//Alora -none
//Ajantis-TBD

//don't help Kirinhale (Durlag's Tower)
INTERJECT_COPY_TRANS2 ~KIRINHAL~ 10 X#AjantisKirinhale1
== AJANTJ IF ~InParty("ajantis") !Dead("ajantis") !StateCheck("ajantis",STATE_SLEEPING)~ THEN ~<CHARNAME>, you aren't seriously considering to help this evil creature by condemning an innocent soul! We should fight her, that will bring the only kind of freedom appropriate for such a creature from hell.~ DO ~IncrementGlobal("X#AjantisRomanceBadDecision","GLOBAL",1) SetGlobal("X#AjantisHelpKiringale","GLOBAL",1)~
END

INTERJECT_COPY_TRANS2 ~KIRINHAL~ 2 X#AjantisKirinhale2
== AJANTJ IF ~InParty("ajantis") !Dead("ajantis") !StateCheck("ajantis",STATE_SLEEPING) Global("X#AjantisHelpKiringale","GLOBAL",1)~ THEN ~<CHARNAME>, it is good you changed your mind. Now this evil creature will get what it deserves!~ DO ~IncrementGlobal("X#AjantisRomanceBadDecision","GLOBAL",-1)~
END

INTERJECT_COPY_TRANS2 ~KIRINHAL~ 2 X#AjantisKirinhale3
== AJANTJ IF ~InParty("ajantis") !Dead("ajantis") !StateCheck("ajantis",STATE_SLEEPING) !Global("X#AjantisHelpKiringale","GLOBAL",1)~ THEN ~Evil creature! Now you'll get what you deserve!~
END

//RIGGILO hostile leave if tricked
INTERJECT_COPY_TRANS2 RIGGILO 15 X#AjantisRiggilo
== AJANTJ IF ~InParty("ajantis") !Dead("ajantis") !StateCheck("ajantis",STATE_SLEEPING)~ THEN ~You *did* it! You tricked that man to help that creature from hell! Even if this man was a scoundrel and thief, you have no right to condemn his soul! Your action was pure evil. Defend yourself!~ DO ~LeaveParty() Enemy() SetGlobal("X#AjantisRomanceActive","GLOBAL",3)~
END

//Branwen

INTERJECT_COPY_TRANS ~DELAINY1~ 52  X#BranwenFlowers
 == ~BRANWJ~ IF ~InParty("branwen") !Dead("branwen") !StateCheck("branwen",STATE_SLEEPING)~ THEN ~This is foolishness. Why can she not pick her own weeds?~
END

INTERJECT_COPY_TRANS ~DURLYLE1~ 51 X#BranwenFlowers2
 == ~BRANWJ~ IF ~InParty("branwen") !Dead("branwen") !StateCheck("branwen",STATE_SLEEPING)~ THEN  ~This is foolishness. Why can he not pick his own weeds?~
END

INTERJECT_COPY_TRANS ~KAROUG~ 6 X#BranwenBloodlust
 == ~BRANWJ~ IF ~InParty("branwen") !Dead("branwen") !StateCheck("branwen",STATE_SLEEPING)~ THEN  ~This one is quite bloodthirsty. Ah, it makes me long for home.~
END

//Coran


I_C_T ~DELAINY1~ 64 X#CoranDelainy
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING)~ THEN ~A lovely wild flower... a tad too wild for my taste, but it seems that you have taken to her, <CHARNAME>... ~
== ~DELAINY1~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING)~ THEN ~Please kind sir, wait to discuss me at least until I am out of the earshot. It makes me uncomfortable. ~
END

I_C_T ~DURLYLE1~ 0 X#CoranDur1
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Such old-fashioned courtesy... in someone so green. It reminds me of tricky merchants who sometimes put false lables on new wine increasing its age. But it still tastes sour.~
END

I_C_T ~DURLYLE1~ 1 X#CoranDur2
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~His ilk never gets 'pleasured' with mere words, <CHARNAME>, I assure you.~
END

I_C_T ~DURLYLE1~ 3 X#CoranDur3
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~No pleasantries? Such restraint deserves a reward. You want a cloak? You'd get your cloak!~
END

I_C_T ~DURLYLE1~ 4 X#CoranDur4
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~You complain that *others* are sickly sweet? They must be a sight indeed!~
END

