Town Events

**Town Events** are events that are triggered at the town of Ostoya.

## A Good Day

Today looks like a good day. Your people see a magnificent stork fly past your village and perch on top of a chimney. [snip] - *(result is random)*

* **{Var1} Good Harvest**
	+ Gain a decent amount of grain and fruit (~40/25).
		- +1XP
* **{Var2}**  **Child Delivery**
	+ +1 child
	+ +1XP
* **{Var2}**  **Blessing**
	+ All villagers, regardless of current location, gain 15 turn Bless of Health
	+ +1XP

## A Mother Returned

You hear a scream of a child in the village. Everyone gathers at his house and they see the child's mother standing by him, only his mother has been dead for weeks!

As she turns her head, you see her face is pale and gaunt, her eyes empty and yet fixated on the child. When she opens her mouth, as if to speak, only a loud shriek comes out, revealing two sets of sharp teeth in her now unnaturally wide mouth!

* A monster! Kill it! [3-skull Fight]
	+ Success
		- Loot: misc mid-tier weapons, mid-top tier resources
		- +7XP 1RP
	+ Failure
		- One villager is devoured
		- +2 XP
* Step back and observe it. **(Requirement: 2 childen)**
	+ Lose 1 child.
		- Use another child as bait to create a trap. [2-skull Fight]
		- Don't risk more children, attack now! [3-skull Fight]
		- ???
* It's a bloodsucker. Try to get some animal blood to distract it. **(Requirement: Folklore 5 or 10+?)**
	+ Good, now: Attack [2-skull Fight].
		- Success
			* Loot: 1 or 2 weapons, mid-top tier resources, Rubies, maybe a trinket.
			* +7XP 1RP
* Try to ambush her. [2-skull Fight] **(Requirement: Tactics?)**
* Ask for the light of Svarog to aid you! **(Requires Svarog as deity)**
	+ Attack those who remain. [2 skull fight]
		- Loot: misc mid-tier weapons, mid-top tier resources
		- +7XP 1RP
	+ Let them run.

## A New House

You decided to build a new house in the village to improve your lifestyle.

The construction is going well or so it seems until the whole thing collapses on your workers. *(NOTE: This event appears to be random. Only one option will be available)*

* **{Var1}** Get everyone who's left together and dig out those stuck under the rubble.
	+ You have enough good crafters and wise people to figure out how to get the builders out quickly and safely.
		- whole village gains 10 turn Bless of Intelligence
		- 2 villagers +2 craft
		- +2XP 1RP
* **{Var2}** Get everyone who's left together and dig out those stuck under the rubble. [1 skull physical]
	+ Success!
		- 2 villagers gain +6 wounds each.
		- One villager gets +1 Str +1 Dex
		- +2XP 1RP
* **{Var3}** Get everyone who's left together and dig out those stuck under the rubble.
	+ You dig the men out fast enough they don't suffer any grave wound!
	+ +1XP

## Attackers

You realise a group of attackers is approaching your village, fast!

* 1. To arms!
	+ 1. Attack them! [Fight] (2 skull)
		- Success:
			* Weapons, resources, food
			* Lose 60 resources
			* +4 XP, +1 RP
		- Failure:
			* 10~13 wounds on villagers
			* Lose majority of stored items and all children in the village
	+ 2. Divide your people into two groups so that some may protect the goods and children while others may fight. [two people will be removed from your party for any challenges].
		- Attack! [Fight] (2 skull)
			* Success:
				+ Weapons, resources, food
				+ +2 Tactics for 2 villagers
				+ +4 XP, +1 RP
			* Failure:
				+ ???
	+ 3. **(Requires...?)** Your best warriors step up, arms drawn: 'We'll give you one chance to run, now!' Intimidate.
		- 1. 'Leave now, scum! Or else!' Intimiate! [Social] (2 skull)
			* Success:
				+ Resources, food
				+ +2 Speech for 2 villagers
				+ +4 XP +1 Research
			* Failure:
				+ ???
		- 2. Use this opportunity to attack them! [Fight] (2 skull)
			* Success:
				+ Resources, food
				+ Lose 5 Metal, 30 Food
				+ +4 XP +1 Research
			* Failure:
				+ ???
* ???

## Band of Robbers

### Part 1

You hear rumours of a band of robbers setting up camp in the area. Some of your food stocks and supplies have gone missing over the weeks, and there are talks of the getting more and more violent.

* Lose ~40 food, ~5 metal
	+ 1. Try to track down these bandits. [Hunting]
		- ***{Var1} (Requires ~~Perception +4?~~** got it with max Perception 2**)** [Hunting] (1 skull)*
		- Success:
			* +3 XP, +1 RP
			* *Leads to **Part 2 - Bandits (hideout)***
		- Fail:
			* *Leads to **Part 2 - Bandits (hideout)***
			* 1-5 Wounds each for 3 villagers (if less than 3 in the village, one can be wounded multiple times)
			* +1 XP
		- ***{Var2}** [Hunting] (2 skull)*
			* *Same as **{Var1}** above*
	+ 2. Well, just leave them be, perhaps they will not return.
	+ 3. ???

### Part 2 - Bandits (hideout)

You track down the bandit hideout, situated in an old mineshaft. There is a dark tunnel leading into the decrepit mines.

* 1. Go into the tunnel
	+ ***{Var1}***
		- 1. Approach them quietly and strike from the shadows! [Sneak] (2 skull)
			* Success:
				+ Resources, trinket *(random)*
				+ ***{Var1}***
					- A Starving Wolf joins the party
					- +2 Animal Kinship for 1 villager
					- +3 XP, +1 RP
				+ ***{Var2}***
					- Fur Leather, Bones
					- +3 XP, +1 RP
		- 2. Just attack them! [Fight] (2 skull) **Battle**
			* Success:
				+ Weapons, resources
				+ +3 XP, +1 RP
			* Failure:
				+ ???
		- 3. ***(Blue option)*** Go in with weapons drawn, but try to reason with the bandits.
			* 1. 'Let's not do anything hasty!'... [Social] (2 skull)
				+ Success:
					- 1. ***(Blue option)*** 'Deal. Just make sure you leave...'
						* Weapons, resources
						* ***{Var1}***
							+ A Bandit joins the party
							+ Bow
							+ +3 XP, +1 RP
						* ***{Var2}***
							+ ***{Var1} (Requires Animal Kinship +2)***
								- A Fat Rat joins the party
								- +3 XP, +1 RP
							+ ***{Var2}***
								- Leather, bones
								- +3 XP, +1 RP
					- 2. 'No deal!' Attack them instead! [Fight] (2 skull)
						* *See **Battle** option above*
					- ???
				+ Failure:
					- 1. Run away. Come back another time.
						* Exit (map marker remains)
					- 2. Attack them [Fight] (2 skull)
						* *See **Battle** option above*
			* 2. Actually, just attack them! [Fight] (2 skull)
				+ *See **Battle** option above*
	+ ***{Var2}***
		- 1. ***(Blue option)*** Well, they're bound to have some loot in here... [Sickness] (2 skull)
			* Success:
				+ Resources, ranged weapon
				+ +2 Health for 1 villager
					- 1. Take a closer look and consider if these might be some type of Demons (blue option, unsure of requirement)
						* 1. Better not meddle with Demons. Leave them to rot.
						* 2. ***(Blue option)*** 'Hey there...'
							+ ***{Var1}***
								- Bless of Intelligence (20 turns) for 3 villagers
								- +3 XP, +1 RP
							+ ***{Var2}***
								- A Hulking Rat joins the party
								- Bless of Intelligence (15 turns) for 1 villager
								- +3 XP, +1 RP
						* 3. ???
					- 2. Well, things are rarely what they seem... Let them out
						* Just stay back and let them out...
							+ Bless of Will (15 turns) for 2 villagers
							+ +3 XP, +1 RP
						* ???
					- 3. Vermin is vermin, who cares what they smell like. Leave them to rot.
			* Failure:
				+ Poisoned +1 for 2 party members
					- 1. Run!
						* +1 XP
						* Quest ends
		- 2. No, the bandits are dead, just Leave.
			* +1 XP
			* Quest ends
		- 3. ???
* 2. No, come back later.
	+ Ends encounter (map marker remains)

## Barn Cat

A black cat is spotted rummaging through the barn, when it is caught, it runs off, but it seems to want you to follow it.

Black cats are most commonly the familiars of witches, but, there are several House Demons or protective Demons... [snip]

* Ok, follow the cat. (result is random)
	+ **{Var1}** Cat heads to pantry:
		- Ok, give him some food. [lose 10 food]
			* +2 gathering to 1 villager
			* -10 food
			* +2 XP +1 RP
		- No way, chase it off!
		- ???
	+ **{Var2}** You follow the cat for a bit, but realize it is just a cat. It runs outside, finds a ball of string and plays...
		- +2 XP +1 RP
	+ **{Var3}** You follow the cat and it leads you outside the village [...] you discover a baby, wrapped in blanket and sleeping peacefully. This cat is surely Dola, the child's guardian spirit!
		- Take the child
			* +1 child
			* 25-turn bless of health on 7 people (may be in expedition too)
			* +2XP 1RP
		- Leave the child
	+ **{Var4}** You follow the cat outside and it leads you into a patch of brambles where you are ambushed by a Witch!
		- Stay and fight the Hag! [2-Skull Fight]
			* Success:
				+ Loot: Low level weapons/armour, maybe some trinkets, food and other basic resources, ~25 Herbs
				+ +4 Herbalism to 1 villager
				+ +3 XP +1 RP
			* Failure - ???
		- Run away
* Nah, better not risk it. End encounter. No XP.
* ???
* ???
* ???

## Bybedder

While the men sleep well this night, some of the women, well they sleep very, very well...

Visited thusly, by a Bybedder, perching by their bedside, the women's dreams are filled with passion and desire, burning their bodies like a red flare!

* A Bybedder, what was that again?
	+ Burn some dried cow's droppings to ward it off!
		- Try to free yourselves from the Bybedder! [2-skull Intellect] - only female characters involved and 1 man
			* Success: +1 child, +2 attractiveness and +2 will to all women in town and 1 man, +30 Blessing of Magic to 2 female villagers. +4XP 1RP
			* Failure: +2 childen, lose 1 female villager, all remaining female villagers get 30 turn Blessing of Attractiveness. +2XP
* Try to wake them!
	+ [3-skull Intellect] Only women take part (and 1 man too?).
		- Success: +1 child, +2 attractiveness and +2 will to all women in town (and 1 man too?), +30 Blessing of Magic to 2 female villagers.
		- Failure: +2 child, +30 Blessing of Attractiveness to all female villagers, -1 female villager
			* +2 XP
* Try to attack the demon!

## Changeling

Your village is woken by the streams (screams?) of your children and you soon discover some of your young ones have gone missing! In their place you discover a changeling - a child most likely left here by Demons.

-2 Child

* Set up an old folk ritual to try and determine the child's nature. **[Requires 2 characters with Folklore 5+]**
	+ Child grows into an adolescent...
		- **{Var1}** Great, welcome them!
			* Gain a Warrior with higher than usual stats. May have Magic or Divination out of the ordinary
			* +2XP 1RP
		- **{Var2}** Great, welcome them!
			* Gain a Gatherer with than usual stats. May have Magic or Divination out of the ordinary
			* +2XP 1RP
		- **{Var3}** Great, welcome them!
			* Gain a Craftsman with higher than usual stats. May have Magic or Divination out of the ordinary
			* +2XP 1RP
		- **{Var4}** Great, welcome them!
			* Gain a Hunter with ordinary stats
			* +2XP 1RP
		- This could be foul magic banish them
			* 1 villager gains +2 Folklore
* One of the Elves who joined your village steps up: 'This child is bound by magic and more is hidden within than the eye sees. I will try to break this spell.' [**requires an Elf, need not be in the village at present]**
	+ **{Var1}** Wonderful, welcome them into our midst
		- +1 Forest Elf with great stats
		- +2 XP +1 RP
	+ **{Var2}** Wonderful, welcome them into our midst
		- +1 Forest Elf Druid with great stats
		- +2 XP +1 RP
* **{Var1}** Kill the child, it may be dangerous.
	+ 1 Villager +2 Folklore
	+ +2 XP +1 RP
* **{Var2}** Kill the child, it may be dangerous.
	+ Sickness Challenge
		- Pass:
			* +1 Health to 1 villager
			* +2 XP
		- Fail
			* 4 villagers get sick
			* +1 XP
* Let's not meddle with nature and just keep the child as it is.
	+ +1 child
	+ ??? Future event?
* One of the demons you call friend speaks up. [**Requires a Demon]**
	+ This isn't just any changeling, it is one held by Mamuna for many springs. I will break the spell and release it's true form.
		- Got a demon ally (Rusalka) (2XP + 1RP)
* Your Orkish friend steps up: 'I smell the foul work of a Mamuna, on this little one's pink flesh. I will rip this foulness out it!' **[Requires an Orc in the village]**
	+ **{Var1}** The child turns into a fully grown Orc and the 2 rejoice together.
		- Gain 1 Orc Fighter.
		- +2XP 1 RP
	+ **{Var2}** The child turns into a fully grown Orc and the 2 rejoice together.
		- Gain 1 Orc Worker.
		- +2XP 1 RP
	+ **{Var3}** Alas, the child drowns in the blood and the Orc proclaims: 'The kid was not worthy of a second chance, it now joins the ancestors to await judgement.'
		- +2XP 1 RP
* **{Var1}** Your Goblin friend perks up: 'Ah, friends, spirits speak through this child, yes. I will talk back and we will get true man or woman from its spirit trap!' **[Requires a Goblin in the village]**
	+ You get 1 Pineconnetes.
	+ +2XP +1 RP
* **{Var2}** Your Goblin friend perks up: 'Ah, friends, spirits speak through this child, yes. I will talk back and we will get true man or woman from its spirit trap!' **[Requires a Goblin in the village]**
	+ You get 1 Goblin Chieftain.
	+ +2XP +1 RP

## Corpse on the Roof

### Part 1

The night's peace is disturbed by the sudden wailing of a creature...[snip]

* Lose 1 child
	+ 1. ***(Requires ?? Not stealth - had 18, but only Hunting opton below. Possibly available if high stealth but no Hunter)*** Follow the creature! [Sneak]
		- 1. Use stealth and track where it comes from. [Sneak] (2 skull)
			* +2 Stealth for 2 villagers
				+ 1. ***(Blue option)*** Use magic to investigate.
					- 1. Alright, go and seek the place of power.
						* Good, now get back to the village before something befalls it again!
							+ +3XP +1RP
						* *Leads to **Part 4 - Viescy location #3***
					- No, just burn this body and any others that lie here, and be done with it!
						* ???
				+ Take a closer look
					- ???
		- Attack! [Fight] (2 skull)
			* ???
	+ 2. ***(Requires intelligence +5? or Folklore +4?)*** Ask your wise ones for advice. [Intellect]
		- Oh no! Try to figure out how to stop her! [Intellect] (2 skull)
		- +2 Intelligence, +2 Folklore to 1 villager
		- +2XP
		- *Leads to **Part 3 - Viescy location #2***
	+ 3. ***(Requires Stealth +6 or a Hunter?)*** Follow the creature! [Hunting]
		- Yes, pursue the creature. [Hunting] (2 skull)
			* Success:
				+ +2XP
				+ *Leads to **Part 2 - Viescy location #1***
			* Failure:
				+ Quest ends
	+ 4. Nah, it was probably just a one off, leave it be. One child is not so bad.
		- Quest ends

### Part 2 - Viescy location #1

Your trackers lead you to a campsite, where an old woman sits by a fire, singing an old lullaby.

