Giants Quest

After approximately 100 turns (varied by your World Progress setting) you will start to get random "Tremor" events which slowly increase in danger and difficulty.

## Pre-quest Events

### Tremors

These events can affect the town or an expedition or both.

#### **Shaken with Tremors**

The whole land is shaken with tremors! Groans and thudding footsteps are heard without. (You will get one of the options below only as a choice - random each time)

* 1. Try to hold on to something!
	+ Lose 2 children
	+ +1 XP
* 2. Try to hold on to something.
	+ Sandstone *(random)*
	+ 5 villagers receive 3 wounds each
	+ +1 XP
* 3. Try to hold on to something.
	+ +1 XP
* 4. Try to hold on to something.
	+ 5 villagers receive 3 wounds each
	+ +1 XP

#### **Unnatural Earthquake**

The night is quiet and calm, but suddenly, the ground shakes beneath your feet without any warning!

* 1. Get ready for trouble.
	+ 1. ***(requires Mokosh as deity)*** In the name of Mokosh, what is this?
	***Note:** Sometimes leads to no physical challenge. (needs confirmation)*
	+ 2. Try to find cover. [Physical] (2 skull)
		- Success:
			* Bless of Will (10 turns) for 3 villagers
			* +3 XP, +1 RP
		- Failure:
			* Lose 100 food
			* +5 wounds each to 3 villagers
			* +3 XP, +1 RP
* 2. ???

#### **Lone Elderly Man**

***Note:** This may occur if the Giant's Awakening quest has progressed far enough for the first map marker to appear, but haven't started/completed the Cosmic Tree Quest line. (needs verification)*

Another tremor shakes your village to its core. The fields around your home shake violently and the skies turn dark and foreboding.
The earth grumbles and cracks open, but before reaching your threshold, it all stops.
In the midst of the chaos, you see a lone elderly man trying to make it to your gates.

* 1. Try to help him out.
	+ 1. 'Who are you, and what are you doing here?'
		- 1. 'What fate was that? What do you speak of old man? Isn't the Darkness and the constant onslaught of Demons and other enemies enough?'
			* 1. 'Giants? We've never seen any Giants. What are they and where do they come from?'
				+ 1. 'So if we're in the path of these Giants, shouldn't we move our village?'
					- *(extra dialogue dependent on deity, then previous options)*
				+ 2. 'Gods damn it! We didn't need more calamity coming our way! So how do we stop them?'
					- Weapon, artifact/jewellery, resources
						* 1. 'Alright, give us the directions and maybe we will have a look. These earth tremors are getting very frequent.'
							+ +3 XP
							+ Giants Return location marked on map *(leads to **Part 1 - Strange Omens**)*
						* 2. ???
						* 3. ???
				+ 3. ***(requires an Elf in your village)*** An Elf from your village steps up to speak...
					- *(Same as **Try to help him out.** dialogue option above)*
* 2. Just watch him, weapons at the ready.
	+ *(Same as **How do we stop them?** dialogue option above)*
* 3. Kill the stranger!
	+ *(Same as **Stay away from our village stranger!** dialoge option below)*
* 4. 'Stay away from our village stranger!' Don't let him in.
	+ Artifact or Jewellery
		- *(blue text)* 1. Alright, it may be worth checking out the place on the map. After all, the earthquakes have been getting bad.
			* +3 XP
			* Giants Return location marked on map *(leads to **Part 1 - Strange Omens**)*
		- ???
		- ???

### Intro

Approximately 150-300 turns into the game, you will get an encounter from Kostey and the Oracle telling you about the dangers of the awakening Giants and starting a series quest chains.

If you have already finished the Cosmic Quest and discovered Silveroak, the Quest should instead be introduced to you by Annasari, an Elven druid from Silveroak.

Or the Quest may instead be introduced to you by an old scholar from the growing university, if you have already finished the Cosmos Tree quest line and sided with the Humans.

