FANDOM


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

Random Tremor Events Edit

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

Shaken with Tremors Edit

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

  • Try to hold on to something!
    • Several children fall into the cracks created by the tremors. Lose ~2 children. +1XP
  • Try to hold on to something.
    • gain random amount of Sandstone (this doesn't always happen)
    • 5 (roughly half?) villagers receive 3 wounds each
    • +1XP
  • Try to hold on to something!
    • Damn these tremors! +1XP
  •  ???

Unnatural EarthquakeEdit

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

  • Get ready for trouble.
    • In the name of Mokosh, what is this? (same as try to find cover - requires Mokosh as diety?)
    • Try to find cover [2-skull physical]
      • Success:
        • 3 villagers get 10 turn Bless of Will
        • Damn it! Sounds like some sort of creature...
        • +3XP 1RP
      • Failure:
        • lose 100 food
        • 3 villagers +5 wounds each
        • +3XP 1 RP
  •  ???

Earthquake - Mokosh is angryEdit

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 a -1 wound
        • lose 1 equipment/weapon
        • +4 XP +1 RP
      • Failure: ???
    • Praise Mokosh! [only available if you chose Mokosh as your deity]
      • Success: random average metals
    •  ???
  •  ???

Giants Return: Edit

Approximately 150-300 turns into the game, you will get an encounter from Kostey and Ice Princess telling you about the dangers of the awakening Giants and starting a series quest chains. The Quest may instead be introduced to you by Annasari, an Elven druid from Silveroak - this might be the default if you have already finished the Cosmos Tree quest line and sided with the Elves. And the Quest may instead be introduced to you by an old scholar from the growing university - this might be the default if you have already finished the Cosmos Tree quest line and sided with the Humans.

Results of the conversation will depend upon your deity:

HorosEdit

LadaEdit

After accepting the quest, approximately 12 of your villagers (can be in town or on expedition) get 40 turn Bless of Speech, and 8 get 40 turn Bless of Attractiveness. +3XP

SvarogEdit

Morena Edit

After accepting the quest, approximately 12 of your villagers (can be in town or on expedition) get 40 turn Bless of Speech, and 8 get 40 turn Bless of Attractiveness. +3XP

VelesEdit

ZoryaEdit

After accepting the quest, approximately 12 of your villagers (can be in town or on expedition) get 35 turn Bless of Health, and 8 get 35 turn Bless of Dexterity. +3XP


AnasariEdit

If Anasari is the one to explain it to you, you will get the following instead. After Anasari explains what is happening, she gives you a gift for helping her kin.

  • Gain a bow, trinket, armour
  • 8 villagers gain Blessing of Magic regardless of where they currently are.
  • 1 villager gains Will +3 Magic +3
  • +4XP 1RP

Scholar Edit

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

  • Gain a jewelry
  • One of your jewelry gain Magic +4
  • 1 villager (probably who recruit from deity quest) gains Int +9 Will +6 Folklore +6
  • +4XP 1RP

Giant's Return map marker will be added to your map.

Giants Return first quest marker Edit

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

Variation 1 - GoblinsEdit

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

  • A Goblin in your party speaks up "Yes boss master shaman. We gotta know of these big ones before they all squish us like bugs!" - (Requires a Goblin in the expedition)
    • [snip] .. drink and listen to the spirits of old. 3 skull Sickness challenge
      • After succeeding, you get the story of the Giants. All choices eventually lead to the same decision point regarding the Umbrage Lord. This choice is final and excludes the other decision.
        • Getting some help may be wise. Where do we find the Planetnik lord?
          • We do not know. Seek the Weatherer.  +12XP 1RP
        • So we kill lots of Giants, but how do we find the Umbrage lord?
  • "An Orc in your party speaks up, their voice agitated: 'Don't play any games with us, little vermin, or else I may have to remind you of the old days and show you who's boss!" (Requires Orc in Party)
    • The Goblin Shaman tries to look unperturbed, but you see him sweat a bit and swallo hard as he answers:  'Yes, well, you come to my home, mister! These are not the days of gobbos being your footstools! Here I am the boss!  So if you want to know what my spirits know and fight the shadow fiends, you will drink this potion and travel to the spirit world on my terms!
      • "'Tell me what I need to know, now! Or I will bash you into the ground! (2-skull social)
        • Success!  - Gain the potion with no side effects or additional challenges.
      • 'Fine, fine, sorry for earlier. We will drink your potion and do as you say. (3-skull sickness)
  • "The ghost that travels with you looks at the shaman and speaks: 'I sense the answers lie within my kin. Is it not so?" (Requires a Ghost in the expedition)
    • [snip]... No need for no potions here. Just sit by the fire and listen to the dead ones speak truth!
      • 'Thank you, shaman, you are of great help and we appreciate this. I will take my people and we will speak with your spirit friends.'
        • You get the story of the Giants without any challenge.
  • Yes, we wish to know how to stop them.
  • Come back later
  • ???
  • ???

