-- [EVENT] --Dark Volh(0)
+[NODE]2
[STORY]
You see a small hamlet assailed by the unliving!
[/STORY]
[OUT]Help them out and attack the unliving!
[OUT]None of your business. Leave.
[OUT][Male witch]These unliving were summoned here -- you can feel it. Try breaking their bond with your own ritual.
[OUT][Necromancer]Some untrained youth clearly summoned these skeletons. Command them to cease, and track the culprit.
[/NODE]

+[NODE]7
[STORY]
The skeletons collapse, their unnatural bond to life broken. You sense a faint trail of their young master, for you know for certain it is a mere child that played with the dark art. 
The trail leads deep into the greyworld, a land of neither living nor dead. 
[/STORY]
[OUT]Ask the villagers what happened here.
[/NODE]

+[NODE]10
[STORY]
You eventually break the bond that held the unliving here, but the foul magic that awakened them was wild, uncontrolled, and it stung back. 

[/STORY]
[OUT]Ask the villagers what happened here.
[/NODE]

+[NODE]11
[STORY]
You destroy the unliving scourge and burn their bones to ash to make sure they do not rise again.

[/STORY]
[OUT]Ask the villagers what happened here.
[/NODE]

+[NODE]12
[STORY]
You are badly beaten and forced to flee for now.
[/STORY]
[OUT]Run.
[/NODE]

+[NODE]14
[STORY]
A village elder speaks to you:
'It was our boy, Ivan... he was born with the dark mark, and you see, before, we made sure he was never taught magic, but now, the volh came, said they will teach him, said the gods sent them. So we let them, but the boy, he, he made a mockery of the dead simply to impress his friends... poor Viola, she was killed by one of the fiends...'
[/STORY]
[OUT]Does he know where the boy is now?
[OUT]Is the volh who was teaching him still here?
[/NODE]

+[NODE]15
[STORY]
'His teacher said the boy went into some ghost place. We don't know. It is in the lands of the goblins, the darkness islands. That's all I know.'
[/STORY]
[OUT]Nod and say that perhaps you will try to seek out this troubled youth before he makes more unliving.
[OUT]Nod and say that perhaps you will try to seek out this troubled youth before he makes more unliving.
[/NODE]

+[NODE]16
[STORY]
'No, the bastard went and left us to our fates! Said something about having to find the boy fast, about bad consequences given more time.' 
[/STORY]
[OUT]Does he know where the boy is now?
[/NODE]

+[NODE]17
[STORY]
'You do what you want. We'll be on our way to find safer parts, and we'll have none of that boy-learning-magic silliness in the future!'
They give your own volh some dirty looks before they hurry away.
[/STORY]
[OUT]Wish them well and leave.
[/NODE]

+[NODE]18
[STORY]
 'You do what you want. We'll be on our way to find safer parts, and we'll have none of that boy-learning-magic silliness in the future!'
The folk move away and leave you a small gift in thanks for helping.

[/STORY]
[OUT]Wish them well and leave.
[/NODE]

+[NODE]22
[STORY]
The skeletons collapse, their unnatural bond to life broken. You sense a faint trail of their young master, for you know for certain it is a mere child that played with the dark art. 
The trail leads deep into the greyworld, a land of neither living nor dead. 
[/STORY]
[OUT]Ask the villagers what happened here.
[/NODE]

[/EVENT]

-- [EVENT] --Dark Volh Start(1)
+[NODE]2
[STORY]
You hear the sounds of a fight and see torchlight up ahead. Likely a small settlement.
[/STORY]
[OUT]Mark it on your map.
[/NODE]

[/EVENT]

-- [EVENT] --Dark Volh Trail(2)
+[NODE]2
[STORY]
You heard rumours of the unliving roaming nearby, and of a boy who seemed to control them. This may be the child you were looking for.
[/STORY]
[OUT]Track him.
[/NODE]

[/EVENT]

-- [EVENT] --Dark Volh Spwn(3)
+[NODE]2
[STORY]
You see the place where the veil between the greyworld -- a land of the spirits and pure magic -- and this one has thinned to the point of merging. 
It is here that you spot the body of an old volh and a young boy crying over it. The boy's body is part ethereal and the veins on his round face are blackened and pulsating.
[/STORY]
[OUT][Male witch only]This boy's croppings are clearly going astray. He is lost and driven towards darkness. Try to speak to him calmly.
[OUT][Shaman or spirit only]This poor human is clearly trapped in the greyworld, and the stupid human male witch was not able to guide him through properly. Spirits need to be respected, not forced towards obedience. Speak to the spirits and ask them to let the boy go, to allow him to choose his path freely. 
[OUT][Magic user]A lot of dark energies are cumulating here. Try to calm this storm before it blows up, even if it will put the child in more danger.
[OUT][Witch]A typical outcome of human or orc males trying to meddle in what is not their forte! Kill the child swiftly so it does not suffer or bring more darkness here. 
[OUT]Try to speak to the child.
[OUT]Attack!
[OUT]Leave them be. This is none of your business.
[/NODE]

+[NODE]5
[STORY]
The boy looks up, black tears running down his pale cheeks:
'I'm sorry, I never meant to... he said it was okay, he said it was safe, to come to him, but then the spirits told me to take more of the dark, and more and more, and it was so good... but now he's dead.'
The boy whimpers.
[/STORY]
[OUT][Male witch only]The boy needs to complete his path, and you must become his guide. Speak the volh rites of passage to try to aid the child.
[OUT]Kill the boy, for his path is darkened already, and it will be hard to keep him away from it even if you were to help him now. 
[OUT][Magic user]Mystical powers are swirling with chaos here. Try to cleanse the place so the child may be saved from destruction or utter darkness.
[OUT]Try to physically pull the boy away from this place of magic, even though you know this is the riskiest path.
[OUT]Leave them be. This is none of your business.
[/NODE]

+[NODE]9
[STORY]
You speak the words and as the boy hears them, he rises and walks the path, becoming more and more corporeal with every step. 
You see the darkness seep out of his body, although you suspect that he will remain tainted always. He collapses as he fully exits the greyworld.
You, however, feel that you have now become a true volh, as you have proven that you can be a mentor to the young boy.
[/STORY]
[OUT]Wait for the boy to wake up.
[/NODE]

+[NODE]10
[STORY]
The child wakes. His body and mind have reverted to his younger self, so perhaps he will yet have a chance to grow up into a volh one day.
[/STORY]
[OUT]Ask him what happened here and back in the village.
[/NODE]

+[NODE]11
[STORY]
'I... I am not sure. It was so dark and confusing. So many voices, all telling me to do stuff. And then I had friends, so many friends, they would do what I wanted... until they didn't, until they did bad things and I couldn't stop them... oh no, oh no, you have to stop him -- my dragon! He is out there and I think he means to destroy many more villages!'
[/STORY]
[OUT]Ask the boy where the dragon is, and leave together.
[OUT]Ask the boy where the dragon is, but leave him here -- he needs to find his own way from now on.
[/NODE]

+[NODE]14
[STORY]
As you approach the child with deadly intent, you feel the earth tremble, and from beneath, a bony claw emerges, followed by a full-grown unliving dragon!
[/STORY]
[OUT]Fight!
[/NODE]

+[NODE]15
[STORY]
Whatever you tried, it did not work. The boy continues to inhale darkness, and it twists his little body until he becomes a grown man. 
He looks back at you and smiles, then tears through the veil and walks out, far away from your reach.
[/STORY]
[OUT]Try to follow him. 
[/NODE]

+[NODE]16
[STORY]
You kill the dragon and see the boy collapse while he is still trapped in the greyworld. His body goes limp and spirits tear it apart. Then the rift to the spirit world closes. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]20
[STORY]
You speak the words and as the boy hears them, he rises and walks the path, becoming more and more corporeal with every step. 
You see the darkness seep out of his body, although you suspect that he will remain tainted always. He collapses as he fully exits the greyworld.

[/STORY]
[OUT]Wait for the boy to wake up.
[/NODE]

+[NODE]22
[STORY]
The spirits listen to your plea and agree to let the boy go. He rises and walks the path, becoming more and more corporeal with every step. 
You see the darkness seep out of his body, although you suspect that he will remain tainted always. He collapses as he fully exits the greyworld.
[/STORY]
[OUT]Wait for the boy to wake up.
[/NODE]

+[NODE]27
[STORY]
You manage to close the rip between this world and the greyworld, calming the dark energies. The child is spat out into our world, unconscious but alive.
You see the darkness seep out of his body, although you suspect that he will remain tainted always.
[/STORY]
[OUT]Wait for the boy to wake up.
[/NODE]

+[NODE]28
[STORY]
You manage to close the rip between this world and the greyworld, calming the dark energies. Alas, the boy perishes in the spirit world and emerges as a lost wraith, with no inkling of his former self. It will follow you, but only as a servant.
You do, however, notice an unliving dragon fly by and roar in joy at his newly found freedom. He will likely wreak havoc on the living if unchecked.
[/STORY]
[OUT]Take the wraith and go deal with this unliving dragon.
[/NODE]

+[NODE]29
[STORY]
You use the feather of a crow, dipped in the blood of three virgins and carried under your armpit for three full moons. The feather gently floats to the boy, crossing into the greyworld unhindered, and upon touching the child's heart, it kills him instantly. 
It also severs any magic links to unclean creatures that the child had called to unlife. The boy's spirit, cleansed and calm, becomes yours to command.
[/STORY]
[OUT]Take the spirit and leave this place.
[/NODE]

+[NODE]33
[STORY]
The boy is stuck in the greyworld, a place where spirits dwell and darkness runs amok. All who are gifted in mystical power have to undergo a journey there, but clearly this boy is not doing well.
He looks at you, seeming scared, but he cannot hear you. The child is stuck. You can almost reach him one moment, then he becomes distant again. If you grab him, perhaps you could pull him out by sheer force, although you know full well it is madness to try it...
[/STORY]
[OUT]Pull him out!
[OUT]Kill the boy and end his misery.
[OUT][Magic user]A lot of dark energies are cumulating here. Try to calm this storm before it blows up, even if it will put the child in more danger.
[OUT][Witch]A typical outcome of human or orc males trying to meddle in what is not their forte! Kill the child swiftly so it does not suffer or bring more darkness here. 
[OUT]Leave them be. This is none of your business.
[/NODE]

+[NODE]36
[STORY]
The dragon defeats you and feeds on your spirit. The boy emerges from the greyworld, changed, and mounts the unliving dragon. They fly away.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]38
[STORY]
You grab hold of the child and pull while the spirts of the greyworld assail you and push back. You eventually pull the child out, but he is dead. Still, you feel he is at peace now, and you feel his spirit with you.
You do, however, notice an unliving dragon fly by and roar in joy at his newly found freedom. He will likely wreak havoc on the living if unchecked.
[/STORY]
[OUT]Take the wraith and go deal with this unliving dragon.
[/NODE]

+[NODE]39
[STORY]
You manage to grab hold of the boy and pull him out through the rift between this world and the greyworld. The child is unconscious, but alive.
You see the darkness seep out of his body, although you suspect that he will remain tainted always.

