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

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

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

+[NODE]8
[STORY]
You stand against the hailstorm and withstand its power intact.You feel strengthened.
[/STORY]
[OUT]Partir.
[/NODE]

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

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

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

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

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

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

[/EVENT]

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

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

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

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

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

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

+[NODE]9
[STORY]
The stork brought good fortune and your farms yeald better crops.
[/STORY]
[OUT]Rejoice.
[/NODE]

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

[/EVENT]

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

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

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

+[NODE]10
[STORY]
'Very well, have the offspring back and leave us be.'They leave the child and whatever else they took from folks.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

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

[/EVENT]

-- [EVENT] --Dwarven Guardiansspawn(22)
+[NODE]2
[STORY]
These dwarven ruins look older and darker than usual. There is an air of reverence here that is hard to explain.The stone remains look abandoned and forlorn, but you spot a firelight in the distance.
[/STORY]
[OUT]Go forth, carefully.
[OUT]Partir.
[/NODE]

+[NODE]4
[STORY]
As you get closer, you realise that the fire comes from several torches held by a small group of heavily armed dwarves battling a pack of unliving.The dwarves stand firm, using fire to help them, but the unliving are beginning to swarm them.
[/STORY]
[OUT]Perform a ritual to try to weaken these unliving fiends.
[OUT][Dwarf]Aid your brethren, quick!
[OUT]Help the dwarves!
[OUT][Nature or intellect]Stand aside and let them fight their own battles.
[OUT][Nature or intellect]Stand aside and let them fight their own battles.
[OUT]Wait to see who wins, then get rid of them.
[OUT]Wait to see who wins, then get rid of them.
[OUT][Unliving]Help your kin!
[/NODE]

+[NODE]9
[STORY]
It is not your place to interfere in others' conflict, and you feel your domain strengthened by this resolve.You are able to grab a few salvageable resources while the combat takes place.You see the dwarves overwhelmed by the unliving, and now you can face the remining threat that is running your way.
[/STORY]
[OUT]Kill the unliving.
[OUT]Partir.
[OUT][Unliving]Try to reason with your kin.
[/NODE]

+[NODE]12
[STORY]
The dwarves stop and look at your medic:'So first ya stood there watchin' us bleed, and now ya wanna help. Fleshies... Fine, help, we didn't need your puny help to fight.'
[/STORY]
[OUT]Tend to their wounds.
[OUT]While the dwarves are off guard, attack them!
[/NODE]

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

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

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

+[NODE]24
[STORY]
'Ya know, many in this world would see our weakness and finish us off. Maybe ya ain't that bad after all.Take the shit the undead left, if ya like.Here, have this as well, as thanks. Now be off! We have guarding duty to go back to.'
[/STORY]
[OUT]Thank them and leave.
[/NODE]

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

+[NODE]41
[STORY]
'Ya may be cowards, but what's it to us?We're wounded, and we have a job to do. If ya help us secure this place, we'll give ya the loot from the unliving filth, deal?'
[/STORY]
[OUT]Agree and help.
[OUT]Decline and leave.
[/NODE]

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

+[NODE]51
[STORY]
'Ha! That was some good fightin'.Not that we needed the help, but we thank ya nonetheless. Say, have the loot from all these dead buggers, as thanks.'
[/STORY]
[OUT]Say it was no problem, and ask what they are doing here.
[OUT]Ask for payment for your good deed.
[OUT]Ask for payment for your good deed.
[/NODE]

+[NODE]54
[STORY]
'We were sent here to clear an unliving nest. Those filthy buggers been shitting on our heritage!We only have one tunnel to block now.Tell ya what, if you help out, we'll give you a bit extra.'
[/STORY]
[OUT]Agree to help.
[OUT]Agree to help.
[/NODE]

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

+[NODE]61
[STORY]
It is not your place to interfere in others' conflict, and you feel your domain strengthened by this resolve.You are able to grab a few salvageable resources while the combat takes place.You see the dwarves are victorious and running angrily your way.
[/STORY]
[OUT]Attack the dwarves.
[OUT]Partir.
[OUT]Try to reason with them.
[OUT][Dwarf]Congratulate your brethren on a fight well fought.
[/NODE]

+[NODE]62
[STORY]
You are able to grab a few salvageable resources while the combat takes place.You see the dwarves overwhelmed by the unliving, and now you can face the remining threat that is running your way.
[/STORY]
[OUT]Kill the unliving.
[OUT]Partir.
[OUT][Unliving]Try to reason with your kin.
[/NODE]

+[NODE]63
[STORY]
You are able to grab a few salvageable resources while the combat takes place.You see the dwarves are victorious and running angrily your way.
[/STORY]
[OUT]Attack the dwarves.
[OUT]Partir.
[OUT]Try to reason with them.
[OUT]Offer medical help and say that it would not have been honourable to interfere.
[OUT][Dwarf]Congratulate your brethren on a fight well fought.
[/NODE]

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

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

+[NODE]76
[STORY]
The dwarf spits.'Ya have what we're willin to give, so bugger off.'
[/STORY]
[OUT]Partir.
[OUT]Attack them!
[/NODE]

+[NODE]80
[STORY]
'Bah, this world is wretchedly cold.Here, have this as payment for your kindness. Metal and stone be with ya.'
[/STORY]
[OUT]Thank them and leave.
[/NODE]

[/EVENT]

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

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

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

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

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

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

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

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

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

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

[/EVENT]

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

+[NODE]3
[STORY]
'Unmovable as stone, sharp as mithril. Aye, you do know the old ways, laddies, and we thank you for the hospitality, even if it is so... basic.'
[/STORY]
[OUT]Basic?
[OUT]Ask if they have anything to trade.
[/NODE]

+[NODE]6
[STORY]
Your clarity of mind sits well with the domain of intellect.You feel strengthened.
[/STORY]
[OUT]Partir.
[/NODE]

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

+[NODE]11
[STORY]
The dwarves beat you badly but at least they leave you alive.They do, however, take most of your food.
[/STORY]
[OUT]Partir.
[/NODE]

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

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

+[NODE]25
[STORY]
'We were investigating an old rubble of stones that was once ours, hoping to reclaim some old resources.We came into conflict with the banished, those honourless sods.So we had to cut the trip short.'
[/STORY]
[OUT]Banished?
[OUT]Ask if they will show you where the ruins are.
[/NODE]

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

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

+[NODE]29
[STORY]
'Nothin' as dramatic as that, laddies, nah. Just some old grudges now and then.Like those young upstarts that got us in the ruins. They claimed it's their right as much as ours. We disagreed, so metal and stone flew. Ha!'
[/STORY]
[OUT]Invite them to rest and share a meal.
[OUT]Ask if they will show you where the ruins are.
[/NODE]

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

+[NODE]31
[STORY]
'I am sorry, laddies, we do not trade with younglings in their shabby shacks.You be kind enough to leave us be now. We paid for our board.'
[/STORY]
[OUT]Leave them be.
[OUT]Take offence.
[OUT]Attack.
[OUT]Try to convince them to be more open.
[OUT][Elf]Remind them that you can hardly be called a 'youngling' by any standards.
[/NODE]

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

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

+[NODE]34
[STORY]
'Aye, I did know how to keep my bloody mug shut.Listen, I meant no offence. We are what we are, and so are you. Let us leave it here. Stone and metal be with ya.'
[/STORY]
[OUT]Leave them be.
[OUT]Attack.
[OUT]Try to convince them to be more open.
[/NODE]

+[NODE]36
[STORY]
'Perhaps I was too hasty in making judgement. Living up on the rock instead of under it has made us weary.Here, have a look at our stock.'
[/STORY]
[OUT]Marchander.
[OUT]Decline, but thank them for the offer.
[/NODE]

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

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

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

+[NODE]46
[STORY]
'I will not pretend to like your newfangled ways. These human gods... at least some know how to wield a smith's hammer and respect light, so there's that.Tell ya what, we do not do this often with strangers, but we can trade some goods, if you like?'
[/STORY]
[OUT]Marchander.
[OUT]Decline politely, and spend the time telling stories and drinking ale.
[/NODE]

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

+[NODE]50
[STORY]
'Well met, friends. Stone and metal be with ya.'The dwarves depart on their way.
[/STORY]
[OUT]Partir.
[/NODE]

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

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

+[NODE]53
[STORY]
'Ah, followers of Svarog's lot, good on ya, laddies, good on ya.Tell ya what, give us some food and we'll stay awhile, maybe teach ya some proper craft -- if we find anyone worthy, that is.'
[/STORY]
[OUT]First ask them what they are doing here.
[OUT]Agree. [Lose 20% food]
[OUT]Decline and offer only the place to rest.
[/NODE]

+[NODE]54
[STORY]
'Brethren, well met, well met indeed.Tell ya what, give us some food and ale, and we'll stay awhile, maybe teach ya some proper craft -- if we find anyone worthy, that is.'
[/STORY]
[OUT]First ask them what they are doing here.
[OUT]Agree. [Lose 20% food]
[OUT]Decline and offer only the place to rest.
[/NODE]

+[NODE]55
[STORY]
'Nothin' particular. We're banished rocks, that's what we are. Discarded long ago for bein' too surface-lovin'.So we wander, do business, and other sorts.'
[/STORY]
[OUT][Dwarf]Ask if by 'other sorts' they mean banditry.
[OUT]Nod and agree to give food. [Lose 20% food]
[OUT]Say you cannot spare the food, but offer a place to rest.
[/NODE]

+[NODE]56
[STORY]
'Direct as metal should be, laddie, eh? Right you are, right you are, we do a wee bit of banditry from time to time.You don't worry yourself, though -- we'd never rob our own kin!'
[/STORY]
[OUT]Nod and agree to give food. [Lose 20% food]
[OUT]Say you cannot spare the food, but offer a place to rest.
[OUT]Attaquer !
[OUT]Ask if they have any good loot to trade.
[/NODE]

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

+[NODE]59
[STORY]
'Good, good, let's see if anyone here has talent to shape stone and metal.'The dwarves stay a while and take on students. Though not everyone is likely to learn smithing, you do feel encouraged by the lessons.
[/STORY]
[OUT]Thank them for the instruction and bid them good journey.
[OUT]Thank them for the instruction and bid them good journey.
[OUT]Thank them for the instruction and bid them good journey.
[OUT]Thank them for the instruction and bid them good journey.
[/NODE]

+[NODE]64
[STORY]
'Understood, times are hard on us all. Stone and metal be with ya nonetheless.'The dwarves rest and then move on.
[/STORY]
[OUT]Bid them good journey.
[/NODE]

+[NODE]66
[STORY]
'Ah, followers of that cosmic pantheon, eh? Well, why not, that's what I say. We can share some of our dwarven ale in thanks for your hospitality.'You drink and laugh and eat well.But in the morning, as the dwarves leave, you realise you were robbed!
[/STORY]
[OUT]Try to catch them!
[OUT]Curse the dwarven bandits.
[/NODE]

+[NODE]67
[STORY]
'Ah, followers of that cosmic pantheon, eh? Well, why not, that's what I say.Tell ya what, give us some food and we'll stay awhile, maybe teach ya some proper craft -- if we find anyone worthy, that is.'
[/STORY]
[OUT]First ask them what they are doing here.
[OUT]Agree. [Lose 20% food]
[OUT]Decline and offer only the place to rest.
[/NODE]

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

+[NODE]71
[STORY]
The bandits beat you and laugh in your face for your failure.They do not, however, take any more than before.
[/STORY]
[OUT]Partir.
[/NODE]

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

+[NODE]75
[STORY]
The bandits beat you and laugh in your face for your failure.They take some of your equipment.
[/STORY]
[OUT]Partir.
[/NODE]

[/EVENT]

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

+[NODE]4
[STORY]
You slowly wake and in the state of half-waking, you see mares sitting on your chests, siphoning your spirits.As soon as you regain full consciousness, the demons are gone, but you still feel a deep chill run down your spines.
[/STORY]
[OUT]Get it together and move on.
[/NODE]

+[NODE]5
[STORY]
You try to wake and in the state of half-waking, you see mares sitting on your chests, siphoning your spirits.The surge of panic feeds the demons and you fall back into tormented slumber, knowing they will have their way. When morning comes, you are released, but you are wrecked and exhausted.
[/STORY]
[OUT]Get it together and move on.
[/NODE]

+[NODE]11
[STORY]
You try to wake and in the state of half-waking, you see mares sitting on your chests, siphoning your spirits.The surge of panic feeds the demons and you fall back into tormented slumber, knowing they will have their way. For one of you, this night will be the last in the realms of mortal flesh.
[/STORY]
[OUT]Get it together and move on.
[/NODE]

[/EVENT]

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

+[NODE]4
[STORY]
You kill the vermin and get your child back.One of the wounded fat rats seems very impressed with your work. If it survives, it may join you.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

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

+[NODE]10
[STORY]
Your trap works and you capture the nasty vermin and free your child.One of the wounded fat rats seems very impressed with your work. If it survives, it may join you.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

[/EVENT]