She sees you and smiles.

Hello there strangers. What brings you to my campsite?'

* 1. 'We were following an unliving fiend who killed a child in our village! Their tracks led us here, do you know anything about this?'
	+ 1. 'We're sorry if our question offended you...' [Social] (2 skull)
		- *(Same as "**Hold on a second...**" dialogue option below)*
	+ 2. 'Hold on a second, we weren't accusing you of anything, but why so defensive eh? Why do you not wish to help with tracking a beast?' [Social] (2 skull)
		- 1. 'No, never heard of one.'
			* +2XP 1RP
			* *Leads to **Part 3 - Viescy location #2***
		- 2. 'Yes actually, something about a person who does not die completely, or rather, it returns after death, to claim its loved ones by calling them to their early graves.'
			* +2XP 1RP
			* *Leads to **Part 3 - Viescy location #2***
	+ 3. 'You're the one being rude, rude and suspicious! Die!' [Fight] (2 skull) (Note: the fight is vs a Baba Yaga and some minor allies)
		- Success
			* Loot: Weapons, food, leather
			* You come across a burial ground.
				+ You examine the gravesite and find the corpse that attacked your village. You recognise that the corpse is actually that of Kasia, one of your scouts gone missing a year ago. So many people died and disappeared during the long Darkness, it is hard to pin down what could have happened to her, or why she now haunts your village. It is probably best to destroy these remains.
				+ +1XP
				+ Reveals a map location "Undead Army Lair" **place of interest** (see below)
		- Failure

### Part 3 - Viescy location #2

You make your way to the burial site where you find some loose soil the size of a body. Sure enough, when you move the soil, you see the corpse of the woman lying motionless in the ground.

The woman, who was once the bearded Kasia, your very own village scout, looks dead enough, but it is definitely the same corpse that haunted your homestead.

It is dressed in a simple linen shirt and skirts.

* Alright, well, take off the clothes and destroy them, then re-bury Kasia in our own village graveyard. *(**Note:** unavailable if following intellect route)*
	+ Good, time to leave this place and bury Kasia in our own burial site.
		- ***{Var1}***
			* +2 Intelligence, +1 Folklore for 2 villagers
			* +20 Bless of Will (20 turns), +15 Bless of Intelligence (15 turns) to 6 villagers
			* +2 XP +1 RP
		- ***{Var2}***
			* A Viescy joins the party
			* +2 XP +1 RP
	+ ???
* Better burn the whole corpse and any others in this burial site, right now!
	+ Enchanted Bones, Herbs, Clay
	+ *Leads to **Part 4 - Viescy location #3 -** NOTE: coming from the intellect route, you may get a map marker instead - See **Place of Interest** below*
	+ +2 XP +1 RP

### Part 4 - Viescy location #3

You find the place of power where your wise ones said the ritual can be performed. You place the corpse of Kasia, the Viescy, on a slab of stone and begin a ritual to unbind the unliving corpse from its former loved ones.

* ***(Blue option)*** After the ritual, bury Kasia back in the village, so her spirit may rest.
	+ 8 Enchanted Bone
	+ Bless of Will (25 turns) for 3 villagers
	+ +3 Magic, +1 Will, +2 Intelligence to 1 villager
		- +2 XP, +1 RP
* ???

### **Place of Interest map marker**

Some of the choices can lead to a Place of Interest map marker or an Undead Army Lair map marker. It will contain a 2 skull Physical challenge. If successful, you dig up some treasure:

* minor equipment/armor
* basic resources
* ~3 Moonstones or other valuable gems
* +2XP

## Cropsy

An unusually big and strange looking black rooster was seen perusing your village barn.

You suspect this may be a Cropsy, a domesticated Field Demon, who can bring great fortune to [...]

* Leave an opening in your barn wall, for the Cropsy to come in and out easily. *(Result is random)*
	+ **{Var1}**
		- The Cropsy seems happy with your work and so your people bring in more crops from the fields and your gardens give more fruit!
		- Gain approx 8-12 fruit, 10-20 grain, 4-8 herbs.
		- +2 XP
	+ **{Var2}**
		- At first it seemed the Cropsy was pleased with you and crops did improve, but within days [...] rotten grain, etc.
		- Lose ~40-50 food
		- +2 XP
* Shut the barn tight, no need for tricky demons!
	+ You shut your barn tight and the Cropsy moves on!
		- +1 XP

## Dwarf Visitor

An old Dwarf passes by your village, stopping only for a drink and a chat if you're willing.

* What! No, rob him blind!
* Yeah share a drink, then kill him and take his stuff!
	+ You kill the dwarf without any trouble, he was old and although he gave it his best, he was no threat. Strangely, you see he died with a smile on his face.
		- +1 weapon, some food
		- +1XP
* Sure, have a drink with him.
	+ Marks a location on your map, chance for a dwarf smith to join your village. *(Result is random)*
		- **{Var1} - Gold Mine**
			* Gold mine location appears on map. See Gold\_Mine in Expedition Events
			* +1XP
		- **{Var2} - Mithril Mine (or dragon ?)**
			* Mithril Mine location added to map. See Mithril\_Mine in Expedition Events
			* +1XP
* ???

## Earthquake - Mokosh is Angry

It is said that the Mother Earth, Mokosh, is filled with anger a she sees her children wrought by the Darkness and her precious earth polluted with filth. At times, her anger is unleashed upon Thea, to remind you of her power!

* Prepare yourselves for her wrath!
	+ Try to find cover! [2-skull physical]
		- Success:
			* gain gems, clay and/or metals
			* all villagers receive 1 wound
			* lose 1 equipment/weapon
			* +4 XP +1 RP
		- Failure:
			* 2 villagers gain 6 wounds each, then 3 villagers (can be from the first lot) gain 2 wounds each
			* Lose 3 equipment/weapons and 50 food
			* +2XP
	+ Praise Mokosh! **[Requires Mokosh as your deity]**
		- Success: random average metals
	+ ???
* ???

## Forest Guardians

You cut some lumber recently and it seems you angered a group of forest guardians that are now raiding your village at night!

* Forest Demons are bound by many rules, prepare a magic ritual to ward against them. [2-skull Hex] **(Requires Magic)**
	+ 1 Villager +1 Will
	+ 4 villagers +15 turn Blessing of Will
	+ +3XP +1 RP
* An Elf from your village speaks: 'Creates of the woodlands, hear me as I once was your brethren. Give us peace and will do the same.' [2-skull Social] **(Requires an Elf)**
	+ 1 Villager +1 Will
	+ 4 villagers +15 turn Blessing of Will
	+ +3XP +1 RP
* You have a Demon in your midst, let it go and bargain with the creatures. **(Requires a Demon in the village)**
	+ 1 Demon +2 Speech
	+ Agree to the terms.
		- 4 villagers get 15 turn Bless of Will
		- +3XP 1RP
	+ Screw those Demons, attack! [3-skull Fight]
		- Success:
			* Loot: 10 Ancient wood, food and/or weapons
			* 4 villagers +15 turn Blessing of Will
			* +3 XP +1 RP
* Defend ourselves! [3-skull Fight]
	+ Success:
		- Loot: ~7-10 Ancient wood, food, armour and/or weapons
		- 4 villagers +15 turn Blessing of Will
		- +3 XP +1 RP
* ???

## Full Moon

Tonight is a full moon and you hear the howling of many wolves. *(Note: This event occurs after slaying a werewolf from one of the various Werewolf expedition events - eg, Silver Statue, Little Red Riding Hood or Werewolves Ambush)*

Increase watch.

* 1. ***(Requires 5 Silver)*** Use silver to defend yourselves.
	+ 1. Strike them down! [Fight] (3 skull)
		- Success
			* Weapon, armour, bones, leather
			* +6 XP, +1 RP
		- Failure:
			* ???
	+ 2. ***(Blue text)*** 'We don't wish to fight you! But, if you push us, we will! Now, let's try to talk, shall we?'
		- 1. 'Your Beta was beaten in a fair hunt, surely you would not dishonor his memory with a slaughter of the innocent!' Convince. [Social] (3 skull)
			* Success:
				+ Bless of Speech (30 turns) for 3 villagers
				+ +2 Speech, +1 Will for 1 villager
				+ +6 XP, +1 RP
			* Failure:
				+ ???
		- 2. 'Your Beta has fallen beneath our strength, and we shall wear your pelts tonight!' Intimidate. [Social] (3 skull)
			* Success:
				+ Bless of Speech (30 turns) for 3 villagers
				+ +2 Speech, +1 Will for 1 villager
				+ +6 XP, +1 RP
			* Failure:
				+ ???
* 2. Call upon Horos to calm the Werewolves! *(Doesn't require Horos as deity, but might be different with Horos)*
	+ 1. Use the opportunity to attack them! [Fight] (3 skull)
	+ 2. 'In the name of Horos, we command you to heel! How dare you attack this flock without permission!'
		- Bless of Speech (20 turns), +1 Will for 2 villagers
			* 1. 'You may leave, but you are to pay tribute to the Night lord!'
				+ Resources
				+ 1. 'Fine, we shall prove to you that we are the children of the Night!' [Fight] (2 skull)
				*(**Note:** Relatively difficult fight against a Werewolf & Wolves. You can only use 3? random villagers in this fight)*
					- Success:
						* Loot
						* A Werewolf joins the party
					- Failure:
						* ???
			* 2. Let them leave.
			* 3. ???
* 3. ***(Requires Animal Kinship)*** Set up fires in a defensive circle.
	+ *(Same as "**Use silver to defend yourselves**" dialogue option above)*
* 4. You don't have any silver, you don't have any people who know about animals. So the only option is: Defend the village! [Fight] (4 skull)
	+ Success:
		- Weapon, armour, bones, leather
		- +6 XP, +1 RP
	+ Failure:
		- Lose resources
		- Lose 1 villager
		- A Werewolf joins the party *(random)*
		- +2 XP

## Ghostly Figure in your Dreams

A ghostly figure comes to you in your dreams.

"A curse has befallen some of your kin, a heavy burden, weakening their bodies! But your are the chosen ones, the ones that can saved Thea and thus, we must aid you in this!

Prove that your wits are a weapon to be reckoned with and you will be granted access to the fountain of strength!

If you pass, drink from the fountain and regain your might!"

*NOTE: This requires some of your villages to have a Curse... possibly to have a curse for many turns and be doing nothing about it.*

* What do you mean? Isn't this a dream?
	+ [2 skull Intellect] - *Only 5 random villgers will be chosen to take part*
		- Curses removed (or maybe only from 1 cursed villager?
		- 1 villager (or all villagers) who had curses removed gets +2 Will +1 Strength
		- +2XP
	+ No, not interested.
* ???

## Good Harvest

Today was a good harvest day, and some of the village folk even managed to brew some samogon - a strong spirit, not for the weak hearted.

Gain some Straw and Wheat.

* Oh, this is good. Since we had a good harvest day, let us drink now!
	+ [2 skull Sickness]
		- Success:
			* Loot: Precious stones
			* +15 Bless of Health for all villagers in the town.
			* +2XP
			* Small chance 1 villager gains +2 Will
		- Failure
			* Everyone in village becomes Heavily Sick for 5 turns. Sometimes one of your villagers also loses -1 Will.
			* +1XP
* Better not drink too much. Just go to sleep. *(Just ends the event)*

## Hailstorm

The skies darken and a sudden, heavy hailstorm descends upon your village!

* Gather up your people.
	+ Take cover. **(Result is random)**
		- **{Var 1 - Missing Children}**
			* Try to find them.
				+ Battle through the storm! [1-skull physical]
					- Success: 3 villagers get +20 Strength Blessing
					- +2XP
			* Stay and hope they make it. **(Result is random)**
				+ **{Var1}** +20 Blessing of Health to all in town. +2XP
				+ **{Var2}** Lose 1-2 (?) children and many resources. +2XP
			* ???
		- **{Var 2 - Failing Roof}**
			* Run out, and try to strengthen the roof with whatever you can! [1-skull Physical]
				+ Success:
					- 2 villagers gain 2 wounds each
					- 1 villager +1 strength
					- +2 XP
			* Concentrate on keeping people safe.
	+ ???
* ???

## Hangedman

### Part 1

A ghost of a hanged man is seen in your village, haunting your people's dreams. He is seen coming always from the same direction and returning there after several hours of haunting.
Your people wake uneasy every night and soon become cursed!
Your scouts soon mark a possible location of the ghost's 'home'.

* Deforming Curse on 2 villagers
* "Hangedman" map marker added *(leads to **Part 2**)*
* +1 XP

### Part 2

You find the ruins of what must have been a small settlement, but it looks abandoned for at least a decade... [snip]

* 1. Look for clues of what happened to the Hangedman.
	+ 1. Search the body.
		- *(Same as "**Take the body down...**" dialogue option below)*
	+ 2. Take the body down, before checking it.
		- 1. 'Are you the one that cursed our people?!'
			* *(Same as "**Yes, we have come...**" dialogue option below)*
		- 2. 'Yes, we have come. You haunted our village for many nights now and we seek to release you from this fate.'
			* 1. 'Yes, well, we did think about killing you, but it seems rather redundant when it comes to ghosts, and then there is the curse you left.'
				+ *(Same as "**What good is killing...**" dialogue option below)*
			* 2. 'What good is killing a ghost anyway eh? What happens to you guys if you're defeated?'
				+ 1. 'Damn, that's bad. So what happens if you get help?'
					- 1. 'Ok, so, how do we help you and how do we help our people with the curse?'
						* *(Same as "**Look for the diary...**" dialogue option below)*
				+ 2. 'Alright, enough sharing, how do we help you to get the curse off our people?'
					- *(Same as "**Look for the diary...**" dialogue option below)*
				+ 3. 'Whatever, Ghost, we want the curse taken off, or you will lose many pieces of yourself!'
					- 1. Look for the diary he spoke of.
						* 1. Skim through. *(Same as "**Check for any other information**" dialogue option below)*
						* 2. Read carefully.
							+ 1. Check for any other information.
								- 1. Take the map.
									* Poppy Seeds (5), ranged weapon, resources
									* Bless of Will (20 turns) and +1 Folklore for 2 villagers
										+ 1. Lay the body to rest then leave.
											- +3XP 1 RP
											- *Leads to **Part 3***
										+ 2. Leave.
											- +3XP 1 RP
											- *Leads to **Part 3***
										+ 3. ***(Requires Magic +?)*** Use your magic knowledge to perform a ritual and rest the ghost's soul here. [Hex] (3 skull)
											- Success:
												* +2 Folklore, +2 Intelligence for 2 villagers
												* +2 Magic for 1 of the above villagers
												* +3XP +1RP
												* Quest ends *(Curse can by removed by Dziody)*
								- 2. ???
					- 2. Just kill the Hangedman ghost! [Fight] (2 skull)
* 2. Nah, the best way to get rid of the Ghost problem, is good steel. Attack this Ghost! [Fight] (2 skull)
	+ Weapons
	+ Quest ends *(Curse can by removed by Dziody)*

### Part 3

You found the town marked on the Hangedman's map, but it was optimistic to think some settlement was still alive so close to your village. There are ruins of a town, but most of all, there is a large graveyard.

