// TOWN DIALOGUE SCRIPT
//    Town 8: Under 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 = 160;
	nextstate = 1;
	condition = 1;
	question = "Aeschere";
	text1 = "A smile on his face as ever, Aeschere's clothes have become plainer since you saw him of late. A plain brown robe has taken the place of the kingly garbs, and he is no longer adorned by any jewelry.";
	text2 = "_Ah, you have come. It is still Aeschere. I have not changed my name, if much else has changed._";
	text5 = "A smile on his face as ever, Aeschere's clothes have become plainer since you saw him of late. A plain brown robe has taken the place of the kingly garbs, and he is no longer adorned by any jewelry.";
	action = INTRO; // This line only does anything if the character has a personality set.

begintalknode 2;
	state = 1;
	personality = 160;
	nextstate = 2;
	condition = 1;
	question = "What are you up to now?";
	text1 = "He inclines his head. _I alone control Hatherond now, thanks to your efforts. But your interests lie elsewhere. You may wonder, perhaps, what I was speaking of to Dracan._";

begintalknode 3;
	state = 2;
	personality = 160;
	nextstate = 3;
	condition = 1;
	question = "Yes we were wondering about that.";
	text1 = "_Dracan sees you only as a tool. You have heard enough to know, have you not? He wanted you to be tested, for whatever purposes he has in mind. I deem it to be conquest._";

begintalknode 4;
	state = 3;
	personality = 160;
	nextstate = 4;
	condition = 1;
	question = "What might his purposes be?";
	text1 = "_Do not aid the Seawyrm, mercenaries. No great reward is there for you to find. Dracan's goals only disrupt the peace. Do not be his pawns, but hear what I have to tell you._";

begintalknode 5;
	state = 4;
	personality = 160;
	nextstate = 5;
	condition = 1;
	question = "Okay, what line are you pushing?";
	text1 = "_I am a merchant, not a warlord. Normally, I would care little for the matters of state and battle, but a full-scale war in Ylmir involving all three clans will greatly hamper my interests.";
	text2 = "Return to Hronesnaess (Ingusi) and stop the war before it begins._";
	code =
	run_town_script(16);
	break;

begintalknode 6;
	state = 3;
	personality = 160;
	nextstate = 2;
	condition = 1;
	question = "Tell us about this conquest.";
	text1 = "_Those of the Seawyrm are a warlike people, and hunger ever for more land. Dracan has developed 'connections' within other clans, striking when he believes it time for expansion.";
	text2 = "I am merely attempting to halt the progress of that purpose._";
	code =
	run_town_script(16);
	break;

begintalknode 7;
	state = 5;
	personality = 160;
	nextstate = 3;
	condition = 1;
	question = "How do we stop it before it begins?";
	text1 = "_There is no time to waste. The Seawyrm moves north and west already. Go now._";
	text2 = "He could just be buying time for another escape. Or, for all you know, he could still be collaborating.";

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;	
	