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

+[NODE]4
[STORY]
You kill the vermin and get your child back.You also find the rats were dragging some half-dead cats with them. Perhaps one can be saved.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

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

+[NODE]10
[STORY]
The rats shiver with fear at your command and scamper away, leaving the child free.Within the sack they carried, you find other strange trophies.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

[/EVENT]

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

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

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

+[NODE]10
[STORY]
'Oh, bloody underworlds, fine. Have the kid back and leave me be, you goody-two shoes lot.'She leaves the child and a growling dog so that she has time to run away. But the dog turns out to be all teeth and no bark, and it seems to want to hang around you now.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

+[NODE]12
[STORY]
You defeat the witch and she cries out in pain and bows to your dominance.Be it the effect of your efforts or her own failsafe, the hag turns into a rat and runs off. She leaves her belongings behind, including a large sack where she kept children, some of whom are already dead.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

[/EVENT]

-- [EVENT] --Gadzon curse spwn(17)
+[NODE]2
[STORY]
The dead gadzon's gemstones lead you to a small cave near your village.You always assumed it was empty, but you see fresh signs of habitation here.
[/STORY]
[OUT]Use tracking skills to find out more.
[OUT]Enqueter.
[/NODE]

+[NODE]3
[STORY]
You sneak into the cave and find a single set of humanoid tracks. Deeper in, you discover a campsite.You see dried herbs, some rags, bits and pieces, and several things that come from your village!
[/STORY]
[OUT]Sneak in closer to find the culprit.
[/NODE]

+[NODE]4
[STORY]
As you go in closer, you see an old woman reading a scroll and talking to her cat:'Bah, they got rid of my gadzon, they did, never got the chance to get the good stuff, did we? We'll have to move along, I guess.'
[/STORY]
[OUT]Attack the thief!
[OUT]Speak to the woman and demand your belongings back.
[OUT]She said she is leaving, so leave her be. The stuff she stole is not worth much anyway.
[/NODE]

+[NODE]8
[STORY]
You sneak into the cave and discover a campsite. You see dried herbs, some rags, bits and pieces, and several things that come from your village!But before you can take them back, you see an old woman with a cat staring at you, and you feel spiritual energy rising:'Begone, or I will turn you into toads!'
[/STORY]
[OUT]Defend yourself!
[OUT]Run away!
[/NODE]

+[NODE]10
[STORY]
The thieving witch lies beaten and pleads for her life:'Please, please, I was just trying to get some things, nothing big, and the gadzon's not always bad, never meant to hurt no one, honest!'
[/STORY]
[OUT]Let her live, but only if she can offer something.
[OUT]Let her live. She's learnt her lesson.
[OUT]Kill her because she endangered your village and stole from you.
[/NODE]

+[NODE]11
[STORY]
'Yes, yes, I will pay. The gadzon was not the only demon I captured to serve me. Here, this is a cmuch, it will help you heal.'She opens a hidden compartment and shows you a caged cmuch.
[/STORY]
[OUT]Accept and let her live.
[OUT]Kill her because she endangered your village and stole from you.
[/NODE]

+[NODE]12
[STORY]
'Thank you, and you won't see me ever again, promise.'She scampers away in a hurry.
[/STORY]
[OUT]Tell her you could swear this is not the first time you've dealt with her.
[/NODE]

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

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

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

+[NODE]20
[STORY]
You kill the witch, and her cat hisses at you madly before dashing away.You feel a curse upon you.
[/STORY]
[OUT]Gather what is here and leave.
[/NODE]

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

+[NODE]23
[STORY]
You kill the witch, and her cat hisses at you madly before dashing away.You feel a curse upon you.
[/STORY]
[OUT]Gather what is here and leave.
[/NODE]

+[NODE]24
[STORY]
'Yeah, yeah, here, have the treasures back. All junk anyway. You dealt with that gadzon quick, I'll say that for you.Say, now that we're buddies, you wanna buy a cmuch demon from me? I will take food, wood, or leather as payment.'
[/STORY]
[OUT]Agree to trade.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[/NODE]

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

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

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

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

+[NODE]32
[STORY]
'Yeah, yeah, here, have the treasures back. All junk anyway. You dealt with that gadzon quick, I'll say that for you.Say, now that we're buddies, you wanna buy a cmuch demon from me? I will take food, wood, or leather as payment.'
[/STORY]
[OUT]Agree to trade.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[/NODE]

[/EVENT]

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

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

+[NODE]4
[STORY]
Late at night you spot movement in the barn. You hear a rustling of the hay and, finally, you spot an elongated worm with beady black eyes and a long tubular mouth.It suckles from the cow, but as soon as it spots movement from you, it slithers away.
[/STORY]
[OUT]The fiend sounds like it may be a demon. Figure out what kind.
[OUT]Set a trap for the culprit and kill it before it harms the cow further.
[/NODE]

+[NODE]5
[STORY]
Despite being kept indoors, the cow continues to weaken until, one day, it wakes with an abundance of milk, overflowing to the brim. It also looks much healthier.But on its neck, you spot an elongated worm, with beady black eyes and a long tubular mouth. It is almost as if it has become part of the cow.
[/STORY]
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Kill this worm!
[OUT]Kill this worm!
[/NODE]

+[NODE]6
[STORY]
This is a rare demon, a gadzon. Someone has cursed your home and awakened the worm.It will feed on the cow until the two become one. The cow will grow stronger and give lots of milk, have good calves, and bring good fortune to your farmers.
[/STORY]
[OUT]Consider the side effects. This is a demon, after all.
[/NODE]

+[NODE]7
[STORY]
Once the cow and the gadzon are merged, both will die if either is killed.The gadzon may also decide to infest a sentient being -- typically a child or a weakened person -- by crawling inside its intestines. There, it will fester and may cause illness or death.This is why folks typically prefer to kill it fast.
[/STORY]
[OUT]Think of ways to outsmart it.
[/NODE]

+[NODE]9
[STORY]
The creature proves extremely alert, so trapping it is not an easy task. But once you catch the gadzon, you have no trouble killing the fiend.The dead gadzon dissolves into gems.You can also use the gem carcass to track the fiend who cursed you in the first place.
[/STORY]
[OUT]Good.
[/NODE]

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

+[NODE]11
[STORY]
You let the creature be, and the cow seems to flourish. It gives more milk, it gives birth to more healthy calves, and your farm seems more successful for a time.Eventually the worm slithers away and the cow dies, but it was a good run.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]12
[STORY]
You let the creature be, and the cow seems to flourish. It gives more milk, it gives birth to more healthy calves, and your farm seems more successful for a time.Alas, there's a darker consequence, as one of your people falls gravely ill!
[/STORY]
[OUT]Check to see what ails them.
[/NODE]

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

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

+[NODE]15
[STORY]
The cow continues to weaken until, one day, it wakes with an abundance of milk, overflowing to the brim. It also looks much healthier.But on its neck, you spot an elongated worm, with beady black eyes and a long tubular mouth. It is almost as if it has become part of the cow.
[/STORY]
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Kill this worm!
[OUT]Kill this worm!
[/NODE]

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

+[NODE]17
[STORY]
You kill the gadzon in time, and the cow recovers.The dead gadzon dissolves into gems. You can also use the gem carcass to track the fiend who cursed you in the first place.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]19
[STORY]
The gadzon merges with the cow and the animal does indeed grow in strength and productivity. Your fields grow more abundant and you feel lucky.Alas, a person soon falls gravely ill, their stomach becoming hard and sickly with the worm sleeping inside.
[/STORY]
[OUT]Use the method to chase away the gadzon.
[/NODE]

+[NODE]20
[STORY]
You take the infected person to a nearby lake, and there you say:'The water is clear, the water is clean -- oh so good for a swim.'And the gadzon worms its way out of the host and slithers into the lake.
[/STORY]
[OUT]Take care of the infected.
[OUT]Take care of the infected.
[/NODE]

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

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

+[NODE]25
[STORY]
You are not sure what is causing the illness, but their stomach is firm and swollen, and they grow thinner every day despite eating a lot.In time, the illness passes, but it spreads and may prove fatal to some.
[/STORY]
[OUT]Damn it.
[/NODE]

[/EVENT]

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

+[NODE]3
[STORY]
The fevered folk speak strange names, twelve of them, over and over again. This and the mist make you sure a febra has come from beneath the earth.The febra are twelve sisters of sickness. You need to know the name of the one who is here to banish it.
[/STORY]
[OUT]Perform a ritual to force the name of the demon out of the sick ones.
[OUT][Perception]You also know the demons come from a hole in the ground. Track this hole and attack the demons head on!
[OUT][Healer]Try to cure the people and the demon will pass on.
[OUT]You may not have good healers, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]4
[STORY]
You find a deep, dark hole near a sacred oak.You see the essence of a demon -- a skeletal, deformed creature -- bound to an angry pack of the bies.You kill the bies and will likely banish the skeletal demon too.
[/STORY]
[OUT]Attaquer !
[OUT]Actually, you have good medics, so just cure the people and the demon will pass on.
[OUT]You may not have good doctors, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]5
[STORY]
The fevered folk weaken by the hour; their flesh seems to slowly rot away before your eyes.
[/STORY]
[OUT][Healer]Try to cure the people and the demon will pass on.
[OUT]You may not have good healers, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]7
[STORY]
The name is known to you!Anabandaris, the ninth sister, the plague mistress of the rotting. Now you must banish her.
[/STORY]
[OUT]Perform the banishing!
[/NODE]

+[NODE]8
[STORY]
The name is written on parchment soaked in the sweat of the ill.AnabandarisAnabandariAnabandarAnabandaAnabandAnabanAnabaAnabAnaWith every utterance cut shorter, you feel the demon's hold weaken.
[/STORY]
[OUT]Push on!
[/NODE]

+[NODE]9
[STORY]
The ill gasp for air, but the febra grows weaker as the last of its name is spoken.An!You thrust the parchment into cleansing flames, and the demon is banished!
[/STORY]
[OUT]Good, now tend to the ill.
[/NODE]

+[NODE]12
[STORY]
You find a deep, dark hole near a sacred oak.You see the essence of the febra demon -- a skeletal, deformed creature -- bound to an angry pack of the bies.You kill the bies and will likely banish the febra too.
[/STORY]
[OUT]Attaquer !
[OUT]Both options seem very hard, but you have good medics, so just cure the people and the demon will pass on.
[OUT]You may not have good doctors, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]15
[STORY]
You kill the bies, and the demon that brought sickness to your homes disappears.The fever lets up within hours.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]16
[STORY]
You have wounded the bies, and its master clearly did not like it. Both disappear from your village.But you did not kill the demon, and thus many of your folk fall gravely ill. Some may even die.
[/STORY]
[OUT]Do your best to help the sick.
[/NODE]

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

+[NODE]22
[STORY]
You fight the fever tooth and nail, and despite the efforts of a demon fiend, you all remain alive!
[/STORY]
[OUT]Stay strong and wait for the febra to pass.
[/NODE]

+[NODE]23
[STORY]
You fight the fever tooth and nail, and despite the efforts of a demon fiend, you all remain alive!
[/STORY]
[OUT]Stay strong and wait for the febra to pass.
[/NODE]

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

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

+[NODE]30
[STORY]
Your blood sacrifice appeases the febra and the demon procession moves on.One of the wraiths stays with you, in thanks for your understanding of the circle of life.
[/STORY]
[OUT]Mourn your dead but welcome the new soul wishing to follow the god's path.
[/NODE]

[/EVENT]

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

+[NODE]3
[STORY]
Soon it is clear that a cicha mora stalks your homes, tricking children into playing with her while spreading rot and fever.Many children fall to her trickery.(Dead children may change into bazatka, and live ones attract a dola.)
[/STORY]
[OUT]The cicha mora is a tormented soul. Speak to her as a fellow spirit being.
[OUT]This demon child is rare and dangerous, a death-bringer of sorts. But perhaps there's a way to banish her. Talk to the creature to see if you can learn more.
[OUT][Healer]Take care of the sick.
[OUT]Help the sick children as best you can.
[/NODE]

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

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

+[NODE]7
[STORY]
The cicha mora does not say anything, but she does stop to look at you, head tilted, eyes wide open and filled with sadness.You sense other forms following her in the shadows, and you feel her own form trapped by some heavy curse.
[/STORY]
[OUT]If they are bound by a curse in a spiritual realm, you may at least banish them from this wretched existence.
[OUT][Magic user] Try to lift the curse.
[OUT][Healer]This is too big of a task. Take care of the sick.
[OUT]This is too big of a task. Help the sick children as best you can.
[/NODE]

+[NODE]11
[STORY]
The wraiths are defeated, and you feel their essence unbound from their cursed chains.One such wraith lingers and may decide to stay by your side.
[/STORY]
[OUT]Good. Tend to the children and get back to work.
[/NODE]

+[NODE]14
[STORY]
The ritual works and the curse is lifted. The cicha mora turns into a dola and promises to care for one child. The other wraiths are released from their bonds.One such wraith lingers and may decide to stay by your side.
[/STORY]
[OUT]Good. Tend to the children and get back to work.
[/NODE]

