-- [EVENT] --VillageAttackDiff5(0)
[/EVENT]

-- [EVENT] --Homen(1)
+[NODE]2
[STORY]
The homen -- an unliving skeletal procession often foretelling death on a large scale -- are seen passing through your village at night.
[/STORY]
[OUT][Nyia]Bow down to your lady's heralds. Whatever dark fate awaits, it is her will.
[OUT][Magic]Call upon your domain to steer the weaves of cruel fate away from your village.
[OUT][Zerca]Call upon the aid of the deities to protect you from this dark sign of calamity to come.
[OUT][Nature and intellect]Approach this problem calmly.
[OUT]Take extra care of your children. Huddle together and try to wait out this procession.
[OUT]Run out and try to attack the homen!
[/NODE]

+[NODE]6
[STORY]
Through nature and intellect, you accept the will of fate. You have seen signs of growing sickness over the last few weeks, and you assume this is what the heralds foretold. 

You stand ready to deal with this now.
[/STORY]
[OUT]Try to help the sick.
[/NODE]

+[NODE]7
[STORY]
You huddle together for safety, but the fear of the homen drains your resolve. 

Great sickness spreads through the land and takes many lives, especially those of the young.
[/STORY]
[OUT]Accept the will of the gods and do your best to heal the sick.
[/NODE]

+[NODE]10
[STORY]
You huddle together for safety, but the fear of the homen drains your resolve. 

Great sickness spreads through the land over the coming weeks, and many of your own fall ill, although you think you did not get the worst of it. Some of your food supplies also go bad.
[/STORY]
[OUT]Accept the will of the gods and do your best to heal the sick.
[/NODE]

+[NODE]11
[STORY]
You huddle together for safety, but the fear of the homen drains your resolve. 

Great sickness spreads through the land over the coming weeks, and many of your own fall ill.
[/STORY]
[OUT]Accept the will of the gods and do your best to heal the sick.
[/NODE]

+[NODE]13
[STORY]
Altering the weaves of fate is never a safe endeavour, but your gods listen, and you feel the reach of the homen lessen. 

You hear that many villages in your area were struck down with fatal sickness, and you wonder if your own safety made it worse for them.
[/STORY]
[OUT]Give thanks and get back to work.
[/NODE]

+[NODE]14
[STORY]
You ask for the protection of the gods or aid in this dark hour of calamity. Your prayer is answered, and you feel strengthened. 

The homen are heralds of death, thus the gods will not change fate, but you feel that yours could have been much worse.
[/STORY]
[OUT]Give thanks and get back to work.
[/NODE]

+[NODE]20
[STORY]
The homen are heralds of the gods, and their grim procession cannot be swayed easily. Fate will turn its wheel despite your best efforts. 

Dreadful sickness spreads throughout the land over the next few days, killing hundreds. 
[/STORY]
[OUT]Accept the will of the gods and do your best to heal the sick.
[/NODE]

+[NODE]23
[STORY]
The homen pass in grim silence, but as they see you bow down, they acknowledge the kinship with a solemn nod. 

[/STORY]
[OUT]Stay silent in respect.
[OUT]Stay silent in respect.
[/NODE]

+[NODE]25
[STORY]
The homen move on and show you the way to a great battlefield not far away, where many folks were recently slain. 
[/STORY]
[OUT]Give burial rites and gather what you can before returning to your village.
[/NODE]

+[NODE]28
[STORY]
The homen move on and, within days, you hear of a great disease wreaking havoc across the land. 

Some of you also fall ill, but you know you were protected from the worst by Nyia.
[/STORY]
[OUT]Give thanks.
[/NODE]

+[NODE]29
[STORY]
Your efforts pay off, and although some folk are still ill, you know it could have gone much worse.
[/STORY]
[OUT]Continue helping till the danger passes.
[/NODE]

+[NODE]30
[STORY]
The homen are heralds of the gods, and their grim procession cannot be swayed easily. Fate will turn its wheel despite your best efforts. 

Dreadful sickness spreads throughout the land over the next few days, killing hundreds. 
[/STORY]
[OUT]Accept the will of the gods and do your best to heal the sick.
[/NODE]

+[NODE]32
[STORY]
The homen are but a message from the gods, a projection of your own fears. 

You strike at them, and with every blow you only feel the dread more. 
[/STORY]
[OUT]Get back to the village and hope for the best.
[/NODE]

[/EVENT]

-- [EVENT] --Bandits near villag(2)
+[NODE]2
[STORY]
You hear rumours of bandits attacking folk close to your village. They may come here next. 
[/STORY]
[OUT]A preemptive strike is best. Go seek them out.
[OUT][Perception]Send out scouts.
[OUT]Try to be as ready as you can. Double the watch and stay alert.
[OUT]Try to be as ready as you can. Double the watch and stay alert.
[OUT]It is best to try to keep the peace and let cool minds prevail. Collect some goods from your village and offer them to the bandits in the hope that they will go away. [Lose 30% of goods]
[OUT]It is best to try to keep the peace and let cool minds prevail. Collect some goods from your village and offer them to the bandits in the hope that they will go away. [Lose 30% of goods]
[/NODE]

+[NODE]3
[STORY]
You track the bandits, but they are lying in wait for you and shower you with arrows as you approach. 
[/STORY]
[OUT]Fight!
[/NODE]

+[NODE]4
[STORY]
The scouts report that the bandits are set up near the village and are getting ready to attack.
[/STORY]
[OUT]Try to ambush them first. Attack!
[OUT]Surround the camp and try to intimidate the bandits into leaving.
[OUT]Now that you know the exact number and time of the attack, go back to the village and stay ready and armed. Perhaps the bandits will leave when they see that you're prepared.
[OUT]Now that you know the exact number and time of the attack, go back to the village and stay ready and armed. Perhaps the bandits will leave when they see that you're prepared.
[/NODE]

+[NODE]8
[STORY]
You lock down the village and guard it well enough that the bandits move on. You had to use more resources than usual during this time, but you're all safe.
[/STORY]
[OUT]Get back to work.
[/NODE]

+[NODE]9
[STORY]
You seek out the bandits and offer them the payment. Luckily for you, they agree that bloodshed is more risky than free goods. They take the loot and leave you be.
[/STORY]
[OUT]Get back to work.
[/NODE]

+[NODE]11
[STORY]
You seek out the bandits and offer the bribe. They take it, but then they laugh in your faces and say they will now take all!
[/STORY]
[OUT]Stand firm and try to change their mind.
[OUT]Fight!
[/NODE]

+[NODE]13
[STORY]
Just as you suspected, the bandits arrive within a few days, ready for a fight!

[/STORY]
[OUT]Defend the village. 
[OUT][Harmony]Perhaps harmony is your way, or your looks make your tongue sweeter. Either way, the bandits seem willing to listen. Parley with them.
[OUT]Try to parley with them.
[/NODE]

+[NODE]19
[STORY]
You beat the bandits and send them packing. This should keep them at bay for a time.
[/STORY]
[OUT]Take what they carried and get rid of the bodies.
[/NODE]

+[NODE]22
[STORY]
'Fine, fine, we're both, eh, formidable sorts, so let's just part ways, gentlemanly like. We'll even throw in a few bits  to keep the peace, yeah?'

They back away.
[/STORY]
[OUT]Agree.
[/NODE]

+[NODE]27
[STORY]
'Bah-ha-ha! You folk sure are funny, offering free goods like that. Tell ya what, you give me half of your village?s goods, and we'll go. Otherwise let's get the beating started.'
[/STORY]
[OUT]Fight!
[OUT]Agree. [Lose 50% goods]
[/NODE]

+[NODE]29
[STORY]
'Ah, quit your jabbering. Fine, we'll take your shit and go, seems easier than getting our blades wet. You best watch out offering free stuff, though. If word spreads, you'll get yourself some traffic here...'
[/STORY]
[OUT]Leave the stuff and go.
[/NODE]

+[NODE]32
[STORY]
'Ah, quit your jabbering. Fine, we'll take your shit and go, seems easier than getting our blades wet. You best watch out offering free stuff, though. If word spreads, you'll get yourself some traffic here...'
[/STORY]
[OUT]Give away the stuff.
[OUT]Attack!
[/NODE]

+[NODE]36
[STORY]
Just as you suspected, the bandits arrive within a few days, armed and ready to fight. They are not discouraged by your fortifications.

[/STORY]
[OUT]Defend the village. 
[OUT][Harmony or attractive]Perhaps harmony is your way, or your looks make your tongue sweeter. Either way, the bandits seem willing to listen. Parley with them.
[OUT]Try to parley with them.
[/NODE]

+[NODE]37
[STORY]
The bandits beat you badly and take what they can carry when they leave, including a child if they found one!
[/STORY]
[OUT]Stay down and let them leave.
[/NODE]

[/EVENT]

-- [EVENT] --Lataviec village(3)
+[NODE]2
[STORY]
Terrible winds rise above your village. You could swear you hear screams and wailing from the skies.
[/STORY]
[OUT][Wisdom]Figure out what unnatural force hides in the winds.
[OUT][Vily or viatroviec]You know full well this storm is unnatural, and you do not sense your own kin at work here. 
[OUT]Hide and try to wait out this strange storm.
[OUT]Hide and try to wait out this strange storm.
[OUT]Stand firm and await whatever calamity comes your way.
[/NODE]

+[NODE]3
[STORY]
Typically, you would expect vily to ride the storms, but these winds and sounds seem more attached to grieving souls. 

Lataviec is the common name for wandering spirits that died violently and were lost in the winds, forever searching for revenge, unable to take root in any one place.

[/STORY]
[OUT][Domain]If it is the storm or wind itself that traps the souls, in the name of light and nature, ask the gods for a lightning strike to clear these foul skies.
[OUT][Domain]If it is the storm or wind itself that traps the souls, in the name of light and nature, ask the gods for a lightning strike to clear these foul skies.
[OUT][Magic user]Since this storm is unnatural, perform a ritual to try to ward from it.
[OUT]Brace yourself for the physical manifestation of these souls.
[OUT]Leave food offerings for the spirits in the hope that they go away. [Lose 50% food]
[OUT]Leave food offerings for the spirits in the hope that they go away. [Lose 50% food]
[OUT]Leave food offerings for the spirits in the hope that they go away. [Lose 50% food]
[/NODE]

+[NODE]5
[STORY]
You feel an overwhelming drain upon your spirit, the weight of despair and loss, darkness eternal, unquenchable...

