###########################################
#        DW Extra Events    #
#                                         #
#                                         #
#    					  #
#    DWE.1 = Random World Fantasy Culture #
#                                         #
###########################################

# DWE 1-99 = Various support events
# DWE 100-199 = Bloodline search events

namespace = DWE


# .1 Check for culture without race trait (hidden event)
character_event = {
	id = DWE.1
	is_triggered_only = yes # triggered via on_action
	hide_window = yes # nothing to see here
	trigger = {
		is_alternate_start = yes
		NOT = { has_character_flag = dwe_racetraitchecked }	
	}
	immediate = {
		character_event = { id = DWE.2 } # race trait assignment
	}
}

character_event = {
    id = DWE.2
    is_triggered_only = yes # triggered via on_action
    hide_window = yes # hidden from the player
    trigger = {
		any_character = {
			NOT = { has_character_flag = dwe_racetraitchecked }
			OR = {
				culture = orcish 
				culture = elven
				culture = drow
				culture = fae
			}
		}
    }
    immediate = {
        # We check by culture and assign the appropriate trait and portrait
        if = {
            limit = {
                culture = orcish
				is_adult = yes
            }
            add_trait = orc
            add_random_orc_portrait = yes
            set_character_flag = dwe_racetraitchecked
			break = yes
        }
        else_if = {
            limit = {
                culture = orcish
				is_adult = no
            }
            add_trait = orc
            set_character_flag = dwe_racetraitchecked
			break = yes
        }
        else_if = {
            limit = {
                culture = elven
				is_adult = yes
            }
            add_trait = elf
            add_random_elf_portrait = yes
            set_character_flag = dwe_racetraitchecked
			break = yes
        }
        else_if = {
            limit = {
                culture = elven
				is_adult = no
            }
            add_trait = elf
            set_character_flag = dwe_racetraitchecked
			break = yes
        }
        else_if = {
            limit = {
                culture = fae
				is_adult = yes
            }
            add_trait = fairy
            add_random_fairy_portrait = yes
            set_character_flag = dwe_racetraitchecked
			break = yes
        }
        else_if = {
            limit = {
                culture = fae
				is_adult = no
            }
            add_trait = fairy
            set_character_flag = dwe_racetraitchecked
			break = yes
        }		
        else_if = {
            limit = {
                culture = drow
				is_adult = yes
            }
            add_trait = houseirae_drow
            add_random_drow_portrait = yes
            set_character_flag = dwe_racetraitchecked
			break = yes
        }
        else_if = {
            limit = {
                culture = drow
				is_adult = no
            }
            add_trait = houseirae_drow
			add_trait = houseirae_drow_child			
            set_character_flag = dwe_racetraitchecked
			break = yes
        }
    }
}

# .3 Check for culture without race trait (hidden event)

character_event = {
	id = DWE.3
	is_triggered_only = yes # triggered via on_action
	hide_window = yes # nothing to see here
	trigger = {
		is_alternate_start = yes
        OR = { # We only check kids the first year of the game
            AND = {
				is_adult = yes
				NOT = {has_character_flag = dwe_racetraitchecked }
			}
			AND = {
				is_adult = no
				NOT = { has_global_flag = dwe_kidsracecheck }
			}
        }
    }
	immediate = {
		character_event = { id = DWE.2 } # race trait assignment
	}
}

#.4 Sets the global flag a year in so we know to stop checking children for the missing traits, they should get them at birth

character_event = {
	id = DWE.4
	is_triggered_only = yes # triggered via on_action
	hide_window = yes # nothing to see here
	trigger = {
		NOT = { has_global_flag = dwe_kidsracecheck }
	}
	immediate = {
		set_global_flag = dwe_kidsracecheck
	}
}

