-- [EVENT] --DemonEncounterBase(0)
[/EVENT]

-- [EVENT] --goldfish_(1)
+[NODE]2
[STORY]
As you stop to refill your water supplies, you find a fish with a golden tail trapped in the shallow waters, thrashing about.
[/STORY]
[OUT]If this is a goldfish, they are known to have magical properties. Speak to it.
[OUT]Ignore the fish.
[OUT]Ignore the fish.
[OUT]Help the fish back into the deeper water.
[OUT]Help the fish back into the deeper water.
[OUT]Help the fish back into the deeper water.
[OUT]Eat the fish.
[OUT]Eat the fish.
[/NODE]

+[NODE]3
[STORY]
As far as you can tell, the fish is in fact a goldfish. From the waters, another fish pops out, exclaiming:

'My sister is too weak and she will not last long. Pray help her, quick!'

[/STORY]
[OUT]Ask for the traditional wish first.
[OUT]Do as the fish bids you. Free her sister.
[OUT]Ask if you will get double the wishes since you're helping both fish.
[/NODE]

+[NODE]4
[STORY]
'Fishsticks and draughts! You have not caught me; thus, I am not bound to grant you a wish, and she is too weak for the bargain. Perhaps she will when she is freed.'
[/STORY]
[OUT]Rebuke the fish for trying to lie and bend demon law. 
[OUT]Free the dying fish.
[OUT]Refuse to free the fish unless you get a wish. 
[/NODE]

+[NODE]5
[STORY]
'Oh, fine, fine, if you're so wise, why did you ask? 

She is too weak, so when you rescue her, you will do so without the deal.'
[/STORY]
[OUT]Free the dying fish anyway.
[OUT]Refuse to free the fish unless you get a wish. 
[/NODE]

+[NODE]6
[STORY]
The fish regains its strength almost as soon as it is free to swim. It jumps and speaks to you:

'Thank you, kind strangers. You released me without the promise of reward, and this is rare. I am bound by laws and cannot grant you a wish, but I can tell you a secret. Do you want to hear it?'

[/STORY]
[OUT]Yes. Ask for the secret.
[OUT]No. Decline politely and be on your way.
[/NODE]

+[NODE]7
[STORY]
The trapped fish dies and her sister scorns you:

'I cannot grant wishes, but I can curse those whom I judge unworthy, and you bastards qualify. Hope your bits fall off!'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]8
[STORY]
'See that lake there? It is called Mokre, which means wet in the old tongue.

You'd think any lake would be wet, yeah?'
[/STORY]
[OUT]Confirm and wait to hear more of the story.
[/NODE]

+[NODE]9
[STORY]
'Exactly. Now, I am not at liberty to disclose the full implications of the aforementioned name. But if you swim to the middle of the lake, you may or may not find some old castle ruins.

Beware though, for it is a Wet Lake...'
[/STORY]
[OUT]Convince the fish to be a bit more specific.
[OUT]Nod and leave to find the ruins it spoke of.
[OUT]Thank the fish for the useless secret and leave this place. 
[/NODE]

+[NODE]13
[STORY]
'Oh, darn it, I'm gonna be buried in paperwork for this, but fine. 

There's an old castle ruin of blacksword knights, so treasures are likely. But as you swim there, you will hear the weeping of a child.'

[/STORY]
[OUT]Wait to hear more.
[/NODE]

+[NODE]14
[STORY]
'This spirit child died an awful death, as one might expect, and in its death, it can be very unruly.

But as you saved me, I will reveal this: sing it a lullaby as you swim past, and you will soothe its weeping and pass into the ruins safely. Beware, though, for there may be more physical adversaries inside!'
[/STORY]
[OUT]Thank the fish for its information and leave.
[/NODE]

+[NODE]15
[STORY]
'Alas, despite your golden hearts, I am bound by countless clauses preventing me from divulging more information on the matter.

For instance, a clause forbids me to speak of any possible child spirits that may or may not guard fallen castles filled with treasures. Now, fare thee well!'
[/STORY]
[OUT]Thank the fish for its information and leave.
[/NODE]

+[NODE]16
[STORY]
You refill your water and leave the fish to its fate.

Later that day, you feel sick. Was it the fish or just bad luck? Who knows?
[/STORY]
[OUT]Damn it. 
[/NODE]

+[NODE]18
[STORY]
You help the fish into the water and it swims away, flicking its golden tail at you.

You turn away to leave and feel a blessing fall upon you.
[/STORY]
[OUT]All right, then, leave.
[/NODE]

+[NODE]19
[STORY]
You help the fish into the water and it swims away, flicking its golden tail at you.

[/STORY]
[OUT]All right, then, leave.
[/NODE]

+[NODE]20
[STORY]
The fish regains its strength almost as soon as it is free to swim. It jumps and speaks to you:

'Thank you, kind strangers. You released me without the promise of reward, and this is rare. I am bound by laws and cannot grant you a wish, but I can tell you a secret. Do you want to hear it?'

[/STORY]
[OUT]Yes. Ask for the secret.
[OUT]No. Decline politely and be on your way.
[/NODE]

+[NODE]21
[STORY]
You eat the fish and feel awfully sick afterwards!
[/STORY]
[OUT]Damn it. 
[/NODE]

+[NODE]22
[STORY]
You eat the fish and feel great. It was better than any fish you've ever tasted.
[/STORY]
[OUT]All right, then, leave.
[/NODE]

+[NODE]25
[STORY]
'Rules be damned, my sister's life means more! I will give you my own life force and throw in the location of a treasure I know of. Deal?'
[/STORY]
[OUT]Accept and help the other fish.
[OUT]Decline and demand a wish!
[/NODE]

+[NODE]27
[STORY]
You come across a small pond, there are signs here that say: 'Drop us a gift of good metal or good  gems and the lady of the lake will bless you.'
[/STORY]
[OUT]Throw in the gift. If you have the right resources.
[OUT][Water demon] You've never heard of a lady of the lake, sounds foreign. Dive in to check.
[OUT]Leave.
[/NODE]

+[NODE]35
[STORY]
You dive in and search the lake. You spot a female clad in armour, but also wearing a long white dress and carrying a great sword. 

But whenever you get close, she disappears as if behind a veil. You sense she is here, but also elsewhere...

[/STORY]
[OUT]Throw in the gift.
[OUT]Leave.
[/NODE]

+[NODE]37
[STORY]
You come across a small pond, there are signs here that say: 'Drop us a gift of good metal or good  gems and the lady of the lake will bless you.'
[/STORY]
[OUT]Throw in the gift. If you have the right resources.
[OUT][Water demon] You've never heard of a lady of the lake, sounds foreign. Dive in to check.
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --blackswords spwn(2)
+[NODE]2
[STORY]
You see among the low-hanging mist two islands on the lake. 

Most likely, that is where you can access any castle ruins the fish spoke of.

Strangely, there is a small boat waiting for you at the shore. It is built of fish scales and has a golden tail.
[/STORY]
[OUT]Take the boat to the islands, but be prepared to sing the lullaby to the child spirit, just as the fish warned you.
[OUT]Take the boat to the centre of the lake and search for the castle ruins the fish mentioned.
[/NODE]

+[NODE]3
[STORY]
As you approach the islands, you hear the faint yet growing sobbing of a young child, intertwined with an unnatural wailing that chills your bones. 
[/STORY]
[OUT]Sing the lullaby to appease the child spirit.
[OUT][Magic user] Sing the lullaby and combine it with your own knowledge of the spirits to invoke a binding ritual.
[/NODE]

+[NODE]4
[STORY]
As you approach the islands, you hear the faint yet growing sobbing of a young child, intertwined with an unnatural wailing that chills your bones.

A thick fog engulfs you, and the cries turn to unbearable shrieks.

You see ghostly forms in the fog.
[/STORY]
[OUT]Attack the ghosts!
[OUT][Magic user] Try to use a binding ritual to cast away these evil spirits.
[OUT]Run away!
[/NODE]

+[NODE]7
[STORY]
As you quietly sing the lullaby, the sobbing ceases and the fog in the lake disperses.

You now see that one of the islands has a stone-built entrance to an ancient ruin.

The other holds the remains of a small farmer's hut. 
[/STORY]
[OUT]Go to the castle ruins directly.
[OUT]Check the farmer's hut first.
[/NODE]

+[NODE]8
[STORY]
The entrance looks like old cellar doors or some other utility passage, for it is filled with the remains of caskets, woven baskets, and containers of perishable goods.

The contents, at first glance preserved in their entirety, fall into dust when touched.
[/STORY]
[OUT]Enter the ruins and go in further.
[/NODE]

+[NODE]9
[STORY]
Within the castle ruins, most corridors and rooms are submerged and buried in mud. But there is a path still intact and miraculously dry. 
[/STORY]
[OUT]Go down the eastern path.
[OUT]Go down the western path.
[OUT]Go down the southern path. 
[/NODE]

+[NODE]10
[STORY]
The little house is empty and cold, its floors dusty, and the air heavy. 

Upon scraps of old bedding, you see the ghostly boy rocking and humming the tune you sung him. 

He looks up, and blood spills out of his mouth when he tries to speak.

[/STORY]
[OUT]Better leave the spirit alone. Go to the castle.
[OUT]Commune with the spirit, as is your gift. Ask the boy his woes.
[/NODE]

+[NODE]12
[STORY]
'You, you can speak to me? No one ever can. They just run and scream when I try to talk to them.'
[/STORY]
[OUT]Explain to the ghost that his spirit energy is manifesting as an attack because of how much anger or sorrow he has.
[/NODE]

+[NODE]13
[STORY]
'Oh, I see. I didn't know. All I ever wanted is to ask people to find my mommy.'
[/STORY]
[OUT]Ask if you can help find his mother.
[/NODE]

+[NODE]14
[STORY]
'It was so long ago... I was a boy, hungry, afraid. My mommy was dying without food, and the knights, they took everything and sat in their castle.

I went to ask them for food, went on the bridge, said my mommy was hungry, then my stomach hurt, so cold, so dull...

Then I was here, alone, and everything was gone.'
[/STORY]
[OUT]The child ghost is clearly bound here because he is looking for his mother. Try to find her remains in the house.
[/NODE]

+[NODE]15
[STORY]
Your ritual bound the child spirit and bent it to your will. Its form flickers from that of a young boy of no more than six, playing happily with a wooden horse alongside a mother, to a starving child clenching its stomach beside a barely living woman, and then you see the face of a knight in armour, laughing. 

The reel of emotions and memories plays over and over.
[/STORY]
[OUT]Continue to explore the castle ruins now.
[OUT]Talk to the ghost.
[/NODE]

+[NODE]16
[STORY]
The spirits of this place become ever more enraged!

You are cast away from this place, your own spirit wounded. The islands disappear from your view forever.
[/STORY]
[OUT]Leave this place.
[/NODE]

+[NODE]19
[STORY]
Either the fish lied or your singing skills suck, because the spirits of this place become enraged and assault you!

You are cast away from this place, your own spirit wounded. The islands disappear from your view forever.
[/STORY]
[OUT]Leave this place.
[/NODE]

+[NODE]20
[STORY]
You find a chamber that could have been an armoury. As with the foods before, anything you touch turns to dust, except for a single large chest. Its heavy stone design and the runes carved onto the lock tell you that it was made by dwarves.
[/STORY]
[OUT]Open the chest.
[/NODE]

+[NODE]21
[STORY]
A piece of parchment smelling of the fields retracts from the lock mechanism with a space at the bottom and a quill for you to write with. Apparently, you are meant to answer the riddle it poses:

Four dilly-dandies 
Four stick standies 
Two crookers  
Two lookers 
And a wig wag
[/STORY]
[OUT]Use your knowledge to decipher this riddle.
[OUT]A mamuna -- dilly dandies sound like her hanging teats.
[OUT]An animal? -- four stick standies sound like four legs, and lookers like two eyes.
[OUT]A bies? The crookers could be teeth, and a wig wag may be a tail.
[/NODE]

+[NODE]22
[STORY]
You are able to decipher the old tongue further:

Four dilly-dandies (teats on the udder) 
Four stick standies (legs) 
Two crookers (horns) 
Two lookers (eyes) 
And a wig wag (tail)
[/STORY]
[OUT]Cow?
[OUT]Dog?
[OUT]A bies bitch? 
[/NODE]

+[NODE]23
[STORY]
You find a chamber that could have been an armoury. As with the foods before, anything you touch turns to dust, except for a single large chest. Its heavy stone design and the runes carved onto the lock tell you that it was made by dwarves.
[/STORY]
[OUT]Open the chest.
[/NODE]

+[NODE]24
[STORY]
I am all on my own, 
Wounded by iron weapons and scarred by swords. 
I often see battle. 
I am tired of fighting. 
I do not expect to be allowed to retire from warfare 
Before I am completely done for. 
At the wall of the city, I am knocked about 
And bitten again and again. 
Hard-edged things made by the blacksmith's hammer attack me. 
Each time I wait for something worse. 
I have never been able to find a doctor who could make me better 
Or give me medicine made from herbs. 
Instead the sword gashes all over me grow bigger day and night.
[/STORY]
[OUT]A dummy.
[OUT]A shield.
[OUT]A sword.
[/NODE]

+[NODE]25
[STORY]
A piece of parchment, hot to the touch, retracts from the lock mechanism with a space at the bottom and a quill for you to write with. Apparently, you are meant to answer the riddle it poses.
[/STORY]
[OUT]Read the riddle
[/NODE]

+[NODE]28
[STORY]
A piece of parchment, wet to the touch, retracts from the lock mechanism with a space at the bottom and a quill for you to write with. Apparently, you are meant to answer the riddle it poses.
[/STORY]
[OUT]Read the riddle
[/NODE]

+[NODE]29
[STORY]
The letters on the parchment shift:

'Aye, poor lassies, dumb as oxen you are. Be on your way now!'

The parchment burns to ash and the chest remains locked.
[/STORY]
[OUT]Just leave this place.
[OUT]Bash the chest open!
[OUT]Bash the chest open!
[OUT]Bash the chest open!
[/NODE]

+[NODE]30
[STORY]
As soon as you leave this place, the low-hanging fog thickens, and you know you will not find your way here again. 
[/STORY]
[OUT]Continue your journey. 
[/NODE]

+[NODE]32
[STORY]
Either you have dwarven know-how or you're just that strong, but the chest lies wide open for the looting!
[/STORY]
[OUT]Take the treasure and leave.
[/NODE]

+[NODE]33
[STORY]
The runes on the chest glow angrily, but your wit and strength prove superior. The chest lies wide open for the looting!
[/STORY]
[OUT]Take the treasure and leave.
[/NODE]

+[NODE]34
[STORY]
The runes on the chest glow angrily, and with every hit you feel the room grow hotter!

You realise just in time that you are about to be devoured by flames, and you run for your life. 

[/STORY]
[OUT]Keep running.
[/NODE]

+[NODE]35
[STORY]
The letters on the parchment shift:

'Ya almost had it, laddies, almost. Have yourself a pressie from us.' 

The parchment burns to ash and a small compartment with a pouch of coins opens.
[/STORY]
[OUT]Take the coins and leave.
[OUT]Bash the chest open!
[OUT]Bash the chest open!
[OUT]Bash the chest open!
[/NODE]

+[NODE]36
[STORY]
The letters on the parchment shift:

'Well done, laddies! Here be your treasures, iron and stone to ya!'

The chest opens.
[/STORY]
[OUT]Take the treasure and leave.
[/NODE]

+[NODE]37
[STORY]
You do not find any human remains in the house, but you discover a perfectly preserved wooden horse, and you realise the spirit child holds one just like it.

The boy's eyes light up and he speaks:
'My horsie, you found it. Let's go and tell mommy!'

The spirit disappears but leaves a trail you can follow. 
[/STORY]
[OUT]Leave this place to follow the trail.
[OUT]Explore the castle ruins first. 
[/NODE]

+[NODE]38
[STORY]
My home is not quiet but I am not loud. 
The lord has meant us to journey together. 
I am faster than he and sometimes stronger, 
But he keeps on going for longer. 
Sometimes I rest but he runs on. 
For as long as I am alive, I live in him. 
If we part from one another 
It is I who will die.
[/STORY]
[OUT]A demon of the winds, like the vily -- without its lord, the wind, it cannot thrive.
[OUT]A fish in the river -- its lord gives it life and flows continuously.
[OUT]A chosen of the gods, like yourself, surely!
[/NODE]

+[NODE]39
[STORY]
You try to swim to the other island, but just as the spirit child disappeared, so did the island...
[/STORY]
[OUT]Leave this place to follow the trail.
[/NODE]

+[NODE]41
[STORY]
'You, you can speak to me? No one ever can. They just run and scream when I try to talk to them.'
[/STORY]
[OUT]Explain to the ghost that his spirit energy is manifesting as an attack because of how much anger or sorrow he has.
[/NODE]

+[NODE]42
[STORY]
The spirits are defeated and retreat. You are free to explore this place. 
[/STORY]
[OUT]Continue to explore the castle ruins now.
[/NODE]

[/EVENT]

-- [EVENT] --blackswords2 spwn(3)
+[NODE]2
[STORY]
Not far from the cursed lake, you discover the remains of what could have been a small village. 

Only moss-covered rubble remains, except for a single slab of stone, surrounded by a circle made of dark granite pebbles. 

The child spirit sits by the stone, weeping. 
[/STORY]
[OUT]Go in closer.
[OUT]Collect the granite. It's a good resource.
[/NODE]

+[NODE]3
[STORY]
As you approach, the spirit looks up and you see through its eyes: 

Upon the stone slab there is a woman chained, naked, with burn marks and open whipping wounds. She is the boy's mother you saw before.