* Have a look around.
	+ ***{Var 1}** Ghost of daughter not found*
		- 1. 'Oh fine.' Search the place. (Daughter not found but close)
			* 1. Check where the cry is coming from.
				+ 1. We are very sorry for what must have happened here lady...'
					- 1. 'Alright then, show us on the map and we'll try to save them.'
						* +1XP
						* *Leads to **Part 4 - Slaver Party***
					- 2. 'This is way too much trouble. We'll just take what is left here and leave both you and the stupid ghost here!'
						* 1. To arms! [Fight] (2 skull)
							+ Loot
							+ +? XP RP
	+ ***{Var 2}** Ghost of daughter found*
		- Basic resources (straw, quartz, iron, etc)
		- Remove Curse from villagers *(can be anywhere)*
		- Bless of Attractiveness (35 turns) for 3 villagers (anywhere)
		- +2XP 1RP

### Part 4

You track down the slavers just as the old lady told you.

* 1. ***(Blue option)*** Send your scouts to investigate more.
	+ 1. Steal away the slaves! [Tactic] (2 skull)
		- Success:
			* A Witch joins the party
			* +1-2 children
			* Remove Curse from villagers *(can be anywhere)*
				+ 1. Try to help as much as you can!
					- ***{Var1}***
						* +1 Child
						* +3 XP, +1 RP
					- ***{Var2}***
						* +4 Medic to 1 villager
						* +3 XP, +1 RP
				+ 2. ???
		- Failure:
			* Heavy Wounds to entire party
	+ 2. Just attack! [Fight] (2 skull)
		- Success:
			* Weapon, armor, resources
			* Heal entire party
			* Remove Curse from villagers *(can be anywhere)*
				+ 1. Try to help as much as you can!
					- ***{Var1}***
						* +1 Child
						* +3 XP, +1 RP
					- ***{Var2}***
						* +4 Medic for 1 villager
						* +3 XP, +1 RP
				+ 2. ???
		- Failure:
			* Heavy Wounds to entire party
* 2. Attack the slavers! [Fight] (2 skull)
	+ Success:
		- ???
	+ Failure:
		- ???
* 3. Just leave. It seems like too much trouble.
	+ Quest ends *(Curse can by removed by Dziody)*

## Harvest Moon

Tonight is the night of the Harvest Moon, known for its mystical powers! It is said that Horos wanted to impress mother Mokosh when he courted Zorya, and so as a gift, he brought down the moon itself so that its magic would make the earth fertile the following day!

But the Harvest Moon can be a dangerous omen, as creatures once devoted to Horos are often possessed with the darkness and seek only to harm others!

\**NOTE: You will normally be given a chance to honour your god, but there is a small chance a werewolves attack instead.*

* **{Var1}** Prepare to celebrate the Harvest Moon.
	+ Honour Svarog! **(Requires Svarog deity** ?**)**
		- 1 villager, +2 Str. +2 Shielding
		- All villagers, regardless of location, 20 Bless of Health
		- +2XP
	+ Honour Morena! **(Requires Morena as deity)**
		- 1 villager gets +3 Int. +3 Folklore
		- 4 villagers get 20 turn Bless of Intelligence
		- +2XP
	+ Honour Veles! **(Requires Veles as deity)**
		- 1 villager +1 Magic
		- 2 villagers get 20 turn Bless of Will and 20 turn Bless of Magic
		- +2XP
	+ Honour Horos **(Requires Horos as deity)**
		- 1 villager +3 Stealth
		- All villagers, regardless of location, get 20 turn Bless of Dexterity
		- +2XP
	+ Honour Mokosh **(Requires mokosh as deity)**
		- Child +1
		- 2 villagers Bless of Health
		- +2XP
	+ ???
	+ ???
	+ Honour Zorya! **(Requires Zorya as deity)**
		- 4 villagers get 20 turns of Bless of Strength.
		- 3 villagers get 25 turns of Bless of Dexterity+
		- +2XP
* **{Var2}** Prepare to celebrate the Harvest Moon.
	+ You hear the howling of many wolves closing in.
	+ [3 skull fight]
		- Loot: Meat, bones, leather (sometimes Dragon), a weapon
			* Thank the Gods!
				+ All villagers, regardless of current location, gain 20 turn Bless of Will
				+ +5XP 1RP
			* ???

## Heavy Rains

The heavens split open and pour down with heavy rains that flood the area! *(NOTE: Result is random)*

* Damn it! Our food stocks are washed away!
	+ Lose 50 random food. +1XP
* Luckily your village did not suffer
	+ Gain 20 Seaweed. +1XP
* ???

## Hochlick

### Part 1

A familiar looking Hochlick flies into your village, lamenting:

"You, you big people, you must help me!"

* 1. Pointless creature, die! [Fight] (2 skull)
	+ Success:
		- Loot
		- +4 XP, +2 RP
* 2. And who are you again?
	+ *(Same as **Ah, yes, the Hochlick Thedore sent us to** dialogue option below)*
* 3. Ah, yes, the Hochlick Thedore sent us to.
	+ 'You're the ones that took my gold and now I'm in deep shit because of it'
		- 1. You are a nuisance. [Fight] (2 skull)
			* *Same as **[Fight] (2 skull)** above*
		- 2. (**Requires Morena or Lada as deity**) In the name of Morena's wisdom and Lada's good nature, tell us the whole truth! [Social] (3 skull)
			* Success:
				+ Bless of Attractiveness (15 turns), Bless of Speech (15 turns) for 2 villagers
				+ +2 Attractiveness for 1 villager
					- *Same as **[Social] (3 skull)** below*
		- 3. Just tell us the truth [Social] (3 skull)
			* Success:
				+ 1. Yes.
					- +4 XP, +2 RP
					- A marker appears on the map *(leads to **Part 2**)*
				+ 2. No.
					- +2 XP, +1 RP?
				+ 3. ???
			* Failure:
				+ ???

### Part 2

A moving marker appears on the map close to your village.

You chase down a motley crew of shaggy looking Demons and you see they are carrying a lot of goods as well as potential prisoners!

* 1. Attack! [Fight] (2 skull)
	+ Success:
		- Equipment, food
			* 1. Great, take it!
				+ Gold, resources
				+ +1 Child *(random)*
				+ +5 XP, +2 RP
* 2. We were told you are pestering our friend, leave her be! [Social] (2 skull)
	+ Success:
		- +3 Speech, +1 Intelligence for 2 villagers
		- +4 Attractiveness, +2 Speech for villager with highest Attractiveness
		- +4 XP, +2 RP
	+ Failure:
		- 1. Run away!
		- 2. Fight [Fight] (2 skull)
			* *See **[Fight] (2 skull)** above*
* 3. From the sounds and looks of it, you're quite the character, share your goods, or else! [Social] (3 skull)
	+ Success:
		- Bones, metal
		- +5 XP, +2 RP

## Holy Hog

At a random point after completing the Cosmic Tree Quest, you may receive a Holy Hog:

As the morning sun welcomes another day, you feel the gods are pleased with your recent efforts.

You find a peculiar gift standing in the village square: bathed in the sun's rays is a large hog.

* 1. Examine it
	+ Bless of Health (25 turns) for all villagers
	+ Remove Curse of Darkness on all villagers
	+ +5 XP, +2 RP

Random events will occur in relation to the Holy Hog

### Favour of the Pantheon

As more power returns to your deities, their influence on the world grows.

* 1. All the deities of the Cosmic Pantheon look upon you with their favour for restoring the balance in their ranks.
*(**Note:** this is the default option if you haven't yet finished the Divine Quest or you didn't establish your deity as the supreme God - i.e. restored the balance instead)*
	+ 2 Malicious Spiders join your village
	+ +3 Health +2 Armour +1 Strength +2 Speech for 8 villagers
	+ +5 Folklore +2 Intelligence for 1 villager
	+ +2XP 1RP
* 2. ***(Requires Zorya as deity)*** The lights of the two stars now shine as one, supreme and unwavering! Zorya's call to arms rings loud and clear in your hearts and souls, and her grace falls upon you.
	+ A Wild Boar joins your village
	+ +3 Dexterity for 8 villagers
	+ +5 Dexterity for 1 villager
	+ +2XP 1RP
* 3. ***(Requires Svarog as deity)*** The sun has awakened and thus the God of Light takes his rightful place as supreme, the bringer of the divine rays! You feel his grace fall upon you.
	+ A Hulking Rat joins your village
	+ +3 Health for 8 villagers
	+ +5 Health for 1 villager
	+ +2XP 1RP
* 4. ***(Requires Lada as deity)*** The beautiful Lady Lada now reigns supreme and will teach others that her gentle touch can be just as deadly! You feel her grace upon you.
	+ 2 Crazed Bees join your village
	+ +3 Attractiveness for 8 villagers
	+ +5 Attractiveness for 1 villager
	+ +2XP 1RP
* 5. ***(Requires Veles as deity)*** The Master of the Underworld sits is the shadows no more as he now reigns supreme over his divine kin. You feel his wisdom and grace upon you.
	+ 2 Warped Snakes join your village
	+ +3 Magic for 8 villagers
	+ +5 Magic for 1 villager
	+ +2XP 1RP
* 6. ***(Requires Morena as deity)*** The wisdom of Morena will now guide the other deities into the light of knowledge. You feel your divine teacher's praise upon you.
	+ A Ravenous crow joins your village
	+ +3 Intelligence for 8 villagers
	+ +5 Intelligence for 1 villager
	+ +2XP 1RP
* 7. ***(Requires Mokosh as deity)*** The time has come for the Mother to rule her brood, with both discipline and just reward.
	+ 2 Pineconnetes join your village
	+ +3 Gathering for 8 villagers
	+ +5 Gathering for 1 villager
	+ +2XP 1RP
* 8. ***(Requires Horos as deity)*** The Night Stalker and Master of the Moon now howls as the Alpha God, and his call rings loud in your hearts!
	+ A Wolf joins your village
	+ +3 Stealth for 8 villagers
	+ +5 Stealth for 1 villager
	+ +2XP 1RP
* 9. ***(Requires Perun as deity)*** Perun was oft worshipped as supreme...
	+ A Bear joins your village
	+ +1 Gathering for 8 villagers
	+ +3 Gathering for 1 villager
	+ +2XP 1RP

### Holy Hog Blessing

The holy hog brings many blessings. What will they be on this day?

* 1. The Holy Hog brings wisdom to your people, so they may prosper faster!
	+ +4XP 8RP
* 2. A child touched the holy hog and instantly grew into an adult!
	+ Lose 1 Child
	+ A villager joins your town
	+ +1XP 1RP
* 3. The holy hog's presence brings luck to your gatherers
	+ Food
	+ +2XP 1RP
* 4. ???
* 5. ???
* 6. ???

### Holy Hog Hunt

#### **Part 1**

During the night, thieves broke into your homes, and to your great dismay, they carried off the holy hog!

* 1. Track them down, before the gods get angry at your loss! [Hunting] (3 skull)
	+ Success:
		- Bless of Will (25 turns) for 5 villagers
		- +3 Perception for 1 villager
		- +6XP 2RP
		- Holy Hog Hunt map marker *(leads to **Part 2**)*
	+ Failure:
		- You still manage to track them down
		- Holy Hog Hunt map marker *(leads to **Part 2**)*
		- Curse of the Darkness on 3 villagers
		- +3XP 1RP

#### **Part 2**

You come to a place where the bandits have camped, and you even find the hoof prints of the holy hog. Alas, the trail grows cold from here.

* 1. Look for help in Dusktown
	+ +2XP 1RP
	+ Holy Hog Hunt map marker *(leads to **Part 3**)*
* 2. Seek aid in Silveroak
	+ +2XP 1RP
	+ Holy Hog Hunt map marker *(leads to **Part 3**)*
* 3. The Scholars at the University may help. Go to them.
	+ +2XP 1RP
	+ Holy Hog Hunt map marker *(leads to **Part 3**)*
* 4. Have a look around. ***(unknown conditions - needs to have completed the Giant Weatherer with the goblins help i.e. "you discover a tied-up goblin with a peg leg and strange glasses on his forehead." May be connected to Svarog?)***
	+ 1. It's you, the one who helped us with the giants! let him loose.
		- 1. Great, but what mess?
			* 1. Okay, let's go!
			* 2. Okay, let's go, but first we'll ask the Elves in Silveroak for wisdom.
				+ 1. Oh, sure, we'll just do all the dirty work again.
				+ 2. We will do our best to retrieve your relic, although the hog remains our priority.
					- +2XP 1RP
					- Holy Hog Hunt map marker *(leads to **Part 3**)*
			* 3. ???
		- 2. Who are you?
		- I am a Shaman; the name is Kushir....*(Or Kashir?)*
			* 1. Okay, let's go!
			* 2. Okay, let's go, but first we'll go to Dusktown for more information. **(Requires Dusktown)**
			* 3. What trouble? How will you help?
				+ +2XP 1RP
				+ Holy Hog Hunt map marker *(leads to **Part 3**)*

###### **Part 2.1 - Random event** (repeatable event)

During your search for hog, you find the dead bodies of a mixed group including 2 Orcs, a Dwarf, several Goblins and a few Humans...[snip] You find a letter

* 1. Read it
	+ 1. Blah blah, something about Cultists
		- 1. To arms! [Fight] (3 skull)
			* +6XP 2RP
			* A Ghost joins the party *(random)*
		- 2. To arms! [Fight] (3 skull) (different if you did the Hanged Man event before)
			* 1. Take the advice and flee!
			* 2. Stay and fight anyway! [Fight] (3 skull)
* 2. ???
* 3. ???

#### **Part 3**

You come to the bandit hideout, where you find clear signs of struggle. A group of bearded dwarves stands over some bandit bodies..