#.5 Sets the appropriate flag on birth for everyone. Anyone born after game start should get their culture and traits via other mechanisms

character_event = {
	id = DWE.5
	is_triggered_only = yes # triggered via on_action
	hide_window = yes # nothing to see here
	trigger = {
		NOT = { has_character_flag = dwe_racetraitchecked }
	}
	immediate = {
		set_character_flag = dwe_racetraitchecked
	}
}
character_event = {
    id = DWE.6
    hide_window = yes
    is_triggered_only = yes

    immediate = {
        set_global_flag = rape_content_yes
    }
}

narrative_event = {
    id = DWE.7
	desc = DWE7desc
	picture = DWTContemplation
    is_triggered_only = yes

    immediate = {
        clr_global_flag = rape_content_set
		if = {
		limit = {
			has_global_flag = rape_content_yes
			}
			clr_global_flag = rape_content_yes
		}
        else_if = {
		limit = {
			has_global_flag = rape_content_no
			}
			clr_global_flag = rape_content_no
		}


    }
	
	option = { # Yes
	name = DWE7optA 
	set_global_flag = rape_content_yes
	set_global_flag = rape_content_set
	
	}
	option = { # No
	name = DWE7optB
	set_global_flag = rape_content_no
	set_global_flag = rape_content_set
	
	}
	
}


character_event = {
    id = DWE.8
    hide_window = yes
    is_triggered_only = yes

    immediate = {
        set_global_flag = dark_world_extras_started
    }
}

character_event = {
	id = DWE.10
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		if = { 
			limit = { is_female = yes }
			create_bloodline = {
				type = semiramis_bloodline
			}
		}
		if = { 
			limit = { is_female = no }
			create_bloodline = {
				type = semiramis_bloodline
				inheritance = patrilineal
			}		
		}
	
	}


}

character_event = {
	id = DWE.11
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		if = { 
			limit = { is_female = yes }
			create_bloodline = {
				type = mordred_bloodline
			}
		}
		if = { 
			limit = { is_female = no }
			create_bloodline = {
				type = mordred_bloodline
				inheritance = patrilineal
			}		
		}
	
	}


}

character_event = {
	id = DWE.12
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		if = { 
			limit = { is_female = yes }
			create_bloodline = {
				type = cleopatra_bloodline
			}
		}
		if = { 
			limit = { is_female = no }
			create_bloodline = {
				type = cleopatra_bloodline
				inheritance = patrilineal
			}		
		}
	
	}


}

character_event = {
	id = DWE.13
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		if = { 
			limit = { is_female = yes }
			create_bloodline = {
				type = scathach_bloodline
			}
		}
		if = { 
			limit = { is_female = no }
			create_bloodline = {
				type = scathach_bloodline
				inheritance = patrilineal
			}		
		}
	
	}


}

character_event = {
	id = DWE.14
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		if = { 
			limit = { is_female = yes }
			create_bloodline = {
				type = helentroy_bloodline
			}
		}
		if = { 
			limit = { is_female = no }
			create_bloodline = {
				type = helentroy_bloodline
				inheritance = patrilineal
			}		
		}
	
	}


}

character_event = {
	id = DWE.15
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		if = { 
			limit = { is_female = yes }
			create_bloodline = {
				type = medb_bloodline
			}
		}
		if = { 
			limit = { is_female = no }
			create_bloodline = {
				type = medb_bloodline
				inheritance = patrilineal
			}		
		}
	
	}


}

character_event = {
	id = DWE.16
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		if = { 
			limit = { is_female = no }
			create_bloodline = {
				type = gilgamesh_bloodline
			}
		}
		if = { 
			limit = { is_female = yes }
			create_bloodline = {
				type = gilgamesh_bloodline
				inheritance = matrilineal
			}		
		}
	
	}


}

character_event = {
	id = DWE.17
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		if = { 
			limit = { is_female = no }
			create_bloodline = {
				type = cuchulainn_bloodline
			}
		}
		if = { 
			limit = { is_female = yes }
			create_bloodline = {
				type = cuchulainn_bloodline
				inheritance = matrilineal
			}		
		}
	
	}


}

character_event = {
	id = DWE.18
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		if = { 
			limit = { is_female = no }
			create_bloodline = {
				type = siegfried_bloodline
			}
		}
		if = { 
			limit = { is_female = yes }
			create_bloodline = {
				type = siegfried_bloodline
				inheritance = matrilineal
			}		
		}
	