You weather the strange storm indoors, but it ravages through the village, leaving many cuts and bruises and some lost resources.
[/STORY]
[OUT]Thank the skies it is over.
[/NODE]

+[NODE]7
[STORY]
The gods answer, and a thunderstorm ensues. Whatever creatures resided within the unnatural clouds are now burned by righteous lightning. 

But the wrath of the skies sees no boundaries, and you too are struck by the raging lightning.
[/STORY]
[OUT]Thank the skies it is over.
[/NODE]

+[NODE]9
[STORY]
The gods answer, and a thunderstorm ensues. Whatever creatures resided within the unnatural clouds are now burned by righteous lightning. 
[/STORY]
[OUT]Thank the skies it is over.
[/NODE]

+[NODE]11
[STORY]
Before long, faces and bodies form in the wind, and a pack of wraiths descends. 
[/STORY]
[OUT]Attack!
[OUT][Wraith]Compel your kin to leave you be. Your own sorrow is enough, and they need to find their own.
[OUT][Goblin shaman]Wraiths you can deal with. Rustle up a ritual to capture these wayward souls and hopefully free them.
[OUT]Hide and try to wait out this strange storm.
[OUT]Hide and try to wait out this strange storm.
[/NODE]

+[NODE]14
[STORY]
One of your children was attracted to the food laid out for the spirits. Alas, the deranged souls sought sustenance from the youth as they spirited it away into the skies.
[/STORY]
[OUT]Curse the skies.
[/NODE]

+[NODE]20
[STORY]
Wind spirits swarm your village. Be it your good offering or pure chance, instead of fear and despair, the spirits bring joy and merriment.

Invigorated by the blessings, lovemaking and laughter take over the village for many, many hours. 

Fruits of the festivities bloom many months later.

[/STORY]
[OUT]Thank the skies.
[/NODE]

+[NODE]21
[STORY]
The lataviec appreciate your gift. The food is spirited away and the storm ceases, leaving you feeling invigorated. 
[/STORY]
[OUT]Thank the skies.
[/NODE]

+[NODE]23
[STORY]
The wraiths lie defeated and the skies become clear once more. You spirits are lifted.
[/STORY]
[OUT]Thank the skies it is over.
[/NODE]

+[NODE]25
[STORY]
You ward off these unfortunate souls and the winds carry them onwards. 
[/STORY]
[OUT]Thank the skies it is over.
[/NODE]

+[NODE]26
[STORY]
Whatever tormented souls inhabit these storm clouds, their power is overwhelming. They move away from your village, but they leave a heavy strain upon your soul.
[/STORY]
[OUT]Thank the skies it is over.
[/NODE]

+[NODE]31
[STORY]
The fellow wraiths listen and ascend back into the winds to seek out another fate.
[/STORY]
[OUT]Get back to work.
[/NODE]

+[NODE]32
[STORY]
You've heard of these wind ghosts: lataviec is the common name for wandering spirits that died violently and were lost in the winds, forever searching for revenge, unable to take root in any one place.

As with any tormented soul, bribery or magic may be the way to go.

[/STORY]
[OUT][Light or Nature]If it is the storm or wind itself that traps the souls, in the name of light and nature, ask the gods for a lightning strike to clear these foul skies.
[OUT][Light or Nature]If it is the storm or wind itself that traps the souls, in the name of light and nature, ask the gods for a lightning strike to clear these foul skies.
[OUT]Since this storm is unnatural, perform a ritual to try to ward from it.
[OUT]Brace yourself for the physical manifestation of these souls.
[OUT]Leave food offerings for the spirits in the hope that they go away. [Lose 50% food]
[OUT]Leave food offerings for the spirits in the hope that they go away. [Lose 50% food]
[OUT]Leave food offerings for the spirits in the hope that they go away. [Lose 50% food]
[/NODE]

+[NODE]34
[STORY]
You feel an overwhelming drain upon your spirit, the weight of despair and loss, darkness eternal, unquenchable...

You weather the strange storm indoors, but it ravages through the village, leaving many cuts and bruises and some lost resources.
[/STORY]
[OUT]Thank the skies it is over.
[/NODE]

+[NODE]36
[STORY]
Your ritual works, and the souls are unbound from their eternal wandering. Some may even stay with you.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Kikimora village(4)
+[NODE]2
[STORY]
You are woken up by a terrible racket coming from your chicken coop.

[/STORY]
[OUT]Investigate.
[OUT]Shut yourselves away in the houses and try to wait it out -- whatever 'it' is. 
[/NODE]

+[NODE]3
[STORY]
For days the village is plagued with mishaps and trickery. Broken pottery, sour milk from the cows, rotten eggs from the chickens, fights over nonsense, and so on. You feel mentally drained from it and an illness spreads through the village like wildfire.

You are not sure if whatever ailed you is gone, but it seems to have lessened its grip for now.

[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]5
[STORY]
You check the chicken coop, but you find only wet tracks leading into one of the houses. Inside, behind the stove, you find an odd-looking chicken. On closer inspection, it is more like a shrunken old woman with chicken feet, claws, and a twisted, bird-like face. She sits by what looks like a makeshift loom, weaving out of thin air. 

[/STORY]
[OUT][Wisdom or zerca]Consider the origin of this creature.
[OUT]Offer her some food as payment. Spirits often go for that.
[OUT]Just wait her out and hope for the best.
[/NODE]

+[NODE]9
[STORY]
Warding rituals done in haste are never easy or cheap - you must drain some of your own folks' spirit to achieve it. But you ward the village against the influence of the kikimora and for now, at least, it goes away. 

You are left with the creature's handiwork. 
[/STORY]
[OUT]Good. Get back to village life.
[/NODE]

+[NODE]13
[STORY]
You know this to be a kikimora, an odd type of twisted homestead spirit that literally weaves bad luck. 

It is really hard to get rid of a kikimora, as she has no physical form to fight, and she refuses to speak to anyone. Bribery or magic may be the only ways, other than hoping for the best.

[/STORY]
[OUT][Leshy]Scorn the kikimora, for she was once a creature of your forest. Some even call her your like although that part is best left unmentioned. Tell her to get back to the woodland.
[OUT][Mysticism]Perform a ritual to ward your village from the kikimora and hope it will make her leave peacefully.
[OUT][Intellect]Figure out a way to bribe her to leave.
[OUT]Offer up some food as payment.
[OUT]Just wait her out and hope for the best.
[/NODE]

+[NODE]14
[STORY]
The kikimora frowns and mumbles under her breath, but she bows down and leaves, whispering only 'You'll regret this, old man, you will...'
	
The weave she leaves behind proves to be a decent robe.
[/STORY]
[OUT]Wave goodbye and hope you don't run into her in the forest.
[/NODE]

+[NODE]17
[STORY]
For days the village is plagued with mishaps and trickery. Broken pottery, sour milk from the cows, rotten eggs from the chickens, fights over nonsense, and so on. You feel mentally drained from it.

But eventually, the spirit takes your food and goes away, even leaving a robe it weaved from seemingly invisible thread. 

[/STORY]
[OUT]Good. Get back to village life.
[/NODE]

+[NODE]18
[STORY]
For days the village is plagued with mishaps and trickery. Broken pottery, sour milk from the cows, rotten eggs from the chickens, fights over nonsense, and so on. You feel mentally drained from it.

But eventually, whatever plagued your village is gone, and in a twist of good fortune, your crops improve and your spirits lift.

[/STORY]
[OUT]Good. Get back to village life.
[/NODE]

+[NODE]21
[STORY]
Your efforts fail. For days the village is plagued with mishaps and trickery. Broken pottery, sour milk from the cows, rotten eggs from the chickens, fights over nonsense, and so on. You feel mentally drained from it and an illness spreads through the village like wildfire.

[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]24
[STORY]
You notice this kikimora likes flattery and is very proud of her weaving. You shower her with compliments at every step, and she not only leaves you be but gifts you her finished product. 
[/STORY]
[OUT]Good. Get back to village life.
[/NODE]

[/EVENT]

-- [EVENT] --White snakes(5)
+[NODE]2
[STORY]
After some heavy rain, you discover a nest of vipers has slithered its way into your cellar. 

These white snakes seem very aggressive and they're breeding fast. 
[/STORY]
[OUT]Attack!
[OUT][Hunter]Scout their nest properly.
[OUT][Druid or beastmaster]Try mesmerising the snakes to lead them away from your homes.
[OUT]Leave them be and hope they slither away as fast as they came.
[/NODE]

+[NODE]3
[STORY]
You track the snakes to their source and see they are swarming over a creature they captured, feeding on it and gaining an unnatural vigour and malice.
[/STORY]
[OUT]Use your good position to attack!
[OUT][Hunter]Set a trap to get rid of the vipers safely.
[OUT]Leave them be and hope they slither away as fast as they came.
[/NODE]

+[NODE]12
[STORY]
You exterminate the snakes and within the nest, you find a dying demon, a cmuch. The snakes were clearly feeding on it and gaining unnatural prowess. 
[/STORY]
[OUT]Try to help it and get rid of the snakes.
[/NODE]

+[NODE]16
[STORY]
The snakes prove themselves sneaky and conniving, slithering away into hidey-holes and making your lives miserable for a time. 

Many people suffer toxic bites, and some livestock too. Then, as fast as the snakes came, they disappear. 
[/STORY]
[OUT]Get back to work.
[/NODE]

+[NODE]18
[STORY]
You try your usual tricks, but these snakes seem unnaturally driven to malice. You get bitten and are forced to back off, although you now know exactly where the nest is and how best to strike at it.
[/STORY]
[OUT]Use your good position to attack!
[OUT][Hunter]Set a trap to get rid of the vipers safely.
[OUT]Leave them be and hope they slither away as fast as they came.
[/NODE]

[/EVENT]

-- [EVENT] --Bannik(6)
+[NODE]2
[STORY]
You hear a scream coming from the banya. 

When you run into the bathhouse, you see a midget old man with an oversized head, wet streaky hair, and elongated arms. He seems busy cleaning the place. 

[/STORY]
[OUT][Wisdom]Take a closer look to determine what creature this may be.
[OUT][Skshack]Go in and say hi to your house demon friend.
[OUT]Try to speak to this stranger. Demand to know what he is doing here.
[OUT]Chase him away!
[OUT]Chase him away!
[OUT]Attack him!
[/NODE]

+[NODE]3
[STORY]
It is clearly a bannik, a house demon of sorts, particularly fond of bathhouses.