I_C_T ~DURLYLE1~ 7 X#CoranDur5
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~No, no! That was absolutely right! You *are* history.~
END

I_C_T ~DURLYLE1~ 8 X#CoranDur6
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Wow! Just met you and already he is trying to use you, sweetling!~
END

I_C_T ~DURLYLE1~ 9 X#CoranDur7
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Wow! Just met you and already he is trying to use you, sweetling!~
END

I_C_T ~DURLYLE1~ 10 X#CoranDur8
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Wow! Just met you and already he is trying to use you, sweetling!~
END

I_C_T ~DURLYLE1~ 12 X#CoranDur9
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~You are going to help this... this... fresh farmboy?!~
END

I_C_T ~DURLYLE1~ 20 X#CoranDur10
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Wow! Just met you and already he is trying to use you, sweetling!~
END

I_C_T ~DURLYLE1~ 21 X#CoranDur11
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Wow! Just met you and already he is trying to use you, sweetling!~
END

I_C_T ~DURLYLE1~ 29 X#CoranDur12
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~How utterly *yawns* exci-i-i-ting... Excuse me while I take a nap.~
END

I_C_T ~DURLYLE1~ 34 X#CoranDur13
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~How utterly *yawns* exci-i-i-ting... Excuse me while I take a nap.~
END

I_C_T ~DURLYLE1~ 35 X#CoranDur14
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Now that we have learned the genealogy of this... stablehand, may we finally move away?~
END

I_C_T ~DURLYLE1~ 36 X#CoranDur15
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~I suspect that 'dissappearing' would be too much to ask?~
END

I_C_T ~DURLYLE1~ 37 X#CoranDur16
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Flattering? Unexplicable I would say!~
END

I_C_T ~DURLYLE1~ 39 X#CoranDur17
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Charming! Blushes like a maiden to boot!~
END

I_C_T ~DURLYLE1~ 51 X#CoranDur18
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~In my parts men do not find flowers particulary alluring or ask fair maidens to bring them a bunch. In my parts men shower their beauties with blooms...~
END

I_C_T ~DURLYLE1~ 55 X#CoranDur19
== ~CoranJ~ IF ~InParty("coran") !Dead("coran") !StateCheck("coran",STATE_SLEEPING) Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN ~Is he blind or just dumb? Did he miss the meadow you are carrying in your hands?~
END


CHAIN
IF ~~ THEN ~CORANJ~ X#CoranDurFight
~Now, my poor fellow, do not just stand there! I gather there are not many maidens in these isolated parts, but the way you stare at <CHARNAME> is scandalous! Do close your mouth at least pup, before you start drooling.~
DO ~SetGlobal("X#CoranDur","GLOBAL",2)~
== ~DURLYLE1~ ~Pup?! *Scowls* I am grown up enough to challenge you over the bitch!~
== ~CORANJ~ ~Tsk, tsk... Nobo-~
== ~DURLYLE1~ ~*lunges forward*~
DO ~ActionOverride("Coran",ReallyForceSpellRES("SPPR102",Myself))~
== ~DURLYLE1~ ~Fare thee well, beautiful lady... Perhaps...another time...no, another time and things would be the same. Go with my thoughts, and please be well. ~
DO ~SetGlobal("WillHelpEscape","GLOBAL",1) EscapeArea()~ 
END
IF ~~ THEN SOLVED_JOURNAL ~Durlyle was interested in more than friendship, it seems. In fact he was so transparent, that Coran got really jelouse. Durlyle ended up punching him right in the face. I feel... awkward.~  EXIT

ADD_TRANS_TRIGGER ~DURLYLE1~ 58 ~OR(3) !InParty("coran") !Global("CoranMatch","GLOBAL",1) Global("CoranRomanceInactive","GLOBAL",1)~
ADD_TRANS_TRIGGER ~DURLYLE1~ 59 ~OR(3) !InParty("coran") !Global("CoranMatch","GLOBAL",1) Global("CoranRomanceInactive","GLOBAL",1)~

EXTEND_BOTTOM ~DURLYLE1~ 58
IF ~InParty("coran") Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN DO ~SetGlobal("X#CoranDur","GLOBAL",1)~ EXTERN ~CORANJ~ X#CoranDurFight
END

