mack. I'm sorry again-- didn't see you there. You have a horse that needs stabling?_";
	text5 = "Mack sets aside his pitchfork and takes a break from mucking the stables to speak with you.";
	action = INTRO;
	
begintalknode 9;
	state = 3;
	nextstate = -1;	
	question = "What do you do here?";
	text1 = "Mack looks at you for a moment to make sure you're serious. _Um-- well I'm a stablehand, so I run the stables. I clean the stalls, feed and look after the horses, and make sure they're ready to go when it's time for our guests to depart._";

begintalknode 10;
	state = 3;
	nextstate = -1;	
	question = "Do you like working here?";
	text1 = "_Well I love horses-- I can't see myself doing something that doesn't involve them. Not such a big fan of cleaning out their shit, but what can you do._";
	
begintalknode 11;
	state = 3;
	nextstate = -1;	
	question = "Any good stories to share?";
	text1 = "_Can't say I have any. Not much goes on in a stable at an inn-- at least not anything anybody wants to sing about._";	
	
begintalknode 12;
	state = -1;
	nextstate = 4;	
	question = "Fabian & Vincent";
	text1 = "Two men occupy this table, sharing a pitcher of ale. They appear to be soldiers, although for what lord you cannot tell. You aren't familiar with the strange crown emblem on their breastplates.";
	text2 = "Neither protests when you take a seat at their table. They seem to be in the middle of a rather heated, though not actually angry, argument. _I'm TELLING you Vince, there's no way he would stand a chance in that fight._";
	text3 = "_It doesn't bloody MATTER how good the highlander is, the cat has RANGE. Those things are born with bloody bows in hand, you think he couldn't hit that ox? There's no convincing you-- you're too bloody stubborn._";
	text4 = "_You settle this._ The soldier acknowledges you for the first time, not bothering to ask or give names. _Who wins in a fight between a nephil and a highlander?_";
	text5 = "The two soldiers are still rowdily enjoying their pitcher of ale. Or rather, the one soldier is making enough noise for the two of them and the second adds a quiet chuckle every once in a while.";
	code = 
	if(get_flag(31,9) == 0)
		remove_string(5);
	else{
		clear_strings();
		add_string(5);
	}
	break;
	
begintalknode 13;
	state = 4;
	nextstate = -1;	
	condition = get_flag(31,9) == 0;
	question = "I'm afraid I don't know what you're talking about.";
	text1 = "_What? A cat person versus a mountain man; a kitty versus a barbarian; feline versus almost man. Still don't follow? Man, where the bloody hell have you been?_";
	code =
	set_flag(31,9,1);
	break;
	
begintalknode 14;
	state = 4;
	nextstate = 5;	
	condition = get_flag(31,9) == 1;
	question = "Any good stories to share?";
	text1 = "_Not at the moment, but catch us on the return trip and we'll have a classic for you. The tale of the hunters they'll call it, and sing it any place where singing's done._";
	text2 = "_You look like as fine a fellow as any to write it-- what d'ya say?_";

begintalknode 15;
	state = 5;
	nextstate = 6;	
	question = "You've lost me again.";
	text1 = "_Not your bag, eh? Don't worry, somebody'll do it. If killing a legendary creature won't earn us a song I don't know what will. That's how it works, right? Aint that why we put up with this shit? So singin' types can write us a song?_";

begintalknode 16;
	state = 6;
	nextstate = -1;	
	question = "But what is it you're doing that needs singing about?";
	text1 = "_Surely you've heard, man, I thought they'd have you folk on notice. Such a wondrous tale, full of chivalry and gallantry, fierce fights and brushes with death!_";
	text2 = "At this point he leaps onto his chair and brandishes an imaginary sword-- thankfully leaving the more substantial one in its sheath. His companion, clearly embarrassed by his friend's drunken antics, smiles despite himself.";
	text3 = "After nearly losing his balance and tumbling to the floor he seems to realize that he's in no conditions for these stunts. He concludes as he lowers himself back into his seat, _And, of course, the eating of cold rations and freezing of the ass regions._";
	text4 = "He laughs uproariously at this, and his companion adds a chuckle. You might have some fun sharing a pitcher with these two, but they don't seem to have anything productive to offer. You take your leave, but they don't seem to notice your departure.";
	action = END_TALK;
	
