-- [EVENT] --SpiritKillShelf(0)
+[NODE]2
[STORY]
You find the place where intruders are supposed to have settled. It is a small but thick grove. 

You do see some signs of humanoid presence.
[/STORY]
[OUT][Hunter or perception]Track the intruders.
[OUT]Search the place.
[OUT]Search the place.
[OUT]Come back later.
[/NODE]

+[NODE]3
[STORY]
You track the intruders to a small cave. Within you spot some movement, and only in time do you realise they are shadow elves stalking about nervously.

Luckily for you, there seem to be only a few with weapons at the ready.
[/STORY]
[OUT]Surround the shadow folk and make your presence known.
[OUT]You have the advantage, attack!
[/NODE]

+[NODE]4
[STORY]
You are ambushed by shadow elves!
[/STORY]
[OUT]Fight!
[OUT]Try to run away.
[/NODE]

+[NODE]5
[STORY]
You search the place and finally spot some shadow elves. Alas, they spot you too, so you haven't got much time to decide what to do.
[/STORY]
[OUT]Stop, throw up your hands, and say that you do not wish to fight, just to tell them they need to leave, as the goblins do not want them here.
[OUT][Strength]Try to look intimidating and tell them to beat it!
[OUT]Attack!
[OUT][Shadow elf]Ask your kin why they linger here, where they are not wanted.
[/NODE]

+[NODE]16
[STORY]
You are badly beaten and the goblins have to come to your rescue. They are unimpressed with your 'help.' 

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

+[NODE]19
[STORY]
'We were merely visiting places of power where the dark yet dwells. Goblins are naturally resilient to it, so they often settle in these odd dark spots filled with mystical energy.

We are not here to argue with the little folk. In any case, we only wish to harvest some of the force. We will move on soon.' 
[/STORY]
[OUT][Magic user or Magic]Ask if you can watch their rituals and perhaps even aid one another.
[OUT]Agree to allow them to stay and finish their rituals if they promise that no harm will come to the goblins.
[OUT]Insist that they depart within a day regardless. This is not their land. 
[OUT][Goblin]Who are they calling little folk?!
[/NODE]

+[NODE]20
[STORY]
'Yes, you may.'

You join the shadow elves as they perform their ritual dance of the many shadows. As they move in utter silence, their bodies become one with the dark, and you feel the energy and mystical forces of darkness flowing freely, yet under control.

The shadows eventually disappear, but you feel their ritual touching you as well.
[/STORY]
[OUT]Wish them well and leave.
[/NODE]

+[NODE]23
[STORY]
'We came here with a task, and we will not leave. Begone.'
[/STORY]
[OUT]Leave them be.
[OUT]Attack!
[/NODE]

+[NODE]26
[STORY]
The shadow elves stop in their tracks and freeze, staring at you. You know most of them are ready to fight, but one speaks:

'Please, we do not wish to fight. We are merely passing through.'
[/STORY]
[OUT]Attack!
[OUT][Shadow elf]Ask your kin why they linger here, where they are not wanted.
[OUT][Elf]Demand that they leave now. They are a scourge of your kin and they bring darkness into the fold.
[OUT]Tell them the woodland folk do not want them as neighbours, and ask them to relocate, now!
[/NODE]

+[NODE]35
[STORY]
The shadow elves depart as promised. The goblins are pleased with your resolution and even leave you a gift.
[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]36
[STORY]
The goblins are pleased with your help, or at least they do not show otherwise, and they offer a small reward.
[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]42
[STORY]
When you inform the goblins of your failure, they are disappointed in your efforts. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]43
[STORY]
You kill the shadow elves. 

The goblins are pleased that their troubles are gone. They leave you a reward.
[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]47
[STORY]
'We were merely visiting places of power where the dark yet dwells. Goblins are naturally resilient to it, so they often settle in these odd dark spots filled with mystical energy.

We are not here to argue with the little folk. In any case, we only wish to harvest some of the force. We will move on soon.' 
[/STORY]
[OUT][Magic user or Magic]Ask if you can watch their rituals and perhaps even aid one another.
[OUT]Agree to allow them to stay and finish their rituals if they promise that no harm will come to the goblins.
[OUT]Insist that they depart within a day regardless. This is not their land. 
[OUT][Goblin]Who are they calling little folk?!
[/NODE]

+[NODE]54
[STORY]
'I meant no offence, apologies. In any case, we only wish to harvest some of the force. We will move on soon.'
[/STORY]
[OUT][Elf or goblin]Soon for an elf, or soon for normal folk?
[/NODE]

+[NODE]55
[STORY]
'We cannot make such a promise fully, as our taking of the power may interfere with your friends, but it should not do them much harm.'
[/STORY]
[OUT]Let them proceed.
[OUT]Insist that they depart within a day regardless. This is not their land. 
[OUT]Attack!
[/NODE]

+[NODE]56
[STORY]
The shadow elves stay and perform their dark rituals. Alas, the goblins are furious, as the spirits in the area are harmed badly and so are some of the shamans!
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]57
[STORY]
'Soon.'
[/STORY]
[OUT][Magic user or Magic]Ask if you can watch their rituals and perhaps even aid one another.
[OUT]Agree to allow them to stay and finish their rituals if they promise that no harm will come to the goblins.
[OUT]Insist that they depart within a day regardless. This is not their land. 
[/NODE]

+[NODE]58
[STORY]
'Simply go? Because you ask . . . We will do so, if you allow us to drain a little of your spirit. We won't take much, but we are weakened, so we need to take some.'
[/STORY]
[OUT]Agree. 
[OUT]Agree to allow them to stay and finish their rituals if they promise that no harm will come to the goblins.
[OUT]Attack!
[/NODE]

+[NODE]63
[STORY]
'You are small and you are people -- it is an accurate description, no? In any case, as I said, we mean no trouble.'
[/STORY]
[OUT][Magic user or Magic]Ask if you can watch their rituals and perhaps even aid one another.
[OUT]Agree to allow them to stay and finish their rituals if they promise that no harm will come to the goblins.
[OUT]Insist that they depart within a day regardless. This is not their land. 
[/NODE]

[/EVENT]

-- [EVENT] --SpiritKillsmallGhost(1)
+[NODE]2
[STORY]
You find the haunted tree and discover some roaming ghosts thrashing about angrily.

They seem bound to the tree for now, but you feel their energy spilling out from this boundary.
[/STORY]
[OUT]Attack!
[OUT][Magic user]Perform a ritual to destroy these ghosts.
[OUT][Forest folk or Nature]You know the forest well. Meditate and give strength to the tree so it may devour these spirits. 
[OUT][Shaman or ghost]Speak to the ghosts, and convince them to calm down and find a way to leave here in peace.
[OUT][Shaman]Face the ghosts in a battle of spirit and try to send them back to the greyworld safely.
[OUT][Perception]Investigate this place further.
[OUT]Ghost]Go in alone and speak to your kin.
[OUT]Ghost]Go in alone and speak to your kin.
[OUT]Ghost]Go in alone and speak to your kin.
[OUT]Come back another time.
[/NODE]

+[NODE]7
[STORY]
You form a circle and connect your own spirit with that of the tree. 

The forest can now destroy these ghosts, although it will not be an easy end for the spirits.

You will need to give some of your own spirit to complete the ritual.

[/STORY]
[OUT]Kill the ones that are left the old-fashioned way. Attack!
[OUT]Continue to aid the tree, and give your spirit health.
[OUT]Come back another time.
[/NODE]

+[NODE]9
[STORY]
You approach your kin and question their unruly ways. You speak of the danger of misbehaving so close to goblin shamans who can destroy ghosts if they wish to.

The ghosts explain that a dark object keeps them here and makes them angry. As an awakened ghost, you take the object away and your kin can now leave peacefully.
[/STORY]
[OUT]Report your success.
[/NODE]

+[NODE]10
[STORY]
You approach your kin and question their unruly ways. You speak of the danger of misbehaving so close to goblin shamans who can destroy ghosts if they wish to.

But the ghosts are agitated and barely able to speak to you. They are turning into wraiths. They snarl at you and threaten to attack.
[/STORY]
[OUT]Try to walk away calmly.
[/NODE]

+[NODE]11
[STORY]
You approach your kin and question their unruly ways. You speak of the danger of misbehaving so close to goblin shamans who can destroy ghosts if they wish to.

The ghosts beg you to stay with them and show them the right way.
[/STORY]
[OUT]Agree to take on the responsibility. [Lose one pineconette]
[OUT]Do not allow your friend to leave!
[/NODE]

+[NODE]18
[STORY]
Your ritual works and the ghosts are destroyed.

But when you report back to the goblin folk, they are unhappy with your crude ways, claiming that showing such disrespect towards spirits will earn them much trouble. 
[/STORY]
[OUT]A single ghost survived your purge and seems interested in you, but not aggressive. Approach it. 
[OUT]Leave.
[/NODE]

+[NODE]20
[STORY]
The lone spirit is in awe of your power and wants to join you. 
[/STORY]
[OUT]Take it and leave.
[/NODE]

+[NODE]25
[STORY]
You search the debris and discover several pineconettes still alive. Most scatter away into the woodland, but one seems to want to stay with you.

Its eyes seem partially afflicted with the odd light -- or is it just your mind playing tricks?
[/STORY]
[OUT]Take the pineconette with you.
[OUT]The light is unnatural and the demon would surely dread the idea of being infected. Kill it swiftly.
[/NODE]

+[NODE]27
[STORY]
You set up traps and kill most of the pineconettes, which turn into white ash. Others scamper away. 

At first, the elves are distraught by your violence, but when they investigate the remains, they agree that perhaps this was the only way.
[/STORY]
[OUT]Search the place for survivors.
[/NODE]

+[NODE]28
[STORY]
The ghosts are triggered and swarm you without reason. The goblins have to come to your rescue and are not impressed with your 'help.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]39
[STORY]
Your friend is depressed by your decision and the ghosts become agitated again.
[/STORY]
[OUT]Try to leave.
[/NODE]

+[NODE]49
[STORY]
The ghosts calm down and explain that a dark object keeps them here and makes them angry. You take the object away and now your kin are able to leave peacefully.

Your domain is satisfied with the peaceful resolution.

The goblins thank you and leave a reward.
[/STORY]
[OUT]You see a single pineconette lurking. Approach it.
[OUT]Leave.
[/NODE]

+[NODE]50
[STORY]
The ghosts calm down and explain that a dark object keeps them here and makes them angry. You take the object away and now your kin are able to leave peacefully.

The goblins thank you and leave a reward.
[/STORY]
[OUT]You see a rat lurking. Approach it.
[OUT]Leave.
[/NODE]

+[NODE]52
[STORY]
You get in closer and notice the pineconettes behaving oddly. Where you thought they were simply being destructive, you now see they were chasing one of their own and are tearing it apart!
[/STORY]
[OUT][Hunter]Try to sneak in and set up traps to get rid of the sick forest demons.
[OUT][Forest folk]Use your affinity to the forest to call out to the demons. Ask the forest to aid you!
[OUT]Attack the pineconettes!
[/NODE]

+[NODE]53
[STORY]
The goblins are pleased and leave some gifts for your efforts.
[/STORY]
[OUT]One of the ghosts lingers. Approach it.
[OUT]Leave.
[/NODE]

+[NODE]56
[STORY]
The ghosts beat you badly and force you to flee. The goblins have to come to your rescue and are not impressed with your 'help.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]57
[STORY]
The ghosts are destroyed, but the goblins seem less than happy, as they say it is only a temporary fix when it comes to ghosts.

Still, they recognise your efforts and you gain some favour.
[/STORY]
[OUT]A single ghost survived your purge and seems interested in you, but not aggressive. Approach it. 
[OUT]Leave.
[/NODE]

+[NODE]58
[STORY]
The elves leave some gifts for your efforts.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]61
[STORY]
You destroy the crazed pineconettes and they turn into white ash.

At first, the elves are distraught by your violence, but when they see the remains, they agree that perhaps this was the only way.

[/STORY]
[OUT]Search the place for survivors.
[/NODE]

+[NODE]62
[STORY]
You see the eyes of the raging pineconettes burn with a bright light, a light that is also consuming their fragile bodies, and yet they still rage on, chasing their brethren who seem normal and unwilling to accept this odd light. 

[/STORY]
[OUT]Keep calling the forest.
[/NODE]

+[NODE]65
[STORY]
Your ritual works and the ghosts are destroyed.

