Events by Background = Events that require one or more specific Background(s) to happen.
Events by Trait = Events that require one or more specific Trait(s) to happen.
Random Events = Events that don't require one or more specific Background(s) or Trait(s).
Unallocated Events = Events that are in the game according to the game files, but need more info on them to be put into a category of the above three.
Events by BackgroundEdit
These events can randomly happen on the Global map.
|Event||Affiliated Brother Backgrounds||What happens|
|Adventurous Noble Claims He Should Be Paid More|| Adventurous Noble|
Other brother that is being paid more than him
|Noble claims that by his birthright he should not be paid less than a man who is below himself. You may choose between three options to resolve this event. Choosing the option that "We pay by veterancy and skill" will result in the Noble having a slightly lower mood. Choosing, "How about we lower your pay instead?" will result in the Noble taking a major mood decrease (such as from 'Content' to 'Angry'), lowering is pay, and potentially giving him the 'Greedy' triat. Note that 'Angry' Battle Brothers have a tendency to desert the company...|
|Aging Swordmaster|| Swordmaster||A Swordmaster gains the "Old" trait which lowers his physical attributes. He isn't a fast man any longer. Time to retire and teach grandkids if you have any.|
|Brawler Teaches|| Brawler||Your Brawler tells you that your new recruit is weak, and needs to be taught a lesson. You can choose to have the brawler to teach the recruit how to fight (gives a litle melee attack and defense skill), to "toughen him up" (gives a little hitpoints), or to "see how long you can keep him going" (gives a little fatigue skill).|
|Brother learns|| Swordmaster|
Random other brother (no specific background required)
|An unexperienced brother will learn from a Swordmaster. This event will increase his Melee Skill or Defence attribute.|
|Beggar begs for crowns|| Beggar||A brother with the background "Beggar" will ask you for 10 crowns, which you can give or deny him without consequence.|
|Bowyer crafts a Masterwork Bow|| Bowyer||A brother with the background "Bowyer" will (try) to craft a Masterwork Bow. You need to have 1 Quality Wood and 250 crowns in your inventory and the bowyer needs to (presumably) be at level 6 or higher. You may get a Wonky Bow instead, but you can keep getting the event until you successfully make a Masterwork Bow, although it is rare. Once you've made a Masterwork Bow this event will not occur any more in the same playthrough even if you have more than one Bowyer.|
|Brawler causes trouble in town|| Brawler||This event sometimes occurs when a Brother with the Brawler background is near a settlement. You can admonish him, leave him be, or encourage him for further violence.|
|Caravan Guard disputes with Raider|| Caravan Guard|
|Can possibly cause injures and lower the mood of the company.|
|Combat Drill||This event occurs when the player recruits plenty of fresh meat (the cheap non military backgrounds). Increases Melee Skill and Melee Defense for new recruits.|
|Cultist vs. Monk|| Cultist,|
|A theological dispute that ends with the two brothers beating each other and can possibly cause injuries.|
|Cultist convert|| Cultist|
Random other brother (no specific background required)
|A Cultist converts some folk into a new cult.|
|Disowned Noble disputes with lowborn|| Disowned Noble|
Other (low born) brother
|A fight over a meal. Choice of backing noble or other brother. (Backing the low born brother gives Disowned Noble lower mood, and backing the Noble gives the low born brother low mood, whereas choosing "Sort it out yourselves" will cause them to fight, gaining injuries like Fractured Hand).|
|First Blood|| Non-military background||After his first battle, a new (non-military) brother is horrified by what has just happened. You can tell him either to "suck it up" or that everyone is afraid, they just hide it better. Offering sympathy can give either +2 Resolve or the Concerned trait.|
|Fisherman catches fish|| Fisherman||Gives you free provisions. You guessed it, it's fish.|
|Fisherman vs Farmer|| Fisherman|
|Fisherman and Farmer argue about who is most useful to society, which type of food is better, etc. Culminates in an arm-wrestling contest that puts both brothers in high spirits. Newfound respect and all that.|
|Flagellant vs Monk|| Flagellant|
|Flagellant become peacefull flagellant and no longer trigger flagellaton event (also gain +2 Resolve).|
|Flagellation|| Flagellant||Flagellant flogs himself with a flail and causes a heavy injury.|
|Flagellation 2||?||Flagellant will get +5 hitpoints.|
|Forestman happy finding|| Wildman||Forest backrounds can find some useful items in forests.|
|Gambler cheating|| Gambler||?|
|Gambler or Vagabond wants to gamble|| Vagabond|
|Win or Lose 25 gold. Repeatable. At times, Brothers not of the gambling background will ask you to play, refusing has no consequences. Playing a game of dice will give a mood boost for that brother.|