Knights in black armour with white crosses embroidered on their chest stand in a circle, chanting.

The woman screams her last in agony. The vision breaks. You still feel the presence of those black knights around you. 
[/STORY]
[OUT]This is clearly a place of power, where remnants of old magic linger. Use your knowledge of magic to try to determine more.
[OUT]Whatever this place was, it reeks of evil. Destroy the circle and burn the ground.
[/NODE]

+[NODE]4
[STORY]
The vision reminds you of old witch-burning rites used especially by western folk. 

As you recall, they were often used against any who defied the laws of the knight orders. Still, witchcraft is a true threat in the wrong hands.

Spirits of the supposed witch and her jailers are clearly still bound here. 
[/STORY]
[OUT]Consider your options.
[/NODE]

+[NODE]5
[STORY]
The two spirit groups are in opposition to each another. Freeing one group will be much easier. 

[/STORY]
[OUT]Free the witch and thus hopefully also her poor son. 
[OUT]Free the knights. After all, they usually served a higher cause.
[OUT]Try to free both anyway. Whatever they all did in life, surely it is time for them to rest.
[OUT]Come back another time.
[OUT]Whatever this place was, it reeks of evil. Destroy the circle and burn the ground.
[/NODE]

+[NODE]10
[STORY]
You destroy the granite circle and burn the ground around the stone slab to cleanse it. 

There is a massive release of energy that knocks you out for a few minutes. 
[/STORY]
[OUT]Gather yourself up and see what has happened.
[OUT]Gather yourself up and see what has happened.
[/NODE]

+[NODE]11
[STORY]
The place of power is destroyed, but the spirits are no less active, only freed from their confines!

You hear the screams of the burning woman, the wailing of the child, and the laughter of the knights until your ears bleed in pain.
[/STORY]
[OUT]Leave this place, quickly.
[/NODE]

+[NODE]13
[STORY]
The place of power is destroyed. You hear the wails of the knights as they fade away and the joyous cries of the woman reunited with her child at last. 

There is an unnerving air of dark magic about her, but she is clearly grateful to you and leaves a reward before she disappears with her boy.
[/STORY]
[OUT]Take the reward and leave. 
[/NODE]

+[NODE]16
[STORY]
You take the stones and feel a cold rush upon you. 

Spirits waken and circle you in anger. They are clad in black armour and chant something in a tongue you do not know.
[/STORY]
[OUT]Attack them!
[OUT]Run away!
[/NODE]

+[NODE]18
[STORY]
The place of power is destroyed. You hear the wails of the knights as they fade away and the joyous cries of a woman who appears beside the child spirit who led you here.

There is an unnerving air of dark magic about her, but she is clearly grateful to you and leaves a reward before she disappears with her boy.
[/STORY]
[OUT]Take the reward and leave. 
[/NODE]

+[NODE]19
[STORY]
The place of power is destroyed, but the spirits who were bound here are no less active, only freed from their confines!

You hear the screams of a woman, the wailing of the child, and the laughter of the knights until your ears bleed in pain.
[/STORY]
[OUT]Leave this place, quickly.
[/NODE]

+[NODE]20
[STORY]
As you cleanse the site and banish the spirits of the knights into the eternal abyss, you stand before the witch-burning once more. This time, your vision seems clearer, untainted by the boy's whims.
[/STORY]
[OUT]Watch the scene.
[OUT]Whatever the past held, it is of no value now. Simply collect your reward from the spirits you helped and leave.
[/NODE]

+[NODE]21
[STORY]
You see the woman chained to the stone. Even worse, you see the whole village burnt and filled with bodies.

But you also see many of the knights wounded, torn by some clawed monsters. 

You also sense the presence of great evil within the woman's heart.

[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]22
[STORY]
You see one of the knights plunge a clawed glove into her chest and take out her blackened heart as it still beats:

'Begone, witch! You and your evil spawn will tarnish this land no longer.'

[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]23
[STORY]
The woman screams:

'I curse you and your sadistic order. For the death of my beloved son, for the suffering upon my kin, I curse you to hear the cries of my child and drown in his tears forever!'
[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]24
[STORY]
You see the village fall into ruin and the castle sink into the Wet Lake. You hear the weeping of the spirit boy tear the knights' ears until they all die.

The scene fades. You hear the righteous cries of the fallen knights and the thankful laughter of the witch and her son.

The spirits you released leave a boon for you before they disappear. 
[/STORY]
[OUT]Take the reward and leave.
[/NODE]

+[NODE]25
[STORY]
You see the woman chained to the stone. Even worse, you see the whole village burnt and filled with bodies. You see children struck through with swords, men decapitated, and women piled up, naked, defiled.

Although you sense the presence of evil from the boy's mother, you do not sense the same from all who lie dead before you.

[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]26
[STORY]
You see one of the knights plunge a clawed glove into her chest with a wicked smile and take out her blackened heart as it still beats:

'Begone, witch! You and your evil spawn will tarnish this land no longer.'

[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]27
[STORY]
As you cleanse the site and banish the spirits of the knights into the eternal abyss, you stand before the witch-burning once more. This time, your vision seems clearer, untainted by the boy's whims.
[/STORY]
[OUT]Watch the scene.
[OUT]Whatever the past held, it is of no value now. Simply collect your reward from the spirits you helped and leave.
[/NODE]

+[NODE]30
[STORY]
As you cleanse the site and banish the spirits of the knights into the eternal abyss, you stand before the witch-burning once more. This time, your vision seems clearer, untainted by the boy's whims.
[/STORY]
[OUT]Watch the scene.
[OUT]Whatever the past held, it is of no value now. Simply collect your reward from the spirits you helped and leave.
[/NODE]

+[NODE]31
[STORY]
You see the woman chained to the stone. Even worse, you see the whole village burnt and filled with bodies.

You see children struck through with swords, men decapitated, and women piled up, naked, defiled.

But you also sense the unmistakable, palpable presence of evil emanating from the boy's mother. You see that many of the knights bear scars of combat with clawed creatures, and none of them bear a smile -- just a heavy burden of duty.

[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]32
[STORY]
You see one of the knights plunge a clawed glove into her chest with a wicked smile and take out her blackened heart as it still beats:

'Begone, witch! You and your evil spawn will tarnish this land no longer.'

[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]33
[STORY]
The woman screams:

'I curse you and your sadistic order. For the death of my beloved son, for the suffering upon my kin, I curse you to hear the cries of my child and drown in his tears forever!'
[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]34
[STORY]
You see the village fall into ruin and the castle sink into the Wet Lake. You hear the weeping of the spirit boy tear the knights' ears until they all die.

The scene fades. And you now sense the peaceful passing of both sides, no longer locked in their cycle of hatred.

The spirits you released leave a boon for you before they disappear. 
[/STORY]
[OUT]Take the reward and leave.
[/NODE]

+[NODE]35
[STORY]
You see the village fall into ruin and the castle sink into the Wet Lake. You hear the weeping of the spirit boy tear the knights' ears until they all die.

The scene fades. You hear the solemn vows of fealty and loyalty from the knight order and the desperate cries of the witch and her spawn. The spirits you released leave a boon for you before they disappear. 
[/STORY]
[OUT]Take the reward and leave.
[/NODE]

+[NODE]36
[STORY]
The vision, sent by those who you banished to the eternal abyss, shatters and you see only its final result in the real world.
[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]37
[STORY]
The vision, sent by those who you banished to the eternal abyss, shatters and you see only its final result in the real world.
[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]38
[STORY]
The woman screams:

'I curse you and your sadistic order. For the death of my beloved son, for the suffering upon my kin, I curse you to hear the cries of my child and drown in his tears forever!'
[/STORY]
[OUT]Continue watching.
[/NODE]

+[NODE]39
[STORY]
Your efforts fail, and whatever dark force resides here throws you to the side and cloaks the place from mortal eyes once more.

[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Bear snake and cat(4)
+[NODE]2
[STORY]
As you travel through a woodland, you hear the cries of a man:

'Help, please, someone, help me!'

They are faint but come from somewhere close.
[/STORY]
[OUT]Ask him where he is and look for the man.
[OUT]Ignore the cries and leave.
[/NODE]

+[NODE]4
[STORY]
'I fell down into a cave, please, kind folks, help! I come from a wealthy clan. I will give you many goods in reward...'

The man's voice is fading. 

You find the hole where the man must have fallen and you hear him from below, but it is too dark and deep to see anything, and even throwing a torch down does not help.
[/STORY]
[OUT]Get some ropes out and throw them to the man.
[OUT]Ignore the cries and leave.
[OUT]Ask why he is here alone if he comes from a rich clan.
[/NODE]

+[NODE]5
[STORY]
'I'm a scout, a hunter. I was to search this area for resources... my fellow died in the fall... I can still hear his cries... oh, please get me out...'

The last words are barely audible.
[/STORY]
[OUT]Get some ropes out and throw them to the man.
[OUT]Ignore the cries and leave.
[/NODE]

+[NODE]6
[STORY]
You throw the line down and feel the weight of a man. 

[/STORY]
[OUT]Pull him out.
[OUT]Pull him out.
[/NODE]

+[NODE]7
[STORY]
You pull and pull and out comes a huge snake wrapped around the rope!

It hisses and whirls but slides away into the wilderness.
[/STORY]
[OUT]Call out to the man.
[OUT]Damn this man and leave this place.
[/NODE]

+[NODE]8
[STORY]
You pull and pull and out comes a huge snake wrapped around the rope!

It hisses and whirls and bites you before slithering away!
[/STORY]
[OUT]Call out to the man.
[OUT]Damn this man and leave this place.
[/NODE]

+[NODE]9
[STORY]
The man's voice is strained:

'I... I didn't see a rope, please... please save me... '
[/STORY]
[OUT]Pull him out.
[OUT]Pull him out.
[OUT]Damn this man and leave this place.
[/NODE]

+[NODE]10
[STORY]
You pull at the rope, and this time it is heavy. You think you see the man's furry coat as you drag him out, but it is a bear and it attacks!
[/STORY]
[OUT]Fight!
[OUT]Run away!
[/NODE]

+[NODE]12
[STORY]
You pull at the rope and it seems rather light. A black cat scrabbles up the line and jumps away from you, hissing!
[/STORY]
[OUT]Call out to the man angrily!
[OUT]Damn this man and leave this place.
[/NODE]

+[NODE]13
[STORY]
The bear is dead, but the man is still trapped in the hole. You hear him whimpering. 
[/STORY]
[OUT]Call out to the man angrily!
[OUT]Damn this man and leave this place.
[/NODE]

+[NODE]14
[STORY]
The bear mauls you, then scampers off.

But the man is still trapped in the hole. You hear him whimpering. 
[/STORY]
[OUT]Call out to the man angrily!
[OUT]Damn this man and leave this place.
[/NODE]

+[NODE]15
[STORY]
'I never reached your rope... I don't know what these animals were... help me, I will give you rewards beyond measure, I swear...'
[/STORY]
[OUT]Try pulling him out one last time, carefully!
[/NODE]

+[NODE]16
[STORY]
This time, it is indeed an older man, bearded, exhausted, and ragged. Yet his clothes are of superior quality and his hand ordained with jewelled rings. 

He turns one of the rings and reaches out towards the moon, then disappears without even saying thank you!
[/STORY]
[OUT]Swear at the ungrateful sod and leave.
[/NODE]

[/EVENT]

-- [EVENT] --BearSnakeCat2spwn(5)
+[NODE]2
[STORY]
You come across a caravan of wealthy traders. They approach and ask to talk, but you recognise one of them as the man you saved from the hole, who never even said thanks!
[/STORY]
[OUT]Talk to the traders anyway. See what the man has to say for himself. 
[OUT]Talk to the traders and demand your rewards!
[OUT]Attack the caravan!
[/NODE]

+[NODE]3
[STORY]
The man you saved does not speak to you. He hides in the back, avoiding your gaze. Their leader approaches:

'Ah, travellers, well met! I am afraid we are on the way to resupply, but we still have a few trinkets if you wish to trade with us.'
[/STORY]
[OUT]Tell them the story of the hole, but do it in a diplomatic way.
[OUT]Tell the story and demand retribution and explanation!
[OUT]Say nothing of the adventure with the hole and the animals. Ask what they have to offer, and trade with them.
[/NODE]

+[NODE]6
[STORY]
You see the man protest. 'Liars and braggarts! How dare they shame me!'

But the leader looks unimpressed:

'It sounds like truth. You were gone for days, you returned dishevelled and weathered, and your story was full of shit. I will pay for my son's life. He will pay for his dishonesty later.'

[/STORY]
[OUT]Accept the terms.
[/NODE]

+[NODE]7
[STORY]
The son is taken away by guards, his shoulders slumped in shame.

The father calls for a chest of goods to be handed to you:

'I thank you for your deed. My son is troublesome, and he has a tendency towards ill fortune. This is why I bought the moon ring for him, thinking he can escape all trouble. Alas, even with that, he can fail.'
[/STORY]
[OUT]Thank him for the reward.
[OUT]Ask if you can still trade.
[/NODE]

+[NODE]10
[STORY]
You see the man protest. 'Liars and braggarts! How dare they shame me!'

The leader turns to you, angry:
'We come to you in goodwill, and you dare to offend my son! Begone, before we whip your arses!'
[/STORY]
[OUT]Leave this ungrateful bunch.
[OUT]Attack them!
[/NODE]

+[NODE]14
[STORY]
You see the man protest. 'Liars and braggarts! How dare they shame me!'

The leader stops him with a raised hand, then speaks to you:

'You are clearly angered by my son's cowardice, and from the sounds of it, rightfully so. I want no enemies, so take this chest of goods and have my wayward son's sword as recompense!'
[/STORY]
[OUT]Thank him for the reward.
[OUT]Ask if you can still trade.
[/NODE]

+[NODE]15
[STORY]
You kill the guards, but the main body of the caravan gets away, along with the cowardly bastard you once helped. Still, they abandoned a lot of goods as they fled.
[/STORY]
[OUT]Good, take the loot and go.
[/NODE]

+[NODE]16
[STORY]
You are beaten and robbed, but at least they leave you alive.
[/STORY]
[OUT]Leave quick before they change their minds.
[/NODE]

+[NODE]17
[STORY]
'Good trading with you. May the road keep you safe and the path remain clear.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]18
[STORY]
A caravan approaches. They call wearily to you:

'Good road to you, stranger. May we impose on your time?'
[/STORY]
[OUT]Nod and listen to what they want to say.
[OUT]Decline and leave.
[/NODE]

+[NODE]22
[STORY]
'We were searching for our chieftain's son. He got lost a ways back. We found him dead in a hole.

Tales are important to us. A spirit cannot truly rest if their death tale is not told. I do not suppose you know anything of a man in a hole?'
[/STORY]
[OUT]Tell them you did encounter such a man, and he was a trickster so you left him to rot.
[OUT]Say that you came across a man trapped in a hole, and you witnessed his death heroically fighting a bear.
[OUT]Deny ever seeing such a man. 
[/NODE]

+[NODE]24
[STORY]
'You just left? How cruel indeed. It is with great sadness that we must now take revenge, for honour and for his spirit to know peace.'

They draw weapons.
[/STORY]
[OUT]Attack!
[OUT]Try to run away.
[/NODE]

+[NODE]25
[STORY]
'Your words ring true, and we thank you, for now the story can be completed. Here, have this token of our thanks. We can also offer good trade to you.'
[/STORY]
[OUT]Agree and trade with them.
[/NODE]

+[NODE]28
[STORY]
'I see. Sadness ensues. We will try to find peace for his spirit through another journey.

Would you like to trade?'
[/STORY]
[OUT]Agree and trade with them.
[/NODE]

+[NODE]30
[STORY]
'That does not sound like the man I knew. He was the chieftain's son, but he was a scoundrel and a coward. He'd sooner try to bed a bear than fight with it. This means you had a hand in his death, and we must now defend his honour!'

They draw weapons.
[/STORY]
[OUT]Attack!
[OUT]Try to run away.
[/NODE]

+[NODE]32
[STORY]
'Good trading with you. May the road keep you safe and the path remain clear.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]35
[STORY]
You slay the nomads and their caravan is yours. You discover they were here on a rescue mission, not trade, but you still find some good produce.
[/STORY]
[OUT]Gather the goods and leave.
[/NODE]

+[NODE]36
[STORY]
They beat you badly and force you to abandon some of your goods to get away.
[/STORY]
[OUT]Run.

[/NODE]

[/EVENT]

-- [EVENT] --Czart and Mazur(6)
+[NODE]2
[STORY]
A terrible storm with violent flashes of bright light catches you on the open road. 

Luckily, you see the ruins of an old manor house, perhaps even a small castle back in the day. Its walls are sturdy enough to give good shelter. 
[/STORY]
[OUT]Take cover!
[OUT]Stay your path and try to brave the storm. 
[OUT]Stay your path and try to brave the storm. 
[/NODE]

+[NODE]4
[STORY]
You withstand the physical assault without much trouble, but the bright light seeks to cleanse your spirit of all turmoil. You must resist it!
[/STORY]
[OUT]Stay focused and fight it.
[/NODE]

+[NODE]5
[STORY]
The physical assault weakens your resolve, and the bright light seeks to cleanse your spirit of all turmoil. You must resist it!
[/STORY]
[OUT]Stay focused and fight it.
[/NODE]

+[NODE]7
[STORY]
You persevere and feel strengthened.
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]8
[STORY]
Your spirit is assaulted and weakened, but the storm passes.
[/STORY]
[OUT]Damn. Leave.
[/NODE]

+[NODE]9
[STORY]
You hide in the old ruins and the storm rages outside, yet does not enter this place. 