But when you report back to the goblin folk, they are unhappy with your crude ways, claiming that showing such disrespect towards spirits will earn them much trouble.

Still, they recognise your efforts and you gain some small favour.
[/STORY]
[OUT]A single ghost survived your purge and seems interested in you, but not aggressive. Approach it. 
[OUT]Leave.
[/NODE]

+[NODE]66
[STORY]
When you call the forest, it responds and the strange pineconettes finally burn through entirely, leaving some grateful survivors behind.

When you ask them what happened here, they do not know, only that the light tried to take them.

[/STORY]
[OUT]Help them rejoin the elves in the village.
[/NODE]

[/EVENT]

-- [EVENT] --SpiritKillVily_(2)
+[NODE]2
[STORY]
You approach the area where the rogue forest guardians are said to dwell.

You see a dark, enclosed grove and you sense many eyes watching you.
[/STORY]
[OUT][Wood folk]Approach with caution and try to speak to the forest guardians.
[OUT][Goblin Shaman]Ask the forest spirits to tell you what is amiss here.
[OUT][Harmony]Evoke the power of Harmony to appease this old spirit's anger.
[OUT][Nature]Call out to your domain to show the forest demons that you are on their side.
[OUT]Attack!
[OUT]Offer your own spirit energy to appease this old creature and have it leave the goblins alone. [Take spirit damage]
[OUT]Come back later.
[/NODE]

+[NODE]3
[STORY]
There is certainly a forest spirit here. It speaks up:

'I claim this patch of woodland, so you best begone!'
[/STORY]
[OUT][Forest demon]Call out to your brethren and remind them that goblins are forest friends too and should not be attacked without reason!
[OUT][Forest demon]Call out to your brethren and remind them that goblins are forest friends too and should not be attacked without reason!
[OUT]Implore the forest guardians to listen to reason. Surely the goblins did nothing to deserve being attacked.
[OUT][Magic user]This forest guardian seems somewhat unhinged. Enter the spirit realm and fight them there so you can bring some sense into the old wood.
[OUT][Orc]These forest demons are out of control. Surround them, plant pyres in the right places, and burn them! It will be a challenge to do it fast enough, but you know how to burn forests.
[OUT]Attack!
[/NODE]

+[NODE]4
[STORY]
The spirits tell you that the vily are tainted by an odd, burning light. This makes them more aggressive and unstable.

The spirits offer to trap the vily's souls in the spirit realm, but this will mean a slow and painful death for them.
[/STORY]
[OUT]Yes, do it. A rogue guardian is dangerous for the forest and the spirits that dwell here.
[OUT][Wood folk]Approach with caution and try to speak to the forest guardians.
[OUT]Give up. Inform the goblins of this. 
[OUT]Attack!
[OUT][Harmony]Invoke the power of Harmony to appease this old spirit's anger.
[OUT]Offer your own spirit energy to appease this old creature and have it leave the goblins alone. [Take spirit damage]
[/NODE]

+[NODE]7
[STORY]
The forest guardians listen and admit they were being overly protective. They thank you for reminding them.

The goblins are also grateful for this peaceful resolution and leave you a gift.

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

+[NODE]13
[STORY]
The vily fight back and lash out at you as their souls are dragged into the trap. 

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

+[NODE]17
[STORY]
You face the vily in the spirit realm and find their auras tainted by burning light, which you help to clear. The forest guardians thank you and promise not to bother the goblins anymore.

The goblins are very grateful for this peaceful resolution and leave you a gift.

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

+[NODE]18
[STORY]
The goblins are fascinated by what went on here, although they are concerned about the brutality of your act and its long-term effects on the spirit greyworld in this area.

Your friendship doesn't grow as much as you hoped, but you still get rewarded.

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

+[NODE]20
[STORY]
You gave your spirit to the forest guardians and they move away.
[/STORY]
[OUT]Good.
[OUT]Good.
[/NODE]

+[NODE]21
[STORY]
Alas, just as you are about to report your successful mission, you learn that the vily returned to their spot and continued to harass the settlers. They have to deal with the vily themselves, so your friendship does not grow. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
The goblins are grateful for your sacrifice and help. 

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

+[NODE]25
[STORY]
You destroy the vily. But when you report back to the goblins, they are not as happy as you expected, saying that forest guardians are best kept appeased. Still, you did your job and your friendship grows a little.

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

+[NODE]26
[STORY]
You are defeated. The goblins hear your screams and come to your aid. They have to kill the forest guardians themselves and are angry at having to do so.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]32
[STORY]
You are unconvincing and the vily stay put, resolved to fight the goblins.
[/STORY]
[OUT]Give up.
[OUT]Offer your own spirit energy to appease this old creature and have it leave the goblins alone. [Take spirit damage]
[OUT][Orc]These forest demons are out of control. Surround them, plant pyres in the right places, and burn them! It will be a challenge to do it fast enough, but you know how to burn forests.
[OUT]Attack!
[/NODE]

+[NODE]33
[STORY]
You fail, and the goblins hear your screams and come to your aid. They have to kill the forest guardians themselves and are angry at having to do so.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]37
[STORY]
The goblins are not pleased that you're passing on the work.

They thank you for trying, but you feel their words are less than sincere.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]42
[STORY]
'Goblins are flesh folk, you serve them too, so you will pay for all the forest pain!'

The forest guardians attack you, and the goblins have to come to your rescue. 

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

+[NODE]52
[STORY]
The vily listen to your words and nod in agreement. They promise not to cause trouble if the goblins stay true to the forests.

The goblins are very grateful for this peaceful resolution and leave you a gift.

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

+[NODE]55
[STORY]
Your plan works and the forest guardians are too slow to escape the flames. 

The goblins, however, are horrified at the destruction of their land. They whisper something about orcish brutes doing their typical thing. Your friendship does not grow.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]57
[STORY]
The forest spirits look ashamed of themselves and do not speak, just leave quietly.

The goblins are very grateful for this peaceful resolution and leave you a gift.

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

[/EVENT]

-- [EVENT] --SpiritKilladvWraith(3)
+[NODE]2
[STORY]
You find the small graveyard where the goblins warned of spirit trouble.
[/STORY]
[OUT][Magic user]Some dark magic may be at work here. Investigate.
[OUT]You have folk who know about the unliving. Take a closer look.
[OUT][Nature or Light]Through nature and light, cleanse this place of the foul force that violates the laws of your gods.
[OUT]Attack!
[OUT][Zerca]These wraiths are bound here, and you happen to know by what ritual. All you need to do is bury some silver in the ground and sacrifice one pet, and the wraiths will bother the goblins no more. Do it.
[OUT]Come back later.
[OUT][Goblin shaman]Enter the greyworld and face the wraiths there so you can release them from this suffering.
[OUT][Goblin or spirit]Wraiths are but lost souls, attached to an emotion, place, or person. Seek whatever might be keeping them bound here.
[/NODE]

+[NODE]3
[STORY]
You spot several wraiths walking in circles around a gravestone.
[/STORY]
[OUT][Wraith]Ask them to move along or leave the villagers be.
[OUT][Wraith]Ask them to move along or leave the villagers be.
[OUT][Magic user]Perform a ritual that will keep the unliving trapped here. This is dark magic and may cost you something, but it should work.
[OUT]You got them by surprise, attack!
[OUT][Goblin shaman]Enter the greyworld and face the wraiths there so you can release them from this suffering.
[OUT][Goblin or spirit]Wraiths are but lost souls, attached to an emotion, place, or person. Seek whatever might be keeping them bound here.
[/NODE]

+[NODE]4
[STORY]
A stench of dark magic hits your senses, and you discover that a cursed figurine atop one of the gravestones was causing the souls of the dead to linger and twist into wraiths. 

It is easy to destroy but may wound your spirit and most likely will destroy the wraiths in a painful way.
[/STORY]
[OUT]Destroy the object.
[OUT]You have folk who know about the unliving. Take a closer look.
[OUT]Just kill them the old-fashioned way.
[OUT][Goblin or spirit]Wraiths are but lost souls, attached to an emotion, place, or person. Seek whatever might be keeping them bound here.
[OUT][Nature or Light]Through nature and light, cleanse this place of the foul force that violates the laws of your gods.
[OUT][Goblin shaman]Enter the greyworld and face the wraiths there so you can release them from this suffering.
[/NODE]

+[NODE]7
[STORY]
Turns out the wraiths were called here by a cursed object, but your words are able to snap them out of the trance. They are grateful and do as you wish. 

The goblins are impressed with your work and thank you.

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

+[NODE]18
[STORY]
The wraiths are destroyed in a shattering flash of pain and anguish. 

The goblin spirit talkers heard the souls' outcries and were saddened by such a brutal resolution. Your friendship suffers.

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

+[NODE]20
[STORY]
You bury the precious metal and sacrifice the life essence of one pet. The wraiths should now stay trapped in the spirit greyworld.
[/STORY]
[OUT]Good.
[OUT]Good.
[/NODE]

+[NODE]21
[STORY]
You are about to report your success when you realise that perhaps your knowledge was not entirely accurate. The wraiths remain, and some mischievous demons were attracted by the free metal and now keep stealing from the goblins.

They are eventually beaten by the spirit talkers without your help, and your friendship suffers for it.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
The goblins are pleasantly surprised, though a bit baffled by your methods. They ask you to stay, tell them more, and share their herbs and shrooms so you may both enjoy the wisdom of spirit visions.

[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]25
[STORY]
You destroy the wraiths, and the goblins thank you for your efforts, but they murmur something about your lack of knowledge and finesse -- and the wraiths' eventual return.

Your friendship grows a bit.

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

+[NODE]26
[STORY]
The goblins hear of your failure and come to your aid. They have to kill the wraiths themselves and are angry at having to spare the time. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]32
[STORY]
Your efforts fail and the wraiths turn their attention to you.
[/STORY]
[OUT]Give up.
[OUT]Attack!
[/NODE]

+[NODE]34
[STORY]
You bind the wraiths to this gravesite, and unless someone purposefully breaks your work, they will remain here. 

The goblins like your resolution. You've bought them some time so they can deal with this problem properly later. 

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

+[NODE]37
[STORY]
The goblins hear of your failure and come to your aid. They have to kill the wraiths themselves and are angry at having to spare the time. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]42
[STORY]
Turns out the wraiths were called here by a cursed object. Your bond with the gods protects you somewhat, but when you try to release your kin, they are torn apart in great pain.

The goblins are saddened by the turn of events, but seeing as you are spirit, they appreciate your efforts. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]52
[STORY]
Your prayers work. One of the gravestones shatters into dust, and along with it the wraiths are released from their binding and disappear peacefully.

The goblins are impressed with your work and praise 'those hummie gods.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]59
[STORY]
Your spirit proves strong enough to guide the angry souls towards balance and eventual peace.

The goblins appreciate your professional intervention and leave a payment.

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

+[NODE]61
[STORY]
You find the object -- a gravestone -- and you talk to the wraiths. They tell you this is the resting place of their oppressor. You agree to defile the gravestone, and this appeases the wraiths enough for them to leave. You also spread salt and throw poppy seeds over your left shoulder three times to make sure a new wraith doesn't rise.

The goblins are impressed with your work and praise 'those hummie gods.'
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --SpiritTalkersVillSmall(4)
+[NODE]2
[STORY]
'We welcome you, yes, but why do you come?'

Some village activities will only be available when you are friends with its people and some are restricted to chance, so coming back from time to time may be worth it.
[/STORY]
[OUT]Ask if there is anything you can help with.
[OUT]Say that you just came to rest and visit. Maybe see some healers.
[OUT]Ask if you can try to befriend some ghosts that they house here.
[OUT]Trade.
[OUT]Leave.
[/NODE]

+[NODE]5
[STORY]
'You stink bad, you no friends of ours, go away!'