+[NODE]15
[STORY]
Whatever held these souls was too strong for you, and the cicha mora continues her dark work.The children continue to suffer, and one may not survive the night.
[/STORY]
[OUT]Try your best to care for the sick.
[/NODE]

+[NODE]18
[STORY]
A child is taken by the illness, but instead of dying, its tormented little soul is reborn as a karakandza demon.It does, however, retain its wits, and it stays with you.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

[/EVENT]

-- [EVENT] --Niespiech(18)
+[NODE]2
[STORY]
Your village has been unusually sluggish these past few days.Folk sleep in, forget to do chores, and wander off midday without purpose.Food supplies are beginning to suffer for it, and health issues may follow as dirt and refuse mounts.
[/STORY]
[OUT]Observe the people closely.
[/NODE]

+[NODE]3
[STORY]
It soon becomes clear that a pack of house demons called niespiech have settled in your homes.These little buggers latch on to anyone trying to do housework or chores and make them lazy and sleepy.
[/STORY]
[OUT][Magic user or zerca] There is an old incantation that is passed from wise one to wise one, and it should do the trick.
[OUT]These things physically latch on to a victim and hold them down. So be fast about your chores so they cannot catch up!
[OUT]Just try to kill the annoying things.
[OUT]They don't sound too dangerous. Just leave them be.
[/NODE]

+[NODE]4
[STORY]
'A busy bee I need to be on this cleaning spree. No lazy daisy will keep me hazy. No foreign sloth will keep my cloth from making the broth!'The creatures perk up and listen.
[/STORY]
[OUT]Continue the chant and usher them away from your village.
[OUT]Continue the chant and usher them away from your village.
[OUT]Now that you have their attention, perhaps try to use it to your advantage.
[/NODE]

+[NODE]6
[STORY]
You catch the creatures one by one and kill them. It takes forever, as your every move is slowed down.Over the coming weeks, many small calamities befall your village before calm is restored once more.
[/STORY]
[OUT]Nothing more to do.
[/NODE]

+[NODE]8
[STORY]
You muster all the strength you have, and together, you do the chores in the village in record time.The niespiech look very unhappy with you, and one by one, they fall away into the shadows.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]10
[STORY]
Before you realise it, you become just as sluggish and lazy as the rest of the folk in the village.Eventually, the demons leave, but you feel weakened by their shenanigans.
[/STORY]
[OUT]Partir.
[/NODE]

+[NODE]16
[STORY]
By spreading cow's urine and virgin's tears onto the bedsheets, you can lure these house demons to transform into one that will serve your village.But if it goes wrong...
[/STORY]
[OUT]No. Continue the chant and usher them away from your village.
[OUT]No. Continue the chant and usher them away from your village.
[OUT]Yes, try the ritual.
[/NODE]

+[NODE]18
[STORY]
The niespiech huddle together under the soiled sheets and out of the tumult comes a mrucek -- a harmless, catlike ball of fur that dwells behind the stove.It chases away all the vermin and makes your cats behave very well indeed. Your village morale increases while the mrucek remains your friend.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]19
[STORY]
The niespiech huddle together under the soiled sheets and out of the tumult comes a liho!The cursed demon of darkness haunts your people for several days before it is finally chased away.Bad luck strikes your people until the fiend goes away.
[/STORY]
[OUT]Damn it.
[/NODE]

+[NODE]20
[STORY]
The niespiech stay for several days, and folk feel drained of spirit.Eventually, the demons seem to disappear, and you think they appreciated that you left them alone. Whether this will mean good or bad things remains to be seen.
[/STORY]
[OUT]Nothing more to do.
[OUT]Nothing more to do.
[/NODE]

[/EVENT]

-- [EVENT] --Homen(1)
+[NODE]2
[STORY]
Les Homen -- une procession éthérée de squelette présageant souvent de morts à grande échelle -- traversent votre village la nuit.
[/STORY]
[OUT][Nyia] S'incliner devant les messagers de votre dame. Quelque soit le destin fatal qui attend, c'est sa volonté.
[OUT][Magie] Faire appel à vos talents pour guider les vagues d'un cruel destin loin de votre village.
[OUT][Zerca] Faire appel à vos divinités pour vous protéger de ce sinistre présage à venir.
[OUT][Nature et Intelligence] Aborder ce problème calmement.
[OUT]Prendre particulièrement soin des enfants. Se blottir les uns contre les autres en attendant que la procession soit passée.
[OUT]Courir et essayer d'attaquer les Homen !
[/NODE]

+[NODE]6
[STORY]
Grace à votre connaissance de la nature et votre intelligence, vous accepter la volonté du destin. Vous avez vu les signes grandissant de maladie ces dernières semaines, et vous assumez ce que ce messager annonce. Vous êtes prêt à y faire face maintenant.
[/STORY]
[OUT]Essayer d'aider les malades.
[/NODE]

+[NODE]7
[STORY]
Vous vous blottissez les uns contres les autres par sécurité, mais la peur du homen entame votre détermination. La maladie se répands et prend de nombreuses vies, surtout chez les jeunes.
[/STORY]
[OUT]Accepter la volonté des dieux et faire de votre mieux pour soigner les malades.
[/NODE]

+[NODE]10
[STORY]
Vous vous blottissez les uns contres les autres par sécurité, mais la peur des homen entame votre détermination. La maladie se répand dans le pays les semaines suivantes, et beaucoup des votre tombent malade, toutefois vous pensez avoir échapper au pire. Certaines de vos ressources sont perdues.
[/STORY]
[OUT]Accepter la volonté des dieux et faire de votre mieux pour soigner les malades.
[/NODE]

+[NODE]11
[STORY]
Vous vous blottissez les uns contres les autres par sécurité, mais la peur des homen entame votre détermination. La maladie se répand dans le pays les semaines suivantes, et beaucoup des votre tombent malade.
[/STORY]
[OUT]Accepter la volonté des dieux et faire de votre mieux pour soigner les malades.
[/NODE]

+[NODE]13
[STORY]
Changer le cours du destin n'est jamais une partie de plaisir, mais vos dieux vous ont écoutés, et vous sentez la main des homen relâcher son emprise. Vous avez vent que certains village du secteur ont été frappé sévèrement par la maladie et vous vous demandez si votre propre sécurité n'a pas empiré leur sort.
[/STORY]
[OUT]Rendre grâce aux dieux et retourner au travail.
[/NODE]

+[NODE]14
[STORY]
Vous avez demandez la protection des dieux ou leur assistance pendant ces heures sombres. Votre prière reçoit une réponse et vous vous sentez ragaillardi. les Homen sont les messagers de la mort, ainsi les dieux n'ont pas changé le destin mais vous savez que cela aurait pu être bien pire.
[/STORY]
[OUT]Rendre grâce aux dieux et retourner au travail.
[/NODE]

+[NODE]20
[STORY]
Les Homen sont les messagers des dieux, et leur sinistre procession ne peut pas être balayée facilement. Le destin fait tourner sa roue malgré vos effort. Une maladie terrible se répand dans les terres les jours suivants, tuant par centaines.
[/STORY]
[OUT]Accepter la volonté des dieux et faire de votre mieux pour soigner les malades.
[/NODE]

+[NODE]23
[STORY]
Les homens passent dans un silence sinistre, mais quand ils vous voient vous incliner, ils reconnaissent votre filiation avec un hochement solennel.
[/STORY]
[OUT]Rester silencieux et respectieux.
[OUT]Rester silencieux et respectieux.
[/NODE]

+[NODE]25
[STORY]
Les Homen se déplacent et vous indiquent le chemin vers un grand champs de bataille non loin d'ici, ou beaucoup ont été récemment massacrés.
[/STORY]
[OUT]Faire les rites funéraires, rassembler ce que vous pouvez avant de retourner au village.
[/NODE]

+[NODE]28
[STORY]
Les homens partent et quelques jours plus tard vous entendez parler d'une maladie terrible qui sème le désordre dans les terres. Certains d'entre vous tombent malade, mais vous avez été protégé du pire par Nyia.
[/STORY]
[OUT]Rendre grâce aux dieux.
[/NODE]

+[NODE]29
[STORY]
Vos efforts payent et bien que certains sont encore malade, Vous savez que cela aurait pu être bien pire.
[/STORY]
[OUT]Continuer à aider jusqu'à ce que les danger soient passés.
[/NODE]

+[NODE]30
[STORY]
Les Homen sont les messagers des dieux, et leur sinistre procession ne peut pas être balayée facilement. Le destin fait tourner sa roue malgré vos effort. Une maladie terrible se répand dans les terres les jours suivants, tuant par centaines.
[/STORY]
[OUT]Accepter la volonté des dieux et faire de votre mieux pour soigner les malades.
[/NODE]

+[NODE]32
[STORY]
Les homen sont moins des messagers des dieux qu'une projection de vos propres peurs. Vous les frappez et à chaque coup vous sentez l'angoisse monter.
[/STORY]
[OUT]Revenir au village en espérant le meilleur.
[/NODE]

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

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

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

+[NODE]10
[STORY]
'Oh, bloody underworlds, fine. Have the kid back and leave me be, you goody-two shoes lot.'She leaves the child and a growling dog so that she has time to run away. But the dog turns out to be all teeth and no bark, and it seems to want to hang around you now.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

+[NODE]12
[STORY]
You defeat the witch and she cries out in pain and bows to your dominance.Be it the effect of your efforts or her own failsafe, the hag turns into a rat and runs off. She leaves her belongings behind, including a large sack where she kept children, some of whom are already dead.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

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

+[NODE]4
[STORY]
You kill the vermin and get your child back.You also find the rats were dragging some half-dead cats with them. Perhaps one can be saved.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

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

+[NODE]10
[STORY]
The rats shiver with fear at your command and scamper away, leaving the child free.Within the sack they carried, you find other strange trophies.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

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

+[NODE]4
[STORY]
You kill the vermin and get your child back.One of the wounded fat rats seems very impressed with your work. If it survives, it may join you.
[/STORY]
[OUT]Rescue those you can and leave.
[/NODE]

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

+[NODE]10
[STORY]
Your trap works and you capture the nasty vermin and free your child.One of the wounded fat rats seems very impressed with your work. If it survives, it may join you.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

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

+[NODE]4
[STORY]
You slowly wake and in the state of half-waking, you see mares sitting on your chests, siphoning your spirits.As soon as you regain full consciousness, the demons are gone, but you still feel a deep chill run down your spines.
[/STORY]
[OUT]Get it together and move on.
[/NODE]

+[NODE]5
[STORY]
You try to wake and in the state of half-waking, you see mares sitting on your chests, siphoning your spirits.The surge of panic feeds the demons and you fall back into tormented slumber, knowing they will have their way. When morning comes, you are released, but you are wrecked and exhausted.
[/STORY]
[OUT]Get it together and move on.
[/NODE]

+[NODE]11
[STORY]
You try to wake and in the state of half-waking, you see mares sitting on your chests, siphoning your spirits.The surge of panic feeds the demons and you fall back into tormented slumber, knowing they will have their way. For one of you, this night will be the last in the realms of mortal flesh.
[/STORY]
[OUT]Get it together and move on.
[/NODE]

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

+[NODE]3
[STORY]
The fevered folk speak strange names, twelve of them, over and over again. This and the mist make you sure a febra has come from beneath the earth.The febra are twelve sisters of sickness. You need to know the name of the one who is here to banish it.
[/STORY]
[OUT]Perform a ritual to force the name of the demon out of the sick ones.
[OUT][Perception]You also know the demons come from a hole in the ground. Track this hole and attack the demons head on!
[OUT][Healer]Try to cure the people and the demon will pass on.
[OUT]You may not have good healers, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]4
[STORY]
You find a deep, dark hole near a sacred oak.You see the essence of a demon -- a skeletal, deformed creature -- bound to an angry pack of the bies.You kill the bies and will likely banish the skeletal demon too.
[/STORY]
[OUT]Attaquer !
[OUT]Actually, you have good medics, so just cure the people and the demon will pass on.
[OUT]You may not have good doctors, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]5
[STORY]
The fevered folk weaken by the hour; their flesh seems to slowly rot away before your eyes.
[/STORY]
[OUT][Healer]Try to cure the people and the demon will pass on.
[OUT]You may not have good healers, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]7
[STORY]
The name is known to you!Anabandaris, the ninth sister, the plague mistress of the rotting. Now you must banish her.
[/STORY]
[OUT]Perform the banishing!
[/NODE]

+[NODE]8
[STORY]
The name is written on parchment soaked in the sweat of the ill.AnabandarisAnabandariAnabandarAnabandaAnabandAnabanAnabaAnabAnaWith every utterance cut shorter, you feel the demon's hold weaken.
[/STORY]
[OUT]Push on!
[/NODE]

+[NODE]9
[STORY]
The ill gasp for air, but the febra grows weaker as the last of its name is spoken.An!You thrust the parchment into cleansing flames, and the demon is banished!
[/STORY]
[OUT]Good, now tend to the ill.
[/NODE]

