// TOWN DIALOGUE SCRIPT
//    Town 18: Under Hengest

// 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 = 360;
	nextstate = 1;
	condition = 1;
	question = "Folcwald";
	text1 = "A robed interrogator looks at you keenly.";
	text2 = "_I am Folcwald,_ he says in an even voice.";
	text5 = "A robed interrogator looks at you keenly.";	
	action = INTRO;

begintalknode 2;
	state = 1;
	personality = 360;
	nextstate = 2;
	condition = 1;
	question = "What is your job?";
	text1 = "_This is a cell for purposes of interrogation, and I am here to question you._ His voice remains calm and level with an artificial air.";

begintalknode 3;
	state = 2;
	personality = 360;
	nextstate = 3;
	condition = 1;
	question = "Questions";
	text1 = "_You were delivered by the agents of the Seawyrm into our custody, on account of various trespasses and crimes related to us._";

begintalknode 4;
	state = 3;
	personality = 360;
	nextstate = 4;
	condition = 1;
	question = "Crimes";
	text1 = "_I will give you no more leads. Speak. Speak yourselves of what you have done. I do not wish to press you. Well, what can you tell me about the realms?_";

begintalknode 5;
	state = 4;
	personality = 360;
	nextstate = -1;
	condition = 1;
	question = "Tell";
	text1 = "Folcwald has left the cell.";
	action = END_TALK;
	code =
	run_town_script(13);
	break;

begintalknode 6;
	state = 2;
	personality = 360;
	nextstate = 5;
	condition = 1;
	question = "Purposes";
	text1 = "_You are not here because of any crimes you may have committed. We do not seek punishment or retribution, only information. Whatever you know will aid us in securing the peace of the isle. All we want is peace._";

begintalknode 7;
	state = 5;
	personality = 360;
	nextstate = 6;
	condition = 1;
	question = "Peace";
	text1 = "_You may marvel at that statement. But for all our military, we Falconers are a people of peace. Peace is what we brought to the isle, civilizing the natives who were once savage. Peace is what we seek now._";
	text2 = "He pauses, and looks at you. _But it is threatened._";

begintalknode 8;
	state = 6;
	personality = 360;
	nextstate = 7;
	condition = 1;
	question = "Threatened";
	text1 = "_You have been at the center of this turmoil. You are outsiders. I do not know why you are here, or what you want, but only that the Seawyrm has placed the responsibility of these events onto your shoulders. Tell me, then. Speak._";

begintalknode 9;
	state = 7;
	personality = 360;
	nextstate = 4;
	condition = 1;
	question = "Seawyrm";
	text1 = "_The eastern people, new to this isle. We do not know much of them, but perhaps you have tales to tell._";

begintalknode 10;
	state = 5;
	personality = 360;
	nextstate = 5;
	condition = 1;
	question = "Punishment";
	text1 = "_We do not wish it, but you shall find those measures forthcoming if you are not plain with me now. Speak._";

begintalknode 13;
	state = -1;
	personality = 361;
	nextstate = 11;
	condition = 1;
	question = "Faust";
	text1 = "A shrivelled man in tattered priestly robes sits in a corner of the cell.";
	text2 = "He glances up wearily. _Visitors? I had thought my name remembered among people. It seems that they have forgotten Faust._";
	action = SET_SDF 18 10 250;

begintalknode 14;
	state = 11;
	personality = 361;
	nextstate = 12;
	condition = 1;
	question = "What is your job?";
	text1 = "_My job? What a ridiculous question. Perhaps you are due for some more research._";

begintalknode 15;
	state = 12;
	personality = 361;
	nextstate = 13;
	condition = 1;
	question = "Research";
	text1 = "He clambers up to his feet with surprisingly quickness. _Why are you here anyway? I've never seen you before. Are you one of those water-worm people that I hear about these days?_";

begintalknode 16;
	state = 13;
	personality = 361;
	nextstate = 14;
	condition = 1;
	question = "Water worm";
	text1 = "_If I weren't withering away in this hell, I would be the first to contact them. But Scyld could care less._";