[/STORY]
[OUT]Attack!
[OUT]Leave.
[OUT]Say that you mean them no harm. You just want to talk and visit.
[/NODE]

+[NODE]6
[STORY]
The village lies destroyed, and the spoils are yours.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
'Help, eh? Sure, why not. We're small, so we can't do it all. We got ourselves a stray ghost not far from here. Go see if you can deal with it.'
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]11
[STORY]
'You come, you rest, you smoke with us. The shamans have good shrooms too, heal many things -- sometimes make you sick too, but mostly heal.'
[/STORY]
[OUT]Pay to get physical wounds healed. 
[OUT]Pay to get mental wounds healed. 
[OUT]Pay to have poison removed.
[OUT]Ask the shamans to heal your spirit if they can.
[OUT][Mysticism]A shaman is offering a trip to the greyworld. If you live, you may learn mystical ways.
[OUT]Come back another day.
[OUT]Ask the shamans to heal your spirit if they can.
[OUT]Pay to have poison removed.
[/NODE]

+[NODE]19
[STORY]
'Help, eh? Sure, why not. We think some loony forest fairies are taking their tooth fairy job too far. A few good folk gone missing, many lose their teeth at night, uninvited. Please, do go and beat those buggers for us!'
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]21
[STORY]
'You want to help for free? Yes, you can do that, why not?'
[/STORY]
[OUT]Ask if they are having any trouble.
[OUT]You have a lot of good metals on you. Ask if they need some.
[OUT]You have some stones. Ask if they need some.
[OUT]There is nothing to do here for now. Come back another day.
[/NODE]

+[NODE]22
[STORY]
'Darkness is part of our world, yes. But too much, not good, no. We are too small to go, but you go. You make the black mist retreat -- not destroy it, mind you! Just make it become less, please.'
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]26
[STORY]
'Yes, yes, your spirit is dirty as a whelp's arse, I smell it. Now, if you have curses on you, that cost more, yes. So you pay, I give you drink and smoke and you no complain if you get a little sick, yes?'
[/STORY]
[OUT][Goblin]Tell him to stop jabbering about the prices and give you the right shrooms, not the tourist stuff. 
[OUT][Magic users]Say that you know how to do some of the cleansing, but you require their aid to do it properly.
[OUT]Agree to pay the price to remove curses. [20 precious gems]
[OUT]Ask to have your spirit wounds healed.
[OUT]Say that you do not have the payment.
[/NODE]

+[NODE]29
[STORY]
'Gah, I am old, my eyes are cloudy, you git, you wait to say it now, make me look silly. You sit, you eat and be well.

Your friends, they get good stuff too, but they pay.'
[/STORY]
[OUT]Thank them and leave.
[OUT][Magic users]Say that you know how to do some of the cleansing, but you require their aid to do it properly.
[OUT]Agree to pay the price to remove curses.
[OUT]Ask to have your spirit wounds healed.
[/NODE]

+[NODE]37
[STORY]
'You give us free goods, you are odd. We try to give you little something too, we not like debts.'
[/STORY]
[OUT]Wish them well and leave.
[/NODE]

+[NODE]40
[STORY]
'I do the spirit talk for you, maybe some soul wants to join to you, maybe no. You pay price, you be nice, we be friends still.'
[/STORY]
[OUT]Try to befriend a ghost.
[/NODE]

+[NODE]47
[STORY]
'We do have some, well, intruders. They set up camp not too far and we wish them gone, now.'
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]50
[STORY]
'Agreed, you may enter, for now.'
[/STORY]
[OUT]Ask to trade.
[OUT]Offer to do something for them to prove your goodwill.
[OUT]Offer to do something for them to prove your goodwill.
[/NODE]

+[NODE]53
[STORY]
'Leave!'
[/STORY]
[OUT]Attack!
[OUT]Leave.
[/NODE]

+[NODE]58
[STORY]
A ghost takes interest in you and will join you if you give him some of your spirit.
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]60
[STORY]
It is wraiths, not mere ghosts, that answer your call, but their price for bondage is some of your blood.
[/STORY]
[OUT]Agree. 
[OUT]Decline and leave.
[/NODE]

+[NODE]61
[STORY]
Alas, no ghost wanted to join your ranks this time.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]64
[STORY]
'Ah, why not say so before? I give you the good stuff, no tourist bullshit. You help with the ritual, so you not pay me. Maybe when my spirit is bad, you do the same. Sit, eat, relax.'

[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]67
[STORY]
'Either we do not have any work for you, or you or your kin are already set on a path to aid us, so finish that before you ask for new tasks.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]90
[STORY]
The greyworld is no place for the living, especially not those who are not spirit talkers. Your flesh is torn from your body, your soul twisted and mauled. 

You return changed, angry, and lost. Yet your bond with the divine allows you to persist on your path.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]91
[STORY]
'Yes, yes, your spirit is dirty as a whelp's arse, I smell it. Now, if you have curses on you, that cost more, yes. So you pay, I give you drink and smoke and you no complain if you get a little sick, yes?'
[/STORY]
[OUT][Goblin]Tell him to stop jabbering about the prices and give you the right shrooms, not the tourist stuff. 
[OUT][Magic users]Say that you know how to do some of the cleansing, but you require their aid to do it properly.
[OUT]Agree to pay the price to remove curses. [20 precious gems]
[OUT]Ask to have your spirit wounds healed.
[OUT]Say that you do not have the payment.
[/NODE]

+[NODE]92
[STORY]
'Ah yes, the hurting of the heart, eh? Dark world make you cry. We goblin, we smoke this, it make us happy again -- sometimes too happy. You be no goblin, you may not like, but you pay and I let you try, yes?'
[/STORY]
[OUT][Goblin or loyalty]Tell him he smokes too much of it already, seeing as he can't spot his own kin anymore. Take the pipe and share it safely with your friends.
[OUT]Agree. 
[OUT]Change your mind and leave.
[/NODE]

[/EVENT]

-- [EVENT] --SpiritKillFairy(5)
+[NODE]2
[STORY]
You approach the area where the pack of unruly forest fairies you were asked to deal with is said to roam.
[/STORY]
[OUT]You know how to handle forest sprites. Try to figure it out.
[OUT][Hunter]Stalk these fairies.
[OUT][Leshy]Dominate the fairies and call for obedience!
[OUT]Attack!
[OUT]Come back later.
[OUT]Try to reason with the fairies. Surely this is not the way of forest demons.
[/NODE]

+[NODE]3
[STORY]
You get in closer and observe. The forest fairies are huddled together, whispering. Beneath them lies a small mound of teeth, many bloodied and crooked.

You also spot the body of a goblin, their teeth brutally pulled out, their hands and feet bound.
[/STORY]
[OUT][Forest fairy]Fly up to your folk and tell them they are definitely taking the tooth fairy job too far. 
[OUT][Forest fairy]Fly up to your folk and tell them they are definitely taking the tooth fairy job too far. 
[OUT]Speak to them and call upon their duty to the forest and demon lore.
[OUT][Leshy]Dominate the fairies and call for obedience!
[OUT][Magic user]You sense some mystical force here. Perhaps it is why they behave so? Try a cleansing ritual.
[OUT][Child]These are tooth fairies for sure! Offer them your baby teeth and ask them to pay, as they should!
[OUT]Kill them!
[/NODE]

+[NODE]4
[STORY]
You stalk the fairies and observe as they gather around a mound of pulled teeth and a dead, bound goblin body.

Your observation will also make it easier to kill them off quietly, one by one.

[/STORY]
[OUT]Kill them off.
[/NODE]

+[NODE]7
[STORY]
The fairies seem agitated and some have an odd, fiery glare in their eyes. But they are very curious about your divine connection and agree to leave this turf in exchange for some god stories. 

When the goblins learn of this, they will surely be happy with your resolution.
[/STORY]
[OUT]Tell them many tales and watch them leave.
[/NODE]

+[NODE]13
[STORY]
Some of the fairies fight back and wound you.

[/STORY]
[OUT]Put them down.
[/NODE]

+[NODE]18
[STORY]
The goblins are impressed with your quick and quiet resolution. They now deem you as the fairy stalker. You are not sure if this is an honour or a joke, but they seem happy with your work.

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

+[NODE]26
[STORY]
The fairies beat you badly and the goblins have to come and rescue you. They are not impressed, so you do not gain friendship.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]32
[STORY]
You are unconvincing, so the fairies continue their odd behaviour.
[/STORY]
[OUT]Give up.
[OUT][Magic user]You sense some mystical force here. Perhaps it is why they behave so? Try a cleansing ritual.
[OUT]Attack!
[/NODE]

+[NODE]33
[STORY]
Your scheming fails and you are assailed by the fairies.

The goblins hear your screams and come to your aid. They have to kill the fairies themselves and are angry at having to spare the time. You do not gain any friendship.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]34
[STORY]
'Bah, you tricky-tongue big folk, you. Stupid laws, stupid rules. We'll be back!'

The fairies fly away and the goblins are grateful for your help.

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

+[NODE]37
[STORY]
The goblins appreciate your candour, so you gain some friendship despite the failure.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]42
[STORY]
You go to talk sense into them, but instead they speak of the addictive joy of possessing more and more teeth . . . Before you know it, you try to pull some of your friends' teeth out.

The fairies laugh, and eventually the goblins have to come and deal with this problem themselves. They are not impressed with your 'help.'

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

+[NODE]50
[STORY]
The fairies hear your forest cry and stop in their tracks. Whatever drove them to this craziness has broken, and they bow to your will with apologies. They promise to repair any damage.

The goblins are pleased with your efforts.

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

+[NODE]51
[STORY]
It turns out there was no mystical force making the fairies misbehave, but you did dispel some power they may have been using to catch their victims.

'Bah, you tricky-tongue big folk, you. Stupid laws, stupid rules, stupid rituals. We'll be back!'

The fairies fly away and the goblins are grateful for your help.

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

+[NODE]55
[STORY]
You kill the fairies, and the goblins thank you for dealing with the problem, although they wish you did it more quietly -- angering forest demons is never a good thing. 

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

+[NODE]56
[STORY]
The fairies stop in their tracks and stare at you. They confer, then nod in solemn agreement:

'Fair enough. Not so many kids around these dark days, we like legit teeth more than those. Deal. But it will hurt!'
[/STORY]
[OUT]Aren't they supposed to wait until the teeth fall out and all that?
[OUT]Proceed with the deal.
[OUT]Ask if they are tooth fairies or forest fairies.
[/NODE]

+[NODE]57
[STORY]
'Nah, old stuff. Rules change, loopholes happen, supervisors aren't always around . . . all that.'
[/STORY]
[OUT]Proceed with the deal.
[OUT]Ask if they are tooth fairies or forest fairies.
[/NODE]

+[NODE]58
[STORY]
'Both, clearly. We dabble. We were born of the woodlands, then folk began to settle, new jobs emerged. We kept both, unlike those house demons -- they get all focused and all.'
[/STORY]
[OUT]Aren't they supposed to wait until the teeth fall out and all that?
[OUT]Proceed with the deal.
[/NODE]

+[NODE]60
[STORY]
They take your teeth and fly away happy. The goblins are very grateful for your clever resolution.

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

[/EVENT]

-- [EVENT] --SpiritKillBats(6)
+[NODE]2
[STORY]
You approach the bat cave that the goblins asked you to clear.
[/STORY]
[OUT]You know how to handle beasts. Take a closer look.
[OUT][Hunter]Track the bats.
[OUT][Intellect]Use your mental prowess to figure out what to do. 
[OUT][Witch]Bats are your minions, dominate them!
[OUT]Find them and attack!
[OUT]Use your own food to lure these animals away from the territory and hope they won't come back.
[OUT][Night demon]Command the bats to obey the call of the night!
[OUT][Night demon]Command the bats to obey the call of the night!
[OUT]Come back later.
[/NODE]

+[NODE]3
[STORY]
Within the cave you spot the bats swarming the tunnels. They seem more agitated than you'd expect, and there is a dead goblin, drained of blood, lying on the ground.
[/STORY]
[OUT][Animal kin]Observe the bats carefully and try to assess what is causing this behaviour. Perhaps you can help them.
[OUT][Nature or Intellect]Seek a divine inspiration to figure out what disturbed these beasts.
[OUT][Hunter]Stalk the bats quietly.
[OUT][Hunter]Set traps to make killing the bats easier.
[OUT]Attack!
[OUT]Use your own food to lure these animals away from the territory and hope they won't come back.
[/NODE]

+[NODE]4
[STORY]
You observe the bats and see that some are already dying from the same disease. It seems to be an aggressive strain. You are in a good position to pick them off one by one, but some may bite back and thus you risk contracting the disease yourself.

[/STORY]
[OUT]Do it -- kill them off one by one.
[OUT][Hunter]Set traps to make killing the bats easier.
[OUT]Attack!
[/NODE]

+[NODE]7
[STORY]
The bats heed your call and fall in line. You discover that some of them are gravely ill, and this is why the rest fell into a frenzy. Together, you eliminate the weak ones, and the others begin to behave naturally again.

The goblins are impressed with your efforts.

