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 Background
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. |
Antidote | Witchhunter |
The witchhunter transforms one Jagged fang into one Antidote. |
Archery Competition | Bowyer or Poacher Random other brother (no specific background required) |
A Bowyer or a Poacher will compete with other Random Brother for 30 ammo, +1 Ranged skill for both. You will also have an option not to do that and save ammo. |
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 200 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. |
Brawlers brawl | Brawler | Brawler insults another brawler in party, resulting in a brawl. Brawlers may receive injuries, but boosts mood. |
Caravan Hand disputes with Raider | Caravan Hand Raider |
Can possibly cause injures and lower the mood of the company. |
Caravan Hand improves company cart | Caravan Hand | Requires cart Ambition to be completed. This event increases inventory size from 117 slots to 126 slots |
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, Monk |
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. The original cultist gets +2 resolve if you allow this to happen. |
Cultist takes part in a series of dark rituals | Cultist Random other high level brother (no specific background required) |
May take part in a series of dark rituals. One bestows a very powerful legendary helm that regenerates durability: the Glimpse of Davkul. Another grants the similarly powerful Aspect of Davkul armor after sacrificing your best warrior. |
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). |
Education | Historian | ? |
First Blood | Rndom 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 Farmhand |
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 Monk |
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 | Flagellant will get +5 hitpoints. |
Forestman happy finding | Wildman |
Forest backrounds can find some useful items in forests. |
Gambler cheating | Gambler |
? |
Gambler or Vagabond or Thief wants to gamble | Vagabond Gambler Thief |
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. |
Graverobber finds and item | Graverobber | The graverobber robbed and grave and found an item. You obtain a weapon or a piece of armor.
If the Historian is in your company, he can identify the item as a famed piece of equipment. You obtain a unique weapon or armor. |
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 | Juggler | 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.
|
Medicinal herbs | ? | ? |
Vagabond and Messenger Bond | Vagabond Messenger |
"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. |
Swordmaster takes pay cut | Swordmaster |
Swordmaster insists on taking a paycut due to having aged. Reduction can be quite drastic (ie half of current wages) |
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 Monk Cultist Hunter |
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 Historian will give a moral boost (3 people). 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 Trait
These events can randomly happen on the global map.
Events by Late Game crisis
These events can happen in a late game crises anywhere on the world map.
Event | Crisis | What happens |
---|---|---|
Crusader |
Undead Scourge |
A man in a suit armor stops you on the path. He offers his sword to fight the dead. If you let him join you'll earn a level 5-6 crusader. Will leave the company when the crisis has ended. |
Orc Slayer |
Greenskin Invasion |
Along the road you meet a knight with a bone necklace. He offers his sword to kill orcs and goblins. If you let him join you'll earn a level 5-6 orc slayer. Will leave the company when the crisis has ended. |
During the war between noble houses, you will be given the opportunity to swap sides to another noble house (Trigger: Privateering mission?) in exchange for one random unique weapon. Accepting the bribe brings the relationship of your new house to neutral, and your old house to zero. Declining brings no effects, and may be offered again. If you accept, some time after the war ends (<50 days, needs confirming) an event will occur (Trigger: after a battle?) where the house you betrayed sends a large army led by a knight to attack you. Assuming that you win, your new relationship with that house will be zero (Retreating from battle avoids penalty? Untested).
Random Events
These events can randomly happen on the global map, without any background or trait requirement.
Event | What happens |
---|---|
Along the road | This Event will only occur when you travel on the roads. You will stumble across a wagon filled with prostitutes and be given three options: 1. to agree, which can result in gaining a large morale boost for money or being forced to pay a double amount of money and if you don't pay, every of your men get an injury and you get minimal equipment.; 2. to plunder; 3. not to do anything. |
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. |
Cow Tipping | While on the march, you come across a lone cow and your men want to see who can tip it over. One of them asks you to choose a brother.
|
Dead bodies | A text about people who got killed. Causes no positive or negative effects. |
Mad Hermit in the forest |
While exploring away from civilisation, in forest, an mad hermit with a crossbow could be encountered. You can choose to :
|
Fleeing workers |
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. Companions, cultists, flagellants, monks and wildmen are not affected by not giving a raise. |
Medicinal herbs | ? |
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. A Pedler background can haggle the map to half price. |
Thief Caught Stealing Food | A man is caught stealing from your supplies and awaits your judgement.
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) If you have a monk you can choose a 3rd option, where the monk talks the pimp into joining your mercenary company. If you have a Minstrel he will sing a song to them about how they love each other and the party gets a mood boost. |
Unallocated Events
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 | ? |
Butcher Wardogs | Butcher
Wardogs |
The butcher suggests to cook one of your wardogs. (more info required) |
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). |
Dogfighting themselves | At least two dogs in stash. | The dogs fight themselves. You can separate them or let them fight. If you let them, one will die. |
Dogs dig up loot | 2 or more War Dogs | Your War Dogs scamper off and dig something up, using it for tug-of-war. Loot seen from this so far: Cultist Hood, Thick Tunic. |
Entertaining troupe | Random event | A troupe of artists asks you if you want to pay them (750 crowns) to entertain your men. You may pay them, which will result in morale boost, you may tell them to hand out their valuables or say good bye. If an Adventurous Noble is present in your company you will have an extra option to listen to what his has in mind, which will result in free morale boost instead of a paid one |
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. |
Hunt food | Hunter | ? |
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 |
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 | ? | ? |
Group with a hanged man | Thief | A group with a hanged man asks you to find his toes and offers 500 gold for them. You can search for it, not get involved, or let your thief deal with it. If you pick the thief option you'll get 500 gold and he gains 3 initiative and a morale boost. |
Fencing Student | Be near a town | You come across a fencing master chewing out a student for his impatience. The master suggests the student join your company as he is eager to fight but doesn't have the temperament for fencing. If you accept, gain a first-level Apprentice with unique background text. |
A Witch Burning | Be on a road | Some peasants are gathered to burn a woman at the stake. Your options are to kill her, free her, or consult your Witch Hunter if you have one. Consulting the Witch Hunter has him kill the peasant holding the torch, revealing him to be an evil spirit. This grants your witch hunter +1 Resolve, +1 Initiative, and grants several of your brothers a morale boost. |
A Stoning | Be on a road | You encounter an enormous gang of children that have stoned a wealthy merchant to death and robbed his jewelry. You can choose to try to take the merchant's goods or back off when the gang's leader threatens you. If you insist on taking the goods, you gain a Signet Ring and some crowns while a couple of your men suffer light wounds. |
Assassin | Have a Bastard brother in your band | An assassin has been hired by nobles to kill your Bastard brother, who potentially has claim to an army all his own. The assassin has changed his mind, however, and wants to leave his old life behind. You can choose to kill the assassin, tell your Bastard (he will leave and the assassin will replace him on your roster), or pay the assassin 6000 gold to keep both him and the Bastard. |
A Hanged Man | Be near a town | A violent killer has been hanged, and a vengeful mob is cutting grisly trophies from the fresh corpse. A strange man offers you a reward if you recover one of the killer's fingers. You can either agree, refuse, or listen to your Butcher if you have one. If you hear your Butcher out, he will instead cut his own finger off and offer it to the man. This rewards you with a larger sum of gold, while your Butcher gains the 'Missing Finger' permanent injury, +3 Resolve, and a morale boost. |
And | many | more |