begintalknode 17;
	state = -1;
	nextstate = 7;	
	question = "Strange";
	text1 = "You can't see any part of this man beneath his robe, the hood of which hangs low over his face so as to conceal all of his features. The drink in front of him remains untouched, and he sits in total silence.";
	text2 = "The man across from him, though, chats away, unfazed by his companion's unresponsiveness. You take a seat, hoping to be more successful in getting an answer from him.";
	text5 = "The silent man hasn't stirred from his seat. You're now convinced you won't be able to get him to speak, but take a seat next to him regardless.";
	action = INTRO;

begintalknode 18;
	state = 7;
	nextstate = -1;	
	question = "Who are you?";
	text1 = "The man remains silent.";
	
begintalknode 19;
	state = 7;
	nextstate = 8;	
	question = "Any interesting news you might share?";
	text1 = "No response.";

begintalknode 20;
	state = 8;
	nextstate = 9;	
	question = "Nothing at all?";
	text1 = "Still no noise from the depths of the man's hood. You wonder if perhaps the robe is actually empty.";

	begintalknode 21;
	state = 9;
	nextstate = -1;		
	question = "Kind of rude of you to ignore me like this.";
	text1 = "_Well that's Strange for you, not much of a talker._ You're momentarily shocked when you hear the voice, until you realize it came not from the hooded man but from his companion across the table.";
	text2 = "_You might as well save your breath, because you aren't going to convince him to waste any of his._";
	action = END_TALK;

begintalknode 22;
	state = 7;
	nextstate = 10;		
	question = "What do you do?";
	text1 = "You watch perplexedly as the man holds out his hand, palm upwards, over the table. You nearly leap from you seat as it suddenly bursts aflame.";
	text2 = "An intense blue fire surrounds the man's hand, yet it isn't consumed. You watch with fascination as the flame gradually grows larger. Different colors flicker through it, sometimes to form patterns and shapes. They vanish too quickly to be recognized.";
	text3 = "You find yourself at the center of the flame's blue glow as it grows to fill the room. The flashes too have increased, and when they come together they form shapes and images-- even entire scenes.";
	text4 = "Battles, palaces, faraway lands and fantastic creatures flicker around you. Then suddenly they're gone.";
	text5 = "The man's hand is back in his lap and no longer aglow. You glance around, but nobody else in the room seemed to have noticed the display.";

begintalknode 23;
	state = 10;
	nextstate = -1;		
	question = "That-- that was amazing! What was that you just did?";
	text1 = "The man remains silent.";
	
begintalknode 24;
	state = -1;
	nextstate = 11;		
	question = "Charm";
	text1 = "This man wears long, purple robes embroidered with golden runes and other apparently arcane symbols. He is currently engaged in what appears to be a rather one-sided conversation with the similarly dressed man across from him.";
	text2 = "When he spots you he greets you and motions for you to take a seat. His partner remains silent, as does the motley-clad man next to him. An odd crew if you've ever seen one.";
	text5 = "The one sided conversation had resumed in your absence, but the robed man seems content to cut it short to converse with somebody who will actually respond.";
	action = INTRO;

begintalknode 25;
	state = 11;
	nextstate = -1;		
	question = "Who are you?";
	text1 = "_You can call me Charm. Stage name, but it's as good as any I guess._";

begintalknode 26;
	state = 11;
	nextstate = 12;			
	question = "What are you doing here?";
	text1 = "_Seemed like as promising a place to do a show as any. We're traveling performers, you see. You may have heard of us-- the Phantasmal Flavors? No? A shame. You won't find a better show in Aceria, but we don't always get the recognition we deserve._";

begintalknode 27;
	state = 12;
	nextstate = 13;			
	question = "What type of performances do you put on?";
	text1 = "_The mundane, the spectacular, and everything in between. Bottom here does the clowning-- juggling, acrobatics and the like. Strange is a master illusionist-- you wouldn't believe what this guy can do, and if you saw you wouldn't believe it wasn't real._";
	text2 = "_And I do pyrotechnics._ He holds out his hand to demonstrate, and brightly colored sparks begin jumping from his palm. _I work the crowd too. I'm the showman of the group I guess-- the ringmaster._";