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

+[NODE]13
[STORY]
As you anticipated, some bats spot you and try to fight back.

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

+[NODE]18
[STORY]
Eventually, you get rid of all the diseased bats.

The goblins are pleased with your efforts.

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

+[NODE]20
[STORY]
You give the food away and lead the animals to another spot. 

However, these are rabid animals, and not only do they eventually return, but the goblins are not impressed with you allowing the illness to spread on their land.

Your friendship suffers for it.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
The bats are dead and the goblins are happy with your work.

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

+[NODE]26
[STORY]
The bats beat you badly and some of you get sick. The goblins have to come to your rescue and deal with the problem themselves. 

They are not impressed with your 'help.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]32
[STORY]
You observe the bats but cannot figure out what is wrong with them. Perhaps they are simply touched by darkness.

Some of you fall ill from the contact.
[/STORY]
[OUT]Give up.
[OUT]Use your own food to lure these animals away from the territory and hope they won't come back.
[OUT][Hunter]Set traps to make killing the bats easier.
[OUT]Attack!
[/NODE]

+[NODE]34
[STORY]
You figure out the source of the bats' crazed behaviour -- an illness caused by a poisoned spring in the cave.

You have the right herbs to cleanse the water, and the bats soon return to normal. 

Some of you fall ill as a result, but the goblins are very impressed with your work.

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

+[NODE]42
[STORY]
The bats are clearly taken by some unnatural force, as they ignore your call and attack you, spreading their vile disease. The goblins have to come and aid you.

They are not impressed with your 'help.'

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

+[NODE]50
[STORY]
The bats hear your voice and feel the touch of your dark spell. They scatter quickly.

The goblins are happy with your work and allow you to loot the cave before they go in deeper.

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

+[NODE]53
[STORY]
You observe the bats and see that some are already dying from the same disease. It seems to be an aggressive strain. You are in a good position to pick them off one by one, but some may bite back and thus you risk contracting the disease yourself.

[/STORY]
[OUT]Do it -- kill them off one by one.
[OUT][Hunter]Set traps to kill the rabid bats quickly. It is the safest way to stop them from spreading.
[OUT]Attack!
[OUT]Give up and report back to the goblins.
[/NODE]

+[NODE]54
[STORY]
The goblins appreciate your candour, so you do not lose any friendship despite the failure.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --ArmySpiritTalkers(7)
+[NODE]2
[STORY]
An armed group of spirit talker greenskins stands before you.
[/STORY]
[OUT]Greet your allies. 
[OUT]Stay cautious, but speak to them.
[OUT]Fight!
[OUT]Intimidate them!
[OUT]Move away.
[OUT]Goblins respect the spirit world above all, face them there to show you are a worthy friend.
[/NODE]

+[NODE]3
[STORY]
'Ah, good day to you, friends, well met.'
[/STORY]
[OUT]Ask if they want to trade.
[OUT]Inhale some shrooms together.
[/NODE]

+[NODE]11
[STORY]
'You no villain, but no friend of ours either. You go to our tribe, make friends. You leave us be now.'
[/STORY]
[OUT]Leave.
[OUT]Fight!
[OUT]Intimidate them!
[OUT]Goblins respect the spirit world above all, face them there to show you are a worthy friend.
[/NODE]

+[NODE]17
[STORY]
'Oi, yes, yes, you big, you scary, we leave our stuff, we go. Bye.'
[/STORY]
[OUT]Take their stuff and leave.
[/NODE]

+[NODE]19
[STORY]
Your threats don't work. You are beaten and chased away.
[/STORY]
[OUT]Run.
[/NODE]

+[NODE]26
[STORY]
'Oi, you know the spirits well and they seem to favour you. Maybe we be friends after all. For now, we part ways in good faith.'
[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]29
[STORY]
The spirits did not favour your attempts and the goblins frown at your lack of skill. But they do let you go.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --SpirittalkersTradesmall(8)
+[NODE]2
[STORY]
The trader's stalls stand open for you. 

[/STORY]
[OUT]Trade.
[OUT]Trade.
[OUT]Trade.
[OUT]Come back another time.
[/NODE]

+[NODE]7
[STORY]
'You are no friends of ours, so you'll have to pay us extra first.'

[/STORY]
[OUT]Trade.
[OUT]Come back another time.
[/NODE]

+[NODE]11
[STORY]
'Good trading with you. Spirits be with you.'
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --SpirittalkersTrademedium(9)
+[NODE]2
[STORY]
The trader's stalls stand open for you. 

[/STORY]
[OUT]Trade.
[OUT]Trade.
[OUT]Trade.
[OUT]Come back another time.
[/NODE]

+[NODE]7
[STORY]
'You are no friends of ours, so you'll have to pay us extra first.'

[/STORY]
[OUT]Trade.
[OUT]Come back another time.
[/NODE]

+[NODE]11
[STORY]
'Good trading with you. Spirits be with you.'
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --SpirittalkersTradeadv(10)
+[NODE]2
[STORY]
The trader's stalls stand open for you. 

[/STORY]
[OUT]Trade.
[OUT]Trade.
[OUT]Trade.
[OUT]Come back another time.
[/NODE]

+[NODE]7
[STORY]
'You are no friends of ours, so you'll have to pay us extra first.'

[/STORY]
[OUT]Trade.
[OUT]Come back another time.
[/NODE]

+[NODE]11
[STORY]
'Good trading with you. Spirits be with you.'
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --RemnantsOfDark(11)
+[NODE]2
[STORY]
You find the old ruins where the goblins said darkness lingers and quietly grows in strength.

You can sense the intense stare of chaos and despair seeking to devour you.
[/STORY]
[OUT][Light or Harmony]Call upon your domain to cleanse this place of the dark entirely. The goblins may want to leave some, but it is your duty to be rid of it all!
[OUT][Shadow elf]Become one with the dark mist and redirect it away from this place. This should spread the force and thus stop this supposed growth.
[OUT][Magic users or Magic]Perform a ritual of weakening that will not destroy but only lessen the concentration of darkness here.
[OUT][Wisdom]Consider your options carefully.
[OUT]Try attacking the mist.
[OUT]Come back with more wisdom or those who know of mystical things.
[/NODE]

+[NODE]3
[STORY]
The black mist is a force that feeds on spirit. And yet, if one can resist its attack long enough, this will deplete its power considerably. It is very risky, of course.
[/STORY]
[OUT]Enter the mist and try to resist it by the sheer strength of your mind.
[OUT][Light or Harmony]Call upon your domain to cleanse this place of the dark entirely. The goblins may want to leave some, but it is your duty to be rid of it all!
[OUT][Shadow elf]Become one with the dark mist and redirect it away from this place. This should spread the force and thus stop this supposed growth.
[OUT][Magic users or Magic]Perform a ritual of weakening that will not destroy but only lessen the concentration of darkness here.
[/NODE]

+[NODE]6
[STORY]
You persevere, and indeed the black mist lessens in intensity and withdraws deeper into the ruins. 

The air lifts and a goblin shaman approaches you:

'Heh, I never did think you do it. Good, good. We need the dark, we do, but not so much, no. We thank you, here -- you have nice visions from me. Bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]7
[STORY]
The black mist follows your lead, so its hold over this piece of land lessens.

The air lifts and a goblin shaman approaches you:

'Heh, I never did think you do it. Good, good. We need the dark, we do, but not so much, no. We thank you, here -- you have nice visions from me. Bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
The ritual works, and indeed the black mist lessens in intensity and withdraws deeper into the ruins. 

The air lifts and a goblin shaman approaches you:

'Heh, I never did think you do it. Good, good. We need the dark, we do, but not so much, no. We thank you, here - you have nice visions from me. Bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]15
[STORY]
A goblin shaman pulls you out of the black mist:

'Heh, I never did think you do it. Good, good. We need the dark, we do, but not so much, no. You try, well done. Now bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]18
[STORY]
The ritual works, and indeed the black mist is destroyed by your divine word.

The air lifts and a goblin shaman approaches you:

'What?! We need the dark, we do. Not so much, no. But some, yes. You godly folk, you always do this. Go, go.'

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

+[NODE]22
[STORY]
You charge at the mist and it engulfs you in pure despair. Your feet shake, your jaw tightens, and the nightmares circle you and whisper your darkest thoughts.

And yet, despite all odds, brute force perseveres. You lash out and the black mist retreats.
[/STORY]
[OUT]Rest.
[/NODE]

+[NODE]23
[STORY]
The air lifts and a goblin shaman approaches you:

'Heh, I never did think you do it. Certainly not like that! Good, good. We need the dark, we do, but not so much, no. We thank you, here - you have nice visions from me. Bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]24
[STORY]
 You charge at the mist and it engulfs you in pure despair. Your feet shake, your jaw tightens, and the nightmares circle you and whisper your darkest thoughts.

[/STORY]
[OUT]Try to get out!
[/NODE]

[/EVENT]

-- [EVENT] --SpiritTalkersVillMed(12)
+[NODE]2
[STORY]
'We welcome you, yes, but why do you come?'

Some village activities will only be available when you are friends with its people and some are restricted to chance, so coming back from time to time may be worth it.
[/STORY]
[OUT]Ask if there is anything you can help with.
[OUT]Say that you just came to rest and visit. Maybe see some healers.
[OUT]Ask if you can try to befriend some ghosts that they house here.
[OUT]Trade.
[OUT]Leave.
[OUT]Ask if they can show you the greyworld, lands of the spirits.
[OUT]Visit the tavern
[OUT]See if you can train your pets here.
[/NODE]

+[NODE]5
[STORY]
'You stink bad, you no friends of ours, go away!'

[/STORY]
[OUT]Attack!
[OUT]Leave.
[OUT]Say that you mean them no harm. You just want to talk and visit.
[/NODE]

+[NODE]6
[STORY]
The village lies destroyed, and the spoils are yours.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
'Help, eh? Sure, why not. Some vily demons gone mad on us, attacking our homes for no good reason. Go see what is up with them.'
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]11
[STORY]
'You come, you rest, you smoke with us. The shamans have good shrooms too, heal many things -- sometimes make you sick too, but mostly heal.'
[/STORY]
[OUT]Pay to get physical wounds healed. 
[OUT]Pay to get mental wounds healed. 
[OUT]Pay to have poison removed.
[OUT]Ask the shamans to heal your spirit if they can.
[OUT][Mysticism]A shaman is offering a trip to the greyworld. If you live, you may learn mystical ways.
[OUT]Come back another day.
[OUT]Ask the shamans to heal your spirit if they can.
[OUT]Pay to have poison removed.
[/NODE]

+[NODE]19
[STORY]
'Help, eh? Sure, why not. We normally deal with spirit stuff our own way, but truth be told, we've had real trouble at a graveyard, and we don't have the shamans to send their way soon enough. You go, deal with it, we be friends for sure.'
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]21
[STORY]
'You want to help, eh? Why not.'
[/STORY]
[OUT]Ask if they are having any trouble.
[OUT]You have a lot of good metals on you. Ask if they need some.
[OUT]You have some stones. Ask if they need some.
[OUT]There is nothing to do here for now. Come back another day.
[OUT]Ask if there are places of interest around here.
[/NODE]

+[NODE]22
[STORY]
'There is a cave we want to see, but damned bats have become real shits lately. Killed some of our folk, made others ill. Weird stuff. Deal with them lot and we be friends for sure.'
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]26
[STORY]
'Yes, yes, your spirit is dirty as a whelp's arse, I smell it. Now, if you have curses on you, that cost more, yes. So you pay, I give you drink and smoke and you no complain if you get a little sick, yes?'
[/STORY]
[OUT][Goblin]Tell him to stop jabbering about the prices and give you the right shrooms, not the tourist stuff. 
[OUT][Magic users]Say that you know how to do some of the cleansing, but you require their aid to do it properly.
[OUT]Agree to pay the price to remove curses. [20 precious gems]
[OUT]Ask to have your spirit wounds healed.
[OUT]Say that you do not have the payment.
[OUT]Leave.
[/NODE]

+[NODE]29
[STORY]
'Gah, I am old, my eyes are cloudy, you git, you wait to say it now, make me look silly. You sit, you eat and be well.

Your friends, they get good stuff too, but they pay.'