If you allow it to stay, you will have to leave it water for bathing every third time the baths are used, and never disturb it. Otherwise the bannik may get angry and drown someone.

In exchange, it will keep your bathhouse clean and safe, and may even foretell the future.
[/STORY]
[OUT]Allow the bannik to stay and stick to its rules. 
[OUT]Attack him!
[OUT]Chase him away!
[OUT]Chase him away!
[/NODE]

+[NODE]4
[STORY]
The creature either cannot or will not speak to you. Instead it just goes about making a bath. It looks at you annoyed as it is about to get into the tub.
[/STORY]
[OUT]It is likely some sort of demon, but it does not look deadly -- at least, not yet. Best leave it be, and maybe it will go away after it bathes.
[OUT]It is likely some sort of demon, but it does not look deadly -- at least, not yet. Best leave it be, and maybe it will go away after it bathes.
[OUT]Attack him!
[OUT]Chase him away!
[OUT]Chase him away!
[/NODE]

+[NODE]9
[STORY]
You attack the creature and kill its physical form with no trouble. However, the bathwater turns red and remains so for weeks, even with fresh water.

This causes a spread of illness in your village.
[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]13
[STORY]
You allow the creature to remain and try to keep out of its way when it occupies the baths. 

In return, you find the bathhouse always clean, fresh, and filled with vitality. 

Some folk become healthier, some have their future foretold, and there's even a chance that other good demons are attracted here.
[/STORY]
[OUT]Thank the demon and get back to village life. 
[/NODE]

+[NODE]14
[STORY]
You allow the creature to remain and try to give it food, as you would with other house demons. 

Alas, when you disturb its bath one time, it gets vicious and almost drowns you. 

It leaves, but for weeks afterwards the bathhouse is cursed with ill fortune.
[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]16
[STORY]
You chase the creature away, but the very next evening, a pack of utopiec assails your village from within the bathhouse!
[/STORY]
[OUT]Fight.
[/NODE]

+[NODE]20
[STORY]
You chase the creature away, but for weeks afterwards, the bathhouse is a place of mishaps and ill fortune. The water keeps turning dirty, the floors are slippery, the herbs turn stinky, the roof leaks, and the steam burns.

Eventually it goes back to normal, but you feel discouraged by the bad luck.
[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]23
[STORY]
You know this to be a bannik, a house demon of sorts, particularly fond of bathhouses.

It recognises your kinship and waits to see if you will let it stay. After all, this is your turf. 

If you allow it to stay, you will have to leave it water for bathing every third time the baths are used, and never disturb it. Otherwise the bannik may get angry and drown someone.

In exchange, it will keep your bathhouse clean and safe, and may even foretell the future.

[/STORY]
[OUT]Allow the bannik to stay and stick to its rules. 
[OUT]Ask it politely to leave but wish it well. 
[OUT]Chase him away!
[OUT]Chase him away!
[/NODE]

+[NODE]30
[STORY]
You allow the bannik to remain and try to keep out of its way when it occupies the baths. 

In return, you find the bathhouse always clean, fresh, and filled with vitality. 

Some folk become healthier, some have their future foretold, and there's even a chance that other good demons are attracted here.
[/STORY]
[OUT]Thank the demon and get back to village life. 
[/NODE]

+[NODE]31
[STORY]
You allow the bannik to remain and try to keep out of its way when it occupies the baths. 

In return, you find the bathhouse always clean, fresh, and filled with vitality. 

Alas, a child accidentally disturbs the demon while it is bathing, and the bannik nearly drowns it in anger. 

The creature leaves, but the bathhouse spreads a nasty sickness for weeks.
[/STORY]
[OUT]Get back to village life. 
[/NODE]

[/EVENT]

-- [EVENT] --Owinnik(7)
+[NODE]2
[STORY]
A sudden scream has you running to the barn, where you find a large black, shaggy cat with shiny eyes. It barks when it sees you.

[/STORY]
[OUT][Wisdom or zerca]Examine the creature carefully.
[OUT][Skshack]Greet a fellow house demon. 
[OUT]Set your dogs on this thing to chase it away!
[OUT]Give it milk and meat to eat.
[OUT]Kill it.
[OUT]Leave it be.
[/NODE]

+[NODE]3
[STORY]
The owinnik seems pleased with your efforts. 

Your crops are kept clean and safe, thus increasing yield. And your gatherers feel strengthened too.
[/STORY]
[OUT]Great. Get back to village life.
[/NODE]

+[NODE]4
[STORY]
The creature seems a bit miffed and it certainly lets you feel it. 

But it also liked your polite manner, so apart from having to jump through a few hoops to make it feel special, which left you feeling a bit humiliated, your village is safe.

[/STORY]
[OUT]Good. Get back to village life.
[/NODE]

+[NODE]6
[STORY]
The creature shrieks and runs away, dropping some of its stash and hastily throwing a blessing your way, just to make sure you keep the dogs away.
[/STORY]
[OUT]Good. Get back to village life.
[/NODE]

+[NODE]7
[STORY]
You attack it, but you feel a strain on your spirit. Worse yet, the creature turns into a swarm of rats that attack you.
[/STORY]
[OUT]Fight!
[/NODE]

+[NODE]8
[STORY]
You kill it, and apart from feeling a heavy strain on your spirit, nothing else happens.
[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]11
[STORY]
The demon seems offended at your offering, huffing and puffing and barking angrily. 

Most of your food supplies become rotten over the next few days, and you lose some supplies to a fire.
[/STORY]
[OUT]Rescue what you can and get back to village life.
[/NODE]

+[NODE]20
[STORY]
This is an owinnik, an odd house demon that cares for the homestead but is extremely critical of the farmer. 

While it can protect you from fires and keep your crops healthy and safe in storage, it can also do the opposite if not shown respect.

Gift it with grain if you can, or find another way to show your appreciation.
[/STORY]
[OUT]Give it grain.
[OUT]You do not have enough grain to give. Give it other food.
[OUT][Magic user]It is a demon. Offer it your spirit as a sign of respect and a pact.
[OUT]Ask it politely to leave, as you have no means to honour its work. 
[/NODE]

+[NODE]21
[STORY]
The fellow demon bows to you and asks for permission to join your homestead. 

It is an owinnik, a very particular creature that usually only accepts grain as payment, although you could try to show respect in other ways. They're very full of themselves.
[/STORY]
[OUT]Give it grain.
[OUT]You do not have enough grain and you know any other food will likely offend it, so politely decline its request to join your homestead.
[OUT][Magic user]It is a demon. Offer it your spirit as a sign of respect and a pact.
[/NODE]

+[NODE]24
[STORY]
The owinnik seems pleased with your efforts. 

Your crops are kept clean and safe, thus increasing yield. And your gatherers feel strengthened too.
[/STORY]
[OUT]Great. Get back to village life.
[/NODE]

+[NODE]25
[STORY]
The owinnik seems somewhat pleased with your efforts. 

Your crops are kept clean and safe, thus increasing yield. And your gatherers feel strengthened too.
[/STORY]
[OUT]Great. Get back to village life.
[/NODE]

+[NODE]28
[STORY]
The demon seems offended at your ignorance, huffing and puffing and barking angrily. 

Most of your food supplies become rotten over the next few days, and many folk fall ill.
[/STORY]
[OUT]Rescue what you can and get back to village life.
[/NODE]

+[NODE]30
[STORY]
The demon sniffs your offering and decides to accept it. It leaves you with a blessing.
[/STORY]
[OUT]Good. Get back to village life.
[/NODE]

[/EVENT]

-- [EVENT] --Old hag(8)
+[NODE]2
[STORY]
An old woman comes to your gates at night asking for shelter.
[/STORY]
[OUT][Witch]Greet the sister but warn her that you will not abide any dark deeds here.
[OUT][Wisdom]She carries herself with much confidence for a lone traveller. Examine her closer.
[OUT][Magic user]You sense weaves of magic around her. Take a closer look.
[OUT][Baba Yaga]Warn your demon sister that you will not tolerate her vengeful ways here. 
[OUT]Invite her in.
[OUT]Invite her in.
[OUT]A lone woman at night? No. Ask her to leave.
[OUT]A lone woman at night? No. Ask her to leave.
[/NODE]

+[NODE]4
[STORY]
You allow the woman to stay the night, and when you wake, you find a swarm of rats where you left her. 

You find some of your children spirited away by the rat witch and her minions!
[/STORY]
[OUT]Attack the rats before more children are taken!
[OUT]Let the rats leave. Perhaps you can try to track down the children.
[/NODE]

+[NODE]13
[STORY]
You allow the woman to stay the night, and when you wake, she is gone. But she leaves her blessings and even a small gift for your hospitality.
[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]16
[STORY]
You kill the remaining rats, so at least no more children are lost.
[/STORY]
[OUT]Send out scouts to try to spot the rat witch.
[/NODE]

+[NODE]22
[STORY]
You fail to defeat the vermin, and if you have any more children, some of them are taken by the running rats. 

The rodents also leave you with disease.
[/STORY]
[OUT]Send out scouts to try to spot the rat witch.
[/NODE]

+[NODE]24
[STORY]
Her body may look old and crooked, but her eyes are vital and strong and her step sprightly. 

Rabbit foot at the belt, the smell of herbs, fingertips tainted from brewing potions. But also a dark streak, an odd complexion, a wild smile. She is most likely a witch, but there's a chance she may be a baba yaga, a dangerous demon.

[/STORY]
[OUT]Challenge her in a battle of the spirit.
[OUT]Attack!
[OUT]Allow her in but stay vigilant for trickery.
[OUT]Allow her in but stay vigilant for trickery.
[OUT]Ward the village and tell her to stay away.
[OUT]Ward the village and tell her to stay away.
[/NODE]

+[NODE]30
[STORY]
You chase the hag away, but for weeks afterwards, your village is infested with vermin. Disease follows too. 
[/STORY]
[OUT]Get rid of the rats and stay strong.
[/NODE]

+[NODE]31
[STORY]
The hag shrieks in pain as you defeat her spirit. The body withers away into a shrivelled old corpse.
[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]33
[STORY]
The old hag lies dead; her body shrivels away into an old corpse.
[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]35
[STORY]
The baba yaga laughs maniacally at your efforts. 

If you have children, some go missing. If you have cats, they follow the hag. You all feel the burden of messing with a baba yaga.
[/STORY]
[OUT]Get back to village life.
[/NODE]

+[NODE]41
[STORY]
'Sister! Ha. Good fortune, then, for where I normally go I have me a good chance of getting whipped, burned, or chased away. 