[/STORY]
[OUT]Wait for the boy to wake up.
[/NODE]

+[NODE]46
[STORY]
You find a ruined village. The houses are rotted away, covered in odd green slime. Dried-up humanoid corpses lie on the floor, twitching, as if about to rise again.
Amongst it all stands a young man, his face pale and gaunt, his veins coursing with black blood. Behind him stands an unliving dragon, feeding on a few remaining humans.
[/STORY]
[OUT][Magic user]Sadly, this is what happens to the volh when they are not guided properly. Attack this necromancer in the spirit realms, and fast, before his power grows even more!
[OUT]Attack!
[OUT]Leave them be. This is none of your business.
[OUT]Try to speak to this person and perhaps reason with him.
[/NODE]

+[NODE]48
[STORY]
You destroy Ivan and his minions. Any other unliving he created should now lose their life force and collapse. 
The boy's spirit has turned into a wraith and now attaches itself to your service.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]50
[STORY]
Ivan defeats you and drains your spirit before he flies away on his unliving mount. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]52
[STORY]
You destroy the rogue volh and his minions. Any other unliving he created should now lose their life force and collapse. 
The boy's spirit has turned into a wraith and now attaches itself to your service.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]54
[STORY]
The man looks at you. His voice is young, despite the wrinkled face and worn-out body:
'You smell of home... why have you come?'  
[/STORY]
[OUT][Volh]Say that he clearly failed his cropping and is now on a dark path, but you can try to help him.
[OUT][Witch]Say that you are here to correct a mistake. Say that he either surrenders to you or dies!
[OUT]Tell him you saw what he did in his own village, and he needs to stop or be stopped.
[OUT]Attack!
[/NODE]

+[NODE]55
[STORY]
'Why would I ever want to give up my power? In this world, you are either the predator or the prey. All the folk in my village, they were weak. My teacher too, telling me to stay tempered, careful. Fools, all of you. I control dragons now -- dragons!'
A boyish excitement beams from the necromancer, and his creatures turn to you.
[/STORY]
[OUT]Call upon your gods and put the fear of the underworlds into this insufferable child!
[OUT]Attack!
[OUT][Magic user]Sadly, this is what happens to the volh when they are not guided properly. Attack this necromancer in the spirit realms, and fast, before his power grows even more!
[/NODE]

+[NODE]57
[STORY]
'Why would I ever want to give up my power? In this world, you are either the predator or the prey. All the folk in my village, they were weak. My teacher too, telling me to stay tempered, careful. Fools, all of you. I control dragons now -- dragons!'
A boyish excitement beams from the necromancer, and his creatures turn to you.
[/STORY]
[OUT]Call upon your gods and put the fear of the underworlds into this insufferable child!
[OUT]Attack!
[OUT][Magic user]Sadly, this is what happens to the volh when they are not guided properly. Attack this necromancer in the spirit realms, and fast, before his power grows even more!
[/NODE]

+[NODE]58
[STORY]
The man looks startled by the firmness of your voice, as a child would when being told off by a parent. 
'I... I am sorry. I know this is bad, but it was so much fun...'
He snaps his fingers and the dragon and all other unliving collapse in a pile of bones.
[/STORY]
[OUT]Kill the man. He has the mind of a child and the power to raise dragons.
[OUT]Tell the man he will stay with you now and learn to do better.
[OUT]Tell the man he will stay with you now and learn to do better.
[/NODE]

+[NODE]62
[STORY]
'Ha ha, how dare you try to threaten me, fools! Time to die!'
[/STORY]
[OUT]Fight.
[OUT]Run away!
[/NODE]

[/EVENT]

-- [EVENT] --Cmok(4)
+[NODE]2
[STORY]
An enormous bat is trying to nestle atop your house. It has squeezed itself halfway inside, but it is too large to go further. It looks perplexed, but also agitated.
[/STORY]
[OUT][Night demon]This is not a bat -- it is a cmok or cmuk[RV1], a creature that serves the night. Speak to it.
[OUT][Wisdom]This is no bat. It must be a demon, likely a cmok. Try talking to it.
[OUT]Whatever it is, kill it!
[OUT]The beast is bound to destroy your house, but it is formidable. Try to lure it away with food.
[OUT]Leave it be and hope for the best.
[/NODE]

+[NODE]3
[STORY]
The creature turns to you and looks angry:
'You -- no, not you! You made us like this, big, clunky... we were house demons, it was warm and nice... now fly at night, alone, take blood, look at moon. I want to be house demon again!'
[/STORY]
[OUT]Say that your kind elevated them from basic simpletons to the scourge of the night, the mighty knights of darkness in service of the moon itself. Would he truly reject that? Ask what brought this on.
[/NODE]

+[NODE]5
[STORY]
'Well, I... my striga mistress gone. No purpose. No fun. She was fun. No sad like many night people. House demons get to do naughty things. Me, I must be bloody and scary.'
[/STORY]
[OUT]Say that you met a witch who can curse someone into another form. Perhaps he can find her and ask to be changed.
[OUT][Horz]Say that he should be proud to be a night demon, especially in the service of the lord of the moon himself!
[OUT]Insist that being a night demon is better, for house demons are the lowliest of all. Tell him he should soar the skies proudly!
[OUT]Attack the cmok!
[/NODE]

+[NODE]6
[STORY]
You defeat the creature and its body shrinks in death to resemble a funny-looking bat the size of a cat.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]7
[STORY]
The cmok's eyes turn red as it devours your spirit offering. Its body pulsates with thin green veins, and it moves away from the house and soars into the night sky, bellowing:
'The night calls, nature so strong, no house for me, only night sky.'
It flies away.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]9
[STORY]
'I am a cmok, house cmok, no cmok, no. I am house demon. So you give me things and I stay here and... yes.'
[/STORY]
[OUT]Politely point out that it is way too big for a house demon.
[OUT]Whatever it is, kill it!
[OUT][Wisdom]The cmok is a night creature that feeds on spirit. Offer it some to leave you be.
[/NODE]

+[NODE]10
[STORY]
The cmok's eyes turn red as it devours your spirit offering. Its body pulsates with thin green veins, and it moves away from the house and soars into the night sky, bellowing:
'The night calls, nature so strong, no house for me, only night sky.'
It flies away.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
'Too big, too big!' The creature stretches its wings and thrashes about, damaging your house and much of what is within.
A thick fog of pure darkness is unleashed and leaves you petrified, but the cmok does fly away.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]20
[STORY]
The creature perks up and takes the food:
'An offering for house demon, yes! I take, I go. I am free...'
The creature leaves you a gift then flies away, clearly very happy.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
The creature persists in trying to nestle in your home. It speaks of wanting to be a house demon, then turns angry and snaps at anyone who comes close. 
It asks for favours constantly until one night with a full moon, it flies away, as if called by the moon itself. It leaves you worn out from its antics, but unharmed.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]26
[STORY]
The creature persists in trying to nestle in your home. It speaks of wanting to be a house demon, then turns angry and snaps at anyone who comes close. 
It asks for favours constantly until one night with a full moon, it flies away, as if called by the moon itself. It leaves you with emptied supplies and broken stock, but unharmed.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]28
[STORY]
The creature persists in trying to nestle in your home. It speaks of wanting to be a house demon, then turns angry and snaps at anyone who comes close. 
It asks for favours constantly until one night with a full moon, it flies away, as if called by the moon itself. It seems very happy with your compliance, and leaves you a gift.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]29
[STORY]
The cmok bows before you and leaps into the air:
'Yes, I am sorry, I will serve and be proud!'
The cmok flies away and leaves you a gift as thanks.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]32
[STORY]
The cmok bows before you and leaps into the air:
'Yes, I am sorry, I will serve and be proud!'
The cmok flies away and leaves you a gift as thanks.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]33
[STORY]
'No, no, no! Too big, too big!' The creature stretches its wings and thrashes about, damaging your house and much of what is within.
A thick fog of pure darkness is unleashed and leaves you petrified, but the cmok does fly away.

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

+[NODE]34
[STORY]
The cmok bows before you and leaps into the air:
'Yes, I am sorry, I will serve and be proud!'
The cmok flies away and leaves you a gift as thanks.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Exposure(5)
+[NODE]2
[STORY]
The summer sun is scorching, enhanced by the unnatural call of the lightbringers. 
The heat is making you dizzy and weak. You must seek shelter fast or risk exhaustion.
[/STORY]
[OUT][Hunter or scavenger]You know how to survive such trials. Seek shade, ration your water, and cover your head from the burning. 
[OUT][Water demon]This heat threatens to boil you alive! Try to seek shelter fast.
[OUT]Seek shelter.
[/NODE]

+[NODE]6
[STORY]
You manage to push through and find shade and water. You rest until the heatwave lessens enough for you to resume travel.
[/STORY]
[OUT]Leave.
[OUT]Leave.
[/NODE]

+[NODE]7
[STORY]
You skilfully preserve your energy and find shade and water. You rest until the heatwave lessens enough for you to resume travel.
[/STORY]
[OUT]Leave.
[OUT]Leave.
[/NODE]

+[NODE]11
[STORY]
The sun burns so hot that you can barely breathe. Exhausted, you eventually manage to find shade.

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

[/EVENT]

-- [EVENT] --Cmok lair(6)
+[NODE]2
[STORY]
Deep within a dark cave, you discover a tomb. Although it is clearly ancient and ruined, you see signs of habitation - lit candles, dustless floors, and an oddly pleasant scent that you cannot quite identify.
The deafening silence of the old place is suddenly broken by a terrible ruckus coming from the adjacent chamber. 
[/STORY]
[OUT]Listen in.
[OUT]Ignore it. Use this opportunity to loot the tomb and leave.
[OUT]Leave.
[/NODE]

+[NODE]3
[STORY]
The walls here are thick, but the noise seems to be voices, male and female, shouting at each other - something about 'never letting me have fun and being a bore' and 'but you cannot just go and suck anyone you like.'
[/STORY]
[OUT]Interfere in the fight.
[OUT][Hunter]Sneak up to see who is arguing.
[OUT][Night demon]This is clearly the lair of a striga mistress or master -- or both, by the sounds of it. Go speak to them.
[OUT]Attack!
[/NODE]

+[NODE]4
[STORY]
You sneak up and see a lavishly furnished bedchamber and two strigas having a fight. The male is cowering in the corner while the female throws stuff at him. There are several humanoid bodies, drained dry, spread out on the floor.
Several larger shapes hang from the cave's ceiling, hidden in the shadows.
[/STORY]
[OUT]Interfere in the fight.
[OUT]Attack!
[/NODE]

+[NODE]5
[STORY]
As you move in to interfere, the air suddenly grows cold. The voices quiet down and the two strigas turn to face you. The female speaks:
'Home delivery, how thoughtful...'
The male shouts at her. 'No! This is what I've been saying. You can't devour every life you meet! I'm sick of it!'
The female growls at him and takes a few steps towards you.
[/STORY]
[OUT]Side with the male. Convince the female that sucking everyone she meets seems unhealthy for their relationship, at least, not to mention making friends and keeping their supplies steady.
[OUT]Tell the male that he should not tell his mate what to do.
[OUT]Attack the strigas!
[/NODE]

+[NODE]7
[STORY]
'Oh, fine, fine, you win. I will rein it in.'
The female skulks away, and the male bows before you:
'I thank you. It is not wise to give in to the blood urges, else we become mere beasts rather than true servants of the moon. As thanks, I shall tell you of a treasure hidden in the depths of a pond. Beware, though, for a kraken sleeps within.'
[/STORY]
[OUT]Thank him and leave.
[/NODE]

+[NODE]10
[STORY]
The mistress laughs in your face and moves towards you, fangs bared.
[/STORY]
[OUT]Leave this place.
[OUT]Attack!
[/NODE]

+[NODE]13
[STORY]
The male looks at you, surprised, then shrugs and walks away as his mate lunges at you with her pet cmok at her side!
[/STORY]
[OUT]Run away!
[OUT]Fight!
[/NODE]

+[NODE]16
[STORY]
The striga lair is cleared. Within, you find many humanoid remains.
[/STORY]
[OUT]Take what is useful and leave.
[/NODE]

+[NODE]20
[STORY]
You loot the place, but you realise too late that you were being watched. A cmok descends from within the cave and attacks!
[/STORY]
[OUT]Fight!
[OUT]Run away, even though you will likely get hurt.
[/NODE]

+[NODE]22
[STORY]
As you move in to interfere, the air suddenly grows cold. The voices quiet down and the two strigas turn to face you. The female speaks:
'Home delivery, how thoughtful...'
The male shouts at her. 'No! This is what I've been saying. You can't devour every life you meet! I'm sick of it!'
The female growls at him and takes a few steps towards you.
[/STORY]
[OUT]Tell the striga mistress that she is being disrespectful to the moon lord by overfeeding.
[OUT]Tell the male that he should not tell his mate what to do.
[OUT]Attack the strigas!
[/NODE]

+[NODE]23
[STORY]
'Oh, fine, fine, you win. I will rein it in.'
The female skulks away, and the male bows before you:
'I thank you. It is not wise to give in to the blood urges, else we become mere beasts rather than true servants of the moon. As thanks, I shall tell you of a treasure hidden in the depths of a pond. Beware, though, for a kraken sleeps within.'
[/STORY]
[OUT]Thank him and leave.
[/NODE]

+[NODE]25
[STORY]
The cmok are powerful minions of the striga and defend their masters well. They defeat you and drain your spirit before allowing you to run.

