// TOWN DIALOGUE SCRIPT
//    Town 7: Hetware

// 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 = 140;
	nextstate = 1;
	condition = 1;
	question = "Malbeth";
	text1 = "Robed in pale blue, a peaceful yet foreboding air lies around this aged man. His face is worn with years, but his eyes are as keen as the eagle as he holds you in a penetrating gaze.";
	text2 = "_I am called Malbeth, seekers._ His deep-toned words resonate through the room, echoing off every wall.";
	text5 = "Robed in pale blue, a peaceful yet foreboding air lies around this aged man. His face is worn with years, but his eyes are as keen as the eagle as he holds you in a penetrating gaze.";
	action = INTRO; // This line only does anything if the character has a personality set.

begintalknode 2;
	state = 1;
	personality = 140;
	nextstate = 2;
	condition = 1;
	question = "What is your job?";
	text1 = "_To watch and guide._";

begintalknode 3;
	state = 2;
	personality = 140;
	nextstate = 3;
	condition = 1;
	question = "How do you do that?";
	text1 = "_With the sharing of the measure of foresight gifted to me. Thus I give counsel, in hopes that seekers heed them. And too, I bequeath gifts in need._";

begintalknode 4;
	state = 3;
	personality = 140;
	nextstate = 2;
	condition = 1;
	question = "What counsel do you proffer?";
	text1 = "_This I give now only: seek your own path._";
	code =
	run_town_script(23);
	break;

begintalknode 5;
	state = 3;
	personality = 140;
	nextstate = 4;
	condition = 1;
	question = "Gifts, sounds good to us...";
	text1 = "_Some rituals draw upon the innate goodness of the earth, and I shall teach them with a fair price. Or if need be, I can tell you of the properties of items._";

begintalknode 6;
	state = 4;
	personality = 140;
	nextstate = 3;
	condition = 1;
	question = "We are always interested in priestly rituals";
	text1 = "You finish shopping.";
	code =
		begin_shop_mode("Earthly Rituals","Some rituals draw upon the innate goodness of the earth, and Malbeth shall teach them to you for a very fair price.",12,1,-1);
	break;

begintalknode 7;
	state = 4;
	personality = 140;
	nextstate = 3;
	condition = 1;
	question = "A few of our items need to be identified";
	text1 = "_It shall be done then._";
	action = ID 15;

begintalknode 10;
	state = -1;
	personality = 141;
	nextstate = 11;
	condition = 1;
	question = "Thrytho";
	text1 = "Garbed all in black, this short, bent-over woman stares deep into the bubbling cauldron before her, muttering unintelligible phrases now and then to herself.";
	text2 = "She turns with a faint hiss. Each sibilant word escapes her mouth one at a crawling speed. _Yes? I am Thrytho._";

begintalknode 11;
	state = 11;
	personality = 141;
	nextstate = 12;
	condition = 1;
	question = "What do you do?";
	text1 = "_Ah._ She sighs. _You seek things of price. To you then, I am a merchant._";

begintalknode 12;
	state = 12;
	personality = 141;
	nextstate = 13;
	condition = 1;
	question = "Things of price...?";
	text1 = "_The baser uses of the craft, but that is what they want of me. The brave seek elsewhere. Purchase what you will._";

begintalknode 13;
	state = 13;
	personality = 141;
	nextstate = 13;
	condition = 1;
	question = "We wish to purchase";
	text1 = "You finish shopping.";
	code =
		begin_shop_mode("Thrytho's Brews","This archetypal witch won't give you any bargains.",13,6,-1);
	break;

begintalknode 14;
	state = 13;
	personality = 141;
	nextstate = 14;
	condition = 1;
	question = "What do you mean _baser uses of the craft_?";
	text1 = "She turns back to the cauldron for a while, holding her speech. After a minute, she speaks without turning. _The secrets are for the seeker to plumb._";

begintalknode 15;
	state = 12;
	personality = 141;
	nextstate = 15;
	condition = 1;
	question = "A merchant...";
	text1 = "_The baser uses of the craft, but that is what they want of me. The brave seek elsewhere. Purchase what you will._";

begintalknode 16;
	state = 15;
	personality = 141;
	nextstate = 12;
	condition = 1;
	question = "Where do you mean by _elsewhere_?";
	text1 = "She laughs faintly. _What is it that they say? Beyond the mountains of the moon, down the valley of the shadow..._";
	text2 = "She turns and tends the brew with a ghost of a smile.";

begintalknode 17;
	state = 14;
	personality = 141;
	nextstate = 12;
	condition = 1;
	question = "Ah, seeker to plumb...";
	text1 = "She stirs the brew quietly. _My counsel is withheld. Find for yourselves, if you truly be worthy._";

begintalknode 18;
	state = 12;
	personality = 141;
	nextstate = 17;
	condition = 1;
	question = "Can you tell us about idols and charms?";
	text1 = "Her voice turns bitter momentarily. _Why inquire you of that?_";
	text2 = "She hisses. _No. Never again._";

begintalknode 20;
	state = 17;
	personality = 141;
	nextstate = 18;
	condition = 1;
	question = "Never again...";
	text1 = "She stops stirring for a moment. _Grendel has taken him._";

