// TOWN DIALOGUE SCRIPT
//    Town 13: Skane

// This is the dialogue for this town.
// You can use states numbered from 1 to 199.

begintalkscript;

variables;

short i,j,k,r1,choice;

begintalknode 1;
	state = -1;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Sorali";
	text1 = "The pirate master of Skane glances up from his beer. Seeming a bit shrunken in his chair, he doesn't radiate the aura of fear that you would expect.";
	text5 = "He gives a tired nod. _Sorali._";
	action = INTRO; // This line only does anything if the character has a personality set.

begintalknode 2;
	state = 1;
	personality = 260;
	nextstate = 2;
	condition = 1;
	question = "What is your job?";
	text1 = "_Yes, I do lead the raiders of Skane. It's partially on that task that you are here, and not dead long before._";

begintalknode 3;
	state = 2;
	personality = 260;
	nextstate = 3;
	condition = 1;
	question = "Raiders of Skane";
	text1 = "_You've heard enough tales about us. They call us pirates, plunderers, cruel and vicious, merciless destroyers. All true, to some degree. But that's not why you are here._";

begintalknode 4;
	state = 3;
	personality = 260;
	nextstate = 4;
	condition = 1;
	question = "That task";
	text1 = "_Sooner or later, you will need our boats. We will make a deal._";

begintalknode 5;
	state = 4;
	personality = 260;
	nextstate = 5;
	condition = 1;
	question = "Boat deal";
	text1 = "_I do not ask for gems, or things of gold, for those I can find in abundance. I request the bringing of a certain person._";

begintalknode 6;
	state = 5;
	personality = 260;
	nextstate = 6;
	condition = 1;
	question = "Certain person";
	text1 = "_Our main hindrance lies in the legions of the Falcon. I have heard that Scyld has relinquished its power. That gives us hope. But you can bring us more than hope._";

begintalknode 7;
	state = 6;
	personality = 260;
	nextstate = 7;
	condition = 1;
	question = "Hope";
	text1 = "_When you have the opportunity, find a way to bring whoever now leads the legions here. I do not care what method you use, as long as the goal is accomplished._";
	action = SET_SDF 13 1 1;

begintalknode 8;
	state = 7;
	personality = 260;
	nextstate = 8;
	condition = 1;
	question = "Goal accomplished";
	text1 = "_You will have the use of whatever you wish then, as well as a generous reward._";

begintalknode 9;
	state = 8;
	personality = 260;
	nextstate = -1;
	condition = 1;
	question = "Generous reward";
	text1 = "_I would have the mission done first before we discuss that._";

begintalknode 12;
	state = -1;
	personality = 261;
	nextstate = 11;
	condition = 1;
	question = "Sain";
	text1 = "A polished bow in his lap, the huntsmaster looks at you with a wicked smile.";
	text2 = "His eyes narrow in calculation. _Sain._";
	text5 = "A polished bow in his lap, the huntsmaster looks at you with a wicked smile.";
	action = INTRO;

begintalknode 13;
	state = 11;
	personality = 261;
	nextstate = 12;
	condition = 1;
	question = "What is your job?";
	text1 = "_I am huntsmaster. That may mean little to you, but of great importance to the raiders of Skane._";

begintalknode 14;
	state = 12;
	personality = 261;
	nextstate = 13;
	condition = 1;
	question = "Huntsmaster";
	text1 = "_I shall spare you the details. Let us get down to the heart of the matter. I want something done, and you will do it._";

begintalknode 16;
	state = 13;
	personality = 261;
	nextstate = 14;
	condition = 1;
	question = "Something done";
	text1 = "He taps his bow in impatience. _Sorali will tell you otherwise. He has grown feeble, and falls now to haggling with enemies. It will bring him down one day. Even today, if your mission is successful._";

begintalknode 17;
	state = 14;
	personality = 261;
	nextstate = 15;
	condition = 1;
	question = "Haggling with enemies.";
	text1 = "_His plans are weak. If he has his way, the Falcon's talons will soon be upon us all. That is why I am sending you on a mission._";

begintalknode 18;
	state = 15;
	personality = 261;
	nextstate = 16;
	condition = 1;
	question = "A mission";
	text1 = "_Dispose of him now. The keys to the docks will be on him. Use them to leave Skane. Afterwards, when you return, I shall have gathered the guards under my banner, and your reward will be waiting.";

begintalknode 19;
	state = 16;
	personality = 261;
	nextstate = 17;
	condition = 1;
	question = "Dispose of him";
	text1 = "_Use whatever strategy you deem fit. I will not help you in that. And don't think you can warn him._ He smirks slightly.";

begintalknode 20;
	state = 17;
	personality = 261;
	nextstate = 16;
	condition = 1;
	question = "Warn him";
	text1 = "_He's too far gone down the fool's path to listen to you._";