[/STORY]
[OUT]Thank them and leave.
[OUT][Magic users]Say that you know how to do some of the cleansing, but you require their aid to do it properly.
[OUT]Agree to pay the price to remove curses.
[OUT]Ask to have your spirit wounds healed.
[/NODE]

+[NODE]37
[STORY]
'You give us free goods, you are odd. We try to give you little something too, we not like debts.'
[/STORY]
[OUT]Wish them well and leave.
[/NODE]

+[NODE]40
[STORY]
'I do the spirit talk for you, maybe some soul wants to join to you, maybe no. You pay price, you be nice, we be friends still.'
[/STORY]
[OUT]Try to befriend a ghost.
[/NODE]

+[NODE]47
[STORY]
'Darkness is part of our world, yes. But too much, not good, no. We are too small to go, but you go. You make the black mist retreat -- not destroy it, mind you! Just make it become less, please.'
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]50
[STORY]
'Agreed, you may enter, for now.'
[/STORY]
[OUT]Ask to trade.
[OUT]Offer to do something for them to prove your goodwill.
[OUT]Offer to do something for them to prove your goodwill.
[/NODE]

+[NODE]53
[STORY]
'Leave!'
[/STORY]
[OUT]Attack!
[OUT]Leave.
[/NODE]

+[NODE]58
[STORY]
A ghost takes interest in you and will join you if you give him some of your spirit.
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]60
[STORY]
It is wraiths, not mere ghosts, that answer your call, but their price for bondage is some of your blood.
[/STORY]
[OUT]Agree. 
[OUT]Decline and leave.
[/NODE]

+[NODE]61
[STORY]
Alas, no ghost wanted to join your ranks this time.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]64
[STORY]
'Ah, why not say so before? I give you the good stuff, no tourist bullshit. You help with the ritual, so you not pay me. Maybe when my spirit is bad, you do the same. Sit, eat, relax.'

[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]67
[STORY]
'Either we do not have any work for you, or you or your kin are already set on a path to aid us, so finish that before you ask for new tasks.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]70
[STORY]
'You ask a lot, even for friend. This be very dangerous for you. But I say yes if you still want?'

Several shamans gather in a sweat tent filled with strong herbal aromas and hot steam. You are invited in.
[/STORY]
[OUT]Tell them you have reconsidered and will pay your respects to the ritual from afar.
[OUT]Go into the sweat tent to join the shamans in the ritual.
[/NODE]

+[NODE]88
[STORY]
'We do have some, well, trouble with our youngsters. They went all wayward on us. Took many hard herbs and shrooms, set up camp, and now they do some strange rituals there. 

We feel the greyworld shaken by this, very bad for spirits. But they do not listen to us, and we cannot spare men to go bring them back. If you go, maybe you do it faster. Better for all that way.'
[/STORY]
[OUT]Agree.
[OUT]Decline and leave.
[/NODE]

+[NODE]91
[STORY]
'Guess so, yes. We busy with many spirit troubles, so we don't go everywhere. But I heard of some ruined dwellings not far, perhaps good stuff for you there? Who knows.'
[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]94
[STORY]
'Ah yes, the hurting of the heart, eh? Dark world make you cry. We goblin, we smoke this, it make us happy again -- sometimes too happy. You be no goblin, you may not like, but you pay and I let you try, yes?'
[/STORY]
[OUT][Goblin or loyalty]Tell him he smokes too much of it already, seeing as he can't spot his own kin anymore. Take the pipe and share it safely with your friends.
[OUT]Agree. 
[OUT]Change your mind and leave.
[/NODE]

+[NODE]96
[STORY]
The greyworld is no place for the living, especially not those who are not spirit talkers. Your flesh is torn from your body, your soul twisted and mauled. 

You return changed, angry, and lost. Yet your bond with the divine allows you to persist on your path.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]102
[STORY]
'Yes, yes, your spirit is dirty as a whelp's arse, I smell it. Now, if you have curses on you, that cost more, yes. So you pay, I give you drink and smoke and you no complain if you get a little sick, yes?'
[/STORY]
[OUT][Goblin]Tell him to stop jabbering about the prices and give you the right shrooms, not the tourist stuff. 
[OUT][Magic users]Say that you know how to do some of the cleansing, but you require their aid to do it properly.
[OUT]Agree to pay the price to remove curses. [20 precious gems]
[OUT]Ask to have your spirit wounds healed.
[OUT]Say that you do not have the payment.
[/NODE]

+[NODE]104
[STORY]
You enter the tent, smoke a pipe, and drink goblin wine. The shamans chant and dance. Your mind drifts slowly into a state of bliss. 

Through an odd trinket, a looking glass perched atop the dried hand of a hochlick, you get glimpses of another world -- distant, cold, strange. 
[/STORY]
[OUT][Nature]Call upon nature to honour the bonds between the goblin folk and the forests of old.
[OUT][Harmony]The shamans seem erratic and happy about it, so you are not sure how much they will accept your domain. Still, ask Harmony to make this ritual more serene.
[OUT][Light]Light does not feel like the natural fit for this ritual, as the greyworld does not suggest a liking of your path. Still, call upon your domain to bless this gathering.
[OUT][Intellect]Remain in quiet contemplation to show your respect and understanding of the ancient ways.
[OUT][Magic]Call upon the weaves of magic to join the shamans in this spiritual journey.
[OUT][Turmoil]Join the shamans in the sweat tent and embrace this new experience with the full exuberance of your domain.
[/NODE]

+[NODE]108
[STORY]
You go searching for pet trainers.
[/STORY]
[OUT]See the beastmaster.
[OUT]Speak to thye shaman.
[/NODE]

[/EVENT]

-- [EVENT] --RemnantsOfDark2(13)
+[NODE]2
[STORY]
You find the old ruins where the goblins said darkness lingers and quietly grows in strength.

You can sense the intense stare of chaos and despair seeking to devour you.
[/STORY]
[OUT][Light or Harmony]Call upon your domain to cleanse this place of the dark entirely. The goblins may want to leave some, but it is your duty to be rid of it all!
[OUT][Shadow elf]Become one with the dark mist and redirect it away from this place. This should spread the force and thus stop this supposed growth.
[OUT][Magic users or Magic]Perform a ritual of weakening that will not destroy but only lessen the concentration of darkness here.
[OUT][Wisdom]Consider your options carefully.
[OUT]Try attacking the mist.
[OUT]Come back with more wisdom or those who know of mystical things.
[/NODE]

+[NODE]3
[STORY]
The black mist is a force that feeds on spirit. And yet, if one can resist its attack long enough, this will deplete its power considerably. It is very risky, of course.
[/STORY]
[OUT]Enter the mist and try to resist it by the sheer strength of your mind.
[OUT][Light or Harmony]Call upon your domain to cleanse this place of the dark entirely. The goblins may want to leave some, but it is your duty to be rid of it all!
[OUT][Shadow elf]Become one with the dark mist and redirect it away from this place. This should spread the force and thus stop this supposed growth.
[OUT][Magic users or Magic]Perform a ritual of weakening that will not destroy but only lessen the concentration of darkness here.
[/NODE]

+[NODE]6
[STORY]
You persevere, and indeed the black mist lessens in intensity and withdraws deeper into the ruins. 

The air lifts and a goblin shaman approaches you:

'Heh, I never did think you do it. Good, good. We need the dark, we do, but not so much, no. We thank you, here -- you have nice visions from me. Bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]7
[STORY]
The black mist follows your lead, so its hold over this piece of land lessens.

The air lifts and a goblin shaman approaches you:

'Heh, I never did think you do it. Good, good. We need the dark, we do, but not so much, no. We thank you, here -- you have nice visions from me. Bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
The ritual works, and indeed the black mist lessens in intensity and withdraws deeper into the ruins. 

The air lifts and a goblin shaman approaches you:

'Heh, I never did think you do it. Good, good. We need the dark, we do, but not so much, no. We thank you, here -- you have nice visions from me. Bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]15
[STORY]
A goblin shaman pulls you out of the black mist:

'Heh, I never did think you do it. Good, good. We need the dark, we do, but not so much, no. You try, well done. Now bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]18
[STORY]
The ritual works, and indeed the black mist is destroyed by your divine word.

The air lifts and a goblin shaman approaches you:

'What?! We need the dark, we do. Not so much, no. But some, yes. You godly folk, you always do this. Go, go.'

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

+[NODE]22
[STORY]
You charge at the mist and it engulfs you in pure despair. Your feet shake, your jaw tightens, and the nightmares circle you and whisper your darkest thoughts.

And yet, despite all odds, brute force perseveres. You lash out and the black mist retreats.
[/STORY]
[OUT]Rest.
[/NODE]

+[NODE]23
[STORY]
The air lifts and a goblin shaman approaches you:

'Heh, I never did think you do it. Certainly not like that! Good, good. We need the dark, we do, but not so much, no. We thank you, here -- you have nice visions from me. Bye.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]24
[STORY]
 You charge at the mist and it engulfs you in pure despair. Your feet shake, your jaw tightens, and the nightmares circle you and whisper your darkest thoughts.

[/STORY]
[OUT]Try to get out!
[/NODE]

[/EVENT]

-- [EVENT] --GobYoungsters(14)
+[NODE]2
[STORY]
You come to the goblin encampment where the young shamans are said to be overdoing the shrooms and going a bit crazy with the ghosts. 

You were asked to bring them back to the spirit talkers tribe. 
[/STORY]
[OUT][Orc]Beat the shit out of the little greenskins. That ought to teach them discipline!
[OUT]Approach them to talk.
[OUT]Beat some sense into them.
[OUT]Kill them!
[OUT]Come back later.
[/NODE]

+[NODE]4
[STORY]
'Oi, oi, you come to party with us? If no, then beat it, we discover the truth of the world here, those old gits can leave us be!'

You see the goblin's eyes are glazed and wide open, his hands twitching, cold sweat covering his green forehead.
[/STORY]
[OUT]Ask them how exactly they are reaching those mysteries of the world.
[OUT][Goblin]Tell them they've overdone it with the weeds and the shrooms, and they are tearing a hole in the greyworld with their 'party.'
[OUT]Say they are ordered to stop whatever they are doing and return home, or else!
[/NODE]

+[NODE]5
[STORY]
'Ah, old farts told you we in trouble, yes? Said we go into greyworld too much, we break rules. Pfft. So what if we do? We find many mysteries here. If you let us stay put, we share some with you.'
[/STORY]
[OUT]Why not? Agree to stay and party. What could go wrong?
[OUT]No. Tell them they must go back, as the elders said what they do here is hurting the spirits.
[/NODE]

+[NODE]6
[STORY]
'Oh c'mon, we break some rules, sure. But it works, come, join us!'
[/STORY]
[OUT][Goblin shaman]Shake your shaman stick at them and curse their spirit fathers. Warn the youngsters that you will bring the wrath of the forefathers upon them if they do not go home, now!
[OUT]Why not? Agree to stay and party. What could go wrong?
[OUT][Goblin]Say that the spirit fathers will be very angry at this and they must stop now.
[/NODE]

+[NODE]8
[STORY]
'We got good shrooms, better weeds, and some help from ghost friends. Ever smoked a ghost? Try it!'
[/STORY]
[OUT]Say they are ordered to stop whatever they are doing and return home, or else!
[OUT]Why not? Agree to stay and party. What could go wrong?
[OUT][Goblin]Tell them they've overdone it with the weeds and the shrooms, and they are tearing a hole in the greyworld with their 'party.'
[OUT][Goblin or ghost]Smoking a ghost?
[/NODE]

+[NODE]10
[STORY]
'Oh, entirely consensual, I swear!'

The goblin looks a bit more nervous now.
[/STORY]
[OUT][Goblin or ghost]Demand that they stop this madness immediately or you will bring the wrath of the forefathers upon them.
[OUT]Beat some sense into them.
[OUT][Goblin shaman]Shake your shaman stick at them and curse their spirit fathers. Warn the youngsters that you will bring the wrath of the forefathers upon them if they do not go home, now!
[OUT]Kill them!
[/NODE]

+[NODE]11
[STORY]
'Oi, stop with the curses, man! We go, we go, we will not anger the forefather spirits anymore.'

The youngsters return home and the spirit talker elders are grateful for your help.
[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]13
[STORY]
You beat the shit out of the young goblins and they beg you to stop:

'Oi, oi, fine, we go back, we go back!'
[/STORY]
[OUT]Kill them.
[OUT]Let them go on the condition that they go straight back to their elders and never go astray again!
[/NODE]

+[NODE]15
[STORY]
You slaughter the goblins and a deathly silence fills the air. You can sense the presence of spirits here, and they are not happy.