begintalknode 17;
	state = 14;
	personality = 361;
	nextstate = 15;
	condition = 1;
	question = "Scyld";
	text1 = "_King of the North. Falconmaster. Hah._ He shakes his head in mock disapproval. _He knows how he came by his power. He's responsible for my sorry state here._";

begintalknode 18;
	state = 15;
	personality = 361;
	nextstate = 16;
	condition = 1;
	question = "Power";
	text1 = "_That is a long story, and I'll leave it to you to uncover. Perhaps my tower still stands._";

begintalknode 19;
	state = 16;
	personality = 361;
	nextstate = 14;
	condition = 1;
	question = "Tower";
	text1 = "_Somewhere in the far northeast. Probably gone now._";

begintalknode 20;
	state = 15;
	personality = 361;
	nextstate = 14;
	condition = 1;
	question = "Sorry state";
	text1 = "_Ask him if you will._";

begintalknode 23;
	state = -1;
	personality = 362;
	nextstate = 21;
	condition = 1;
	question = "Helsaeg";
	text1 = "A grim-faced bladesman paces about the halls. His right eye appears to be completely blind.";
	text5 = "He turns to you rather abruptly. _Helsaeg._";
	action = INTRO;

begintalknode 24;
	state = 21;
	personality = 362;
	nextstate = 22;
	condition = 1;
	question = "What is your job?";
	text1 = "_Punishment. What request you of me?_";

begintalknode 25;
	state = 22;
	personality = 362;
	nextstate = 23;
	condition = 1;
	question = "Punishment";
	text1 = "_For crime, for vengeance. There is much punishment due to the world. Someone must deal it out._";

begintalknode 26;
	state = 23;
	personality = 362;
	nextstate = 24;
	condition = 1;
	question = "Crimes";
	text1 = "_There is never lack for thieves. Never lack for treason. They are dealt with as the laws decree._";

begintalknode 27;
	state = 24;
	personality = 362;
	nextstate = -1;
	condition = 1;
	question = "Laws decree";
	text1 = "His one good eye squints ever so slightly. _The code of the Falcon is a strict one. It would not be had any other way._";

begintalknode 28;
	state = 23;
	personality = 362;
	nextstate = 22;
	condition = 1;
	question = "Vengeance";
	text1 = "_I would not speak of that. Not now._";

begintalknode 29;
	state = 22;
	personality = 362;
	nextstate = 25;
	condition = 1;
	question = "Request";
	text1 = "_I deal out punishment. Now, if you are willing to withstand some to improve your skills, then I will train you in it._";

begintalknode 30;
	state = 25;
	personality = 362;
	nextstate = -1;
	condition = 21;
	question = "Training";
	code =
	begin_shop_mode("Helsaeg's Punishments","Helsaeg is a fairly effective teacher, for a torturer ",22,3,-1);
	break;

begintalknode 33;
	state = -1;
	personality = 363;
	nextstate = 31;
	condition = 1;
	question = "Cwaldin";
	text1 = "The store-guard keeps a close watch on the supplies.";
	text5 = "_I am called Cwaldin._";
	action = INTRO;

begintalknode 34;
	state = 31;
	personality = 363;
	nextstate = 32;
	condition = 1;
	question = "What is your job?";
	text1 = "_I guard the stores._";

begintalknode 35;
	state = 32;
	personality = 363;
	nextstate = 33;
	condition = 1;
	question = "Stores";
	text1 = "_Hengest is a castle of the heights. The castle gets all its food from below. No grain, then everyone starves. So I make sure the supplies are treated rightly._";

begintalknode 36;
	state = 33;
	personality = 363;
	nextstate = 34;
	condition = 1;
	question = "Hengest Castle";
	text1 = "_The mightiest edifice of the isle, I can say that much. It will never fall unless the mountains themselves crash down, the saying goes, and I believe it._";

begintalknode 37;
	state = 34;
	personality = 363;
	nextstate = -1;
	condition = 1;
	question = "Mountains crash";
	text1 = "_As though that could happen. But however strong the castle, there's still need for grain, and I guard it._";

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;	
	