+[NODE]12
[STORY]
You find a deep, dark hole near a sacred oak.You see the essence of the febra demon -- a skeletal, deformed creature -- bound to an angry pack of the bies.You kill the bies and will likely banish the febra too.
[/STORY]
[OUT]Attaquer !
[OUT]Both options seem very hard, but you have good medics, so just cure the people and the demon will pass on.
[OUT]You may not have good doctors, but it still feels safer to try to cure the sick and hope the demon goes away.
[OUT]Speak to the mist and offer a sacrifice to stop this!
[/NODE]

+[NODE]15
[STORY]
You kill the bies, and the demon that brought sickness to your homes disappears.The fever lets up within hours.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]16
[STORY]
You have wounded the bies, and its master clearly did not like it. Both disappear from your village.But you did not kill the demon, and thus many of your folk fall gravely ill. Some may even die.
[/STORY]
[OUT]Do your best to help the sick.
[/NODE]

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

+[NODE]22
[STORY]
You fight the fever tooth and nail, and despite the efforts of a demon fiend, you all remain alive!
[/STORY]
[OUT]Stay strong and wait for the febra to pass.
[/NODE]

+[NODE]23
[STORY]
You fight the fever tooth and nail, and despite the efforts of a demon fiend, you all remain alive!
[/STORY]
[OUT]Stay strong and wait for the febra to pass.
[/NODE]

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

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

+[NODE]30
[STORY]
Your blood sacrifice appeases the febra and the demon procession moves on.One of the wraiths stays with you, in thanks for your understanding of the circle of life.
[/STORY]
[OUT]Mourn your dead but welcome the new soul wishing to follow the god's path.
[/NODE]

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

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

+[NODE]4
[STORY]
Late at night you spot movement in the barn. You hear a rustling of the hay and, finally, you spot an elongated worm with beady black eyes and a long tubular mouth.It suckles from the cow, but as soon as it spots movement from you, it slithers away.
[/STORY]
[OUT]The fiend sounds like it may be a demon. Figure out what kind.
[OUT]Set a trap for the culprit and kill it before it harms the cow further.
[/NODE]

+[NODE]5
[STORY]
Despite being kept indoors, the cow continues to weaken until, one day, it wakes with an abundance of milk, overflowing to the brim. It also looks much healthier.But on its neck, you spot an elongated worm, with beady black eyes and a long tubular mouth. It is almost as if it has become part of the cow.
[/STORY]
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Kill this worm!
[OUT]Kill this worm!
[/NODE]

+[NODE]6
[STORY]
This is a rare demon, a gadzon. Someone has cursed your home and awakened the worm.It will feed on the cow until the two become one. The cow will grow stronger and give lots of milk, have good calves, and bring good fortune to your farmers.
[/STORY]
[OUT]Consider the side effects. This is a demon, after all.
[/NODE]

+[NODE]7
[STORY]
Once the cow and the gadzon are merged, both will die if either is killed.The gadzon may also decide to infest a sentient being -- typically a child or a weakened person -- by crawling inside its intestines. There, it will fester and may cause illness or death.This is why folks typically prefer to kill it fast.
[/STORY]
[OUT]Think of ways to outsmart it.
[/NODE]

+[NODE]9
[STORY]
The creature proves extremely alert, so trapping it is not an easy task. But once you catch the gadzon, you have no trouble killing the fiend.The dead gadzon dissolves into gems.You can also use the gem carcass to track the fiend who cursed you in the first place.
[/STORY]
[OUT]Good.
[/NODE]

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

+[NODE]11
[STORY]
You let the creature be, and the cow seems to flourish. It gives more milk, it gives birth to more healthy calves, and your farm seems more successful for a time.Eventually the worm slithers away and the cow dies, but it was a good run.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]12
[STORY]
You let the creature be, and the cow seems to flourish. It gives more milk, it gives birth to more healthy calves, and your farm seems more successful for a time.Alas, there's a darker consequence, as one of your people falls gravely ill!
[/STORY]
[OUT]Check to see what ails them.
[/NODE]

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

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

+[NODE]15
[STORY]
The cow continues to weaken until, one day, it wakes with an abundance of milk, overflowing to the brim. It also looks much healthier.But on its neck, you spot an elongated worm, with beady black eyes and a long tubular mouth. It is almost as if it has become part of the cow.
[/STORY]
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Well, there is a lot of extra milk now, and the cow seems better, so leave the creature be.
[OUT]Kill this worm!
[OUT]Kill this worm!
[/NODE]

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

+[NODE]17
[STORY]
You kill the gadzon in time, and the cow recovers.The dead gadzon dissolves into gems. You can also use the gem carcass to track the fiend who cursed you in the first place.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]19
[STORY]
The gadzon merges with the cow and the animal does indeed grow in strength and productivity. Your fields grow more abundant and you feel lucky.Alas, a person soon falls gravely ill, their stomach becoming hard and sickly with the worm sleeping inside.
[/STORY]
[OUT]Use the method to chase away the gadzon.
[/NODE]

+[NODE]20
[STORY]
You take the infected person to a nearby lake, and there you say:'The water is clear, the water is clean -- oh so good for a swim.'And the gadzon worms its way out of the host and slithers into the lake.
[/STORY]
[OUT]Take care of the infected.
[OUT]Take care of the infected.
[/NODE]

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

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

+[NODE]25
[STORY]
You are not sure what is causing the illness, but their stomach is firm and swollen, and they grow thinner every day despite eating a lot.In time, the illness passes, but it spreads and may prove fatal to some.
[/STORY]
[OUT]Damn it.
[/NODE]

+[NODE]2
[STORY]
The dead gadzon's gemstones lead you to a small cave near your village.You always assumed it was empty, but you see fresh signs of habitation here.
[/STORY]
[OUT]Use tracking skills to find out more.
[OUT]Enqueter.
[/NODE]

+[NODE]3
[STORY]
You sneak into the cave and find a single set of humanoid tracks. Deeper in, you discover a campsite.You see dried herbs, some rags, bits and pieces, and several things that come from your village!
[/STORY]
[OUT]Sneak in closer to find the culprit.
[/NODE]

+[NODE]4
[STORY]
As you go in closer, you see an old woman reading a scroll and talking to her cat:'Bah, they got rid of my gadzon, they did, never got the chance to get the good stuff, did we? We'll have to move along, I guess.'
[/STORY]
[OUT]Attack the thief!
[OUT]Speak to the woman and demand your belongings back.
[OUT]She said she is leaving, so leave her be. The stuff she stole is not worth much anyway.
[/NODE]

+[NODE]8
[STORY]
You sneak into the cave and discover a campsite. You see dried herbs, some rags, bits and pieces, and several things that come from your village!But before you can take them back, you see an old woman with a cat staring at you, and you feel spiritual energy rising:'Begone, or I will turn you into toads!'
[/STORY]
[OUT]Defend yourself!
[OUT]Run away!
[/NODE]

+[NODE]10
[STORY]
The thieving witch lies beaten and pleads for her life:'Please, please, I was just trying to get some things, nothing big, and the gadzon's not always bad, never meant to hurt no one, honest!'
[/STORY]
[OUT]Let her live, but only if she can offer something.
[OUT]Let her live. She's learnt her lesson.
[OUT]Kill her because she endangered your village and stole from you.
[/NODE]

+[NODE]11
[STORY]
'Yes, yes, I will pay. The gadzon was not the only demon I captured to serve me. Here, this is a cmuch, it will help you heal.'She opens a hidden compartment and shows you a caged cmuch.
[/STORY]
[OUT]Accept and let her live.
[OUT]Kill her because she endangered your village and stole from you.
[/NODE]

+[NODE]12
[STORY]
'Thank you, and you won't see me ever again, promise.'She scampers away in a hurry.
[/STORY]
[OUT]Tell her you could swear this is not the first time you've dealt with her.
[/NODE]

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

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

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

+[NODE]20
[STORY]
You kill the witch, and her cat hisses at you madly before dashing away.You feel a curse upon you.
[/STORY]
[OUT]Gather what is here and leave.
[/NODE]

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

+[NODE]23
[STORY]
You kill the witch, and her cat hisses at you madly before dashing away.You feel a curse upon you.
[/STORY]
[OUT]Gather what is here and leave.
[/NODE]

+[NODE]24
[STORY]
'Yeah, yeah, here, have the treasures back. All junk anyway. You dealt with that gadzon quick, I'll say that for you.Say, now that we're buddies, you wanna buy a cmuch demon from me? I will take food, wood, or leather as payment.'
[/STORY]
[OUT]Agree to trade.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[/NODE]

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

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

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

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

+[NODE]32
[STORY]
'Yeah, yeah, here, have the treasures back. All junk anyway. You dealt with that gadzon quick, I'll say that for you.Say, now that we're buddies, you wanna buy a cmuch demon from me? I will take food, wood, or leather as payment.'
[/STORY]
[OUT]Agree to trade.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[OUT]Tell her you have nothing to trade. Ask her to go now.
[/NODE]

+[NODE]2
[STORY]
Your village has been unusually sluggish these past few days.Folk sleep in, forget to do chores, and wander off midday without purpose.Food supplies are beginning to suffer for it, and health issues may follow as dirt and refuse mounts.
[/STORY]
[OUT]Observe the people closely.
[/NODE]

+[NODE]3
[STORY]
It soon becomes clear that a pack of house demons called niespiech have settled in your homes.These little buggers latch on to anyone trying to do housework or chores and make them lazy and sleepy.
[/STORY]
[OUT][Magic user or zerca] There is an old incantation that is passed from wise one to wise one, and it should do the trick.
[OUT]These things physically latch on to a victim and hold them down. So be fast about your chores so they cannot catch up!
[OUT]Just try to kill the annoying things.
[OUT]They don't sound too dangerous. Just leave them be.
[/NODE]

+[NODE]4
[STORY]
'A busy bee I need to be on this cleaning spree. No lazy daisy will keep me hazy. No foreign sloth will keep my cloth from making the broth!'The creatures perk up and listen.
[/STORY]
[OUT]Continue the chant and usher them away from your village.
[OUT]Continue the chant and usher them away from your village.
[OUT]Now that you have their attention, perhaps try to use it to your advantage.
[/NODE]

+[NODE]6
[STORY]
You catch the creatures one by one and kill them. It takes forever, as your every move is slowed down.Over the coming weeks, many small calamities befall your village before calm is restored once more.
[/STORY]
[OUT]Nothing more to do.
[/NODE]

+[NODE]8
[STORY]
You muster all the strength you have, and together, you do the chores in the village in record time.The niespiech look very unhappy with you, and one by one, they fall away into the shadows.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]10
[STORY]
Before you realise it, you become just as sluggish and lazy as the rest of the folk in the village.Eventually, the demons leave, but you feel weakened by their shenanigans.
[/STORY]
[OUT]Partir.
[/NODE]

+[NODE]16
[STORY]
By spreading cow's urine and virgin's tears onto the bedsheets, you can lure these house demons to transform into one that will serve your village.But if it goes wrong...
[/STORY]
[OUT]No. Continue the chant and usher them away from your village.
[OUT]No. Continue the chant and usher them away from your village.
[OUT]Yes, try the ritual.
[/NODE]

+[NODE]18
[STORY]
The niespiech huddle together under the soiled sheets and out of the tumult comes a mrucek -- a harmless, catlike ball of fur that dwells behind the stove.It chases away all the vermin and makes your cats behave very well indeed. Your village morale increases while the mrucek remains your friend.
[/STORY]
[OUT]Good.
[/NODE]

+[NODE]19
[STORY]
The niespiech huddle together under the soiled sheets and out of the tumult comes a liho!The cursed demon of darkness haunts your people for several days before it is finally chased away.Bad luck strikes your people until the fiend goes away.
[/STORY]
[OUT]Damn it.
[/NODE]

+[NODE]20
[STORY]
The niespiech stay for several days, and folk feel drained of spirit.Eventually, the demons seem to disappear, and you think they appreciated that you left them alone. Whether this will mean good or bad things remains to be seen.
[/STORY]
[OUT]Nothing more to do.
[OUT]Nothing more to do.
[/NODE]

+[NODE]2
[STORY]
A heavy storm besieges your village for days, and among the rain and the clouds, some people see a figure of a little girl with a crooked face wearing a white dress.
[/STORY]
[OUT]Stay alert.
[/NODE]

+[NODE]3
[STORY]
Soon it is clear that a cicha mora stalks your homes, tricking children into playing with her while spreading rot and fever.Many children fall to her trickery.(Dead children may change into bazatka, and live ones attract a dola.)
[/STORY]
[OUT]The cicha mora is a tormented soul. Speak to her as a fellow spirit being.
[OUT]This demon child is rare and dangerous, a death-bringer of sorts. But perhaps there's a way to banish her. Talk to the creature to see if you can learn more.
[OUT][Healer]Take care of the sick.
[OUT]Help the sick children as best you can.
[/NODE]

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

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

+[NODE]7
[STORY]
The cicha mora does not say anything, but she does stop to look at you, head tilted, eyes wide open and filled with sadness.You sense other forms following her in the shadows, and you feel her own form trapped by some heavy curse.
[/STORY]
[OUT]If they are bound by a curse in a spiritual realm, you may at least banish them from this wretched existence.
[OUT][Magic user] Try to lift the curse.
[OUT][Healer]This is too big of a task. Take care of the sick.
[OUT]This is too big of a task. Help the sick children as best you can.
[/NODE]