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

[/EVENT]

-- [EVENT] --Kraken pond(7)
+[NODE]2
[STORY]
You find the kraken pond where you were told a great treasure is guarded by the strangely placed sea monster.
[/STORY]
[OUT]Search the pond, but remain ready for a fight.
[OUT]Leave.
[/NODE]

+[NODE]3
[STORY]
The surface of the pond is bubbling, and you see small fish scatter and the water level rise as a kraken emerges to stare at you.
[/STORY]
[OUT][Water demon]The kraken is a sea creature. It must be trapped here, and sick from it, surely. Offer to call upon the rivers and your water demon kin to carry the kraken back to the sea.
[OUT][Ice demon]Krakens fall into deep sleep when the water is cold. Cool down the pond and then carefully loot the treasure.
[OUT]Throw someone into the pond. That should keep the beast busy while you loot what you can.
[OUT]Attack!
[OUT]Leave.
[OUT][Magic user]This kraken is out of its element. Dark magic brought it here, and thus dark magic can destroy it. Perform a ritual to banish the sea beast's spirit from this pond.
[/NODE]

+[NODE]12
[STORY]
The kraken stares at you, then extends a tentacle and hands you some pearls, sealing the agreement between you two. 
You know that, as water kin, you can store the pearls safely within your own body and release them into the sea when you reach a shore. The kraken will then be freed. Of course, you can keep the pearls instead, and the beast will eventually die.
[/STORY]
[OUT]Take the pearls, and keep them safe until you can help the kraken.
[OUT]Keep the pearls, and return in a while to collect the treasure once the beast is dead.
[/NODE]

+[NODE]16
[STORY]
You defeat the kraken and loot the treasure it hoarded beneath the waters. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
The kraken defeats you, and you escape only because it cannot leave the pond.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
You come to the kraken pond but find it abandoned - no beast, no treasure, just an ordinary pond. Perhaps someone beat you to it, or maybe the creature found its way back to the sea. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]27
[STORY]
The kraken gets very angry and lashes out at you, forcing you to step away.
[/STORY]
[OUT]Leave.
[OUT]Attack!
[/NODE]

+[NODE]28
[STORY]
The kraken looks dazed and eventually falls into deep slumber as the icy water cuddles it. 
You are able to loot some of the treasure that is not covered by the beast.
[/STORY]
[OUT]Take what you can and leave.
[/NODE]

[/EVENT]

-- [EVENT] --Release the kraken(8)
+[NODE]2
[STORY]
You carry the pearls to the seashore and place them in the water, whispering: 'Release the kraken onto the waves.'
The water bubbles, and you hear something heavy plunge into the depths. The sea goes quiet afterward, but you feel good for doing the deed.

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

[/EVENT]

-- [EVENT] --Summer Harvest(9)
+[NODE]2
[STORY]
It's summer and time for the harvest of spring crops. While this is typically a good time for farmers, it is also dangerous, especially now, as the lightbringers twist even the sun itself to do their scorching bidding. 
Still, the fruits of your labours must be gathered. 
[/STORY]
[OUT]Begin the harvest.
[OUT]Begin the harvest.
[OUT]Begin the harvest.
[OUT]Begin the harvest.
[/NODE]

+[NODE]3
[STORY]
Some of the women return from the fields with nasty, festering bites.
[/STORY]
[OUT][Zerca or healer]Examine the bites carefully.
[OUT][Wisdom]Examine the bites carefully.
[OUT]Cut out the affected areas carefully.
[OUT]Leave them be.
[/NODE]

+[NODE]4
[STORY]
It is the dziuk -- small, snake-like demons that like to crawl under a victim's skin and lay eggs. They target women so the eggs may actually come to beastly fruition.
[/STORY]
[OUT][Snake]The dziuk are very sensitive to snake venom. Bite the women to get rid of the demon spawn and to protect them in the fields. 
[OUT]Apply some lard and speak these words to make the demons leave: 'May you die, shrink, and turn to stone.' This will hurt the affected, but should get rid of the creatures.
[OUT]Cut out the affected areas carefully.
[OUT]These demons can be lethal -- or, worse, they can corrupt and change their host. Still, some welcome the chance for change, and with your knowledge, you can improve their odds of survival. Allow the dziuk larvae to remain.
[/NODE]

+[NODE]7
[STORY]
The harvest went well. You gathered the grain and feel blessed by the gods for your work.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]14
[STORY]
The bites continue festering, and the women become feverish and sick. While you spend time caring for them, you do not manage to harvest much.
Within hours, you see snake-like creatures slithering under the skin of the afflicted, and any attempt to retrieve them causes them to burrow ever deeper into the flesh. One of the women dies in terrible pain, while the other survives, but changed.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]15
[STORY]
The bites continue festering, and the women become feverish and sick. While you spend time caring for them, you do not manage to harvest much.
Who knows if the women will survive the next few days?
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]16
[STORY]
The bites continue festering, and the women become feverish and sick. While you spend time caring for them, you do not manage to harvest much.
Within hours, you see snake-like creatures slithering under the skin of the afflicted, and any attempt to retrieve them causes them to burrow ever deeper into the flesh. One of the women eventually births a snake!
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]17
[STORY]
The bites continue festering, and the women become feverish and sick. While you spend time caring for them, you do not manage to harvest much.
It is unclear if the illness will pass, but for now you can only hope.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]19
[STORY]
The bites continue festering, and the women become feverish and sick. While you spend time caring for them, you do not manage to harvest much.
Within hours, you see snake-like creatures slithering under the skin of the afflicted, and any attempt to retrieve them causes them to burrow ever deeper into the flesh. One of the women pulls through more quickly, but she is changed.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]20
[STORY]
The bites continue festering, and the women become feverish and sick. While you spend time caring for them, you do not manage to harvest much.
Within hours, you see snake-like creatures slithering under the skin of the afflicted, and any attempt to retrieve them causes them to burrow ever deeper into the flesh. One of the women dies in terrible pain, while the other survives, but changed.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]21
[STORY]
The bites continue festering, and the women become feverish and sick. While you spend time caring for them, you do not manage to harvest much.
Within hours, you see snake-like creatures slithering under the skin of the afflicted, and any attempt to retrieve them causes them to burrow ever deeper into the flesh. One of the women pulls through more quickly, but she is changed.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
It took time to cut out the bites from one of the women, and you think some kind of venom has already entered her body, but she looks great and feels her mind becoming sharper!
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]23
[STORY]
It took time to cut out the bites from one of the women, and you think some kind of venom has already entered her body. She looks a little scary with her scars and an odd, snake-like glare in her eye. But she lives another day.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
It took time to cut out the bites, and you think some kind of venom already entered their bodies, causing more sickness. They look a little scary with their scars and an odd, snake-like glare in their eye.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]26
[STORY]
It is the dziuk -- small, snake-like demons that like to crawl under a victim's skin and lay eggs. They target women so the eggs may actually come to beastly fruition.
[/STORY]
[OUT][Snake]The dziuk are very sensitive to snake venom. Bite the women to get rid of the demon spawn and to protect them in the fields. 
[OUT]Apply some lard and speak these words to make the demons leave: 'May you die, shrink, and turn to stone.' This will hurt the affected, but should get rid of the creatures.
[OUT]Cut out the affected areas carefully.
[OUT]Leave it be. Perhaps the women can overcome this.

[/NODE]

+[NODE]27
[STORY]
A poludnica is spotted roaming the fields at high noon. Harvesting while she is present will be dangerous, and even attacking her may not grant the peace you need. 
[/STORY]
[OUT][Zerca or wisdom]The only sure way to be rid of her is to speak in riddles and beat her at her own game.
[OUT]Attack her to buy some time.
[OUT][Poludnica]Ask your sister to leave you be.
[OUT][Child]These demons often seek out children, so stay safe but offer to play with her while the adults do the harvest.
[OUT]Harvest anyway.
[OUT]Skip this harvest.
[/NODE]

+[NODE]29
[STORY]
The poludnica is gone and your harvest goes smoothly. The celebrations continue throughout the night to honour the gods and give thanks for a good crop.
[/STORY]
[OUT]Rejoice.
[OUT]Rejoice.
[/NODE]

+[NODE]32
[STORY]
The poludnica continues to haunt the fields, and you feel your morale drop. Transfixed by the creature, some folk fall ill from exposure.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]35
[STORY]
The poludnica is gone and your harvest goes smoothly. The celebrations continue throughout the night to honour the gods and give thanks for a good crop.
[/STORY]
[OUT]Rejoice.
[OUT]Rejoice.
[/NODE]

+[NODE]36
[STORY]
You kill the poludnica, but it returns over and over again, leaving your harvest less prosperous than you'd hoped. Still, no one is hurt and you do get some crops.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]37
[STORY]
The poludnica is gone and your harvest goes smoothly. The celebrations continue throughout the night to honour the gods and give thanks for a good crop.
[/STORY]
[OUT]Leave.
[OUT]Leave.
[/NODE]

+[NODE]39
[STORY]
The demon agrees and leaves you be. Eventually, the poludnica is gone and your harvest goes smoothly. The celebrations continue throughout the night to honour the gods and give thanks for a good crop.
Alas, you realise in the morning that one of your children is gone. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]40
[STORY]
The demon agrees and leaves you be. Eventually, the poludnica is gone and your harvest goes smoothly. The celebrations continue throughout the night to honour the gods and give thanks for a good crop.

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

+[NODE]42
[STORY]
The poludnica does not attack, but she pesters you all day long, draining your morale and leaving your harvest less prosperous than you'd hoped. Still, no one is hurt and you do get some crops.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]43
[STORY]
The harvest is small, but it occurs without incident. You feel blessed by the gods, for peace is a rarity in this land.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]45
[STORY]
The harvest fails, your people fall ill, and you now remember the failed burning of Marzanna...

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

[/EVENT]

-- [EVENT] --Autumn Preserves(10)
+[NODE]2
[STORY]
It is autumn - time to make use of this summer's harvest and make preserves for the winter. 
During this time, one must remain ever vigilant of the house demons who, like you, may wish to stock up for the coming winter.
[/STORY]
[OUT]Make what you can.
[OUT]Make what you can.
[OUT]Make what you can.
[/NODE]

+[NODE]3
[STORY]
Soon enough the houses are filled with wonderful smells and the bustle of joyful cooking. But one of your craftspeople looks a bit odd. They keep scratching, taking off their clothes as if the garments are causing pain, and mumbling under their breath.
[/STORY]
[OUT][Zerca]Examine them carefully.
[OUT][Wisdom]Examine them carefully.
[OUT]Beat some sense into them!
[OUT]Leave them be.
[/NODE]

+[NODE]4
[STORY]
Due to their erratic behaviour, a sudden and inexplicable obsession with cooking, and the moon being full today, you suspect that a miesiecznik demon is inhabiting your friend's body.
What will likely happen now is that the afflicted person will change their gender and inherit some demon traits.
[/STORY]
[OUT][Demon]Call out the demon's name and command it to leave before it becomes fully merged with the host.
[OUT]Allowing demons to have their way is never safe. Bathe your friend in ice-cold water under the moon, then have them sleep for three nights in an oak barrel tied by red string. This will banish the demon.
[OUT]Beat some sense into them!
[OUT]It is possible that your friend was always a miesiecznik, and that what is happening to them is natural and should be left unhindered. Aid them in becoming whatever they were meant to be.
[/NODE]

+[NODE]7
[STORY]
After everyone settles again, you continue preparing the preserves and cooking for the winter stocks.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]14
[STORY]
You let the miesiecznik be, but alas, the host body proved too weak to handle whatever the change was going to be, and the poor creature perished.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]16
[STORY]
The miesiecznik changes the craftswoman into a man, but your friend doesn't seem to acknowledge the change -- they simply get on with their work as if nothing had happened. 
You continue to pickle the gherkins and cook the jam to stock up for the winter.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]17
[STORY]
It turns out that your friend is just feeling very, very sick, likely because of an unhappy domovnik playing tricks in your house. 
Leaving it to its own devices proved a bad idea, as it was offended by the lack of attention. Later you find that it pissed in all your carefully prepared winter preserves.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]20
[STORY]
You let the miesiecznik be, but alas, the host body proved too weak to handle whatever the change was going to be, and the poor creature perished.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
You beat the demon out with an oak stick and it leaves your friend alone. Afterward, your friend feels rather good.
You continue to work on the pickles and jam without any further drama.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]23
[STORY]
You beat the demon out with an oak stick and it leaves your friend alone. Afterward, your friend feels shaken and looks rather bad.
You continue to work on the pickles and jam without any further drama.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
You beat the demon out with an oak stick and it leaves your friend alone. Afterward, they are sick and weakened by this ordeal.