No dark trickery from me, dearie. Just rest and peace. We could trade, though?'
[/STORY]
[OUT]Trade.
[OUT]Propose a duel of the spirit, one witch against another.
[OUT]Wish her a good night and go to sleep.
[/NODE]

+[NODE]42
[STORY]
She cocks her head at you and laughs, then cries, then just stares for a time before speaking:

'Tamed, tamed you are. You sorrow taken? Or hiding only? I wonder. 

A deal. You let me stay and you will have your way.'
[/STORY]
[OUT]Allow her to stay.
[OUT]Allow her to stay.
[OUT]Never trust one of your own. Attack!
[/NODE]

+[NODE]44
[STORY]
'Good trading with ya. Now I'm off to sleep. Thank you again for the kindness, sister.'
[/STORY]
[OUT]Propose a duel of the spirit, one witch against another.
[OUT]Wish her a good night and go to sleep.
[/NODE]

+[NODE]46
[STORY]
'Ha, good you are, my sister. I'm obviously getting rusty. Here, a gift for the winner. Now I shall sleep.'
[/STORY]
[OUT]Wish her a good night and go to sleep.
[/NODE]

+[NODE]47
[STORY]
'Well, you did your best, sis. Many lessons to be learnt still. Now I shall sleep.'
[/STORY]
[OUT]Wish her a good night and go to sleep.
[/NODE]

+[NODE]52
[STORY]
The baba yaga stays and seems content to keep to her deal, but upon seeing your child, she goes mad with wild sorrow and kills it in fury before fleeing.
[/STORY]
[OUT]Bury the child.
[/NODE]

+[NODE]54
[STORY]
You allow the woman to stay the night, and when you wake, you find a swarm of rats where you left her. 

You find some of your children spirited away by the rat witch and her minions!
[/STORY]
[OUT]Attack the rats before more children are taken!
[OUT]Let the rats leave. Perhaps you can try to track down the children.
[/NODE]

+[NODE]55
[STORY]
You chase the hag away, but for weeks afterwards, your village is infested with vermin. Disease follows too. 
[/STORY]
[OUT]Get rid of the rats and stay strong.
[/NODE]

[/EVENT]

-- [EVENT] --HomenConsequence(9)
+[NODE]2
[STORY]
Your village is besieged by a group of angry ruffians. They carry torches and seem intent on destroying your homes.
[/STORY]
[OUT]Attack!
[OUT]Try talking to them. Beseech them in the name of the gods to stop.
[/NODE]

+[NODE]5
[STORY]
You kill the attackers and discover on their bodies signs of freshly healed illnesses, scars, old boils, and medicines taken for many weeks. 

You realise they must have been struck by the deadly sickness when the homen came and you shielded yourselves. 
[/STORY]
[OUT]Give them a burial and get back to work.
[OUT]Throw the bodies out and get back to work.
[/NODE]

+[NODE]7
[STORY]
'You, you so-called god-fearing folk! You scum were too cowardly to accept the will of the gods and so WE paid!

All our children dead in days, our elderly and weak too. This is all who survived, and our days are numbered.'

They take your food supplies, they throw the torches, but you feel their vengeful spirit weaken as they see the futility of their fate and depart.
[/STORY]
[OUT]Keep away in case they become violent again. Then try to save as much as you can. 
[/NODE]

+[NODE]8
[STORY]
'The gods, yes, they do seem to favour you. After all, they listened to your will and let us die in your stead when the homen came. 

All our children, our elderly and the weak, all dead while you stayed safe.'

[/STORY]
[OUT][Healer]Offer to help those who survived.
[OUT]Give them food to help. [Lose 20% food]
[OUT]Tell them it was the will of the gods and only the strongest survive.
[OUT]Say that you are sorry, and offer them a place among you if they choose to accept.
[/NODE]

+[NODE]13
[STORY]
It is not the way of harmony to bask in the ill fortune of others. You feel shamed by your attitude. 
[/STORY]
[OUT]Get back to work.
[/NODE]

+[NODE]14
[STORY]
It is the way of nature and turmoil to allow the strongest to thrive and the weak to perish. You feel strengthened by your resolve, and some of those who dared to judge you may yet see the wisdom of your words.
[/STORY]
[OUT]Get back to work.
[/NODE]

[/EVENT]

-- [EVENT] --Ratwitch1(10)
+[NODE]2
[STORY]
You finally catch the witch who stole your child!
[/STORY]
[OUT]Attack!
[OUT]Intimidate her into giving the child back, now!
[OUT][Witch]You were prepared for this. Burn some wicker, throw three chicken feet at her face, spit seven times over your shoulder, then face her with your spirit!
[/NODE]

+[NODE]4
[STORY]
You kill the hag and find a few children in the sack, some sadly dead already.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

+[NODE]7
[STORY]
The hag defeats you and runs away with the stolen child, never to be seen again.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
'Oh, bloody underworlds, fine. Have the kid back and leave me be, you goody-two shoes lot.'

She leaves the child and a growling dog so that she has time to run away. But the dog turns out to be all teeth and no bark, and it seems to want to hang around you now.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

+[NODE]12
[STORY]
You defeat the witch and she cries out in pain and bows to your dominance. 

Be it the effect of your efforts or her own failsafe, the hag turns into a rat and runs off. She leaves her belongings behind, including a large sack where she kept children, some of whom are already dead.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

[/EVENT]

-- [EVENT] --Ratwitch2(11)
+[NODE]2
[STORY]
You finally catch the rats that spirited away your child.
[/STORY]
[OUT]Attack!
[OUT][Witch]Try to dominate the vermin from under your evil sister's grasp!
[/NODE]

+[NODE]4
[STORY]
You kill the vermin and get your child back. 

You also find the rats were dragging some half-dead cats with them. Perhaps one can be saved.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

+[NODE]7
[STORY]
The vermin defeat you and run away with the stolen child, never to be seen again.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
The rats shiver with fear at your command and scamper away, leaving the child free. 

Within the sack they carried, you find other strange trophies.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

[/EVENT]

-- [EVENT] --FatRatwitch3(12)
+[NODE]2
[STORY]
You finally catch the rats that spirited away your child. But you realise these are no small vermin. These are fat rats and they seem angry and determined to finish their task.
[/STORY]
[OUT]Attack!
[OUT][Hunter]These fat rats are tougher than normal vermin, but you've hunted them before. Set a trap.
[/NODE]

+[NODE]4
[STORY]
You kill the vermin and get your child back. 

One of the wounded fat rats seems very impressed with your work. If it survives, it may join you.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

+[NODE]7
[STORY]
The vermin defeat you, spread some nasty sickness, and run away with the stolen child, never to be seen again.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
Your trap works and you capture the nasty vermin and free your child. 

One of the wounded fat rats seems very impressed with your work. If it survives, it may join you.

[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

[/EVENT]

-- [EVENT] --Night mares(13)
+[NODE]2
[STORY]
As you fall asleep, your dreams become heavy and unsettling. As you toss and turn, you feel more and more unsettled as your deepest, darkest fears become real and hold you trapped within the nightmare.
[/STORY]
[OUT]Try to wake up.
[/NODE]

+[NODE]4
[STORY]
You slowly wake and in the state of half-waking, you see mares sitting on your chests, siphoning your spirits.

As soon as you regain full consciousness, the demons are gone, but you still feel a deep chill run down your spines.
[/STORY]
[OUT]Get it together and move on.
[/NODE]

+[NODE]5
[STORY]
You try to wake and in the state of half-waking, you see mares sitting on your chests, siphoning your spirits.

The surge of panic feeds the demons and you fall back into tormented slumber, knowing they will have their way. When morning comes, you are released, but you are wrecked and exhausted.
[/STORY]
[OUT]Get it together and move on.
[/NODE]

+[NODE]11
[STORY]
You try to wake and in the state of half-waking, you see mares sitting on your chests, siphoning your spirits.

The surge of panic feeds the demons and you fall back into tormented slumber, knowing they will have their way. For one of you, this night will be the last in the realms of mortal flesh.
[/STORY]
[OUT]Get it together and move on.
[/NODE]

[/EVENT]

-- [EVENT] --VillageAttackDiff4(14)
[/EVENT]

-- [EVENT] --Febra(15)
+[NODE]2
[STORY]
A thick, sickly fog descends upon your village and within a few nights, folk begin to fall ill with a heavy fever.
[/STORY]
[OUT]The mist is surely a herald of the occult. Given your knowledge, consider what may be afoot here.
[OUT]The air carries the taste of the mystical here. Your god's domain may shed more light on what befalls your homes.
[OUT][Perception]This is surely a bad omen, but without wise ones, it is hard to decipher. Observe the mist in the hopes of finding clues.
[OUT]There are too many possible bad fiends to narrow them down without mystical knowledge, so gather the sick and care for them the best you can.
[/NODE]

+[NODE]3
[STORY]
The fevered folk speak strange names, twelve of them, over and over again. This and the mist make you sure a febra has come from beneath the earth.

The febra are twelve sisters of sickness. You need to know the name of the one who is here to banish it.
[/STORY]
[OUT]Perform a ritual to force the name of the demon out of the sick ones.
[OUT][Perception]You also know the demons come from a hole in the ground. Track this hole and attack the demons head on!
[OUT][Healer or Intelligence] Try to cure the people and the demon will pass on.
[OUT]You may not have good healers, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]4
[STORY]
You find a deep, dark hole near a sacred oak. 

You see the essence of a demon -- a skeletal, deformed creature -- bound to an angry pack of the bies.

You kill the bies and will likely banish the skeletal demon too.
[/STORY]
[OUT]Attack!
[OUT][Healer or Intelligence] Actually, you have good medics, so just cure the people and the demon will pass on.
[OUT]You may not have good doctors, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]5
[STORY]
The fevered folk weaken by the hour; their flesh seems to slowly rot away before your eyes.

[/STORY]
[OUT][Healer or Intelligence] Try to cure the people and the demon will pass on.
[OUT]You may not have good healers, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]7
[STORY]
The name is known to you!

Anabandaris, the ninth sister, the plague mistress of the rotting. Now you must banish her.

[/STORY]
[OUT]Perform the banishing!
[/NODE]

+[NODE]8
[STORY]
The name is written on parchment soaked in the sweat of the ill.

Anabandaris
Anabandari
Anabandar
Anabanda
Anaband
Anaban
Anaba
Anab
Ana

With every utterance cut shorter, you feel the demon's hold weaken. 