Variation 2 - DwarvesEdit

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

  • Your Dwarven friend steps up to speak. (requires a Dwarf in the party)
    • Let us go in
      • The Dwarf in your party speaks up... [snip]
        • We are in need of aid ... [snip]
        • How dare you insult our friend!
          • 1 villager gains a Deforming Curse
          • You then speak with the Dwarf Runemaster and get the story of the Giants. All choices eventually lead to the same decision point regarding the Umbrage Lord.  This choice is final and excludes the other decision.
            • Getting some help may be wise. Where do we find the Planetnik lord?
              • We do not know. Seek the Weatherer.  +12XP 1RP
            • So we kill lots of Giants, but how do we find the Umbrage lord?
        • ???
      • Approach cautiously
    • Do the obstacle course [4 skull physical]
    • ???
    • ???
  • Your Elven companion frowns and whispers. (requires an Elf in the party)
    • This smells of dwarven build..
      • Right, time to do it the hard way [4 skull physical]
        • Success - you speak with a Dwarf king and get the story of the Giants. All choices eventually lead to the same decision point regarding the Umbrage Lord.  This choice is final and excludes the other decision.
          • Getting some help may be wise. Where do we find the Planetnik lord?
            • We do not know. Seek the Weatherer.  +12XP 1RP
          • So we kill lots of Giants, but how do we find the Umbrage lord?
      • ???
      • ???
      • ???
  • Go through the obstacle course [physical]
  • Leave it for now
  • ???
  • ???

Variation 3 - Oak Father (Elves)Edit

You come to a place that looks like a barren hillside... [snip] ..

The two elves in your party speak up... (Requirement: at least 2 elves in your expedition)

    • You speak with the Oak Father and can get a bunch of history and information. All choices eventually lead to the same decision point regarding the Umbrage Lord.  This choice is final and excludes the other decision.
      • Getting some help may be wise. Where do we find the Planetnik lord?
        • We do not know. Seek the Weatherer.  +12XP 1RP
      • So we kill lots of Giants, but how do we find the Umbrage lord?
        • Alright, attack and kill 4 groups of Giatns.  +12XP 1RP
  • We were told you can help save Thea from this new threat
  • ???
  • ???
  • ???

Giants Return - next stage Edit

If you have decided to kill a lot of Giants, see the option at the bottom "Giant Slayer"

If you have decided to find the Planetnik Lord, a series of random events will occur which will help with your decision (see below)

Find the Weatherer Edit

These events should occur in a random order and help you to track down the Planetnik Lord.

Wildwife Edit

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

+1XP. A moving map marker is added to the map.  When you encounter the map marker:

You come across a female giant - a true Wildwife... [snip]

  • Atttack. [1 orange skull fight]
  • Run away
  • Hello?
    • [1 orange skull fight]
    • [3 skull social]
      • Gain 2 stacks of top tier resources
      • +8XP 1RP
    • Whatever, do you know the Planetnik?

Looking for the Weatherer Edit

Your scouts find some Giant tracks. +1XP. "Looking for the Weatherer" map marker appears.

Part 2 map marker Edit

You discover another one of those great craters ... [snip] (HINT: You have better options here if you have met the Wildwife and left her peacefully.)

You also see three baby Giants sitting nearby, playing with some rocks.

  • They are going to grow up into giants so kill them!
    • 2 villagers take 14-15 wounds each
      • Good
        • +3XP
      •  ???
  • Burn the Giant's body and look for clues
    • Alright we will bring them food - 100 food should do the trick (only available if you have that much food)
      • Gain ~13 Silver or Obsidian
      • +3XP
      • Map marker remains to visit again.
    • Just leave them be, not your problem.
    • We don't have enough food, but we will try to bring some.
  • Just leave them be, not your problem.
  •  ???

