Cult of the Cadence

**Cult of the Cadence** is a random event where a hero brings an old man before you warning that villagers are attacking a cult of the Cadence.

## Outcome summary

 50% or 100% | **Cult Closed**: Cult is arrested and hero becomes Stalwart.

The "Cult of Persuasion" outcome can only occur if the hero has at least one relic. If not, the "Cult Closed" is the guaranteed outcome of arresting the cult.

## Start

Cult of the Cadence

hero name stands before you with a wheezing old man. "I was doing my rounds outside of the Capital when this old codger comes running out from the forest. Tells me that he's part of a 'group' that worships the Cadence and that one of the towns nearby is attacking his mates." The old man puts his hands up, "We don't want to hurt anybody. Please, help us."

* Do nothing. The villagers are doing the work for you.
* Help the cult. All beliefs are welcome here, even potentially dangerous ones.
* Arrest the cult. This should have been nipped in the bud sooner!

The hero selected for this event is any hero in the retinue who is not Stalwart. If there are no such heroes, this event will not trigger, nor will this event trigger if more than 100 years have passed in the game.

## Do nothing

### Outcomes

There are two possible outcomes, both equally likely.

Silent Treatment

You and hero first name stare blankly at the old man. Minutes go by as he pleads with his eyes until he finally shambles out of the room. By nightfall you receive word that the "group" is no more.

The Power Within

You tell the old man that you will remain neutral in these matters and send him back. Word comes that night that the village continued their attack, but the cult managed to fight them off with some sort of "hidden power" and then disappeared into the forest.

A followup event will occur in 75 to 90 years.

## Help the cult

### Outcomes

There are two possible outcomes, both equally likely.

You Worshipped This?

hero first name rides out to talk with the villagers and argues that "we have enough to worry about without fighting against our own!" The speech seems to calm everyone down and the grateful cult bestows one of their idols upon the hero. "This one speaks to you," they explain.

A followup event will occur in 75 to 90 years.

Up All Night at the Cult

hero first name rides out with the man and returns later that night looking like a mud farmer. Apparently the call for aid was a trap! ...Maybe? "The last thing I remember is being knocked out by that old man and then waking up outside the Capital. With this." You spot the mole on the hero's left arm and feel weirdly discomforted by it.

hero name has gained the Mysterious Mole status.

## Arrest the cult

### Outcomes

There are two possible outcomes. If the randomly selected hero that brought the old man before the ruler has a relic, both outcomes are equally likely. If the hero does not have a relic, the "Cult Closed" outcome is guaranteed.

Cult of Persuasion

The old man is arrested along with the rest of the cult from the village, but they don't stay in the Capital for long. During their first night of imprisonment, a guard-having listened to the prisoners' preachings-lets them loose and joins their cause. Their payback only amounts to breaking into the armory and destroying a Relic, but as they escape into the woods, you wonder if the cult will leave it at that.

hero name's Relic "relic name" has been destroyed.

Cult Closed

hero first name journeys to the village and promises the cult safety... in the dungeons! As the members are shackled and taken away, the village settles back into its old habits of pie festivals and (rigged) pig races.

hero name has gained the Stalwart personality.