* 1. Attack the Dwarves! [Fight] (4 skull)
*(**Note:** relatively tough fight against 18 enemies)*
	+ Success:
		- Weapons, armour, resources, food
			* 1. Kill them all! [Fight] (1 orange skull)
				+ Success:
					- Armour, weapons, several stacks of low-mid tier resources
					- +10 XP, +3 RP
					- Quest ends. No further leads. You cannot get the Holy Hog back.
			* 2. Don't kill them all
				+ *(Same as **Who are you, and have you seen a pig?** dialogue option below)*
* 2. So you beat us to it? Did you kill them all?
	+ *(Same as **Who are you, and have you seen a pig?** dialogue option below)*
* 3. 'Who are you, and have you seen a pig?'
	+ 1. 'Alright, let us speak.'
		- 1. 'They stole from us, that's all.'
			* 1. 'Our holy hog!'
				+ 1. 'Fine then, let's work together.'
					- 1. 'Alright then, we will go to this hideout.' **\*\*\* [Working with the Dwarves] \*\*\***
						* A L8 Dwarf (Wilbert ***or*** Wilbor) joins the party
						* Equipment and/or food
						* +6XP 2RP
						* Map marker added *(leads to **Part 4**)*
					- 2. ???
				+ 2. ???
			* 2. 'No, why should we?'
				+ ???
		- 2. 'The capital? From underground, you mean?'
			* 1. 'Certainly not. They stole from us.'
				+ *(Same as **They stole from us, that's all.** dialogue option above)*
			* 2. 'They are not, and how about you? Who are these Cultists to you?'
				+ 1. 'Birthstone?'
					- 1. 'They stole that from you?'
						* 1. 'Fine, let's work together.'
							+ *(See **Working with the Dwarves** above)*
						* 2. Why should we?
							+ 1. 'Fine, let's work together.'
								- *(See **Working with the Dwarves** above)*
							+ 2. 'But why do you chase them?'
								- 1. 'Okay so let's just get them together!'
								- 2. 'What is this birthstone?' *- Leads to **Working with the Dwarves** above*
					- 2. ***(Blue text)*** Giants - *(available if you haven't started Giants Quest? - nope. Giant quest started and still available)*
						* Leads back to "***They stole from us, that's all***" above
		- 3. ***(Requires a Dwarf in the party)*** Your own Dwarven friend speaks 'We are not all like them, brother. Aye, we carry our shame, that we do, but some of us choose to carry it with honor still.'
			* 1. 'The birthstone?'
				+ 1. 'So they stole this stone from you?'
					- 1. 'Fine, let's work together.'
						* 1. 'Alright then, we will go to this hideout.'
							+ 1. 'Thanks for your help.'
								- A Dwarf (Wilbert ***or*** Wilbor) joins the party
								- Equipment, food
								- +6 XP, +2 RP
								- Map marker added *(leads to **Part 4**)*
							+ ???
						* 2. ***(Requires a Dwarf in the party)*** Your Dwarven friend speaks 'But we are your kin. Can we help?'
							+ Map marker added *(leads to **Part 4**)*
						* 3. ***(Requires the Goblin Shaman, Kashir, from earlier to be in the party?)*** The Goblin Shaman speaks: 'There is another way. The spirit world may tell us more of this.'
							+ 1. 'Yes, we'd like to join forces, but we'll follow the spirits.'
								- Map marker added *(leads to **Part 4.1**)*
							+ 2. 'Yes, let's join forces and just chase down those bastards!'
								- ???
					- 2. 'No, why should we?'
				+ 2. ***(Blue text)*** 'The Giants?' *(available if you started Giants Quest?)*
					- *leads to same option*
	+ 2. 'No talk!' [Fight] (4 skull)
		- *(Same as **[Fight] (4 skull)** option above)*

#### **Part 4**

You approach the camp, and you see many figures clad in long brown robes with faces painted in macabre symbols of skulls, Demons and wraiths.

They seem to be getting ready to leave. You spot a tent that seems like the command centre. Any information you seek may be in there. There are no signs of the Hog.

* 1. Attack [Fight] (3 skull)
*(**Note:** relatively tough fight against 4 Dwarf Cultists and 5-6 others)*
	+ Success:
		- Weapons & armour, trinket, food, mid-tier resources
		- Place of Interest map marker *(leads to **Part 5**)*
* 2. Sneak [Sneak] (3 skull)
	+ Success:
		- Place of Interest map marker *(leads to **Part 5**)*

#### **Part 4.1**

You come to a small grove where the shaman performs the rite of the dead --- a ritual to summon the ghosts of old.

You all drink a vile concoction, and soon you see that the world is grey, cold and fuzzy.

You know that your resolve will be challenged in this place.

* Seek out the ghosts. [Intellect] (3 skull)
* Use your own magic to seek out the ghosts. [Hex] (4 skull)
	+ A Ghost joins the party
	+ Place of Interest map marker *(leads to **Part 5**)*
	+ +6XP 2RP

#### **Part 5**

You emerge from the tunnel deep in the core of the earth and within you find a chamber filled with fading blue light.

In the centre you see a black stone, perfectly smooth and round, or at least that's what you believe it was like before. Now its sleek edges are roughed up and torn. Cracks run throughout the stone, and dark red blood flows from its heart as if it were alive!

Go in and look for the hog!

* 1. The holy hog is nearly drained.. [Fight] (1 orange skull)
*(**Note:** There are 27 enemies in this fight)*
	+ Success:
		- Weapons, armour, trinkets, Monster Bone
		- A Ghost joins the party
		- A Bound Spirit joins the party
		- +8XP 3RP
* 2. ***(Requires Dusktown and not Horos as Deity)*** You stood with the Dusktowners who favour the shadows [Sneak] (5 skull) *(Does it mention anything about the Umbrage lord?)*
	+ Success:
		- 2-3 Ghosts join the party
		- Weapon
			* 1. Take the holy hog and leave
				+ A Bound Spirit joins the party
				+ Weapon, armour, ranged weapon, trinket
				+ +8XP 3RP
			* 2. Search the body before leaving this place
				+ ***{Var1}***
					- Weapon
					- +8XP 3RP
				+ ***{Var2}***
					- Weapon
					- Heavily Sick (8 turns) to entire party (except the Ghost)
					- +8XP 3RP
* 3. ***(Requires restoring the Cosmic Tree and any deity other than Horos, Zorya or Perun)*** You restored the Cosmic Tree and your deity favors peace. Talk to the cultists. [Speech] (5 skull) *(Social or Speech challenge???)*
	+ Success:
		- Bless of Speech (20 turns), Bless of Attractiveness (20 turns) for entire party
			* 1. Yes
				+ A Cult Leader (Level 12 Dwarf) joins the party
				+ Weapons, armour, resources, food?
				+ +8XP 3RP
			* 2. No, leave him.
* 4. ***(Requires burning the Cosmic Tree Seed)*** You burnt the seed in defiance of the laws of magic! Use your wits to stop this parade of ancient beliefs! [Intellect] (5 skull)
	+ Success:
		- Bless of Intelligence (20 turns) for entire party
		- A Ghost joins the party
		- An Unliving Corpse joins the party
		- Weapon
			* 1. Search the room and take the other relics to safety.
				+ Weapon
				+ +8XP 3RP
			* 2. ***[Blue option]*** Search the room and take the other relics to safety.
				+ Weapon
				+ Heavily Sick (8 turns) to entire party (except the Ghost)
				+ +8XP 3RP
* 5. ***(Requires completion of Cosmic Quest, Giants Quest, & Divine Quest)*** You restored the Cosmic Tree, you parleyed with the Umbrage Lord, and your path is that of peace, so speak to the cultist and sway him to your cause! [Speech] (5 skull) *(Social or Speech challenge?)*
	+ Success:
		- Bless of Speech (20 turns), Bless of Attractiveness (20 turns) for entire party
			* 1. Yes
				+ A Cult Leader (Level 12 Dwarf) joins the party
				+ +8XP 3RP
			* 2. No, leave him.
* 6. ***(Requires Horos as deity and Dusktown)*** You stood with the Dusktowners and Horos is your God, so you can try to use stealth to reach the holy hog! [Sneak] (4 skull)
	+ Success:
		- 2 or 3 Ghosts join the party
		- Weapon
			* 1. Take the holy hog and leave
				+ A Bound Spirit joins the party
				+ weapon, armour, ranged weapon, trinket
				+ +8XP 3RP
			* 2. Search the body before leaving this place
				+ ***{Var1}***
					- Weapon
					- +8XP 3RP
				+ ***{Var2}***
					- Weapon
					- Heavily Sick (8 turns) to entire party (except the Ghost)
					- +8XP 3RP
* 7. ***(Requires Veles as deity and restoring the Cosmic Tree)*** *You restored the Cosmic Tree and your deity favors peace. Talk to the cultists.* [Speech] (5 skull) ***(Note: Is this correct? Check wording. Should be a Hex challenge, maybe 5 skull)***
	+ Success:
		- Bless of Speech (20 turns), Bless of Attractiveness (20 turns) for entire party
			* 1. Yes
				+ A Cult Leader (Level 12 Dwarf) joins the party
				+ Weapons, armour, resources, food?
				+ +8XP 3RP
			* 2. No, leave him.
* 8. You burnt the seed and killed the Umbrage lord. Your path is that of clarity, so use your wits to break this ritual! [Tactic] (Note: to be confirmed)
	+ *Specifics to be confirmed.*
		- *
* 9. You came here with the aid of the spirits. Now join forces and kill these foes! [Fight]. ***(All to be confirmed. Requires the Goblin Shaman. Leads to 2-3 ghosts, 2-4 child wraiths and a Bound Spirit joining you, plus other rewards)***
	+ Weapons, armour, resources, food??
	+ +8XP 3RP ??
* 10. ***(Requires completion of Giants Quest, & Dusktown)*** You stood with the Dusktowners in their struggle and you made peace with the Umbrage Lord, so the shadows heed your will and can protect you as you sneak in to take back the holy hog! [Sneak] 4 Skull
	+ *to be confirmed*

#### **Part 6 - Epilogue**

After you have successfully saved your Holy Hog, within a turn or two you will have an encounter with the Dwarven Runemaster:

'We came too late; the birthstone is ailing. Still, perhaps ya bought us some time. Who knows? At least the filth is dealt with.

* 1. Yes, we got our hog back, but your stone seemed in bad shape
	+ 1. Farewell
		- Trinket *(added to village inventory)*
		- +2 XP, +1 RP
	+ 2. ???
	+ 3. ???
* 2. ???
* 3. ???

## Homen

During the night many people have witnessed the Homen - a procession of skeletal wraiths, some riding carriages, some on skeletal horsebacks, some following blindly behind - all dead and empty!

Where the Homen goes a plague follows!

* Try to fight off thie disease
	+ [2 skull sickness]
		- Success... some people still fall ill
			* 2 villagers get Sick for 5 turn, also +3 Health
			* 3 villagers gain 20 turn Bless of Health
			* +4XP 1RP
* ???

## Hurricane with Vily

Packs of the winged wind demonesses, the Vily, have been spotted soaring in the skies this can mean only one thing a hurricane is coming...

* Find somewhere safe to hide (*Result may be random)*
	+ Hold on tight! [2-skull Physical]
		- **{Var1}**
		- +1 wound for everyone in village
			* Ok, great, look around. *(Random result)*
			* **{Var1}**
			* +22 Clay, +2 Sandstone, +2 wounds for everyone in village,
			* +5 XP
			* **{Var2} - Your God favours you with a shipwreck**
			* Gain 4 stacks of mid-top tier resources
			* +5XP
		- **{Var2}**
		- one villager +2 strength
		- everyone in the village +1 wound
		- +2XP
* ???

## Intruder in the Granary

During the night one of our villagers discovers an intruder in the granary!

The doors to the storage are ajar and a small, furry creature, covered in your flour, stares at you! He has yellow eyes, sharp teeth and smells of rotten eggs! *(Two possible options can appear. Result is random)*

* **{Var 1}** Wait... you've read about his one! [Blue text]
	+ Give it some food. [Lose 20 food, blue text]
		- Receive a small amount of different raw foods (approx 35?)
		- All villagers receive +1 Gathering
		- Lose 20 assorted raw food items
		- +2XP
		- Sometimes, the Skshack will not like your food, I only had grain when I got this. The result is losing few food (3 for me) and gain few wounds (2 for me) That need to be completed.
	+ Nope, your food is more important, chase it off.
	+ Nope, your food is more important, kill it.
* **{Var2 - Trickster}** Wait... you've read about his one! [Blue text]
	+ The facts seems contradictory, leave it be (blue option)
		- Gain 1 stack of a random mid tier resource or food
		- 2 villagers gain +1 Gathering
		- +2XP
	+ Well if its a trickster, kill it!
		- minor random loot. 3 villagers become Sick (8 turns). +1XP
	+ Whatever it is, let's just throw it out!
		- +1XP
* Blasted rodent, kill it!
	+ minor random loot. 3 villagers become Sick (8 turns). +1XP

## Kupala Night

### Part 1

The Night of Kupala was once celebrated during midsummer, when the sun shone brightest. [snip] *(**Note:** The effects of your choice can be applied to any of your villagers, whether on expedition or in the village)*

* 1. Prepare for the celebrations!
	+ 1. Find Perun's Flower
		- 1. Yes, go and search for the fern Flower in the forest of Thea! It may not be today, it may take time, but the Flower can only be found in woodlands.
			* +2XP 1RP
			* *Leads to **Part 2.1 - Perun's Flower***
		- 2. ***(Requires Perun as deity)*** Yes, go and search for the Fern Flower in the forests of Thea!
			* +1 Strength for 2 villagers
			* Bless of Strength (20 turns) for 6 villagers
			* +2XP 1RP
			* *Leads to **Part 2.1 - Perun's Flower***
		- 3. ???
	+ 2. Make a wreath of flowers and hair and put a lit candle within
		- 1. Let the wreaths show you the future!
			* +1 Child
			* Bless of Attractiveness (20 turns) ***or*** Bless of Will (25 turns) for entire party
			* +3 Attractiveness for 1 villager *(random)*
			* +2XP 1RP
			* *Leads to **Part 2.3 - Wreath of Flowers***
		- 2. ***(Requires Lada as deity)*** As a followers of Lada, this tradition is especially close to your hearts.
			* +1 Child
			* Bless of Attractiveness (20 turns) for all villagers
			* +3 Attractiveness for 1 villager
			* +2XP 1RP
			* *Leads to **Part 2.3 - Wreath of Flowers***
		- 3. ***(Requires Mokosh as deity)*** Let the wreaths show you the future!
			* +1 Child
			* Bless of Health (20 turns) for 6 villagers
			* +2 Health for 2 villagers
			* +2XP 1RP
			* *Leads to **Part 2.3 - Wreath of Flowers***
	+ 3. Create a large bonfire
		- 1. ***(Requires Zorya as deity)*** Ready the fires and find the brave souls who will prove their worth.
			* Remove Curses
			* +2 Animal Kinship, +2 Perception, +2 Traps for 3 villagers
			* Bless of Dexterity (15 turns) to 4 villagers
			* +3XP 1RP
			* *Leads to **Part 2.2 - Fire Demons (Svarozek)***
		- 2. Ready the fires and fine the brave souls...
			* Remove Curses??
			* Bless of Will (20 turns) for 6 villagers
			* +2 Stealth, +1 Folklore, +2 Perception for 2 villagers
			* +3XP 1RP
			* *Leads to **Part 2.2 - Fire Demons (Svarozek)***
		- 3. ***(Requires Svarog as deity)*** As children of Svarog, this trial is the only true way to honor your solar father!
			* Remove Curses
			* Bless of Strength (10 turns), +1 Dexterity, +2 Will to 4 villagers
			* +3XP 1RP
			* *Leads to **Part 2.2 - Fire Demons (Svarozek)***
	+ 4. Go swimming
		- Great, go for a swim then! **{var1}**
			* Remove Curses and Wounds
			* +50 Fish, +50 Seaweed
			* +3XP 1RP
		- Great, go for a swim then! **{var2}**
			* Bless of Dexterity (25 turns) for 6 villagers *(needs confirmation)*
			* ???
		- Great, go for a swim then! **{var3}**
			* Bless of Will (?? turns), Bless of Magic (?? turns) for 2 villagers
			* ???
	+ 5. Bah! Nobody tells we must do something. Do nothing!
		- +2 XP, +1 RP?

