
begintalkscript;

variables;

begintalknode 10;
	state = -1;
	nextstate = 10;
	question = "Trevahn";
	text1 = "The sight of this man is terrifying. He appears to be a solid slab of muscle, with two beady eyes glaring at you from under a furrowed brow. This must be the Trevahn you've heard so little about. He laughs when he sees you.";
	text2 = "_Of course. They would send adventurers after me, wouldn't they. Thankfully it wasn't anyone competent. Now let's make this simple._";
	text3 = "He walks up onto the deck, uncomfortably close to your vulnerable bodies. He spits at your feet.";
	text4 = "_I don't want your information, because there's nothing to know. My troops are searching the jungle to find how you escaped from the city, and they'll find it._";
	text5 = "_All I have to ask is this. Do you have any last words?_";

begintalknode 11;
	state = 10;
	nextstate = -1;
	question = "Wait, can't we talk about this?";
	text1 = "_I've said everything I want to say._";
	text2 = "He advances, menace in his eyes.";
	text3 = "Thankfully, that pause gave you enough time to slip the bonds from your wrists. Unfortunately, Trevahn isn't fazed. At least the guards aren't attacking.";
	action = END_TALK;

begintalknode 12;
	state = 10;
	nextstate = -1;
	question = "Die, Loyalist scum!";
	text1 = "Trevahn chuckles, and advances.";
	text2 = "_How original._";
	text3 = "Thankfully, that pause gave you enough time to slip the bonds from your wrists. Unfortunately, Trevahn isn't fazed. At least the guards aren't attacking.";
	action = END_TALK;

begintalknode 13;
	state = 10;
	nextstate = -1;
	question = "Don't you need any help?";
	text1 = "Trevahn just stares at you for a moment, then smiles.";
	text2 = "_I could use some practice with my executions._";
	text3 = "Thankfully, that pause gave you enough time to slip the bonds from your wrists. Unfortunately, Trevahn isn't fazed. At least the guards aren't attacking.";
	action = END_TALK;