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

+[NODE]26
[STORY]
Due to their erratic behaviour, a sudden and inexplicable obsession with cooking, and the moon being full today, you suspect that a miesiecznik demon is inhabiting your friend's body.
What will likely happen now is that the afflicted person will change their gender and inherit some demon traits.
[/STORY]
[OUT][Demon]Call out the demon's name and command it to leave before it becomes fully merged with the host.
[OUT]Allowing demons to have their way is never safe. Bathe your friend in ice-cold water under the moon, then have them sleep for three nights in an oak barrel tied by red string. This will banish the demon.
[OUT]Beat some sense into them!
[OUT]It is possible that your friend was always a miesiecznik, and that what is happening to them is natural and should be left unhindered. Aid them in becoming whatever they were meant to be.
[/NODE]

+[NODE]27
[STORY]
Your work was going well - the gherkins were prepped to be pickled, and the jam was ready. But when you fetch jars from the cellar, you discover that a cradlepossum has nested there! Rats swarm on the floor and their master lurks in the corner, ready to pounce. You see it has much of your produce already stashed in its sack.
[/STORY]
[OUT][Animal kinship]This demon thinks itself a beast. Try to intimidate the creature and claim this territory as your own.
[OUT]Kill it!
[OUT][Cradlepossum]Ask your fellow demon to leave you be.
[OUT]Ignore the possum and hope it leaves you be.
[/NODE]

+[NODE]29
[STORY]
The cradlepossum accepts your dominance and leaves, so you are free to continue your work in peace. The celebrations continue throughout the night to honour the gods and give thanks for a good day's work.
[/STORY]
[OUT]Leave.
[OUT]Leave.
[/NODE]

+[NODE]32
[STORY]
The cradlepossum eventually leaves, but it steals much of your food, and, as you later find out, it spread illness too.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]35
[STORY]
The cradlepossum is gone and your work goes smoothly. The celebrations continue throughout the night to honour the gods and give thanks for a good day's work.
[/STORY]
[OUT]Rejoice.
[OUT]Rejoice.
[/NODE]

+[NODE]36
[STORY]
The cradlepossum is gone and your work goes smoothly. The celebrations continue throughout the night to honour the gods and give thanks for a good day's work.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]37
[STORY]
The cradlepossum nods and leaves your home, so you are free to continue your work in peace.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]39
[STORY]
You continue your work and ignore the creature. But the cradlepossum is a known thief, and as soon as you let it roam freely, it snatches away your child and disappears.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]42
[STORY]
The cradlepossum remains nested in your cellar and steals many of your supplies at first. When it eventually leaves, you find a small stash of goods, likely stolen from other folk. Clearly the possum liked being left alone.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]43
[STORY]
Your stock is not great this year, but the work passes without incident. You feel blessed by the gods, for peace is a rarity in this land.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]46
[STORY]
The miesiecznik changes the craftsman into a woman, but your friend doesn't seem to acknowledge the change -- they simply get on with their work as if nothing had happened.
You continue to pickle the gherkins and cook the jam to stock up for winter.

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

[/EVENT]

-- [EVENT] --Marzanna(11)
+[NODE]2
[STORY]
During the great darkness, winter and night held dominion over the lands. When the sun returned, it became customary to burn the effigy of one of the old goddesses, Marzanna (or Morena, as she was then known), to welcome spring and honour rebirth.
The burning of Marzanna is a simple ritual, but if it should fail, it is a sure sign of calamity.
[/STORY]
[OUT]Begin the burning of Marzanna ritual.
[/NODE]

+[NODE]3
[STORY]
The ritual goes smoothly. The effigy is set on fire and put in fresh river water so that both fire and water may cleanse the spirits of darkness and allow for spring to bloom. 
You feel blessed by your success, and you are able to harvest some spring crops now.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]7
[STORY]
The effigy is made of hay, string, and wax, but you did not put it together well, and it falls apart before the flames can cleanse it and call upon spring to come.
You do not feel good about this and are sure the gods are not happy.

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

[/EVENT]

-- [EVENT] --Pikulik(12)
+[NODE]2
[STORY]
You see a czort sitting on his goat, looking rather bored. He turns to you:
'Oh, people, yay. Say, you want to sign up for some demon deals? I'll give you some good ones, need to push something at this point, or else...'
[/STORY]
[OUT]Ask what deals he has available.
[OUT]Politely refuse and leave.
[/NODE]

+[NODE]4
[STORY]
'I have two right now. One is a simple game of dice with me. You win, you get rewards. You lose, I get a piece of your soul.
Second, I have here a genuine pikulik. This little fella will grant you small amounts of riches and luck as long as it lives -- or as long as you live -- and in return, you feed it your spirit every now and again.'
[/STORY]
[OUT][Demon]Tell the czort it had better tell you about the true price.
[OUT]Take the pikulik.
[OUT]Play the dice game.
[OUT]Politely refuse and leave.
[OUT][Wisdom or intelligence ]Say that demon deals always have a catch, so what is it here?
[/NODE]

+[NODE]5
[STORY]
'Right, right, well, the dice is what the dice is, but as you well know, fate favours our kin. But with you here, I say odds are even.
The pikulik, well, my friend, he's a little fella, but very thirsty. Let's just say that he takes the 'selling your soul' business seriously, and I have known folk to die after his services are finished. On the other hand, some lived and became very rich.'
[/STORY]
[OUT]Take the pikulik.
[OUT]Play the dice game.
[OUT]Politely refuse and leave.
[/NODE]

+[NODE]6
[STORY]
'Good choice. Here he is, tiny fella, yes. In fact, you will not see him again till his services have ended. 
One of you has now been marked as his owner, and that one will receive rewards for a time, and pay the price. Now I can finally leave, cheerio!'
The czort disappears in a puff of red smoke.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]9
[STORY]
'Bah, you won. I should know better than to play my own kin. Still, deal's a deal. See ya.'
The czort disappears in a puff of red smoke.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]10
[STORY]
'Bah, you won. How annoying. Still, deal's a deal. See ya.'
The czort disappears in a puff of red smoke.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]11
[STORY]
'Better luck next time, but it was a good game, so I'll take the spirit payment, and leave you a small gift. Be well!'
The czort disappears in a puff of red smoke.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]14
[STORY]
'Better luck next time, but it was a good game, so I'll take the spirit payment now. Be well!'
The czort disappears in a puff of red smoke.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]15
[STORY]
'Right, right, well, the dice is what the dice is, but as you well know, fate favours my kin. But hey, perhaps your gods will help?
The pikulik, well, my friend, he's a little fella, but very thirsty. Let's just say that he takes the 'selling your soul' business seriously, and I have known folk to die after his services are finished. On the other hand, some lived and became very rich.'
[/STORY]
[OUT]Take the pikulik.
[OUT]Play the dice game.
[OUT]Politely refuse and leave.
[/NODE]

[/EVENT]

-- [EVENT] --Pikulik consequence(13)
+[NODE]2
[STORY]
Your pikulik demon becomes active. It will either bring you luck or take payment.
[/STORY]
[OUT]Await the result.
[/NODE]

+[NODE]12
[STORY]
Your pikulik demon has left you now, satisfied with its service and your payment.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Old nanny(14)
+[NODE]2
[STORY]
'Child rearing ain't an easy job. Your young ones will have to pass a coming-of-age ritual. Some will fail, and some may even perish, but that is how it works. 
Each caste has their own requirements and risks, so if you want your little one to become someone special, you'd better take care to train them. Although fate will often laugh at your plans either way.'
[/STORY]
[OUT]Ask what a child needs to become a warrior.
[OUT]Ask what a child needs to become a hunter.
[OUT]Ask what a child needs to become a healer.
[OUT]Ask what a child needs to become a zerca.
[OUT]Ask what a child needs to become a bandit.
[OUT]Ask what a child needs to become a witch.
[OUT]Ask what it means to allow fate to guide your child's path.
[OUT]Ask what a child needs to become a male witch.
[OUT]Ask what a child needs to become a gatherer or crafter.
[OUT]What about non-humans?
[OUT]Ask what happens if they fail.
[OUT]Leave.
[/NODE]

+[NODE]3
[STORY]
'Ah yes, them lot, they have their own rules too. Most likely you will need to be friends with their kind first, or else have an adult who can lend their own experience - ya know, a gobbo teaching another gobbo the ways.'
[/STORY]
[OUT]Ask about the goblins.
[OUT]Ask about the elves.
[OUT]Ask about the dwarves.
[OUT]Ask about the orcs.
[/NODE]

+[NODE]4
[STORY]
'To become a warrior, a child will need to be strong (3). If the child is very strong (4), they will have a better chance of succeeding.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[/NODE]

+[NODE]6
[STORY]
'These jobs are the building blocks of our society. Your child does not need any extra training, and it is the path most likely to succeed without any surprises.' 
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[/NODE]

+[NODE]7
[STORY]
'To become a witch, a child will need to be a female strong in magic (4) and have chance on their side (50% to appear). If the child is very strong (7), they will always get the opportunity to attempt the trials.
Having another witch to teach your youngling increases their chance of success.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[/NODE]

+[NODE]8
[STORY]
'Ah, the gobbos, yes. I will try to tell you all I know.'
[/STORY]
[OUT]Ask what a child needs to become a skirmisher.
[OUT]Ask what a child needs to become a boar rider.
[OUT]Ask what a child needs to become a beastmaster.
[OUT]Ask what a child needs to become a shaman.
[OUT]Ask what a child needs to become a gatherer or crafter.
[OUT]Ask about another profession.
[OUT]Leave.
[/NODE]

+[NODE]9
[STORY]
'It depends, my dearie. Some leave you for a better life. Some return but, tainted by the dark, they became scavengers. Some are twisted by curses. Others simply die.'
[/STORY]
[OUT]Ask about another profession.
[/NODE]

+[NODE]11
[STORY]
'To become a skirmisher, a child will need to be strong (4) and have chance on their side (45% to appear). If the child is strong (3) and has kin to teach them or is friends with that faction, they will always get the opportunity to attempt the trials and increase their chance of success.'

[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another goblin profession.
[/NODE]

+[NODE]12
[STORY]
'To become a hunter, a child will need to be perceptive (3). If the child is very perceptive (4), they will also have a better chance of succeeding.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[/NODE]

+[NODE]14
[STORY]
'To become a healer, a child will need to be smart (3).
Having another healer to teach your youngling increases their chance of success.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[/NODE]

+[NODE]15
[STORY]
'To become a zerca, a child will need to be wise (4) and have chance on their side (65% to appear). If the child is very wise (6), they will always get the opportunity to attempt the trials.
Having another zerca to teach your youngling increases their chance of success.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[/NODE]

+[NODE]16
[STORY]
'To become a bandit, a child will need to be fast (3) and have chance on their side (50% to appear).'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[/NODE]

+[NODE]17
[STORY]
'The path of fate is ever-spinning in chaos. A child will need to have chance on their side (40% to appear) to go through this path.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[/NODE]

+[NODE]18
[STORY]
'To become a male witch, the boy needs to be strong in magic (4) and have chance on his side (40% to appear). If the child is very strong (7), he will always get the opportunity to attempt the trials.
Having a magic user to teach your youngling increases their chance of success. But for the option to appear at all, you need to have met a volh in the world first.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[/NODE]

+[NODE]19
[STORY]
'To become a boar rider, a child will need to be strong (4) and have chance on their side (25% to appear). If the child is strong (3) and has kin to teach them or is friends with that faction, they will always get the opportunity to attempt the trials and increase their chance of success.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another goblin profession.
[/NODE]

+[NODE]20
[STORY]
'To become a beastmaster, a child will need to be strong (4) and have chance on their side (15% to appear). If the child is perceptive (4) and wise (4) and has kin to teach them or is friends with that faction, they will always get the opportunity to attempt the trials and increase their chance of success.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another goblin profession.
[/NODE]

+[NODE]21
[STORY]
'To become a shaman, a child will need to be strong in magic (4), have chance on their side (15% to appear), and have a magic user to teach them. If the child is strong in magic (4), has chance on their side (65% to appear[RV2]), and has kin to teach them or is friends with that faction, they will always get the opportunity to attempt the trials.'

[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another goblin profession.
[/NODE]

+[NODE]22
[STORY]
'Ah, the elves, yes. I will try to tell you all I know.'
[/STORY]
[OUT]Ask what a child needs to become a guardian.
[OUT]Ask what a child needs to become a druid.
[OUT]Ask what a child needs to become a mage.
[OUT]Ask what it means to allow fate to guide your child's path.
[OUT]Ask what a child needs to become a gatherer or crafter.
[OUT]Leave.
[/NODE]

+[NODE]23
[STORY]
'To become a guardian, a child will need to be strong (3) and very perceptive (7) and have chance on their side (10% to appear). If the child is strong (3) and very perceptive (7) and has magic users (2) to teach them or is friends with that faction, they will have a better chance for this path to appear (70% to appear).'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another elf profession.
[/NODE]

+[NODE]24
[STORY]
'To become a druid, a child will need to be strong in magic (5), have chance on their side (35% to appear), and have magic users (2) to teach them or be friends with that faction.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another elf profession.
[/NODE]

+[NODE]25
[STORY]
'To become a mage, a child will need to be strong in magic (5), have chance on their side (35% plus luck to appear), and have magic users (2) to teach them or be friends with that faction.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another elf profession.
[/NODE]

+[NODE]26
[STORY]
'The path of fate is ever-spinning in chaos. A child will need to have chance on their side (20% to appear) to go through this path.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another elf profession.
[/NODE]

+[NODE]27
[STORY]
'To become a slugger, a child will need to be strong (6) and have chance on their side (5% to appear). If the child is strong (6) and has kin to teach them or is friends with that faction, they will always get the opportunity to attempt the trials and increase their chance of success.'