### Part 2.1 - Perun's Flower

As you walk through the forest, you feel the mark of the Kupala Night burn your foreheads. *NOTE: to trigger this walk through forest hexes*

...you almost miss the fact that Perun's Flower grows atop a large bear!

* 1. A careful hunt will be safer for the Flower! [Hunt] (2 skull)
	+ 1. Set up the positions and begin the hunt!
		- 12 Fur leather, 25 Meat
		- +1 Strength, +2 Intelligence, +1 Tactics for 2 party members
		- Bless of Intelligence (20 turns), Bless of Health (20 turns) for 3 party members
		- +5 XP, +1 RP
	+ 2. Just attack the bear instead. [Fight] (3 skull)
		- 6 Meat, 4 Fur leather, 1 Jewellery
* 2. Think this through, charging the bear may endanger the Flower. [Intellect] (3 skull)
	+ +2 Animal Kinship, +1 Strength, +2 Tactics, +3 Traps for 1 party member
	+ +2 Animal Kinship, +2 Traps for 1 party member
	+ Bless of Intelligence (25 turns), Bless of Health (25 turns) for 4 party members
	+ +5 XP, +1 RP
* 3. Just attack the bear [Fight] (3 skull)
	+ 6 Meat, 4 Fur leather, 1 Jewellery

### Part 2.2 - Fire Demons (Svarozek)

* 1. Just attack the fiends [Fight] (4 skull)
	+ Resources
	+ +5 XP, +1 RP
* 2. ***(Requires Svarog as deity)*** 'Hey there, we have seen you in a vision sent by the Gods, will you speak to us?'
	+ 1. 'What? Surely not? Why would Svarog abandon you?'
		- 1. 'The Darkness took much from...' [Social] (2 skull)
			* *(Same rewards as "**And what if your predicament is...**" dialogue option below)*
		- 2. 'And what if your predicament is...' [Social] (3 skull)
			* Success:
				+ Jewellery
				+ Bless of Will (15 turns) for entire party
				+ +1 Health, Bless of Strength (15 turns) to 4 party members
					- 1. 'Thank You'
						* A Svarozek Minion joins the party *(random)*
						* Resources *(random)*
							+ 1. Praise the gift of Svarog! *(random)*
								- +6 XP, +1 RP
					- 2. ???
			* Failure:
				+ ???
		- 3. 'Yes, this seems like a harsh fate...'
			* 1. 'But you seem to be free'
				+ 1. 'Ok, let's do it' [Physical] (4 skull) ***(Circle of Fire)***
					- Success:
						* Jewellery
						* Bless of Strength (20 turns) to 4 party members
							+ 1. Great, take the rewards and leave.
								- +6 XP, +1 RP
					- Failure:
						* ???
				+ 2. 'Can we help with the Dragon situation at all?'
					- 1. 'Ok, we'll do that!'
						* +3 XP, +1 RP
						* 2 "Kupala Night" map markers added -- *leads to **Part 2.2.1 - Kupala Night (Place of Power)** & **Part 2.2.2 - Kupala Night (Dragonic Magic)***
					- 2. Actually, let's just do the fire cleansing thing. [Physical] (4 skull)
						* *See **Circle of Fire** above*
* 3. ***(If Svarog is not your deity) (Blue text)*** 'Hey there, we have seen you in a vision sent by the Gods, will you speak to us?'
	+ *(Same as "**But you seem to be free**" dialogue option above)*

#### Part 2.2.1 - Kupala Night (Place of Power)

You find the place of power Sverozek spoke of!...

* 1. Take a few steps closer.
	+ 1. ***(Requires magic)*** Use magic to get a sense of this place.
		- 1. Alright, fight this magic! [Hex] (4 skull)
			* 1. 'You're welcome.'
				+ Weapon, armour
				+ ***{Var1}***
					- Bless of Strength (15 turns) to 4 villagers
					- +6 XP, +1 RP
				+ ***{Var2}***
					- Lose 1 party member
					- A Lesser Svarozek joins the party
					- +6 XP, +1 RP
			* 2. ???
		- 2. Ok, better just fight with whatever guards this place! [Fight] (4 skull)
			* *See **Combat** option below*
		- 3. Come back later.
	+ 2. Come back later.
	+ 3. Go forth, fight whatever protects this place and destroy it! [Fight] (4 skull) **Combat**
		- Loot
		- +8 XP, +1 RP
* 2. ???

#### Part 2.2.2 - Kupala Night (Dragonic Magic)

You find a place of power where the Draconic magic binds the Svarozek to its will

* 1. Take a few steps closer
	+ 1. Alright attack it! [Fight] (5 skull)
		- Success:
			* Weapon, armour, trinket, resources
				+ 1. 'Thank you! that's very kind.'
					- Artifact
					- +2 Folklore, +1 Will for 2 party members
					- +8 XP, +2 RP
				+ 2. Yeah they'd better be good, we have killed a Dragon for you!
					- Artifact or Jewel
					- +2-3 children
					- +8 XP, +2 RP
				+ 3. ???
				+ 4. ???
		- Failure:
			* ???
	+ 2. Maybe later.

### Part 2.3 - Wreath of Flowers

After many in-game days, ghost appears with demand to honor Kupala Night's tradition:

* 1. 'Yes, we will.' Send the owner of the wreath down the path to meet their beloved!
	+ ***{Var1}***
		- Armor, ranged weapon
		- +2 children
		- Lose 1 villager
		- +2 XP, +1 RP
	+ ***{Var2}***
		- Jewellery, Rubies
		- +1 Child
		- +2 XP, +1 RP
	+ ***{Var3}***
		- A Rusalka joins the party
		- +2 XP, +1 RP
* (2.) ***(Requires Lada as deity)*** 'Yes, we will.' Send the owner of the wreath down the patch to meet their beloved!
	+ Loot
	+ +4 children
	+ Lose 1 villager ***or*** A Rusalka joins the party
	+ +2XP 1RP
* (2.) ***(Requires Mokosh as deity)*** 'Yes, we will.' Send the owner of the wreath down the patch to meet their beloved!
	+ Jewellery, Rubies
	+ +1 Child
	+ +2XP 1RP
* 3. 'No! Get away spirit!'
	+ The spirit frowns and you feel a gust of icy cold air swirl around you. The person whose wreath was held by the spirit becomes gravely ill and cursed Deforming curse, +10 heavy sickness
* 4. ???

## Lapiduch

Another night falls over Thea and restless souls of the damned seek out the living in envy and anger. You can almost feel the approacing wave of these infernal wraiths seeking to burden your souls!

But this night, a welcomed guest is seen in the shadows: a Lapiduch, The Spiritcatcher. This bizarre looking creature, resembling an overgrown toad, with long claws, yellow warts, and a row of razor sharp teeth, is actually a humble servant of Veles, in the old days, tasked with the hunting of wayward souls and misbehaved wraiths, but now, hopelessly overfed and ever busy with the task of devouring evil spirits!

* Great, leave the creature to it's task. **{Var1}**
	+ - +15 Bless of Magic to 3 villagers (can be in town or on expedition)
		- +2XP
* Great, leave the creature to it's task. **{Var2}**
	+ - +15 Bless of Strength to 4 villagers (can be in town or on expedition)
		- +2XP
* Great, leave the creature to it's task. **{Var3}**
	+ - +1 Will for 1 villager (can be in town or on expedition)
		- +2XP
* Don't trust such things, chase it off. - ends event. 0XP.

## Large Rat (Spor)

As you inspect your snares set up in the fields you discover a large rat trying to wiggle free. Its eyes are greenish and it has spores on its fur.

* Leave the creature, it doesn't look like an ordinary rat. +1XP (Ends encounter)
* Kill the creature, rats are often servants of dark forces.
	+ There doesn't seem to be anything more to do here. Leave.
		- All village members gain Sick for 10 turns
		- +1XP
	+ ???
	+ ???
* Examine it further **(Requires Folklore 4+? Not based on magic)**
	+ After a closer inspection ... (snip)
		- Release it *(Result is random)*
			* **{Var1} - sickness**
			* 3 villagers gain Sickness for 6 turns
			* +2XP 1RP
			* **{Var2} - no sickness**
			* 4 villagers +15 turn Blessing of Health
			* +2XP 1RP
			* **{Var3} - nothing**
			* +2XP 1RP
			* ( {Var4} - A Spor (demon) joins your village - I am 100% percent, because I checked this event and I was shocked to see that I received this reward when I released it)
		- Better just leave it be. +1XP
		- When bound in its physical form ... (snip) [3-skull-hex] **(Requires Magic ?? Didn't get the option with 3 magic. Maybe items don't count. Maybe based on class - need ~~a witch~~ or demon in village?)**
			* Success
				+ A Spor (demon) joins your village
				+ +4XP 1RP

## Mamuna

During the night a Mamuna is seen escaping the Village.

All the parents check their children in horror, and discover the worst -- one of the children has been switched for a changeling!

* Wait, we've heard old stories of this happening!
	+ No, it is not easy, but we must protect ourselves. Kill the changeling!
	+ Oh well, we will let it grow and see. It is still a child and deserves a chance.
		- Gain 1 random villager and lose 1 child (possible bug? no notice of having lost a child).
		- Alternative result - Gain a demon (Pineconette) and lose 1 child.
		- Alternative result - Lose 2 children, multiple villagers injured.
		- +4 XP +1 Research
	+ ???
	+ ???

## Mares

The Age of Darkness left a hefty mark on Thea, as the nights are forever haunted by the Mares -- the souls of the living escaped at night, to torment their fellow man! These shadowy night creatures bring with them nightmares and despair, weakening anyone unfortunate enough to be touched by their cold breath!

* 1. ***(Requires Folklore?)*** Try to ward off the Mares.
	+ 1. Women bring it, right, KILL ALL women in your population!
		- Oh, ok, Let's not kill the women.
			* ???
		- Yup, if women cause it, kill them!
			* Kills all women in your village. Hohlick Lvl 7, joins the village.
			* +2XP
	+ 2. Smear garlic on your chests and wash your hands with urine.
		- +66-68 food
		- +3 XP, +1 RP
	+ 3. Capture any animal visiting your bedside at night and nail it to the wall - or tent!
		- Bless of Speech (20 turns) for villagers in town
		- +3 XP, +1 RP
	+ 4. ???
	+ 5. ???
* 2. ***(Requires Magic)*** Use magic to fight off the Mares. [Hex] (2 skull)
	+ Success:
		- Bless of Speech (20 turns) for 4 villagers
		- Bless of Magic (20 turns) for 1 villager
		- +4 XP, +1 RP
	+ Failure: ???
* 3. Keep your doors and windows shut tight and hope for the best.
* 4. ???

## Message from Xryzylth

A demon visitts your village and speaks to you in a demonic tongue. "Greetings, friends. I see that there are many demons here. I bring a message from Xryzylth, it is a village built by demons. We are interested in working together with you in our common goal of liberating Thea of the darkness and all other lesser creatures. We believe the time has come foy us demons to take our rightful place as rulers of Thea.

We invite you to visit our village so we can talk about our common interests."

* What exactly can we do in your village, and should we bring anything?
	+ "You may have had some trouble taking over the human jobs but we can teach you how to improve.. If you bring 50 metals we will train three demons in crafting, and if you bring 50 wood we will train 3 demons in gathering.
	If you have 400 gems, bones, or monster bones, we can enchant them and turn them into better ones.
	We can also train you in magic or exchange some of our demons for yours. Just remember, any training is for demons only. You could bring lesser creatures and even children for sacrifice rituals". 1XP
* Alright, we'll check it out sometime. 1XP

## Old Goblin Visitor

An old Goblin stumbles into your village at night and asks for a place to rest.

* We cannot deny someone in need, let him stay.
	+ Random chance a Goblin Shaman joins you. Gain random equipment and some minor loot. 3 Villagers gain +3 Folklore +1 Magic. +1XP 1RP
	+ **OR**
	+ +2 Folklore, +3 Herbalism, +1 magic for 2 villagers.
	+ +1XP 1RP
* Ha, foolish gobbo, gives us your things and leave!' Rob him and kick him out.
	+ + Loot, +Food (~20)
	+ +1XP 1RP
* 'We don't need gobbos here, go away!'
	+ +1XP 1RP
* Send your own Goblin to greet the stranger, and ask him to stay with you for good.
	+ Goblin Shaman joins your party. **(Requires a Goblin present in the village)**
	+ +1XP 1RP
* ???
* ???

## Old Oil Lamp

As you gather some water from your the well you find what looks like a very old oil lamp with strange foreign symbols on it.

When you try to clean it you see smoke slowly releasing from within.

Gain 11-25 Seaweed.
* Keep cleaning it, the smoke may bring something good. (variable result)
	+ **{Var1}** Dark menacing clouds rise from the lamp...
		- Quickly throw the lamp away even though you feel someone may already be touched by it
			* 1 villager gains a Curse of Darkness
			* +1XP
		- To Arms [3 skull Fight]
			* weapon, artifact, 3 villagers + 5 Will. +4XP 1RP
		- Try to dispel [3 skull hex] **(Requires Magic)**
			* Success
				+ Gain an artifact
				+ 3 villagers + 2 Will
				+ All villagers gain 20 turn Bless of Magic
				+ +4XP 1RP
			* Fail: ???
		- Your wise ones know that such evil powers will accept a blood sacrifice. Give them one child and you may even be rewarded **(Requires 1 child)**
			* Gain a child wraith (however you don't receive a message about this)
			* +2XP 1RP
		- ???
	+ **{Var2}** 5 villagers gain 10 turns of Sickness. +2XP 1RP
	+ **{Var3}** All villagers gain 25 turn Bless of Intelligence. +2XP 1RP
* Nah better throw it away

NOTE: This event can be an extremely random event with regards to what happens.