However, you hear a forceful, bellowing voice:

'This is MY home! How dare you intrude!'

[/STORY]
[OUT]Ask who is speaking. Insist that you are no threat -- you only wish shelter.
[OUT]Ignore the voice and try to wait out the storm.
[/NODE]

+[NODE]10
[STORY]
'I am a chort! I am the master here. Go now before you bear my anger!'
[/STORY]
[OUT]Ask what a chort is.
[OUT]Insist that you must stay here and hide.
[OUT]Offer your companionship, a good song, a tall tale, and laughter!
[OUT]Attack this chort.
[/NODE]

+[NODE]11
[STORY]
'Well, a chort, czart, czort, hmm -- devils some call us, or will call us, I never know. 

I am me.'
[/STORY]
[OUT]Insist that you must stay here and hide!
[OUT]Offer your companionship, a good song, a tall tale, and laughter!
[OUT]Attack this chort.
[/NODE]

+[NODE]14
[STORY]
'Bah, what in the underworlds   do I care. Stay.

But since you're here, will you play a game of cards with me?'
[/STORY]
[OUT]Yes.
[OUT]Yes.
[OUT]Yes.
[OUT]No.
[/NODE]

+[NODE]15
[STORY]
Since he is a demon, you know he is up to some tricks, so you use your own to win. He laughs and rubs his red belly:

'Ha! Well done. A deal is a deal is a deal.'

The chort disappears, the castle stands empty, and the storm is gone. But you get a reward for your game.
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]17
[STORY]
You play cards and despite being good at it, you lose every hand.

It seems like the game takes hours, days... you feel weakened, your spirit diminished, as if drained. 

The chort disappears, the castle stands empty, and the storm is gone. 
[/STORY]
[OUT]Damn. Leave.
[/NODE]

+[NODE]18
[STORY]
You play cards and despite feeling that the chort isn't playing by the rules, you manage to win. He laughs and rubs his red belly:

'Ha! Well done. A deal is a deal is a deal.'

The chort disappears, the castle stands empty, and the storm is gone. But you get a reward for your game.
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]19
[STORY]
The chort agrees to let you stay but makes you play a card game. 

It seems like the game takes hours, days... you feel weakened, your spirit diminished, as if drained. 

The chort disappears, the castle stands empty, and the storm is gone. 
[/STORY]
[OUT]Damn. Leave.
[/NODE]

+[NODE]21
[STORY]
The chort is bewitched by your song and music:

'Wonderful, wonderful! Will you not teach me how to play?'
[/STORY]
[OUT]Agree.
[OUT]Agree.
[OUT]Refuse.
[/NODE]

+[NODE]22
[STORY]
You teach the chort to play music and he is enthralled with it. He disappears but leaves you with parting gifts. 

The storm outside settles and you are free to go. 
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]23
[STORY]
You sit and wait for the storm to pass, and all seems fine at first. Then you notice strange goings-on. Things in your pack move around, the walls of the old manor house seemingly switch places, and you hear the sounds of people talking behind a corner only to find emptiness.

You try to leave, but hours have passed in this limbo, and your spirit is diminished...
[/STORY]
[OUT]Damn. leave.
[/NODE]

+[NODE]24
[STORY]
You teach the chort to play music and he is enthralled with it. But being a fickle demon, he tricks you into playing his games.

You feel that long hours if not days have passed in this place, and your spirit feels tattered. But at least the chort rewards you for your tutelage!

The storm outside settles, and you are free to go. 
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]25
[STORY]
'How dare you! I am a chort and I demand to know the magic of your tune!'
[/STORY]
[OUT]Agree.
[OUT]Agree.
[OUT]Insist that you carried out your part of the deal and that you will leave now.
[/NODE]

+[NODE]26
[STORY]
The chort frowns and disappears in a puff of stinking green smoke. 

You feel sickened by the fumes, but the storm has passed, and you are free to leave.
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]27
[STORY]
The creature lies slain at your feet, and you see the storm has passed as well. 

You are free to continue your travels.
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]29
[STORY]
The chort relishes its victory and bellows in a heavy, inhuman voice:

'Now you know my power, and you will know my displeasure.'

The creature disappears in a cloud of red-hot smoke that burns your lungs!
[/STORY]
[OUT]Damn. Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Bociek(7)
+[NODE]2
[STORY]
You sit down to rest by a tall tree and notice that a stork stands proudly on its top. 

The bird's beak is lowered, and you see that its feathers are ruffled.
[/STORY]
[OUT]Take a closer look. Perhaps it is in trouble. Storks are known to bring good fortune.
[OUT]Take a closer look at the bird. Perhaps it needs help.
[OUT]Just ignore the bird and move to another tree before it shits on you.
[/NODE]

+[NODE]3
[STORY]
You climb up the tree carefully so as not to spook the stork and investigate.

The bird's foot is caught in a metal trap, and this trap is now tangled in the branches of this tree. 
[/STORY]
[OUT]You know how to handle animals. Approach the stork carefully, speak to it, and try to remove the trap.
[OUT]Try to free the bird despite the fact that it is likely to panic and hurt you while you try.
[OUT][Nature or Intellect] Call upon your domain to help calm the bird, then try to help.
[OUT]No, leave.
[/NODE]

+[NODE]6
[STORY]
You climb up the tree carefully so as not to spook the stork and investigate.

The bird's foot is caught in a metal trap, and this trap is not tangled in the branches of this tree. 
[/STORY]
[OUT]You know how to handle animals. Approach the stork carefully, speak to it, and try to remove the trap.
[OUT]Try to free the bird despite the fact that it is likely to panic and hurt you while you try.
[OUT]Put it out of its misery.
[/NODE]

+[NODE]8
[STORY]
You free the stork, and although its foot is still hurt, at least it is free of the trap.

The majestic bird circles over you three times, changes direction, and makes another three turns.

You feel a stork blessing is bestowed upon your kin!
[/STORY]
[OUT]Rejoice.
[OUT]Rejoice.
[OUT]Rejoice.
[/NODE]

+[NODE]9
[STORY]
You fail to free the bird. It panics so badly that it leaves scratches and bruises on your body as it tears itself away from the tree, leaving its foot behind!

You hear it screeching in pain as it flies off, likely to its doom.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]14
[STORY]
You kill the bird swiftly, ending its struggle. But you feel an air of dread as you do so. Perhaps storks are not just any birds.

[/STORY]
[OUT]Leave.
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Trapped skashck(8)
+[NODE]2
[STORY]
As you travel across the plains, you hear a screeching sound from a nearby patch of shrubbery.
[/STORY]
[OUT]Investigate.
[OUT]Leave it be.
[/NODE]

+[NODE]3
[STORY]
You come closer and see a small, furry creature with yellow eyes and sharp teeth, its body torn up and trapped in some orc-made snares.
[/STORY]
[OUT]Identify this creature first.
[OUT]Help the little fella out. 
[OUT]Leave it be. If orcs left the snares, they may get angry at your meddling.
[OUT]Put it out of its misery. It looks wounded anyway.
[/NODE]

+[NODE]4
[STORY]
This is most likely a skshack, a house demon and sometimes a messenger for the divine. 

Leaving it to its fate may be a dangerous move, considering their good nature can be fickle if they are mistreated.
[/STORY]
[OUT]Help the little fella out. 
[OUT]Leave it be. If orcs left the snares, they may get angry at your meddling.
[OUT]Put it out of its misery. It looks wounded anyway.
[/NODE]

+[NODE]6
[STORY]
You get it free of the snares, but its wounds are clearly infected with some nasty poison. 

The toxic green stuff is spreading fast, and the creature doesn't even cry out anymore. 

This could be contagious.
[/STORY]
[OUT]You have skilled medics and wise men. Try to heal this creature.
[OUT]Do your best to help this creature.
[OUT]You cannot risk this poison. Put the creature out of its misery.
[OUT]Just leave the thing here. It's none of your business and you helped enough already.
[/NODE]

+[NODE]7
[STORY]
You leave the creature to its fate. The screeching cries die down until only a quiet whimpering remains.

Even days later, you can hear it in your sleep as it tugs at your soul, leaving a lasting mark that you hope will result in nothing more than some sleep deprivation.
[/STORY]
[OUT]Leave.
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
As it dies, the creature's body puffs up and bursts into a cloud of green smoke that engulfs you!

It disappears just as quickly, but leaves you gagging and coughing. 
[/STORY]
[OUT]Leave.
[OUT]Leave.
[/NODE]

+[NODE]14
[STORY]
You manage to cure the poison and patch up the wounds, and the creature perks up within minutes:

'Gosh, that was a close one! I thank you, me dears, I thank you  profoundly! Now, it would be tradition to offer up my services as a house demon, for I am a skshack -- but alas, I am otherwise engaged. 

Still, debts owed are a bruise on one's ego, so here -- directions to a lair where valuable gifts await your rescue. Now, so long, friends!'

And with that, the skshack disappears. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]16
[STORY]
As it dies, the creature's body puffs up and bursts into a cloud of green smoke that engulfs you!

It disappears just as quickly, but leaves you gagging and coughing. 
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --SmeteksPrideSpw(9)
+[NODE]2
[STORY]
You stumble across a creature lying atop a slab of stone. 

At first he seems to be resting, but as you close in, you see he is breathing heavily and his skin is smouldering under the sun's rays.

You recognise this to be Smetek, a czort you once helped.

[/STORY]
[OUT]Try to help the creature.
[OUT]Leave it be.
[/NODE]

+[NODE]3
[STORY]
You try to move the czort from the stone, but he is stuck there by an invisible force.

He moans in pain.

A skshack appears and speaks to you:
'Leave it be. The mongrel bies broke rules. It's demon lore. Please leave.'
[/STORY]
[OUT]This can only mean the demon broke a deal. Ask if that is the case.
[OUT]Ask the skshack what is happening here.
[/NODE]

+[NODE]4
[STORY]
'This czort made a pact to save his own skin. The other side paid its dues, yet this fiend sought to make trouble. Wounded pride, you see.'
[/STORY]
[OUT]Ask more of the pact and how the czart meant to break it.
[OUT]The skshack clearly speaks of your deal. Just leave this creature to the fate it deserves.
[OUT]The deal you made? In that case, kill the fiend!
[/NODE]

+[NODE]5
[STORY]
'He hired the services of a kolbuk demon to steal from those who, in his eyes, disrespected him.

But the kolbuk was a loyal subject, so we were able to put a stop to this infringement!'
[/STORY]
[OUT]Good, demon laws are sacred. Bid the skshack farewell and leave the czort to his well-deserved fate.
[OUT]Invoke the right of the owed party and save the demon's life by vouching for him.
[OUT]No harm came to you and this seems cruel. Demand that the demon be released!
[/NODE]

+[NODE]6
[STORY]
'Hmm, you have the right as the other party, I suppose. 

Be wary, though, for if the czort breaks more oaths, it will be on you.'
[/STORY]
[OUT]Agree.
[OUT]Change your mind and leave the czort to his well-deserved fate.
[/NODE]

+[NODE]8
[STORY]
The skshack disappears and the czort sits up, no longer held by the spell. 

He looks at you with remorse and does not say anything, only bows and then also disappears.

[/STORY]
[OUT]Leave.
[OUT]Leave.
[/NODE]

+[NODE]9
[STORY]
In the days to come, you receive reports carried by birds or other critters. You read of many broken oaths, of much trickery and mischief spread.

The last report ends with a final note that says 'problem solved.'

But the crimes your good deed made possible weigh upon your morale.
[/STORY]
[OUT]Damn it.
[/NODE]

+[NODE]10
[STORY]
In the days to come, you hear whispers of a reformed czort working hard to help folk in need. 

You feel your morale lifted to hear of such fruits of your good deed.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]12
[STORY]
'This czort made a pact to save his own skin. The other side paid its dues, yet this fiend sought to make trouble. Wounded pride, you see.'
[/STORY]
[OUT]Ask more of the pact and how the czart meant to break it.
[OUT]The skshack clearly speaks of your deal. Just leave this creature to the fate it deserves.
[OUT]The deal you made? In that case, kill the fiend!
[/NODE]

+[NODE]13
[STORY]
The skshack shrugs at you and simply vanishes. You still cannot move the czort. 

The only way to free him now would be to break whatever spell holds him.
[/STORY]
[OUT]Attempt to break the magic.
[OUT]You do not have enough expertise with spiritual matters. Cover the creature from the sun, leave him some water, and depart.
[OUT]Offer the czort a final mercy and kill him.
[/NODE]

+[NODE]17
[STORY]
The skshack appears again and frowns at your victory:

'Be wary, for if the czort breaks more oaths, it will be on you.'
[/STORY]
[OUT]Agree.
[/NODE]

+[NODE]18
[STORY]
You could not break the spell, and by the time you finished trying, the czort had expired, smouldering in pain as the sun burned his insides out.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]19
[STORY]
You execute the czort and see a glimmer of gratitude as he dies from your blade and not the slow, smouldering death the demons had intended. The skshack shrugs at you:

'I guess that settles it.' Then the skshack vanishes.

Despite your murderous intent, the czort's final act of gratitude lifted your spirits.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]21
[STORY]
You go about your business setting up a camp when you realise that some of your food is missing. 

Over the next few days, you notice missing bits of equipment -- a spoon here, a sock there.

[/STORY]
[OUT]Set up bait and observe. 
[OUT]Set up bait and observe. 
[/NODE]

+[NODE]22
[STORY]
You have keen senses of perception, and you spot a lizard-like little man-thing come from under the earth and drag its treasures back down in the blink of an eye!
[/STORY]
[OUT]Attack the creature!
[OUT]Reason with the fiend. Perhaps it can be intimidated into returning your stuff.
[/NODE]

+[NODE]23
[STORY]
It took you many tries to catch the culprit in the act, during which time it took yet more stuff!

But finally, you spot a lizard-like little man-thing come from under the earth and drag its treasures back down in the blink of an eye!
[/STORY]
[OUT]Attack the creature!
[OUT]Reason with the fiend. Perhaps it can be intimidated into returning your stuff.
[/NODE]

+[NODE]26
[STORY]
When attacked, the creature seems to multiply. But it does not help the little fiend, as you killed it. 

[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]28
[STORY]
The creature is unable or unwilling to speak to you, yet your words clearly left a mark. 

It twists its head and regards you for a time, then hops back into its hole and reemerges with a small bundle. 

It does not give back your food, but it seems satisfied with the trade.
[/STORY]
[OUT]Take the bundle and leave the creature be.
[OUT]Attack the fiend!
[/NODE]

+[NODE]29
[STORY]
Whatever the creature is, it is not happy with the attention and not willing to interact in any way. It digs into the ground and does not return.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --The smith and Smetek(10)
+[NODE]2
[STORY]
The day is clear, yet suddenly before you hangs a singular dark patch of thundering clouds.

It's moving fast, but it will not cross your path.
[/STORY]
[OUT]Seems interesting. Investigate from a safe distance.
[OUT]Leave it be. 
[/NODE]

+[NODE]4
[STORY]
You find a spot to observe the clouds and soon see a hairy, two-horned, hoofed creature riding a small yet very sprightly goat and dragging the thundering clouds behind him. 

The creature seems distressed and looking for something.

[/STORY]
[OUT]This is likely a type of czart, a devious demon. Talk to it, but remain wary.
[OUT]Speak to the creature. Ask what is wrong. 
[OUT]Attack it!
[/NODE]

+[NODE]5
[STORY]
The czart turns to you, his bloodshot eyes glaring with malice for a flicker of a second, then turning to pain and pleading.

'Yoouknawlthewoy tohoaler?'
[/STORY]
[OUT][Craft]This czart clearly has a swollen tooth. You've seen enough to know that a good blacksmith can do the job just as well as a healer. Offer to help at a demon price so that it is bound and won't trick you.
[OUT]A what now? Ask it to repeat.
[/NODE]

+[NODE]6
[STORY]
'Hoealer... borber will do, jost hurry!'
[/STORY]
[OUT]A healer. Yes, this creature clearly has a toothache, and you do have healers. Offer to help at a demon price so that it is bound and won't trick you.
[OUT]A healer. Tell it you do not know of any. 
[/NODE]

+[NODE]7
[STORY]
The creature looks unsure but nods its head in agreement.

You take out some thongs and make quick work of the swollen tooth. 
[/STORY]
[OUT]Great. Now ask for the demon deal.
[/NODE]

+[NODE]8
[STORY]
'Bah, I wod corse you for your gall, but I am Smetek the czart, and a deal's a deal.'

The creature grabs a bag from the goat's back and throws it at you, then prepares to ride off, the thundering clouds in tow.
[/STORY]
[OUT]Bid him farewell.
[OUT]Ask about the clouds.
[/NODE]

+[NODE]10
[STORY]
The demon nods, so you approach him and carefully remove the offending tooth. 

[/STORY]
[OUT]Great. Ask if he is all right now.
[/NODE]

+[NODE]11
[STORY]
The ailing demon turns to you, his bloodshot eyes glaring with malice for a flicker of a second, then turning to pain and pleading.

'Yoouknawlthewoy tohoaler?'
[/STORY]
[OUT][Craft]This czart clearly has a swollen tooth. You've seen enough to know that a good blacksmith can do the job just as well as a healer. Offer to help at a demon price.
[OUT]A what now? Ask it to repeat.
[/NODE]

+[NODE]12
[STORY]
'Better, yas.'

His eyes flicker with malice once more as he adds:

'How wold you poy me fur my mercy, then?'