When the spirit talkers find out how you resolved this problem, they are furious and tell you to stay away.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]18
[STORY]
The goblins beat you and laugh:

'Ha, mighty warriors you are, beaten by stoned gobbos, eh? Beat it, go to the old farts, tell 'em we stay and have fun!'

The spirit talkers hear about your failure and are disappointed that you tried to hurt their youngsters. Your friendship does not grow.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]21
[STORY]
The wayward goblins return to their elders. The spirit talkers are dubious about your methods, but they cannot argue with results.

Your friendship grows a little and they give you the promised reward. 
[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]22
[STORY]
It begins as parties do, with food, drink, smoking, and dancing. But with every puff of the oddly ethereal pipes, you feel yourself leaving this plane and entering the spirit world -- the greyworld. 

For those who are not trained, this is dangerous, but in your state of bliss, who cares? 
[/STORY]
[OUT]The spirits? Greyworld, so light, so cool, feeling happy, sad, elated, yes. Keep going, just one more puff . . .
[/NODE]

+[NODE]25
[STORY]
For those who do not walk the goblin path, the party ends in much spiritual pain and even physical sickness. 

Even for goblin kin, this was a ghost ride like no other. Only the shamans feel that the benefits outweigh the damage.

[/STORY]
[OUT]Try to get yourselves together.
[/NODE]

+[NODE]26
[STORY]
The goblin upstarts have moved their camp by the time you wake up from the trance. They left you a gift.

The spirit talker elders hear of your recklessness and are not happy.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]29
[STORY]
It begins as parties do, with food, drink, smoking, and dancing. But with every puff of the oddly ethereal pipes, you feel yourself leaving this plane and entering the spirit world -- the greyworld. 

For those who are not trained, this is dangerous, but in your state of bliss, who cares? 
[/STORY]
[OUT]The spirits? Greyworld, so light, so cool, feeling happy, sad, elated, yes. Keep going, just one more puff . . .
[/NODE]

+[NODE]30
[STORY]
'Oi, stop with the curses, man! We go, we go, we will not anger the forefather spirits anymore.'

The youngsters pretend to heed your words, but in fact they just move their camp so it won't be found again.

The spirit talker elders appreciate your efforts, but no friendship was gained here. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]32
[STORY]
'Fine, fine, we go back.'

The youngsters return home and the spirit talker elders are grateful for your help. They leave you some gifts as thanks.
[/STORY]
[OUT]Thank them and leave.
[/NODE]

[/EVENT]

-- [EVENT] --GoblinMain(15)
+[NODE]2
[STORY]
You are sent to speak to the three shamans and find them in a circle of luminescent shrooms:

'You come to talk of the great light, yes? About time too. Your gods are always so slow to pick up the pieces.'
[/STORY]
[OUT]Perhaps, but what have the goblin spirits done about it?
[OUT]Tell them not to speak ill of the gods you serve!
[/NODE]

+[NODE]3
[STORY]
'Ha ha, true that, true. The spirits are even less inclined to meddle. Happy to stay in the greyworld and watch us destroy this side. But us, we do like our physical shells, yes. So, answers that you seek are hard to find.'
[/STORY]
[OUT]Can they provide any?
[/NODE]

+[NODE]4
[STORY]
'What we will say may not be liked. We have no answers for the past. Spirits only tell us the light was kept under, just as the dark was kept above. Ancient deals, pacts made between beings long gone.'
[/STORY]
[OUT]But do they know how to trap the light again and restore this earth-heart?
[/NODE]

+[NODE]5
[STORY]
'No. Those answers we do not hold. But others we have. If light overwhelms, it burns us all. Humans are more change than stability, and you will hurt too. Only elves and perhaps dwarves may find their place in the light. Our world will be burnt.'
[/STORY]
[OUT]Do they have an alternative?
[/NODE]

+[NODE]6
[STORY]
'Us, no. We will not dare speak it. But one does. Go to him. He is alone. He is different. And so he thinks outside of typical bounds. Such thoughts are needed now.

Here is where the ghosts say he dwells. Beware, for he is not kind, not safe, and not like the divine either, so be nice to him if you want things. Shame Bringer is his name.'
[/STORY]
[OUT][Orc]That's an orc name and not a good one.
[OUT]Thank them for the information and leave.
[/NODE]

+[NODE]7
[STORY]
'Yes, he is an outcast of your clans. Like you? No? Perhaps not like you. Unlike others, for sure. Dangerous, full of hate.'
[/STORY]
[OUT]Thank them for the information and leave.
[/NODE]

+[NODE]10
[STORY]
'Ha ha, so sensitive. Don't worry, we like your gods. That Marovit fella, he's one of us, after all. Now, answers that you seek are hard to find.'
[/STORY]
[OUT]Can they provide any?
[/NODE]

[/EVENT]

-- [EVENT] --GoblinTown(16)
+[NODE]2
[STORY]
The goblin village is full of ash and bones of the fallen. It looks like the lightbringers came here after their power increased. 

The place is dead.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Old tavern(17)
+[NODE]2
[STORY]
As you come closer, you see a sturdy old tavern built of stone. From the overgrown greenery, unused yard, and broken wooden doors, you assume it is abandoned. 
[/STORY]
[OUT]Go in.
[OUT]Go in.
[OUT]Leave.
[/NODE]

+[NODE]4
[STORY]
The old inn smells of rot and trash. But you find a hidden trap door under the floorboards. 
[/STORY]
[OUT]Use your tools to open the trap door. 
[OUT]Break the door open.
[OUT]Leave.
[OUT]Break the door open.
[/NODE]

+[NODE]10
[STORY]
You smash the trap door, but the impact also collapses some of the floor beneath you, and you fall into a dark cellar.

Your fall was softened by a swarm of slithering, angry vipers!
[/STORY]
[OUT]Attack!
[OUT]Run away!
[/NODE]

+[NODE]13
[STORY]
You open the trap door skilfully, and you see a nest of vipers slithering in the cellar below. There is also a chest right beneath the entrance. 
[/STORY]
[OUT]Try to fish out the chest using ropes and tools. 
[OUT]Drop down some torches to keep the snakes away, then grab the chest before they attack. 
[OUT]Through nature of intellect, figure out how to trick the snakes.
[OUT]Just jump down and kill the snakes.
[/NODE]

+[NODE]15
[STORY]
The rats [R12]lie dead and you are free to take the stash.
[/STORY]
[OUT]Gather the loot and leave.
[/NODE]

+[NODE]16
[STORY]
The flute calms the snakes into submission, and you are free to take the chest hidden in the cellar.
[/STORY]
[OUT]Loot the chest and leave.
[/NODE]

+[NODE]21
[STORY]
You kill all the vipers and now can take the chest hidden in the cellar.
[/STORY]
[OUT]Loot the chest and leave.
[/NODE]

+[NODE]22
[STORY]
You carefully place several burning torches so the snakes hide in the corners away from the chest, making it easy for you to take it. 
[/STORY]
[OUT]Loot the chest and leave.
[/NODE]

+[NODE]23
[STORY]
You try to scare the snakes with fire, but they are angry enough not to care. They swarm you like crazy and force you to retreat!
[/STORY]
[OUT]Run away.
[/NODE]

+[NODE]24
[STORY]
The snakes prove too vicious. They swarm you like crazy and force you to retreat!

[/STORY]
[OUT]Run away.
[/NODE]

+[NODE]29
[STORY]
Most of this old inn has rotted away, but you find a secret hidey-hole behind the kitchen stove.

You see something stashed within, but you also see a pack of rats sleeping on top. 
 
[/STORY]
[OUT]You know how to deal with rats. Take out your flute and charm them.
[OUT]Attack!
[OUT]Figure out where best to lay traps for the rats.
[OUT][Witch]Take out a few smelly herbs, burn them, and enchant the rats to your servitude. 
[OUT]Leave.
[/NODE]

+[NODE]30
[STORY]
You get the chest out safe and sound. 
[/STORY]
[OUT]Take the goods and leave.
[/NODE]

+[NODE]32
[STORY]
You jump down and try to take the chest, but it's rotten and falls apart in your hands, revealing only dust inside. 

The angry snakes snap at you as you climb back up. 

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

+[NODE]34
[STORY]
You get the chest out safe and sound. 
[/STORY]
[OUT]Take the goods and leave.
[/NODE]

+[NODE]37
[STORY]
You break the door open and see a dark cellar beneath. You also realise the floor is slithering with a swarm of angry vipers. 

You spot a chest tucked away in the corner.
[/STORY]
[OUT]You know how to deal with snakes. Take out your flute and charm them.
[OUT]Attack!
[OUT]Through nature of intellect, figure out how to trick the snakes.
[OUT]Leave.
[/NODE]

+[NODE]43
[STORY]
You enchant the rats, and one of them wants to stay with you!

You also get the stash.
[/STORY]
[OUT]Gather the loot and leave.
[/NODE]

+[NODE]45
[STORY]
You enchant the rats, and they stay away as you take the stash.
[/STORY]
[OUT]Gather the loot and leave.
[/NODE]

+[NODE]46
[STORY]
The rats go into a frenzy and another swarm joins them from a tunnel. You are forced to flee!
[/STORY]
[OUT]Run away.
[/NODE]

[/EVENT]

-- [EVENT] --Haunted house(18)
+[NODE]2
[STORY]
You come across a secluded old hut that has seen better days. 

The doors are ajar and rattling in the wind, and cobwebs and shrubbery have covered most walls.
[/STORY]
[OUT]You sense a presence in the house. Observe it carefully for more signs.
[OUT]Go in.
[OUT]Leave.
[/NODE]

+[NODE]4
[STORY]
The presence is faint, fleeting, but you sense a lot of anger and confusion. 

This will likely be a spirit. 
[/STORY]
[OUT]Go inside.
[OUT]Leave.
[/NODE]

+[NODE]5
[STORY]
As soon as you step into the house, the doors and shutters slam shut, leaving you in darkness. 

A creaking noise comes from above.

As you light your torches, you see a ladder leading up to a small landing.
[/STORY]
[OUT]Consider what type of spirit presence you're dealing with.
[OUT]Try to break out of here.
[OUT]Try to break out of here.
[/NODE]

+[NODE]6
[STORY]
This house is clearly haunted. You can try to cleanse it by facing the spirits on their ground, but this ritual may be dangerous.

You can also attempt to find whatever binds the ghost to this place and destroy it. Of course, you could just try to force your way out, too.
[/STORY]
[OUT][Goblin shaman or ghost]Enter the greyworld and defeat the angered spirit there. 
[OUT]Perform the ritual and face the spirits. 
[OUT]Look for whatever holds the spirit in this house.
[OUT]Try to break out by force.
[/NODE]

+[NODE]7
[STORY]
As you try to find a way out, you discover a cellar and run in, hoping to find another exit. Instead, you hear voices and see flickers of spiritual presence:

'Stay, stay with us, play with us, we are lonely...'
[/STORY]
[OUT]Attack!
[OUT]Run back up and try to force your way out!
[/NODE]

+[NODE]12
[STORY]
You try to break the doors, then the shutters, but they seem indestructible. With your every blow, the house creaks louder and inanimate objects begin to levitate and hit you!

Pots, pans, chairs, and bones of the dead all fly at you like crazy!

But you finally see a crack in the wooden structure.
[/STORY]
[OUT]Keep hitting it!
[/NODE]

+[NODE]16
[STORY]
You begin your search. The creaking gets louder and more menacing with every step. It now sounds like a rocking chair. 

A few times, you swear you see a figure clad in a black dress. 

On the bottom floor, by the doors and shutters, you find the remains of some poor souls who were trying to get out. 

[/STORY]
[OUT]Go up the ladder.
[OUT]Try to break out by force.
[/NODE]

+[NODE]23
[STORY]
You try to break the doors, then the shutters, but they seem indestructible. With your every blow, the house creaks louder and inanimate objects begin to levitate and hit you!

Pots, pans, chairs, and bones of the dead all fly at you like crazy!

But you finally see a crack in the wooden structure.
[/STORY]
[OUT]Keep hitting it!
[/NODE]

+[NODE]26
[STORY]
The dark spirit is defeated, and the house becomes just another old wreck.
[/STORY]
[OUT]Gather what you can and leave.
[/NODE]

+[NODE]28
[STORY]
Your efforts to defeat this cursed house proved futile. Whatever you tried kept failing, and you felt like you had been stuck here for weeks. Finally, you feel smoke. You start choking badly, and you feel your spirit assaulted as you see that the house is on fire. You hear:

'Burn, burn, you cursed house!'