	}


}

character_event = {
	id = DWE.19
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		add_artifact = dwe_clarent
		}
}

character_event = {
	id = DWE.20
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		add_artifact = dwe_gae_bolg
		}
}

character_event = {
	id = DWE.21
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		add_artifact = dwe_balmung
		}
}
character_event = {
	id = DWE.22
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		add_artifact = dwe_rhongomyniad
		}
}
character_event = {
	id = DWE.23
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		add_artifact = dwe_semiramis_talon
		}
}
character_event = {
	id = DWE.24
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		add_artifact = dwe_helen_apple
		}
}
character_event = {
	id = DWE.25
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		add_artifact = dwe_cleopatra_necklace
		}
}
character_event = {
	id = DWE.26
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		add_artifact = dwe_medb_tiara
		}
}
character_event = {
	id = DWE.27
	is_triggered_only = yes # triggered via console only for testing
	hide_window = yes # nothing to see here
	immediate = {
		add_artifact = dwe_gilgamesh_scepter
		}
}


narrative_event = {
	id = DWE.100
	is_triggered_only = yes # comes from dwe_bloodlinesearch decision
	desc = "DWE100desc"
	title = "DWE100name"
	picture = DWTInvestigation
	
	option = {
		name = DWE100optA #Spare no expense
		trigger = {
				wealth = 1000
			}
		wealth = -1000
		set_character_flag = dwe_blood_max
		character_event = { id = DWE.101 days = 135 random = 270 }
	}
	option = {
		name = DWE100optB #High effort
		trigger = {
				wealth = 500
			}
		wealth = -500
		set_character_flag = dwe_blood_high
		character_event = { id = DWE.101 days = 120 random = 240 }
	}
	option = {
		name = DWE100optC #Moderate effort
		trigger = {
				wealth = 150
			}
		wealth = -150
		set_character_flag = dwe_blood_med
		character_event = { id = DWE.101 days = 90 random = 180 }
	}
	option = {
		name = DWE100optD #Minimum effort
		trigger = {
				#wealth = 50
			}
		wealth = -50
		set_character_flag = dwe_blood_min
		character_event = { id = DWE.101 days = 50 random = 100 }
	}


}

character_event = {
	id = DWE.101
	is_triggered_only = yes
	hide_window = yes 
	immediate = {
		random_list = {
			1 = { #Success
					modifier = {
						factor = 10
						has_character_flag = dwe_blood_greatprogress									
					}
					modifier = {
						factor = 10
						has_character_flag = dwe_blood_max
					}
					modifier = {
						factor = 4
						has_character_flag = dwe_blood_high
					}
					modifier = {
						factor = 1.5
						has_character_flag = dwe_blood_med
					}
					modifier = {
						factor = 0.75
						has_character_flag = dwe_blood_min
					}
					modifier = {
						factor = 1.5
						learning = 15
					}
					modifier = {
						factor = 2
						learning = 20
					}
				character_event = { id = DWE.103 days = 3 }	
				clr_character_flag = dwe_blood_greatprogress
				clr_character_flag = dwe_blood_goodprogress
				clr_character_flag = dwe_blood_minprogress
					
					
			}
			9 = { # Great Progress
					modifier = {
						factor = 5
						has_character_flag = dwe_blood_greatprogress									
					}
					modifier = {
						factor = 10
						has_character_flag = dwe_blood_max
					}
					modifier = {
						factor = 4
						has_character_flag = dwe_blood_high
					}
					modifier = {
						factor = 1.5
						has_character_flag = dwe_blood_med
					}
					modifier = {
						factor = 0.75
						has_character_flag = dwe_blood_min
					}
					modifier = {
						factor = 1.5
						learning = 15
					}
					modifier = {
						factor = 2
						learning = 20
					}
				clr_character_flag = dwe_blood_greatprogress
				clr_character_flag = dwe_blood_goodprogress
				clr_character_flag = dwe_blood_minprogress
				set_character_flag = dwe_blood_greatprogress
				narrative_event = { id = DWE.102 days = 2 }		
			