## Orc Smithy

A small group of Orcs travel near your village and they ask to use your smithy

* Fine, let them use the smithy and rest in our village. **{Var1} - Thanks**
	+ 2 villagers gain +3 Craft 2 Traps 1 Strength
	+ +1XP 1RP
* Fine, let them use the smithy and rest in our village. **{Var2} - They rob you**
	+ Lose a bunch of random equipment, trinkets and 30 food
	+ +1XP 1RP
* Fine, let them use the smithy and rest in our village. **{Var3} - They are very thankful**
	+ 'Thank you, friends. We will repair our weapons and you can learn some of our ways if you like. And since you have proven so generous, will you accept our service to your kin?'
		- Gain 1 Orc Fighter and 1 Orc Worker
		- Gain some weapons and armour, misc food and low-mid tier resources.
		- 3 villagers gain +3 Craft 1 Strength
			* Of course, welcome.
				+ +1XP 1RP
			* No thanks
* Filthy greenskins, you cannot use our smithy, you can die!
	+ No fight. Just loot: Weapon, food
	+ +1XP 1RP
* Chase them away.
	+ Encounter ends. No XP.
* We heard you also follow Lady Zorya, so let us wrestle for it. [2 skull Physical] **(Requires Zorya as deity. RE: not showing up to me when playing as Zorya)**
	+ Success
		- Gain a half decent weapon
		- 2 villagers +1 Strength
		- Ah you truly are the childen of Zorya. Will you let us in?
			* Yes, come in friends
				+ 2 villagers +3 Craft 2 Traps 1 Strength
				+ +1XP 1RP
			* No, you failed, leave
				+ +1XP 1RP
* ???

## Peculiar Mole

You go down to the fields to check if any crops survived this night, and you discover a large molehill on your way!

A peculiar-looking mole carrying a small shovel pops up from the hill and exclaims: 'Ahoy!'

It seems really happy about something

* Just kill the rodent!
	+ Gain a small amount of Clay
		- Alright, that was strange, search the molehill
			* Lose ALL food in the village
			* +2XP 1RP
		- ???
* Ehm, hi there?
	+ Well, just wave at it
		- Okay, continue with the day
			* Chance to gain some Amber or Quartz, maybe a trinket
			* +2XP 1RP
	+ You seem to remember these spirits have a thing about clothes. (**Requirement: animal kinship at least 3, maybe higher or very high Folklore? 7+**)
		- Alright, take off one of your own shirts to make something...
			* Lose 1 random shirt
			* Gain 1 jewelry or artifact and some Quartz
			* +2XP 1RP
		- Okay, but we can't give it our clothes. Maybe give it some food.
* ???

## Plague

There has been an increase in vermin in your village over the last few days. You have dealt with the rodents, but your wise ones tell you they were not healthy. Just as they feared, your men begin to fall ill one by one, and soon the whole village is affected!

* You have the medic and the herbs they need, try to beat the thing! **(Requires a Medic and 15 Herbs) (got it with 4 medic)**
	+ Lose 15 herbs or food that contains herbs as a component.
	+ Fight the illness! [1-skull Sickness]
		- Success: +3 Health to 2 villagers.
			* +5 XP 1RP
		- Failure: ??
			* 1 villager gets Deadly Sick for 2 turns
			* 3 villagers get Heavily Sick for 3 turns
			* Lose 2 children
			* +1XP
* You don't have the herbs, but you do have a good medic. Fight on! **(Requires a Medic but not enough Herbs) (got it with 4 medic)**
	+ Fight the illness [2-skull Sickness]
		- Success:
			* Two villagers Sickness +6
			* Two Villagers +1 will
			* +5XP 1RP
		- Failure:
			* 1 villager gets Deadly Sick for 2 turns
			* 3 villagers get Heavily Sick for 3 turns
			* Lose 2 children
			* +1XP
* You have no medic, but you do have a herbalist and supplies. Try to help people. **(Requires a villager with Herbalism and 15 Herbs)**
	+ Lose 15 herbs or food that contains herbs as a component.
	+ Get this thing! [3 skull Sickness]
		- Success:
			* 2 villagers get Sick for 6 turns
			* 2 villagers (same ones?) +1 Will
			* +5XP 1RP
		- Failure:
			* 1 villager gets Deadly Sick for 2 turns
			* 3 villagers get Heavily Sick for 3 turns
			* Lose 2 children
			* +1XP
* You have neither the medics nor the supplies to beat this, but you must try!
	+ [4 skull Sickness]
		- Success
			* 2 villagers get 3 turn Heaviy Sick, and also +3 Health
			* -1 child
			* +5XP 1RP
		- Failure: ??
			* 1 villager gets Deadly Sick for 2 turns
			* 3 villagers get Heavily Sick for 3 turns
			* Lose 2 children
			* +1XP

## Poisoned Well

### Part 1

The night was restless, filled with uneasy dreams and strange sounds rummaging through the village.  *(Random - only one of the below occurs)*

* ***{Var1}*** Your well has been poisoned!
	+ 6 villagers in the village receive +1 Heavily Poisoned.
		- 1. Find the herbs.
			* +2 XP
			* A 'Place of Interest' map marker appears on map *(leads to **Part 3 - Place of Interest**)*.
			***Note:** You have to have the heavily poisoned in the party when you visit this location to have them healed also not everyone will be healed.*
		- 2. Find the spirit.
			* +2 XP
			* A 'City Ruins' map marker appears on map *(leads to **Part 2 - City Ruins**)*
* ***{Var2}*** Right, business as usual then.
	+ kills all children in village
	+ Lose all meat
	+ Lose all vegetables

***Note:** If poisoned, you can just ignore the location and go to the Herbalist to be healed instead.*

### Part 2 - City Ruins

You arrive at the spot marked by your ranger and discover a girl sitting on a rock, surrounded by unprecedented greenery and exotic flowers. She looks perfectly ordinary, if it wasn't for the fact that she was sitting here, all alone, like a perfectly posed statue of perfection. You find yourself staring for a long while, before you're able to think for yourself again.

* 1. 'Forgive my mundane rambling Milady, but your beauty struck me dumb as an ox!'
	+ 1. 'Speaking to you is a prize in itself.'
		- 1. 'My dear Lady, I wish I could stand here and gaze upon you for eternity...'
			* 1. Go to her.
				+ 1. 'What if we lose?'
					- 1. 'Ok, so what's the game?'
						* 1. 'Ok, we shall try your game.'
							+ 1. Start sneaking. [Sneak] (2 skull)
								- Success:
									* Heavily Poisoned removed from all villagers.
									* Chance of 1 villager becoming Cursed.
									* If cursed as per above, entire expedition gets 20 turn Bless of Dexterity, otherwise 3 villagers gain 25 turn Bless of Attractiveness.
										+ 1. Leave
											- +5 XP, +1 RP
								- Failure:
									* ???
						* 2. 'We've had enough, either do our bidding or we'll kill you both!'
							+ 1. [Fight] (4 skull) (see **Fight** **option** below)
						* 3. ???
					- 2. 'Nope, I'd rather go look for the herbs.'
						* Go to Place of Interest below
			* 2. Remain still.
				+ 1. [Fight] (4 skull) (see **Fight** **option** below)
* 2. 'Excuse me lady, are you a water spirit?'
	+ 1. 'My people are very ill...'
		- 1. Fine, leave and search for the herbs
	+ 2. 'I would speak to you, I am not one to kill those who are different!'
		- 1. To arms! [Fight] (4 skull) **(Fight option)**
			* Success:
				+ Weapons, Artifact (maybe)
				+ Poisons are removed from any party members (but not those in the village). *HINT: Visit the Herbalist with villagers that are still poisoned.*
				+ Bless of Health (25 turn) to 3 villagers.
				+ +5 XP, +1 RP
			* Failure
				+ ???

### Part 3 - Place of Interest

You find a secluded patch of greenery... [snip]

* 1. Great, let's get picking.
	+ 1. [Intellect] (1 skull)
	    ***or***
	     [Intellect] (2 skull)
		- Success:
			* 22 Herbs
			* Heavily Poisoned removed from 5 villagers. *HINT: Visit the Herbalist next if some are still poisoned.*
			* +4 XP, +1 RP
		- Failure:
			* Heavily Poisoned removed from half of the poisoned villagers. *HINT: visit the Herbalist next.*
			* +1 XP
* 2. ???

## Poludnica

A Poludnica, know also as Lady Midday, is spotted roaming the fields near your village! ... [snip]

* 1. Keep an eye out for the fiend!

* 1. Try to find out more!

* 1. A rowan tree?

* 1. Fight the Hex! [Hex] (3 skull) **(Requires Magic)**

* +1 child *(random chance)*
* mid/high-tier resources (Dragon Bone)
* +5 XP, +1 RP

* 2. Damn, there isn't anyone in the village who can fight this Hex!

* Curse of Darkness on 2 villagers
* -2 Children

* 2. The maple sap? *(Result is random)*

***{Var1}***
* +1 Child
* resources (Dragon Bone, Moonstone)
* +5 XP, +1 RP

***{Var2}*** To arms! [Fight] (3 skull)
* +1 Child *(random chance)*
* mid/high-tier resources
* +3 XP, +1 RP

* 3. Oak? *(Result is random)*

***{Var1}*** The Lady Midday laughs and twirls in a dance,... [snip]
* Wood, Stone
* +3 XP, +1 RP

***{Var2}*** Snake poisons a few people
* Heavily Poisoned on 2 villagers

* 4. Say what?

* [Fight] (3 skull)

* +1 Child *(random chance)*
* resources (Dragon Bone, Moonstone)
* +5 XP, +1 RP

* 5. ???
* 6. ???
* 7. ???

* 2. ???

* 2. ???

## Rat Witch (Old Woman in Bandages)

### Part 1

An old woman staggers into your village. She is wearing a long, hooded coat and underneath it, you see bandages sticking out.

* 1. Take a closer look.
	+ 1. Use your knowledge of magic to figure out what to do.
		- 1. [Hex] (3 skull)
			* Success:
				+ Trinket
				+ +1 Magic to all villagers in town (only those who have already a minimum of magic?)
				+ Bless of Will (20 turns), +2 Folklore for 2 villagers
					- 1. Alright, good. Perhaps it will be worth hunting them down for the loot.
						* +4 XP, +1 RP
						* A moving map marker spawns on the map *(leads to **Part 2 - Rat Swarms**)*
			* Failure:
				+ ???
		- 2. [Fight] (1 skull)
			* *See **[Fight] (2 skull)** below*
	+ 2. Be cautious, but talk to her: 'Hello, can we help you with anything?' (not always available)
		- 1. You know a thing or two about rats. Use your knowledge to figure out a way to beat the witch.
			* 1. Get those rats! [Hunting] (2 skull)
				+ Success:
					- -1 Child
					- Artifact
					- +1 Animal Kinship for 2 villagers
						* 1. Damn the witch! We'd better go find those rats before they harm the child!
							+ +3 XP, +1 RP
							+ A moving map marker spawns on the map *(leads to **Part 2 - Rat Swarms / {Var2}**)*
						* 2. ???
				+ Failure:
					- ???
			* 2. Nah, just attack her! [Fight] (1 skull)
				+ *See **[Fight] (2 skull)** below*
		- 2. Attack her! [Fight] (1 skull)
			* *See **[Fight] (2 skull)** below*
	+ 3. Attack her! [Fight] (1 skull)
		- *See **[Fight] (2 skull)** below*
* 2. Hello there, old lady, what are you doing here?
	+ 1. I'm here to take your children, of course! [Fight] (2 skull)
		- Success:
			* Weapon/trinket, resources
			* Lose 3 children
			* +1 Folklore for 2 villagers
			* +3 XP, +1 RP
			* 3 moving map markers spawn on the map *(leads to **Part 2 - Rat Swarms**)*
		- Failure:
			* ???
* 3. ???

### Part 2 - Rat Swarms

These encounters may vary depending on the options selected above:

* ***{Var1}** You track down the Rat Witch's minions and see they are swarming over some shiny trinket.*
	+ [Hunting] (2 skull) ***or*** [Fight] (2 skull)
		- Success:
			* Weapons, trinkets, resources
			* +2 Traps, +2 Animal Kinship for 2 villagers
			* ***(Requires Animal Kinship)*** A Hulking Rat joins the party *(random?)*
			* +2 XP, +1 RP
		- Failure:
			* ???
* ***{Var2}** You track down the rat swarm that took your child!
You see the vermin holding the infant in a strange cocoon and dragging it somewhere.*
	+ [Hunting] (1 skull) ***or*** [Fight] (1 skull)
		- Success:
			* Weapon, resources
			* +1-2 children
			* ***(Requires Animal Kinship)*** A Hulking Rat joins the party *(random?)*
			* +2 XP, +1 RP
		- Failure:
			* ???

***Subsequent Rat Swarm encounters:***
You track down the rat swarm that took your child! You see the vermin holding the infant in a strange cocoon and dragging it somewhere.
* [Hunting] (2 skull) ***or*** [Fight] (2 skull)

* Success:

* Weapon, resources
* +2 Traps, +1 Animal Kinship for 1 villager
* +1-2 children
* +2 XP, +1 RP

* Failure:

* ???

## Rats

There are strange noises in your village at night.

* Stay vigilant.
	+ Try to kill as many rats as you can to chase them off [1-skull Fight]
		- Success:
			* Loot: Meat, fur, bones, maybe some equipment
			* All villagers in town get Sick for 5 turns
			* Lose 50 food
			* Random chance of one of the following?
				+ Well, gather up the dead rats and get rid of their bodies.
					- +3XP 1RP
					- Chance to get small amount of Enchanted Bones
				+ 3 groups of rats events appear on the map - similar to rat witch. ???
		- Failure:
			* ???
	+ You can try to kill all of the rats at once, but it will be more difficult. [3-skull Fight]
		- Success:
			* Loot: Meat, bones. Fur, leather, trinket
			* chance to get Fat Rat companion??
			* +5XP 1RP
		- Failure:
			* 2 villagers get heavily sick, the rest get sick
			* Most of your food is lost
			* +1XP
	+ You have some good hunters in your village, so you can try to set up traps and exterminate all of the vermin! [4-skull Hunting] **(Requirement: Appears to be at least 2 villagers with Traps. Possible minimum lvl of Traps - 2 with at least L5?) *Prev notes - Not based on hunters or Stealth. I had a hunter with 16 stealth and 12 traps - still didn't have this option. Traps? Got it with 14 traps) (I got the option with 6 traps. I also had an orc with 5 traps, maybe you need multiple trappers?)***
		- Success: Meat, fur, bones
			* Chance to get Fat Rat companion?
			* +8XP +1 RP
		- Failure:
			* Sickness de-buff
	+ Some of you know magic and know how to deal with rats in a special way. [3-skull Hex] **(Requirement: Magic)**
		- Perform the enchantment. [3-skull Hex]
			* Success:
				+ 20 turn Bless of Magic for two villagers
				+ +2 Magic +1 Will to one villager
				+ Chance to get Fat Rat companion
				+ +4XP 1RP
			* Failure:
				+ ???
		- Actually, just kill the rats. [1-skull Fight]
* ???