begintalknode 21;
	state = 18;
	personality = 141;
	nextstate = 16;
	condition = 1;
	question = "Tell us about this Grendel";
	text1 = "She sighs. _Too much power to bear. Not ever. None._";
	text2 = "The brew begins to turn again.";

begintalknode 22;
	state = 12;
	personality = 141;
	nextstate = 16;
	condition = 1;
	question = "Have you heard about a man named Dowan?";
	text1 = "Her voice turns bitter momentarily. _Why inquire you of that?_";

begintalknode 25;
	state = -1;
	personality = 142;
	nextstate = 21;
	condition = 1;
	question = "Weohstan";
	text1 = "A roughly-dressed man walks about the shipyard.";
	text5 = "_Weohstan, the shipwright._";
	action = INTRO;

begintalknode 26;
	state = 21;
	personality = 142;
	nextstate = 22;
	condition = 1;
	question = "So you make boats?";
	text1 = "He shrugs. _What else would a shipwright do? I make boats._";

begintalknode 27;
	state = 22;
	personality = 142;
	nextstate = 23;
	condition = 1;
	question = "We could use a boat";
	text1 = "He looks over you carefully. _No, there are no boats for sale as of now. If you want one, you had better go up to Fresan._";

begintalknode 28;
	state = 23;
	personality = 142;
	nextstate = 24;
	condition = 1;
	question = "Where is Fresan?";
	text1 = "_A long ways north, in Falcon lands. I hear that business hasn't been good there, what with the pirates and all, so they should have plenty of boats to get rid of cheaply._";

begintalknode 29;
	state = 24;
	personality = 142;
	nextstate = 25;
	condition = 1;
	question = "What about these pirates?";
	text1 = "_We haven't had problems, but they're getting bolder by the day. They don't do more than raids though. Can't cope with the cavalry, I suppose._";

begintalknode 30;
	state = 25;
	personality = 142;
	nextstate = 22;
	condition = 1;
	question = "Tell me about the cavalry";
	text1 = "_The Northerners brought horses with them. But I'm no expert on matters of war._ He pauses.";
	text2 = "_Well, in short, no boats here for sale now._";

begintalknode 33;
	state = -1;
	personality = 143;
	nextstate = 31;
	condition = 1;
	question = "Unferth";
	text1 = "Seated in the corner of the hall, the scribe here writes quietly.";
	text5 = "He raises his head and acknowledges you. _Unferth. Greetings._";
	action = INTRO;

begintalknode 34;
	state = 31;
	personality = 143;
	nextstate = 32;
	condition = 1;
	question = "What is your job?";
	text1 = "_I write, and I copy._ He thinks. _I suppose that's all._";

begintalknode 35;
	state = 32;
	personality = 143;
	nextstate = 33;
	condition = 1;
	question = "What sort of writing do you do?";
	text1 = "_Town hall meetings, long and elaborate letters, and things of the sort. Most people aren't literate, after all, so it's a fairly profitable occupation to be one of a few that are._";

begintalknode 36;
	state = 32;
	personality = 143;
	nextstate = 34;
	condition = 1;
	question = "What exactly do you copy?";
	text1 = "_Old manuscripts, and matters of that kind. I've come across many styles and languages. In fact, I'd go so far to say that if there's anything on Ylmir, I can read it._";
	text2 = "_Is there anything you need translated?_";

begintalknode 37;
	state = 34;
	personality = 143;
	nextstate = -1;
	condition = 1;
	question = "Translation...";
	text1 = "_Well, come back if you ever do, and I'll see whether I can help._";
	code =
	run_town_script(13);
	break;

begintalknode 38;
	state = 33;
	personality = 143;
	nextstate = -1;
	condition = 1;
	question = "Not many can read and write";
	text1 = "_Hetware is a better-educated town than most, but still hopelessly poor in knowledge._";

begintalknode 39;
	state = 33;
	personality = 143;
	nextstate = -1;
	condition = 1;
	question = "Why it is such a profitable occupation?";
	text1 = "_There is always a need for letters, after all._";

begintalknode 40;
	state = 34;
	personality = 143;
	nextstate = 35;
	condition = 1;
	question = "What sort of styles and languages?";
	text1 = "_We of the Wolf speak our common speech. The Falconers converse in it, though they also have their own. The newcomers do not._";

begintalknode 41;
	state = 35;
	personality = 143;
	nextstate = 34;
	condition = 1;
	question = "What is the common speech?";
	text1 = "_We were taught it from birth. It is akin to the trader-languages in the various parts of this world. Not one for any high writing, but sufficient nonetheless._";

begintalknode 42;
	state = 35;
	personality = 143;
	nextstate = 36;
	condition = 1;
	question = "The Seawyrm are the newcomers?";
	text1 = "_The Seawyrm-speech is rich and strange. I know some of it. A little more than..._ He breaks off in mid-sentence.";

begintalknode 43;
	state = 36;
	personality = 143;
	nextstate = 34;
	condition = 1;
	question = "Little more...";
	text1 = "He shakes his head, reluctant to continue.";