[/STORY]
[OUT]Push on!
[/NODE]

+[NODE]9
[STORY]
The ill gasp for air, but the febra grows weaker as the last of its name is spoken.

An!

You thrust the parchment into cleansing flames, and the demon is banished!
[/STORY]
[OUT]Good, now tend to the ill.
[/NODE]

+[NODE]12
[STORY]
You find a deep, dark hole near a sacred oak. 

You see the essence of the febra demon -- a skeletal, deformed creature -- bound to an angry pack of the bies.

You kill the bies and will likely banish the febra too.
[/STORY]
[OUT]Attack!
[OUT][Healer or Intelligence] Both options seem very hard, but you have good medics, so just cure the people and the demon will pass on.
[OUT]You may not have good doctors, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]15
[STORY]
You kill the bies, and the demon that brought sickness to your homes disappears. 

The fever lets up within hours.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]16
[STORY]
You have wounded the bies, and its master clearly did not like it. Both disappear from your village.

But you did not kill the demon, and thus many of your folk fall gravely ill. Some may even die.
[/STORY]
[OUT]Do your best to help the sick.
[/NODE]

+[NODE]19
[STORY]
Whatever evil this is, it is better to sacrifice one than risk many. Give a person, be it child or adult, to appease the demon.
[/STORY]
[OUT]Child.
[OUT]Adult.
[OUT]No, attack!
[/NODE]

+[NODE]22
[STORY]
You fight the fever tooth and nail, and despite the efforts of a demon fiend, you all remain alive!

[/STORY]
[OUT]Stay strong and wait for the febra to pass. 
[/NODE]

+[NODE]23
[STORY]
You fight the fever tooth and nail, and despite the efforts of a demon fiend, you all remain alive!

[/STORY]
[OUT]Stay strong and wait for the febra to pass. 
[/NODE]

+[NODE]24
[STORY]
Despite your best efforts, many people fall gravely ill and, in the night, you see the face of a skeletal, deformed creature skulking in the mist, feeding on the pain.
[/STORY]
[OUT]Stay strong and wait for the febra to pass. 
[/NODE]

+[NODE]27
[STORY]
Despite your best efforts, many people fall gravely ill and, in the night, you see the face of a skeletal, deformed creature skulking in the mist, feeding on the pain.
[/STORY]
[OUT]Do your best to help the sick.
[/NODE]

+[NODE]30
[STORY]
Your blood sacrifice appeases the febra and the demon procession moves on. 

One of the wraiths stays with you, in thanks for your understanding of the circle of life. 
[/STORY]
[OUT]Mourn your dead but welcome the new soul wishing to follow the god's path.
[/NODE]

[/EVENT]

-- [EVENT] --Gadzon(16)
+[NODE]2
[STORY]
Your cow gave very little milk over the last few days, and it looks sickly.
[/STORY]
[OUT]You speak the tongue of beasts. Go see what is happening.
[OUT][Perception]Observe the cow for a few days to see what is happening.
[OUT]Keep the cow in the house and try to see what is wrong.
[/NODE]

+[NODE]3
[STORY]
Cows are not known for their eloquence, but you gather from the animal that a 'friend' has been visiting her. This friend apparently needs her, and soon she will feel much better and the two of them will be happy. 
[/STORY]
[OUT]The fiend sounds like it may be a demon. Figure out what kind.
[OUT]Set a trap for the culprit and kill it before it harms the cow further. 
[/NODE]

+[NODE]4
[STORY]
Late at night you spot movement in the barn. You hear a rustling of the hay and, finally, you spot an elongated worm with beady black eyes and a long tubular mouth.

It suckles from the cow, but as soon as it spots movement from you, it slithers away.
[/STORY]
[OUT]The fiend sounds like it may be a demon. Figure out what kind.
[OUT]Set a trap for the culprit and kill it before it harms the cow further. 
[/NODE]

+[NODE]5
[STORY]
Despite being kept indoors, the cow continues to weaken until, one day, it wakes with an abundance of milk, overflowing to the brim. It also looks much healthier.

But on its neck, you spot an elongated worm, with beady black eyes and a long tubular mouth. It is almost as if it has become part of the cow.
[/STORY]
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Kill this worm!
[OUT]Kill this worm!
[/NODE]

+[NODE]6
[STORY]
This is a rare demon, a gadzon. Someone has cursed your home and awakened the worm.

It will feed on the cow until the two become one. The cow will grow stronger and give lots of milk, have good calves, and bring good fortune to your farmers.

[/STORY]
[OUT]Consider the side effects. This is a demon, after all.
[/NODE]

+[NODE]7
[STORY]
Once the cow and the gadzon are merged, both will die if either is killed.

The gadzon may also decide to infest a sentient being -- typically a child or a weakened person -- by crawling inside its intestines. There, it will fester and may cause illness or death.

This is why folks typically prefer to kill it fast.

[/STORY]
[OUT]Think of ways to outsmart it.
[/NODE]

+[NODE]9
[STORY]
The creature proves extremely alert, so trapping it is not an easy task. But once you catch the gadzon, you have no trouble killing the fiend. 

The dead gadzon dissolves into gems. 

You can also use the gem carcass to track the fiend who cursed you in the first place.
[/STORY]
[OUT]Good. 
[/NODE]

+[NODE]10
[STORY]
The creature proves extremely alert, so trapping it is not an easy task. Whenever you make the slightest move, it slithers away into nothingness. 


[/STORY]
[OUT]Damn it.
[/NODE]

+[NODE]11
[STORY]
You let the creature be, and the cow seems to flourish. It gives more milk, it gives birth to more healthy calves, and your farm seems more successful for a time. 

Eventually the worm slithers away and the cow dies, but it was a good run.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]12
[STORY]
You let the creature be, and the cow seems to flourish. It gives more milk, it gives birth to more healthy calves, and your farm seems more successful for a time.

Alas, there's a darker consequence, as one of your people falls gravely ill!
[/STORY]
[OUT]Check to see what ails them.
[/NODE]

+[NODE]13
[STORY]
You kill the worm and while the cow seems weakened for a time, it eventually recovers. 
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]14
[STORY]
You kill the worm and the cow dies as well. Worse yet, much of your food stock seems to dwindle and rot away too.
[/STORY]
[OUT]Damn it.
[/NODE]

+[NODE]15
[STORY]
The cow continues to weaken until, one day, it wakes with an abundance of milk, overflowing to the brim. It also looks much healthier.

But on its neck, you spot an elongated worm, with beady black eyes and a long tubular mouth. It is almost as if it has become part of the cow.
[/STORY]
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Kill this worm!
[OUT]Kill this worm!
[/NODE]

+[NODE]16
[STORY]
There is a way to be rid of the gadzon even after infestation, so you could risk it to get extra milk and meat from the cow. But of course, the method does not guarantee success.
[/STORY]
[OUT]Risk the infestation for the chance of good fortune.
[OUT]Kill the gadzon now before it merges with your cow.
[/NODE]

+[NODE]17
[STORY]
You kill the gadzon in time, and the cow recovers. 

The dead gadzon dissolves into gems. You can also use the gem carcass to track the fiend who cursed you in the first place.
[/STORY]
[OUT]Good. 
[/NODE]

+[NODE]19
[STORY]
The gadzon merges with the cow and the animal does indeed grow in strength and productivity. Your fields grow more abundant and you feel lucky. 

Alas, a person soon falls gravely ill, their stomach becoming hard and sickly with the worm sleeping inside.
[/STORY]
[OUT]Use the method to chase away the gadzon.
[/NODE]

+[NODE]20
[STORY]
You take the infected person to a nearby lake, and there you say:

'The water is clear, the water is clean -- oh so good for a swim.'

And the gadzon worms its way out of the host and slithers into the lake. 

[/STORY]
[OUT]Take care of the infected.
[OUT]Take care of the infected.
[/NODE]

+[NODE]21
[STORY]
You take the infected away and although their illness lingers, it is not dangerous, and you know the gadzon will not return. 

[/STORY]
[OUT]Good.
[OUT]Good.
[/NODE]

+[NODE]22
[STORY]
You take the infected away, but their illness lingers and several other people also fall ill. However, you know the gadzon will not return. 

[/STORY]
[OUT]Good.
[OUT]Good.
[/NODE]

+[NODE]25
[STORY]
You are not sure what is causing the illness, but their stomach is firm and swollen, and they grow thinner every day despite eating a lot. 

In time, the illness passes, but it spreads and may prove fatal to some.
[/STORY]
[OUT]Damn it.
[/NODE]

[/EVENT]

-- [EVENT] --Gadzon curse spwn(17)
+[NODE]2
[STORY]
The dead gadzon's gemstones lead you to a small cave near your village. 

You always assumed it was empty, but you see fresh signs of habitation here.
[/STORY]
[OUT]Use tracking skills to find out more. 
[OUT]Investigate.
[/NODE]

+[NODE]3
[STORY]
You sneak into the cave and find a single set of humanoid tracks. Deeper in, you discover a campsite.

You see dried herbs, some rags, bits and pieces, and several things that come from your village!
[/STORY]
[OUT]Sneak in closer to find the culprit.
[/NODE]

+[NODE]4
[STORY]
As you go in closer, you see an old woman reading a scroll and talking to her cat:

'Bah, they got rid of my gadzon, they did, never got the chance to get the good stuff, did we? We'll have to move along, I guess.'
[/STORY]
[OUT]Attack the thief!
[OUT]Speak to the woman and demand your belongings back.
[OUT]She said she is leaving, so leave her be. The stuff she stole is not worth much anyway.
[/NODE]

+[NODE]8
[STORY]
You sneak into the cave and discover a campsite. You see dried herbs, some rags, bits and pieces, and several things that come from your village!

But before you can take them back, you see an old woman with a cat staring at you, and you feel spiritual energy rising:

'Begone, or I will turn you into toads!'
[/STORY]
[OUT]Defend yourself!
[OUT]Run away!
[/NODE]

+[NODE]10
[STORY]
The thieving witch lies beaten and pleads for her life:

'Please, please, I was just trying to get some things, nothing big, and the gadzon's not always bad, never meant to hurt no one, honest!' 
[/STORY]
[OUT]Let her live, but only if she can offer something.
[OUT]Let her live. She's learnt her lesson.
[OUT]Kill her because she endangered your village and stole from you.
[/NODE]

+[NODE]11
[STORY]
'Yes, yes, I will pay. The gadzon was not the only demon I captured to serve me. Here, this is a cmuch, it will help you heal.'