[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another orc profession.
[/NODE]

+[NODE]28
[STORY]
'Ah, the orcs, yes. I will try to tell you all I know.'
[/STORY]
[OUT]Ask what a child needs to become a slugger.
[OUT]Ask what a child needs to become a bloodtracker.
[OUT]Ask what a child needs to become a witch.
[OUT]Ask what a child needs to become one with the forest.
[OUT]Ask what a child needs to become a gatherer or crafter.
[OUT]Leave.
[/NODE]

+[NODE]29
[STORY]
'To become a bloodtracker, a child will need to be strong (6) and have chance on their side (5% to appear). If the child is perceptive (5) and has kin to teach them or is friends with that faction, they will always get the opportunity to attempt the trials and have increased chances of success.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another orc profession.
[/NODE]

+[NODE]30
[STORY]
'To become a witch, a female child will need to have a witch to teach her and have chance on her side (5% to appear). However, if the female child is strong in magic (5), has chance on her side (30% plus luck to appear), and has kin to teach her or is friends with that faction, the trials have increased chances of success.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another orc profession.
[/NODE]

+[NODE]32
[STORY]
'To become a matriarch is nearly impossible, my dearie. A female child has to have her kin teach her or be friends with that faction, and even then, she will have only a small chance (5% plus luck) to pass.'

[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another orc profession.
[/NODE]

+[NODE]33
[STORY]
'Ah, the dwarves, yes. I will try to tell you all I know.'
[/STORY]
[OUT]Ask what a child needs to become a smith.
[OUT]Ask what a child needs to become a warmaster.
[OUT]Ask what it means to allow fate to guide your child's path.
[OUT]Ask what a child needs to become a runemaster.
[OUT]Ask what a child needs to become a labourer.
[OUT]Leave.
[/NODE]

+[NODE]34
[STORY]
'To become a smith, a male child will need to have chance on his side (20% to appear). If he is a good crafter (12) and also has kin to teach him or is friends with that faction, he will always get the opportunity to attempt the trials and increase his chance of success.'

[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another dwarven profession.
[/NODE]

+[NODE]35
[STORY]
'To become a warmaster, a male child will need to have kin to teach him or be friends with that faction, and have chance on his side (30% to succeed).'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another dwarven profession.
[/NODE]

+[NODE]36
[STORY]
'The path of fate is ever-spinning in chaos. A child will need to have chance on their side (15% plus luck to appear) to go through this path.'
[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another dwarven profession.
[/NODE]

+[NODE]37
[STORY]
'To become a runemaster, a male child will need to have kin to teach him or be friends with that faction, and have chance on his side (10% plus luck to succeed).'

[/STORY]
[OUT]Thank her and leave.
[OUT]Ask about another profession.
[OUT]Ask about another dwarven profession.
[/NODE]

[/EVENT]

-- [EVENT] --Bialun(15)
+[NODE]2
[STORY]
While crossing a field, you spot a creature watching you. It is small, crooked, and slimy. When your eyes meet, it speaks:
'Will ya lick the slime off me, will ya?'
[/STORY]
[OUT][Wisdom or zerca]Examine it.
[OUT][Demon]Agree to the licking, but ensure that the creature is bound by demon law to repay you well.
[OUT]Refuse and leave.
[OUT]Kill it!
[OUT]Do it.
[/NODE]

+[NODE]4
[STORY]
This is a bialun, an odd field demon who absorbs illness from the crops, but then becomes poisoned by it.
Folk tales say that if you lick it clean of the slime, you will be rewarded in riches, but the slime will most certainly be poisonous. And if you gag before you manage to lick it all off, a demon curse may befall you.
[/STORY]
[OUT]Now that you know the facts, buckle up and lick the slime off.
[OUT]Refuse and leave.
[OUT]Kill it!
[/NODE]

+[NODE]7
[STORY]
Now that you see it more clearly, this is a bialun demon. It croaks at you through gritted teeth:
'Yes, yes, demon deal. You lick, I give, but lick all! And no cry if it hurts!'
[/STORY]
[OUT]Now that you know the facts, buckle up and lick the slime off.
[OUT]Refuse and leave.
[OUT]Kill it!
[/NODE]

+[NODE]8
[STORY]
You manage to lick all the grimy slime off the creature, but you feel the poison coursing through your veins.
The demon smiles in thanks and leaves you a bag of goodies as reward. You can also harvest some really healthy grain here now.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]9
[STORY]
The slime is disgusting and poisonous, so you gag and cannot clean it all off in one go. 
The creature cries out and dies, and you feel a demon curse befall you. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]11
[STORY]
The slime is disgusting and poisonous, so you gag and cannot clean it all off in one go. 
The creature cries out and dies, and you feel a demon curse befall you. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]12
[STORY]
You manage to lick all the grimy slime off the creature, but you feel the poison coursing through your veins.
The demon smiles in thanks, and you feel strengthened by this experience. You can also harvest some really healthy grain here now.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
You manage to lick all the grimy slime off the creature, but you feel the poison coursing through your veins, and one of you feels weakened by the experience.
The demon smiles in thanks and leaves you a bag of goodies as reward. You can also harvest some really healthy grain here now.

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

+[NODE]14
[STORY]
You manage to lick all the grimy slime off the creature, but you feel the poison coursing through your veins, and one of you feels weakened by the experience.
The demon smiles in thanks and leaves you a bag of goodies as reward. You can also harvest some really healthy grain here now.

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

+[NODE]15
[STORY]
You manage to lick all the grimy slime off the creature, but you feel the poison coursing through your veins.
The demon smiles in thanks and leaves you a bag of goodies as reward. You can also harvest some really healthy grain here now.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Bludnik(16)
+[NODE]2
[STORY]
While walking through swamps, you could have sworn you were using a known path, but you realise you've been walking in circles and have no way out. 
Only then do you spot an ugly childlike demon laughing at you: 'Pay up or get lost!'
[/STORY]
[OUT][Zerca or wisdom]Take a closer look at this demon to figure out how to deal with it.
[OUT][Swamper]You don't need a demon to lead you out. Tell the creature to leave you be, and then find a new path.
[OUT][Hunter or perception]Ignore the pesky demon and find your own way out.
[OUT]Attack it!
[OUT]Try to find your own way out.
[OUT]Pay up.
[OUT][Magic user]Strong demon magic is at work here. Perform a ritual to cleanse your mind of the fog and dispel the creature's tricks.
[/NODE]

+[NODE]7
[STORY]
You have no idea what demon this is, but you do know that your mind is fogged and getting out of here will be hard.
[/STORY]
[OUT]Pay up.
[OUT]Try to find your own way out.
[OUT]Attack it!
[OUT][Hunter or perception]Ignore the pesky demon and find your own way out.
[OUT][Swamper]You don't need a demon to lead you out. Tell the creature to leave you be, and then find a new path.
[OUT][Magic user]Strong demon magic is at work here. Perform a ritual to cleanse your mind of the fog and dispel the creature's tricks.
[/NODE]

+[NODE]8
[STORY]
'Good, good. I am a bludnik, at your service. Here is your path -- may it serve you well.'
The demon disappears and you find yourself back on the road you were travelling.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]11
[STORY]
You try catching the demon, but it's too damn hard to even walk in a straight line. It continues to laugh at you and demands the payment.
[/STORY]
[OUT]Pay up.
[OUT]Try to find your own way out.
[OUT][Hunter or perception]Ignore the pesky demon and find your own way out.
[OUT][Swamper]You don't need a demon to lead you out. Tell the creature to leave you be, and then find a new path.
[OUT][Magic user]Strong demon magic is at work here. Perform a ritual to cleanse your mind of the fog and dispel the creature's tricks.
[/NODE]

+[NODE]14
[STORY]
This annoying fella is a bludnik, and once you realize this, the way out is simple. You all bend down, put your heads between your legs to look back at the path you came from, and say: 'This is my way!'
The bludnik laughs once more, then claps his hands and disappears. You find yourselves back on the right path.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]16
[STORY]
Finding your own way out is exhausting, but your mind is strong, and eventually you break free of the demon enchantment and discover the right path.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]19
[STORY]
Despite the creature's efforts, you are able to find a way back, so the demon leaves you be. It even leaves you a gift.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]21
[STORY]
You break the magic that muddled your mind and find yourself back on the right path. The demon laughs and disappears, apparently impressed by your skill.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]23
[STORY]
Despite the demon's magic, you were born of the swamp, so it tells you how to get out. The demon applauds you and disappears.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]24
[STORY]
You have no idea how to leave this place and you feel exhausted from trying.
The demon laughs at your efforts.
[/STORY]
[OUT]Pay up.
[OUT]Try to find your own way out.
[OUT]Attack it!
[OUT][Swamper]You don't need a demon to lead you out. Tell the creature to leave you be, and then find a new path.
[OUT][Magic user]Strong demon magic is at work here. Perform a ritual to cleanse your mind of the fog and dispel the creature's tricks.
[/NODE]

+[NODE]26
[STORY]
You cannot break whatever demon magic holds you here. 
[/STORY]
[OUT]Pay up.
[OUT]Try to find your own way out.
[OUT]Attack it!
[OUT][Hunter or perception]Ignore the pesky demon and find your own way out.
[OUT][Swamper]You don't need a demon to lead you out. Tell the creature to leave you be, and then find a new path.
[/NODE]

+[NODE]27
[STORY]
You catch and kill the demon, yet you still have no idea where you are or how to find your path. Everything remains muddled.
[/STORY]
[OUT]Try to find a way out.
[/NODE]

[/EVENT]

-- [EVENT] --Pustecki(17)
+[NODE]2
[STORY]
You find an old cave, or perhaps an abandoned mine - it is hard to tell, as shrubbery and decay have shrouded the truth.
[/STORY]
[OUT]Explore.
[OUT]Leave.
[/NODE]

+[NODE]4
[STORY]
You enter the cave and soon see it was indeed a mine once. The tunnels are old and long abandoned, but they were made with tools. 
As you go in deeper, you spot signs of metal ore ahead, but just as you are about to walk towards it, you see a bearded old man holding an oil lamp. He crosses your path and seemingly disappears into the walls.
[/STORY]
[OUT][Dwarf or zerca]It is a pustecki, a spirit of the mine. Its appearance is a warning. Speak the spirit's name in respect and thank it for the warning, then leave this place.
[OUT]Keep going to get the metal ore.
[OUT]Try to find the old man.
[OUT]Leave.
[/NODE]

+[NODE]5
[STORY]
You leave the mine and find a gift waiting for you outside.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]6
[STORY]
You find a great spot to get ore and you manage to recover some of it easily, but as you do, the walls and ground begin to shake and the tunnel begins to collapse!
[/STORY]
[OUT]Try to run away!
[/NODE]

+[NODE]8
[STORY]
You manage to outrun the collapse and even discover that it unearthed some good stone for you.
[/STORY]
[OUT]Gather it and leave.
[/NODE]

+[NODE]11
[STORY]
You barely make it out and feel exhausted from it.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
You look for the man, but as you explore, you find yourself deeper and deeper within the mine. Soon you are lost.
[/STORY]
[OUT]Try to find a way out.
[/NODE]

+[NODE]15
[STORY]
You manage to find your way out and even gather more metal ore on the way.