begintalknode 46;
	state = -1;
	personality = 144;
	nextstate = 41;
	condition = 1;
	question = "Withergyld";
	text1 = "The aged fletcher leans out from behind the counter.";
	text5 = "_Withergyld._";
	action = INTRO;

begintalknode 47;
	state = 41;
	personality = 144;
	nextstate = 42;
	condition = 1;
	question = "What is your job?";
	text1 = "_I deal in archery._ He gestures around. _Just a simple retired soldier, trying to make a living. Care to purchase any?_";

begintalknode 48;
	state = 42;
	personality = 144;
	nextstate = -1;
	condition = 1;
	question = "We wish to purchase";
	text1 = "You finish shopping.";
	code =
		begin_shop_mode("Archery Supplies","Withergyld says that he is just a simple retired soldier, trying to make a living.",14,3,-1);
	break;

begintalknode 49;
	state = 42;
	personality = 144;
	nextstate = 43;
	condition = 1;
	question = "So you were a soldier?";
	text1 = "_I used to be part of the army. But I'm old now. I'm selling off the last of my past, so to speak. Except for one piece._";

begintalknode 50;
	state = 43;
	personality = 144;
	nextstate = 44;
	condition = 1;
	question = "What is the last piece?";
	text1 = "_The bow._ He gestures over his shoulder. _A gift from the good witch._";

begintalknode 51;
	state = 44;
	personality = 144;
	nextstate = 45;
	condition = 1;
	question = "It is a gift?";
	text1 = "_Carried me through many a battle. It's blessed somehow._";

begintalknode 52;
	state = 45;
	personality = 144;
	nextstate = 42;
	condition = 1;
	question = "How is it blessed?";
	text1 = "_I don't know. It's not my part to discuss fairy crafts._";

begintalknode 53;
	state = 44;
	personality = 144;
	nextstate = 42;
	condition = 1;
	question = "Tell us about this good witch";
	text1 = "_She's next door even now, believe it or not. She was much more sociable in the past. I guess the wiser someone gets, the less they want to talk about it._";

begintalknode 56;
	state = -1;
	personality = 145;
	nextstate = 51;
	condition = 1;
	question = "Gaon";
	text1 = "An agent is stalking out in a corner behind the building.";
	text5 = "He shakes his head. _Is Gaon. You now should return Ingusi._";
	action = INTRO;

begintalknode 57;
	state = 51;
	personality = 145;
	nextstate = 51;
	condition = 1;
	question = "Return...?";
	text1 = "_Now, not to Aeschere. We will his escape seal. Go Ingusi._";

begintalknode 60;
	state = -1;
	personality = 146;
	nextstate = 61;
	condition = 1;
	question = "Hnaef";
	text1 = "A rough-faced farmer walks about the fields.";
	text2 = "_Hnaef._";
	text5 = "A rough-faced farmer walks about the fields.";
	action = INTRO;

begintalknode 61;
	state = 61;
	personality = 146;
	nextstate = 62;
	condition = 1;
	question = "What is your job?";
	text1 = "_Farming. Just farming._";

begintalknode 62;
	state = 62;
	personality = 146;
	nextstate = 63;
	condition = 1;
	question = "What do you think of farming?";
	text1 = "_Old and simple business. We here were farmers before the Falconers came. We have big stone houses now, not huts, but we still raise crops._";
	text2 = "_Houses are great, but they don't count if there's no food._";

begintalknode 64;
	state = 63;
	personality = 146;
	nextstate = 62;
	condition = 1;
	question = "Yes, the crops look healthy";
	text1 = "He gestures around him. _These aren't ready for harvest yet. You can probably find some sellers outside the city._";

begintalknode 67;
	state = -1;
	personality = 147;
	nextstate = 71;
	condition = 1;
	question = "Wealsing";
	text1 = "The farmer glances around suspiciously as he walks among the crops.";
	text2 = "He blinks, and turns to you. _Wealsing._";
	

begintalknode 68;
	state = 71;
	personality = 147;
	nextstate = 72;
	condition = 1;
	question = "What is your job?";
	text1 = "He seems perplexed. _I'm a farmer. Never seen a farmer before?_";

begintalknode 69;
	state = 72;
	personality = 147;
	nextstate = 73;
	condition = 1;
	question = "We have seen a farmer before";
	text1 = "_Yeah, well, I've never seen swamp monsters before, but they're there. Plenty of farmers around. Plenty of swamp monsters too._";

begintalknode 70;
	state = 73;
	personality = 147;
	nextstate = 74;
	condition = 1;
	question = "Swamp monsters...";
	text1 = "_Ogres! Elves! Trolls! I don't know what's over there in Westfen, but I'm just a farmer, and I don't think on going any time soon._";

begintalknode 71;
	state = 74;
	personality = 147;
	nextstate = 73;
	condition = 1;
	question = "Ogres, elves...";
	text1 = "_Mean, nasty sorts with bloody fangs and claws._";

begintalknode 72;
	state = 74;
	personality = 147;
	nextstate = 73;
	condition = 1;
	question = "Tell us about these trolls.";
	text1 = "_Mean, nasty sorts with bloody fangs and claws._";

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;	
	