## Red Dragon

This event is described at Expedition\_Events#Red\_Dragon

## Refugees

A small group of refugees is seen travelling near your village. (Starts as a town event)

*See Refugees (Expedition Events)*
## Shooting Star

You see a falling star shooting across the night sky. For some, it may be a blessing of Zorya, for others, a warning. Only the Gods know what comes next.  *(Result is random. Only option should be available)*

* Accept what the Gods send.
	+ **{Var 1}**
		- +2 Crafting for 2 villagers
		- Weakening Curse for 1 villager.
		- +1XP
	+ **{Var 2}**
		- +2 Strength for 2 villagers
		- Weakening Curse for 1 villager.
		- +1XP
	+ **{Var 3}**
		- 20 Turn Blessing of Health for 3 villagers
		- Weakening Curse for 1 villager.
		- +1XP
* Rejoice in the blessing of Zorya!
	+ **{Var 1} Requires Zorya as your deity to have any chance to appear**
		- +1-2 Child
		- 20 turn Bless of Strength for 3 villagers.
		- +1XP
	+ **{Var 2} If Zorya is not your deity, or you're unluck**
		- +1 Child
		- 15 turn Bless of Magic for 3 villagers.
		- Weakening Curse for 1 villager.
		- +1XP

## Sick Child

A child falls gravely ill!

* Something magical is afoot, but you have your healers work day and night to help the youngster! [2-skull Sickness] **(Requires 5 herbs and ~~a Medic~~ Medic skill 7+)**
	+ Success:
		- Lose 5 herbs
		- 1-3 villagers gain 15 turn Bless of Intelligence
		- 1 villager +3 Health
		- +3XP 1RP
* Your wise ones know this illness to be a curse and they can try to control the outcome. The child will likely be lost either way, but it could be transformed into something else and live on. [2-skull Hex] **(Requires Magic)**
	+ Success:
		- -1 Child
		- Gain a Child Wraith
		- 15 turn Bless of Will for everyone in town with at least 2 Magic
		- +3XP 1RP
* This child was marked by the woodland spirits. Your elders know of an old folk ritual whereby the child's spirit will be guided into the body of its animal guide. Try it.
	+ **{Var 1} - requires Folklore 3+**
		- -1 Child
		- +1 Bear *(or Giant Crow)*
		- +2XP 1RP
	+ **{Var 2} - requires Folklore 3+**
		- -1 Child
		- +1 Wolf
		- +2XP 1RP
	+ **{Var 3} - requires Folklore 3+**
		- -1 Child
		- +1 Giant Crow
		- +2XP 1RP
	+ **{Var 4} - requires Folklore 5+**
		- -1 Child
		- +1 Fat Rat
		- +2XP 1RP
* Let us leave it in the hands of the Gods. *(Result is random)*
	+ **{Var1} - Child lives**
		- 15 turn Bless of Health to everyone in the village.
		- +2XP 1RP
	+ **{Var2} - Child dies**
		- -1 child
		- +2XP 1RP

## Small Pond

You discover a small pond near your village and you send out a party to check it out. When you get there it looks normal, but, it seems very quiet, almost too quiet.

* The pond remains still and uneventful. Get some water and fish for the village.
	+ **{Var1} - Requires 2 characters with 3+ Perception**
		- Seaweed and/or fish
		- +1XP
	+ **{Var2}**
		- Seaweed, possibly a shield, possibly a spear, 1-2 bits of jewellery/artifacts
		- +1XP
	+ **{Var2}**
		- Seaweed only
		- +1XP
* You spot some dead fish and you sense dark magic in the air. Your wise ones can try to break the curse! [2-skull Hex] **(Requires 2+ Magic)**
	+ Success:
		- Loot: Seaweed and Fish
		- +2XP
* It's too weird, just leave it.
	+ +1XP

## Smithy

### Part 1

A pigeon flies to your village with a note attached. It reads:
'Dear residents of the lovely settlement. if you will, please visit my humble abode, placed not so far from your lovely home. It is very nice. I am a blacksmith of the Dwarven tradition, and I have an offering for you kind people. Yes.'
There is a small map drawing in strange, purple, glowing ink.

* +1 XP
* Smithy location added to map *(leads to **Part 2 - Smithy location**)*

### Part 2 - Smithy location

Hidden away in a quiet alcove, you discover a single house amongst ruins of some old town.

* 1. Approach the house.
	+ 1. 'We're just passing by. We got your invite. Our village is not far from here, but we've never seen you?'
		- 1. 'A what now?'
			* *(Same as "**Full set of armour and weapons...**" dialogue option below)*
		- 2. 'Full set of armour and weapons! Whatever your problem, we're here to solve it!'
			* 1. 'You're kidding right?'
				+ *(same as "**Ok, point me in her direction.**" dialogue option below)*
			* 2. 'Ok, point me in her direction.'
				+ 1. 'Ok, you are serious. Let's do it.'
					- 1. 'Her sisters? Eh, whatever, fine, off I go to convince a Demon to date an old Dwarf.'
						* +3XP
						* Second Smithy map location appears *(leads to **Part 3 - Rusalka location**)*
				+ 2. 'You want to date a Demon!?'
					- 1. 'Oook. Off I go then.'
						* +3XP
						* Second Smithy map location appears *(leads to **Part 3 - Rusalka location**)*
					- 2. 'Nah, I am leaving.'
	+ 2. 'Who cares if you or your friends are jumpy!' Attack! [Fight] (4 skull)
		- Loot: Weapons and/or armour, food, minerals and gemstones (some top-tier)
		- Ends quest
		- +8XP 1RP
* 2. ???
* 3. ???

### Part 3 - Rusalka location

As you approach the place shown by the Dwarf, you see a girl sitting on a large rock, frantically looking out into the distance.

* *(All dialog choices lead to:)*
	+ +3 XP
	+ *Leads to **Part 4 - Orc location***

### Part 4 - Orc location

You thought you're sneaking up on the band of Orcs, but as you lay there observing, a female voice speaks behind you:

'So, the Demoness sent some minions. I am surprised that you should serve her kind.'

* *(All dialog choices lead to:)*
	+ 1. 'Well if they're not yours, we think we can take better care of them, so give them to us!' [Social] (2 skull)
		- *(Same as "**These kids don't belong to you...**" dialogue option below)*
	+ 2. 'These kids don't belong to you and we need them!' [Social] (2 skull)
		- +10 red ribbon
		- +4 children
		- +2 speech for 2 villagers
			* 1. Take the children and the Red Ribbon, then leave to find the Rusalka.
				+ +5 XP, +1 RP
				+ *Leads to **Part 5 - Return to Rusalka***
	+ 3. 'Oh fine, just take them.'
		- ???
	+ 4. 'Enough talk, give them back or fight!' [Fight] (2 skull)
		- Weapons, resources, food
		- +10 red ribbon
		- +4 children
		- +6 XP, +1 RP
		- *Leads to **Part 5 - Return to Rusalka***

### Part 5 - Return to Rusalka

As you approach the place shown by the Dwarf, you see a girl sitting on a large rock, frantically looking out into the distance.

* 1. Approach
	+ 1. 'I have the children, but what are you going to do with them?'
		- 1. 'Right. Well, take them then.'
			* Lose 4 children
			* +5 XP, +1 RP
		- 2. 'No!'
			* 1. 'Listen you! I will let you live if you agree to go out with the Dwarf ok!'
				+ 1. 'Fine, it's a deal.' You leave the creature behind.
					- +5 XP, +1 RP
				+ 2. 'No deal, changed my mind, you die!' Attack! [Fight] (2 skull)
				*(**Note:** This is a relatively tough fight against 3 opponents that hit for 30 dmg with 30 health.)*
					- Success:
						* Weapon, gems, food
							+ 1. Kill her.
								- 5 topaz, 27 seaweed
								- +4 XP
								- *Leads to **Part 6 - Return to Smithy***
							+ 2. Spare her life.
								- Bless of Attractiveness (20 turns) for 3 party members
								- +4 XP
								- *Leads to **Part 6 - Return to Smithy***
					- Failure:
						* ???
	+ 2. 'I found the children, but I will not give them to you Demon!' (only option if less than 4 children available)
		- 1. 'Whatever, Demon, you're not getting them!'
			* 1. 'Listen you! I will let you live if you agree to go out with the Dwarf ok!'
				+ 1. 'Fine, it's a deal.' You leave the creature behind.
					- +5 XP, +1 RP
					- *Leads to **Part 6 - Return to Smithy***
				+ 2. 'No deal, changed my mind, you die!' Attack! [Fight] (2 skull)
					- Success:
						* Topaz, Seaweed, resources, equipment
							+ 1. Kill her.
								- Topaz, Seaweed
								- +4 XP
							+ 2. Spare her life.
* 2. ???
* 3. ???

### Part 6 - Return to Smithy

Hidden away in a quiet alcove, you discover a single house amongst ruins of some old town. There is smoke coming from the chimney and the sound of hammering inside. This is clearly a smithy. You notice an unusually large pile of rocks sitting by the house.

***Note:** You need the 10 Red Ribbons in your inventory.*

* 1, 'Ok, the Rusalka - thanks for telling me who she is by the way - has agreed to the date, if you burn this red ribbon in your furnace.'
	+ 1. 'I have this here lock of her hair that is supposed to prove her word.'
		- 1. 'She said she's had an eye on you, because she likes your... ehm, well you know your muscles and skill with the hammer and all...' [Social] (2 skull)
			* Success:
				+ Weapon, ranged weapon, shield, and armor
				+ -10 Red Ribbon
					- 1. 'You're welcome. And thanks for the armour. Bye.' Leave quick.
						* Weapon, ranged weapon, shield, and armor
						* +5 XP, +1 RP
				+ Failure:
					- ???
	+ 2. 'Well, you don't, I guess, but I'm telling you, she said she's had her eye on you for a time!'
		- -10 Red Ribbon
			* 1. 'I hope you know she steals children!'
				+ Weapon, ranged weapon, shield, and armor
				+ +5 XP +1 RP
* 2. ???
* 3. ???

## Souls of the dead

Skies darken, the air gets cold, and your village is visited by the souls of the dead.

* Be on guard
	+ ???
* Offer up a prayer to Veles (It's thematic but I was playing as Veles so possibly god specific?)
	+ Right, best check it out at some point.
		- +1XP 1RP
		- Divine quest map marker

## Spider Webs

Your village gatherers report an increase in spider webs. It may mean some spiders want to set up a nest here.

* Send scouts to investigate. **(Requirement: Perception 6+most likely. It's not a hunter or stealth or Animal Kinship or traps)**
	+ You have some skilled hunters, set a trap for the beasts. [2-skull Hunting] - **(Requirement: Traps 5+)**
		- ~18 Silk, ~10-18 Bird meat, ~6-10 leather
		- +3XP 1RP
	+ Attack the spiders! [2-skull Fight]
		- ~18 Silk, ~18 Bird meat, ~6 leather, some trinkets
		- +3XP 1RP
	+ No, just leave them be.
		- 3 villagers get Heavily Sick for 5 turns
		- +1XP
* Just charge in and kill any spider you find! [3-skull]
	+ Success
		- Loot - weapon and/or jewelry, silk, bird meat, leather
		- +3XP 1RP
	+ Failure
		- 3 villagers get Heavily Sick for 5 turns
* Spiders are dangerous, so leave them be.
	+ 3 villagers get Heavily Sick for 5 turns
	+ +1XP
* Your wise ones can set up a folk ritual to ward off the spiders. [2-skull Intellect] **(Folklore requirement, prob Folklore 6 or 8 on one villager?)**
	+ Win:
		- Silk, bird meat, and leather
		- +3XP 1RP

## Strange Visitor

Over the last few days your villagers whisper of a strange visitor to their homes.

They say a woman was seen sitting by a stove and... [snip]

* 1. Wait it out, since there is no one that can do anything. *(Does not appear if you can access another choice)*
	+ Lose all food in village.
	+ Lose all children in village.
	+ Lose all gold in village.
* 2. Try to determine what she might be. (**Blue text** - **Requirement unknown** - *Folklore probably. Had Folklore 17* )
	+ 1. Try to ambush her [Fight] (2 skull) *(This option did not appear for me, nor was it hidden. Only the next options 2 and 3)*
		- Success:
			* ???
		- Failure:
			* +6 Sickness to all villagers in town
			* Lose 1 Child
			* Lose 40 Food
	+ 2. Trick the demon using gold trinkets. **(Requirement 5+ Gold in the village) - Gold Trick**
		- 1. Ok, we've spotted some travelers nearby, we'll give it to them.
			* Lose 5 gold
				+ +3XP 1RP
				+ A group of Bandits (3 skull) appear on map
		- 2. Eh, perhaps go with the physical trick instead. *(See **Physical Trick** below)*
		- 3. Just try to capture and kill the thing! [Fight] (2 skull)
	+ 3. Trick the demon physically.
		- 1. Ok, let's do it! [Physical] (1 skull) **Physical Trick**
		*(**Note:** Battle is limited to 3 villagers)*
			* Success:
				+ Bless of Will (20 turns), Bless of Strength (15 turns) for 3 villagers
				+ Great, and at least the Liho is gone.
					- +3XP 1RP
			* Failure: ???
		- 2. Perhaps try with the trinkets after all... *(See **Gold Trick** above)*
		- 3. Just try to capture and kill the thing! [Fight] (2 skull)
			* Success:
				+ Weapons
				+ Bless of Intelligence (15 turns), +2 Folklore for 2 villagers
				+ +3XP 1RP
	+ 4. Perform a banishment ritual.
		- +2 Folklore for 2 villagers
		- +3 Wounds to 1 villager
* 3. ???

## Teaching

One of your people has a particular talent for Teaching! Kids and adults alike find it easy to learn from them. (The number of options available below may be random. Or a random villager is chosen, and then the options that best apply are chosen?)

* Great, let them teach us Crafting.
	+ +4 Crafting to 1 villager.
	+ +1 XP +1 RP
* Great, let them teach us General Knowledge.
	+ +2 Intelligence to 2 villagers.
	+ +1 XP +1 RP
* Great, let them teach us Folk Knowledge.
	+ +1 Folklore to 1 villager.
	+ +1 XP +1 RP
* Great, let them teach us Speech.
	+ +3 Speech to 1 villager.
	+ +1 XP +1 RP
* Great, let them teach us Medicine
	+ +6 Medic to 1 Villager
	+ +1 XP +1 RP

## Terrible Storm (Wind Demons)

A terrible storm hits your village and you soon realise it is the wind Demons, Hala that are driving it!

* Perun is the master of storms. Commence a ritual to banish the Hala! [2 skull Hex] **(Requires Perun as deity)**
	+ Success
		- Loot: Monster Bones, possibly an artifact
		- Entire village gains 15 turn Bless of Will
		- 2 Villagers gain Magic +2
		- +3XP 1RP
		- **OR** (alternate victory options?)
		- ???
		- ???
* Let the wise ones perform a banishment ritual [3 skull Hex] - **(Requires magic, and possibly NOT Perun)**
	+ Success!
		- Loot: Monster bone, jewelry
		- 3 villagers +2 Magic
		- +4XP 1RP
* To arms! [4 skull fight]
* Hide and hope for the best!
* In the name of Horos, hunt these creatures down! [2 skull Hunt] **(Requires Horos as deity)**
	+ Success
		- Loot: Monster bone, artifact
		- Entire village gains 15 turns Bless of Dexterity
		- 2 Villagers gain Health +2
		- +3XP 1RP
* In Zorya's honour, try to catch the Hala in nets to bring them down! [2 skull Physical] **(Requires Zorya as deity)**
	+ Success
		- Loot: Monster bone, artifact
		- Entire village gains 15 turns Bless of Health
		- 2 Villagers gain Strength +2
		- +3XP 1RP
* ???