+[NODE]11
[STORY]
The wraiths are defeated, and you feel their essence unbound from their cursed chains.One such wraith lingers and may decide to stay by your side.
[/STORY]
[OUT]Good. Tend to the children and get back to work.
[/NODE]

+[NODE]14
[STORY]
The ritual works and the curse is lifted. The cicha mora turns into a dola and promises to care for one child. The other wraiths are released from their bonds.One such wraith lingers and may decide to stay by your side.
[/STORY]
[OUT]Good. Tend to the children and get back to work.
[/NODE]

+[NODE]15
[STORY]
Whatever held these souls was too strong for you, and the cicha mora continues her dark work.The children continue to suffer, and one may not survive the night.
[/STORY]
[OUT]Try your best to care for the sick.
[/NODE]

+[NODE]18
[STORY]
A child is taken by the illness, but instead of dying, its tormented little soul is reborn as a karakandza demon.It does, however, retain its wits, and it stays with you.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

[/EVENT]

-- [EVENT] --Bandits near villag(2)
+[NODE]2
[STORY]
Vous entendez des rumeurs à propos de bandits menant des attaques à proximité de votre village. Ils pourraient finir par venir.
[/STORY]
[OUT]Une frappe préventive est toujours une bonne idée. Aller les débusquer.
[OUT][Perception] Envoyer un éclaireur.
[OUT]Essayer de vous préparer au mieux. Doubler la garde et rester en alerte.
[OUT]Essayer de vous préparer au mieux. Doubler la garde et rester en alerte.
[OUT]C'est préférable de conserver un climat apaiser et de ne pas laisser les esprits s'échauffer. Collecter des ressources du village et les offrir aux bandits dans l'espoir qu'ils s'en aillent [perdre 30 % de vos biens]
[OUT]C'est préférable de conserver un climat apaiser et de ne pas laisser les esprits s'échauffer. Collecter des ressources du village et les offrir aux bandits dans l'espoir qu'ils s'en aillent [perdre 30 % de vos biens]
[/NODE]

+[NODE]3
[STORY]
Vous traquez les bandits , mais ils se sont préparer à vous recevoir...avec une volée de flèches .
[/STORY]
[OUT]Combattre !
[/NODE]

+[NODE]4
[STORY]
Les éclaireurs indiquent que les bandits se sont installer dans un village à côté et se préparent à attaquer.
[/STORY]
[OUT]Essayer de leur tendre une embuscade en premier. Attaquer !
[OUT]Encercler le campement et essayer d'intimider les bandits pour qu'ils partent.
[OUT]Maintenant que vous connaissez leurs forces et le moment prévu pour leur attaque, retourner au village pour vous préparer et vous armer. Peut-être que les bandits partiront en voyant que vous êtes près à les recevoir.
[OUT]Maintenant que vous connaissez leurs forces et le moment prévu pour leur attaque, retourner au village pour vous préparer et vous armer. Peut-être que les bandits partiront en voyant que vous êtes près à les recevoir.
[/NODE]

+[NODE]8
[STORY]
Vous verrouillez l'accès au village et vous le garder si bien que les bandits abandonnent l'idée de vous attaquer. Vous avez utilisé plus de ressource qu'à l'accoutumée mais tout le monde est sauf.
[/STORY]
[OUT]Retourner au travail.
[/NODE]

+[NODE]9
[STORY]
Vous chercher les bandits pour leur offrir un payement. Heureusement pour vous, ils conviennent qu'un bain de sang est plus risqué que des ressources gratuites. Ils prennent leur butin et s'en vont.
[/STORY]
[OUT]Retourner au travail.
[/NODE]

+[NODE]11
[STORY]
Vous cherchez les bandits pour les soudoyer. Ils prennent votre pot-de-vin puis se rient de vous. Maintenant ils vont tout prendre !
[/STORY]
[OUT]Rester ferme et essayer de faire changer leur point de vue.
[OUT]Combattre !
[/NODE]

+[NODE]13
[STORY]
Comme vous l'attendiez, les bandits arrivent quelques jours plus tard prêt à combattre.
[/STORY]
[OUT]Défendre le village.
[OUT][Harmonie] Peut-être que l'harmonie est votre voie, ou alors c'est votre regards qui adoucis les mœurs. Quoiqu'il en soit, les bandit sont prêt à vous écouter. Parlementer avec eux.
[OUT]Essayer de parlementer.
[/NODE]

+[NODE]19
[STORY]
Vous chassez les bandits. Ils devraient se tenir tranquille pour un moment.
[/STORY]
[OUT]Prendre ce qu'ils transportaient et se débarrasser des corps.
[/NODE]

+[NODE]22
[STORY]
« Bien, bien, comme ça on est deux, hum... bon on a qu'a partager, la poire en deux, voilà... comme de vrais gentlemans. Même qu'on en rajoute un poil...pour enterrer la hache de guerre, ok ?» Ils déguerpissent.
[/STORY]
[OUT]Accepter.
[/NODE]

+[NODE]27
[STORY]
« MOUHA-HA-HA, Vous les gars vous êtes marrant, donner des trucs gratuit comme ça ! Je vais vous dire, maintenant vous donnez la moitié de vot' village et on se tire. Sinon, ben on va commencer à taper ! »
[/STORY]
[OUT]Combattre !
[OUT]Accepter. [Perdre 50% des biens]
[/NODE]

+[NODE]29
[STORY]
« Arhh, arrête ton char. Okay, on prends tes merdes et on se tire, c'est moins chiant que de saloper nos schlass. Vous devriez faire gaffe avec vos trucs gratos... Si ça se sait, va y avoir du monde qui va rappliquer. »
[/STORY]
[OUT]Laisser les affaires et partir.
[/NODE]

+[NODE]32
[STORY]
« Arhh, arrête ton char. Okay, on prends tes merdes et on se tire, c'est moins chiant que de saloper nos schlass. Vous devriez faire gaffe avec vos trucs gratos... Si ça se sait, va y avoir du monde qui va rappliquer. »
[/STORY]
[OUT]Offrir les affaires.
[OUT]Attaquer !
[/NODE]

+[NODE]36
[STORY]
Comme vous l'attendiez, les bandits arrivent quelques jours plus tard, armer et prêt à combattre. Ils ne sont pas décourager par vos fortifications.
[/STORY]
[OUT]Défendre le village.
[OUT][Harmonie ou Attirant] Peut-être que l'harmonie est votre voie, ou alors c'est votre regards qui adoucis les mœurs. Quoiqu'il en soit, les bandit sont prêt à vous écouter. Parlementer avec eux.
[OUT]Essayer de parlementer.
[/NODE]

+[NODE]37
[STORY]
Les bandits vous battent à plates coutures et repartent en emportant tout ce qu'ils peuvent, y compris un enfant si il en trouvent un !
[/STORY]
[OUT]Rester au sol et les laisser partir.
[/NODE]

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

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

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

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

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

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

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

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

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

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

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

+[NODE]3
[STORY]
'Unmovable as stone, sharp as mithril. Aye, you do know the old ways, laddies, and we thank you for the hospitality, even if it is so... basic.'
[/STORY]
[OUT]Basic?
[OUT]Ask if they have anything to trade.
[/NODE]

+[NODE]6
[STORY]
Your clarity of mind sits well with the domain of intellect.You feel strengthened.
[/STORY]
[OUT]Partir.
[/NODE]

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

+[NODE]11
[STORY]
The dwarves beat you badly but at least they leave you alive.They do, however, take most of your food.
[/STORY]
[OUT]Partir.
[/NODE]

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

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

+[NODE]25
[STORY]
'We were investigating an old rubble of stones that was once ours, hoping to reclaim some old resources.We came into conflict with the banished, those honourless sods.So we had to cut the trip short.'
[/STORY]
[OUT]Banished?
[OUT]Ask if they will show you where the ruins are.
[/NODE]

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

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

+[NODE]29
[STORY]
'Nothin' as dramatic as that, laddies, nah. Just some old grudges now and then.Like those young upstarts that got us in the ruins. They claimed it's their right as much as ours. We disagreed, so metal and stone flew. Ha!'
[/STORY]
[OUT]Invite them to rest and share a meal.
[OUT]Ask if they will show you where the ruins are.
[/NODE]

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

+[NODE]31
[STORY]
'I am sorry, laddies, we do not trade with younglings in their shabby shacks.You be kind enough to leave us be now. We paid for our board.'
[/STORY]
[OUT]Leave them be.
[OUT]Take offence.
[OUT]Attack.
[OUT]Try to convince them to be more open.
[OUT][Elf]Remind them that you can hardly be called a 'youngling' by any standards.
[/NODE]

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

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

+[NODE]34
[STORY]
'Aye, I did know how to keep my bloody mug shut.Listen, I meant no offence. We are what we are, and so are you. Let us leave it here. Stone and metal be with ya.'
[/STORY]
[OUT]Leave them be.
[OUT]Attack.
[OUT]Try to convince them to be more open.
[/NODE]

+[NODE]36
[STORY]
'Perhaps I was too hasty in making judgement. Living up on the rock instead of under it has made us weary.Here, have a look at our stock.'
[/STORY]
[OUT]Marchander.
[OUT]Decline, but thank them for the offer.
[/NODE]

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

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

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

+[NODE]46
[STORY]
'I will not pretend to like your newfangled ways. These human gods... at least some know how to wield a smith's hammer and respect light, so there's that.Tell ya what, we do not do this often with strangers, but we can trade some goods, if you like?'
[/STORY]
[OUT]Marchander.
[OUT]Decline politely, and spend the time telling stories and drinking ale.
[/NODE]

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

+[NODE]50
[STORY]
'Well met, friends. Stone and metal be with ya.'The dwarves depart on their way.
[/STORY]
[OUT]Partir.
[/NODE]

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

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

+[NODE]53
[STORY]
'Ah, followers of Svarog's lot, good on ya, laddies, good on ya.Tell ya what, give us some food and we'll stay awhile, maybe teach ya some proper craft -- if we find anyone worthy, that is.'
[/STORY]
[OUT]First ask them what they are doing here.
[OUT]Agree. [Lose 20% food]
[OUT]Decline and offer only the place to rest.
[/NODE]

+[NODE]54
[STORY]
'Brethren, well met, well met indeed.Tell ya what, give us some food and ale, and we'll stay awhile, maybe teach ya some proper craft -- if we find anyone worthy, that is.'
[/STORY]
[OUT]First ask them what they are doing here.
[OUT]Agree. [Lose 20% food]
[OUT]Decline and offer only the place to rest.
[/NODE]

+[NODE]55
[STORY]
'Nothin' particular. We're banished rocks, that's what we are. Discarded long ago for bein' too surface-lovin'.So we wander, do business, and other sorts.'
[/STORY]
[OUT][Dwarf]Ask if by 'other sorts' they mean banditry.
[OUT]Nod and agree to give food. [Lose 20% food]
[OUT]Say you cannot spare the food, but offer a place to rest.
[/NODE]

+[NODE]56
[STORY]
'Direct as metal should be, laddie, eh? Right you are, right you are, we do a wee bit of banditry from time to time.You don't worry yourself, though -- we'd never rob our own kin!'
[/STORY]
[OUT]Nod and agree to give food. [Lose 20% food]
[OUT]Say you cannot spare the food, but offer a place to rest.
[OUT]Attaquer !
[OUT]Ask if they have any good loot to trade.
[/NODE]

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

+[NODE]59
[STORY]
'Good, good, let's see if anyone here has talent to shape stone and metal.'The dwarves stay a while and take on students. Though not everyone is likely to learn smithing, you do feel encouraged by the lessons.
[/STORY]
[OUT]Thank them for the instruction and bid them good journey.
[OUT]Thank them for the instruction and bid them good journey.
[OUT]Thank them for the instruction and bid them good journey.
[OUT]Thank them for the instruction and bid them good journey.
[/NODE]

+[NODE]64
[STORY]
'Understood, times are hard on us all. Stone and metal be with ya nonetheless.'The dwarves rest and then move on.
[/STORY]
[OUT]Bid them good journey.
[/NODE]

+[NODE]66
[STORY]
'Ah, followers of that cosmic pantheon, eh? Well, why not, that's what I say. We can share some of our dwarven ale in thanks for your hospitality.'You drink and laugh and eat well.But in the morning, as the dwarves leave, you realise you were robbed!
[/STORY]
[OUT]Try to catch them!
[OUT]Curse the dwarven bandits.
[/NODE]

+[NODE]67
[STORY]
'Ah, followers of that cosmic pantheon, eh? Well, why not, that's what I say.Tell ya what, give us some food and we'll stay awhile, maybe teach ya some proper craft -- if we find anyone worthy, that is.'
[/STORY]
[OUT]First ask them what they are doing here.
[OUT]Agree. [Lose 20% food]
[OUT]Decline and offer only the place to rest.
[/NODE]