			}
			25 = { # Moderate Progress
					modifier = {
						factor = 0.9
						has_character_flag = dwe_blood_greatprogress									
					}
					modifier = {
						factor = 2
						has_character_flag = dwe_blood_goodprogress									
					}
					modifier = {
						factor = 2
						has_character_flag = dwe_blood_max
					}
					modifier = {
						factor = 2
						has_character_flag = dwe_blood_high
					}
					modifier = {
						factor = 0.9
						has_character_flag = dwe_blood_med
					}
					modifier = {
						factor = 0.75
						has_character_flag = dwe_blood_min
					}
				clr_character_flag = dwe_blood_greatprogress
				clr_character_flag = dwe_blood_goodprogress
				clr_character_flag = dwe_blood_minprogress
				set_character_flag = dwe_blood_goodprogress
				narrative_event = { id = DWE.102 days = 2 }		
			}
			50 = { # Minimal Progress
					modifier = {
						factor = 0.5
						has_character_flag = dwe_blood_greatprogress									
					}
					modifier = {
						factor = 0.9
						has_character_flag = dwe_blood_goodprogress									
					}
					modifier = {
						factor = 0.5
						has_character_flag = dwe_blood_max
					}
					modifier = {
						factor = 0.9
						has_character_flag = dwe_blood_high
					}
					modifier = {
						factor = 1.25
						has_character_flag = dwe_blood_med
					}
					modifier = {
						factor = 1.5
						has_character_flag = dwe_blood_min
					}
				clr_character_flag = dwe_blood_greatprogress
				clr_character_flag = dwe_blood_goodprogress
				clr_character_flag = dwe_blood_minprogress
				set_character_flag = dwe_blood_minprogress
				narrative_event = { id = DWE.102 days = 2 }		
			}
			15 = { # No Progress
					modifier = {
						factor = 0.5
						has_character_flag = dwe_blood_greatprogress									
					}
					modifier = {
						factor = 0.75
						has_character_flag = dwe_blood_goodprogress									
					}
					modifier = {
						factor = 0.9
						has_character_flag = dwe_blood_minprogress									
					}
					modifier = {
						factor = 0.5
						has_character_flag = dwe_blood_max
					}
					modifier = {
						factor = 0.9
						has_character_flag = dwe_blood_high
					}
					modifier = {
						factor = 2
						has_character_flag = dwe_blood_med
					}
					modifier = {
						factor = 4
						has_character_flag = dwe_blood_min
					}
				clr_character_flag = dwe_blood_greatprogress
				clr_character_flag = dwe_blood_goodprogress
				clr_character_flag = dwe_blood_minprogress
				set_character_flag = dwe_blood_greatprogress
				narrative_event = { id = DWE.102 days = 1 }		

			}		
		}
										
	}
	
}


narrative_event = {
	id = DWE.102
		picture = DWTInvestigation
	is_triggered_only = yes # 
	desc ={
		trigger = {
			has_character_flag = dwe_blood_greatprogress
		}
		text = "DWE_102great_desc"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_goodprogress
		}
		text = "DWE_102good_desc"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_minprogress
		}
		text = "DWE_102min_desc"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_noprogress
		}
		text = "DWE_102no_desc"
	}
	
	option = {
		name = DWE102optA #Continue the search
		trigger = {
			OR = {
					AND = { 
							has_character_flag = dwe_blood_max
							wealth = 200
							}
					AND = { 
							has_character_flag = dwe_blood_high
							wealth = 100
							}
					AND = { 
							has_character_flag = dwe_blood_med
							wealth = 30
							}
					AND = { 
							has_character_flag = dwe_blood_min
							wealth = 10
							}
							
				  }
			}
		if = {
			limit = {
				has_character_flag = dwe_blood_max
				}
				wealth = -200
			character_event = { id = DWE.101 days = 135 random = 270 }
			}
		else_if = {
			limit = {
				has_character_flag = dwe_blood_high
				}
				wealth = -100
		character_event = { id = DWE.101 days = 120 random = 240 }
		}
		else_if = {
			limit = {
				has_character_flag = dwe_blood_med
				}
				wealth = -30
		character_event = { id = DWE.101 days = 90 random = 180 }
		}
		else_if = {
			limit = {
				has_character_flag = dwe_blood_min
				}
				wealth = -10
		character_event = { id = DWE.101 days = 50 random = 100 }
		}
	}
	option = {
		name = DWE102optB #Abandon the effort
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
	}