EXTEND_BOTTOM ~DURLYLE1~ 59
IF ~InParty("coran") Global("CoranMatch","GLOBAL",1) !Global("CoranRomanceInactive","GLOBAL",1)~ THEN DO ~SetGlobal("X#CoranDur","GLOBAL",1)~ EXTERN ~CORANJ~ X#CoranDurFight
END

//Dynaheir

// Shandalar
INTERJECT_COPY_TRANS ~SHANDAL2~ 8 DynaheirShandal2a
  == ~DYNAHJ~  IF ~InParty("dynaheir") !Dead("dynaheir") !StateCheck("dynaheir",STATE_SLEEPING)~ THEN ~Thou want us to pay a blood debt to thee, Shandalar? Indeed, this is most humble and...revolting. Whilst it relieves mine conscience, I cannot believe that a simple task of retrieving a cloak is a sufficient payment for thy daughters' deaths. Art thou sending us to a deadly maze, wizard? But no matter. Thou named thy price and we must pay.~
END

// Shandalar
INTERJECT_COPY_TRANS ~SHANDAL2~ 10 DynaheirShandal2b
  == ~DYNAHJ~  IF ~InParty("dynaheir") !Dead("dynaheir") !StateCheck("dynaheir",STATE_SLEEPING)~ THEN ~Thou want us to pay a blood debt to thee, Shandalar? Indeed, this is most humble and...revolting. Whilst it relieves mine conscience, I cannot believe that a simple task of retrieving a cloak is a sufficient payment for thy daughters' deaths. Art thou sending us to a deadly maze, wizard? But no matter. Thou named thy price and we must pay.~
END

// Shandalar
INTERJECT_COPY_TRANS ~SHANDAL2~ 18 DynaheirShandal2c
  == ~DYNAHJ~  IF ~InParty("dynaheir") !Dead("dynaheir") !StateCheck("dynaheir",STATE_SLEEPING)~ THEN ~Thou want us to pay a blood debt to thee, Shandalar? Indeed, this is most humble and...revolting. Whilst it relieves mine conscience, I cannot believe that a simple task of retrieving a cloak is a sufficient payment for thy daughters' deaths. Art thou sending us to a deadly maze, wizard? But no matter. Thou named thy price and we must pay.~
END

//Edwin 
I_C_T ~DRADEE~ 6 X#EdwinDraadeel
== ~EDWINJ~ IF ~InParty("EDWIN")
!Dead("EDWIN")
!StateCheck("EDWIN",STATE_SLEEPING)~ THEN ~A diary is a commendable pastime for simpleminded. A mage of power and ambition would have ruled those creatures in a few years, let alone few centuries… (Flea-ridden as they are, they would make a decent conquering army.)~ END

//Eldoth - none

//Faldorn

INTERJECT_COPY_TRANS ~THEREL~ 7 FALDORNTHERELLA1
==~FALDOJ~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~When the cubs die before the wolves, the pack dies. Much as I am eager to drain young blood from this settlement and see its decline, I pity the cubs to die in the dwarven warrens. Let's find them, but if they did not learn the hatred towards built things and mechanical trinkets, I'll leave them to their own devices.~
END

INTERJECT_COPY_TRANS~DALTON~4 FALDORNDALTON1
==~FALDOJ~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~Do you hate this place then? ~
==~DALTON~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~I do! I.. I need to go! ~
==~FALDOJ~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~Do you hate every trap, every device and every stone of it? ~
==~DALTON~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~YES! Yes, madam, please, let me GO! ~
==~FALDOJ~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~The nightmares will torment you unless you cleanse yourself of the foulness that you have imbibed while foolishly wandering around here.~
=~Take your mother Therella, come to the druid's grove and bow to Archdruid Aramande. He would impose a penalty and heal you.~
==~DALTON~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~I... I will do as you say. Now I MUST run out of here... AHHHHHH! ~
END
 
INTERJECT_COPY_TRANS~DALTON~5 FALDORNDALTON2
==~FALDOJ~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~Do you hate this place then? ~
==~DALTON~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~I do! I.. I need to go! ~
==~FALDOJ~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~Do you hate every trap, every device and every stone of it? ~
==~DALTON~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~YES! Yes, madam, please, let me GO! ~
==~FALDOJ~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~The nightmares will torment you unless you cleanse yourself of the foulness that you have imbibed while foolishly wandering around here.~
=~Take your mother Therella, come to the druid's grove and bow to Archdruid Aramande. He would impose a penalty and heal you.~
==~DALTON~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~I... I will do as you say. Now I MUST run out of here... AHHHHHH! ~
END