## Tesknica

A figure of a woman crossing the village square was seen just before sundown, but no one knows who she was. She wore dead flowers on her head and her face was filled with sorrow. Your sleep this night is restless and uneasy, plagued by gruesome nightmares.

* Ask your lady Lada for guidance! **(Requirement: Lada as deity)**
	+ all villagers cured of curse of darkness
	+ all villagers +25 bless of attractiveness, +12 bless of will
	+ +4XP, +1 RP
* Figure out what this may be. **(requires Magic)**
	+ Burn herbal incense from the plant around your people.
		- 4 villagers gain curse of darkness and deforming curse
		- 3 villagers gain +4 will +2 folklore
		- +4XP +1 RP
	+ Try to use magic to ward against her. [2-skull Hex] **(was unavailable as Svarog with no villagers above 2 magic, despite getting to this stage)**
		- Success:
			* Everyone in village gains +1 Magic, +1 Intelligence +2 Will **(I only had the villagers with base magic get this reward, i.e. not from the totem or blessings)**
			* 2 villagers gain 20 turn Bless of Intelligence
			* 5XP, +1 RP
* There is nobody with the folk knowledge to figure out what this is. Try to stay vigilant.
	+ Try to go back to sleep.
		- 1 village cursed and +2 folklore...

## The Cropping

The time of The Cropping, used to be a simple rite of passage in the Easterlands.

Depending on the child's talents, it would either have its hair cropped, to join the ranks of the warriors, or it would have its hair plaited, to symbolize their aptitude for knowledge and the crafts; on rare occasions, the head would be shaved, to signal the makings of a witch or wise one.

Now, at the time of Darkness, these rites of passage have become much more demanding and often lethal! Still, it is a way to make your people stronger and give you a better chance of fighting against the Darkness.

*NOTE: This event requires at least 6 children in the village to occur*

* Alright, begin preparations.
	+ We need more Warriors or Hunters [...] *(Only one of the below will occur)*
		- Await the adult that will emerge from the trials!
			* +1 Warrior or Hunter with high stats.
			* -6 children
			* +1 XP
		- Await the adult that will emerge from the trials!
			* +1 Hunter with high stats.
			* -6 children
			* +1 XP
	+ We need more people of wisdom and mystical knowledge [lose max six children] *(Only one of the below will occur)*
		- Await the adults that will emerge from the trials!
			* +1 Craftsman with high stats
			* Lose up to 6 children
			* +1XP
		- Await the adults that will emerge from the trials!
			* +1 Sage with high stats
			* Lose up to 6 children
			* +1XP
		- Await the adults that will emerge from the trials!
			* +1 Witch with high stats
			* Lose up to 6 children
			* +1XP
		- Wind demon Vily (The spirit walk ends and one of the children transforms into their adult form - wind demon Vily! It appears that the child must have been the changeling, swapped in their infancy, but despite their looks, the Vily is one of your own and ready to protect their village! The hair of such a child would normally be shaved off, but the elders agree it may be unwise in this case.) Lose 6 children. + 1XP
	+ We need Workers, send the children to the quiet room! [lose max six children]
		- Await the adult that will emerge from the trials!
			* +1 Gatherer with high stats
			* Lose up to 6 children
			* +1 XP
		- ???
	+ No, we won't sacrifice children's lives like this. Don't do the ritual.

## Thunderstorm (Perun's Fury)

The skies darken, the air becomes thick and stuffy and a chilling silence befalls the land. Then, a hungry grumble tears across the land that the sky is torn by a white flash of Perun's fury.

A thundering storm cuts through the skies and your village is in it's path!

* Brace yourselves for the angered God and his power!
	+ Stay in cover and hope the wrath of Perun will spare you this time. **{var1}**
		- One of the people, terrified and confused, runs out into the open...
			* +3 Wound to 4 villagers
				+ Run after the person
					- +4 Wound +2 Will to 2 villagers
					- +5XP +1 RP
				+ Leave the fool be...
					- Lose 1 random villager
						* Chance to gain some Ruby and Mithril.
						* +5XP 1RP
	+ Stay in cover and hope the wrath of Perun will spare you this time. **{var2}**
		- Do your best to save your village [2 Skull Physical]
			* Success
				+ Everyone in village +1 Wound
				+ 2 villagers +2 Strength
				+ Lose some wood
				+ +5XP 1RP
			* Fail
				+ ???
		- ??? -3 wounds to 4 villagers.
			* Run after the person and take them back to safety.
				+ -4 wounds and +2 will to 2 villagers. (Wounds are cumulative if villagers are the same.)
				+ +5 XP +1 RP
			* Leave the fool be, there are others you need to keep safe.
				+ Lose 1 villager.
					- The hideously burned corpse of your fellow villager seems to be bearing something shiny. Pick it up.
						* Gain rare materials.
						* +5 XP +1 RP
					- ???
	+ Embrace the storm and its wonderful power in the name of Perun. **[Requires Perun as Diety]**
		- All Villagers receive 15 turn Bless of Dexterity
		- 1 Villager receivers +2 Perception and +2 Shielding.
		- +4 XP 1RP
* ???

## Too Many Children

You have been blessed with many children, but... (Requires 16 children?)

* There is a bloody ritual, one that was often used ...[snip]
	+ Do the ritual. [lose 15 children]
		- +1 Topiec, +2 Topilec (i got +1 Karakandza and +1 Child Waith)
		- Loot; weapons (2), armors (2)
		- 10 random villagers regardless of location got curse of darkness
		- -15 children.
			* 'Alright, let's hope this was worth it.'
				+ +2XP, 1RP
	+ No, this is too much, just leave the children be.
		- +3 XP, 1RP
	+ [???]
* There are many demons who can't reproduce, like ...[snip]
	+ Let the children go to their new destiny. [lose 10 children]
		- +4-6 Topielec **OR** 1 Utopiec and 1 Rusalka (lower chance? has special text)
		- Loot; mid-top tier resources (steel, dragon bone, dryad wood), 2 stacks of foods, weapons (2), armors (2).
		- -10 children.
			* 'Alright, welcome.'
				+ +2XP, 1RP
	+ No, this is too much, just leave the children be.
		- +3 XP, 1RP
	+ [???]
* There are also many slavers around, happy to take ...[snip]
	+ Sell the children to the slavers. [lose 8 children]
		- +3 Giant Wild Boars,
		- Loot; mid tier resources (silver, scaled leather), 1 weapon (pike)
		- - 8 children
			* 'Alright, gather up the stuff.'
				+ +2XP, 1RP
	+ No, this is too much, just leave the children be.
		- +3 XP, 1RP
	+ [???]
* No way, just leave the poor children alone!
	+ +3 XP, 1 RP

## Traders at the Village

Some traders approach your village and ask for refuge to rest and trade.

* Observe them
	+ Attack them! [5-skull fight]
		- Success
			* Loot: Lots of weapons and armour of varying quality, food and resources of all tiers.
			* +10XP 2RP
	+ Let them rest, then steal their equipment! [4-skull Sneak] **(Requires good Stealth, maybe 10+ ?)**
		- Success:
			* 1 or 2 good weapons (made from mid and top tier resources)
			* Gems, minerals and metals, generally mid tier
			* +8XP 2RP
		- Failure:
			* Lose all equipment in village including on villagers.
			* +3 XP
	+ Let them in and barter with them for goods. [3-skull Social]  **(Requires a certain level of speech or something else?)**
		- Sucess
			* Lose random 50 food & 30 wood
			* +25 medium/rare metals
			* +6 XP +1 RP
	+ Let them rest in your village
		- Gain one artifact.
		- +1XP
* ???

## Tradition

Before the Darkness, the Winter Sunstill was celebrated one day after the day of the shortest winter daylight.

* 1. Honour the tradition and send away a dozen people as sacrifice! (You will lose 12 villagers!)
	+ 1. Send them off with all honours!
		- Lose 12 random villagers
		- A Demon (Alkonost) joins the party
	+ 2. ???
* 2. No, the time...
	+ Bless of Will (15 turns) to 4 villagers
	+ +2 XP, +1 RP

## Vavel Dragon

Over the last few weeks you have heard tales of Dragon roaming the skies...

* Lose 2 children
* +1XP
	+ *See Vavel Dragon (Expedition Events)*

## Village Fire

There's a fire in your village!

* Get everyone ready.
	+ The fire is getting stronger by the minute!
		- Get all of your people together and put it out! [2-skull Physical]
			* Success:
				+ 2 villagers gain +2 Strength
				+ Lose 1 Child and some valuable materials.
				+ +5XP 1RP
			* Failure:
				+ Lose approx. 135 wood of varying types
				+ Lose 5 children
				+ +2XP
		- Get some people to rescue vital resources and others to fight the fire! [2 people will be split from the firefighting party]
			* **(Chance to either have a Physical event or for the event to just end.)**
			* Fight the fire! [1-skull Physical]
				+ Success:
					- All villagers except the 2 who split off gain 2 wounds and +2 Health.
					- +30 turn Strength Blessing to whole village.
					- Lose 15-30 food *(This may vary due to number of people in village)*
					- +5 XP +1 RP
				+ Failure:
					- All of the firefighting party receive 5 wounds each
					- Lose 40 wood of varying types
					- Lose 1 building (most valuable?)
					- +2XP
			* **OR**
			* Rejoice! +1XP
		- ???
		- ???
* ???

## Wailing Wraiths

Your village is swarmed by the Wailing Wraiths! They are a force of pure Darkness, a menacing wave of tormented souls who seek nothing but the destruction of all life!

* ***(Requires Magic +5.)*** Try to perform a protective spell. [Hex] (3 skull) *(small chance for Var 2 ?)*
	+ **{Var 1}**
		- +1 Will for 1 villager
			* 1. Begin the spellcasting [Hex] (3 skull)
				+ Success:
					- +2 Folklore, +2 Magic for 1 villager
					- +1 Will for 5 villagers
					- +5 XP, +1 RP
				+ Failure:
					- Curse of Darkness for 3 villagers
					- Weakening Curse, Heavily Sick (10 turns) to 1 villager
					- +1 XP
		- 2. Actually, we'd rather try the folk ritual. [Physical] (3 skull) - (see below)
	+ **{Var 2}**
		- +1 Will for 4 villagers
			* 1. Fight it ! [Hex] (3 skull)
				+ Success:
					- +2 Folklore, +2 Magic for 1 villager
					- +1 Will for all villagers in town
					- +5 XP, +1 RP
				+ Failure:
					- ???
* 2. ***(Requires Folklore +5)*** Perform a folk ritual and fight with the curse! [Hex] (2 skull)
	+ +1 Intelligence for 1 villager
		- 1. Alright, begin the ritual! [Physical] (2 skull)
			* Success:
				+ Bless of Strength (10 turns) to all villagers
				+ +1 Shielding to 1 villager
				+ +5 XP, +1 RP
* 3. Seek shelter in your homes!
	+ 1. Try to fight it off with your willpower
		- Cursed, Curse of Darkness on all villagers
		- -2 children
		- +2 XP
* 4. Try to seek shelter in your homes and stick together!
	+ Deforming Curse on 3-4 villagers
	+ -1 Child
	+ +2 XP

***Note:** If you hide or fail the challenge, they will keep coming back until defeated*

## Wandering Elf

(W) A wandering Elf walks into your village and asks for a place to rest before moving on.

* In the name of Lada's kindness, let the traveller sit and share our food with him. [lose 10 food] **{Var1}**
	+ 2 villagers get +3 Folklore +2 Herbalism +1 Intelligence
	+ lose 10 food
	+ +1XP 1RP
* In the name of Lada's kindness, let the traveller sit and share our food with him. [lose 10 food] **{Var2}**
	+ A Forest Elf Druid (approx Level 5) with good stats joins your village
	+ Gain some random equipment and resources
	+ 2 villagers get +3 Folklore +1 Intelligence
	+ lose 10 food
	+ +1XP 1RP
* Kill the elf and get his stuff!
	+ Gain a ranged weapon and some food
	+ Everyone in the village gets Sick for 10 turns and gain a Curse of the Darkness
	+ +1XP 1RP
* We will not share our food, we will take all his stuff and chase him away!
	+ Gain a ranged weapon and some food
	+ 4 villagers gain a Weakening Curse
	+ +1XP 1RP
* ??? (I had a level 5 Forest Elf (class:Elf) present at the village but it didn't trigger any extra option)
* ???

## Wedding Celebrations

Two of your fellow villagers decided to get married ... [snip]

Lose 20 of your best food.

2 villagers, the married couple presumably, will gain a Blessing based upon your deity:

**Horos**: Bless of Dexterity (20 turns)

**Veles**: Bless of Magic (20 turns)

**Morena**: Bless of Intelligence (20 turns)

**Lada**: Bless of Attractiveness (20 turns)

**Perun**: Bless of Strength (15 turns)

**Svarog**: Bless of Speech (20 turns)

**Zorya**: Bless of Health (20 turns)

Then the following challenge occurs:

* The celebrations take a toll on everyone ... [2 skull Sickness]
	+ Success. 8 villagers (can be in the village or an expedition) get 20 turn Blessing of Attractiveness
		- Good. Time to wind down the party.
			* Random chance of +1 child or a demon (Hochlick) joins your village.
			* +2XP 1RP
	+ Failures:
		- 5 villagers (can be in the village or an expedition) get Sick for 8 turns.
			* Oh well, weddings are weddings. +1XP
			* ???

## Weeper Demon

Your village has many children and few adults to care for them, and things are getting tough. To make matter worse, a Weeper Demon started visiting yor houses, making the children cry all through the night, every night !

* You know an old folk way to keep the Demon away from the children.
	+ Alright, leave out the objects for the Weeper (lose 10 string and 1 iron).
		- Success:
			* ???
		- Failure: ???
	+ The best way to be rid of this creature is to endure its effects and fight it off ! [Physical]. (see below)
	+ [???]
	+ [???]
* Your wise ones can wield magic and know of a ritual to ward off this Demon.
	+ Success:
		- 2 villagers get Will +1, ~6 villagers get Magic +1
	+ Failure: ???
* The best way to be rid of this creature is to endure its effects and fight it off ! [Physical].
	+ (No challenge success, requirement ???) ; All in village +20 Bless of Will
		- Try to stick it out. [2-☠ Physical]
			* Success: 2 villagers, +2 Health
				+ Wonderful ! Rejoice and rest.
					- +1 Human Medic.
					- - 1 Child
						* Great, welcome the new adult into your midst.
							+ +2 XP, 1 RP
				+ [???]
			* Failure: ???
	+ Failure: Town Villagers +5 Heavily Sick, ??