Part 3 - returning to the babies Edit

If you don't kill them, you can return and feed them again. On the second visit, you can feed them 100 food and you should get a stack of valuable gemstones (Diamonds or Moonstones) and +2XP.

On the third visit to this location the babies will be gone, but you should find a small amount of gemstones (probably Rubies) +2XP

Vielkolud Edit

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

A moving map marker appears. +1XP.  When you meet the marker:

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

  • Fight [1 orange skull challenge]
  • Hey, slow down, guys! We just want to talk...
    • Try to wriggle free [4 skull Physical]
      • Success.  2 villagers get 20 turn Blessing of Dexterity, 1 villager gets +1 Dexterity
        • You should be looking for Wildwives!
          • +10XP 2RP
        • Fight [5 skull challenge]
    • You're feeling the urge for find some wildwives...
      • [4 skull physical] as above
      • ???
    • Your ghost friend is able to escape the bonds without trouble (requires a ghost in the party]
      • The Vielkvolud get scared of the ghost and run away)
      • Loot: some minerals and an artifact
        • Attack [1 orange skull fight] - as per fight challenge above
        • Let them leave
          • +10XP 2RP

The Weatherer Edit

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

When you encounter the map marker:

  • Attack this giant [4 RED skull fight]
  • Hey, wait, stop
    • [4 skull Hex] - requires magic of a certain level
      • 1 villager +2 Magic +3 Will
      • Every member of expedition gains 20 turn Bless of Will
        • Do you know what I need to do?
          • Yes we do
            • +10XP 2RP.  Another map marker appears.  See part 2
          • ???
          • ???
          • ???
    • [4 skull Physical]
      • Success (no reward) - see "Do you know what I need to do?" above

Part 2 Edit

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

  • Use your powers of persuasion. Social
    • 6 members gain Bless of speech 20 turn
      • [3 red skull social challenge]
        • 2 villagers gain +4 speech +1 Intelligence
        • +12XP 1RP
        • Giants Return final marker returns (see below)
  • Use logic and knowledge. [3 skull Intelliect challenge]
    • Success
      • 2 villagers +4 Speech +1 Intelligence
      • +12 XP 1RP
      • Giants Return final marker returns (see below)
  • ???
  • ???

OR (Gulliver travels version)

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

  • Attack the people! [5 skull fight]
  • Try to talk to the people [5 skull social]
    • As you approach the scene..[snip].. unliving giants attack
      • 5 skull Fight
        • Loot: Misc mid-top tier weapons, armour and resources
        • +12XP 1RP
        • Giants Return final marker returns (see below)
      • 5 skull Tactics

Giant Slayer Edit

Seek out stacks of enemies Giants and defeat them. I believe you have to attack them, not win on defence. Once you have defeated 6 stacks, this event should occur:

You have now slain many Giants, and you feel the presence of the Umbrage Lord nearby!

Map marker added.  At the map marker:

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

  • Tracking it! [3 skull Hunting]
  • Run after it! [4 skull Physical]
    • Success
      • Great, now we can end this thing!
        • A Shade joins the party (Level 14, good stats)
        • Giants Return final map marker added (see below)
        • +10XP 1RP
      • ???

Giants Return final marker Edit

You approach the lair of the Umbrage lord ..[snip]]

  • Approach the Umbrage Lord! (this option appears if you found the Weatherer)
    • The Weather appears at your side, ready to assist you. (The Weatherer character joins your expedition for the battle)
      • 5 red skull Fight
      • 5 red skull Social
        • Success.  Weatherer leaves your expedition.
          • So, what now?
            • Gain a Planetnik (awesome!)
            • +20XP 5RP
          • ???
  • Approach the Umbrage Lord! (this option appears if you chose to kill Giants)
    • The Darkness must be defeated! [5 dark red skull Fight] (NOTE: This is a ridiculously tough fight!  The Umbrage lord has about 550 Health!!!)
      • Success
        • Loot:  Lots of top tier weapons, armour, trinkets, resources
          • Yes, dominate the shadow creature
            • a Shadow Creature joins the expedition
            • +20XP 5RP
          • We would like to grow stronger!
            • +3 Strength for all of your characters on the map
            • +20XP 5RP
          • no, we don't want it
    • ???
  • Come back later
  • ???

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.