[/STORY]
[OUT]Gather it and leave.
[/NODE]

[/EVENT]

-- [EVENT] --Domovniks(18)
+[NODE]2
[STORY]
You spot the signs of some type of domovnik demon looking to settle in your abode. 
House demons can be a blessing or a curse upon your house, so you must decide if you will let it in.
[/STORY]
[OUT]Leave out some food and speak well of the demon to encourage it to settle.
[OUT]Keep your doors closed and all thresholds sealed with salt and poppy seeds. Better not risk a bad demon.
[OUT][Zerca]Try to determine which demon it is before deciding.
[/NODE]

+[NODE]6
[STORY]
It looks likely to be a diduch. If it likes you, it will live on your threshold, under the lilac tree. 
However, these demons are volatile, and if you have any creepy folk or magic users in your village, it may get spooked and become destructive.
[/STORY]
[OUT]You do not have anyone who will upset the creature, so allow it in.
[OUT]You do have some folk who may be an issue, but risk it anyway.
[OUT]It may be risky, but keep your doors closed and all thresholds sealed with salt and poppy seeds. 
[/NODE]

+[NODE]7
[STORY]
Now that the diduch protects your home, you feel strengthened against those who would harm you.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]9
[STORY]
The diduch is unhappy and taunts those it fears most. It also destroys some of your stock. 
Luckily, you know how to deal with it. You make an effigy of the creature from a stack of hay and speak its name three times while hopping on your right foot, and then the demon departs.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
The demon proved to be a diduch, and it liked you enough that it stayed under your lilac tree. 
Now that it protects your home, you feel strengthened against those who would harm you.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]15
[STORY]
It is a diduch, and for some reason it is unhappy and taunts some of you. It also destroys some of your stock and spreads illness before it eventually leaves. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]16
[STORY]
The demon you invited in is a zymk, a humanlike creature with very long arms and legs, barely covered in patchy skin. 
You had better give it plenty of good cooked food, or it may bring great misfortune to you. Once let in, it will return several times, demanding the payment. 
[/STORY]
[OUT][Witch or male witch]The only sure way to banish such demons is with dark magic. This may be dangerous for you, but try it on the zymk.
[OUT]Give it food.
[OUT]You don't have the cooked food or don't wish to share. Chase the demon away.
[/NODE]

+[NODE]19
[STORY]
You banish the zymk without any bad energy lingering.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
You banish the zymk but not without trouble. The dark magic you used drained your spirit, and the demon left you cursed and deformed.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
Well fed, the zymk goes away, and leaves you with good crops and a blessing. But you know it will be back soon.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]26
[STORY]
You fail to feed the zymk, and it leaves your food stocks rotten and your people ill.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]27
[STORY]
The house demon is happy to stay with you and brings good fortune.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]29
[STORY]
The house demon is happy to stay with you and brings good fortune.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]30
[STORY]
The demon you invited in is a zymk, a humanlike creature with very long arms and legs, barely covered in patchy skin. 
You had better give it plenty of good cooked food, or it may bring great misfortune to you. Once let in, it will return several times, demanding the payment. 
[/STORY]
[OUT][Witch or male witch]The only sure way to banish such demons is with dark magic. This may be dangerous for you, but try it on the zymk.
[OUT]Give it food.
[OUT]It may be risky, but keep your doors closed and all thresholds sealed with salt and poppy seeds. 
[/NODE]

[/EVENT]

-- [EVENT] --Spring Offering(19)
+[NODE]2
[STORY]
Spring is the time of rebirth, so it is time to honour the gods and ask for a fertile summer.
[/STORY]
[OUT]Sacrifice livestock.
[OUT]Give a generous amount of your food. [40%]
[OUT]Give some food.
[OUT]Give nothing.
[/NODE]

[/EVENT]

-- [EVENT] --zymk1(20)
+[NODE]2
[STORY]
The zymk returns for its food. 
[/STORY]
[OUT]Leave out some food and speak well of the demon to encourage it to settle.
[OUT]Keep your doors closed and all thresholds sealed with salt and poppy seeds. Better not risk a bad demon.
[/NODE]

+[NODE]16
[STORY]
The demon you invited in before is a zymk, a humanlike creature with very long arms and legs, barely covered in patchy skin. 
You had better give it plenty of good cooked food, or it may bring great misfortune to you. Once let in, it will return several times, demanding the payment. 
[/STORY]
[OUT][Witch or male witch]The only sure way to banish such demons is with dark magic. This may be dangerous for you, but try it on the zymk.
[OUT]Give it food.
[OUT]You don't have the cooked food or don't wish to share. Chase the demon away.
[/NODE]

+[NODE]19
[STORY]
You banish the zymk without any bad energy lingering.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
You cannot banish the zymk. The dark magic you used drained your spirit, and the demon left you cursed and deformed.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
Well fed, the zymk goes away, and leaves you with a blessing. But you know it will be back soon.

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

+[NODE]26
[STORY]
You fail to feed the zymk, and it leaves your food stocks rotten and your people ill.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --zymk2(21)
+[NODE]2
[STORY]
The zymk returns for its food. 
[/STORY]
[OUT]Leave out some food and speak well of the demon to encourage it to settle.
[OUT]Keep your doors closed and all thresholds sealed with salt and poppy seeds. Better not risk a bad demon.
[/NODE]

+[NODE]16
[STORY]
The demon you invited in is a zymk, a humanlike creature with very long arms and legs, barely covered in patchy skin. 
You had better give it plenty of good cooked food, or it may bring great misfortune to you. Once let in, it will return several times, demanding the payment. 
[/STORY]
[OUT][Witch or male witch]The only sure way to banish such demons is with dark magic. This may be dangerous for you, but try it on the zymk.
[OUT]Give it food.
[OUT]You don't have the cooked food or don't wish to share. Chase the demon away.
[/NODE]

+[NODE]19
[STORY]
You banish the zymk without any bad energy lingering.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
You cannot banish the zymk. The dark magic you used drained your spirit, and the demon left you cursed and deformed.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
Well fed, the zymk goes away, and leaves you with a blessing. But you know it will be back soon.

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

+[NODE]26
[STORY]
You fail to feed the zymk, and it leaves your food stocks rotten and your people ill.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Volh madness(22)
+[NODE]2
[STORY]
You once accepted a corrupted volh into your fold, and until now, you thought of him as kin.
But on this night, you are assailed by the unliving, and your friend laughs with satisfaction as you bleed and try to react.
[/STORY]
[OUT]Fight!
[OUT]Face them in the spirit world!
[/NODE]

+[NODE]4
[STORY]
You defeat the rogue volh, but it was not easy. His angry spirit lingers on as your servant.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]9
[STORY]
'And you thought you could tame me!'
The volh defeats you and feeds on your spirit before leaving, his childish laughter ringing in your ears for days to come.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
You defeat the rogue volh, but it was not easy. His angry spirit lingers on as your servant.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Volh madness2(23)
+[NODE]2
[STORY]
You once failed to deal with the problem of an unstable boy who used necromancy. It seems the boy and his minions are attacking your own village now!
[/STORY]
[OUT]Fight!
[OUT]Face them in the spirit world!
[OUT]Beg for mercy. Offer one person as payment to spare the rest.
[/NODE]

+[NODE]4
[STORY]
You defeat the rogue volh, Ivan, but it was not easy. His angry spirit lingers on as your servant.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]9
[STORY]
The volh defeats you and feeds on your spirit before leaving, his childish laughter ringing in your ears for days to come.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
You defeat the rogue volh, but it was not easy. His angry spirit lingers on as your servant.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]15
[STORY]
The rogue volh agrees. He takes your friend and leaves, for now.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Dark Volh Spwn2(24)
+[NODE]46
[STORY]
You spot the rogue volh, whom you once tracked after he attacked his own village. 
He stands over the dried-up husks of some travellers, and his unliving dragon is still feeding on a couple of others who must have tried to escape.
[/STORY]
[OUT][Magic user]Sadly, this is what happens to the volh when they are not guided properly. Attack this necromancer in the spirit realms, and fast, before his power grows even more!
[OUT]Attack!
[OUT]Leave them be. This is none of your business.
[/NODE]

+[NODE]48
[STORY]
You destroy the rogue volh and his minions. Any other unliving he created should now lose their life force and collapse. 
The boy's spirit has turned into a wraith and now attaches itself to your service.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]50
[STORY]
The rogue volh defeats you and feeds on your spirit before flying away on his unliving mount.

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

+[NODE]52
[STORY]
You destroy the rogue volh and his minions. Any other unliving he created should now lose their life force and collapse. 
The boy's spirit has turned into a wraith and now attaches itself to your service.
[/STORY]
[OUT]Leave.
[/NODE]

[/EVENT]

-- [EVENT] --Winter Koliada(25)
+[NODE]2
[STORY]
Winter is a time for careful reflection in Thea, as the short days and dark nights remain a constant reminder of the days of darkness. 
To keep the dark at bay and call out to the sun on the very day when the night is longest, you celebrate szczodre gody and the koliada. 
[/STORY]
[OUT][Light]Begin the celebrations in the name of light!
[OUT][Turmoil]Honour the sun in the name of turmoil!
[OUT][Harmony]Praise the sun for harmony.
[OUT][Magic]Honour the sun's power in the name of magic.
[OUT][Nature]Begin the koliada in the name of nature itself!
[OUT][Intellect]Praise the gods and the sun in the name of intellect.
[/NODE]

+[NODE]3
[STORY]
To honour light, you burn bonfires that can touch the stars and warm the night skies until the sun can return. 
[/STORY]
[OUT]Create the best fire you can!
[/NODE]

+[NODE]5
[STORY]
To honour light, you burn bonfires that are as hot as the sun itself, then you walk through them to show your strength.
[/STORY]
[OUT]Walk through the fire!
[/NODE]

+[NODE]6
[STORY]
You did your task well and feel the gods are pleased with your efforts.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]14
[STORY]
You failed your gods and fear the sun itself may take revenge upon you.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]18
[STORY]
Go from house to house and sing tales of the gods and the sun so they may hear you up in the heavens.
[/STORY]
[OUT]Sing the kolendy.
[/NODE]

+[NODE]21
[STORY]
Prepare the nectar of the poppy seeds and lilac flowers and perform a ritual dance so the spirits may light your way until the sun comes.
[/STORY]
[OUT]Perform the ritual.
[/NODE]

+[NODE]23
[STORY]
Light the gromnica candle and tell tales of the might of the gods, so that it may keep thunder and night away from you until the sun returns. 
[/STORY]
[OUT]Begin the tales.
[/NODE]

+[NODE]25
[STORY]
Prepare a feast for the gods and, in honour of the might of the sun, remain awake all night, reciting the books of light in penance of the role of the learned in the darkness long ago.
[/STORY]
[OUT]Begin the vigil.

[/NODE]

[/EVENT]

-- [EVENT] --Summer Results(26)
+[NODE]2
[STORY]
It is time to see if your livestock did well this summer, and much will ride on how well you gifted the gods in the spring.
[/STORY]
[OUT]Check on the animals.
[OUT]Check on the animals.
[/NODE]

+[NODE]3
[STORY]
Your animals are doing very well, so you will have good meat this year. 
And maybe even some new additions.
[/STORY]
[OUT]Rejoice.
[/NODE]

+[NODE]5
[STORY]
Your animals are doing well, although you feel they could have done better if your spring offerings had been more generous.
Still, you are able to harvest decent amounts of meat and leather.