***Note:** You may have the Lone Man encounter instead of one of these encounters, in which case this is all skipped?? This might occur if you haven't finished the Cosmic Tree quest yet.*

Results of the conversation will depend upon your deity:

#### **Horos**

* Bless of Will (40 turns) for 12 villagers
* Bless of Magic (30 turns) for 6 villagers
* +3 XP

#### **Lada**

* Bless of Speech (40 turns) for 12 villagers
* Bless of Attractiveness (40 turns) for 8 villagers
* +3 XP

#### **Svarog**

* Bless of Health (35 turns) for 12 villagers
* Bless of Dexterity (35 turns) for 6 villagers
* +3 XP

#### **Morena**

* Bless of Speech (40 turns) for 12 villagers
* Bless of Attractiveness (40 turns) for 8 villagers
* +3 XP

#### **Veles**

*See "**Lone Elderly Man**" in the Tremors section above.*

#### Zorya

* Bless of Health (35 turns) for 12 villagers
* Bless of Dexterity (35 turns) for 8 villagers
* +3 XP

#### **Perun**

* Bless of Health (35 turns) for 12 villagers
* Bless of Dexterity (35 turns) for 6 villagers
* +3 XP

#### **Anasari**

***(If you have an Elf in the party** - needs confirmation)* If Anasari is the one to explain it to you, you will get the following instead. After Anasari explains what is happening, she gives you a gift.

* Bow, armour, trinket
* Bless of Magic (20 turns) for 8 villagers
* +3 Will, +3 Magic for 1 villager
* +4 XP, +1 RP

#### **Scholar**

If the old scholar is the one to explain it to you, you will get the following instead. After old scholar explains what is happening, he gives you a gift for helping his kin.

* Jewellery/artifact
* +4 Magic to 1 jewellery
* +9 Intelligence, +6 Will, +6 Folklore for 1 villager
* +4 XP, +1 RP

***Giants Return*** map marker will be added to your map.

## Main Quest (Giants Return)

***Note:** There are different variations of how you learn about the story of the Giants and what to do next. The encounter is random and you will discover who you are dealing with when you eventually visit the first map marker (although you can guess who it will be based on what the messenger tells you to do in the previous stage). They each involve meeting with a shaman/wise one/king of one of the other races.*

### **Part 1 - Strange Omens**

#### **{Var1} Goblins**

You find a small encampment hidden away from the unknowing eye. Within, you see a group of Goblins sitting in a small hut...

* 1. ***(Requires a Goblin in the party)*** A Goblin in your party speaks up "Yes boss master shaman. We gotta know of these big ones before they all squish us like bugs!"
	+ ...drink and listen to the spirits of old. [Sickness] (3 skull)
		- Success:
			* *See **Choose a Path** below*
* 2. ***(Requires an Orc in the party)*** An Orc in your party speaks up, their voice agitated: 'Don't play any games with us, little vermin, or else I may have to remind you of the old days and show you who's boss!'
	+ 1. 'Tell me what I need to know, now! Or I will bash you into the ground!' [Social] (2 skull)
		- Success:
			* *See **Choose a Path** below*
	+ 2. 'Fine, fine, sorry for earlier. We will drink your potion and do as you say.' [Sickness] (3 skull)
		- *See **[Sickness] (3 skull)** above*
* 3. ***(Requires a Ghost in the party)*** The ghost that travels with you looks at the shaman and speaks: 'I sense the answers lie within my kin. Is it not so?'
	+ 1. ...No need for no potions here. Just sit by the fire and listen to the dead ones speak truth!
		- 2. 'Thank you, shaman, you are of great help and we appreciate this. I will take my people and we will speak with your spirit friends.'
			* *See **Choose a Path** below*
* 4. Yes, we wish to know how to stop them.
	+ 1. Alright, we'll do it. [Sickness] (4 skull)
		- Success:
			* *See **Choose a Path** below*
* 5. Come back later.

#### **{Var2} Dwarves**

You find a stone house standing alone in the middle of nowhere...