}

character_event = {
	id = DWE.103
	is_triggered_only = yes
	hide_window = yes 
	immediate = {
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
		clr_character_flag = dwe_blood_cleopatra
		clr_character_flag = dwe_blood_cuchulainn
		clr_character_flag = dwe_blood_gilgamesh
		clr_character_flag = dwe_blood_scathach
		clr_character_flag = dwe_blood_semiramis
		clr_character_flag = dwe_blood_mordred
		clr_character_flag = dwe_blood_siegfried
		clr_character_flag = dwe_blood_helenoftroy
		clr_character_flag = dwe_blood_medb
		random_list = { # they succeeded, so now we determine who their ancestor is
		
			10 = { # Semiramis
					modifier = {
						factor = 25
						culture = assyrian
					}
					modifier = {
						factor = 10
						culture_group = byzantine
					}
					modifier = {
						factor = 0.2
						NOR = {
						culture_group = byzantine
						culture_group = altaic
						culture_group = arabic	
						culture_group = iranian
						culture = hungarian
						}
					}
					set_character_flag = dwe_blood_semiramis
					narrative_event = { id = DWE.104 }
			
			}
			10 = { # Mordred
					modifier = {
						factor = 25
						OR = {
						culture = welsh
						culture = english
						culture = saxon
						}
					}
					modifier = {
						factor = 10
						culture_group = celtic
					}
					modifier = {
						factor = 0.5
						culture_group = celtic
						NOT = { culture = welsh }
					}
					
					modifier = {
						factor = 10
						culture_group = west_germanic
					}
					modifier = {
						factor = 0.5
						culture_group = west_germanic
						NOR = { 
								culture = saxon
								culture = english
								}
					}
					modifier = {
						factor = 1.1
						NOR = {
						culture_group = celtic
						culture_group = west_germanic
						}
					}
					modifier = { # since norman has potential celtic roots
						factor = 2
								culture = norman
							
					}		
					modifier = {
						factor = 0.5
						culture_group = latin
						NOT = { 
								culture = norman
								}
					}		
					modifier = {
						factor = 0.2
						OR = { 
							culture_group = north_germanic
							culture_group = iberian
							culture_group = byzantine						
							}
					}
					modifier = {
						factor = 0
						NOR = {
						culture_group = celtic
						culture_group = west_germanic
						culture_group = north_germanic
						culture_group = latin
						culture_group = iberian
						}
					}
					set_character_flag = dwe_blood_mordred
					narrative_event = { id = DWE.104 }
			
			}
			
			
			
			10 = { # Cleopatra
					modifier = {
						factor = 25
						OR = {
						culture = egyptian_arabic
						culture = greek
						}
					}
					modifier = {
						factor = 10
						OR = {
							culture_group = byzantine
							culture_group = arabic
							}
					}
					modifier = {
						factor = 0.5
						OR = {
							culture_group = byzantine
							culture_group = arabic
							}
						NOR = { 
							culture = greek
							culture = egyptian_arabic
							}
					}
					modifier = { # hers is more recent, so hasn't likely traveled as far
						factor = 0
						NOR = {
						culture_group = byzantine
						culture_group = arabic	
						culture_group = latin
						culture = old_frankish
						culture = lombard
						}
					}
					set_character_flag = dwe_blood_cleopatra
					narrative_event = { id = DWE.104 }
			
			
			}
			10 = { # Scathach
					modifier = {
						factor = 25
						OR = {
						culture = scottish
						culture = pictish
						}
					}
					modifier = {
						factor = 10
						culture_group = celtic
					}
					modifier = {
						factor = 0.5
						culture_group = celtic
						NOR = { 
						culture = scottish
						culture = pictish
								}
					}				
					modifier = {
						factor = 1.1
						NOR = {
						culture_group = celtic
						culture_group = west_germanic
						}
						}
					modifier = { # since norman has potential celtic roots
						factor = 1.5
								culture = norman
							