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

[/EVENT]

-- [EVENT] --caravan(27)
+[NODE]2
[STORY]
A caravan stops near your settlement. They ask if they can rest a while, and they offer to share some of their food with you.
[/STORY]
[OUT]Invite them in.
[OUT]Attack!
[OUT]It is night and they are strangers. Refuse.
[OUT]It is night and they are strangers. Refuse.
[/NODE]

+[NODE]3
[STORY]
You feast together and share food and drink. The travellers regale you with tales of their adventures. 
'...and that's when the hochlick bastards left us high and dry with our pants down in the middle of the bog! Ha!'
[/STORY]
[OUT]Keep listening.
[/NODE]

+[NODE]10
[STORY]
You kill the travellers and the caravan is yours for the looting.
[/STORY]
[OUT]Gather whatever is useful. 
[OUT]Gather whatever is useful. 
[/NODE]

+[NODE]11
[STORY]
They beat you badly and force you to retreat and lock yourselves in your huts. 
They take what they consider fair price for your bad manners, then they leave.
[/STORY]
[OUT]Wait till they move away in case they change their minds.
[/NODE]

+[NODE]13
[STORY]
It was a logical and wise choice, and you feel your domain strengthened by it.
[/STORY]
[OUT]Good. Get back to village work.
[/NODE]

+[NODE]15
[STORY]
Among the stuff, you discover a map with a spot marked as treasure.
[/STORY]
[OUT]Take the map. Perhaps you can find the place someday.
[OUT]Take the map. Perhaps you can find the place someday.
[/NODE]

+[NODE]24
[STORY]
'Well, truth be told, we got wet, cold, and lost, and eventually Stribog guided our path to safety. 
Anyways, we've oft spotted places full of adventurin' but we don't always have the means to go, so here, take one of our treasure maps and have fun with it. But don't blame us for any mischief!'
They set out and leave you with food and a map.
[/STORY]
[OUT]Wish them well on their travels.
[OUT]Wish them well on their travels.
[OUT]Ask to trade before they go.
[/NODE]

+[NODE]26
[STORY]
'Good trading with you. Now we're off.'
They set out and leave you with food and a map.
[/STORY]
[OUT]Wish them well on their travels.
[OUT]Wish them well on their travels.
[/NODE]

[/EVENT]

-- [EVENT] --forest(28)
+[NODE]2
[STORY]
You found the spot marked on your map as the treasure, but it is a very thick and dark grove that seems quite damp and cold, so searching it will not be easy.
[/STORY]
[OUT]Look for the treasure.
[OUT]Look for the treasure.
[OUT]Look for the treasure.
[/NODE]

+[NODE]3
[STORY]
You find nothing more than a cold and some fruit and herbs.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]4
[STORY]
You search the grove and discover a wolf lair. Perhaps the treasure is hidden within.
[/STORY]
[OUT][Nature or beast]Call upon nature to calm the wolves and allow you to search the cave undisturbed.
[OUT][Nature or beast]Call upon nature to calm the wolves and allow you to search the cave undisturbed.
[OUT]Kill the wolves.
[OUT][Hunter]Set traps and lure the wolves out.
[OUT]Leave.
[/NODE]

+[NODE]5
[STORY]
As you search the woods, you find a small clearing, and indeed there is a chest right in the middle, in plain sight. 
However, you also spot some gnawed-upon bones lying around as well as fresh bodies of fellow adventurers. 
[/STORY]
[OUT]Gather what you can from the bodies before moving to the chest.
[/NODE]

+[NODE]11
[STORY]
You may be a friend of nature, but nature has its rules, and these wolves are not about to give up their territory. They stand firm and growl.
[/STORY]
[OUT]Attack!
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
As you gather the loot, you see some bears circling you. 
[/STORY]
[OUT]Attack!
[OUT]Take what you have and run!
[/NODE]

+[NODE]34
[STORY]
The bears beat you badly and force you to flee and abandon some stuff.
[/STORY]
[OUT]Run.
[/NODE]

+[NODE]37
[STORY]
The wolves lose their patience and attack.
[/STORY]
[OUT]Fight!
[/NODE]

+[NODE]41
[STORY]
The wolves beat you badly and force you to flee.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]52
[STORY]
The wolves accept you as part of nature and allow you to enter, but you feel their eyes upon you with every step. They may change their minds at any point.
You do, however, spot a chest stashed in a hole deep within the cave.
[/STORY]
[OUT]Take what you can quickly and leave.
[OUT]Risk angering the wolves and search the cave more.
[OUT]Risk angering the wolves and search the cave more.
[/NODE]

+[NODE]58
[STORY]
You kill the wolves and find the treasure stashed away in the cave.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]59
[STORY]
You kill the bears and are free to take the chest in peace.
[/STORY]
[OUT]Take the treasure and leave.
[/NODE]

[/EVENT]

-- [EVENT] --swamps(29)
+[NODE]2
[STORY]
You found the spot marked on your map as the treasure, but it is a vast swamp that seems quite damp and cold, so searching it will not be easy.
[/STORY]
[OUT]Look for the treasure.
[OUT]Look for the treasure.
[OUT]Look for the treasure.
[/NODE]

+[NODE]3
[STORY]
You search the swamps but find nothing apart from a cold and some shrooms.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]6
[STORY]
You find a spot of dry land with a mound of unnaturally placed stones - likely the hiding spot for the treasure. 
Unfortunately, a group of goblins circles it. One of them spots you and shouts:
'Beat it! We got here first and we not in the mood for fightin'!'
[/STORY]
[OUT]Attack the gobbos!
[OUT]Show them your map and convince them of your ownership of this treasure.
[OUT][Goblin friend]Say that you should share, as friends do.
[OUT]Leave.
[/NODE]

+[NODE]7
[STORY]
You spot the treasure chest you are looking for, but it seems there is a pack of swampers playing with it right now.
[/STORY]
[OUT]Kill the swampers quickly, before their parents return.
[OUT]Too risky -- leave.
[/NODE]

+[NODE]10
[STORY]
'Ah, yeah, sure. Come help us out and we both get goodies.'
You dig the treasure out and split it evenly.
[/STORY]
[OUT]Thank them and leave.
[/NODE]

+[NODE]13
[STORY]
'I guess it looks legit. Fine, we take a small finder's fee and leave you be.'
[/STORY]
[OUT]Agree and let them go.
[OUT]No, it is all yours. Kill them!
[/NODE]

+[NODE]17
[STORY]
You kill the goblins and are free to loot the treasure in peace. 
[/STORY]
[OUT]Take what you can and leave.
[/NODE]

+[NODE]22
[STORY]
You are badly beaten and forced to flee.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]25
[STORY]
'No, you leave or you die.'
[/STORY]
[OUT]Leave.
[OUT]Attack!
[/NODE]

+[NODE]42
[STORY]
You kill the swampers and grab the chest quickly, before any swamp trolls arrive.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]45
[STORY]
You kill the little swampers, but just as you grab the chest and turn to leave, you see a couple of very angry swamp trolls running and spitting toxic swamp at you!
[/STORY]
[OUT]Run!

[/NODE]

[/EVENT]

-- [EVENT] --Chosen advancement(30)
+[NODE]2
[STORY]
As you have completed your path of the chosen, you can now advance or even change your career path.
[/STORY]
[OUT][Elf]Train to become a druid.
[OUT][Elf]Train to become a guardian.
[OUT][Dwarf male]Train to become a warmaster.
[OUT][Dwarf male]Train to become a young smith.
[OUT][Dwarf female]Train to become a young smith. As chosen of the gods, you can defy conventions!
[OUT][Orc female]Become a witch.
[OUT][Orc]Train to be a warrior.
[OUT][Goblin]Become a boar rider.
[OUT][Goblin]Train as a shaman.
[OUT][Young zerca]It is time to become a full zerca.
[OUT][Young witch]You have proven worthy and will now be a viedma -- a full witch.
[OUT][Human warrior]Train as a bandit captain.
[OUT][Human]Become a healer.
[OUT][Human female]Become a young witch.
[OUT][Gusla]It is time to become a true volh.
[OUT][Scavenger]Through the divine path, you are healed of the taint that scavengers carry. Become a young zerca so you may spread the good word.
[OUT][Scavenger male]Through the divine path, you are healed of the taint that scavengers carry. Become a gusla.
[OUT]Do not change -- you are happy in your own skin.
[OUT][Snake]Evolve into a royal snake.
[OUT][Spider]Become a spider queen.
[OUT][Rat]Become a cradlepossum.
[OUT][Beast]Be it by fate or birth, you are a beast. But your divine path is strong, so you may now throw yourself in the hands of the gods and emerge renewed. The final form you take will be determined by chance, but it will not be that of a beast.
[OUT][Pineconette]The time has come to become an eldercone.
[OUT][Forest demon]Become a vily.
[OUT][Human male]Become a gusla.
[OUT][Bat]Grow into a cmok!

[/NODE]

[/EVENT]

-- [EVENT] --Rat curse(31)
+[NODE]2
[STORY]
A group of angry villagers is gathered around a lone hut. They have pitchforks and fire and look ready to burn the place down.
[/STORY]
[OUT]Ask them why.
[OUT]Leave.
[/NODE]

+[NODE]4
[STORY]
'We found a wicked witch, and we'll burn her good for all the bad she's done!'
Others nod. You hear them mention curses, bad omens, and evil spirits. The witch in question is hiding inside the hut. You hear her cry and beg for her life, swearing that she never did anything bad.
[/STORY]
[OUT]Try to convince the crowd to calm down and leave.
[OUT]Attack the crowd.
[OUT]Help the angry mob kill the wicked witch.
[OUT][Witch or volh]Use your own magic to connect to the hut and protect the witch inside from the ignorant folk.
[/NODE]

+[NODE]8
[STORY]
With the crowd gone, the witch comes out of her hut carefully and hands you a gift in thanks. You instantly recognise her as the one who cursed you and turned you into a rat!
[/STORY]
[OUT]Demand that she remove your curse, now!
[OUT]Kill her!
[/NODE]

+[NODE]9
[STORY]
The witch shows no remorse and shrugs:
'Breaking curses is not the same as dishing them out, my dearie. But you did save my bacon, so I can try to help you out. It will not be easy.'
[/STORY]
[OUT]Ask her to try anyway.
[OUT]Actually, being a rat is not so bad. Thank her for the new perspective, and ask for another payment for saving her life.
[OUT]Kill her!
[OUT][Witch]Demand that she give you a clipping of her armpit hair and two toenails, and tell her to spit over her left shoulder three times so you can catch it. This will make a potion to break the curse for sure.
[OUT][Gusla or volh]Demand that she give you a clipping of her armpit hair and two toenails, and tell her to spit over her left shoulder three times so you can catch it. This will make a potion to break the curse for sure.
[/NODE]

+[NODE]10
[STORY]
'Now, now, I told the others, but at least you already know, I am great at curses, so if you kill me, you will pay!'
[/STORY]
[OUT]Kill her anyway.
[OUT]Actually, being a rat is not so bad. Thank her for the new perspective, and ask for another payment for saving her life.
[OUT]Nod. Agree to try her way to get rid of the curse.
[/NODE]

+[NODE]11
[STORY]
You kill the witch but feel her curses fall hard on you. But it turns out that her death lifted the vermin curse.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
'Well, when I curse someone, I do it well and good, so there are only two ways I know of. One is to suck out the bad magic. Of course, not anyone can suck like that. But I know of an elf nearby who can, although how you will convince them to touch a rat is your problem.
The other way is a tad bloodier. You need to kill some rats - a specific bunch, to be precise - then smear their blood on yourself, walk backwards to the stone circle, and finally, bathe in human blood under the full moon.'
[/STORY]
[OUT]Go look for the elf.
[OUT]Kill some rats.
[/NODE]

+[NODE]14
[STORY]
You join in and burn the witch hut, but not before you hear her crooked voice utter a curse upon all of you!
And only now, you realise that the voice is that of the witch who cursed you into a rat at your croppings.
[/STORY]
[OUT][Witch or volh]You have a small window of opportunity to break the curse and escape this new one. Act now.
[OUT][Magic user]Try to ward off this curse. You know already this witch means business.
[OUT]Look around to check if folk are turning into rats.
[/NODE]

+[NODE]16
[STORY]
Indeed, many people in the crowd around you begin to squeal and transform into vermin. Alas, one of your own also falls prey to the curse!
[/STORY]
[OUT]Run away!

[/NODE]

+[NODE]17
[STORY]
Indeed, many people in the crowd around you begin to squeal and transform into vermin, but none of your own has turned yet.
[/STORY]
[OUT]Run away!

[/NODE]

+[NODE]18
[STORY]
Indeed, many people in the crowd around you begin to squeal and transform into vermin, but none of your own has turned. Better yet, it seems that your own rat curse has reacted to this new one and turned you into human form!
[/STORY]
[OUT]Leave before something else happens here.
[/NODE]

+[NODE]21
[STORY]
You ward off the curse and are able to flee this place safely.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
Indeed, many people in the crowd around you begin to squeal and transform into vermin, but none of your own has turned. Better yet, it seems that your own rat curse has reacted to this new one and turned you into human form!
[/STORY]
[OUT]Leave before something else happens here.
[/NODE]

+[NODE]24
[STORY]
Many people in the crowd around you begin to squeal and transform into vermin, but you manage to shield yourselves from the worst of it and suffer only from broken spirits - for now.
[/STORY]
[OUT]Run away!