* 1. ***(Requires a Dwarf in the party)*** Your Dwarven friend steps up to speak.
	+ 1. Let us go in.
		- 1. The Dwarf in your party speaks up...
			* 1. We are in need of aid...
			* 2. How dare you insult our friend!
				+ Deforming Curse on 1 villager
				+ *See **Choose a Path** below*
			* 3. ???
		- 2. Approach cautiously.
	+ 2. Do the obstacle course. [Physical] (4 skull)
		- *See **[Physical] (4 skull)** below*
	+ 3. ???
	+ 4. ???
* 2. ***(Requires an Elf in the party)*** Your Elven companion frowns and whispers.
	+ 1. This smells of Dwarven build..
		- 1. Right, time to do it the hard way. Time to beat the obstacle course. [Physical] (4 skull)
			* *See **[Physical] (4 skull)** below*
		- 2. ***(Requires Veles as deity)*** Well, perhaps there is another way.
			* *(Same as **You feel magic is guarding this place.** dialogue option below)*
		- 3. ???
		- 3. ???
* 3. Go through the obstacle course. [Physical] (4 skull)
	+ Success:
		- *See **Choose a Path** below*
* 4. ***(Requires Magic or Witch/Sage)*** You feel magic is guarding this place.
	+ 1. Your mages sense strong spells...
		- 1. Try to break the spell. [Hex] (5 skull)
			* Success:
				+ +3 Magic, +2 Will for 1 villager
				+ *See **Choose a Path** below*
			* Failure:
				+ 1-2 wounds on 2 villagers
				+ Cursed on 3 villagers
		- 2. Just do the obstacle course. [Physical] (4 skull)
			* *See **[Physical] (4 skull)** above*
* 5. ***(Requires Veles as deity)*** You feel magic is guarding this place.
	+ *(Similar to **You feel magic is guarding this place.** dialogue option above)*
* 6. Leave it for now.

#### **{Var3} Oak Father (Elves)**

You come to a place that looks like a barren hillside, with one old tree stump sticking out like a sore thumb.
You don't see anyone here, but you're sure this is the place you were meant to go.
Suddenly, the hillside under the tree stump shakes, and a set of large green eyes opens and looks at you:
'Helloo, straangers. Yoou coome heere looking foor knowledge, but I aam old and sleepy. Whyy should I tell aanything about my own kind?'

* 1. **(Requires 2 Elves in your party)** The two elves in your party speak up...
	+ *See **Choose a Path** below*
* 2. 'We were told you can help us save Thea from this new threat...'
	+ 1. ***(Requires a Demon in your party)*** I smell demonkind in yoour midst... [Physical] (5 skull)
		- Success:
			* *See **Choose a Path** below*
	+ 2. 'You seem like decent folk. Still you ask me to betray my own kind'... [Physical] (4 skull)
		- Success:
			* *See **Choose a Path** below*
		- Failure:
			* 8 wounds each to 5 villagers
			* *See **Choose a Path** below*
* 3. ***(Requires Lada as your deity)*** 'By the grace of Lada, please help our cause...'
	+ *See **Choose a Path** below*
* 4. ***(Requires Morena as your deity)*** 'In the name of Morena and her wisdom, please share your knowledge with us.'
	+ 1. 'Alright, we need the knowledge, so we will help.' [Physical] (4 skull)
		- Success:
			* *See **Choose a Path** below*
* 5. ???

#### **Choosing a Path**

You speak with a Dwarf Runemaster and get the story of the Giants. All choices eventually lead to the same decision point regarding the Umbrage Lord.

* 1. Getting some help may be wise. Where do we find the Planetnik lord?
	+ 1. We do not know. Seek the Weatherer.
		- +12 XP, +1 RP
		- *Leads to **Part 2a - Find the Weatherer***
* 2. So we kill lots of Giants, but how do we find the Umbrage lord?
	+ 1. Alright, attack and defeat four groups of Giants.
		- +12 XP, +1 RP
		- *Leads to **Part 2b - Giant Slayer***

### **Part 2 - Seeking Giants**

#### **Part 2a - Find the Weatherer**

If you have decided to find the Planetnik Lord, a series of random events will occur which will help with your decision. These events should occur in a random order and help you to track down the Planetnik Lord.

##### **Wildwife**

You come across signs of a Giants crossing and you also catch rumours of a Wildwife sighting not too far away.

* +1 XP
* A moving map marker is added to the map

You come across a female giant - a true Wildwife...

* 1. Attack. [Fight] (1 orange skull) - a Wildwife and 4 Rockers
	+ Success:
		- Weapon, armour, resources
		- +12XP 2RP
	+ Failure:
		- ???
* 2. Run away.
	+ Ends encounter. 0XP.
* 3. Hello?
	+ 1. 'Ah, you're a weird one, just die!' [Fight] (1 orange skull)
		- *Same as **[Fight] (1 orange skull)** above?*
	+ 2. 'Hey, calm down. You're not a Troll, you know that, right?' [Social] (3 skull)
		- Success:
			* Top-tier resources (Dragon leather, Mithril)
			* +8XP 1RP
		- Failure:
			* ???
	+ 3. Oh, whatever, just go. But first, do you know the Planetnik Giants?
		- The Wildwife runs off.
		- +2XP 1RP

##### **Looking for the Weatherer**

Your scouts find some Giant tracks.