begintalknode 21;
	state = 16;
	personality = 261;
	nextstate = 16;
	condition = 1;
	question = "Reward";
	text1 = "_A sum in parts, fit for such travail. You will have it in time._";

begintalknode 24;
	state = -1;
	personality = 262;
	nextstate = 21;
	condition = 1;
	question = "Sepin";
	text1 = "A small, bedraggled man kneels here, picking mushrooms.";
	text2 = "He glances up briefly. _Sepin._";
	text5 = "A small, bedraggled man kneels here, picking mushrooms.";
	action = INTRO;

begintalknode 25;
	state = 21;
	personality = 262;
	nextstate = 22;
	condition = 1;
	question = "What is your job?";
	text1 = "_Nothing important. I work the farm._";

begintalknode 26;
	state = 22;
	personality = 262;
	nextstate = 23;
	condition = 1;
	question = "Farm";
	text1 = "_Or whatever you want to call this. Pirates may have an appetite for gold, but they can't eat it._";

begintalknode 27;
	state = 23;
	personality = 262;
	nextstate = 24;
	condition = 1;
	question = "Pirates can't eat gold";
	text1 = "_Hey, I have no problem with that. If not for my skills, I wouldn't be alive._";

begintalknode 28;
	state = 24;
	personality = 262;
	nextstate = 22;
	condition = 1;
	question = "Skills alive";
	text1 = "_Sometimes, you just have to count your blessings. Sometimes, a farmer's better than kings and lords._";
	text2 = "He thinks, shrugs, and goes back to picking mushrooms.";
	action = END_TALK;

begintalknode 29;
	state = 22;
	personality = 262;
	nextstate = 25;
	condition = 1;
	question = "Nothing important";
	text1 = "_Farm. Been farming for a mighty long time._";

begintalknode 30;
	state = 25;
	personality = 262;
	nextstate = 22;
	condition = 1;
	question = "Mighty long";
	text1 = "_Sometimes,_ he gestures across the river. _Sometimes I feel they're looking at me. The statues want me, or something._";
	action = SET_SDF 13 10 250;
	
begintalknode 33;
	state = -1;
	personality = 263;
	nextstate = 31;
	condition = 1;
	question = "Uzskag";
	text1 = "A great wolvish beast, eyes burning ferociously with intelligence, stares at you.";
	text2 = "It growls uneasily. _I am called Uszkag._";

begintalknode 34;
	state = 31;
	personality = 263;
	nextstate = 32;
	condition = 1;
	question = "What is your job?";
	text1 = "_Destroyer and preserver._";

begintalknode 35;
	state = 32;
	personality = 263;
	nextstate = 33;
	condition = 1;
	question = "Destroyer";
	text1 = "A rumbling escapes from its throat. _We Ursagi were once a mighty people. Now, we are withered in numbers, but still our enemies will feel our fangs._";

begintalknode 36;
	state = 33;
	personality = 263;
	nextstate = 34;
	condition = 1;
	question = "Mighty Ursagi";
	text1 = "_Once, we lived and hunted on Ylmir. Once, we were its masters. Now we fall to servitude to pirates for survival. It is a cruel history._";

begintalknode 37;
	state = 34;
	personality = 263;
	nextstate = 32;
	condition = 1;
	question = "Cruel History";
	text1 = "_You are of no help to us, death-dealers. Go and find your place among your own._";

begintalknode 38;
	state = 32;
	personality = 263;
	nextstate = 35;
	condition = 1;
	question = "Preserver";
	text1 = "_We are among the last of our kind._";

begintalknode 39;
	state = 35;
	personality = 263;
	nextstate = 36;
	condition = 1;
	question = "Last of kind";
	text1 = "_Humans are cruel and treacherous. I trust none of them if there is not the necessity._ It scratches a long track in the dust.";

begintalknode 40;
	state = 36;
	personality = 263;
	nextstate = 37;
	condition = 1;
	question = "Necessity";
	text1 = "_It is only for survival. One day, we will reclaim our land._";

begintalknode 41;
	state = 37;
	personality = 263;
	nextstate = 38;
	condition = 1;
	question = "Reclaim land";
	text1 = "_There are others, too, who yet hide. We will come together, when humans do not suspect, and we will have our vengeance._";

begintalknode 42;
	state = 38;
	personality = 263;
	nextstate = 32;
	condition = 1;
	question = "Vengeance";
	text1 = "_None of that concerns you. It lies yet far in the future. But it will come. Sure as the black leaves in Ravenswood fall each autumn, it will come._";
	text2 = "It glares at you sharply, and turns away.";
	action = END_TALK;