INTERJECT_COPY_TRANS KAISH 27 FPCITAL
  == ~FALDOJ~ IF ~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~ THEN ~It is the sign! GRRR! It is the sign! We must carry it back to the mainland and turn all the civilized weaklings in the true beasts! Woooo! Listen to me, <CHARNAME>! What destiny can be better?~
END

INTERJECT_COPY_TRANS~DELAINY1~51 FALDORNDELAINEY1
==~FALDOJ~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~If those flowers are rare, how dare you to ask us to destroy them for the sake of your courting <CHARNAME>? Grr! Are you a fly to need it for mating? ~
==~DELAINY1~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~That... that was very rude, outsider. But it is <CHARNAME>'s words that matters to me, not yours.~
END
 
INTERJECT_COPY_TRANS~DURLYLE1~51 FALDORNDURLYLE1
==~FALDOJ~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~If those flowers are rare, how dare you to ask us to destroy them for the sake of your courting <CHARNAME>? Grr! Are you a fly to need it for mating? ~
==~DURLYLE1~IF~InParty("faldorn") !Dead("faldorn") !StateCheck("faldorn",STATE_SLEEPING)~THEN~That... that was very rude, outsider. But it is <CHARNAME>'s words that matters to me, not yours.~
END

//Garrick

I_C_T ~DRADEE~ 1 X#GarDraadeel
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~The Gibbering Twelve? Are you alright, Sir?~ END

I_C_T ~ERDANE~ 0 X#GarErd
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~Now *that* is a sales pitch.~ END

I_C_T2 ~HACK~ 0 X#GarHack
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~Not the most eloquent of allies, but, oh my! He certainly does look as if he makes up for it physically.~ END

I_C_T ~ISLSIR~ 4 X#GarIsl
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~Tis such a beautiful and terrible thing!~ END

I_C_T ~MERLEA~ 2 X#GarMer
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~I don’t approve of such clandestine activities, but I guess sometimes you’ve got no choice.~ END

I_C_T2 ~OGRMA3~ 3 X#GarOgr
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~Those words shall be your last, fiend!~ END

I_C_T ~TELLAN~ 2 X#GarTel
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~He’s completely mad!~ END

I_C_T ~THEREL~ 7 X#GarThe
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~It does have a fearsome reputation...~
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~But, uh, fear not, lady! The situation is by no means hopeless!~ END

I_C_T2 ~WENRIC~ 1 X#GarWen
== ~GARRIJ~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~A handful of zombies? There was a time when I’d have been fearful of such a challenge, but I feel we’re more than capable of that now! Right, CHARNAME?~
== ~WENRIC~ IF ~InParty("GARRICK")
!Dead("Garrick")
!StateCheck("Garrick",STATE_SLEEPING)~ THEN ~Chat or no chat, you gets them dead, you gets the gold!~ END

//Imoen - none

//Jaheira

INTERJECT_COPY_TRANS ~KAISH~ 27 JaKaisha1
== ~JAHEIJ~ IF ~InParty("jaheira") !Dead("jaheira") !StateCheck("jaheira",STATE_SLEEPING)~ THEN ~I know that many druids choose this path to bring themselves even closer with Nature, but I would be much more comfortable with my regular shapeshifting powers! By Silvanus, we must reverse this curse for I am certain that none of us wants to spend the rest of his days in wolf's skin. One way to reverse it would be to... kill the chieftain! Kill Kaishas! Quickly!~
END

INTERJECT_COPY_TRANS ~JORIN~ 8 JaJorin
== ~JAHEIJ~ IF ~InParty("jaheira") !Dead("jaheira") !StateCheck("jaheira",STATE_SLEEPING)~ THEN ~It would appear he speaks of wolfweres. Let us be wary then, for they are not only truly formidable in combat, but possess great cunning and will use guile against us.~
END

//Kagain - none

//Khalid - none

//Kivan

INTERJECT_COPY_TRANS ~KAISH~ 27 KivanKaishas
== ~KIVANJ~ IF ~InParty("kivan") !Dead("kivan") !StateCheck("kivan",STATE_SLEEPING)~ THEN ~Gift? I would have called it a gift, if you asked before bestowing it upon us. Wolves are proud and strong beasts and there is no shame in having wolf-blood. By not giving us the choice you had cursed us, Kaishas, as you well know.~
== ~KAISH~  IF ~InParty("kivan") !Dead("kivan") !StateCheck("kivan",STATE_SLEEPING)~ THEN ~Think of it as you will. You belong now. ~
END

