Greater Evil

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## Introduction

**Greater Evil** is the term givin to crisis events the player can face, during world creation the player can set up which crisis they would like to face first, however the next crisis they face after that will be random, but not a crisis they have already beaten. When the player has beaten all crisis events (Noble war, Holy war, Greenskin invasion, Undead scourge.) the crisis they fought first will be the one they fight next, and the loop will continue forever.

Each crisis has it's own recruit you may meet on the road while it is ongoing, unlike vanilla these recruits do not leave your service after the crisis is concluded. You will get several warnings before a crisis event occours, these events will often give you an idea of what crisis you will be facing, the player must have a party that adds up to 30 levels of experience, either all on one brother or across multiple brothers to start a crisis, **players with larger parties tend to experience crisis event faster.**

During each crisis, small changes will be apparent;

### Noble War

* Upon taking a noble contract against another noble house, that house will immeditely turn hostile.
* Relations will set to neutral or threatening for all noble houses when the war ends.
* The southern city states are not involved in this crisis.
* This crisis will often resolve itself over time, cities will swap hands and be raided but the player can ignore this crisis with minimal repercussions.
* Noble houses cannot be wiped out completely, only reduced to a single settlement.
* Noble houses will take over settlements rather than destroy them.
* You may meet a  noble commander on the road, from the Noble Origin.
	+ If you already have a  noble commander, you will not get this event.

### Holy War

* Upon taking a contract against northen or southen factions, that respective faction will turn hostile.
* Relations will set to neutral or threatening for all noble houses and city states when the war ends.
* Both factions will send armies to the three holy sides scattered around the divide between the desert and the badlands. They may also send armies directly to settlements to harass them, but they will not raze them.
* While in the desert and on a road, you may meet a  crucified crusader.
	+ This  crusader will not leave after the holy war concludes.

### Greenskin Invasion

* Will typically flood in from the wilderness direction of the map, during this time orcs and goblins will become allies and form mixed parties.
* Greenskins will raze and destroy any settlement they come across, if they raze a level 1 settlement, it will be destroyed completely.
* You may meet a  Ranger during this time, but only if you did not begin the game with one.
	+ This  Ranger will not leave after the greenskin invasion concludes.

### Undead Scourge

* Will come from all directions, during this time ancient dead, nachzehrers and general undead parties will combine togeather into hordes.
* Instead of razing a settlement, undead will turn it into an occupided citadel, which will have it's own garrison and loot if destroyed.
* More hordes may be produced from this garrison, however nobles will make these sites a priority and send armies to try and destroy them. If the garrison is destroyed, the settlement vanishes.
* You may meet a  Crusader during this time, but only if you did not begin the game with one.
	+ This  Crusader will not leave after the undead scourge concludes.

## Mechanics

Each crisis begins with a strength of 125 and will decrease by 1 per day. When the strength hits 0, the crisis is over.

During this time, common contracts like caravan escorts, item retrevial and more will still be availible from commonfolk. However nobles will offer critical contracts releated to the current crisis.

**There are several interactions that can increase or decrease the strength of the greater evil during the crisis;**

* Destruction of hostile roaming parties from the crisis = -2 strength each
* Destruction of hostile camps and locations of the cause of the crisis = -4 strength per camp
* Critical contract completed successfully = -12 strength per contract
* Common contract completed successfully = -6 strength per contract
* Contract failed = +6 strength per contract
* Town destroyed completely = +20 strength