begintalknode 45;
	state = -1;
	personality = 264;
	nextstate = 41;
	condition = 1;
	question = "Boatskeeper";
	text1 = "A swordsman guards the gates to the docks.";
	text5 = "_Mm? I'm the boatskeeper. What right do you have to know?_";
	action = INTRO;

begintalknode 46;
	state = 41;
	personality = 264;
	nextstate = 42;
	condition = 1;
	question = "What is your job?";
	text1 = "He stares at you like you're idiots. _I drink beer._";

begintalknode 47;
	state = 42;
	personality = 264;
	nextstate = 43;
	condition = 1;
	question = "Drink beer";
	text1 = "He nods vehemently. _Good stuff._";

begintalknode 48;
	state = 43;
	personality = 264;
	nextstate = 44;
	condition = 1;
	question = "Good stuff";
	text1 = "_You should get some. You really should._";

begintalknode 49;
	state = 44;
	personality = 264;
	nextstate = -1;
	condition = 1;
	question = "Should get some beer";
	text1 = "_Maybe you'll even get drunk. Wander into a river. Drown. So I don't have to talk with you anymore. Know what? I'm not talking with you anyway._";
	text2 = "For effect, he draws his sword and starts waving it in front of you. You decide to retreat a few steps and stop talking.";
	action = END_TALK;

begintalknode 52;
	state = -1;
	personality = 265;
	nextstate = 51;
	condition = 1;
	question = "Rlv'vos";
	text1 = "Its pelt a shimmering purple, this giant wolf stalks about with purpose.";
	text5 = "It hisses loudly. _Rlv'vos I am to you._";
	action = INTRO;

begintalknode 53;
	state = 51;
	personality = 265;
	nextstate = 52;
	condition = 1;
	question = "What is your job?";
	text1 = "_I await the hunt._";

begintalknode 54;
	state = 52;
	personality = 265;
	nextstate = 53;
	condition = 1;
	question = "Await the hunt";
	text1 = "_There is no lack of battle each day, and you have seen your fair share. We go forth and drink more. One tortuous day after another, we go. It is only the pattern._";

begintalknode 55;
	state = 53;
	personality = 265;
	nextstate = 53;
	condition = 1;
	question = "No lack of battle";
	text1 = "It gives a curious gurgle, almost a laugh. _I have seen through you, humans, seen through you all. Bloodworms._";

begintalknode 56;
	state = 53;
	personality = 265;
	nextstate = 54;
	condition = 1;
	question = "The only pattern";
	text1 = "_There is a natural order, each to his own place. We merely aid humans in their great quest._";

begintalknode 57;
	state = 54;
	personality = 265;
	nextstate = 55;
	condition = 1;
	question = "The great quest";
	text1 = "_Yes, ah yes._ Its eyes narrow. _We will wait. We will wait until they destroy themselves, and then we will come back._";

begintalknode 58;
	state = 55;
	personality = 265;
	nextstate = 56;
	condition = 1;
	question = "Destroy themselves";
	text1 = "_The land was ours, and should be still. Humans have no right. We have been dispossessed. But we will return in glory._";

begintalknode 59;
	state = 56;
	personality = 265;
	nextstate = -1;
	condition = 1;
	question = "Return in glory";
	text1 = "It howls, a chilling, revertebrating sound. _Yes, ah yes. That will be a day for legends indeed._";
	action = END_TALK;

begintalknode 62;
	state = -1;
	personality = 266;
	nextstate = 61;
	condition = 1;
	question = "Statue";
	text1 = "The statue stands amid a field of statues.";
	text5 = "It stares straight ahead.";
	action = INTRO;

begintalknode 63;
	state = 61;
	personality = 266;
	nextstate = 62;
	condition = 1;
	question = "What is your job?";
	text1 = "It stares straight ahead.";

begintalknode 64;
	state = 62;
	personality = 266;
	nextstate = 63;
	condition = get_flag(13,10) == 250;
	question = "Sepin";
	text1 = "Its mouth moves! It voices no words, but you can read its motion: << Not the farmer. It is the mirror. >>";

begintalknode 65;
	state = 63;
	personality = 266;
	nextstate = 61;
	condition = 1;
	question = "The mirror";
	text1 = "<< The greatest weapon. Beware. >>";

begintalknode 190;
	state = 100;
	personality = 38;
	nextstate = 101;
	condition = 1;
	question = "Immortal Sage give us wisdom to understand these items.";
	text1 = "You seek guidance from above.";
	
begintalknode 191;
	state = 101;
	personality = 38;
	nextstate = 102;
	condition = 1;
	question = "Immortal Sage give us wisdom to understand these items.";
	text1 = "Your items are identified.";
	action = ID 0;
	
begintalknode 192;
	state = 102;
	personality = 38;
	nextstate = -1;
	condition = 1;
	question = "We have all the information we need for now.";
	text1 = "You finish the identification.";
	action = END_TALK;	
	