INTERJECT_COPY_TRANS ~ULRAUN~ 3 KivanUlraunt
== ~KIVANJ~ IF ~InParty("kivan") !Dead("kivan") !StateCheck("kivan",STATE_SLEEPING)~ THEN ~<CHARNAME> did not betray <PRO_HISHER> father's memory. You are blinded by Sarevok's intrigues, sage.~
END

//Minsc - no

//Montaron 

INTERJECT_COPY_TRANS ~KAROUG~ 0 MontaronKaroug
== ~MONTAJ~ IF ~InParty("montaron") !Dead("montaron") !StateCheck("montaron",STATE_SLEEPING)~ THEN ~Here, doggie, doggie, doggie. Here, boy.~
END

//Quayle

//TotSC
I_C_T2 ~APPAR~ 0 X#QuaDurApp
== ~QUAYLJ~ IF ~InParty("QUAYLE")
!Dead("QUAYLE")
!StateCheck("QUAYLE",STATE_SLEEPING)~ THEN ~Impressive in size to be sure, but you have to consider just how and why something that big could ever get down here... And I think I, for one, will prove adequate to any tests of wisdom. Say, who are what are you, anyway?~
== ~APPAR~ IF ~InParty("QUAYLE")
!Dead("QUAYLE")
!StateCheck("QUAYLE",STATE_SLEEPING)~ THEN ~Who and what are not questions that matter; or perhaps I do not know or you would not understand the answers.~ END

I_C_T2 ~BAYARD~ 6 X#QuaBay
== ~QUAYLJ~ IF ~InParty("QUAYLE")
!Dead("QUAYLE")
!StateCheck("QUAYLE",STATE_SLEEPING)~ THEN ~That’s fine. I don’t make mistakes. Well, not often, anyhow.~ END

I_C_T2 ~CARSA~ 4 X#QuaCars
== ~QUAYLJ~ IF ~InParty("QUAYLE")
!Dead("QUAYLE")
!StateCheck("QUAYLE",STATE_SLEEPING)~ THEN ~Say, what’s the name? Actually you probably shouldn’t answer that question.~ END

I_C_T2 ~DEZKIEL~ 0 X#QuaDez
== ~QUAYLJ~ IF ~InParty("QUAYLE")
!Dead("QUAYLE")
!StateCheck("QUAYLE",STATE_SLEEPING)~ THEN ~I’ve often wondered that myself, actually.~ END

I_C_T2 ~DRADEE~ 1 X#QuaDrad
== ~QUAYLJ~ IF ~InParty("QUAYLE")
!Dead("QUAYLE")
!StateCheck("QUAYLE",STATE_SLEEPING)~ THEN ~The Gibbering Twelve? What sort of name is that?~ END

I_C_T2 ~GARAN~ 0 X#QuaGar
== ~QUAYLJ~ IF ~InParty("QUAYLE")
!Dead("QUAYLE")
!StateCheck("QUAYLE",STATE_SLEEPING)~ THEN ~Hey! Me too.~ END

I_C_T2 ~BGKNIGHT~ 1 X#QuaKnight
== ~QUAYLJ~ IF ~InParty("QUAYLE")
!Dead("QUAYLE")
!StateCheck("QUAYLE",STATE_SLEEPING)~ THEN ~Ah, the old return-our-missing-comrade ploy. I do so love a good return-our-missing-comrade ploy.~ END


//End of TotSC

//Safana - no

//Shar-Teel - no

//Skie - no

//Tiax

// Tiax, Kaish - Werewolf Island
CHAIN
IF ~~ THEN BTIAX TKWI1
~Tiax is not here to harm. He is simply marking this location on his map so that when he rules, his armies will sweep through these islands and absorb them into his empire!~
DO ~SetGlobal("TKWI","LOCALS",1) SetGlobal("TKWI111","GLOBAL",1)~
== KAISH ~Who is Tiax, and why would armies wish to disturb those who belong? We do not wish to fight to you, or others who serve of you, but will if you press us.~
END
++ ~Never mind Tiax. He doesn't speak for our group, and we do not wish to harm you.~ EXTERN KAISH 3 //(leads to normal dialogue for first option)
++ ~Tiax is a bit addled, but I hardly fear threats from a backwater village of slack-jawed yokels. Our business is our own.~ EXTERN KAISH 4 //(leads to normal dialogue for second option)
++ ~Don't worry about Tiax. We don't care about your village one way or the other. We've come for other reasons.~ EXTERN KAISH 5 //(leads to normal dialogue for third option)