She opens a hidden compartment and shows you a caged cmuch.
[/STORY]
[OUT]Accept and let her live.
[OUT]Kill her because she endangered your village and stole from you.
[/NODE]

+[NODE]12
[STORY]
'Thank you, and you won't see me ever again, promise.'

She scampers away in a hurry.
[/STORY]
[OUT]Tell her you could swear this is not the first time you've dealt with her.
[/NODE]

+[NODE]13
[STORY]
'Ehm, no, no. You're mistaken, this time I will not be back, I swear.'
[/STORY]
[OUT]Let her leave, again.
[/NODE]

+[NODE]16
[STORY]
'Oh, right. Well, that went easier than I thought. You're odd. Bye.'
[/STORY]
[OUT]Let her go.
[OUT]Tell her you could swear this is not the first time you've dealt with her.
[/NODE]

+[NODE]18
[STORY]
'Oh, right. Well, that went easier than I thought. You're odd. I like it. I will bestow my wisdom on you before I go.'
[/STORY]
[OUT]Thank her and wish her well as long as she doesn't come back to steal again.
[OUT]Tell her you could swear this is not the first time you've dealt with her.
[/NODE]

+[NODE]20
[STORY]
You kill the witch, and her cat hisses at you madly before dashing away. 

You feel a curse upon you.
[/STORY]
[OUT]Gather what is here and leave.
[/NODE]

+[NODE]21
[STORY]
You kill the witch, and her cat looks at you with respect. It seems like it wants to stay with you.
[/STORY]
[OUT]Take it and leave.
[/NODE]

+[NODE]23
[STORY]
You kill the witch, and her cat hisses at you madly before dashing away. 

You feel a curse upon you.
[/STORY]
[OUT]Gather what is here and leave.
[/NODE]

+[NODE]24
[STORY]
'Yeah, yeah, here, have the treasures back. All junk anyway. You dealt with that gadzon quick, I'll say that for you.

Say, now that we're buddies, you wanna buy a cmuch demon from me? I will take food, wood, or leather as payment.'
[/STORY]
[OUT]Agree to trade.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[/NODE]

+[NODE]27
[STORY]
The witch leaves, but her cat stays behind and seems to want to stay with you now.
[/STORY]
[OUT]Take it and leave.
[/NODE]

+[NODE]28
[STORY]
'Good trading with you. Now I am off, and I promise not to bother you again.'
[/STORY]
[OUT]Let her go.
[OUT]Tell her you could swear this is not the first time you've dealt with her.
[/NODE]

+[NODE]29
[STORY]
'No way! Finders keepers it is. Leave, or I'll turn you into toads!'
[/STORY]
[OUT]Leave.
[OUT]Attack!
[/NODE]

+[NODE]31
[STORY]
The witch beats you badly and forces you to flee! You also feel very ill afterwards.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]32
[STORY]
'Yeah, yeah, here, have the treasures back. All junk anyway. You dealt with that gadzon quick, I'll say that for you.

Say, now that we're buddies, you wanna buy a cmuch demon from me? I will take food, wood, or leather as payment.'
[/STORY]
[OUT]Agree to trade.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[/NODE]

[/EVENT]

-- [EVENT] --Niespiech(18)
+[NODE]2
[STORY]
Your village has been unusually sluggish these past few days. 

Folk sleep in, forget to do chores, and wander off midday without purpose.

Food supplies are beginning to suffer for it, and health issues may follow as dirt and refuse mounts. 
[/STORY]
[OUT]Observe the people closely.
[/NODE]

+[NODE]3
[STORY]
It soon becomes clear that a pack of house demons called niespiech have settled in your homes. 

These little buggers latch on to anyone trying to do housework or chores and make them lazy and sleepy. 
[/STORY]
[OUT][Magic user or zerca] There is an old incantation that is passed from wise one to wise one, and it should do the trick.
[OUT]These things physically latch on to a victim and hold them down. So be fast about your chores so they cannot catch up!
[OUT]Just try to kill the annoying things.
[OUT]They don't sound too dangerous. Just leave them be.
[/NODE]

+[NODE]4
[STORY]
'A busy bee I need to be on this cleaning spree. No lazy daisy will keep me hazy. No foreign sloth will keep my cloth from making the broth!'

The creatures perk up and listen.
[/STORY]
[OUT]Continue the chant and usher them away from your village.
[OUT]Continue the chant and usher them away from your village.
[OUT]Now that you have their attention, perhaps try to use it to your advantage.
[/NODE]

+[NODE]6
[STORY]
You catch the creatures one by one and kill them. It takes forever, as your every move is slowed down. 

Over the coming weeks, many small calamities befall your village before calm is restored once more.
[/STORY]
[OUT]Nothing more to do.
[/NODE]

+[NODE]8
[STORY]
You muster all the strength you have, and together, you do the chores in the village in record time. 

The niespiech look very unhappy with you, and one by one, they fall away into the shadows.

[/STORY]
[OUT]Good.
[/NODE]

+[NODE]10
[STORY]
Before you realise it, you become just as sluggish and lazy as the rest of the folk in the village. 

Eventually, the demons leave, but you feel weakened by their shenanigans.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]16
[STORY]
By spreading cow's urine and virgin's tears onto the bedsheets, you can lure these house demons to transform into one that will serve your village.

But if it goes wrong...
[/STORY]
[OUT]No. Continue the chant and usher them away from your village.
[OUT]No. Continue the chant and usher them away from your village.
[OUT]Yes, try the ritual.
[/NODE]

+[NODE]18
[STORY]
The niespiech huddle together under the soiled sheets and out of the tumult comes a mrucek -- a harmless, catlike ball of fur that dwells behind the stove.

It chases away all the vermin and makes your cats behave very well indeed. Your village morale increases while the mrucek remains your friend.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]19
[STORY]
The niespiech huddle together under the soiled sheets and out of the tumult comes a liho!

The cursed demon of darkness haunts your people for several days before it is finally chased away.

Bad luck strikes your people until the fiend goes away.
[/STORY]
[OUT]Damn it.
[/NODE]

+[NODE]20
[STORY]
The niespiech stay for several days, and folk feel drained of spirit. 

Eventually, the demons seem to disappear, and you think they appreciated that you left them alone. Whether this will mean good or bad things remains to be seen. 
[/STORY]
[OUT]Nothing more to do.
[OUT]Nothing more to do.
[/NODE]

[/EVENT]

-- [EVENT] --Cicha Mora(19)
+[NODE]2
[STORY]
A heavy storm besieges your village for days, and among the rain and the clouds, some people see a figure of a little girl with a crooked face wearing a white dress.


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

+[NODE]3
[STORY]
Soon it is clear that a cicha mora stalks your homes, tricking children into playing with her while spreading rot and fever.

Many children fall to her trickery.

(Dead children may change into bazatka, and live ones attract a dola.)
[/STORY]
[OUT]The cicha mora is a tormented soul. Speak to her as a fellow spirit being.
[OUT]This demon child is rare and dangerous, a death-bringer of sorts. But perhaps there's a way to banish her. Talk to the creature to see if you can learn more.
[OUT][Healer]Take care of the sick.
[OUT]Help the sick children as best you can. 
[/NODE]

+[NODE]5
[STORY]
The children lived through the fever and a dola spirit was born to watch over their little souls, bringing prosperity and joy. 
[/STORY]
[OUT]Great, get back to village life.
[/NODE]

+[NODE]6
[STORY]
Your healing was not strong enough for all. The children continue to suffer, and one may not survive the night. 
[/STORY]
[OUT]Try your best to care for the sick.
[/NODE]

+[NODE]7
[STORY]
The cicha mora does not say anything, but she does stop to look at you, head tilted, eyes wide open and filled with sadness. 

You sense other forms following her in the shadows, and you feel her own form trapped by some heavy curse. 
[/STORY]
[OUT]If they are bound by a curse in a spiritual realm, you may at least banish them from this wretched existence. 
[OUT][Magic user] Try to lift the curse.
[OUT][Healer]This is too big of a task. Take care of the sick.
[OUT]This is too big of a task. Help the sick children as best you can. 
[/NODE]

+[NODE]11
[STORY]
The wraiths are defeated, and you feel their essence unbound from their cursed chains.

One such wraith lingers and may decide to stay by your side.
[/STORY]
[OUT]Good. Tend to the children and get back to work.
[/NODE]

+[NODE]14
[STORY]
The ritual works and the curse is lifted. The cicha mora turns into a dola and promises to care for one child. The other wraiths are released from their bonds. 

One such wraith lingers and may decide to stay by your side.
[/STORY]
[OUT]Good. Tend to the children and get back to work.
[/NODE]

+[NODE]15
[STORY]
Whatever held these souls was too strong for you, and the cicha mora continues her dark work. 

The children continue to suffer, and one may not survive the night. 
[/STORY]
[OUT]Try your best to care for the sick.
[/NODE]

+[NODE]18
[STORY]
A child is taken by the illness, but instead of dying, its tormented little soul is reborn as a karakandza demon. 

It does, however, retain its wits, and it stays with you.
[/STORY]
[OUT]Get back to village life.
[/NODE]

[/EVENT]

-- [EVENT] --KidnappedSpwn(20)
+[NODE]2
[STORY]
You track down the scoundrels who absconded with your child!
[/STORY]
[OUT][Turmoil]Charge!
[OUT][Harmony]Speak to them, as peace is always preferable.
[OUT][Intellect]Observe them and find an advantage.
[OUT][Light]In the name of justice, smite them now!
[OUT][Nature and Magic]Take time to investigate. Perhaps you will find an angle here.
[OUT]Come back later.
[/NODE]

+[NODE]4
[STORY]
You kill the scum and rescue your child along with any other loot they may have had.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]7
[STORY]
You are badly beaten and forced to flee. You child is now lost for good.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]12
[STORY]
'Bah, stop yammering about your bloody gods already. Leave or die!'
[/STORY]
[OUT]Leave.
[OUT]Attack!
[/NODE]

+[NODE]13
[STORY]
'Bah, stop yammering about your bloody gods already. Fine, have the brat back. Just go.'