					}		
					modifier = {
						factor = 0.5
						culture_group = latin
						NOT = { 
								culture = norman
								}
					}		
					modifier = {
						factor = 0.5
						culture_group = west_germanic
						NOR = { 
								culture = saxon
								culture = english
								}
					}
					modifier = {
						factor = 0.2
						OR = { 
							culture_group = north_germanic
							culture_group = iberian
							culture_group = byzantine						
							}
					}
					
					modifier = {
						factor = 0
						NOR = { 
						culture_group = celtic
						culture_group = west_germanic
						culture_group = north_germanic
						culture_group = latin
						culture_group = iberian
						culture_group = byzantine						
						}
					}
					set_character_flag = dwe_blood_scathach
					narrative_event = { id = DWE.104 }
		
			
			}
			10 = { # Helen of Troy
					modifier = {
						factor = 25
						culture = greek
					}
					modifier = {
						factor = 10
						culture_group = byzantine
					}
					modifier = {
						factor = 0.1
						NOR = {
						culture_group = byzantine
						culture_group = west_germanic
						culture_group = latin
						culture_group = iberian
						culture_group = arabic	
						culture_group = iranian
						}
					}
					set_character_flag = dwe_blood_helenoftroy
					narrative_event = { id = DWE.104 }
			
			
			
			}
			10 = { # Medb
					modifier = {
						factor = 25
						OR = {
						culture = irish
						}
					}
					modifier = {
						factor = 10
						culture_group = celtic
					}
					modifier = {
						factor = 0.5
						culture_group = celtic
						NOT = { 
						culture = irish
								}
					}				
					modifier = { # since norman has potential celtic roots
						factor = 1.5
								culture = norman
							
					}		
					modifier = {
						factor = 0.5
						culture_group = latin
						NOT = { 
								culture = norman
								}
					}		
					modifier = { #lower chance if not on the isles
						factor = 0.5
						culture_group = west_germanic
						NOR = { 
								culture = saxon
								culture = english
								}
					}
					modifier = {
						factor = 0.2
						OR = { 
							culture_group = north_germanic
							culture_group = iberian
							culture_group = byzantine						
							}
					}
					
					modifier = {
						factor = 0
						NOR = { 
						culture_group = celtic
						culture_group = west_germanic
						culture_group = north_germanic
						culture_group = latin
						culture_group = iberian
						culture_group = byzantine						
						}
					}
					set_character_flag = dwe_blood_medb
					narrative_event = { id = DWE.104 }
			
			
			}
			5 = { # Gilgamesh - has a lower chance, but can spawn for everyone
					modifier = {
						factor = 0.5
						NOR = {
							culture_group = byzantine
							culture_group = altaic
							culture_group = arabic	
							culture_group = iranian
							}
						}
					set_character_flag = dwe_blood_gilgamesh
					narrative_event = { id = DWE.104 }
			
			
			}
			10 = { # Cu Chulainn
					modifier = {
						factor = 25						
						culture = irish						
					}
					modifier = {
						factor = 10
						culture_group = celtic
					}
					modifier = {
						factor = 0.5
						culture_group = celtic
						NOT = { 
						culture = irish
								}
					}				
					modifier = { # since norman has potential celtic roots
						factor = 1.5
								culture = norman
							
					}		
					modifier = {
						factor = 0.5
						culture_group = latin
						NOT = { 
								culture = norman
								}
					}		
					modifier = { #lower chance if not on the isles
						factor = 0.5
						culture_group = west_germanic
						NOR = { 
								culture = saxon
								culture = english
								}
					}
					modifier = {
						factor = 0.2
						OR = { 
							culture_group = north_germanic
							culture_group = iberian
							culture_group = byzantine						
							}
					}
					
					modifier = {
						factor = 0
						NOR = { 
							culture_group = celtic
							culture_group = west_germanic
							culture_group = north_germanic
							culture_group = latin
							culture_group = iberian
							culture_group = byzantine						
							}
						}
					set_character_flag = dwe_blood_cuchulainn
					narrative_event = { id = DWE.104 }
		