* +1XP
* "Looking for the Weatherer" map marker appears

You discover another one of those great craters...

*(**Note:** Additional dialogue options become available if you have previously met either the Wildwife or Vielkoluds and resolved the interaction without fighting.)*

* 1. They are going to grow up into Giants, so kill them!
	+ 14-15 Wounds each on 2 villagers
		- 1. Good
			* +3 XP
		- 2. ???
* 2. Damn it, burn the Giant's body so it doesn't rise as the Unliving...
	+ 1. ***(If you have 100 food)*** Alright we will bring them food - 100 food should do the trick.
		- Lose 100 food
		- 10-13 Rubies/Silver/Obsidian/Mithril
		- +3XP
		- *Map marker remains*
			* ***Second visit:***
				+ Lose 100 food
				+ 10 Diamonds/Moonstones
				+ +2XP
				+ *Map marker remains*
					- ***Third visit:***
						* The babies are gone
						* 10 Rubies/Mithril/Obsidian
						* +2XP
	+ 2. Just leave them be, not your problem.
	+ 3. We don't have enough food, but we will try to bring some.
* 3. ***(Blue text - If you interacted peacefully with the Wildwife)*** Try to find the Giants you already helped out, and see if they can take care of these little ones.
	+ Bless of Health (35 turns) for 3 villagers
	+ +3 XP
* 4. Just leave them be, not your problem.

##### **Vielkolud**

Your scouts have spotted a group of Vielkolud roaming the hills in the distance. They moved away now, but maybe they hold some clues to the Weatherer giant you seek.

* +1 XP
* A moving map marker is added to the map

You come across a rowdy pack of rowdy Vielkolud...

* 1. [Fight] (1 orange skull) - *(3 Vielkoluds. 180+ hp ea)*
	+ Success:
		- Artifacts, trinkets, good resources (Dragon Bone, Dragon leather, Obsidian)
		- +10 XP, +2 RP
	+ Failure:
		- ???
* 2. 'Hey, slow down, guys! We just want to talk...'
	+ 1. Try to wriggle free. [Physical] (4 skull)
		- Success:
			* Bless of Dexterity (20 turns) for 2 villagers
			* +1 Dexterity for 1 villager
				+ 1. 'Alright, that's enough! Stop it! You should be looking for Wildwives...'
					- +10 XP, +2 RP
				+ 2. Just attack them! [Fight] (5 skull)
					- Success:
						* Weapon, armour, resources
						* +10 XP, +1 RP
					- Failure:
						* ???
		- Failure:
			* ???
	+ 2. 'Hey, hey, listen to your friend. You're feeling the urge to find some wildwives...'
		- 1. [Physical] (4 skull)
			* *See **[Physical] (4 skull)** above*
		- 2. ***(Requires a Ghost in the party)*** Your ghost friend is able to escape the bonds without trouble.
			* *See similar dialogue option below*
	+ 3. ***(Requires a Ghost in the party)*** Your ghost friend is able to escape the bonds without trouble. They get scared.
		- Artifact, top-tier resources *(I got 14 Obsidian)*
			* 1. Attack! [Fight] (1 orange skull)
				+ *Same as **[Fight] (1 orange skull)** above except only 1RP*
			* 2. Let them leave.
				+ +10XP 2RP

##### **Goblin Shaman**

*Not sure what triggers this event. Might be random, may require a Goblin in the group. May also need to start Giant Quest prior to Holy Hog Hunt.*

You discover a tied-up goblin with a peg leg and strange glasses on his forehead.

* *All this to be confirmed.* Assisting the Goblin leads to the Goblin Shaman assisting you in finding the Weatherer, and has an effect on the Holy Hog Hunt event which occurs later.

##### **The Weatherer**

Your scouts spot strange weather activity in the distance. This time, it is the Weatherer for sure.