[/STORY]
[OUT]His mercy? Remind the creature of your services!
[OUT]Show the creature the tooth you removed, and wave the thongs at him to emphasise your deed.
[OUT]Attack the creature!
[/NODE]

+[NODE]14
[STORY]
'We are mony czorts, we have our tricks. But this Shottering, it creeps me out. So I am moving my lot.'
[/STORY]
[OUT]Ask if he knows more of the Shattering.
[/NODE]

+[NODE]15
[STORY]
'No. Just that it bad far demon-kin and flesh-kin alike. It comes from the ground and borns us, borns bod.'

The chort shudders, hops on the goat, and waves you away.
[/STORY]
[OUT]Okay. Leave.
[/NODE]

+[NODE]16
[STORY]
The creature looks unsure but nods its head in agreement.

You take out some thongs and make quick work of the swollen tooth. 
[/STORY]
[OUT]Great. Ask if he is all right now.
[/NODE]

+[NODE]17
[STORY]
The creature huffs and puffs at you in pain woven by anger. 

The storm clouds suddenly grow and threaten to engulf you!
[/STORY]
[OUT]Run away!
[OUT]Attack the creature!
[/NODE]

+[NODE]19
[STORY]
'Humph.' 

The creature does not add anything, only jumps on the goat and rides off without as much as a thank you!
[/STORY]
[OUT]Damned demon. Leave.
[/NODE]

+[NODE]21
[STORY]
The bies called by the czort to fight for him are dead, but the creature himself escaped. 
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]22
[STORY]
The bies called by the czort defeats you and forces you to run. The czort laughs and exclaims:

'Run, run from your folly, and soon I will be jolly!'

You have a nasty feeling the czort may not be done with you.
[/STORY]
[OUT]Keep running.
[/NODE]

[/EVENT]

-- [EVENT] --PickingBlueberries(11)
+[NODE]2
[STORY]
You walk through a forest and come across a young boy sitting on a log and sobbing.
[/STORY]
[OUT]Approach the boy and ask what is wrong.
[OUT]Leave him be.
[/NODE]

+[NODE]3
[STORY]
The boy looks up, startled. He grabs hold of a wicker basket he's carrying and stands up defensively:

'Who are you?'
[/STORY]
[OUT]Tell him you're just passing by and heard his cries.
[OUT]Tell him you have no patience for talk. Does he want help or not?
[/NODE]

+[NODE]4
[STORY]
'I was not crying! I was just... I hit my ankle, yeah.

But, but... you look strong, and you didn't beat me yet. You wanna help, for real?'
[/STORY]
[OUT]Yes.
[OUT]Perhaps. But ask why he is here on his own. Surely this is not safe?
[/NODE]

+[NODE]5
[STORY]
The boy thinks for a few seconds, then nods to himself,

'All right, you win. You look strong and brave. I need blueberries from this forest for my ma, she's sick-like, and only them berries will help. 

But nasty things live there, so I am afraid to go in.'
[/STORY]
[OUT]Agree to help out.
[OUT]Refuse to help and leave.
[/NODE]

+[NODE]6
[STORY]
'I... I run off, okay? There you have it. Happy?

But the deal is, my ma, she needs blueberries from this forest. She's, ehm... she's ill and only them berries will help.

But the forest is scary. I am afraid to go in.'
[/STORY]
[OUT]Ask what he is afraid of since he already ran off.
[OUT]Agree to help out.
[OUT]Refuse to help and leave.
[OUT]Say you're a medic and offer to help the mother without those supposed magic berries.
[/NODE]

+[NODE]7
[STORY]
'Well, Gran told me there's armies in there!

Spiders with crosses on their backs, weaving ropes to catch me, ants marching under my feet, and even butterfly soldiers flying over me to sting my eyes!

And only the blueberry king can take me there safely, but I called and called and he's not here.'
[/STORY]
[OUT]Ah, the blueberry king. A type of pineconette, a forest keeper. Offer to try to summon it for the boy.
[OUT]Agree to battle these creatures to help the mother.
[OUT]Refuse to go into a dangerous forest for berries and rebuke the boy for risking his life, even if it is for a sick mother. Chase him back home and leave.
[/NODE]

+[NODE]8
[STORY]
'Really, you'd do that? You can talk to the blueberry king? Wow!'
[/STORY]
[OUT]Attempt a simple summoning ritual to call any forest guardians present.
[OUT]Your spirit is not that strong. Consider other options.
[/NODE]

+[NODE]10
[STORY]
'Oh, ugh... well, when I said she was ill...

You got me. She isn't ill, it's just her birthday and I wanted to do something nice, and she loves them blueberries.'
[/STORY]
[OUT]Rebuke the little rascal, but agree to venture into the forest.
[OUT]Rebuke the little rascal and refuse him. In fact, chase him back to his village before he gets eaten by something!
[/NODE]

+[NODE]12
[STORY]
As you pass through the woodland, you notice the bustling life around you -- ants marching heavily under your feet, bees buzzing in the branches, birds chirping and flapping their wings overhead -- but you sense no danger yet.

You finally come to a clearing where you see an abundance of blueberries. 
[/STORY]
[OUT]Gather the berries but remain vigilant.
[OUT]Gather the berries but remain vigilant.
[OUT]Gather the berries but remain vigilant.
[/NODE]

+[NODE]13
[STORY]
As you gather the berries, you are attacked by spiders!
[/STORY]
[OUT]Fight!
[/NODE]

+[NODE]15
[STORY]
As you gather the berries, you are attacked by snakes!
[/STORY]
[OUT]Fight!
[/NODE]

+[NODE]17
[STORY]
You gather the berries, and apart from some bee stings and ant bites, nothing attacks you.

The boy claps his hands in joy. 'Thank you, kind sirs, thank you!' He grabs the basket and runs home.

[/STORY]
[OUT]Good deed done. Now leave.
[/NODE]

+[NODE]21
[STORY]
You were chased away by the critters!

The boy cries and runs off home.
[/STORY]
[OUT]Well, you tried. Now leave.
[/NODE]

+[NODE]23
[STORY]
A small creature no bigger than a mushroom, with a long grey beard, a pointy hat made of leaves, and a mouth blue with berry juice hops out of the forest and sits on the boy's red hat. The boy remains motionless in fear and wonder, while the critter speaks:

'You called? I came. Let's hope this won't be lame.'
[/STORY]
[OUT]Ask if he is really a blueberry king.
[OUT]Ask for help collecting blueberries for the boy.
[/NODE]

+[NODE]24
[STORY]
'Blueberry king I am -- a fine title, no? I've run this berry gig for years. You have business so?'
[/STORY]
[OUT]Ask if he will help the boy with berries for his mother.
[OUT]Ask if the berries are special somehow, and if so, if you can have some.
[/NODE]

+[NODE]25
[STORY]
'To help this boy would be my joy!'
[/STORY]
[OUT][Demon]Confirm that this will incur no demon price on you or the boy.
[OUT]Thank him and tell the boy the good news.
[/NODE]

+[NODE]26
[STORY]
The boy claps his hands in thanks, grabs the basket, and runs home.

'Thank you, kind sirs, thank you!'
[/STORY]
[OUT]Good deed done. Now leave.
[/NODE]

+[NODE]27
[STORY]
'The blueberries I grow health and beauty can bestow. But beware of their blue blood flowing, for it may also bring misdoing.'
[/STORY]
[OUT]Ask to get the berries for the boy and yourself.
[OUT]Say you only need berries for the boy, then.
[OUT]Have the berries for yourself only.
[/NODE]

+[NODE]28
[STORY]
'Ah, demon friend, yes, nothing is without price, but I am inclined to help children in need if they be honest in their intent. So it is up to the boy.'

A pack of red squirrels brings you the berries.
[/STORY]
[OUT]Nod and take the berries to the boy.
[OUT]Ask the boy if he speaks true. Say the demon will eat him if he lies.
[/NODE]

+[NODE]30
[STORY]
The boy takes the berries and runs off without so much as a thank you. Later you find out the little bugger sold the blueberries to a rich merchant. 

Alas, soon after, the boy's entire family turns into squirrels and runs off into the forest, leaving the child orphaned.
[/STORY]
[OUT]It is never safe to lie to demons. Leave.
[/NODE]

+[NODE]31
[STORY]
The boy takes the berries and runs off without so much as a thank you. Later, you find out his mother is well again, and she brings you a bundle of gifts as thanks. 
[/STORY]
[OUT]Tell her it was no problem. Leave.
[/NODE]

+[NODE]33
[STORY]
The boy bursts out crying again. 'Oh no, no, don't eat me, I was lying! I was gonna sell the berries. Everyone knows the berry king likes kids.'

The blueberry king snarls and, for a second, turns into a savage giant squirrel. The boy screams and runs off. 
[/STORY]
[OUT]Shake your fist at the child.
[/NODE]

+[NODE]35
[STORY]
The king turns back into his small form and laughs: 'Well done there, my friends. It never gives me joy to be cruel to a child, but when they break the rules, well... Here, have a few of the berries -- they may reward you well or may just be tasty. Bye!'

He disappears.
[/STORY]
[OUT]Take the berries and leave.
[/NODE]

+[NODE]41
[STORY]
'I am no liar, honest sirs!'
[/STORY]
[OUT]Give him the berries.
[/NODE]

+[NODE]42
[STORY]
Nothing happens and the child runs off, spooked by your odd rituals.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]44
[STORY]
'Ah, try as I may, it will not do, I can only help one of you.'
[/STORY]
[OUT]Say you only need berries for the boy, then.
[OUT]Have the berries for yourself only.
[/NODE]

+[NODE]45
[STORY]
'Shame on you, shame indeed for such greed. 

My berries you will have still, but we will see how you then feel. Begone.'

A pack of red squirrels brings you the berries.
[/STORY]
[OUT]Take the berries.
[OUT]Don't take the berries. Just leave.
[/NODE]

[/EVENT]

-- [EVENT] --FairyGodmothers(12)
+[NODE]2
[STORY]
Hidden within green shrubbery, concealed by the veil of the night but illuminated by the stars, you witness a gathering of four creatures of the spirit world.
[/STORY]
[OUT]Observe some more.
[OUT]Leave them be.
[/NODE]

+[NODE]3
[STORY]
They are all looking into a puddle of perfectly clear water. Within, there is a reflection of a small human babe.

The creatures are small and seem to have wings. One seems to have a squirrel tail. Mostly, they are obscured from your view by an ever-present mist.
[/STORY]
[OUT][Goblin]Ah, goblin lore deals with the spirit realms. Consider what these creatures might be.
[OUT]Consider whether they are demon kind.
[OUT]Just stay quiet and keep watching. 
[/NODE]

+[NODE]4
[STORY]
These are vrozka, a type of pixie creature -- fickle and fleeting, but generally of good intent towards those they deem worthwhile.

Some folk used to call them goblins in the olden days because the vrozka is a creature of both the spirit world and the material world, and as such used to be close with goblin kin. 

You were sure they became extinct during the long night.
[/STORY]
[OUT]Speak to them.
[/NODE]

+[NODE]5
[STORY]
They seem akin to some house demons you know like bozeta, kransnoludki -- little folk who cared for humans. But it is odd to find them here, and the wings don't fit. Perhaps hochlicks doing some odd magic? 
[/STORY]
[OUT]Speak to them.
[OUT]Kill the little pests, whatever they are!
[OUT]Just stay quiet and keep watching. 
[/NODE]

+[NODE]6
[STORY]
The creatures speak into the water:

'I will bless you with the grace of a young birch tree.' 

'I will grant you the gleaming gold from the earth's core.'

'I will bestow upon you the boundless beauty of a spring flower.'

'And I will make your eyes twinkle with the depth and purity of the oceans.'

After a pause, the last creature speaks again:

'I shall deem your heart filled with goodness.'

[/STORY]
[OUT]Stay still.
[/NODE]

+[NODE]7
[STORY]
The forest creatures argue over whose gift was best, but the last one bellows at the others:

'Quiet! Let the strangers answer your ignorance. What say you?'

You know she speaks to you now, as you feel her eyes upon you.
[/STORY]
[OUT]Beauty? It will surely help to attract the right mate.
[OUT]Grace of the young birch. It may prove priceless to be so flexible yet strong.
[OUT]The eyes - their depth will surely be a sign of wisdom.
[OUT]Goodness, to honour the lady Lada. All other gifts will then follow anyway!
[OUT]Goodness, so it may brighten the dark days.
[OUT]They are all worthless. The world is cruel, and neither beauty nor goodness will help.
[OUT]Gold, of course! We can trade, craft. It will set the child up.
[/NODE]

+[NODE]8
[STORY]
'Perhaps there is some truth to your words, yet goodness of the heart is the truest gift.

Beauty of man or flower alike wilts away, birches are nimble but break, bright eyes go blind, and gold can lead to greed and despair.' 
 
[/STORY]
[OUT]Ask how goodness is any better in this world.
[/NODE]

+[NODE]9
[STORY]
If the sun did not give us warmth and hope, it would be a mere ball in the sky. Without goodness, nothing is right, beauty becomes like a scentless flower, love becomes a fire that only burns, and riches only the way to selfishness and greed. 

Goodness will outlast it all and can light the way.

[/STORY]
[OUT]This creature is clearly deluded. Smile, nod, and move away.
[OUT]Agree. 
[OUT]Kill them all to show them how little their goodness means!
[OUT]Agree. 
[/NODE]

+[NODE]10
[STORY]
'Ah, yes, you do understand!

Your lady is the embodiment of what I speak and the mother to my kin, for when darkness came, it broke us but for the one sparkle that was Lada's birth and thus our rebirth. Goodness will outlast it all and can light the way. This child will grow and follow your lady, and we will make sure that more will. For now, we leave you.'
[/STORY]
[OUT]Bid them farewell and good luck.
[/NODE]

+[NODE]11
[STORY]
'Yes, goodness of the heart is the truest gift. Beauty of man or flower alike wilts away, birches are nimble but break, bright eyes go blind, and gold can lead to greed and despair.'

The creature presents you with a gift for your right answer.
 
[/STORY]
[OUT]Thank her. Bid them farewell and good luck.
[/NODE]

+[NODE]13
[STORY]
You walk away, and the creatures ignore you.

Despite your hasty retreat, the whole encounter leaves you with unnaturally good humour.
[/STORY]
[OUT]Just keep going.
[/NODE]

+[NODE]14
[STORY]
You agree wholeheartedly, so you stay, sing songs, and dance. You learn that the babe is a little princess, and you feel like you should also give her gifts.

You generously donate some of your things for the precious little girl, then leave.
[/STORY]
[OUT]Well, goodness of the heart is the thing! Rejoice and leave.
[/NODE]

+[NODE]15
[STORY]
You agree wholeheartedly, so you stay, sing songs, and dance. You learn that the babe is a little princess, and you feel like you should also give her gifts.

So you write her some songs and poetry. You never even knew you had it in you! The whole thing leaves you feeling great.
[/STORY]
[OUT]Well, goodness of the heart is the thing! Rejoice and leave.
[/NODE]

+[NODE]16
[STORY]
You try to kill the creatures, but they disappear in a puff of mist, leaving you feeling bad about yourself and your wicked heart.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]17
[STORY]
'Oh, an audience, splendid. My younglings need lessons learned. Will you take part in our birth blessing for this little one?'

[/STORY]
[OUT]A birth blessing? Ask her whether they are vrozka.
[OUT]Ask them first to tell you who they are and what exactly a birth blessing is.
[/NODE]

+[NODE]18
[STORY]
'We are, yes. And you are the spirit folk! How splendid. 

You wonder how we still live?'
[/STORY]
[OUT]Yes. Ask for an explanation, as you assumed the vrozka died off during the darkest night.
[/NODE]

+[NODE]19
[STORY]
'We were doomed in darkness when it came, but we held on to a sparkle of light that was born -- the lady Lada. 

She is our new mother, for she gave us life anew. 

Now, for the birth blessing of the child, my younglings will each grant a gift, and so will I. We shall see if they know the value of gifts, yes?'
[/STORY]
[OUT]You know vrozka to be honest folk. Agree.
[OUT][Lada] Say that you too are a child of Lada.
[/NODE]

+[NODE]20
[STORY]
'We are vrozka, pixies, sylvas, many names in many places. We are what you call demons. Or spirits, more like.

The birth blessing is a ceremony of gift giving. This child's parents believe in us, so we will bestow the blessing.

Will you observe?'
[/STORY]
[OUT]Agree.
[OUT]A birth blessing? Ask her whether they are vrozka.
[/NODE]

+[NODE]22
[STORY]
'How wonderful! Yes, I should have known, marked by the lady you are, indeed. Say, in that case, may I ask a boon of you?'
[/STORY]
[OUT]No. Say you are too busy. But tell her you'd like to watch her ritual now.
[OUT]Yes.
[/NODE]

+[NODE]23
[STORY]
'A small matter, yet it grieves my heart. An old friend has fallen ill, and I cannot help. Here, this will lead you to them. Even if you can only give them company in their last hour, I would be very grateful.'
[/STORY]
[OUT]Nod and promise to go when you can. But stay and watch their birth blessing ritual first.
[/NODE]

[/EVENT]

-- [EVENT] --GodmothersSpw(13)
+[NODE]2
[STORY]
You come across an old, dying oak tree. This must be the friend the vrozka spoke of.
[/STORY]
[OUT][Forest folk] You are kin to the forest. Try to sense what ails this ancient tree.
[OUT][Nature] Your deity is of nature, so use your nature domain to sense the tree's peril.
[OUT]It looks like a dying tree. See if you can still use it for firewood.
[OUT]There isn't much you can do but keep the tree company until it passes away, as you promised.
[/NODE]

+[NODE]3
[STORY]
You examine the tree. It feels as if some corruption twisted it from within and caused a slow, inevitable death.

But you are able to release the last of its forest spirit, and for that, you feel a blessing upon you.

