// TOWN DIALOGUE SCRIPT
//    Town 17: Halg

// 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 = 340;
	nextstate = 1;
	condition = 1;
	question = "Bryn";
	text1 = "An old farmer wistfully blows smoke rings from his pipe out of the window.";
	text2 = "He takes the pipe out of his mouth momentarily. _Mm. I am Bryn of the House Awan._";

begintalknode 2;
	state = 1;
	personality = 340;
	nextstate = 2;
	condition = 1;
	question = "What is your job?";
	text1 = "_Ai. I suppose I farm._";

begintalknode 3;
	state = 2;
	personality = 340;
	nextstate = 3;
	condition = 1;
	question = "What do you grow on the farm?";
	text1 = "_Not grain. Not every farmer makes grain, you know. I work with potatoes._";

begintalknode 4;
	state = 3;
	personality = 340;
	nextstate = 4;
	condition = 1;
	question = "Tell me about potatoes";
	text1 = "_Not too dissimilar, but it's better than bread every day. Well, bread and wine. That's all they have up at the Castle._";

begintalknode 5;
	state = 4;
	personality = 340;
	nextstate = 3;
	condition = 1;
	question = "What is this castle?";
	text1 = "_The Falcon castle, I mean._";

begintalknode 6;
	state = 4;
	personality = 340;
	nextstate = 3;
	condition = 1;
	question = "Don't you like bread and wine?";
	text1 = "_There's nothing wrong with that, sure, but it gets to be mon... mono... well, bland, or something._";
	text2 = "He stuffs the pipe back into his mouth.";

begintalknode 7;
	state = 4;
	personality = 340;
	nextstate = 3;
	condition = 1;
	question = "ah, lovely pipe";
	text1 = "Smoke rings start floating in your direction. You get the idea that this might not be healthy for you, and back away slightly.";

begintalknode 10;
	state = -1;
	personality = 341;
	nextstate = 11;
	condition = 1;
	question = "Hasa";
	text1 = "A youngling walks around the hall, sweeping.";
	text2 = "He looks brightly up at you. _My name's Hasa._";
	text5 = "A youngling walks around the hall, sweeping.";
	action = INTRO;

begintalknode 11;
	state = 11;
	personality = 341;
	nextstate = 12;
	condition = 1;
	question = "What is your job?";
	text1 = "_Cleaning, I guess. I don't have a proper job yet._";

begintalknode 12;
	state = 12;
	personality = 341;
	nextstate = 13;
	condition = 1;
	question = "Why cleaning?";
	text1 = "_Nothing happens around here. Sometimes the Collectors come from far away and trade our food, but usually there's nothing. And places get dusty when nothing happens. So I sweep._";

begintalknode 13;
	state = 13;
	personality = 341;
	nextstate = 14;
	condition = 1;
	question = "Tell me about these collectors.";
	text1 = "_Up away from the city to the east. But none of us have ever gone there. Well, almost none of us._";

begintalknode 14;
	state = 14;
	personality = 341;
	nextstate = 15;
	condition = 1;
	question = "Almost none...";
	text1 = "_Dowan went out from the town. He's the carpenter. But he 'sn't came back yet. I guess you should ask Fernow about him. I just hear rumors._";

begintalknode 15;
	state = 15;
	personality = 341;
	nextstate = 14;
	condition = 1;
	question = "I am always interested in rumors.";
	text1 = "_Went into the big swamp in the north and made himself a king there. That's what I hear. But I don't know, and I don't want to find out. I'll just be a farmer, like the rest of us._";

begintalknode 16;
	state = 15;
	personality = 341;
	nextstate = 14;
	condition = 1;
	question = "Who is this Fernow?";
	text1 = "_She's a little strange, but she knows plenty. You should talk to her some time. But I need to sweep now._";
	text2 = "He takes up his broom and continues sweeping.";
	action = END_TALK;

begintalknode 19;
	state = -1;
	personality = 342;
	nextstate = 21;
	condition = 1;
	question = "Fernow";
	text1 = "A ring of pebbles in front of her, a young woman is seated here, sending small rocks hopping over the water.";
	text2 = "She looks up at you, and offers a kindly smile. _My name is Fernow._";