* A map marker is added to the map

When you encounter the map marker:

* 1. Attack this giant. [Fight] (4 red skull)
	+ Weapons, ranged weapons, medium armour, artifact, resources
		- 1. Oh, good, maybe it's the Umbrage Lord's lair.
			* 1. Sacrifice the life force of two of your own people to summon a Viatroviec into your service!
				+ Lose 2 villagers
				+ A Viatroviec (Level 15) joins the party
					- 1. Good, we need all the help we can get. Time to find this Umbrage lord.
						* +14 XP, +1 RP
			* 2. Keep it safe, and draw only some of the power to strengthen your people.
				+ Bless of Strength (35 turns) and Bless of Will (35 turns) for three villagers
				+ +2 Strength for 1 villager
					- +14 XP, +1 RP
			* 3. ???
		- 2. ???
* 2. Hey, wait, stop.
	+ 1. ***(Requires high level magic - 21+ ??)*** [Hex] (4 skull)
		- Success:
			* Bless of Will (20 turns) for entire party
			* +2 Magic, +3 Will to 1 villager
				+ 1. Do you know of the destiny I carry? ***Destiny***
				+ ***{Var1}***
					- 1. Yes we do.
						* +10XP 2RP
						* A map marker appears *(leads to **{Var1} Planetniks** below)*
				+ ***{Var2}***
					- 1. Yes, we do...
					*(I do not trust you. Help me to rescue my fellow Planetnik from a group of pesky softskins live yourselves.*
						* 1. No! We will not kill our own kind. [Fight] (3 red skull)
							+ Success:
								- High level loot, fight starts again
							+ Failure:
								- ???
						* 2. OK
							+ +10XP 2RP
							+ A map marker appears *(leads to **{Var2} Gulliver's Travels** below)*
				+ ***{Var3}***
					- 1. Yes, we do...
					*(You feel so familiar. Seek out other Planetnik, my lieutenants..)*
						* +10XP 2RP
						* A map marker appears *(leads to **{Var1} Planetniks** below)*
				+ ***{Var4}***
					- 1. ???
		- Failure:
			* ???
	+ 2. [Physical] (4 skull)
		- Success (*leads to **"Do you know the destiny I carry"** above*)

###### **{Var1} Planetniks**

*This occurs if you did not help the Wildwife, Giant babies, and Vielkolud. (needs confirmation)*

You find the group of Platetniks the Weatherer told you about...

* 1. Use your powers of persuasion. [Social]
	+ Bless of Speech (20 turns) for 6 villagers
		- 1. You feel the power of your deity strengthening your words... [Social] (3 red skull)
		*(Relatively not too difficult of a challenge)*
			* Success:
				+ +4 Speech, +1 Intelligence for 2 villagers
					- 1. 'Why can't you come and help?'
						* *(Same as "**Fine, off we go to find the Umbrage Lord.**" dialogue option below)*
					- 2. 'Fine, off we go to find the Umbrage Lord.'
						* +12 XP, +1 RP
						* A map marker appears *(leads to **Part 3 - Umbrage Lord's Lair**)*
			* Failure:
				+ Heavy Wounds to 3 villagers
				+ *Map marker remains*
* 2. Use logic and knowledge. [Intellect] (3 skull)
	+ Success:
		- +4 Speech, +1 Intelligence for 2 villagers
		- +12 XP, +1 RP
		- A map marker appears *(leads to **Part 3 - Umbrage Lord's Lair**)*
	+ Failure:
		- ???
* 3. ???
* 4. ???

###### **{Var2} Gulliver's Travels**

*This occurs if you helped the Wildwife, Giant babies, and Vielkolud. (needs confirmation)*

You approach what must have been a settlement once, but now you see many destroyed huts and a Giant lying flat on his back, tied with many ropes. There are people sitting on top of him, poking him and laughing.

* 1. Attack the people!
	+ *Same as "**Try to talk to the people**" dialogue option below*
* 2. Try to talk to the people. [Social] (5 skull)
*(As you approach the scene...unliving giants attack)*
	+ 1. To arms! [Fight] (5 skull)
		- Weapons, armour, resources
		- +12 XP, +1 RP
		- A map marker appears *(leads to **Part 3 - Umbrage Lord's Lair**)*
	+ 2. Try to outwit the Giants! [Tactic] (5 skull)
		- +12 XP, +1 RP
		- A map marker appears *(leads to **Part 3 - Umbrage Lord's Lair**)*

#### **Part 2b - Giant Slayer**

Seek out packs of Giants and defeat them. You may have to initiate combat.
Once you have defeated the appropriate number of Giants (depends on game difficulty), the following event will trigger:
You have now slain many Giants, and you feel the presence of the Umbrage Lord nearby!

* Map marker added.

At the map marker:
...'You, you killed Giants! You waste their deaths! But I see you are not worthy of my time. I feared my enemy rising up, not mere worms'. The Shadow creature turns and moves away, as fast as the wind!