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

+[NODE]71
[STORY]
The bandits beat you and laugh in your face for your failure.They do not, however, take any more than before.
[/STORY]
[OUT]Partir.
[/NODE]

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

+[NODE]75
[STORY]
The bandits beat you and laugh in your face for your failure.They take some of your equipment.
[/STORY]
[OUT]Partir.
[/NODE]

+[NODE]2
[STORY]
These dwarven ruins look older and darker than usual. There is an air of reverence here that is hard to explain.The stone remains look abandoned and forlorn, but you spot a firelight in the distance.
[/STORY]
[OUT]Go forth, carefully.
[OUT]Partir.
[/NODE]

+[NODE]4
[STORY]
As you get closer, you realise that the fire comes from several torches held by a small group of heavily armed dwarves battling a pack of unliving.The dwarves stand firm, using fire to help them, but the unliving are beginning to swarm them.
[/STORY]
[OUT]Perform a ritual to try to weaken these unliving fiends.
[OUT][Dwarf]Aid your brethren, quick!
[OUT]Help the dwarves!
[OUT][Nature or intellect]Stand aside and let them fight their own battles.
[OUT][Nature or intellect]Stand aside and let them fight their own battles.
[OUT]Wait to see who wins, then get rid of them.
[OUT]Wait to see who wins, then get rid of them.
[OUT][Unliving]Help your kin!
[/NODE]

+[NODE]9
[STORY]
It is not your place to interfere in others' conflict, and you feel your domain strengthened by this resolve.You are able to grab a few salvageable resources while the combat takes place.You see the dwarves overwhelmed by the unliving, and now you can face the remining threat that is running your way.
[/STORY]
[OUT]Kill the unliving.
[OUT]Partir.
[OUT][Unliving]Try to reason with your kin.
[/NODE]

+[NODE]12
[STORY]
The dwarves stop and look at your medic:'So first ya stood there watchin' us bleed, and now ya wanna help. Fleshies... Fine, help, we didn't need your puny help to fight.'
[/STORY]
[OUT]Tend to their wounds.
[OUT]While the dwarves are off guard, attack them!
[/NODE]

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

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

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

+[NODE]24
[STORY]
'Ya know, many in this world would see our weakness and finish us off. Maybe ya ain't that bad after all.Take the shit the undead left, if ya like.Here, have this as well, as thanks. Now be off! We have guarding duty to go back to.'
[/STORY]
[OUT]Thank them and leave.
[/NODE]

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

+[NODE]41
[STORY]
'Ya may be cowards, but what's it to us?We're wounded, and we have a job to do. If ya help us secure this place, we'll give ya the loot from the unliving filth, deal?'
[/STORY]
[OUT]Agree and help.
[OUT]Decline and leave.
[/NODE]

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

+[NODE]51
[STORY]
'Ha! That was some good fightin'.Not that we needed the help, but we thank ya nonetheless. Say, have the loot from all these dead buggers, as thanks.'
[/STORY]
[OUT]Say it was no problem, and ask what they are doing here.
[OUT]Ask for payment for your good deed.
[OUT]Ask for payment for your good deed.
[/NODE]

+[NODE]54
[STORY]
'We were sent here to clear an unliving nest. Those filthy buggers been shitting on our heritage!We only have one tunnel to block now.Tell ya what, if you help out, we'll give you a bit extra.'
[/STORY]
[OUT]Agree to help.
[OUT]Agree to help.
[/NODE]

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

+[NODE]61
[STORY]
It is not your place to interfere in others' conflict, and you feel your domain strengthened by this resolve.You are able to grab a few salvageable resources while the combat takes place.You see the dwarves are victorious and running angrily your way.
[/STORY]
[OUT]Attack the dwarves.
[OUT]Partir.
[OUT]Try to reason with them.
[OUT][Dwarf]Congratulate your brethren on a fight well fought.
[/NODE]

+[NODE]62
[STORY]
You are able to grab a few salvageable resources while the combat takes place.You see the dwarves overwhelmed by the unliving, and now you can face the remining threat that is running your way.
[/STORY]
[OUT]Kill the unliving.
[OUT]Partir.
[OUT][Unliving]Try to reason with your kin.
[/NODE]

+[NODE]63
[STORY]
You are able to grab a few salvageable resources while the combat takes place.You see the dwarves are victorious and running angrily your way.
[/STORY]
[OUT]Attack the dwarves.
[OUT]Partir.
[OUT]Try to reason with them.
[OUT]Offer medical help and say that it would not have been honourable to interfere.
[OUT][Dwarf]Congratulate your brethren on a fight well fought.
[/NODE]

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

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

+[NODE]76
[STORY]
The dwarf spits.'Ya have what we're willin to give, so bugger off.'
[/STORY]
[OUT]Partir.
[OUT]Attack them!
[/NODE]

+[NODE]80
[STORY]
'Bah, this world is wretchedly cold.Here, have this as payment for your kindness. Metal and stone be with ya.'
[/STORY]
[OUT]Thank them and leave.
[/NODE]

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

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

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

+[NODE]10
[STORY]
'Very well, have the offspring back and leave us be.'They leave the child and whatever else they took from folks.
[/STORY]
[OUT]Good. Take them and leave.
[/NODE]

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

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

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

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

+[NODE]8
[STORY]
You stand against the hailstorm and withstand its power intact.You feel strengthened.
[/STORY]
[OUT]Partir.
[/NODE]

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

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

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

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

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

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

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

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

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

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

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

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

+[NODE]9
[STORY]
The stork brought good fortune and your farms yeald better crops.
[/STORY]
[OUT]Rejoice.
[/NODE]

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

[/EVENT]

-- [EVENT] --Lataviec village(3)
+[NODE]2
[STORY]
De terribles vents se lèvent au dessus de votre village. Vous pouvez jurer avoir entendu des cris et des lamentations dans le ciel.
[/STORY]
[OUT][Sagesse] Déterminer que des forces surnaturelles se cachent dans les vents.
[OUT][Vily ou viatroviec] Vous savez bien que ce type de tempête n'est pas naturelle et ce n'est pas l'un des votre qui est à l'œuvre ici.
[OUT]Se cacher et attendre que cette étrange tempête passe.
[OUT]Se cacher et attendre que cette étrange tempête passe.
[OUT]Rester sur vos gardes et attendre que la catastrophe, quelle qu'elle soit, vienne à vous.
[/NODE]

+[NODE]3
[STORY]
En général vous vous attendriez à voir Vily chevauchez la tempête, mais ces vents et ces sons semblent plutôt être liés à des âmes en deuils. Les esprit errants sont communément appelés des Lavatiec, des esprits fruits de morts violentes, perdus dans les vents qui cherchent à jamais à se venger, incapables de s'enraciner où que ce soit.
[/STORY]
[OUT][Compétence] Si c'est la tempête ou le vent qui ont emprisonné ces âmes, au nom de la lumière et de la nature, demander aux dieux que la foudre frappe pour nettoyer ces abjects cieux.
[OUT][Compétence] Si c'est la tempête ou le vent qui ont emprisonné ces âmes, au nom de la lumière et de la nature, demander aux dieux que la foudre frappe pour nettoyer ces abjects cieux.
[OUT][Affinité : Magie] Puisque la tempête est surnaturel, accomplir un rituel pour essayer de la conjurer.
[OUT]Vous préparer à encaisser la manifestation physique de ces esprits.
[OUT]Laisser une offrande de nourriture pour les esprits dans l'espoir qu'ils s'en aillent. [perdre 50 % de la nourriture]
[OUT]Laisser une offrande de nourriture pour les esprits dans l'espoir qu'ils s'en aillent. [perdre 50 % de la nourriture]
[OUT]Laisser une offrande de nourriture pour les esprits dans l'espoir qu'ils s'en aillent. [perdre 50 % de la nourriture]
[/NODE]

+[NODE]5
[STORY]
Vous sentez que votre esprit est irrésistiblement drainé, le poids du désespoir et des pertes, l'éternelle obscurité,insatiable...Vous survivez à l'étrange tempête, mais elle a ravager le village, laissant des plaies et des bosses. Des ressources ont été perdues.
[/STORY]
[OUT]Remercier les cieux que cela soit fini.
[/NODE]

+[NODE]7
[STORY]
Les dieux ont répondu, et un terrible orage éclate. Quelle que soient les créatures surnaturelles qui résidaient dans les nuages, elles sont maintenant brûlées par le feux des éclairs. Mais la colère des cieux n'a pas de limite et vous êtes également frappés par les éclairs déchaînés.
[/STORY]
[OUT]Remercier les cieux que cela soit fini.
[/NODE]

+[NODE]9
[STORY]
Les dieux ont répondu, et un terrible orage éclate. Quelle que soient les créatures surnaturelles qui résidaient dans les nuages, elles sont maintenant brûlées par le feux des éclairs.
[/STORY]
[OUT]Remercier les cieux que cela soit fini.
[/NODE]

+[NODE]11
[STORY]
Sous peu, des visages et des corps prennent forme dans le vent et un groupe de spectres en descent.
[/STORY]
[OUT]Attaquer !
[OUT][Spectre] Enjoindre vos semblables à vous laisser tranquille. Votre propre désespoir et suffisant, Ils doivent trouver le leur.
[OUT][Shaman gobelin] Vous pouvez vous occuper des spectres. Vous mijotez un rituel pour capturer ces esprits rebelles et éventuellement les libérer.
[OUT]Se cacher et attendre que cette étrange tempête passe.
[OUT]Se cacher et attendre que cette étrange tempête passe.
[/NODE]

+[NODE]14
[STORY]
Un de vos enfant a été attiré par la nourriture préparée pour les esprits. Hélas, les âmes malades se sont repues de la substance de sa jeunesse, l'emportant dans les cieux.
[/STORY]
[OUT]Maudire les cieux.
[/NODE]

+[NODE]20
[STORY]
Des esprits du vent envahissent votre village. Que ce soit à cause de vos offrandes ou par chance, au lieu d'amener la peur et le désespoir, ces esprits apportent la joie et la gaieté. Revigoré par la bénédiction, l'amour et les rires submerge le village pendant des heures...le fruit de ces festivités va éclore dans quelques mois.
[/STORY]
[OUT]Remercier les cieux.
[/NODE]

+[NODE]21
[STORY]
Les lataviec apprécie votre présent. La nourriture disparaît et la tempête cesse, vous vous sentez revigorer.
[/STORY]
[OUT]Remercier les cieux.
[/NODE]

+[NODE]23
[STORY]
Les spectres sont vaincus et les cieux s'éclaircissent à nouveau. Votre esprit est apaisé.
[/STORY]
[OUT]Remercier les cieux que cela soit fini.
[/NODE]

+[NODE]25
[STORY]
Vous repoussez ces âmes torturées et le vent les emportent.
[/STORY]
[OUT]Remercier les cieux que cela soit fini.
[/NODE]

+[NODE]26
[STORY]
Quelque soit les âmes tourmentées qui hantent ses nuages tempétueux, leur puissance est écrasante. Elles quittent votre village, mais pas sans laisser leur marque accablante dans votre âmes.
[/STORY]
[OUT]Remercier les cieux que cela soit fini.
[/NODE]

+[NODE]31
[STORY]
Les spectres écoute et remonte dans les vents pour chercher un autre destin.
[/STORY]
[OUT]Retourner au travail.
[/NODE]

+[NODE]32
[STORY]
Vous avez déjà entendu parlé de ces fantômes du vent : Les esprit errants sont communément appelés des Lavatiec, des esprits issus de morts violentes, perdus dans les vents qui cherchent à jamais à se venger, incapables de s'enraciner où que ce soit. La manière de s'y prendre avec ce genre d'âme tourmenté et toujours la même, la magie ou les petits cadeaux.
[/STORY]
[OUT][Lumière ou Nature] Si c'est la tempête ou le vent qui ont emprisonné ces âmes, au nom de la lumière et de la nature, demander aux dieux que la foudre frappe pour nettoyer ces abjects cieux.
[OUT][Lumière ou Nature] Si c'est la tempête ou le vent qui ont emprisonné ces âmes, au nom de la lumière et de la nature, demander aux dieux que la foudre frappe pour nettoyer ces abjects cieux.
[OUT]Puisque la tempête est surnaturelle, accomplir un rituel pour essayer de la conjurer.
[OUT]Vous préparer à encaisser la manifestation physique de ces esprits.
[OUT]Laisser une offrande de nourriture pour les esprits dans l'espoir qu'ils s'en aillent. [perdre 50 % de la nourriture]
[OUT]Laisser une offrande de nourriture pour les esprits dans l'espoir qu'ils s'en aillent. [perdre 50 % de la nourriture]
[OUT]Laisser une offrande de nourriture pour les esprits dans l'espoir qu'ils s'en aillent. [perdre 50 % de la nourriture]
[/NODE]

+[NODE]34
[STORY]
Vous sentez que votre esprit est irrésistiblement drainé, le poids du désespoir et des pertes, l'éternelle obscurité,insatiable...Vous survivez à l'étrange tempête, mais elle a ravager le village, laissant des plaies et des bosses. Des ressources ont été perdues.
[/STORY]
[OUT]Remercier les cieux que cela soit fini.
[/NODE]