You also know some of the remaining wood will be poisoned, but could be useful as such.
[/STORY]
[OUT]Good. Collect the wood.
[OUT]Leave the oak in peace. It seems wrong to scavenge the corpse of a sacred tree.
[/NODE]

+[NODE]5
[STORY]
Some parts of the tree seem usable, but as you try to collect the wood, you feel a sting of poison.

It is, however, easy to handle now that you know of it.
[/STORY]
[OUT]Collect the wood so that you may get some use out of it.
[/NODE]

+[NODE]6
[STORY]
You collect the poisoned wood and leave the old oak to its final days in peace.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]8
[STORY]
You leave, and although there is no tangible boon, you feel the gratitude of the old spirit.
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]9
[STORY]
You examine the tree. It feels as if some corruption twisted it from within and caused a slow, inevitable death.

But you are able to release the last of its forest spirit, and for that, you feel a blessing upon you.

You also know some of the remaining wood will be poisoned, but could be useful as such.
[/STORY]
[OUT]Good. Collect the wood.
[OUT]Use divine intervention to try to heal this oak.
[OUT]Use divine intervention to try to heal this oak.
[/NODE]

+[NODE]10
[STORY]
You did it! The oak is cleansed, and although it will take years to heal, now it can live again.

You feel your god's pleasure upon you.
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]11
[STORY]
The intervention could not heal the ancient oak, but for your attempt, you feel your god's pleasure upon you.

At least the tree did not die alone, and it is now within your right to claim the wood.
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]13
[STORY]
You sit by the dying ancient tree and feel its life force dwindle until it is but a husk. 

You feel the grace of your lady upon you for your good deed, and now you can also take the wood without disrespecting woodland rules.
[/STORY]
[OUT]Gather the wood and leave.
[/NODE]

[/EVENT]

-- [EVENT] --DemonEncounterBase2(14)
[/EVENT]

-- [EVENT] --Babiniec(15)
+[NODE]2
[STORY]
You come across the remains of what once must have been a prosperous village. 

It stands near a vibrant stream. Many of the homes were made of stone and even the path through the centre is paved.
[/STORY]
[OUT]Walk towards the centre, carefully. 
[OUT]Better just leave.
[/NODE]

+[NODE]3
[STORY]
As you approach the central square, you see a stone-built well, a bell house, and what looks like a perfectly preserved  weaving loom, complete with strands of half-finished spider silk linen, simply standing there on its own.
[/STORY]
[OUT]Search some of the houses, but stay wary.
[/NODE]

+[NODE]5
[STORY]
You see a vision of the village of Babiniec, vibrant and bustling, its weaves being sold to traders from all over the island.

Sitting at the loom is a tall, slender woman with a stern, disturbing face, unnaturally shaped long arms, and beady black eyes.
[/STORY]
[OUT]Allow this vision to flow. 
[OUT]Focus on what Nyia wishes you to know. You have no time for visions.
[/NODE]

+[NODE]6
[STORY]
You see the folk grow fat in prosperity. You also see them destroy their chrams and abandon prayers. Worse yet, you see them conduct a burial with no respect paid to Nyia.

Instead you notice idols of foreign deities! Coins being placed onto the eyes of the dead, entrails removed and embalmed...

[/STORY]
[OUT]Blasphemy!
[/NODE]

+[NODE]7
[STORY]
Finally, you see the strange woman still sitting at the loom. On her neck hangs the symbol of Nyia.

As she weaves with ferocity over seven nights, the town is tangled in a silver web of death that holds them captive as a procession of mares brings plague to this rotten land.

The vision fades.
[/STORY]
[OUT]Such a strong curse from Lady Death herself is bound to linger. Make your way out of this village.
[/NODE]

+[NODE]8
[STORY]
This village disrespected the goddess and worshipped foreign deities on her land. For this they suffered death at the hands of the mares -- plague bearers. 

You sense that you could release the souls now, although you would have to risk your own spirit and perhaps the wrath of your goddess too.

[/STORY]
[OUT]Such a strong curse from Lady Death herself is bound to linger. Make your way out of this village.
[OUT]Release the poor souls, despite it being contrary to your lady's will.
[/NODE]

+[NODE]9
[STORY]
As you leave, you see the figure of an old woman still weaving at the loom, and you find a parting gift in your pack. 
[/STORY]
[OUT]Leave. 
[/NODE]

+[NODE]10
[STORY]
Your spirit was too weak to see the truth of this place, but you feel that Lady Death scorned this land with her curse. 

Your spirit is weakened by this scourge.
[/STORY]
[OUT]Such a strong curse from Lady Death herself is bound to linger. Make your way out of this village.
[/NODE]

+[NODE]12
[STORY]
You perform the burial rites and feel a heavy burst of energy shake the ground. 

The bodies burnt, you feel that their souls remain ailing, but in time some of them will now pass through to the underworlds.

The souls that will be free whisper to you. 
[/STORY]
[OUT]As Nyia's chosen, open your soul to this place and learn what befell it.
[OUT]Listen.
[/NODE]

+[NODE]13
[STORY]
Within the houses you find bodies of the villagers dried up and frozen in a grimace of terror. Their arms and legs are bound by weaves of spider webbing.
[/STORY]
[OUT]Burn the bodies and perform the proper burial rites. 
[OUT]Burn the bodies out of respect for proper burial rites.
[OUT]Search the bodies for loot.
[/NODE]

+[NODE]14
[STORY]
The bodies burnt, you feel that their souls remain ailing and bound to this cursed place. Some great force is clearly bent on tormenting them.

You could try offering up a prayer to ease their passing.
[/STORY]
[OUT]As Nyia's chosen, open your soul to this place and learn what befell it.
[OUT]Try it.
[OUT]No, better just leave.
[/NODE]

+[NODE]16
[STORY]
You pray and feel a heavy burst of energy shake the ground. 

The bodies burnt, you feel that their souls remain ailing, but in time they will now pass through to the underworlds. 

As the souls are released, you hear them whisper.
[/STORY]
[OUT]Listen to the whispers.
[OUT]Just leave.
[/NODE]

+[NODE]17
[STORY]
They speak of a doom of their own making, of angering Lady Death by worshipping foreign gods. They speak of a lone woman surviving at her loom, weaving their death in honour of Nyia.

Before you depart, you see a woman working at the loom, her eyes and mouth sewn shut, yet staring at you!
[/STORY]
[OUT]Time to leave this place! Go.
[/NODE]

+[NODE]19
[STORY]
Your prayers stirred an ancient curse and your spirit is weakened. Before you depart, you see a woman working at the loom, her eyes and mouth sewn shut, yet staring at you!

You feel a sickness in your stomach and know it is time to run.
[/STORY]
[OUT]Time to leave this place! Go.
[/NODE]

+[NODE]20
[STORY]
You find a lot of good spider silk and some trinkets.

But, busy in your search, you do not notice as the village becomes engulfed in mist and figures of night mares -- harbingers of plague and death ride through!
[/STORY]
[OUT]Try to outrun them!
[OUT]Attempt to stand and fight.
[/NODE]

+[NODE]22
[STORY]
You run away but feel sickness strike some of you. Still, it could have been much worse, as you now sense the clear touch of Lady Death herself upon this place. 

[/STORY]
[OUT]Time to leave this place! Go.
[/NODE]

+[NODE]23
[STORY]
You barely get away and feel sickness strike you hard. 

Still, it could have been much worse as you now sense the clear touch of Lady Death herself upon this place. 

[/STORY]
[OUT]Time to leave this place! Go.
[/NODE]

+[NODE]26
[STORY]
You defeat the night mares, yet feel a dread in your bones as you sense the presence of Lady Death herself here!

Some of you may grow stronger from this, but for others, a sickness lingers even as you leave triumphant.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]30
[STORY]
The souls are released, and you feel that even Nyia agrees with your mercy.
[/STORY]
[OUT]Move on from this place.
[/NODE]

+[NODE]31
[STORY]
You release the souls, but you feel the anger of Nyia upon you. 

As you leave, you see the figure of an old woman still weaving at the loom, her face sewn shut, her eyes black beads of emptiness. She points at you, and you feel the sting of a needle upon your bodies.

Then she disappears.

[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Czort wiezbowy(16)
+[NODE]2
[STORY]
You come across a small settlement, mostly human. There are several huts huddled together and, surprisingly, also a small sawmill.

The place is quiet and sombre. Wreaths of herbs hang on the doors, likely to keep some sickness at bay.
[/STORY]
[OUT][Healer]You know how to cure illness. Go into the village and try to help these folks.
[OUT]Stay vigilant and careful, but go in to see what has happened here. 
[OUT]You could catch this illness. Better just leave.
[/NODE]

+[NODE]3
[STORY]
You enter the settlement and find the people huddled in the largest hut, while the few still well enough to walk tend to them.

A girl looks up at you and quietly nods in thanks as you try to help.
[/STORY]
[OUT]Try to figure out a cure and tend to the people. 
[OUT]You could catch this illness. Better just leave.
[/NODE]

+[NODE]5
[STORY]
You enter the settlement and find the people huddled in the largest hut, while the few still well enough to walk tend to them.

A girl looks up at you and quietly nods in thanks as you try to help.
[/STORY]
[OUT]Try to figure out a cure and tend to the people. 
[OUT]You could catch this illness. Better just leave.
[/NODE]

+[NODE]7
[STORY]
An old woman, hunched over, hobbles towards you and looks up, her eyes full of wisdom.
'Thank you, strangers, but you best be off. A czort holds us here and you only delayed his trickery.'
[/STORY]
[OUT][Wisdom]Ask why she thinks it is a czort. You know demon lore, and a czort is not known to bring illness. 
[OUT]Ask what type of czort did this and how it could be stopped.
[OUT]Agree with the woman. Say your goodbyes and leave.
[/NODE]

+[NODE]8
[STORY]
An old woman, hunched over, hobbles towards you and looks up, her eyes full of wisdom.
'Thank you for trying, strangers, but you best be off. A czort did this and no mere medicine will fix it.'

You do feel a chill run through you, and you'd not expect it this fast from a natural illness.
[/STORY]
[OUT][Wisdom]Ask why she thinks it is a czort. You know demon lore, and a czort is not known to bring illness. 
[OUT]Ask what type of czort did this and how it could be stopped.
[OUT]Agree with the woman. Say your goodbyes and leave.
[/NODE]

+[NODE]10
[STORY]
The woman spits, 'The czort's ways are devious. I know it is his doing! You see that weeping willow yonder, by the sawmill?

It was not there when the moon last rose. It is known that czorts love willows, I tell you!'
[/STORY]
[OUT]Ask if anything can be done.
[OUT]Ask more about this czort business.
[/NODE]

+[NODE]11
[STORY]
'No one goes to the willow since Janko went and never came back. Then the blight deepened, and now we can barely move.

Maybe you can go. You look sturdy.'
[/STORY]
[OUT]Sturdy or stupid? Still, agree to go and check this weeping willow for czorts.
[OUT]Refuse - you've done enough.
[/NODE]

+[NODE]12
[STORY]
The woman spits, 'The czort's ways are devious. I know it is his doing! You see that weeping willow yonder, by the sawmill?

It was not there when the moon last rose. It is known that czorts love willows, I tell you!'
[/STORY]
[OUT]Ask if anything can be done.
[OUT]Ask more about this czort business.
[/NODE]

+[NODE]13
[STORY]
'When I was still a lass, my grandpa told me of Gnievko, the brave woodcutter who tricked a czort and got himself this sawmill. 

But czorts dislike being bested. This is their revenge, I tell you.'
[/STORY]
[OUT]How did he best the czort?
[OUT]Say that you've heard enough. Can anything be done about the creature?
[/NODE]

+[NODE]15
[STORY]
'Gnievko was out cutting logs for the village and there sat a red stinking czort on a tree, crying and swearing.

He said 'I curse you human, curse your butt to have warts for eternity, if you do not take me down!'
[/STORY]
[OUT]Keep listening.
[/NODE]

+[NODE]16
[STORY]
But Gnievko was wise, and he asked the czort why it couldn't come down.

The czort wailed and swore, but seeing the man would not budge, he snorted:
'It is a linden tree I sit on, and if I come out of this bag, this tree will burn me!'
[/STORY]
[OUT]A linden tree is bad for czorts?
[/NODE]

+[NODE]17
[STORY]
'Aye, so Gnievko found out. The czort was thrown on the tree by a rival. So Gnievko said to the czort, I know your demon kind, your tricks and deals. If I take you down, you will grant me a wish, and I best never see your kind again, hear me?'
[/STORY]
[OUT]Keep listening.
[/NODE]

+[NODE]18
[STORY]
'The czort agreed and the wish worked, but Gnievko was no fool. Knowing what he knew, the last part of his wish was that only linden trees would surround his village and give him the prosperity he wished for.' 

[/STORY]
[OUT]So why was the czort angry?
[/NODE]

+[NODE]19
[STORY]
'Czorts, you see, are dastardly folk. They'll do your deals and honour the codes, but then they come back to toy with you. Not always, but often enough.

But with the lindens here, the bugger could not stay, so he moved on. Till now.'
[/STORY]
[OUT]Why now? How did the willow get here?
[/NODE]

+[NODE]20
[STORY]
'That part I do not know. It was just there one day, and that's when our woes began.'
[/STORY]
[OUT]All right. Agree to help them.
[OUT]Refuse -- you've done enough.
[/NODE]

+[NODE]21
[STORY]
'The only thing I can think of to help is to take some linden wood with you. Here, have some wicker. You can tie the bastard up with it and throw him away.

Good luck, friends. May the gods bless you for helping us common folk.'
[/STORY]
[OUT]Take the wicker and go see the willow tree.
[/NODE]

[/EVENT]

-- [EVENT] --Czort wierzbowy2(17)
+[NODE]2
[STORY]
You approach the weeping willow and at first glance it looks like an ordinary tree. 

Perhaps the only oddity is that all the linden trees that once grew around here are now dried-up stumps.
[/STORY]
[OUT][Mysticism]Circle the tree three times, throwing bits of the linden wood you brought, to create a protective barrier.
[OUT][Nature]Open yourself up for divine inspiration.
[OUT][Demon]If one of your demon kin lives here, you should know. Address it.
[OUT]Take the linden wood and approach the tree, weapons at the ready.
[OUT]Come back later.
[/NODE]

+[NODE]3
[STORY]
You circle the weeping willow and with each pass you hear a hissing sound.

On the third turn, a voice shouts,

'Oi! Off with you and your tricks! It stings, but I am not budging!'
[/STORY]
[OUT]The creature showed its weakness. Now that you are sure the linden works, strengthen the ritual and perform a banishing spell.
[OUT]Take the linden wood and approach the tree, weapons at the ready.
[/NODE]

+[NODE]5
[STORY]
Nature speaks back to you and you feel that the weeping willow is twisted and dark inside. It was brought here by magic but another, previous spell is hurting it very badly.

The other trees around are also suffering, dead or dying.
[/STORY]
[OUT][Mysticism]Circle the tree three times, throwing bits of the linden wood you brought, to create a protective barrier.
[OUT]Take the linden wood and approach the tree, weapons at the ready.
[OUT]Focus on the weeping willow itself. Call upon nature to banish the demon's magic. 
[/NODE]

+[NODE]6
[STORY]
The willow tree stirs, and a hairy face appears from within.

'What do you want, eh? This spot is taken!'
[/STORY]
[OUT]Remind the demon that he broke the laws by moving in here despite the deal with Gnievko.
[OUT]Ask the demon to do you a favour and move along. He is hurting those people really badly.
[OUT]Offer him a deal: you won't burn down the tree with him inside if he buggers off now.
[/NODE]

+[NODE]7
[STORY]
'Bah! I did no such thing, ha ha! I made a deal with this weeping willow and it came to live here. Now my original deal, you see, stated that no other trees can grow in the village, especially not willows.

But this one didn't grow here. Ha!'
[/STORY]
[OUT]Remark that it is indeed a clever workaround.
[OUT]Scorn him for nitpicking. Say that the laws of a deal must be honoured. He had his fun -- time to move on.
[OUT]Say that whatever the case may be, he is bending rules and you were asked to get rid of him, so he'd better move along. Shake the linden wood at him.
[/NODE]

+[NODE]8
[STORY]
You build a bonfire and burn the linden wood, allowing the smoke to engulf the weeping willow. 

The czort -- a short, stubby, red-haired, goat-like creature -- hops out and tries to flee, but he is bound to the willow and cannot.

Believing he will burn, he finally relents and gives up his hold on this place. If you wish, you can continue the spell to kill him.
[/STORY]
[OUT]Continue the spell and see the czort destroyed for good.
[OUT]With his hold broken, the czort will now leave. Let him.
[/NODE]

+[NODE]9
[STORY]
'Oh, the caring sort, are you? Got yourself some fleshy friends, following their gods, even, eh?

What's in it for me?'
[/STORY]
[OUT]Offer a gem as payment. 
[OUT]Offer him a deal: you won't burn down the tree with him inside if he buggers off now.
[/NODE]

+[NODE]10
[STORY]
'Oh, you! How did you know I can't leave this tree? Damned demon traitor, you are. 

You wouldn't do it, would you?'

[/STORY]
[OUT]Do not admit it was a lucky guess. Just stare at him threateningly.
[OUT]Shrug and say you were just guessing, but now you know his weakness so he'd better go!
[/NODE]

+[NODE]11
[STORY]
'Hmm, why not, I was getting bored. See ya!'

Upon his departure, you discover a stash of some good quality wood.
[/STORY]
[OUT]Great, tell the villagers the good news and be on your way.
[/NODE]

+[NODE]12
[STORY]
'Oh, all right, all right! I am leaving. I was getting bored anyway!'