In a moment of clarity, you are able to run out. Whoever burned the house saved your skins, but they did not stay to take the praise.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]29
[STORY]
You finally break the shutters open and run out, but some of the flying objects follow you and hit you hard. Worse, the spirit presence leaves a deep mark on your souls.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]33
[STORY]
You push through the resistance and destroy the rocking chair by flame. 

The house exhales with a deep breath of fresh air, and the shutters and doors open.

You find several more bodies of less-fortunate visitors. 
[/STORY]
[OUT]Bury the bodies and gather their belongings.
[/NODE]

+[NODE]37
[STORY]
You finally break the shutters open and run out. Some of the flying objects follow you, but they collapse once outside. 

[/STORY]
[OUT]Gather the objects and leave this place.
[/NODE]

+[NODE]50
[STORY]
In the dim light of your torch, you see a wooden rocking chair, moving on its own. 

The air here is cold and heavy. 

The menacing presence you felt throughout the house is much stronger here. It is pushing you away from the chair. 
[/STORY]
[OUT]Stand firm and try to destroy the chair!
[OUT]Stand firm and try to destroy the chair!
[OUT]Try to break out by force.
[/NODE]

+[NODE]53
[STORY]
You kill the spirits and discover a way out through the cellar. 

You find a stash of goods abandoned here by someone who also tried to escape. From the bloodstains, you don't think they made it.

[/STORY]
[OUT]Take the stash and leave this place.
[/NODE]

[/EVENT]

-- [EVENT] --Witch house(19)
+[NODE]2
[STORY]
You come across an old hut in the woods. At first it seems quite run down, but you spot smoke coming from the chimney. 
[/STORY]
[OUT]Call out and see if anyone's home.
[OUT]Call out and see if anyone's home.
[OUT]Sneak up to investigate.
[OUT]Sneak up to investigate.
[OUT]Leave.
[/NODE]

+[NODE]4
[STORY]
As you approach the house, a set of chimes rings out. It sounds like they are made of silver. 

'Ha! You night demons can stay well away from my house! Hear me!'
[/STORY]
[OUT][Witch]Compliment the house owner on good warding charms. 
[OUT]Remark that the silver and charms only weaken you, and you could still go in if you wanted to. But you don't wish her any harm. You only want to talk.
[OUT]Storm in and kill her!
[/NODE]

+[NODE]5
[STORY]
Inside the hut you see an old woman hunched over the stove. The room has many dried herbs, strange liquids in vials, wishbones, chicken feet, and all sorts of similar ingredients.
[/STORY]
[OUT]It's a witch. Kill her.
[OUT]It's a witch. Kill her.
[OUT][Witch]Go in to talk, but warn her not to try any funny business.
[OUT]Knock on the door.
[/NODE]

+[NODE]6
[STORY]
An old hooded woman answers the door and gestures for you to enter. She then returns to her rocking chair, sits, and says:

'Come in, come in, strangers. May I offer you hot food? Sweets? Or perhaps some trade?'

[/STORY]
[OUT]It's a witch. Kill her.
[OUT]It's a witch. Kill her.
[OUT]Go in and speak to her.
[OUT][Witch]Go in to talk, but warn her not to try any funny business.
[/NODE]

+[NODE]10
[STORY]
You surprise the old hag and kill her swiftly. Alas, as she dies, she utters a curse on you!

[/STORY]
[OUT]Plunder the house and leave.
[/NODE]

+[NODE]11
[STORY]
You surprise the old hag and kill her swiftly. She tries to curse you before she dies, but you're fast enough to stop her. 

[/STORY]
[OUT]Plunder the house and leave.
[/NODE]

+[NODE]14
[STORY]
'I can make a brew with a good kick to it, if you like. Of course, there'll be a price.'
[/STORY]
[OUT]Ask for blessing of the body. [Lose 5 quartz]
[OUT]Ask for blessing of the mind. [Lose 5 topaz]
[OUT]Ask for blessing of the soul. [Lose 5 shadow bone]
[OUT]State your domain of magic or your affinity to the mystical arts, and ask if she would be kind enough to teach you. 
[OUT]Offer her food supplies in exchange for some of her wisdom.
[OUT]Ask if you can trade.
[OUT]Leave.
[/NODE]

+[NODE]15
[STORY]
The old hag tells you many wise tales. She finishes by saying:

'And so, if you ever see a pretty lass by the water or think you hear a lovely song at the sea, pray heed my words and pinch yourself three times in the left butt cheek before you go do something silly with one of those seductress demons.'
[/STORY]
[OUT]Thank her for the advice and leave.
[/NODE]

+[NODE]16
[STORY]
You hand over the goods, and the hag pricks you with a crude curved dagger. 

She then spits into the blood, picks one of her warts, throws it in and eats the slimy concoction. 

She then throws up violently all over you, and although you are utterly sick, you do feel the effects of the promised blessing.
[/STORY]
[OUT]Thank her and take your leave.
[/NODE]

+[NODE]17
[STORY]
You hand over the goods, and the hag pricks you with a crude curved dagger. 

She splatters the blood over a dead rabbit, adds sweat from under her armpit, and spits three times over her right shoulder. 

She then hits you with the rabbit carcass repeatedly, and surprisingly, you begin to feel the desired effect.
[/STORY]
[OUT]Thank her and take your leave.
[/NODE]

+[NODE]18
[STORY]
You hand over the goods, and the hag pricks you with a crude curved dagger. 

You await the rest of the ritual, but she just laughs:

'What, you thought I'd do something weird and nasty? It's all done. The blood did the trick. Till next time.'
[/STORY]
[OUT]Thank her and take your leave.
[/NODE]

+[NODE]22
[STORY]
The old hag tells you many fun tales. She finishes with:

'So now you know, in life, the most precious things are hot water, good teeth, and a soft pillow for your old arse to sit on.'

Somehow, you do not feel any wiser for it.

[/STORY]
[OUT]Thank her for the advice and leave.
[OUT]Kill her!
[OUT]Kill her!
[/NODE]

+[NODE]24
[STORY]
'Hmm, in the old days I did follow the master, Veles, so I will honour his progeny for tonight. 

Sit, drink, and listen.'

The old hag tells you many stories before she finally says it is time to go. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]28
[STORY]
'Ha! Good one. Well met, sister. Now, for strangers I'd play a game of deals and trades and trickery. 

But for you I offer an honest trade between sisters, or I can teach ya some rituals and give ya some herbs, but I'd need some of your spirit energy in exchange.
[/STORY]
[OUT]Trade.
[OUT]Learn some rituals.  
[OUT]Thank her for now and leave.
[/NODE]

+[NODE]30
[STORY]
You cut your hand, splatter the blood on the cleared ground, and throw three bones each from an unborn child's left hand. 

But the bones do not fall into a pattern, and the voice laughs at you:
'Cheap tricks don't impress me. Go away!'

[/STORY]
[OUT]Leave.
[OUT]Storm in and kill her!
[/NODE]

+[NODE]39
[STORY]
'Bugger off, then. You have no business here.'
[/STORY]
[OUT]Leave.
[OUT]Storm in and kill her!
[/NODE]

+[NODE]43
[STORY]
'If you are what I think you are, prove it.'
[/STORY]
[OUT]Perform a simple bone-reading ritual. 
[/NODE]

+[NODE]44
[STORY]
You cut your hand, splatter the blood on the cleared ground, and throw three bones each from an unborn child's left hand. 

The bones fall into a pattern.
[/STORY]
[OUT]Tell the woman that a dark handsome stranger will come to her door soon.
[/NODE]

+[NODE]48
[STORY]
The witch defeats you and lays a curse upon your souls.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]50
[STORY]
'Well, we traded. Now it's time to leave.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]51
[STORY]
'Nice tradin' with ya. Bye.'

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

[/EVENT]

-- [EVENT] --Hidden stash house(20)
+[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 may have been hidden beneath it has been crushed. 
[/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] --cem goblin trinket(21)
+[NODE]2
[STORY]
The house you were here to search proved empty, but behind it, you discover a cemetery. You see a strange trinket at one of the burial sites.
[/STORY]
[OUT][Goblin]Try to work out the right combination for this trinket.
[OUT]The trinket seems to hold a puzzle. Take a closer look.
[OUT]The trinket seems to hold a puzzle. Take a closer look.
[OUT][Orc]You don't have a clue what this is but try fiddling with it.
[OUT]You don't have a clue what this is but try fiddling with it.
[OUT]Whatever this is, try to pry it open.
[OUT]Just leave it be.
[/NODE]

+[NODE]3
[STORY]
The qizicons are an old goblin tradition dating back to the old country -- a fabled place of your kind's origin. A trinket master, or shaman as you now call them, will leave such an object as a sign of their legacy. This one doesn't look too complicated, but it may be booby-trapped.
[/STORY]
[OUT]Try to open it.
[OUT]No, it is too dangerous. Leave. 
[/NODE]

+[NODE]6
[STORY]
The thing explodes when you hit it! You suffer some burns, but you may yet recover some goods.
[/STORY]
[OUT]Gather what is intact inside and leave.
[OUT]Gather what is intact inside and leave.
[/NODE]

+[NODE]18
[STORY]
You were so close, but you turn the wrong lever and the whole thing explodes in your hands!
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]19
[STORY]
You read of old goblin customs where shamans would leave objects behind to trick any grave looters. Or was it to pass on some of their legacy? In either case, whatever the object may hold, it is likely rigged against tampering.
[/STORY]
[OUT]Try to open it.
[OUT]Open it forcefully.
[OUT]Leave.
[/NODE]

+[NODE]23
[STORY]
You fail and a message in smoke puffs out:

'Ha! Stupid orc.'

The contraption then explodes.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --OldHouseSpwn(22)
[/EVENT]

-- [EVENT] --Necromancer(23)
+[NODE]2
[STORY]
You approach the tower of Shame Bringer, the orc who supposedly has a way to beat this growing light. 

The place is unremarkable -- a single stone-built tower. The only oddity is the lack of any visible entrance. 
[/STORY]
[OUT]Walk up to the tower and tell the orc you were sent here by Eater of Souls, his mother.
[OUT]Walk up to the tower and tell the orc you were sent here by the goblin shamans.
[/NODE]

+[NODE]3
[STORY]
An orc male comes out of the tower as if he just walked through the stone.

'The shamans? Interesting. I did not calculate for such an outcome, though now that you mention it, it does make sense. They too are creatures woven from chaos, magic, and darkness more than light and harmony.'
[/STORY]
[OUT]Does he know how to stop the light?
[OUT]Ask him what his story is. Male orcs who use magic are not common.
[OUT]Implore the orc to tell you how to defeat the light in the simplest possible terms. You have no time for stories and do not care for his motives.
[/NODE]

+[NODE]4
[STORY]
'No, we are not. When talent for the mystical shows in a male, the mother is supposed to kill the child. 

Mine is the alpha's best witch. She was granted permission to leave my fate in the hands of chance. And chance favoured me, it seems. I was abandoned to die on the burning plains, but I survived. I called out for death to claim me. Instead it let me live.'
[/STORY]
[OUT][Nyia]Death answered? How so?
[OUT]So what is it that he does? 
[/NODE]

+[NODE]5
[STORY]
'It was not your mistress, if that is what you ask. It was a lady clad in dark feathers. Death and winter followed her every step. Sadness and wisdom wrapped her neck.

She said I must use my wits to survive, and only then will the kingdom of death listen to my command. I found myself drowning in darkness and her voice guided me back.'
[/STORY]
[OUT]So what is it that he does? 
[/NODE]

+[NODE]6
[STORY]
'I am what others call a necromancer. A crude word, but it will suffice. I have mastered the art of undeath. My creatures walk this earth and do my bidding, but there is so much more. 

I delve into the realms of death. I stare into the face of darkness and walk the many paths of chaos.'
[/STORY]
[OUT][Nyia]He claims to have been saved by a lady of death, but necromancy is an affront to the natural circle!
[OUT]How can necromancy help stop the Shattering?
[/NODE]

+[NODE]7
[STORY]
'Yes. And she knew it, too, when she saved my life. She could have set me on a path of her choosing, but she did not, claiming that I must make my own fate. 

She has never appeared to me again, but I choose to believe that my path is just as much a part of the circle of life as anything. And now we are here, me holding dark answers, you seeking them.'
[/STORY]
[OUT]How can necromancy help stop the Shattering?
[/NODE]

+[NODE]8
[STORY]
'My art of necromancy cannot help directly, but I can. I have learnt a truth. Only darkness can defeat this light. Think on it. 