[/NODE]

+[NODE]26
[STORY]
You fail to deal with the crowd and help the witch, but she used this time to escape.
The people are angry, and you get a few bumps and bruises as they chase you away.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]27
[STORY]
You get badly beaten and chased away.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]29
[STORY]
'Bah, you know this will take some of my power, but I suppose I do owe the rat, and you are a sister. Here, enjoy. Don't blame me if the undoing of the curse doesn't return one exactly to what they were. But they won't be a rat, that's for sure.'
She follows your instructions to the letter and even aids you in preparing the potion. Now all you must do is drink it and not throw up. You only get one go.
[/STORY]
[OUT][Cursed rat only]Drink up.
[OUT]Try a different way.
[/NODE]

+[NODE]31
[STORY]
'Bah, a man-witch tellin' me what to do... In my day, you were clever enough to hide your mugs! Veles be damned for allowing this. But fair is fair - here.'
She follows your instructions to the letter and even aids you in preparing the potion. Now all you must do is drink it and not throw up. You only get one go.
[/STORY]
[OUT][Cursed rat only]Drink up.
[OUT]Try a different way.
[/NODE]

+[NODE]32
[STORY]
The disgusting concoction turns your stomach, but it also undoes the curse!
The witch has taken this opportunity to sneak away, but you are rat no more.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]34
[STORY]
The disgusting concoction turns your stomach, but it also undoes the curse!
The witch has taken this opportunity to sneak away, but you are rat no more.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]35
[STORY]
The disgusting concoction turns your stomach, and as you throw up your guts, you hear the laughter of the witch from afar:
'Weak little vermin -- how sad. Be seeing ya!'
She disappears and you are left feeling ill, but oddly strengthened too.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]37
[STORY]
The witch defeats you, and you feel her curses fall hard on you.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]40
[STORY]
'Ha, who would have thought. Still, I owe ya. Here, another parting gift and I am off. Try not to lose that lovely vermin fur I gifted you!'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]43
[STORY]
You kill the witch, but feel her curses fall hard on you.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]47
[STORY]
Indeed, many people in the crowd around you begin to squeal and transform into vermin, but none of your own has turned. Better yet, it seems that your own rat curse has reacted to this new one and turned you into human form!
[/STORY]
[OUT]Leave before something else happens here.
[/NODE]

[/EVENT]

-- [EVENT] --Rat curse elf spwn(32)
+[NODE]2
[STORY]
You find the elf who can undo your rat curse. They are sitting by a tree and seem to be meditating.
[/STORY]
[OUT]Apologise for the intrusion and explain your situation.
[OUT]Leave.
[OUT]Attack!
[/NODE]

+[NODE]3
[STORY]
They turn to you and speak:
'You disturb my thoughts to inform me of your mundane troubles? How typical of your kind. Why does it matter if your form is human or vermin? It is but a tiny difference, no?'
[/STORY]
[OUT]Say that rats are very squishy, and because you serve the gods, you'd really rather be more useful.
[OUT]Admit that walking as a beast is not so bad. Nevertheless, you seek to serve, and this form is limited.
[OUT][Elf]Tell your brethren that the life of a beast is indeed noble, yet in this case, it is the work of an unnatural taint and should be cleansed.
[/NODE]

+[NODE]4
[STORY]
'Hmm, yes, you make a strong point, as one would expect. It disgusts me that I should ever be brought to use such folk tricks, yet I cannot deny that my mouth is gifted.'
The elf kneels down to reach the rat, licks their fur, and begins to suck away the dark taint. As they do so, the vermin's body slowly turns back into human form.
[/STORY]
[OUT]Await the results.
[OUT]Await the results.
[/NODE]

+[NODE]5
[STORY]
'Perhaps. Nonetheless, I am in no way inclined to touch the vermin -- it is beneath me.'
[/STORY]
[OUT]Try to convince them that it is the right thing to do.
[OUT]Attack the arrogant fool.
[OUT]Ask if there is any price you can pay them for the deed.
[OUT]Come back another time.
[/NODE]

+[NODE]8
[STORY]
You find the elf who can undo the rat curse. They are sitting by a tree and seem to be meditating. But you do not have your rat friend with you, so there is no point in approaching.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
Your spirit is weakened, but you are vermin no more!
The elf looks pale and sickly. They turn away from you, ashamed, and you know it is time to leave.
[/STORY]
[OUT]Bow in thanks and depart.
[OUT][Orc]Laugh at the elf as you leave.
[/NODE]

+[NODE]17
[STORY]
'Hmm, yes, you make a strong point, as one would expect. It disgusts me that I should ever be brought to use such folk tricks, yet I cannot deny that my mouth is gifted.'
The elf kneels down to reach the rat, licks their fur, and begins to suck away the dark taint. As they do so, the vermin's body slowly turns back into human form.
[/STORY]
[OUT]Await the results.
[OUT]Await the results.
[/NODE]

+[NODE]18
[STORY]
'I am not interested in material gain. I suppose I do need a servant, so you can leave me a child and I will then suck your rat.'
[/STORY]
[OUT]Accept.
[OUT]Try to convince them that it is the right thing to do.
[OUT]Attack the arrogant fool.
[OUT]Come back another time.
[/NODE]

+[NODE]20
[STORY]
'Well, let us get on with this humiliation.'
The elf kneels down to reach the rat, licks their fur, and begins to suck away the dark taint. As they do so, the vermin's body slowly turns back into human form.
[/STORY]
[OUT]Await the results.
[OUT]Await the results.
[/NODE]

+[NODE]21
[STORY]
'No.'
[/STORY]
[OUT]Attack the arrogant fool.
[OUT]Leave.
[/NODE]

+[NODE]22
[STORY]
You defeat the elf and they lie at your feet, bleeding.
[/STORY]
[OUT]Demand they undo the curse or die!
[OUT]Kill them.
[/NODE]

+[NODE]25
[STORY]
The elf nods and begins to slowly lick and then suck on the rat. The vermin begins to twist and turn.
[/STORY]
[OUT]Await the result.
[/NODE]

+[NODE]27
[STORY]
The rat's body changes, but not into their human form. Instead, they become a snake. The elf smiles with satisfaction as they die.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]30
[STORY]
The rat turns into a human form, but the elf perishes from the effort.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]31
[STORY]
You are defeated and forced to flee, never to find the elf again.

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

[/EVENT]

-- [EVENT] --Rat Curse Rats spwn(33)
+[NODE]2
[STORY]
You track down the nest of rats the witch said you had to kill to break your curse. As you approach, you hear a quiet squeak:
'Oh no, we saw you talking to her. Have you come to kill us? Please don't -- we're a family, once human like you, and she cursed us!'
[/STORY]
[OUT]Kill them anyway. It is you or them.
[OUT]Leave them be and try to catch that witch again!
[/NODE]

+[NODE]3
[STORY]
Come back with your cursed rat and at least one friend.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]4
[STORY]
You return to where the hut was, but it is gone.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]8
[STORY]
You kill the rats and cover your vermin fur in their blood. Now you must walk to the stone circle to give more blood in sacrifice.
[/STORY]
[OUT]Walk backwards to the stones. Then take some blood from your friends to aid you.
[OUT]Go find the stones. Then take some blood from your friends to aid you.
[/NODE]

+[NODE]10
[STORY]
The blood sacrifice works, and your vermin form twists back into human. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]11
[STORY]
The blood sacrifice works, and your vermin form twists back into human. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]12
[STORY]
The blood sacrifice works, and your vermin form twists back into human. 
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]13
[STORY]
You failed to follow the instructions. You were supposed to walk backwards to the stone circle. Instead of lifting the curse, you made it worse.
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]19
[STORY]
The rats beat you, and they drain your cursed blood so that their own dark magic may be lifted. 
They leave you breathing, but only barely.

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

[/EVENT]

-- [EVENT] --Volh Return(34)
+[NODE]2
[STORY]
You come across the ruins of a small human settlement sheltered within a dark grove. 
There are no remains of bodies, not even signs of struggle. Instead, it seems as if the people simply left their home. Their material belongings, however, show signs of extreme heat and ash - they are welded together in unnatural ways.
You also see pretty lights flickering nearby.
[/STORY]
[OUT]Approach.
[/NODE]

+[NODE]3
[STORY]
The lights are beautiful, enticing. They sing and call to you with their calm and warmth.
You are about to take another step forwards when a man steps into sight and calls out:
'Stop, please. These are svatelko. They seem nice, but they seek to take you and we cannot feed them anymore!'
[/STORY]
[OUT]Ask about the svatelko.
[OUT]Attack the svatelko to show the man you know what they are! [Skip story]
[/NODE]

+[NODE]4
[STORY]
'They are the lowest form of the lightbringers, the force that comes from beneath the earth. I know not what this force is, only that when they came, our exile was done and we have returned to aid the gods.
The svatelko and their lot will attack you with spirit, so you must plan ahead to strike them first, or be prepared for the spirit fight when they assail you first.'
The svatelko advance towards you.
[/STORY]
[OUT]Defend yourself with spirit!
[/NODE]

+[NODE]6
[STORY]
The svatelko dissolve and the man nods:
'Good, so you are the chosen of the gods, and thus we, the volh, pledge our service to you.'
[/STORY]
[OUT]Who are the volh?
[OUT][Witch]The volh? Does he mean the male witches, banished centuries ago by Veles himself for abusing their power and inevitably falling to darkness due to their uncontrolled temper, stubbornness, and dick-measuring practices?
[OUT]Nod and say you know already. Ask if this means he will join you now.
[/NODE]

+[NODE]7
[STORY]
'We are what you may regard as witches, only we are men. You see, after Veles gifted magic to the first viedma and her descendants, he also gifted six men with magic. We are descendants of one of them.'
[/STORY]
[OUT]Right. The Koshei was one of the six, yes?
[OUT]Ask why you have not heard of them before now.
[/NODE]

+[NODE]8
[STORY]
'Koshei, yes - an uncle of ours, you could say. Kostek was our father. Not interested in power struggles or grand schemes, he tried living a simple life. Had a wife, and they wanted children badly, but the law forbade this. The six were not supposed to pass on their magic. But the six were good at breaking laws.'
[/STORY]
[OUT]So who banished them?
[/NODE]

+[NODE]9
[STORY]
'We were not supposed to be. Kostek was our father. Not interested in power struggles or grand schemes, he tried living a simple life. Had a wife, and they wanted children badly, but the law forbade this. Only the viedma's daughters were meant to be gifted.  The six men were not supposed to pass on their magic. But the six were good at breaking laws.'
[/STORY]
[OUT]So who banished them?
[/NODE]

+[NODE]10
[STORY]
'The witches were the ones to complain, the zercas were the ones to speak to the gods, and it was by divine decree that we were outlawed. To this day you will not find many volh, and until recently, none would speak of their trade openly, nor teach boys unless we were sure of them.'
[/STORY]
[OUT]Ask what changed.
[/NODE]

+[NODE]11
[STORY]
'Although Veles is long gone, we heard his whisper in our dreams. We know many may not accept it, but we were called to serve, and we will do so.
From now on, if a boy shows talent, we will come to teach him. They will become gusla if their magic is weak, or volh if it runs strong.'
[/STORY]
[OUT]Will he stay with you, then?
[OUT]Thank him and leave.
[/NODE]

+[NODE]12
[STORY]
'No. We are few, and I must teach many boys and guide those who are already my students. I will come when needed. Now, beware of the lightbringers. Remember, when they attack you they will sting with spirit, so stay vigilant and try to attack first if your mystical power is low.'
[/STORY]
[OUT]Thank him and leave.
[/NODE]

+[NODE]13
[STORY]
'As a daughter of the viedma, of course you would see us as such. As if your own kind did not blunder in darkness and meddle with blood magic and curses, eh?'
[/STORY]
[OUT]Tell him it is true, yet it is said the male taint runs even darker!
[/NODE]

+[NODE]14
[STORY]
'And when it does, we deal with them, just as you deal with yours!'
The man's veins turn black for a split second before he adds, in a calm voice:
'Let us not argue. Times are dark. We heard whispers from Veles himself bidding us to return and help, and we will do so. Once this light is defeated, we may return to our squabble, dear sister.'
[/STORY]
[OUT]Nod and ask about this voice of Veles he heard.
[/NODE]

+[NODE]16
[STORY]
The svatelko dissolve and the man nods:
'Hmm, you lack any decent mystical power, it seems. You must train, for the lightbringers will come, and their favoured attack is spirit. Still, you are the chosen of the gods, and thus we, the volh, pledge our service to you.'
[/STORY]
[OUT]Who are the volh?
[OUT][Witch]The volh? Does he mean the male witches, banished centuries ago by Veles himself for abusing their power and inevitably falling to darkness due to their uncontrolled temper, stubbornness, and dick-measuring practices?
[OUT]Nod and say you know already. Ask if this means he will join you now.
[/NODE]

+[NODE]18
[STORY]
'Good, good. So you know the lightbringers will attack you with spirit when they initiate the challenge. And you know that we, the volh, have returned to the land and will from now on teach human boys to walk the path of witchcraft.
I must go now. Luck be with you, chosen ones.'
[/STORY]
[OUT]Leave.
[/NODE]

+[NODE]19
[STORY]
'Hmm, that was unimpressive to say the least... Still, you said you know... So you know the lightbringers will attack you with spirit when they initiate the challenge. And you know that we, the volh, have returned to the land and will from now on teach human boys to walk the path of witchcraft.
I must go now. Luck be with you, chosen ones.'

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

[/EVENT]