			
			}
			10 = { # Siegfried
					modifier = {
						factor = 25 
						OR ={
						culture_group = central_germanic
						culture_group = north_germanic
						}
					}
					modifier = {
						factor = 10
						OR ={
						culture_group = central_germanic
						culture_group = north_germanic
						}
						NOR = {
						culture = suebi
						culture = lombard						
						}
					}
					modifier = {
						factor = 10
						culture_group = west_germanic
						NOT = {
							culture = english
							culture = saxon
						}
					}
					modifier = {
						factor = 1.5 # much less likely for west germanic characters on the isles
						OR = {
						culture = saxon
						culture = english
						}
					}
					modifier = { # since norman has norse roots
						factor = 3
								culture = norman
					}		
					modifier = {
						factor = 0.25
						culture_group = latin
						NOT = { 
								culture = norman
								}
					}		
					modifier = {
						factor = 0.25 # much less likely for characters on the isles
						OR = { 
							culture_group = celtic
							culture_group = iberian
							culture_group = byzantine
							}
					}
					modifier = {
						factor = 0
						NOR = { 
						culture_group = celtic
						culture_group = west_germanic
						culture_group = north_germanic
						culture_group = latin
						culture_group = iberian
						culture_group = byzantine						
						culture = frankish
						}
					}
			
					set_character_flag = dwe_blood_siegfried
					narrative_event = { id = DWE.104 }
			}
		}
	}
}
		
narrative_event = {
	id = DWE.104
	title = "DWE104name"
		picture = DWEOldTome
	is_triggered_only = yes  
	desc ={
		trigger = {
			has_character_flag = dwe_blood_semiramis
		}
		text = "DWE104semiramis"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_mordred
		}
		text = "DWE104mordred"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_cleopatra
		}
		text = "DWE104cleopatra"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_scathach
		}
		text = "DWE104scathach"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_helenoftroy
		}
		text = "DWE104helenoftroy"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_medb
		}
		text = "DWE104medb"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_gilgamesh
		}
		text = "DWE104gilgamesh"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_cuchulainn
		}
		text = "DWE104cuchulainn"
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_siegfried
		}
		text = "DWE104siegfried"
	}
			

	option = { #Proclaim your findings!
	name = DWE104optA
	trigger = {
		prestige = 5000 # can afford to burn that sort of prestige
		}
		character_event = { id = DWE.105 }
		prestige = -5000
	}

	option = { #More proof is needed
		name = DWE104optB
		narrative_event = { id = DWE.110 days = 10 }
	}

	option = { #Reject the findings
		name = DWE104optC
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
		clr_character_flag = dwe_blood_cleopatra
		clr_character_flag = dwe_blood_cuchulainn
		clr_character_flag = dwe_blood_gilgamesh
		clr_character_flag = dwe_blood_scathach
		clr_character_flag = dwe_blood_semiramis
		clr_character_flag = dwe_blood_mordred
		clr_character_flag = dwe_blood_siegfried
		clr_character_flag = dwe_blood_helenoftroy
		clr_character_flag = dwe_blood_medb
		
	}

}



character_event = {
	id = DWE.105
	is_triggered_only = yes
	hide_window = yes
	
	
	immediate = {

			random_list = { #Basic lower chance if tomb was not found.
				#Success. - Bloodline created.
				#Failure. - Retry or change approach.
				40 = { #Success
					modifier = {
						factor = 0.1
						has_character_flag = dwe_blood_min
					}
					modifier = {
						factor = 0.35
						has_character_flag = dwe_blood_med
					}
					modifier = {
						factor = 0.75
						has_character_flag = dwe_blood_high
					}
					modifier = {
						factor = 1.25
						trait = socializer
					}
					modifier = {
						factor = 1.25
						diplomacy = 10
					}
					modifier = {
						factor = 1.25
						diplomacy = 12
					}
					modifier = {
						factor = 1.25
						diplomacy = 14
					}
					modifier = {
						factor = 1.25
						diplomacy = 16
					}
					modifier = {
						factor = 1.25
						diplomacy = 18
					}
					modifier = {
						factor = 1.5
						diplomacy = 20
					}
					modifier = {
						factor = 1.5
						diplomacy = 22
					}
					modifier = {
						factor = 1.5
						diplomacy = 24
					}
					modifier = {
						factor = 1.5
						diplomacy = 26
					}
					modifier = {
						factor = 1.5
						diplomacy = 28
					}
					modifier = {
						factor = 1.5
						diplomacy = 30
					}
					modifier = {
						factor = 1.75
						trait = genius
					}
					modifier = {
						factor = 1.5
						trait = quick
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 8
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 10
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 12
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 14
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 16
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 18
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 20
						}
					}
					narrative_event = { id = DWE.106 days = 350 random = 450 }
				}
				60 = { #Failure