+[NODE]36
[STORY]
Votre rituel a fonctionné et les esprits sont libérés de leur errance éternelle. L'un ou l'autre pourrait même rester avec vous.
[/STORY]
[OUT]Partir.
[/NODE]

[/EVENT]

-- [EVENT] --Kikimora village(4)
+[NODE]2
[STORY]
Vous êtes réveiller par un terrible ramdam provenant du poulailler.
[/STORY]
[OUT]Enqueter.
[OUT]Vous barricader dans les maisons et attendre que cela parte -- quoique « cela» puisse être.
[/NODE]

+[NODE]3
[STORY]
Pendant des jours le village est perturbé par des accidents et des bizarrerie en tout genre. Vaisselle cassée, vache donnant du lait caillé, poules donnant des œufs pourris, bagarres pour des petits riens, et ainsi de suite. Cela vous épuise et la folie gagne tout le village comme un feu de paille. Vous n'êtes pas sur que ce qui est la cause de tout ceci soit parti, son étreinte se relâche pour le moment.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]5
[STORY]
Vous vérifiez le poulailler mais vous ne trouvez que quelques trace humide menant à une maison. à l'intérieur, derrière le four vous trouvez un poulet à l'air étrange. En y regardant de plus près, il ressemble plus à une vieilles femme avec des pieds de poulet, des griffes et une tête d'oiseau un peu tordue. Elle est assise derrière ce qui semble être un métier à tisser de fortune, tissant l'air lui même.
[/STORY]
[OUT][Sagesse ou zerca] Étudier l'origine de la créature.
[OUT]Lui offrir de la nourriture en payement. Les esprits l'accepte en général.
[OUT]Attendre qu'elle ait terminé et espérer que tout aille pour le mieux.
[/NODE]

+[NODE]9
[STORY]
Un rituel de protection fait rapidement n'est jamais facile ou peu coûteux — vous devez drainer l'esprit de certains des villageois pour pouvoir le terminer. Mais vous protégez le village de l'influence de la kikimora pour le moment, et au moins elle partira. Vous restez toutefois avec ses créations sur les bras.
[/STORY]
[OUT]Bien. Revenir à la vie normale du village.
[/NODE]

+[NODE]13
[STORY]
Vous savez que c'est une kikimora, une étrange sorte de démon du foyer tordu qui tisse littéralement la malchance. Il est très difficile de se débarrasser d'une kikimora vu qu'elle n'a pas de forme physique à combattre et qu'elle refuse de parler à qui que ce soit. Les pots de vin ou la magie semblent être les seules manières de gérer la situation, à part espérer que les choses s'améliorent.
[/STORY]
[OUT][Leshy] Dénigrer la kikimora, en effet elle faisait autrefois partie de vos forêts. Certain la prétendait même votre égale, mais ici il ne vaut mieux pas le mentionner. Lui dire de retourner dans les bois.
[OUT][Mysticisme] Pratiquer un rituel pour protéger votre village de la kikimora et espérer que ça la fasse partir sans faire histoire.
[OUT][intellect] Trouver une manière de la soudoyer pour qu'elle parte.
[OUT]Offrir de la nourriture en payement.
[OUT]Attendre qu'elle ait terminé et espérer que tout aille pour le mieux.
[/NODE]

+[NODE]14
[STORY]
La kikimora fronce et grogne, mais elle s'incline et part, murmurant simplement « Tu le regretteras vieille homme, oh oui...» les tissus qu'elle laisse en partant s'avèrent faire une robe descente.
[/STORY]
[OUT]La saluer d'un geste de la main tout en espérant ne pas la rencontrer dans la forêt.
[/NODE]

+[NODE]17
[STORY]
Pendant des jours le village est perturbé par des accidents et des bizarreries en tout genre. Vaisselle cassée, vaches donnant du lait caillé, poules donnant des œufs pourris, bagarres pour des petits riens, et ainsi de suite. Cela vous épuise. Mais finalement, l'esprit prend votre nourriture et part, il laisse même une robe tissée dans un fil qui semble invisible.
[/STORY]
[OUT]Bien. Revenir à la vie normale du village.
[/NODE]

+[NODE]18
[STORY]
Pendant des jours le village est perturbé par des accidents et des bizarreries en tout genre. Vaisselle cassée, vaches donnant du lait caillé, poules donnant des œufs pourris, bagarres pour des petits riens, et ainsi de suite. Cela vous épuise et la folie gagne tout le village comme un feu de paille. Mais finalement ce qui affectait votre village est parti, et part un heureux coup du sort, vos récoltes s'améliorent et votre esprit est renforcé.
[/STORY]
[OUT]Bien. Revenir à la vie normale du village.
[/NODE]

+[NODE]21
[STORY]
Vos efforts sont vains. Pendant des jours le village est perturbé par des accidents et des bizarreries en tout genre. Vaisselle cassée, vaches donnant du lait caillé, poules donnant des œufs pourris, bagarres pour des petits riens, et ainsi de suite. Cela vous épuise et la folie gagne tout le village comme un feu de paille.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]24
[STORY]
Vous remarquez que cette kikimora aime les flatteries et est très fière de ce qu'elle tisse. Vous l'arrosez de compliments à chacun de ses pas, et non seulement elle part, mais elle vous laisse en cadeau sa production terminée.
[/STORY]
[OUT]Bien. Revenir à la vie normale du village.
[/NODE]

[/EVENT]

-- [EVENT] --White snakes(5)
+[NODE]2
[STORY]
Après une forte averse, vous découvrez qu'un nid de vipères s'est introduit dans votre cellier. Ces serpents blancs sont particulièrement agressifs et se reproduisent vite.
[/STORY]
[OUT]Attaquer !
[OUT][Chasseur] Inspecter minutieusement leur nid.
[OUT][Druide ou Maître des bêtes] Essayer de charmer ces serpents pour les conduire hors de chez vous.
[OUT]Les laisser et espérer qu'elles déguerpiront comme elles sont venues.
[/NODE]

+[NODE]3
[STORY]
Vous pistez les serpents jusqu'à leur lieu d'origine et vous voyez qu'elles grouillent autour d'une créature dont elles se nourrissent. Elles gagnent, d'ailleurs, une méchanceté et une vigueur surnaturelle.
[/STORY]
[OUT]Utiliser votre position avantageuse pour attaquer !
[OUT][Chasseur] Poser un piège pour se débarrasser des vipères en sécurité.
[OUT]Les laisser et espérer qu'elles déguerpiront comme elles sont venues.
[/NODE]

+[NODE]12
[STORY]
Vous exterminez les serpents et dans le nid vous trouvez un démon mourant, un cmuch. Les serpents se nourrissaient clairement de sa chair et gagnaient ainsi des pouvoirs surnaturels.
[/STORY]
[OUT]Essayer de l'aider et se débarrasser des serpents.
[/NODE]

+[NODE]16
[STORY]
Les serpents se révèlent être eux même furtifs et sournois, se glissant dans des caches et vous menant la vie dure pendant un temps certain. Beaucoup de gens souffrirent de morsures empoisonnées et une partie de vos vivres fut également perdue. Puis aussi vite qu'ils sont venus, les serpents disparurent.
[/STORY]
[OUT]Retourner au travail.
[/NODE]

+[NODE]18
[STORY]
Vous essayez vos tours habituels, mais ces serpents sont étonnement sournois, d'une manière quasi surnaturelle. Vous êtes mordus et forcés à battre en retraite, toutefois vous savez exactement ou se situe le nid et comment l'attaquer cette fois-ci !
[/STORY]
[OUT]Utiliser votre position avantageuse pour attaquer !
[OUT][Chasseur] Poser un piège pour se débarrasser des vipères en sécurité.
[OUT]Les laisser et espérer qu'elles déguerpiront comme elles sont venues.
[/NODE]

[/EVENT]

-- [EVENT] --Bannik(6)
+[NODE]2
[STORY]
Vous entendez un cri provenant du bania. Vous vous précipitez vers les bains publics, vous y trouvez un vieil homme de petite taille avec une tête surdimensionné des cheveux mouillés et emmêlés et des bras très longs. Il semble occupé à nettoyer l’endroit.
[/STORY]
[OUT][Sagesse] Y regarder de plus près, pour déterminer la nature de cette créature.
[OUT][Skshack] Entrer et saluer votre copain démon du foyer.
[OUT]Essayer de parler à cet étranger. Demander à savoir ce qu'il fait là.
[OUT]Le chasser d'ici.
[OUT]Le chasser d'ici.
[OUT]L'attaquer !
[/NODE]

+[NODE]3
[STORY]
C’est clairement un bannik, une sorte de démon du foyer spécialisé dans les bains publics. Si vous l’autorisez à rester, vous devez lui laisser l’eau pour qu’il puisse s’y baigner chaque fois que les bains ont été utilisés trois fois en ne le dérangeant pas. Sinon le bannik peut s’énerver et noyer quelqu’un. Il conserva les bains propres et sans danger, il pourrait même prédire l’avenir.
[/STORY]
[OUT]Autoriser le bannik à rester selon ses règles.
[OUT]L'attaquer !
[OUT]Le chasser d'ici.
[OUT]Le chasser d'ici.
[/NODE]

+[NODE]4
[STORY]
La créature ne peut ou ne veut pas vous parler. Au lieu de ça, il commence à préparer un bain. Il vous regarde, irrité, alors qu’il s’apprête à entrer dans la baignoire.
[/STORY]
[OUT]C'est une sorte de démon, mais il n'a pas agressif -- du moins pas pour le moment. Il vaut mieux le laisser, il partira peut-être après son bain.
[OUT]C'est une sorte de démon, mais il n'a pas agressif -- du moins pas pour le moment. Il vaut mieux le laisser, il partira peut-être après son bain.
[OUT]L'attaquer !
[OUT]Le chasser d'ici.
[OUT]Le chasser d'ici.
[/NODE]

+[NODE]9
[STORY]
Vous attaquez la créature et détruisez sa forme physique sans difficulté. Cependant, l'eau du bain devient rouge et le reste pendant plusieurs semaines, même en la changeant régulièrement. Cela entraîne une vague de maladies dans votre village.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]13
[STORY]
Vous autorisez la créature à rester en essayant de ne pas la déranger quand elle est dans les bains. En retour, vous trouvez les bains publics toujours propres avec de l'eau fraîche et revitalisante. Certain sont en meilleure santé, d'autre se voit prédire l'avenir et il y a même une chance que d'autres bons démons soient attirés ici.
[/STORY]
[OUT]Remercier le démon et revenir à la vie normale du village.
[/NODE]

+[NODE]14
[STORY]
Vous autorisez la créature à rester et vous essayez de lui donner de la nourriture, comme vous le feriez avec d'autres démons du foyer. Hélas, un jour, vous le dérangez pendant son bain et il devient féroce et a même failli vous noyer. Il part, mais pendant plusieurs semaines les bains publics sont maudits par des maladies.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]16
[STORY]
Vous chassez la créature, mais le soir suivant, un groupe d'utopiecs attaquent le village depuis les bains !
[/STORY]
[OUT]Combattre.
[/NODE]

+[NODE]20
[STORY]
Vous chassez la créature, mais pendant les semaines suivantes, les bains publics deviennent un lieu de maladie et d'accident. L'eau est constamment sale, les sols sont glissants, les herbes médicinales pourrissent, le toit fuit et certains se font brûler par la vapeur. Finalement, tout revient à la normale, mais toute cette malchance attaque votre moral.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]23
[STORY]
Vous savez que c'est un bannik, une sorte de démon du foyer spécialisé dans les bains publics. Si vous l’autorisez à rester, vous devez lui laisser l’eau pour qu’il puisse s’y baigner chaque fois que les bains ont été utilisés trois fois en ne le dérangeant pas. Sinon le bannik peut s’énerver et noyer quelqu’un. Il conserva les bains propres et sans danger, il pourrait même prédire l’avenir.
[/STORY]
[OUT]Autoriser le bannik à rester selon ses règles.
[OUT]Lui demander de partir poliment, mais en le souhaitant fortement.
[OUT]Le chasser d'ici.
[OUT]Le chasser d'ici.
[/NODE]

+[NODE]30
[STORY]
Vous autorisez le bannik à rester en essayant de ne pas la déranger quand elle est dans les bains. En retour, vous trouvez les bains publics toujours propres avec de l'eau fraîche et revitalisante. Certain sont en meilleure santé, d'autre se voit prédire l'avenir et il y a même une chance que d'autres bons démons soient attirés ici.
[/STORY]
[OUT]Remercier le démon et revenir à la vie normale du village.
[/NODE]

+[NODE]31
[STORY]
Vous autorisez le bannik à rester en essayant de ne pas la déranger quand elle est dans les bains. En retour, vous trouvez les bains publics toujours propres avec de l’eau fraîche et revitalisante. Hélas un enfant dérange accidentellement le démon pendant son bain. Ce dernier a quasiment noyé l’enfant de rage. La créature part, les bains répandant une méchante maladie pendant des semaines.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