|Historian||Historian||This happens quite sometime after the historian has joined your company. While you are going through maps, the historian approaches you and gives you a tome or book for you to read, not telling you what it is. Curiosity prompting, you open the book to find the historian has recorded the history of the company from hearing the tales of the men at the campfire. Such is the account that it brings tears. After reading it, you are grateful to the historian and asks him to share the book to the men. Doing so gives a good morale boost to the company.|
|Juggler entertains people in town||A Juggler in your team||Your Juggler entertains people in a town and gains a mood bonus (eager or euphoric, not sure of which one it was)|
|Juggler entertains your troops||Juggler||The Juggler will ask you if he can do some juggling with knives. If you accept, some brothers will have a mood bonus (eager). I suppose it can also end with an injury. You can go further by throwing an axe on your Juggler. If he succeeds he will gain a resolve and melee skill bonus, and more brothers will become eager. You can then throw a flail to him. If he succeeds he will earn more resolve and range defense (+2)|
|Knight Duel|| Hedge Knight||Two Hedge Knight's can decide to fight each other. You can pay them 2000 crowns to stop them; let them fight and have one of them die while the other gains 500 experience or ask the other brothers to stop them resulting in some of them being injured. If you have a monk, you can have him resolve the dispute after the first injuries, gaining resolve (+2) for the monk.|
|Vagabond and Messenger Bond|| Vagabond|
|"Two men of the road share stories", increasing their mood and relations.|
|Killer vs Others|| Killer On The Run||A Killer On The Run in your party has tried killing one of your brothers. You may "Flog him", "Hang him", or "Do nothing". Choosing "Do Nothing" will result in the other brothers beating him up (resulting in some wounds for the killer) and there is a possibility that the killer will be killed, dramatically lowering the mood of your entire party that is left.|
|Tailor makes Direwolf Armor|| Tailor||If you have a Tailor in your company and 2 Unusually Large Wolf Pelts, you may get the option to make a Direwolf Hide Armor. Either there is no required level for the Tailor or it is very low (educated guess: 3). This event can often appear more than once if you meet the prerequisites more than once.|
|Ratcatcher's Rats Get Loose|| Ratcatcher||Apparently the Ratcatcher had been living up to his name, and furthermore, his rats somehow got loose, eating some of your provisions and getting some of the men Sick.|
|Ratcatcher Makes Throwing Net|| Ratcatcher||You walk up to your Ratcatcher and find him weaving together a net... for catching your enemies in, of course.|
|Brother Ponders the Sun||Historian
|A brother looks at the sun and estimates how far away it is. He once heard a tale of someone hitting it with an arrow. You can either ask the historian or monk for their take. Choosing the monk will explain that the sun is the eye of a god and give a moral boost. Choosing the Cultist will explain that the sun is dying, moral boost for cultist and moral drop for someone else. Choosing the hunter to take a shot at the sun will give a moral boost for the party.|
Events by TraitEdit
These events can randomly happen on the global map.
These events can randomly happen on the global map, without any background or trait requirement.
|Archery duel||A brother with a high Ranged Skill will hold a shooting contest with another brother, if you allow so. You will loose ammunition but gain a higher Ranged Skill for both brothers. If their skill is already high, they will gain Resolve instead.|
|Broken cart||This Event will only occur when you travel on the roads. You will be given three options. Either you can plunder, help or ignore the cart and his owner. Helping may ends up receiving some supplies or provisions, but can also injure some of your brothers for some time.|
|Brother gets some loving||You first meet a lady who says her old man is stuck in a well and need helps. If you choose to help him, one of your brothers is chosen randomly to help him. Afterwards, you get a long winded dialogue from the old man. Meanwhile, as you were listening, that random brother gains a mood boost from a secret rendezvous with the lady, as he emerges from the lady's house and the lady flushed with warmth.|
|Come across burial||While traveling on the road, your company comes across a group of people burying old soldier, giving you the option to take his weapon. Doing so results in either a great-sword being added to the inventory, or (maybe) they attack you.|
|Dead bodies||A text about people who got killed. Causes no positive or negative effects.|
Some ragged clothed men seems to flee someone and hide in the bushes. Minute after a militia come ask you if you've seen these workers on the run. You can either reveal the runaways' position for money or mislead the militiamen out of the way, and one of the runaways may ask to join your company. (background: refugee, needs to verify if it's always the case, also it should happen on the road only as the road is mentioned in the event's text, but that needs to be checked too)
Sometimes, even if you mislead the militiamen, one of them will go the right way and catch all the workers on the run. In this case, you don't get anybody to join you for obvious reasons.