EXTEND_BOTTOM KAISH 0
IF ~Global("TKWI111","GLOBAL",0) InParty("tiax") !Dead("tiax") !StateCheck("tiax",STATE_SLEEPING)~ EXTERN BTIAX TKWI1
END

EXTEND_BOTTOM KAISH 1  // Tiax, Kaish - Werewolf Island
IF ~Global("TKWI111","GLOBAL",0) InParty("tiax") !Dead("tiax") !StateCheck("tiax",STATE_SLEEPING)~ EXTERN BTIAX TKWI1
END

EXTEND_BOTTOM KAISH 2  // Tiax, Kaish - Werewolf Island
IF ~Global("TKWI111","GLOBAL",0) InParty("tiax") !Dead("tiax") !StateCheck("tiax",STATE_SLEEPING)~ EXTERN BTIAX TKWI1
END

//Viconia

I_C_T2 ~ANDRIS~ 6 X#VicAndr1
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Ha! Not the clumsiest proposition I have ever heard; though indeed just as hopeless as the rest.~ END

I_C_T2 ~ANDRIS~ 7 X#VicAndr2
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~ Ha! Not the clumsiest proposition I have ever heard; though indeed just as hopeless as the rest.~ END

I_C_T2 ~APPAR~ 1 X#VicAppar
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Interesting, <CHARNAME>. On the one hand these surfacers have been trapped so must be hardly competent; on the other their worthlessness means that should they turn on us we could easily dispatch them...~
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~In either case, I have never been a fan of neither sculpture nor heroes. Free them then kill them when they are no longer useful, and leave them to rot; that's what I would suggest.~ END

I_C_T2 ~GATEWERE~ 0  X#VicGateWere
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~And it would not be wise to try and stop us, either.~
== ~GATEWERE~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Grr... I advise you to go, outsider, and seek out Kaishas Gen.~ END

I_C_T2 ~CALAHA~ 2 X#VicCalahan
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Listening to this one's speech is like clawing one's eyes out. Eugh.~ END

I_C_T2 ~CUCHOL~ 0  X#VicCuchol
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Iblith.~ END

I_C_T2 ~DRADEE~ 6 X#VicDrad
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~A surface elf, *and* a Selunite. Iblith! He deserves to stay locked in here.~ END

I_C_T2 ~EVALT~ 4  X#VicEvalt
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~I find your ways at least as barbaric of the surfacers on the mainland. And I alone, coming from a place of true culture, am fit to judge.~
== ~EVALT~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Bad memories cloud your judgement. Good day to you.~ END

I_C_T2 ~FARTHI~ 1 X#VicFar
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~An early start to weed out the weak... An interesting people, these islanders.~ END

I_C_T2 ~HALFEN~ 0 X#VicHalfen
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Quiet, midget.~ END

I_C_T2 ~KIRINHAL~ 0 X#VicKirinhale
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Careful <CHARNAME>, that is no mere woman!~
== ~KIRINHAL~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Quiet, lady, and let the man sit and rest at my side. You can stay too, if you'd like.~ END

I_C_T2 ~JORIN~ 0 X#VicJor
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Look, this one can barely speak. Ha!~ END

I_C_T2 ~KAROUG~ 11 X#Vic
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~A ludicrous suggestion.~ END

I_C_T2 ~LOVE~ 2 X#VicLove
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~In my heart I dismissed love long ago... This spectre shall prove no more troublesome.~ END

I_C_T2 ~PALIN~ 5 X#VicPalin
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Ambushed!~ END

I_C_T2 ~TRACEA~ 1 X#VicTrac1
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~A demon summoning? <CHARNAME>, we should flee! Leave these wretches to their doom!~ END

I_C_T2 ~TRACEA~ 2 X#VicTrac2
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~A demon summoning? <CHARNAME>, we should flee! Leave these wretches to their doom!~ END