The demon leaves and the curse will now slowly lift in time. Upon his departure, you discover a stash of some good quality wood.
[/STORY]
[OUT]Great, tell the villagers the good news and be on your way.
[/NODE]

+[NODE]14
[STORY]
The willow tree stirs, and a hairy face appears from within.

'Get out of here, scum!'
[/STORY]
[OUT]Try to reason with the creature. Say that it has done enough and had its fun, so it's time to move on to new deals and new tricks.
[OUT]Tell the creature it is hurting the trees! It will pay now -- attack!
[OUT]It seems too much trouble. Just leave.
[/NODE]

+[NODE]17
[STORY]
'I know! Say, since you're being all nice, here -- I got some spare wood from when the other trees died. Can't touch the stuff myself, so you may as well have it.'
[/STORY]
[OUT]Thank him, take the loot, and leave.
[OUT]Remark that you were asked to do a job and those folks are dying. Can he not leave now that he's had his fun?
[OUT]Remark that you were asked to do a job and those folks are dying. Can he not leave now that he's had his fun?
[/NODE]

+[NODE]19
[STORY]
He shrugs. 'Well, why not. I am bored. Have the wood anyway, then. See ya!'

The demon leaves and the curse will now slowly lift in time. 
[/STORY]
[OUT]Tell the villagers the good news and leave.
[/NODE]

+[NODE]20
[STORY]
'I am not done! You bore me now. Leave or suffer my wrath!'
[/STORY]
[OUT]Attack!
[OUT]Just leave. Not worth your trouble.
[/NODE]

+[NODE]23
[STORY]
You kill the demon, and with his dying shrieks, you feel the willow tree regain its natural strength.

It will likely take a long time for the czort's curse to fully heal, but it will happen eventually. As the wind blows, you hear a faint 'Thank you.'

You also find a stash of good wood left behind by the demon.
[/STORY]
[OUT]Great, tell the villagers the good news and be on your way.
[/NODE]

+[NODE]24
[STORY]
You fail and the czort is not happy. As you run away, you feel the sickness that befell the villagers fall upon you!
[/STORY]
[OUT]Damn the czort. Keep running.
[/NODE]

+[NODE]28
[STORY]
The czort shrieks in pain and eventually shrivels away like dried-up fruit. The remains turn into a decent ruby.

The curse is lifted immediately, and now the people will regain their health quickly.

You also find a stash of good wood left behind by the demon.
[/STORY]
[OUT]Great, tell the villagers the good news and be on your way.
[/NODE]

+[NODE]31
[STORY]
The czort shrieks in pain and disappears in a puff of green smoke that gets into your lungs. What effect this may have, you know not.

The curse is lifted immediately, and now the people will regain their health quickly.

You also find a stash of good wood left behind by the demon.
[/STORY]
[OUT]Tell the villagers the good news and be on your way.
[/NODE]

+[NODE]34
[STORY]
The weeping willow begins to gently rock, its green hair dancing to the unheard tune of your prayer. 

The tree trunk twists and shrinks in the dance, and from within a hollow, you hear the screams of a dying creature. Blood flows down the tree's bark, but it remains unflinching.

It then spits out the remains of a czort.
[/STORY]
[OUT]Good. Gather whatever items it had and move on.
[/NODE]

+[NODE]36
[STORY]
Your prayers are not strong enough, or perhaps nature is not willing to interfere. 

Your spirit is weakened, and dark magic repels you from returning here.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]42
[STORY]
'Hmm, why not, I was getting bored. See ya!'

Upon his departure, you discover a stash of some good quality wood.
[/STORY]
[OUT]Great, tell the villagers the good news and be on your way.
[/NODE]

[/EVENT]

-- [EVENT] --czort wierzbowy3(18)
+[NODE]2
[STORY]
As you wander through the woods, you hear something rummaging in the bushes, then a short, stubby, red-furred creature riding a goat rams into you.

'Shit, watch where you go!'
[/STORY]
[OUT]Point out that you are the ones being assaulted here.
[OUT]Take out your weapons and growl at the creature. How dare it cross your path like this!
[OUT]Shrug and walk away.
[/NODE]

+[NODE]3
[STORY]
'Well, I say, the cheek of it! You were clearly in MY way.

Bah, who cares. Here, I got you a gift, your ilk once saved my hide, and I repay my debts.'
[/STORY]
[OUT]Do not accept the gift, remembering that this demon assaulted a village because it did not like being bested in a deal. 
[OUT]You aren't making any deals with it, so take the gift.
[OUT]You aren't making any deals with it, so take the gift.
[/NODE]

+[NODE]4
[STORY]
'Oh, fiddlesticks! Fine, be like that.'

He strides off in a huff. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]5
[STORY]
You take the bundle and find some goods within, but you also feel a curse befall you.

The czort strides off, laughing.
[/STORY]
[OUT]Damn the czort! Leave.
[/NODE]

+[NODE]6
[STORY]
Perhaps the czort did appreciate your kindness. You take the gift and nothing else happens.

The czort disappears, smiling.
[/STORY]
[OUT]Great, leave.
[/NODE]

[/EVENT]

-- [EVENT] --Hailk-gailki(19)
+[NODE]2
[STORY]
The seawaters stir and swirl before you in irregular circles and sudden bursts.

[/STORY]
[OUT]As nature's domain is your guide, seek answers from your deity.
[OUT][Wisdom]Your knowledge of the mystical is sound. Try to figure out what this could be.
[OUT]Ignore it, doesn't seem dangerous. 
[OUT]Ignore it, doesn't seem dangerous. 
[OUT]Get in closer to investigate.
[OUT]Leave this area.
[/NODE]

+[NODE]3
[STORY]
These waters are surely disturbed, but you sense that this is not unnatural. 

Creatures of the sea swarm this spot -- hailki-gailki demons they are sometimes called, and a promise of new life lingers here. 

But in these troubled times, you sense these creatures' cycle is being stifled by a strong presence of light energy.
[/STORY]
[OUT][Elf]As elven kin, you are a child of light. Try to use your spirit to help these creatures. 
[OUT][Orc]You feel the pressure of this place strongly; the light burns at the tip of your soul. Use your opposing domain to try to break its hold, even if it is more dangerous for you.
[OUT]This concentration of light is unnatural indeed. Try to perform a ritual to cleanse this place.
[OUT]Do not interfere with this. Best leave them be and continue onwards at a distance.
[OUT][Wisdom]What else could you do here?
[OUT]Stay and observe.
[OUT]Stay and observe.
[OUT]Hunt the fish-demons down.
[/NODE]

+[NODE]6
[STORY]
These are likely hailki demons, a rare breed of water creatures that are generally harmless on their own but are heralds of a coming hurricane.

Due to their mating rituals, they come up to the surface only once a decade. But it is said that their eggs are actually gemstones, so some folk try to hunt them for it. 
[/STORY]
[OUT]In that case, hunt them down. 
[OUT]Leave them be. In fact, wait a bit to make sure others don't come to destroy these rare creatures.
[OUT]Leave them be. In fact, wait a bit to make sure others don't come to destroy these rare creatures.
[OUT]Do not interfere with this. Best leave them be and continue onwards at a distance.
[/NODE]

+[NODE]8
[STORY]
You stay and observe as the water continues to swirl and burst. In time you notice small, serpent-like creatures with multicoloured scales and tiny demon horns. 

You realise before long that a hurricane is forming, but the creatures are shielding you from it in thanks for your kindness.

Your spirits are greatly lifted. 
[/STORY]
[OUT]Great, leave.
[/NODE]

+[NODE]10
[STORY]
You stay and observe as the water continues to swirl and burst. In time you notice small, serpent-like creatures with multicoloured scales and tiny demon horns.

You notice a group of fishermen sneaking up to the creatures. They have not seen you yet.
[/STORY]
[OUT]Attack the fishermen!
[OUT]Convince the fishermen not to kill the hailki. 
[OUT]Just leave it. This is too much risk for fish. 
[/NODE]

+[NODE]12
[STORY]
The swirls and sinkholes increase in intensity, and you notice now there may be some sort of serpent-like creatures swarming there. 

You also realise the sea and skies are getting very restless. A storm is coming this way fast!
[/STORY]
[OUT]Best leave here fast, then.
[OUT]Stay and try to hunt for those snakes, even if it means taking some bruises from the wind.
[/NODE]

+[NODE]13
[STORY]
The swirls and sinkholes increase in intensity, and you notice now there may be some sort of serpent-like creatures swarming there. 

Before you can see more, a hurricane engulfs you, thrashing you around like puppets before you land on the ground again.
[/STORY]
[OUT]Keep moving to safety.
[/NODE]

+[NODE]15
[STORY]
The swirls and sinkholes increase in intensity, and you notice now there may be some sort of serpent-like creatures swarming there. 

The creatures emit a faint light and soon it looks like they're swimming in a rainbow. You continue walking, and your spirits are uplifted.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]19
[STORY]
You capture several of the serpent-demons. Their light extinguishes when they're out of the water, and the entire pack turns grey and slithers away in silence. 

The light from the serpents lingers on your skin and stings. You have a feeling that you interrupted something important. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]20
[STORY]
You open yourself to the unnatural concentration of light here and the force moves towards you, leaving the serpent-demons free. 

You see the creatures bustling with life and energy, and the water turns into rainbow from the display of light reflected off their scales.
[/STORY]
[OUT]Wait to see what happens next.
[/NODE]

+[NODE]22
[STORY]
You stay and observe as the water continues to swirl and burst. In time you notice small, serpent-like creatures with multicoloured scales and tiny demon horns.

[/STORY]
[OUT]Keep watching.
[/NODE]

+[NODE]23
[STORY]
You soon realise this is a mating ritual, but you also know that something has gone wrong. A bright, stifling light engulfs the serpents and their bustling dance slows, clearly stopping whatever was supposed to happen. 

The serpents swim away, and your spirit is hurt from the light still lingering.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]24
[STORY]
With the fishermen gone, the serpent-demons continue their odd water dance in peace. 

You do not have time to observe them, but you feel their blessing upon you.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]26
[STORY]
The fishermen beat you badly and force you to flee.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]28
[STORY]
While you talked, the fishermen captured the serpents and left you standing there looking silly. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]30
[STORY]
You fail to catch the serpents and you feel their demonic power lashing out at you, forcing you to flee.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]33
[STORY]
The hailki-gailki continue their mating ritual, and a hurricane forms above your heads, yet you remain protected.

The light you called your way, however, now engulfs you and threatens to burn your soul. You may siphon some energy from it, but it may also wound you.
[/STORY]
[OUT]Leave before the light does you harm.
[OUT]Stay and try to siphon some energy.
[/NODE]

+[NODE]38
[STORY]
You open yourself to the unnatural concentration of light here and the force moves towards you with immense power. 
The serpent-demons boil alive as the water bubbles with heat, and you feel your spirit assaulted.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Black cat crossing(20)
+[NODE]2
[STORY]
A black cat crosses your path.
[/STORY]
[OUT]Spit over your left shoulder seven times before walking onwards. This should stop any bad luck. 
[OUT]Stand still until another living being crosses the path. It's the only sure way to avoid the bad luck.
[OUT]Just keep on walking. It's only a cat.
[OUT]Just keep on walking. It's only a cat.
[OUT][Magic user] Black cats are often witches' familiars. Follow the cat to see where it lives.
[OUT]This could be a demon in cat form. Place a small offering of food on the road. If the cat comes to you, it will be good luck. If it walks on, it will bring misfortune.
[OUT]This could be a demon in cat form. Place a small offering of food on the road. If the cat comes to you, it will be good luck. If it walks on, it will bring misfortune.
[/NODE]

+[NODE]3
[STORY]
The cat ignores you and continues onwards. 

As far as you know, you should be safe now or maybe even lucky.
[/STORY]
[OUT]Great, leave.
[OUT]Great, leave.
[/NODE]

+[NODE]6
[STORY]
The cat skulks around and runs towards a small nondescript house. Hard to say if a witch lives there.
[/STORY]
[OUT]Go in, weapons drawn.
[OUT]Go in, weapons drawn.
[/NODE]

+[NODE]7
[STORY]
You stand there on the empty road for a while until an unsuspecting squirrel passes by. 

As far as you know, you should be safe now or maybe even lucky.
[/STORY]
[OUT]Great, leave.
[OUT]Great, leave.
[/NODE]

+[NODE]10
[STORY]
You find the house abandoned, covered in cobwebs and dust though some resources remain salvageable.

The cat sits by the bones of a dead human. It looks at you, pleading.
[/STORY]
[OUT]Burn the bones in accordance with witch customs.
[/NODE]

+[NODE]11
[STORY]
The cat watches you perform the ritual, and you feel strange energy fill the air. 

Your souls seem nourished by this deed. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]12
[STORY]
You find the house infested with rats!
[/STORY]
[OUT]Attack them!
[OUT]Run away!
[/NODE]

+[NODE]15
[STORY]
With the rats defeated, you see a very happy cat running off with the meat. 

The house is decrepit and old, with not much to pilfer.
[/STORY]
[OUT]Gather what you can and leave.
[/NODE]

+[NODE]17
[STORY]
The cat walked towards you, so you expect luck to come your way soon!
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]18
[STORY]
The cat walked away, so bad luck may follow!
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Black Cat Luck(21)
+[NODE]2
[STORY]
Your home is visited by a black cat at night and somehow you know you met this one before.

It purrs and lingers in your household, avoiding direct contact yet observing you constantly.
[/STORY]
[OUT]The cat seems to favour the nursery. Better go check on the children.
[OUT]Observe the cat to make sure it doesn't do anything bad.
[OUT]Observe the cat to make sure it doesn't do anything bad.
[OUT]Observe the cat to make sure it doesn't do anything bad.
[OUT]Observe the cat to make sure it doesn't do anything bad.
[/NODE]

+[NODE]3
[STORY]
The cat clings to one of your children and you realise it was never a cat, but a dola demon seeking to find a new charge to take care of. 

The child will surely grow to be lucky, and the whole household feels the positive effects.
[/STORY]
[OUT]Give the cat some food in thanks.
[/NODE]

+[NODE]5
[STORY]
The cat shows you a spot where you dig up a hidden cache of goods. It then goes away.
[/STORY]
[OUT]Give the cat some food in thanks.
[/NODE]

+[NODE]6
[STORY]
The cat sits by a person who was unwell, and, in the morning, they feel much better.
[/STORY]
[OUT]Give the cat some food in thanks.
[/NODE]

+[NODE]7
[STORY]
The cat runs off when followed, but you realise the fleabag brought all sorts of nasty disease into your home!
[/STORY]
[OUT]Damn the cat.
[/NODE]

+[NODE]8
[STORY]
You realise too late that the cat was a witch's familiar and the old hag used it to siphon some of your spirit for her dark arts!

[/STORY]
[OUT]Damn the cat.
[/NODE]

[/EVENT]

-- [EVENT] --Potoplenyk(22)
+[NODE]2
[STORY]
A full moon hangs heavy atop the calm waters. You set up camp to rest, doing everything the same as always -- check the area, set watch, stay alert.

Alas, one your children wanders off to throw stones in the water, and with a sudden splash, they disappear beneath the surface of the crystal-clear lake!
[/STORY]
[OUT]Run in and try to get them out!
[/NODE]

+[NODE]3
[STORY]
Sitting on a beautifully crafted raft made of seashells and pearls, an amphibian-looking man cries out to the moon:

'So much you have given, so good my fortune, oh why, oh why won't you grant me this one more boon, lord?'
[/STORY]
[OUT]Disturb him politely to ask if he has seen your child or anything else suspicious in the last few minutes.
[OUT]Shout at the creature and ask where your child is.
[OUT]Attack it. The child is gone and this fiend may know what happened, so a good beating will speed things up!
[/NODE]

+[NODE]4
[STORY]
'I beg your pardon, traveller, I was merely voicing my woes to the moon, as it once granted me a great boon, but now keeps me cursed.'

[/STORY]
[OUT]If he speaks of Horz, the night lord, say that you are also one of his.
[OUT]The child? 
[OUT]Attack it. The child is gone and this fiend may know what happened, so a good beating will speed things up!
[/NODE]

+[NODE]5
[STORY]
'Horz, Horos of old, yes. The moon master came to me once. I did him a boon and in return he freed me from my vodnik life and made me a potoplenyk, master of the water castle!'
[/STORY]
[OUT]Ask how it is that a god changed his being.
[/NODE]

+[NODE]6
[STORY]
'Oh, angry, are we? I guess I understand. Were I able to have a child of mine, I'd be protective too.

The child is in my castle, deep within the waters, and you will not get to it if I am dead, just in case you were thinking of a forceful act.'
[/STORY]
[OUT][Water demon]Tell him to wipe the smug smile off his face and point out that you are no stranger to the waters!
[OUT]Stay calm. Ask again why he took your child and ask him to give it back.
[OUT]Attack it. The child is gone and this fiend may know what happened, so a good beating will speed things up!
[/NODE]

+[NODE]7
[STORY]
You jump into the icy cold waters and search for the child but find nothing, only the dark, quiet depths looking back at you.

And then you hear an odd whimpering sound farther down the shore.
[/STORY]
[OUT]Go see what it is.
[/NODE]

+[NODE]8
[STORY]
'Ah, yes, another effort on your part. Surely it will fail, but what can I do?'
[/STORY]
[OUT]Stay calm. Ask again why he took your child and ask him to give it back.
[OUT]Threaten the creature and tell it you will have your child back, now!
[/NODE]

+[NODE]9
[STORY]
'Ah, my bad... I did not truly see you there, hmm, cousin.