|Food goes bad||You are notified about spoiled food, resulting in some lost provisions.|
|Giant Tree in Forest||?|
|Goblin land||This random event triggers when you're crossing into goblin land (perhaps during your first few trips). You'll get dialogue concerning a strange assortments of items placed on the ground, with one of your company commenting that its goblin markings and you're in goblin territory now.|
|Brothers Want a Raise||After acquiring a larger amount of gold (presumably above 20,000), you overhear talk about the Brothers wanting higher pay. You can choose to either give higher pay, or insist that they are paid according to their contract, no raises. Choosing the option to give your Brothers a raise will cost you another 3 crowns per Brother, and will boost everyone's mood, whereas choosing the option to not give raises will make many of the Brothers' moods decrease (i.e. become concerned) and have some brothers acquire the Greedy trait.|
|Monk With Mead On The Road||Your party encounters a monk with a cart carrying casks of mead. You can either force take it or buy it. If offering to buy it, there is a chance the monk will give it to you for free, else the monk will make you pay 10 crowns per man. All of your men will become in good spirit, with none becoming drunk. If force taking it, some brothers may become eager.|
|Snake Oil Potion||A shady merchant offers to sell you a potion to heal your wounded men for 500 crowns. You can either buy a potion, ignore him or "teach him a lesson."|
|Buy Map||Wandering Traveller will offer to sell a map for 1400 crowns, to a location with many treasures, if you have a brother with the thief background you can steal it from him. May need an Historian to decipher map.|
|Thief Caught Stealing Food||A thief is caught stealing from your supplies and awaits your judgement. If you choose to give him food, he will be grateful and ask to join your company. Sometimes you don't catch the thief and just lose a random stack of food|
|Adopt Wardog||You notice a dog following you, giving you the option to kill it (presumably gaining provisions), shoo it away, or offer it food (costs some provisions but you may gain a war dog) or have your Houndmaster check it out (If you have one). Offering food might result in the temporary injury Split Handor Crushed Hand or Crushed Finger, or permanent injury Missing Finger and no war dog. Note that if you use a Houndmaster you should have a guaranteed success in getting the dog to join you.|
|Wannabe-pimp||You come across a man and woman arguing outside one of the town's buildings.
You can choose "Pimps keep you safe in this world" or "Nothing wrong with a sellwhore playing by her own rules".
If you have a tailor you can choose a 3rd option where the tailor attacks the pimp.
(The tailor gains increased Initiative, some gold and a mood boost)
These events are in the game according to the game files, but we need more info for them to put them into a category.
|Event||Possible (guessed) Requirement(s)||What happens|
|Bad Curse||Superstitous||Your Superstitious Brother claims he has been cursed by a Witch or some other, and asks for 500 crowns to pay it off. Granting his wishes makes him Euphoric, while denying his request (presumably) makes him fearful, concerned, or worse.|
|Bad Omen||Superstitous||Your Superstitious Brother claims to have seen a bad omen, claiming that events will play out poorly in the future. Only he is affected, lowering his resolve for a time.|
|Butcher gives pointers||Butcher||?|
|Dogfighting||Must have War Dog (seems to trigger when nearby or camping beside a town especially those with a kennel)||One of your brothers tells you about a dogfighting opportunity, asking for 200 crowns and for you to enter your Wardog into the competition. At any point of the Dogfight you may back out, but at the end, if you win, you would receive 500 crowns (and the Wardog intact).|
|Dogs dig up loot||2 War Dogs||2 of your dogs are seen barking excitedly, and one begins digging in the ground. I received a Cultist Hood.|
|Fisherman tells story||Fisherman||?|
|Flagellant wounds heal||Flagellant||?|
|Graverobber finds item||Graverobber||?|
|Help young boy retrieve ball||Any (see comments)||Depending on Traits and possibly Background, may help the boy for a mood boost or cause him to fall from the tree and die.|
|Herbs along the way||?||One of your brothers find some unknown herbs. You have the option to try them out, or to refuse. Trying them out may result in +5 medical supplies, or the unknown herbs might make one brother Sick.|
|Jousting tournament||Hedgeknight, Squire or Bastard||The Brother asks you if he can compete in a tournament, if you say he can, you are prompted by a noble to bet 500 crowns on whether or not your man wins or loses. Tavern rumors may help decide who wins the joust. If your Brother wins, he gains a mood boost, if he loses, he is injured with a chance of becoming upset.|
|Lawmen after criminal||Thief, Killer On The Run, Raider or Graverobber in party||A group of lawmen claim that a wanted criminal is amongst your brothers; you can turn him in for a reward, fight the lawmen, bribe them if you have enough crowns, or convince them that the criminal is already dead. If you're sucessful in convincing the lawmen that he is dead, doing so will give the criminal in your party a mood boost. Giving up the criminal on Expert mode will result in losing the equipment that the criminal is using.|
|Minstrel outsmarts Gambler||?||?|
|Minstrel regals Refugee||?||?|
|In the moutains...||Random event while walking in a moutain||A man trying to fly a helicopter ask you to record history. If you watch him, a falcon kills him|