I_C_T2 ~TRACEA~ 3 X#VicTrac3
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~A demon summoning? <CHARNAME>, we should flee! Leave these wretches to their doom!~ END

I_C_T2 ~TRACEA~ 4 X#VicTrac4
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~A demon summoning? <CHARNAME>, we should flee! Leave these wretches to their doom!~ END

I_C_T2 ~TRACEA~ 5 X#VicTrac5
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~A demon summoning? <CHARNAME>, we should flee! Leave these wretches to their doom!~ END

I_C_T2 ~WENRIC~ 1 X#VicWenric
== ~VICONJ~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Or perhaps I should use Shar's divine powers to set them on you and just take your money?~ 
== ~WENRIC~ IF ~InParty("VICONIA")
!Dead("VICONIA")
!StateCheck("VICONIA",STATE_SLEEPING)~ THEN ~Please, ma'am, we're at the end of our tether! We're just common folk! The... the offer stands, and I pray you'll do the right thing.~
END

// Xan


INTERJECT_COPY_TRANS ~ANDRIS~ 1 XANANDRIS1
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~So, here we are, stranded on an iced speck in the middle of the ocean, with no food or proper shelter. Do you find it amusing, <CHARNAME>, that we are actually safer now than ever before? Or are you too busy planning how we should fight our way out of this safety, to our imminent doom?~
END

INTERJECT_COPY_TRANS ~ANDRIS~ 2 XANANDRIS2
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~So, here we are, stranded on an iced speck in the middle of the ocean, with no food or proper shelter. Do you find it amusing, <CHARNAME>, that we are actually safer now than ever before? Or are you too busy planning how we should fight our way out of this safety, to our imminent doom?~
END

INTERJECT_COPY_TRANS ~ANDRIS~ 3 XANANDRIS3
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~So, here we are, stranded on an iced speck in the middle of the ocean, with no food or proper shelter. Do you find it amusing, <CHARNAME>, that we are actually safer now than ever before? Or are you too busy planning how we should fight our way out of this safety, to our imminent doom?~
END

INTERJECT_COPY_TRANS ~ANDRIS~ 4 XANANDRIS4
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~So, here we are, stranded on an iced speck in the middle of the ocean, with no food or proper shelter. Do you find it amusing, <CHARNAME>, that we are actually safer now than ever before? Or are you too busy planning how we should fight our way out of this safety, to our imminent doom?~
END

INTERJECT_COPY_TRANS~DRADEE~ 1 XANDRADEE1
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~Gibbering Twelve - no, but the Gibbering Three might have...~
END
 
INTERJECT_COPY_TRANS ~DRADEE2~ 0 XANDRADEE2
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~*Sighs* I have a feeling that since the aforementioned ship is the only one available in this harbor, we are going to miss it... ~
END

INTERJECT_COPY_TRANS ~DURLAGT~ 0 XANDURLAG1
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~What is Evereska if not a larger Tower of Durlag?  We cut ourselves away from the world, created traps and defenses - all illusions and phantoms of our own pride and short-sightedness... It is hopeless.  My kin is doomed to die just like Durlag’s clan and nothing shall save us.~
END

INTERJECT_COPY_TRANS ~DEATH1~ 0 XANDNITE1
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~Oh, I know that under our current circumstances it is quite silly to gloat... But I cannot resist to point out that I have mentioned on a number of occasions that dreaded monsters are known to inhabit mysterious underground ruins... which you are so eager to stick your head into, <CHARNAME>.  Now, thanks to your insatiable desire to see if flame burns, we are about to be put to death by a Demonknight!  Such an honor...~
==~DEATH1~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~Your mouth you shall close!~
END
 
INTERJECT_COPY_TRANS ~DEATH2~ 6 XANDNITE2
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~And I have been looking for so long for an appropriate way to describe our misfortunate party... maid service to Death.  Quite eloquent.  A pity I will not live long enough to write it down in my “Account of the Journey to Suicide”.~
END

INTERJECT_COPY_TRANS ~IKE~ 0 XANIKE
==~XANJ~IF~InParty("xan") !Dead("xan") !StateCheck("xan",STATE_SLEEPING)~THEN~And why, O seller of suicides, we should use your services? We are perfectly equipped to get ourselves killed as is. Unless, of course, our eager-to-die-bravely <CHARNAME> thinks that adding the feeling of false security might bring our demise faster.~
END

//Xzar - none

//Yeslick - none