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

+[NODE]14
[STORY]
You watch their camp, note their patterns, and notice they are looking rather worse for wear when it comes to food and drink. They might be open to trading.
[/STORY]
[OUT]Try to trade with them for food.
[OUT][Hunter]Attack, but sneak up on them and set a trap to make the fight easier.
[OUT]You do not have enough food to make deals. Attack!
[OUT][Harmony]Speak to them, as peace is always preferable.
[OUT]Come back later.
[OUT][Bandit]Approach them as a friend and offer to trade food for the child.
[/NODE]

+[NODE]16
[STORY]
'Bah, you're a clever one, ain't ya? Fine, yeah, we do need food, and we'd rather not get into a scrap if we can avoid it.'

[/STORY]
[OUT]Agree to the trade.
[OUT]Attack instead!
[/NODE]

+[NODE]19
[STORY]
The bandits do as they promised and give your child back.

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

+[NODE]22
[STORY]
'Bah, you're a clever one, ain't ya? Fine, yeah, we do need food, and we'd rather not get into a scrap if we can avoid it.'

[/STORY]
[OUT]Agree to the trade.
[OUT]Attack instead!
[/NODE]

+[NODE]23
[STORY]
You watch their camp, note their patterns, and notice they are looking rather worse for wear when it comes to food and drink. They might be open to trading.
[/STORY]
[OUT]Try to convince them to trade for food.
[OUT][Hunter]Attack, but sneak up on them and set a trap to make the fight easier.
[OUT]You do not have enough food to make deals. Attack!
[OUT][Harmony]Speak to them, as peace is always preferable.
[OUT]Come back later.
[OUT][Bandit]Approach them as a friend and offer to trade food for the child.
[/NODE]

[/EVENT]

-- [EVENT] --Dwarves(21)
+[NODE]2
[STORY]
A small group of weary dwarves arrives at your doorstep asking for a place to rest and regain strength. They say they will pay you in stone for some basic supplies.
[/STORY]
[OUT]In the name of light, greet them as honoured guests.
[OUT][Dwarf]Greet them in the dwarven tradition of metal and stone.
[OUT]Invite them in.
[OUT]Invite them in.
[OUT]Refuse.
[OUT]Refuse.
[OUT]Attack!
[/NODE]

+[NODE]3
[STORY]
'Unmovable as stone, sharp as mithril. Aye, you do know the old ways, laddies, and we thank you for the hospitality, even if it is so... basic.'

[/STORY]
[OUT]Basic?
[OUT]Ask if they have anything to trade.
[/NODE]

+[NODE]6
[STORY]
Your clarity of mind sits well with the domain of intellect. 

You feel strengthened. 

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

+[NODE]10
[STORY]
You kill the dwarves and loot their goods. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]11
[STORY]
The dwarves beat you badly but at least they leave you alive.

They do, however, take most of your food.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]23
[STORY]
'Unmovable as stone, sharp as mithril. Aye, you do know the old ways, laddies, and we thank you for the hospitality.'
[/STORY]
[OUT]Ask what brings them here.
[OUT]Share hospitality with the dwarves. You do not need to hear their stories.
[/NODE]

+[NODE]24
[STORY]
'We are on our way back to our settlement. We are earthbound. You see, once we lived deep underground, and we do not take well to being away, out in the open, for this long. So we are weakened.'
[/STORY]
[OUT]Ask why they were travelling at all, in that case.
[OUT]Invite them to rest and share a meal.
[/NODE]

+[NODE]25
[STORY]
'We were investigating an old rubble of stones that was once ours, hoping to reclaim some old resources. 

We came into conflict with the banished, those honourless sods.

So we had to cut the trip short.'
[/STORY]
[OUT]Banished?
[OUT]Ask if they will show you where the ruins are.
[/NODE]

+[NODE]27
[STORY]
'Aye, the ones that dishonoured themselves long ago, so now they have no house, and no right to wear a beard.'
[/STORY]
[OUT]Ask if this was not an old law.
[/NODE]

+[NODE]28
[STORY]
'Aye, suppose it is for some. We've allowed many back into our families, but then others left, likin' this new surface life, mixin' with strangers and up to all sorts of honourless crap.'
[/STORY]
[OUT]Ask if they are in conflict, then.
[OUT]Invite them to rest and share a meal.
[/NODE]

+[NODE]29
[STORY]
'Nothin' as dramatic as that, laddies, nah. Just some old grudges now and then. 

Like those young upstarts that got us in the ruins. They claimed it's their right as much as ours. We disagreed, so metal and stone flew. Ha!'

[/STORY]
[OUT]Invite them to rest and share a meal.
[OUT]Ask if they will show you where the ruins are.
[/NODE]

+[NODE]30
[STORY]
'Take no offence, god follower -- we find most places shabby compared to our once-great cities.'
[/STORY]
[OUT]Ask about those cities.
[OUT]Ask if they have anything to trade.
[OUT]Take offence at being called shabby.
[/NODE]

+[NODE]31
[STORY]
'I am sorry, laddies, we do not trade with younglings in their shabby shacks. 

You be kind enough to leave us be now. We paid for our board.'
[/STORY]
[OUT]Leave them be.
[OUT]Take offence.
[OUT]Attack.
[OUT]Try to convince them to be more open.
[OUT][Elf]Remind them that you can hardly be called a 'youngling' by any standards.
[/NODE]

+[NODE]32
[STORY]
'Right you are, apologies. I do forget that some of you elderfolk went mad and follow those deities.'
[/STORY]
[OUT]Try to convince them to be more open.
[OUT]Take offence.
[OUT]Attack.
[OUT]Leave them be.
[/NODE]

+[NODE]33
[STORY]
The dwarves take the food, leave you the stone, and leave after a short rest.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]34
[STORY]
'Aye, I did know how to keep my bloody mug shut. 

Listen, I meant no offence. We are what we are, and so are you. Let us leave it here. Stone and metal be with ya.'
[/STORY]
[OUT]Leave them be.
[OUT]Attack.
[OUT]Try to convince them to be more open.
[/NODE]

+[NODE]36
[STORY]
'Perhaps I was too hasty in making judgement. Living up on the rock instead of under it has made us weary.

Here, have a look at our stock.'
[/STORY]
[OUT]Trade.
[OUT]Decline, but thank them for the offer.
[/NODE]

+[NODE]37
[STORY]
'Well, that was a waste of a conversation. Stone and metal be with ya.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]40
[STORY]
The dwarves barely listen to your words. They take the food they traded with you and walk off. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]42
[STORY]
'Dwarven strongholds, carved deep into the earth's core. Metalworks. All gone, shattered, burnt out by the bright. We will speak of it no more.'
[/STORY]
[OUT]Ask if they have anything to trade.
[/NODE]

+[NODE]46
[STORY]
'I will not pretend to like your newfangled ways. These human gods... at least some know how to wield a smith's hammer and respect light, so there's that.

Tell ya what, we do not do this often with strangers, but we can trade some goods, if you like?'
[/STORY]
[OUT]Trade.
[OUT]Decline politely, and spend the time telling stories and drinking ale.
[/NODE]

+[NODE]47
[STORY]
'Bah, why not? You are friends, so you can have a go. Just pay your respects when you're there.'
[/STORY]
[OUT]Invite them to rest and share a meal.
[/NODE]

+[NODE]50
[STORY]
'Well met, friends. Stone and metal be with ya.'

The dwarves depart on their way.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]51
[STORY]
The dwarves beat you badly but at least they leave you alive.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]52
[STORY]
A small group of weary dwarves arrives at your doorstep asking for a place to rest and regain strength. 
[/STORY]
[OUT]In the name of light, greet them as honoured guests.
[OUT][Dwarf]Greet them in the dwarven tradition of metal and stone.
[OUT]Invite them in.
[OUT]Invite them in.
[OUT]Refuse.
[OUT]Refuse.
[OUT]Attack!
[/NODE]

+[NODE]53
[STORY]
'Ah, followers of Svarog's lot, good on ya, laddies, good on ya.

Tell ya what, give us some food and we'll stay awhile, maybe teach ya some proper craft -- if we find anyone worthy, that is.'
[/STORY]
[OUT]First ask them what they are doing here.
[OUT]Agree. [Lose 20% food]
[OUT]Decline and offer only the place to rest.
[/NODE]

+[NODE]54
[STORY]
'Brethren, well met, well met indeed. 

Tell ya what, give us some food and ale, and we'll stay awhile, maybe teach ya some proper craft -- if we find anyone worthy, that is.'
[/STORY]
[OUT]First ask them what they are doing here.
[OUT]Agree. [Lose 20% food]
[OUT]Decline and offer only the place to rest.
[/NODE]

+[NODE]55
[STORY]
'Nothin' particular. We're banished rocks, that's what we are. Discarded long ago for bein' too surface-lovin'. 

So we wander, do business, and other sorts.'
[/STORY]
[OUT][Dwarf]Ask if by 'other sorts' they mean banditry.
[OUT]Nod and agree to give food. [Lose 20% food]
[OUT]Say you cannot spare the food, but offer a place to rest.
[/NODE]

+[NODE]56
[STORY]
'Direct as metal should be, laddie, eh? Right you are, right you are, we do a wee bit of banditry from time to time. 

You don't worry yourself, though -- we'd never rob our own kin!'

[/STORY]
[OUT]Nod and agree to give food. [Lose 20% food]
[OUT]Say you cannot spare the food, but offer a place to rest.
[OUT]Attack!
[OUT]Ask if they have any good loot to trade.
[/NODE]

+[NODE]58
[STORY]
'Good tradin' with ya. So any thoughts on the offer?'
[/STORY]
[OUT]Say you cannot spare the food, but offer a place to rest.
[OUT]Nod and agree to give food. [Lose 20% food]
[/NODE]

+[NODE]59
[STORY]
'Good, good, let's see if anyone here has talent to shape stone and metal.'

The dwarves stay a while and take on students. Though not everyone is likely to learn smithing, you do feel encouraged by the lessons.

[/STORY]
[OUT]Thank them for the instruction and bid them good journey.
[OUT]Thank them for the instruction and bid them good journey.
[OUT]Thank them for the instruction and bid them good journey.
[OUT]Thank them for the instruction and bid them good journey.
[/NODE]

+[NODE]64
[STORY]
'Understood, times are hard on us all. Stone and metal be with ya nonetheless.'

The dwarves rest and then move on.
[/STORY]
[OUT]Bid them good journey.
[/NODE]

+[NODE]66
[STORY]
'Ah, followers of that cosmic pantheon, eh? Well, why not, that's what I say. We can share some of our dwarven ale in thanks for your hospitality.'

You drink and laugh and eat well.