After the Awakening, we had peace in the grey times, where neither the light nor the dark overwhelmed -- a truce. And yes, the black mist's presence will often cause chaos, but it was good.'
[/STORY]
[OUT]What is he talking about?
[/NODE]

+[NODE]9
[STORY]
'The cosmic tree was neither saved nor burned. It remained in stasis as it was. And this worked -- until the lightbringers came. Someone did not like the new truce. So they released the light.

I can tell you how to make a heart of darkness. Plant it in the earth-cave and destroy the light-beast for good.'
[/STORY]
[OUT]For good?
[/NODE]

+[NODE]10
[STORY]
'Yes, the heart will not only slay the host flesh, but also corrupt the light altogether. Some will survive, but not enough to cause trouble. The darkness that still lingers in this world will be enough to keep it in check, maybe even defeat it in time.'
[/STORY]
[OUT]So he is proposing sabotage? A fake heart designed to destroy, not restore, the old ways?
[OUT]And the Shattering?
[/NODE]

+[NODE]11
[STORY]
'Yes.'
[/STORY]
[OUT]Will this not bring back the age of darkness?
[OUT]How can this heart of darkness be made?
[OUT]This whole plan is dangerous and cannot be allowed to succeed. Attack the necromancer!
[/NODE]

+[NODE]12
[STORY]
'Not entirely, no. The cosmic tree is alive from what I gather, no? I mean, you do serve the gods and they do rely on it. 

So the core of darkness will remain at bay. Only what is left here with us will strengthen. It will be a change. It may in fact affect the pointy ears.'
[/STORY]
[OUT]How?
[/NODE]

+[NODE]13
[STORY]
'They are born of light as we are of darkness. They will likely suffer the curse again. But they survived once, so I am sure they can make it again.'
[/STORY]
[OUT]How can this heart of darkness be made?
[/NODE]

+[NODE]14
[STORY]
'In short, make a heart of darkness that will corrupt light and destroy much of it. Darkness will be able to fight off the rest and the Shattering should cease, as it is caused by the lightbringers escaping the earth's core.'
[/STORY]
[OUT]So he is proposing sabotage? A fake heart designed to destroy, not restore, the old ways?
[/NODE]

+[NODE]15
[STORY]
'The earth shatters as the lightbringers escape the core and come up topside. With the light corrupted, the tremors should stop in time.'
[/STORY]
[OUT]So he is proposing sabotage? A fake heart designed to destroy, not restore, the old ways?
[OUT]Why is he seeking to aid you?
[/NODE]

+[NODE]16
[STORY]
'The mroki were once giants, you know? They were changed by darkness and over time became something entirely new. But their hearts, infused with my magic, will trick the mechanism in the living cave into thinking it is a giant's heart. 

You will of course need to defeat the light-beast that now guards the chamber. But if you agree, I will aid you. And remember, not every mroki will have a heart, so it may take some hunting.'
[/STORY]
[OUT]Agree and go hunt for some mroki. They can be found in the darkness, in volcanic biomes. 
[OUT]Refuse and leave.
[/NODE]

+[NODE]20
[STORY]
'Pride? Wanting to impress my heartless mother? Or pure survival, maybe. After all, I am master of darkness -- dominance of light or even pure balance are not my friends. If you go my way, I will be stronger, of course.'
[/STORY]
[OUT]So he is proposing sabotage? A fake heart designed to destroy, not restore, the old ways?
[/NODE]

+[NODE]21
[STORY]
An orc male comes out of the tower as if he just walked through the stone.

'So, she did listen, but she was too cowardly to come! Or is it a sign of her brilliance that also resides within me that she should use the champions of other gods to do her bidding? It matters not, for you are here, willing to listen.'
[/STORY]
[OUT]Does he know how to stop the light?
[OUT]Ask him what his story is. Male orcs who use magic are not common.
[OUT]Implore the orc to tell you how to defeat the light in the simplest possible terms. You have no time for stories and do not care for his motives.
[/NODE]

+[NODE]23
[STORY]
The necromancer's body turns to dark mist and dissolves. You must find other ways to stop the Shattering.

Perhaps you can go back to the red cave and speak to the Alchemist again, rescue that dwarf from a prison or seek aid from elves or dwarves.

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

+[NODE]26
[STORY]
'Fools, blind fools!'

The necromancer defeats you and curses your names. He then disappears with his tower. You must find other ways to stop the Shattering.

Perhaps you can go back to the red cave and speak to the Alchemist again.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]30
[STORY]
'Fools, blind fools!'

The necromancer disappears with his tower. You must find other ways to stop the Shattering.

Perhaps you can go back to the red cave and speak to the Alchemist again, rescue that dwarf from a prison or seek aid from elves or dwarves.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]31
[STORY]
'You find a tower, within there are bones and signs of occupancy, but whoever lived here is long gone.'
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --TavernGoblin(24)
+[NODE]2
[STORY]
The fires are warm and the ale is good. The tavern is bustling with life and joy and loads of shrooms and herbs to smoke. 
[/STORY]
[OUT]See if you can recruit anyone.
[OUT][Demon]Do some gambling.
[OUT]Do some gambling.
[OUT]Drink, smoke have some shrooms.
[/NODE]

+[NODE]3
[STORY]
There are some folks here who may want to join your band, seeing as you are the chosen and all.
[/STORY]
[OUT]Approach a skirmisher.
[OUT]Approach a beastmaster.
[OUT]Approach a shaman.
[OUT]Approach a boar rider.
[OUT]Someone is ushering you over to speak to them. Go see what they want.
[OUT]Someone is ushering you over to speak to them. Go see what they want.
[OUT]There are no more folks who want to join this time. 
[OUT]Approach a worker.
[/NODE]

+[NODE]8
[STORY]
No deal. Better luck next time. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]11
[STORY]
A fighter is available but requires a payment.
[/STORY]
[OUT]Pay them if you can.
[/NODE]

+[NODE]12
[STORY]
A beastmaster is available but requires a payment.
[/STORY]
[OUT]Pay them if you can.
[/NODE]

+[NODE]14
[STORY]
They say they'll do mercenary work for the right price.
[/STORY]
[OUT]Pay them if you can.
[/NODE]

+[NODE]17
[STORY]
An orphan overhears you recruiting and begs for you to take them in. They heard that you are a champion and they want to be one too, apparently.
[/STORY]
[OUT]Welcome them.
[/NODE]

+[NODE]24
[STORY]
An orphan overhears you recruiting and begs for you to take them in. They heard that you are a champion and they want to be one too, apparently.
[/STORY]
[OUT]Welcome them.
[/NODE]

+[NODE]26
[STORY]
One should never try gambling with demons. You were made for trickery, after all. 

You win, but you realise the spirits were watching you and you feel their displeasure directly.
[/STORY]
[OUT]Time to go.
[/NODE]

+[NODE]27
[STORY]
Lady luck has smiled upon you again. You win.
[/STORY]
[OUT]Time to go.
[/NODE]

+[NODE]28
[STORY]
Who needs luck when you have the gods on your side? You win.
[/STORY]
[OUT]Time to go.
[/NODE]

+[NODE]29
[STORY]
Alas, luck was not on your side. You lost.
[/STORY]
[OUT]Time to go.
[/NODE]

+[NODE]30
[STORY]
You smoke some stuff and you do not know what went on, but when you leave you find a goblin child with you. Is it yours? Perhaps, or rather, it is now!
[/STORY]
[OUT]Good?
[/NODE]

+[NODE]33
[STORY]
As a witch, you've ingested your share of oddities, so the goblin stuff is no challenge.

You inhale and ride the wave of spirit visions and impress the locals greatly.

[/STORY]
[OUT]Great. Now it's time to leave.
[/NODE]

+[NODE]34
[STORY]
Goblins are not known for strong heads, and you are Slavyan after all. So you drink and smoke with them hand in hand and they are impressed.
[/STORY]
[OUT]Great. Now it's time to leave.
[/NODE]

+[NODE]35
[STORY]
That goblin stuff is weird for sure. You do not recall the evening, but you feel its effects painfully . . .
[/STORY]
[OUT]Great. Now it's time to leave.
[/NODE]

+[NODE]36
[STORY]
That goblin stuff is weird for sure. You do not recall the evening, but you feel its effects painfully . . .
[/STORY]
[OUT]Great. Now it's time to leave.
[/NODE]

+[NODE]37
[STORY]
You drank and smoked too much, apparently you started insulting the locals for being too short and then trying to fit one into your bag to prove it...


[/STORY]
[OUT]Time to leave.
[/NODE]

+[NODE]39
[STORY]
A shaman is available but requires a payment.
[/STORY]
[OUT]Pay them if you can.
[/NODE]

+[NODE]41
[STORY]
A gatherer and a crafter are available but require a payment.
[/STORY]
[OUT]Pay for a crafter  if you can.
[OUT]Pay for a gatherer  if you can.
[/NODE]

[/EVENT]

-- [EVENT] --Beastmaster(25)
+[NODE]3
[STORY]
'Oi, you want your pet there trained, do ya? I'll do it, for a fee.'

[Training your pet will only raise it to third rank, no higher]
[/STORY]
[OUT]Yes, give a dog to be trained.
[OUT]Yes, give a cat to be trained.
[OUT]Yes, give a wolf to be trained.
[OUT]Yes, give a goat to be trained.
[OUT]Yes, give a boar to be trained.
[OUT]Yes, give a bear to be trained.
[OUT]No, leave.
[/NODE]

+[NODE]4
[STORY]
'Are you crazy, can't train cats, do I look like a wizard to you. Them lot are more likely to scratch my eyes out than listen...'
[/STORY]
[OUT]Ask about other pets.
[/NODE]

+[NODE]7
[STORY]
'Fee paid, good, now hand me that pet for training.'
[/STORY]
[OUT]Hand over the pet.
[/NODE]

+[NODE]9
[STORY]
Your pet returns after a while and it seems much better behaved.
[/STORY]
[OUT]Thank the trainer and leave.
[/NODE]

+[NODE]12
[STORY]
'Fee paid, good, now hand me that pet for training.'
[/STORY]
[OUT]Hand over the pet.
[/NODE]

+[NODE]14
[STORY]
Your pet returns after a while and it seems much better behaved.
[/STORY]
[OUT]Thank the trainer and leave.
[/NODE]

+[NODE]15
[STORY]
Your pet returns after a while and it seems much better behaved.
[/STORY]
[OUT]Thank the trainer and leave.
[/NODE]

+[NODE]17
[STORY]
'Fee paid, good, now hand me that pet for training.'
[/STORY]
[OUT]Hand over the pet.
[/NODE]

+[NODE]20
[STORY]
'Fee paid, good, now hand me that pet for training.'
[/STORY]
[OUT]Hand over the pet.
[/NODE]

+[NODE]22
[STORY]
Your pet returns after a while and it seems much better behaved.
[/STORY]
[OUT]Thank the trainer and leave.
[/NODE]

+[NODE]24
[STORY]
'Fee paid, good, now hand me that pet for training.'
[/STORY]
[OUT]Hand over the pet.
[/NODE]

+[NODE]26
[STORY]
Your pet returns after a while and it seems much better behaved.
[/STORY]
[OUT]Thank the trainer and leave.
[/NODE]

[/EVENT]

-- [EVENT] --Ghost training goblin(26)
+[NODE]3
[STORY]
'Oi. You travel with spirit companions. For a fee, I go into greyworld and I give your spirits more mojo, eh?'

[Training your pet will only raise it to fourth rank, no higher]
[/STORY]
[OUT]Yes, give a ghost to be trained.
[OUT]Yes, give a wraith to be trained.
[OUT]No, leave.
[/NODE]

+[NODE]7
[STORY]
'Fee paid, good, now I go into the greyworld with your spirit.'
[/STORY]
[OUT]Hand over the pet.
[/NODE]

+[NODE]9
[STORY]
Your pet returns after a while and it seems much better behaved.
[/STORY]
[OUT]Thank the trainer and leave.
[/NODE]

+[NODE]12
[STORY]
'Fee paid, good, now I go into the greyworld with your spirit.'
[/STORY]
[OUT]Hand over the pet.
[/NODE]

+[NODE]14
[STORY]
Your pet returns after a while and it seems much better behaved.
[/STORY]
[OUT]Thank the trainer and leave.
[/NODE]

[/EVENT]