begintalknode 28;
	state = 13;
	nextstate = 14;			
	question = "Wait-- those sparks, the robes... You aren't really a....";
	text1 = "_A wizard? A rather mundane purpose to put my training to, I know, but in these days we can't do much better._";

begintalknode 29;
	state = 14;
	nextstate = 15;			
	question = "But practicing magic is illegal here, what are you thinking?";
	text1 = "_Wizardry is illegal, but stage magic isn't. The authorities see what they want to see-- clever men who fool the audience with slight of hand or some nonsense._";
	text2 = "_Nobody wants a wizard in their town, but everybody loves a good diversion. So as far as they're concerned we are stage magicians. The real deal masquerading as imposters.... How much more ridiculous does it get?_";

begintalknode 30;
	state = 15;
	nextstate = -1;			
	question = "Nobody catches on?";
	text1 = "_I'm sure people realize what we do is beyond the scope of trickery and stage magic, but arresting two wizards isn't a task any town's guards wants to tackle._";
	text2 = "_We don't stay in any place long enough for the authorities to muster the will to throw us in jail, and usually we're alright. We've only had one confrontation, and thankfully it didn't turn violent. We got ran out of town, though._";

begintalknode 31;
	state = 11;
	nextstate = -1;			
	question = "Your companions don't seem to do much talking.";
	text1 = "He glances at the man across from him, who hasn't said a word all this time, and grins. _Yeah, Strange is a damn good illusionist, but not so great when it comes to conversation._";
	text2 = "_I do most of the talking needless to say. And when I'm tired of talking to myself Bottom's good for a short chat. Small doses of Bottom are probably best._";

begintalknode 32;
	state = 11;
	nextstate = -1;			
	question = "Any good stories to share?";
	text1 = "_Storytelling was never my thing. Not that I'd share them if I had any-- if I handed out my act to any performer I met we'd be out of business in a short minute._";
	
begintalknode 33;
	state = -1;
	nextstate = 16;			
	question = "Bottom";
	text1 = "A man wearing motley sits here. He has spiky blond hair, and his face seems to be forever fixed with a vacant expression. His mouth is set in an unchanging half-grin.";
	text2 = "His eyes widen when he realizes that you intend to talk to him, not his robed companions. _Bottom's my name. A silly name-- Bottom-- a foolish name for a foolish man. That's what they tell me._";
	text5 = "In your absence Bottom has returned to his own (apparently amusing judging from the smile on his face) thoughts. But when he notices you're here to talk to him again he sets them aside to speak with you."; 
	action = INTRO;
	
begintalknode 34;
	state = 16;
	nextstate = 17;			
	question = "What do you do?";
	text1 = "_I help my masters. I don't like the cooking and cleaning, or caring for stinky horses, but when they do a show they let Bottom help out._ He beams at this.";

begintalknode 35;
	state = 17;
	nextstate = -1;			
	question = "Shows? So you're a performer?";
	text1 = "_No, not performing. Bottom isn't a performer-- just me being me. People get angry when I knock things over and make mistakes and say stupid things-- even if I don't mean it-- but at shows they laugh at Bottom and they think he's funny and fun._";
	text2 = "_That's why I like the shows. When I spill and drop and mess up at chores nobody smiles or laughs, but when Bottom falls or makes a face or goofs up it's alright._";

begintalknode 36;
	state = 17;
	nextstate = -1;			
	question = "Do you like working for your masters?";
	text1 = "He grins. _Oh yes, very much. Quiet master makes colorful pictures in the air, so when Bottom is practicing or doing chores he is never bored. Other master talks so nicely, and teaches Bottom how to act so people won't yell at him when he's off stage._";
	text2 = "_They are very nice, things are very much better than they were before Bottom started traveling with the masters._";

begintalknode 37;
	state = 16;
	nextstate = -1;			
	question = "Do you have any good stories for me?";
	text1 = "He launches into a rambling, disjointed story about a chef and a bandit lord. You're having trouble seeing how any of it fits together to make sense, much less how he saw it fit to call a 'good' story.";
	text2 = "About halfway through (at least you assume it was halfway over) he comes to a sudden halt. _Master says I talk too much sometimes,_ he grins and shrugs, _the things are very exciting in my head, but he says they aren't when I tell them to people._";
	text3 = "_So I try to keep them up here._ He taps his head, _They're very interesting if you could see them._ You're sure they are.";
	