[/EVENT]

-- [EVENT] --Owinnik(7)
+[NODE]2
[STORY]
Un cri soudain retentit alors que vous vous précipitez vers la ferme où vous trouvez un gros chat noir hirsute aux yeux brillants. Il aboie en vous voyant.
[/STORY]
[OUT][Sagesse ou zerca] Examiner la créature avec attention.
[OUT][Skshack] Saluer un de vos compagnons démon du foyer.
[OUT]Lâcher vos chiens après cette chose pour la chasser !
[OUT]Lui donner de la viande et du lait à manger.
[OUT]Le tuer.
[OUT]Le laisser.
[/NODE]

+[NODE]3
[STORY]
L'owinnik semble ravi de vos efforts. Vos cultures sont propres et saines et ainsi vos récoltes augmentent. Vos récolteurs semblent gagner en force.
[/STORY]
[OUT]Génial. Revenir à la vie normale du village.
[/NODE]

+[NODE]4
[STORY]
La créature semble vaguement vexée et vous le fait savoir. Mais elle apprécie vos manières polies, donc à part devoir faire des pieds et des mains pour qu'elle se sente spéciale, ce qui vous humilie un peu, rien de grave n'arrive et votre village est sauf.
[/STORY]
[OUT]Bien. Revenir à la vie normale du village.
[/NODE]

+[NODE]6
[STORY]
La créature hurle et s'enfuit, en laissant derrière elle un peu de ses réserves et en vous lançant rapidement une bénédiction, pour s'assurer que vous garderez bien les chiens attacher.
[/STORY]
[OUT]Bien. Revenir à la vie normale du village.
[/NODE]

+[NODE]7
[STORY]
Vous l'attaquez, mais vous sentez un poids sur votre esprit. Pire, la créature se change en une nuée de rats qui vous attaque.
[/STORY]
[OUT]Combattre !
[/NODE]

+[NODE]8
[STORY]
Vous la tuez et à part la sensation d'une grande tension dans votre esprit, rien ne se passe.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]11
[STORY]
Le démon semble offensé par votre offrande, souffle, grogne et aboie méchamment. La majorité de vos réserves de nourriture pourrit les jours suivants et vous perdez une partie de provision pour le feu.
[/STORY]
[OUT]Sauver ce que vous pouvez et retourner à la vie normale du village.
[/NODE]

+[NODE]20
[STORY]
C'est un owinnik, un étrange démon du foyer qui s'occupe des fermes, mais qui est très critique des fermiers. Alors qu'il peut protéger vos cultures du feu et de la maladie et vos récoltes bien à l'abri dans vos stocks, il peut également faire le contraire s’il n'est pas respecté. Donnez-lui du grain si vous le pouvez, ou trouvez une autre manière de montrer votre gratitude.
[/STORY]
[OUT]Lui donner du grain.
[OUT]Vous n'avez pas assez de grain à lui donner. Lui apporter un autre type de nourriture.
[OUT][Affinité : Magie] C'est un démon. Lui offrir votre essence spirituelle en signe de respect et de pacte.
[OUT]Lui demander poliment de partir, car vous n'avez pas les moyens d'honorer correctement son travail.
[/NODE]

+[NODE]21
[STORY]
Le démon s'incline devant vous et vous demande la permission de rejoindre vos fermes. C'est un owinnik, une créature très particulière qui n'accepte en général que le grain en payement, toutefois vous pouvez essayer de trouver d'autres manières de lui montrer votre respect. Ils sont très fiers d'eux même.
[/STORY]
[OUT]Lui donner du grain.
[OUT]Vous n'avez pas assez de grain et vous savez que lui offrir tout autre type de nourriture pourrait l'offenser, donc vous décliner poliment sa demande de rejoindre vos fermes.
[OUT][Affinité : Magie] C'est un démon. Lui offrir votre essence spirituelle en signe de respect et de pacte.
[/NODE]

+[NODE]24
[STORY]
L'owinnik semble ravi de vos efforts. Vos cultures sont propres et saines et ainsi vos récoltes augmentent. Vos récolteurs semblent gagner en force.
[/STORY]
[OUT]Génial. Revenir à la vie normale du village.
[/NODE]

+[NODE]25
[STORY]
L'owinnik a l'air très content de vos efforts. Vos cultures sont gardées à l'abri des maladies et sont bien entretenues, augmentant ainsi vos récoltes. Vos récolteurs semblent gagner en force.
[/STORY]
[OUT]Génial. Revenir à la vie normale du village.
[/NODE]

+[NODE]28
[STORY]
Le démon semble offensé par votre ignorance. Il souffle, grogne et aboie méchamment. La majorité de vos réserves de nourriture pourrit les jours suivants et certains des vôtres tombent malades.
[/STORY]
[OUT]Sauver ce que vous pouvez et retourner à la vie normale du village.
[/NODE]

+[NODE]30
[STORY]
Le démon renifle votre offrande et décide de l'accepter. Il part en vous bénissant.
[/STORY]
[OUT]Bien. Revenir à la vie normale du village.
[/NODE]

[/EVENT]

-- [EVENT] --Old hag(8)
+[NODE]2
[STORY]
Une vieille femme arrive à vos portes et demande l’asile pour la nuit.
[/STORY]
[OUT][Sorcière] Accueillir votre consœur, mais la prévenir que vous ne tolèrerez aucune magie noire ici.
[OUT][sagesse] Elle à l'air d'avoir beaucoup confiance en elle pour une voyageuse solitaire. L'examiner de plus près.
[OUT][Affinité : Magie] Vous sentez des ondes de magie autour d'elle. Y regarder de plus près.
[OUT][Baba Yaga] Prévenir votre sœur démoniaque que vous ne tolèrerez pas ses manières vindicatives ici.
[OUT]L'inviter à entrer.
[OUT]L'inviter à entrer.
[OUT]Une femme seule de nuit ? Non, lui demander de partir.
[OUT]Une femme seule de nuit ? Non, lui demander de partir.
[/NODE]

+[NODE]4
[STORY]
Vous autorisez la femme à rester pour la nuit, et quand vous vous levez, vous trouvez une nuée de rats là ou vous l'aviez laissée. Certains de vos enfants ont été capturés par la sorcière aux rats, et par ses serviteurs !
[/STORY]
[OUT]Attaquer les rats avant que d'autres enfants ne soient pris.
[OUT]Laisser les rats partir. Peut-être que vous pouvez retrouver la trace des enfants.
[/NODE]

+[NODE]13
[STORY]
Vous autorisez la femme à rester pour la nuit, et quand vous vous réveillez, elle est partie. Mais elle a laissé sa bénédiction sur le village et même un petit cadeau en récompense de votre hospitalité.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]16
[STORY]
Vous tuez les rats restant, au moins comme ça aucun autre enfant ne sera perdu.
[/STORY]
[OUT]Envoyez des éclaireurs pour essayer de retrouver la sorcière aux rats.
[/NODE]

+[NODE]22
[STORY]
Vous échouez à vous débarrasser de la vermine, et s’il vous restait des enfants, certains d'entre eux sont capturés par les rats fuyants. Les rongeurs vous laissent également avec des maladies.
[/STORY]
[OUT]Envoyez des éclaireurs pour essayer de retrouver la sorcière aux rats.
[/NODE]

+[NODE]24
[STORY]
Son corps a beau paraître vieux et racorni, ses yeux sont par contre pleins de force et de vitalité et son pas est très sûr. Une patte de lapin à la ceinture, l'odeur des herbes, le bout des doigts teintés par la préparation de potion, mais également un air sombre, une drôle de couleur de peau et un sourire sauvage. Elle est très certainement une sorcière, mais il y a également une faible chance que ce soit une baba yaga, un dangereux démon.
[/STORY]
[OUT]La défier dans une bataille d'esprit.
[OUT]Attaquer !
[OUT]L'autoriser à rester, mais rester vigilant à toute éventuelle fourberie.
[OUT]L'autoriser à rester, mais rester vigilant à toute éventuelle fourberie.
[OUT]Protéger le village et lui dire de partir.
[OUT]Protéger le village et lui dire de partir.
[/NODE]

+[NODE]30
[STORY]
Vous chassez la vieille bique, mais pendant les semaines qui ont suivi, votre village est infesté de vermine. La maladie suit peu après.
[/STORY]
[OUT]Vous débarrasser des rats et rester ferme.
[/NODE]

+[NODE]31
[STORY]
La vieille bique hurle de douleur quand vous vainquez son esprit. Son corps dépérit en un vieux cadavre racorni.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]33
[STORY]
La vieille gît morte. Son corps se racornit en un vieux cadavre.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]35
[STORY]
La Baba yaga rit hystériquement face à vos efforts risibles. Si vous avez des enfants, certains sont manquants. Si vous avez des chats, ils suivent la vieille. Vous sentez tout le poids de vous être frotté à une Baba yaga.
[/STORY]
[OUT]Revenir à la vie normale du village.
[/NODE]

+[NODE]41
[STORY]
« Une sœur ! Ha quelle chance, d'habitude la ou que je vais, j'ai de bonnes chances de finir fouettée, brulée ou chassée. Pas de vilains tours de ma part, ma belle. J'veux juste de quoi rester en paix. On peut aussi faire un peu de troc si ça vous chante, ma jolie ? »
[/STORY]
[OUT]Marchander.
[OUT]Proposer un duel d'esprit, les sorcières, l'une contre l'autre.
[OUT]Lui souhaiter une bonne nuit et aller vous coucher.
[/NODE]

+[NODE]42
[STORY]
Elle tourne la tête vers vous et rit, puis pleure, puis regarde dans le vague avant de parler. « Apprivoisée, vous êtes apprivoisée, votre chagrin parti ? Ou seulement caché ? J'me demande... Un marché. On fait un marché. Vous m'laissez rester et je vous en dis plus sur vous. »
[/STORY]
[OUT]L'autoriser à rester.
[OUT]L'autoriser à rester.
[OUT]Ne jamais faire confiance à l'une de vos semblables. Attaquer !
[/NODE]

+[NODE]44
[STORY]
« 'Aime bien barguigner avec toi. Maintenant, 'vais pioncer. J'te remercie Frangine.»
[/STORY]
[OUT]Proposer un duel d'esprit, les sorcières, l'une contre l'autre.
[OUT]Lui souhaiter une bonne nuit et aller vous coucher.
[/NODE]

+[NODE]46
[STORY]
« Hey, t'es pas mauvaise, frangine. J'chui bin rouillée. Tiens, un p'tit cadeau pour la vainqueuse. Maintenant, j'vais pioncer. »
[/STORY]
[OUT]Lui souhaiter une bonne nuit et aller vous coucher.
[/NODE]

+[NODE]47
[STORY]
« Hé bin t'as fait de ton mieux, frangine. T'as encore pas mal de p'tites choses à apprendre, n'empêche. Maintenant, j'vais pioncer. »
[/STORY]
[OUT]Lui souhaiter une bonne nuit et aller vous coucher.
[/NODE]

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

+[NODE]54
[STORY]
Vous autorisez la femme à rester pour la nuit, et quand vous vous levez, vous trouvez une nuée de rats là ou vous l'aviez laissée. Certains de vos enfants ont été capturés par la sorcière aux rats, et par ses serviteurs !
[/STORY]
[OUT]Attaquer les rats avant que d'autres enfants ne soient pris.
[OUT]Laisser les rats partir. Peut-être que vous pouvez retrouver la trace des enfants.
[/NODE]

+[NODE]55
[STORY]
Vous chassez la vieille bique, mais pendant les semaines qui ont suivi, votre village est infesté de vermine. La maladie suit peu après.
[/STORY]
[OUT]Vous débarrasser des rats et rester ferme.
[/NODE]

[/EVENT]

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

+[NODE]5
[STORY]
You kill the attackers and discover on their bodies signs of freshly healed illnesses, scars, old boils, and medicines taken for many weeks.You realise they must have been struck by the deadly sickness when the homen came and you shielded yourselves.
[/STORY]
[OUT]Give them a burial and get back to work.
[OUT]Throw the bodies out and get back to work.
[/NODE]

+[NODE]7
[STORY]
'You, you so-called god-fearing folk! You scum were too cowardly to accept the will of the gods and so WE paid!All our children dead in days, our elderly and weak too. This is all who survived, and our days are numbered.'They take your food supplies, they throw the torches, but you feel their vengeful spirit weaken as they see the futility of their fate and depart.
[/STORY]
[OUT]Keep away in case they become violent again. Then try to save as much as you can.
[/NODE]

+[NODE]8
[STORY]
'The gods, yes, they do seem to favour you. After all, they listened to your will and let us die in your stead when the homen came.All our children, our elderly and the weak, all dead while you stayed safe.'
[/STORY]
[OUT][Healer]Offer to help those who survived.
[OUT]Give them food to help. [Lose 20% food]
[OUT]Tell them it was the will of the gods and only the strongest survive.
[OUT]Say that you are sorry, and offer them a place among you if they choose to accept.
[/NODE]

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

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

[/EVENT]