You all have your magic, your ways to get children. I was only trying to do the same, only mine drown and die and never turn into one of me.'
[/STORY]
[OUT]Say that you are not amused by this and he'd better give back the child right now!
[OUT]Tell him you do not need help to get the child back from his underwater home, so he will die now. Attack!
[/NODE]

+[NODE]10
[STORY]
'I took your child because I cannot have my own. I thought this time, this time the waters will truly make it mine, but it doesn't look likely.

And do remember, I am the only one who can bring it back from my underwater lair.'
[/STORY]
[OUT][Water demon]Tell him to wipe the smug smile off his face and point out that you are no stranger to the waters!
[OUT]Attack it. The child is gone and this fiend may know what happened, so a good beating will speed things up!
[OUT][Attractive]Putting on your best smile, convince him that if the child dies it can serve no one, but if he releases it, you will do your best to help -- and you have gods on your side.
[OUT]Ask why he is doing this?
[/NODE]

+[NODE]12
[STORY]
'Like I said, I did Horz a boon and he said I am vodnik no more, that I will have my own castle, my own power and nothing to do with my cousins and their duties and hierarchies and such.'
[/STORY]
[OUT]The child, then?
[OUT]Say that your child had better be fine, or the lord Horz will have his scales for it!
[OUT]Attack this fiend now. It will tell you where to find your child with a sword at its throat!
[/NODE]

+[NODE]13
[STORY]
'Well, if you must know, the moon lord changed me, that he did, so I am the only one of my kind! Or at least I know of no others, and the usual water demon reproduction doesn't work right for me!'
[/STORY]
[OUT]So he cannot change children into water kin by ritual drowning, then? Nor can he lure females and have them carry his spawn?
[OUT]Say that your child had better be fine, or the lord Horz will have his scales for it!
[OUT]Ask what he means by this.
[OUT]Attack this fiend now. It will tell you where to find your child with a sword at its throat!
[/NODE]

+[NODE]14
[STORY]
He frowns:
'Well, no to the first one, they all just become water wrights -- empty, solemn things.

But to the other... well, look at me! I have no looks to lure a female here, never mind copulate with me.'
[/STORY]
[OUT]Say that your child had better be fine, or the lord Horz will have his scales for it!
[OUT]Suggest that if he gives the child back safely, you can lure someone here for him.
[/NODE]

+[NODE]15
[STORY]
'Yes, I sense a divine touch upon your heart. Better not meddle there. 

Have the child back if you must.'

The demon clicks his fingers and a pack of water wrights brings out your child locked in a huge seashell. It is alive and well, asleep and unaware of the ordeal.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]17
[STORY]
'Well, typically, water demons drown the folk, children mostly, and they come out like us -- most of them, anyway. But mine never do.'
[/STORY]
[OUT]Say that your child had better be fine, or the lord Horz will have his scales for it!
[OUT]Attack this fiend now. It will tell you where to find your child with a sword at its throat!
[/NODE]

+[NODE]19
[STORY]
'It's a deal, cousin! Have your child back, and any others that still live. 

But lure me a female, please!'

The demon is so excited that he pays you no heed, instead clapping his hands, brushing his tendril hair, and grinning stupidly into the water.
[/STORY]
[OUT]Do as you promised and use your demon wiles to lure a female here for him.
[OUT]Kill him -- the disgusting creature will not have his way!
[OUT]Leave and ignore your deal. This creature does not deserve your help.
[/NODE]

+[NODE]21
[STORY]
Your skill at attracting folk works well, and soon an unknowing female finds her way to the lake where the demon awaits. 

He snatches her and they both disappear underwater. Now you understand why he has trouble reproducing, seeing as his mates likely drown.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
'No, no, I don't think you're right. I think this is my castle, my place, my rules. But this has failed me many, many times. 

So let us make a deal. I smelled some orphans not far from here, but too far for a water dweller like me. Bring me those children and I will set yours free -- easy, no?'

[/STORY]
[OUT]Reluctantly agree. At least it gives you time to come up with a plan.
[OUT]Agree wholeheartedly.
[OUT]Attack this creature. Once it is beaten to a pulp, it will talk!
[/NODE]

+[NODE]23
[STORY]
'Here, I marked the spot on this map. See you when you get back. And worry not -- your child is asleep in a shell for now. I never got around to the drowning part. Your presence was distracting.'
[/STORY]
[OUT]Leave to find the children.
[/NODE]

+[NODE]26
[STORY]
The creature, which, despite his protestations, seems like just another vodnik demon, lies beaten at your feet.

'Stop, stop, please!'
[/STORY]
[OUT]Demand the child, now.
[/NODE]

+[NODE]27
[STORY]
'Okay, okay, I will just swim down to get it.'
[/STORY]
[OUT]Laugh at his words and press your sword to his throat. Demand that he give back the child now or die.
[OUT]Say that is fine, but you will of course accompany him.
[/NODE]

+[NODE]28
[STORY]
'All right, all right, here...'

The demon clicks his fingers and a pack of utopiec brings out your child locked in a huge seashell. It is alive and well, asleep and unaware of the ordeal.
[/STORY]
[OUT]Now kill the damned fiend and then search his underwater palace too!
[OUT]Let the demon go. You will not dirty your hands any more than you need to.
[OUT]Now kill the damned fiend.
[/NODE]

+[NODE]29
[STORY]
You kill the demon and dive underwater to search the castle. 

You realise the structure is slowly sinking into the sea floor -- likely part of the demon's magic. 

But you manage to scavenge some goods before it goes.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]30
[STORY]
The demon dies and the waters stir for a time, turning murky. 

A strong stench hits your nostrils and makes you ill. But the water also spits out some wreckage. Perhaps you will find something there.
[/STORY]
[OUT]Search the wreckage and leave.
[/NODE]

+[NODE]33
[STORY]
The creature, which, despite his protestations, seems like just another vodnik demon, lies beaten at your feet.

Alas, you suspect your child is being kept deep underwater, and you have little chance of getting to it in time.
[/STORY]
[OUT]Try to dive for the child.
[OUT]Try to dive for the child.
[/NODE]

+[NODE]34
[STORY]
You dive deep and discover the remains of an underwater castle. Alas, with the demon's death, the abode has begun to sink into the sea floor.

You spot the child and a huge treasure chest, but you only have time to grab one...
[/STORY]
[OUT]Grab the child.
[OUT]Grab the treasure. 
[/NODE]

+[NODE]35
[STORY]
You dive deep and discover the remains of an underwater castle. Alas, with the demon's death, the abode has begun to sink into the sea floor.

You grab some small loot on your way, but the child is nowhere to be seen.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]38
[STORY]
You kill the demon and dive to retrieve your child. Deprived of its master, the creature's underwater abode is sinking fast, but you are faster and manage to get some extra loot as well. 
[/STORY]
[OUT]Good, now leave.
[/NODE]

+[NODE]39
[STORY]
The demon is fierce and defeats you, but he does not kill you. Instead he simply jumps into the water and disappears without a trace.

Alas, he does not return your child.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]49
[STORY]
You kill the vodnik while he is distracted. As he dies, the waters turn murky and grey, and a horrible stench hits your nostrils and makes you sick.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Potoplenyk2(23)
+[NODE]2
[STORY]
Just as the water demon said, you come across a ransacked caravan with empty carts and stripped bodies. Among the rubble sits a lone child, and two dead ones lie beside it.


[/STORY]
[OUT]Take the child with you, and go back to the vodnik to fight it!
[OUT]Take the child and give it to the vodnik, as promised.
[OUT]Take the child and leave, do not give it back to the vodnik who sent you here.  No point risking a confrontation with the vodnik.
[/NODE]

+[NODE]4
[STORY]
The vodnik lies beaten at your feet.

Alas, you suspect your child is being kept deep underwater, and you have little chance of getting to it in time.
[/STORY]
[OUT]Try to dive for the child.
[OUT]Try to dive for the child.
[/NODE]

+[NODE]5
[STORY]
You dive deep and discover the remains of an underwater castle. Alas, with the demon's death, the abode has begun to sink into the sea floor.

You spot the child and a huge treasure chest, but you only have time to grab one...
[/STORY]
[OUT]Grab the child.
[OUT]Grab the treasure. 
[/NODE]

+[NODE]6
[STORY]
You dive deep and discover the remains of an underwater castle. Alas, with the demon's death, the abode has begun to sink into the sea floor.

You grab some small loot on your way, but the child is nowhere to be seen.

[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
The demon is fierce and defeats you. 

But he does not kill you. Instead he simply jumps into the water and disappears without a trace.

Alas, he does not return your child, and he also kidnaps the one you saved earlier.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]12
[STORY]
'Ah, good, good. Here is your young one, safe and sound and even with a blessing from me. Be well, friends.'

[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Rabsik(24)
+[NODE]2
[STORY]
You come across a small hamlet and see the folk are out in force proceeding with the hanging of a man.

Cries of 'bandit,' 'scoundrel,' and 'bastard' fly around aplenty.
[/STORY]
[OUT]Go have a closer look and ask someone what is going on.
[OUT]Leave them be, not your business.
[/NODE]

+[NODE]3
[STORY]
'Ah, this is Rabsik, a known scoundrel. We caught him stealin' our coin. We're not rich folk, and this gold will feed us for months. So now he's gonna hang good!'
[/STORY]
[OUT]Ask if they are sure they got the right man. Was he caught red-handed?
[OUT]Attack this rabble of farmers. You'll gladly take their gold!
[OUT]Step back and allow justice to take its course.
[OUT][Harmony]Plead for the man's life. Say that there are other ways to punish him, but the goddess Lada teaches us mercy.
[/NODE]

+[NODE]4
[STORY]
'Aye, red-handed in our cookie jar! And this scar he has on his cheek, this is Rabsik, all right. In fact, the orcs have a bounty on his head, so we'll get us some of that too!'

Another man kicks the speaker in the shins and others shake their heads at him. He goes quiet and the crowd returns to the hanging.
[/STORY]
[OUT]A bounty? In that case, tell them to let you have the man or you will kill them all! [Intimidate]
[OUT]Attack this rabble of farmers. You'll gladly take their gold!
[OUT]Step back and allow justice to take its course.
[OUT][Harmony]Plead for the man's life. Say that there are other ways to punish him, but the goddess Lada teaches us mercy.
[/NODE]

+[NODE]6
[STORY]
The farmers mumble in anger but take their leave, hiding in their huts. 

You take your prisoner down from the hangman's noose. 

'So, you thinking of selling me to the orcs now?'
[/STORY]
[OUT]Confirm that that is your intention.
[OUT]Say that you may rethink the plan if he has something to offer.
[OUT]Deny it. Tell him you only wanted an excuse to free him. No man should die for gold.
[/NODE]

+[NODE]7
[STORY]
'I can take you to my stash, it's all yours. There's some gold, some gems -- not a fortune, but it's all I have.'
[/STORY]
[OUT]Agree.
[OUT]Decline and take him to the orcs for the bounty.
[/NODE]

+[NODE]8
[STORY]
'How odd. Not sure what to do with that. I was gonna offer you my loot, then have my buddy eat you up. Now it feels kind of mean.

I'll get you my stuff, for real, no tricks.'
[/STORY]
[OUT]He was going to trick you? Just kill the weasel.
[OUT]Nod with satisfaction that your good deed may yet turn a dark heart... maybe. 
[/NODE]

+[NODE]9
[STORY]
You kill the man, and a dying whisper in the old speech lingers on his lips:

'Debie, debie, kto cie zrebie,
Ten do smierci panem bedzie.'

(It refers to some old oak, that whomever cuts it will be rich till death.)

You hear the trees rustle a faint cry as the bandit dies.

Perhaps you can find this oak tree he spoke of and find his stash.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
You meet with the orc band searching for the bandit. They pay you the bounty and take their prisoner.
[/STORY]
[OUT]Good. Time to leave.
[/NODE]

+[NODE]13
[STORY]
You agree to let him lead you, but as soon as he enters the forest, he disappears from your bonds.

You still hear his voice guiding you, however, so you can still find the loot.
[/STORY]
[OUT]Mark the place of the treasure on your map.
[/NODE]

+[NODE]15
[STORY]
Folk justice takes its course and the bandit is hanged, his body left as a warning to all who pass here. A dying whisper in the old speech lingers on the man's lips:

'Debie, debie, kto cie zrebie,
Ten do smierci panem bedzie.'

(It refers to some old oak, that whomever cuts it will be rich till death.)

You hear the trees rustle a faint cry as the bandit dies. Perhaps you can find this oak tree he spoke of and find his stash.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]17
[STORY]
Reluctantly, the mob agrees with your pleas. You hear whispers of 'We'd better not upset the goddess, that lot looks like they may have her ear.'

Rabsik, the bandit, looks surprised as you take him down.
[/STORY]
[OUT]Check that he is okay and tell him he'd better choose a different path in the future.
[/NODE]

+[NODE]19
[STORY]
The farmers kick your arse and you run for your lives. 

Rotten tomatoes and horse dung fly your way as you do.
[/STORY]
[OUT]Just keep running.
[/NODE]

+[NODE]20
[STORY]
The farmers are dead and their gold yours. You can now also collect the bounty on this bandit.

You take your prisoner down from the hangman's noose. 

'So, you thinking of selling me to the orcs now?'
[/STORY]
[OUT]Confirm that that is your intention.
[OUT]Say that you may rethink the plan if he has something to offer.
[OUT]Deny it. Tell him you only wanted an excuse to free him. No man should die for gold.
[/NODE]

+[NODE]25
[STORY]
'Just mind your own backside! Now leave us be.'
[/STORY]
[OUT]Attack!
[OUT]Leave.
[/NODE]

+[NODE]26
[STORY]
'Hmm, unexpected. Well, if you thought I'd be grateful and give you stuff, sorry, no. But I do thank you, and maybe I've learnt something, eh? Bye.'

He runs off, but you feel uplifted by the good deed.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Rabsik 2(25)
+[NODE]2
[STORY]
You come to an old oak tree. Rabsik points at it.

'Here it is. My treasure chest is hidden in the roots. Should I take it out, or...?'
[/STORY]
[OUT]You are forest folk, and this is no tree -- it is a leshy clearly watching your every move! Call them out on it.
[OUT]Say that Rabsik can take the chest out, but warn him against making any sudden moves.
[OUT]Say that you will take the chest out, but tell him it had better not be a trick.
[/NODE]

+[NODE]3
[STORY]
The leshy smiles, his features now clear,

'Ahhh, youuu broughttt sooome foorest kinn to mee. Here, thisss isss whaaat you were prooomised, yes?'

The leshy gives you a small chest of loot. The bandit looks annoyed, but does not say anything.
[/STORY]
[OUT]Take the loot and leave.
[OUT]Ask why a leshy is working with a common criminal.
[/NODE]

+[NODE]4
[STORY]
He reaches into the roots and the tree swallows him whole. 

Before you have time to react, you realise the roots are shooting up from the ground beneath you, trying to entangle your feet, and you know this tree is a leshy attacking you!
[/STORY]
[OUT]Defend yourself.
[OUT]Try to run away!
[/NODE]

+[NODE]7
[STORY]
You kill the leshy and the bandit and take the loot. 
[/STORY]
[OUT]Time to leave.
[/NODE]

+[NODE]8
[STORY]
You manage to wrangle free and run away, and you hear the bandit's laughter carried in the wind.
[/STORY]
[OUT]Time to leave.
[/NODE]

+[NODE]9
[STORY]
The leshy captures you and holds you within his roots for what seems like hours. 

He then spits you out, and you feel your spirit drained.
[/STORY]
[OUT]Time to leave.
[/NODE]

+[NODE]14
[STORY]
The leshy does not respond, but Rabsik speaks.

'Common goals, mutual cooperation -- that sort of thing. My friend here finds himself lacking in, well, lackeys, so I do stuff for him to help the forest, and he helps out with my... trade.'
[/STORY]
[OUT]Tell the leshy it is shameful to aid robbery like this, that nature's domain should remain neutral.
[OUT]Nod and say you wish them good fortune, but they had better not steal from you.
[/NODE]

+[NODE]15
[STORY]
The leshy's leaves rustle and a gust of wind almost topples you as he sighs.

'Neutral isss looonely. I caare not foor goold trinketsss. I caare nooot of thoose who loost them. 

Buut you speak with the voice of nature. I will oobey.'

The leshy falls into slumber and you know he will not wake for many decades now.
The bandit cries out in anger but runs off.
[/STORY]
[OUT]Good. Now time to leave.
[/NODE]

+[NODE]16
[STORY]
He reaches into the roots and the tree swallows him whole. 

But you notice he was not the least bit surprised, and you realise that the tree is a leshy that will likely now attack you!
[/STORY]
[OUT]Attack!
[OUT]Leave.
[/NODE]

+[NODE]21
[STORY]
You reach into the roots to take the chest, but you spot just in time that this is no tree, but a leshy!

The forest demon grabs you, but you have time to catch the bandit and hold your sword to him. 

The bandit holds out his arms:
'Okay, okay, let's not do anything rash. My friend here is just protection, he wasn't going to hurt you.'
[/STORY]
[OUT]Tell the leshy to let you go and surrender the chest, or you will kill the bandit.
[OUT]Let the bandit go as a gesture of goodwill, and say that this is not the way to treat each other.
[OUT]Try to wriggle free from the leshy while still holding his friend hostage.
[OUT]Attack!
[/NODE]

+[NODE]24
[STORY]
'Yeees, I agree. Let Rabsik go, and haave the chest heere.'

The tree produces a wooden chest and places it next to you, then releases its hold over you.
[/STORY]
[OUT]Let Rabsik go, as agreed.
[OUT]Move away from the leshy, then kill Rabsik and run away.
[/NODE]

+[NODE]25
[STORY]
You reach into the tree's roots to grab the hidden chest, but instead, you feel the tree grab your arms!