begintalknode 38;
	state = -1;
	nextstate = 18;
	question = "Adrianna";
	text1 = "Adrianna is still watching over the comatose Sly. She looks up as you approach. _Hello again._";
	
begintalknode 39;
	state = 18;
	nextstate = -1;
	question = "What'll you do now?";
	text1 = "_I don't know. I have a general direction in mind but no specific plans. First I'll wait until Christopher has recovered. Then-- well I'll see where the road takes me. There's a lot of suffering out there; I don't see why I should stay in Cigosal._";
	
begintalknode 40;
	state = 18;
	nextstate = -1;
	question = "So how did you get Sly here?";
	text1 = "_Well I already had the horse, and when I went to fetch it from back at the courtyard where I'd left it I ran into a man who was looking to sell a trade cart._";
	text2 = "_He'd found it with a broken axle, abandoned in the middle of the Gray Road. Brought it back to the city to repair it and turn a quick profit-- sold it to me for a song. The rest of Ethan's money is paying for this inn._";
	
begintalknode 41;
	state = -1;
	nextstate = 19;
	question = "Theo";
	text1 = "Theo still sits in the same spot, although both his plate and the pitcher of ale are empty and he hasn't made a move to replenish either.";

begintalknode 42;
	state = 19;
	nextstate = -1;
	question = "What are your plans now?";
	text1 = "_I suppose I'll retire to my room shortly. It's been a long day, and the last time I got any sleep was in the back of a cart._";
	text2 = "_Or did you mean what will I do long term? Well like I said, I don't think the Silver Steed will be welcoming me back._";
	text3 = "_Doesn't matter, a man with my skills ought to be able to find a job where he doesn't have to put up with this kind of shit. I'll find something; maybe I could be a bodyguard for some noble or another-- a well liked noble._";

begintalknode 43;
	state = -1;
	nextstate = 20;
	question = "Logan";
	text1 = "Logan's mood hasn't improved since you last saw him. He still leans over the bar, his hands clasped before his face. His flagon is still full, so at least he hasn't been drinking-- probably a good idea for a man in his condition.";
	text2 = "He opens up a bit when you approach. _Greetings._";
	
begintalknode 44;
	state = 20;
	nextstate = -1;
	question = "So what are you going to do now?";
	text1 = "_I don't know. My old life is gone, and I fear I may be too old to start a new one._";
	text2 = "_The only one left from my time at the Chapel is Adrianna. I want to go to her, but I don't think I can look her in the eye and tell her the things I've done. I-- I can't face her, she needs a fresh start and I know I can only hold her back._";

begintalknode 45;
	state = -1;
	nextstate = 21;
	question = "Emery";
	text1 = "Emery hasn't left his chair, but he now stares out the windows of the inn with a pleased expression on his face.";
	text2 = "When you approach he begins to speak. _When I first escaped I thought I could never again bear to be cooped up indoors. Outside it was so beautiful and open and free, how could I ever trap myself within walls again?_";
	text3 = "_But there's something to be said for a warm fire, hot food, and walls to keep the wind off you. The outdoors is a step away-- I can leave here whenever I want. Amazing isn't it? I'm free-- I can do anything I please._";
	
begintalknode 46;
	state = 21;
	nextstate = -1;
	question = "And what will that be?";
	text1 = "_I don't know, but I think that it will be far from here. I would like to live out in the wilderness-- build a cabin and fill it with books. During the day I'd go out and read in the shade of the trees, and at night I'd return home and sit by the fire._";
	text2 = "_That's the type of thing I missed these last five years. I didn't do enough of that in my old life. I never enjoyed the silence-- I was always bustling here, giving talks there, writing and scribbling notes even as I traveled._";
	text3 = "_I'm done with all that. This time I'm living by myself, for myself._";
	
begintalknode 47;
	state = 21;
	nextstate = -1;
	question = "So what was it you did? Why were you in jail?";
	text1 = "_I think you can imagine why a person like me would wind up on Lord Gromwell's bad side. I'd rather not dwell on the past though-- suffice it to say that I cared too much._";
	