But in the morning, as the dwarves leave, you realise you were robbed!
[/STORY]
[OUT]Try to catch them!
[OUT]Curse the dwarven bandits.
[/NODE]

+[NODE]67
[STORY]
'Ah, followers of that cosmic pantheon, eh? Well, why not, that's what I say.

Tell ya what, give us some food and we'll stay awhile, maybe teach ya some proper craft -- if we find anyone worthy, that is.'
[/STORY]
[OUT]First ask them what they are doing here.
[OUT]Agree. [Lose 20% food]
[OUT]Decline and offer only the place to rest.
[/NODE]

+[NODE]69
[STORY]
You kill the bandits and reclaim your goods.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]71
[STORY]
The bandits beat you and laugh in your face for your failure. 

They do not, however, take any more than before. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]74
[STORY]
You kill the bandits in a preemptive strike. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]75
[STORY]
The bandits beat you and laugh in your face for your failure. 

They take some of your equipment.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Dwarven Guardiansspawn(22)
+[NODE]2
[STORY]
These dwarven ruins look older and darker than usual. There is an air of reverence here that is hard to explain.

The stone remains look abandoned and forlorn, but you spot a firelight in the distance.
[/STORY]
[OUT]Go forth, carefully.
[OUT]Leave.
[/NODE]

+[NODE]4
[STORY]
As you get closer, you realise that the fire comes from several torches held by a small group of heavily armed dwarves battling a pack of unliving.

The dwarves stand firm, using fire to help them, but the unliving are beginning to swarm them. 
[/STORY]
[OUT]Perform a ritual to try to weaken these unliving fiends. 
[OUT][Dwarf]Aid your brethren, quick!
[OUT]Help the dwarves!
[OUT][Nature or intellect]Stand aside and let them fight their own battles. 
[OUT][Nature or intellect]Stand aside and let them fight their own battles. 
[OUT]Wait to see who wins, then get rid of them.
[OUT]Wait to see who wins, then get rid of them.
[OUT][Unliving]Help your kin!
[/NODE]

+[NODE]9
[STORY]
It is not your place to interfere in others' conflict, and you feel your domain strengthened by this resolve.

You are able to grab a few salvageable resources while the combat takes place.

You see the dwarves overwhelmed by the unliving, and now you can face the remining threat that is running your way.

[/STORY]
[OUT]Kill the unliving.
[OUT]Leave.
[OUT][Unliving]Try to reason with your kin.
[/NODE]

+[NODE]12
[STORY]
The dwarves stop and look at your medic:

'So first ya stood there watchin' us bleed, and now ya wanna help. Fleshies... Fine, help, we didn't need your puny help to fight.'
[/STORY]
[OUT]Tend to their wounds.
[OUT]While the dwarves are off guard, attack them!
[/NODE]

+[NODE]13
[STORY]
'So ya stood there like a bunch of lassies rubbing stones! Bah. Well, ya can be of use now helping us secure these ruins from the unliving filth. This is our heritage and we were charged with guarding it. We'll give ya some of the stuff the filth dropped in payment.'
[/STORY]
[OUT]Agree to help.
[OUT]Tell them it is even less dwarven to whine about having to do your own fighting. Say you will help them work for a fee. 
[/NODE]

+[NODE]18
[STORY]
'Fine, ya can also salvage these ruins, with care!'
[/STORY]
[OUT]Agree. 
[/NODE]

+[NODE]21
[STORY]
'Just bugger off, ya weaselly gits! Now!'
[/STORY]
[OUT]Leave.
[OUT]Attack them!
[/NODE]

+[NODE]24
[STORY]
'Ya know, many in this world would see our weakness and finish us off. Maybe ya ain't that bad after all.

Take the shit the undead left, if ya like.

Here, have this as well, as thanks. Now be off! We have guarding duty to go back to.'
[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]30
[STORY]
You are victorious, and the plunder is yours for the taking!
[/STORY]
[OUT]Good. Leave.
[/NODE]

+[NODE]41
[STORY]
'Ya may be cowards, but what's it to us?

We're wounded, and we have a job to do. If ya help us secure this place, we'll give ya the loot from the unliving filth, deal?'
[/STORY]
[OUT]Agree and help.
[OUT]Decline and leave.
[/NODE]

+[NODE]44
[STORY]
Your words fall on deaf ears and you are chased away from the ruins. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]51
[STORY]
'Ha! That was some good fightin'. 

Not that we needed the help, but we thank ya nonetheless. Say, have the loot from all these dead buggers, as thanks.' 
[/STORY]
[OUT]Say it was no problem, and ask what they are doing here.
[OUT]Ask for payment for your good deed.
[OUT]Ask for payment for your good deed.
[/NODE]

+[NODE]54
[STORY]
'We were sent here to clear an unliving nest. Those filthy buggers been shitting on our heritage! 

We only have one tunnel to block now. 

Tell ya what, if you help out, we'll give you a bit extra.'
[/STORY]
[OUT]Agree to help. 
[OUT]Agree to help.
[/NODE]

+[NODE]58
[STORY]
You are defeated and forced to run away!
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]61
[STORY]
It is not your place to interfere in others' conflict, and you feel your domain strengthened by this resolve.

You are able to grab a few salvageable resources while the combat takes place.

You see the dwarves are victorious and running angrily your way.

[/STORY]
[OUT]Attack the dwarves.
[OUT]Leave.
[OUT]Try to reason with them.
[OUT][Dwarf]Congratulate your brethren on a fight well fought.
[/NODE]

+[NODE]62
[STORY]
You are able to grab a few salvageable resources while the combat takes place.

You see the dwarves overwhelmed by the unliving, and now you can face the remining threat that is running your way.
[/STORY]
[OUT]Kill the unliving.
[OUT]Leave.
[OUT][Unliving]Try to reason with your kin.
[/NODE]

+[NODE]63
[STORY]
You are able to grab a few salvageable resources while the combat takes place.

You see the dwarves are victorious and running angrily your way.
[/STORY]
[OUT]Attack the dwarves.
[OUT]Leave.
[OUT]Try to reason with them.
[OUT]Offer medical help and say that it would not have been honourable to interfere.
[OUT][Dwarf]Congratulate your brethren on a fight well fought.
[/NODE]

+[NODE]65
[STORY]
You are victorious, and the plunder is yours for the taking!
[/STORY]
[OUT]Gather the loot and leave.
[/NODE]

+[NODE]69
[STORY]
The unliving recognise your kinship and help and wander off. You're free to loot the dwarves and the ruins.
[/STORY]
[OUT]Gather the loot and leave.
[/NODE]

+[NODE]76
[STORY]
The dwarf spits. 

'Ya have what we're willin to give, so bugger off.'
[/STORY]
[OUT]Leave.
[OUT]Attack them!
[/NODE]

+[NODE]80
[STORY]
'Bah, this world is wretchedly cold. 

Here, have this as payment for your kindness. Metal and stone be with ya.'
[/STORY]
[OUT]Thank them and leave.
[/NODE]

[/EVENT]

-- [EVENT] --VillageAttackDiff2(23)
[/EVENT]

-- [EVENT] --VillageAttackDiff1(24)
[/EVENT]

-- [EVENT] --Latavieckidnappedspw(25)
+[NODE]2
[STORY]
You spot a group of wind demons, the viatroviec, and you see that they have the child who was stolen from your village not long ago!
[/STORY]
[OUT]Attack!
[OUT]Intimidate them into giving the child back, now!
[OUT][Vily or viatroviec]Implore your wind kin to let your child go!
[/NODE]

+[NODE]4
[STORY]
You kill the viatroviec and rescue your child and whatever else those demons took from folks.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

+[NODE]7
[STORY]
The viatroviec defeat you and run away with the stolen child, never to be seen again.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
'Very well, have the offspring back and leave us be.'

They leave the child and whatever else they took from folks.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

+[NODE]12
[STORY]
Your kin listen to your pleas and abandon the child in a satchel they carried it in.
[/STORY]
[OUT]Take your child and leave.

[/NODE]

[/EVENT]

-- [EVENT] --Hailstorm(26)
+[NODE]2
[STORY]
A sudden hailstorm catches you off guard.
[/STORY]
[OUT][Vily or Viatroviec]Wind is your domain. Try to use it to shield you from the worst of it.
[OUT][Vily or Viatroviec]Wind is your domain. Try to use it to shield you from the worst of it.
[OUT]Find cover.
[OUT]Find cover.
[OUT]Try to protect the houses and livestock.
[/NODE]

+[NODE]3
[STORY]
Wind gathers around you and shields you from the hail. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]7
[STORY]
Wind gathers around you and shields you from the hail, but you feel its strength rising with every gust, threatening to whisk you away. 
[/STORY]
[OUT]Stand strong.
[/NODE]

+[NODE]8
[STORY]
You stand against the hailstorm and withstand its power intact. 

You feel strengthened.

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

+[NODE]10
[STORY]
The wind takes you and knocks you about in the terrible hailstorm. Bruised and beaten, you eventually return.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
You find cover quickly and try to secure the house, but the hailstorm ravages your settlement without mercy, threatening to destroy much.
[/STORY]
[OUT]Try to figure out how to protect your goods.
[OUT]Stay in cover.
[/NODE]

+[NODE]22
[STORY]
You strengthen your shelter and keep your goods safe. Some of you even learn a thing or two.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]23
[STORY]
The hailstorm is wild and unforgiving. It leaves you bruised, and you fail to protect your goods from the onslaught.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
You take cover in time and, luckily, the hailstorm is not strong enough to destroy anything.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]30
[STORY]
The hailstorm leaves you bruised, but you protected all your valuables. 
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Stork(27)
+[NODE]2
[STORY]
A stork is spotted in your village, a sure sign of good fortune from the gods. Unless they are displeased with you of course.
[/STORY]
[OUT]Welcome the stork. 
[/NODE]

+[NODE]4
[STORY]
The stork brought you a child!
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]5
[STORY]
The stork brought good fortune and your farm animals have some young.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]6
[STORY]
The stork brought you a child!
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]7
[STORY]
The stork brought good fortune and blessings from the gods.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]8
[STORY]
The stork brought good fortune and blessings from the gods.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]9
[STORY]
The stork brought good fortune and your farms yield better crops.

[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]11
[STORY]
The gods seem unhappy with you and you feel their displeasure deeply. 
[/STORY]
[OUT]Try to be better next time.
[/NODE]

[/EVENT]

-- [EVENT] --VillageAttackDiff3(28)
[/EVENT]