It is a leshy and it attacks!
[/STORY]
[OUT]Defend yourself.
[OUT]Try to run away!
[/NODE]

+[NODE]26
[STORY]
You wriggle free from the leshy's grip. It looks angry, but luckily for you, it is unable to move your way.

Rabsik, the bandit, cries out:

'Come now, you're free, let me go!'
[/STORY]
[OUT]Kill the ungrateful sod.
[OUT]Demand your treasure, now.
[OUT]Let him go.
[/NODE]

+[NODE]32
[STORY]
'Fine, fine, take it, the chest for me -- a fair exchange. We'll do it all together like.'
[/STORY]
[OUT]Agree, take the chest and release the bandit.
[OUT]Kill the ungrateful sod.
[/NODE]

+[NODE]33
[STORY]
The bandit looks puzzled as he runs off and climbs his friend. 

'Yeah, you're odd. So, no hard feelings. Bye.'

He disappears inside the leshy and the demon remains still, watching you.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]34
[STORY]
The leshy tightens his grip and drains your spirit, but luckily for you, he discards you and allows you to flee.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]36
[STORY]
The leshy tightens his grip on you.

'Nooo! Yoou leet himm free, or yoou die!'
[/STORY]
[OUT]Attack the leshy instead!
[OUT]Agree to his terms and let the bandit go.
[/NODE]

+[NODE]38
[STORY]
You let Rabsik go and the leshy also releases you. The bandit isn't happy about it, but the demon insists that a deal's a deal.

Rabsik turns to you:
'So, no hard feelings, let's just part ways.'

[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Rabsik 3(26)
+[NODE]2
[STORY]
You come to an old oak tree, and you think this is where Rabsik hid his treasure.
[/STORY]
[OUT]You are forest folk, and this is no tree -- it is a leshy watching your every move! Call them out on it.
[OUT]Investigate the site carefully.
[/NODE]

+[NODE]3
[STORY]
The leshy smiles, his features now clear.

'Ahhh, youuu broughttt sooome foorest kinn to mee. Here, thisss isss whaaat you were prooomised, yes?'

The leshy produces a small chest of loot for you.

[/STORY]
[OUT]Take the loot and leave.
[OUT]Ask why a leshy is working with a common criminal.
[/NODE]

+[NODE]4
[STORY]
As you walk around looking for the hidden loot, you feel the ground move.

Before you have time to react, you realise that roots are shooting up from the ground beneath you, trying to entangle your feet, and you know this tree is a leshy attacking you!
[/STORY]
[OUT]Defend yourself.
[OUT]Try to run away!
[/NODE]

+[NODE]7
[STORY]
You kill the leshy and take the loot. 
[/STORY]
[OUT]Time to leave.
[/NODE]

+[NODE]8
[STORY]
You manage to wrangle free and run away, and you hear the leshy's laughter in the wind.
[/STORY]
[OUT]Time to leave.
[/NODE]

+[NODE]9
[STORY]
The leshy captures you and holds you within his roots for what seems like hours. 

He then spits you out, and you feel your spirit drained.
[/STORY]
[OUT]Time to leave.
[/NODE]

+[NODE]14
[STORY]
The leshy frowns and sighs:

'I haad need of himm, he haad need of me. It waas good.' 

Nod and say it is not your business. Take your gold and leave.
[/STORY]
[OUT]Tell the leshy it is shameful to aid robbery like this, that nature's domain should remain neutral.
[OUT]Nod and say it is not your business. Take your gold and leave.
[/NODE]

+[NODE]15
[STORY]
The leshy's leaves rustle and a gust of wind almost topples you as he sighs:

'Neutral isss looonely. I caare not foor goold trinketsss. I caare nooot of thoose who loost them. Buut you speak with the voice of nature. I will oobey.'

He falls into slumber and you know he will not wake for many decades now.

[/STORY]
[OUT]Good. Now time to leave.
[/NODE]

+[NODE]19
[STORY]
As you approach, the tree opens its eyes, looks at you, and asks:

'Where isss Rabsik?'

[/STORY]
[OUT]Tell him the bandit is dead, but you followed his instructions to get here.
[/NODE]

+[NODE]20
[STORY]
'Instruuctioons, youu saay... doubtfuul. Laast trick, hee meant. The fool. Shaame. Loonely timees coome again...' 

[/STORY]
[OUT]Ask what trickery he means.
[OUT]Inquire about the treasure.
[/NODE]

+[NODE]21
[STORY]
'Cuut mee down, they saay, and riches be yours till your dying daay.'
[/STORY]
[OUT]Attack!
[OUT]Convince him that no such violence is needed because a leshy has no need for things, surely.
[/NODE]

+[NODE]23
[STORY]
'Agreeed. Haave it, haave it aalll.'

He spits out a chest for you, then falls silent.
[/STORY]
[OUT]Take the loot and leave him be.
[/NODE]

+[NODE]26
[STORY]
The leshy remains silent, his features becoming more treelike again. 
[/STORY]
[OUT]Attack!
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Sadok (27)
+[NODE]2
[STORY]
You come across a small hamlet of humans. As you approach, you see the folk downcast and weary, skulking behind closed doors.

A couple of armed guards stop you:
'Who goes there?'
[/STORY]
[OUT]Tell them you are travelling and mean no harm. 
[OUT]Assess their threat level. 
[OUT]This is none of your business, so leave.
[/NODE]

+[NODE]3
[STORY]
'You'd best move along, then. Our homes are cursed, and we do not want to spread our troubles to others.

Unless -- are you well versed in such things? Our wise one passed three moons ago, and we have none to guide us.'
[/STORY]
[OUT]Tell them that yes, you are well versed in mystical matters. Ask exactly what befalls them.
[OUT]Say that you are on the path of the gods, so even though you are not wise ones, you may be able to help. 
[OUT]Ask if the problem is physical in nature, for you are good with your blades.
[/NODE]

+[NODE]4
[STORY]
Judging from the size of the hamlet and the quality of the guards' weapons, you would face five to eight good men before the rest would give up. 

You wonder how they survived on their own here. 
[/STORY]
[OUT]Attack!
[OUT]Tell them you are travelling and mean no harm. 
[/NODE]

+[NODE]6
[STORY]
'Thank the gods!

Every third night, when the sun sleeps, an unliving corpse comes among us. 

At times it only walks, and wails.

It destroyed our chram and we think it killed our wise one too.'
[/STORY]
[OUT]Ask if anything odd happened before it appeared.
[OUT]Ask if the problem is physical in nature, for you are good with your blades.
[/NODE]

+[NODE]7
[STORY]
'It is hard to say. We had a bad year. 

Poludnica burned our farmers, so our crops were few. 

Then the mory came and brought us sickness. Many died last moon, and many were buried. Then the unliving came.'
[/STORY]
[OUT]Tell the man you can see there is more to the story, so he'd better tell the rest.
[OUT]Say you will stay in the hamlet for three nights and watch for this fiend.
[OUT]If it is unliving, it can be ended with a good blade. Ask if they have tried.
[/NODE]

+[NODE]8
[STORY]
'Yes, some of us tried. But it was fast and strong, and many of our best died when the mory came.'
[/STORY]
[OUT]Tell them you will stay for three nights and kill this fiend.
[OUT]Say you will stay in the hamlet for three nights and watch for this fiend.
[/NODE]

+[NODE]9
[STORY]
The man nods silently and you settle in to stay.

On the third night, just as he said, you spot an unliving corpse blundering blindly between the houses. 

Its body flickers from physical to spirit form, and you see no head on its shoulders.
[/STORY]
[OUT]You have prepared rituals to call upon the dead. Use them now to try to determine what this apparition wants.
[OUT][Magic]It is unclear what this creature is, but your connection to the gods may chase it away. Preform a prayer ritual.
[OUT]Whatever this creature is, attack it now before it harms more folk.
[OUT]Actually, this looks too dangerous. Leave these people be.
[OUT][Elf]Take a closer look at this spirit, for you feel some affinity to it.
[OUT][Spirits]Try speaking to your fellow spirit, as it appears to be in pain.
[/NODE]

+[NODE]10
[STORY]
'Well... 

The mory, the poludnica before. We blamed Agna -- a, well, a girl from the village. 

So, well... we, we didn't give her medicine when the mory came. It was time for her to go. We buried her proper like, head between the legs so she stayed dead.

Only she didn't...'
[/STORY]
[OUT]Tell him 'head between the legs' works only during a blood moon on strigas who were born with two rows of teeth. It does not work if she was not one. Ask more about the girl.
[OUT]Tell him that was cruel, and if the girl was not a striga, she may now be a vengeful spirit rather than an unliving. Say you will stay and observe.
[OUT]Say that you understand why they did it, but obviously it did not work. You will deal with this creature if you can.
[/NODE]

+[NODE]11
[STORY]
'She... I mean, we never knew if she was a he or a she, one of those. But she was ours, old Yanna birthed her, although the father was never known.

But when all evils befell us, well, it is known that upior, striga, they live among us and bring bad luck even in life... so anyone who shows signs...'
[/STORY]
[OUT]Tell him that was cruel, and if the girl was not a striga, she may now be a vengeful spirit rather than an unliving. Say you will stay and observe.
[OUT]Say that you understand why they did it, but obviously it did not work. You will deal with this creature if you can.
[/NODE]

+[NODE]15
[STORY]
The ritual binds the creature to your hold. It cannot speak, but you see it is lost, in pain and anger. 

You feel it searching for places of the gods, thrashing towards you as well as their champion, but this is out of despair, not evil.
[/STORY]
[OUT]You know that simply banishing this soul may not work. You must go to its grave site.
[OUT]Use your hold to destroy the creature. It may not remain dead forever, but this will work for now. 
[/NODE]

+[NODE]16
[STORY]
The villagers lead you to the grave.

They dig out the body, reluctantly.

You see a body laid to rest with its head severed and placed between the legs, and its hands tied with red rope.
[/STORY]
[OUT]Lay this body to rest with respect. Place the head where it should be, facing west, and untie the hands. Write the name of the girl on a parchment and bury it with her too, so the spirit may find its way here.
[OUT]It is unclear why the striga burial did not work. Best to drive an iron nail through the head and spread salt and poppy seeds into the ground, then turn the body over on its belly. That way, it should not rise again, whatever it is.
[/NODE]

+[NODE]17
[STORY]
The creature dissolves screaming and thrashing against an invisible hold.

The hamlet should remain safe for now. 

The people thank you and give you what they can in reward.
[/STORY]
[OUT]Wish them well and leave.
[/NODE]

+[NODE]18
[STORY]
The creature becomes more solid, and a person of unclear gender appears. It looks lost at first, then upon seeing the villagers it twists in anger and pain.
[/STORY]
[OUT][Elf]Speak to it in the elven tongue to soothe its anger.
[OUT]This spirit is clearly elven. Alas, you know little of elven burial rites. Offer it some of your own spirit force. That may help to free it from this state.
[OUT]You know little of elven rites, so lay the body to rest with respect and hope that will help.
[/NODE]

+[NODE]19
[STORY]
The spirit seems to calm itself, and as you continue the burial rites, the soul becomes less and less corporeal until it finally dissolves in the air. 

You are unsure if it is truly free, but it seems at peace for now.

The villagers too are grateful for your aid.
[/STORY]
[OUT]Take your payment and leave.
[/NODE]

+[NODE]20
[STORY]
You now see this is a part-elven youth. This is why the folk thought them strange and why a striga burial would only trap the eternal spirit here. You tell the spirit you will now set it free, and it looks at you with hope.
[/STORY]
[OUT]Open your own soul and guide this lost spirit towards the elven light.
[OUT]Open your own soul and guide this lost spirit towards the elven light.
[/NODE]

+[NODE]21
[STORY]
You give up your own spirit, and indeed the elven soul seems nourished. Its anger slowly subsides. It bows to you and walks away. You feel a blessing befall you in thanks. 

The villagers too are grateful for your aid.
[/STORY]
[OUT]Take your payment and leave.
[/NODE]

+[NODE]22
[STORY]
The spirit seems to calm itself, and as you continue the burial rites, the soul becomes less and less corporeal until it finally dissolves in the air. 

You are unsure if it is truly free, but it seems at peace for now.

The villagers too are grateful for your aid.
[/STORY]
[OUT]Take your payment and leave.
[/NODE]

+[NODE]23
[STORY]
The elven spirit becomes entwined in warm strands of light. You feel the soul released from this corporeal plane and its true essence may now try to reach the western shores for rebirth.

Some strands touch you as well, and you feel the wisdom of this young-old spirit pass to you.

The villagers too are grateful for your aid.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]24
[STORY]
The elven spirit becomes entwined in warm strands of light. You feel the soul released from its corporeal chains, and yet, instead of continuing its journey towards rebirth, the spirit forms into a being of light and joins you!

The villagers too are grateful for your aid.
[/STORY]
[OUT]Leave together.
[/NODE]

+[NODE]26
[STORY]
'The gods, you say? Praise be Lady Luck then.

Every third night, when the sun sleeps, an unliving corpse comes among us. 

At times it only walks, and wails... It destroyed our chram, and we think it killed our wise one too.'
[/STORY]
[OUT]Ask if anything odd happened before it appeared.
[OUT]Ask if the problem is physical in nature, for you are good with your blades.
[/NODE]

+[NODE]27
[STORY]
The prayer works, and your domain binds the creature to your hold. It cannot speak, but you see it is lost, in pain and anger. 

You feel it searching for places of the gods, thrashing towards you as well as their champion, but you also feel this is out of despair, not evil.
[/STORY]
[OUT]You know that simply banishing this soul may not work. You must go to its grave site.
[OUT]Use your hold to destroy the creature. It may not remain dead forever, but this will work for now. 
[/NODE]

+[NODE]28
[STORY]
The spirit remains elusive. You cannot hold it and you are unsure what kind of spirit it may be. 

The villagers look saddened but not surprised, as if they accept their fate.
[/STORY]
[OUT]Attack the spirit!
[OUT]Explain that you tried your best, and depart.
[/NODE]

+[NODE]31
[STORY]
You defeat the angry spirit, and the air in the village becomes clearer. 

You think the forlorn soul may someday return, but it is gone for now.

The villagers are thankful and offer you what they can as payment.
[/STORY]
[OUT]Accept their gifts and leave.
[/NODE]

+[NODE]34
[STORY]
You are badly beaten and forced to flee. You hear the cries of the villagers as you run, and when you look back, the settlement is engulfed in a dark mist.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]36
[STORY]
You defeat the villagers, and any who survived flee and hide. You loot the village, but you sense there is a malevolent presence here, and if you linger too long it may cause you harm.
[/STORY]
[OUT]Gather what you can and leave.
[/NODE]

+[NODE]38
[STORY]
You are badly beaten and forced to flee and abandon some of your stuff to escape.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]39
[STORY]
'Well, I suppose it may be, you'll see a dead girl comin' and you can try to kill her for us, I mean, make her... more dead?'
[/STORY]
[OUT]Agree. 
[/NODE]

+[NODE]40
[STORY]
On the third night, just as he said, you spot an unliving corpse blundering blindly between the houses. 

Its body flickers from physical to spirit form, and you see no head on its shoulders.
[/STORY]
[OUT]Attack!
[OUT]Actually, this looks too dangerous. Leave these people be.
[/NODE]

+[NODE]42
[STORY]
The creature becomes more solid, and a person of unclear gender appears. It looks lost at first, then upon seeing the villagers it twists in anger and pain.
[/STORY]
[OUT][Elf]Speak to it in the elven tongue to soothe its anger.
[/NODE]

+[NODE]46
[STORY]
The spirit wails in pain and anguish. It seems bound by chains to the burial ground, thrashing about but unable to move.

The villagers will likely not have much peace here, but they should be safe, and they thank you for it.

[/STORY]
[OUT]Take your payment and leave.
[/NODE]

[/EVENT]

-- [EVENT] --Hidden stash house_(28)
+[NODE]2
[STORY]
You find a small abandoned house. Most of it has collapsed. 

You see signs that someone tried to move the debris to get to something, but their efforts failed.
[/STORY]
[OUT]Move the debris yourself.
[OUT]Move the debris yourself.
[OUT]Leave.
[/NODE]

+[NODE]5
[STORY]
You manage to move the debris and find an old cellar. Perhaps this was once a bandit hideout, as it looks like it contains stashed loot. 

Much of the equipment has rotted away, but some is salvageable.
[/STORY]
[OUT]Gather what you can and leave.
[/NODE]

+[NODE]7
[STORY]
You manage to move the debris and find several dead bodies -- likely bandits, as they are armed.

Much of the equipment has rotted away, but some is salvageable.
[/STORY]
[OUT]Gather what you can and leave.
[/NODE]

+[NODE]8
[STORY]
You manage to move the debris and find an old cellar. Perhaps this was once a hunter's lodge, as you find many trophies and leathers.

Much of the equipment has rotted away, but some is salvageable.
[/STORY]
[OUT]Gather what you can and leave.
[/NODE]

+[NODE]9
[STORY]
The debris is too heavy, and it is likely that whatever could hide beneath it has been crushed anyway. 
[/STORY]
[OUT]Leave.
[OUT]Don't give up. Push yourselves to clear this!
[/NODE]

+[NODE]16
[STORY]
You are dead tired, bruised, and hungry, but you finally clear the debris. 

Underneath you find a few dead bodies. 
[/STORY]
[OUT]Bury them and take their stuff. 
[/NODE]

+[NODE]17
[STORY]
You are dead tired, bruised, and hungry, but you finally clear the debris. 

Underneath you find absolutely nothing but the wood you shuffled.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --DemonEncounterBase3(29)
[/EVENT]