* 1. Track it! [Hunting] (3 skull)
	+ Success:
		- 1. Great, we can now end this thing.
			* A Shade (Level 14) joins the party
			* *Leads to **Part 3 - Umbrage Lord's Lair***
			* +10 XP, +1 RP
		- 2. ???
* 2. Run after it! [Physical] (4 skull)
	+ Success:
		- 1. Great, we can now end this thing.
			* A Shade (Level 14) joins the party
			* *Leads to **Part 3 - Umbrage Lord's Lair***
			* +10 XP, +1 RP
		- 2. ???

*(not sure where the Social challenge occurs on this path): If you succeed with Social challenge in the Giant slayer path, every single character you have gains 12 Leech, a Curse of Darkness and a Shade joins you. (needs confirmation)*

### **Part 3 - Umbrage Lord's Lair**

You approach the lair of the Umbrage lord...

* 1. ***(If you chose to Find the Weatherer)*** Approach the Umbrage Lord!
	+ *The Weatherer temporarily joins the party (for the duration of this challenge only)*
		- 1. No point talking, time to kill this creature! [Fight] (5 red skulls)
			* Success:
				+ *The Weatherer leaves the party*
				+ Weapons, armour, trinkets, resources
					- 1. We wish to have the precious stones.
						* +20 XP, +5 RP
						* A Giants Return map marker is added to the map *(leads to **Chasm** below)*
					- 2. We would like to grow stronger!
						* +3 Strength for entire party
						* +20 XP, +5 RP
			* Failure:
				+ ???
		- 2. Let the Weatherer speak: 'You may have allowed the Darkness to take your soul...' [Social] (5 red skulls)
			* Success:
				+ *The Weatherer leaves the party*
					- 1. You're welcome, so what now?
						* A Mroki (Level 47-49) joins the party ***or*** A Planetnik (Level 31-33) joins the party
						* +20 XP, +5 RP
					- 2. ???
			* Failure:
				+ 15 wounds each to 4 villagers
				+ *Initiates **[Fight] (5 red skull)** above*
* 2. ***(If you chose the Giant Slayer path)*** Approach the Umbrage Lord!
	+ 1.The Darkness must be defeated! [Fight] (5 red skull)
	*(**Note:** This is a difficult fight - The Umbrage lord has ~550 Health)*
		- Success:
			* Weapons, armour, trinkets, resources
				+ 1. ***(Blue text option)*** Yes, dominate the shadow creature.
					- A Shade (Level 18) joins the party
					- +20 XP, +5 RP
				+ 2. We would like to grow stronger! **(requirement?)**
					- +3 Strength for all villagers
					- +20 XP, +5 RP
				+ 3. No, we don't want shadow creatures!
					- A Viatroviec (Level 15) joins the party
					- +20 XP, +5 RP
		- Failure:
			* ???
	+ 2. ***(If you sided with the Orcs in the Cosmic Quest)*** You already aligned with creatures of the Night, so perhaps this one too may be reasoned with. 'They call you the Umbrage Lord, and you are of the Darkness, but perhaps we need not fight? We do not wish to restore the light.'
		- 1. 'We do not wish to devour Thea, only to remain in this wonderful state of dusk. After all, if you destroy this world, what will become of you? Why don't we work together? You keep your darkness at bay from our settlements, and we will not fight you or try to bring the light back.' [Social] (5 skull)
			* Success:
				+ A Shadow Creature joins the party
				+ Curse of the Darkness on all villagers
				+ +12 leech on all villagers
			* Failure:
				+ Cursed for entire party
					- 1. Well, If he won't listen to reason, it's time to kill the bastard! [Fight] (5 skull)
						* *See **[Fight] (5 skull)** below*
		- 2. No deal. The Darkness must be defeated! Attack! [Fight] (5 skull)
			* Success:
				+ 1. Yes, dominate the shadow creature.
					- A Shade joins the party
					- +20 XP, +5 RP
				+ 2. No, we don't want shadow creatures!
					- ???
			* Failure:
				+ ???
* 3. Come back later.
	+ *Map marker remains*
* 4. ???

#### **Chasm**

You find the chasm created by the Weatherer...

***Note:** The first two visits will reward loot, the third visit will despawn the map marker.*

* 1. Great, mine the precious stones!
	+ 1. [Physical] (4 skull)
		- Success:
			* 1. Great, get some precious stones.
				+ 23 Moonstones, 10 Diamonds
				+ +1 XP
			* 2. ???
		- Failure:
			* ???