begintalknode 20;
	state = 21;
	personality = 342;
	nextstate = 22;
	condition = 1;
	question = "What is your job?";
	text1 = "_I've been thinking._";

begintalknode 21;
	state = 22;
	personality = 342;
	nextstate = 23;
	condition = 1;
	question = "Thinking about what?";
	text1 = "_All that talk about gods beneath the waves._ She sends a rock whizzing over the surface. _I just find it odd._";
	text2 = "_Gods are no more alive than..._ She pauses._Well, I suppose they took him away._";

begintalknode 23;
	state = 23;
	personality = 342;
	nextstate = 24;
	condition = 1;
	question = "Took away...";
	text1 = "_He went north years ago, father did. Seeking someone, he said. I wanted to follow him, but I was too young then. All these people, so ignorant._";

begintalknode 24;
	state = 24;
	personality = 342;
	nextstate = 25;
	condition = 1;
	question = "So, you perceive these people as ignorant?";
	text1 = "_They see their neat little houses, and their tidy gardens, and that is all that they see. But why should all of us be farmers?_";

begintalknode 25;
	state = 25;
	personality = 342;
	nextstate = 26;
	condition = 1;
	question = "Farmers";
	text1 = "She shakes her head. _I can't answer that either. There's so much I don't know._ Pause.";
	text2 = "_You seem like you've been many places. Maybe you have a story to tell._";

begintalknode 26;
	state = 26;
	personality = 342;
	nextstate = 27;
	condition = 1;
	question = "We do have a small story to tell.";
	text1 = "_I'm just wondering. Not everything right now, if you don't want to. But I can travel with you a while._";

begintalknode 27;
	state = 27;
	personality = 342;
	nextstate = 24;
	condition = 1;
	question = "Travel with us?";
	text1 = "She shrugs and sits down. _If you ever change your mind, come back._";
	code =
	run_town_script(14);
	break;

begintalknode 28;
	state = 24;
	personality = 342;
	nextstate = 40;
	condition = 1;
	question = "Who was your father seeking?";
	text1 = "_Thrytho, I think he said._";

begintalknode 29;
	state = 40;
	personality = 342;
	nextstate = 41;
	condition = 1;
	question = "Thrytho?";
	text1 = "_No, well, I don't know. Heard that she gave magical gifts._";

begintalknode 30;
	state = 41;
	personality = 342;
	nextstate = 42;
	condition = 1;
	question = "Magical gifts, that is what we want to hear about!";
	text1 = "_Statuettes, amulets, various strange things to help the user. But he never came back._";

begintalknode 31;
	state = 42;
	personality = 342;
	nextstate = 43;
	condition = 1;
	question = "Never came back, that sounds bad";
	text1 = "_I don't know. Not even if he remembers or not._";
	text2 = "_He was strong-willed. I still recall begging him to stay, but he went away. It's my turn now._";

begintalknode 33;
	state = 43;
	personality = 342;
	nextstate = 24;
	condition = 1;
	question = "Your turn ";
	text1 = "_Would you be willing to let me travel with you a while? I'm quite sick of this life, to be honest._";
	text2 = "_All these uninteresting people. It's a wide world out there._";


begintalknode 37;
	state = -1;
	personality = 343;
	nextstate = 31;
	condition = 1;
	question = "Vodt";
	text1 = "A local priest sits here, repeating obscure words to himself.";
	text2 = "_Vodt, servant of Asmr._";
	text5 = "A local priest sits here, repeating obscure words to himself.";
	action = INTRO;

begintalknode 38;
	state = 31;
	personality = 343;
	nextstate = 32;
	condition = 1;
	question = "What is your job?";
	text1 = "_I am a merely a servant._";

begintalknode 39;
	state = 32;
	personality = 343;
	nextstate = 33;
	condition = 1;
	question = "Who is this Asmr that you serve?";
	text1 = "_The great god of the sea. He brings water and life to us all._";
	text2 = "_I cannot begin to describe the greatness of Asmr. You will merely have to experience the grandness yourself._";

begintalknode 41;
	state = 33;
	personality = 343;
	nextstate = -1;
	condition = 1;
	question = "How may we experience it?";
	text1 = "_Dwell in this land a little longer, and you will begin to feel Asmr's sway._";

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;	
	