					narrative_event = { id = DWE.107 days = 350 random = 450 }
				}
			}
		}

}


narrative_event = {
	id = DWE.106
	title = DWE106name
	desc = DWE106desc
	picture = DWECheeringSoldiers
	is_triggered_only = yes
	
	immediate = {
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
		set_global_flag = dwe_ancient_bloodline

	}

option = {
		name = DWE106optA
		prestige = 1000
		
		if = {
			limit = {
			has_character_flag = dwe_blood_semiramis
			}
			character_event = { id = DWE.10 }
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_mordred
			}
			character_event = { id = DWE.11 }
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_cleopatra
			}
			character_event = { id = DWE.12 }
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_scathach
			}
			character_event = { id = DWE.13 }
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_helenoftroy
			}
			character_event = { id = DWE.14 }
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_medb
			}
			character_event = { id = DWE.15 }
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_gilgamesh
			}
			character_event = { id = DWE.16 }
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_cuchulainn
			}
			character_event = { id = DWE.17 }
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_siegfried
			}
			character_event = { id = DWE.18 }
		}
	}
}

narrative_event = {
	id = DWE.107
	title = "DWE107name"
	desc = "DWE107desc"
	picture = DWTInvestigation
	is_triggered_only = yes
	
	immediate = {
		any_realm_character = {
			opinion = { modifier = opinion_dwe_laughingstock who = ROOT years = 10 } 
			set_character_flag = dwe_bl_convince_failure
		}
	}

	option = { #I need more proof!
		name = DWE107optA
		trigger = {
			prestige = 5000 # you still have enough prestige that people won't just ignore that too
		}
		narrative_event = { id = DWE.110 days = 10 }
		
	}
	option = { #Abandon the effort
		name = DWE104optC
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
		set_character_flag = dwe_blsearch_failed
	}
}


narrative_event = {
	id = DWE.109
	desc = DWE109desc
	title = DWE109name
	picture = DWECheeringSoldiers
	is_triggered_only = yes
	
	immediate = {
		clr_character_flag = dwe_bl_convince_failure
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
		clr_character_flag = dwe_bl_min_search
		clr_character_flag = dwe_bl_self_search
		clr_character_flag = dwe_bl_high_search
		clr_character_flag = dwe_bl_med_search
		set_global_flag = dwe_ancient_bloodline
		remove_trait = travelling
	}

option = {
		name = DWE109optA
		prestige = 2000
		
		if = {
			limit = {
			has_character_flag = dwe_blood_semiramis
			}
			character_event = { id = DWE.10 }
			clr_character_flag = dwe_blood_semiramis
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_mordred
			}
			character_event = { id = DWE.11 }
			clr_character_flag = dwe_blood_mordred
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_cleopatra
			}
			character_event = { id = DWE.12 }
			clr_character_flag = dwe_blood_cleopatra
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_scathach
			}
			character_event = { id = DWE.13 }
			clr_character_flag = dwe_blood_scathach
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_helenoftroy
			}
			character_event = { id = DWE.14 }
			clr_character_flag = dwe_blood_helenoftroy
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_medb
			}
			character_event = { id = DWE.15 }
			clr_character_flag = dwe_blood_medb
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_gilgamesh
			}
			character_event = { id = DWE.16 }
			clr_character_flag = dwe_blood_gilgamesh
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_cuchulainn
			}
			character_event = { id = DWE.17 }
			clr_character_flag = dwe_blood_cuchulainn
		}
		if = {
			limit = {
			has_character_flag = dwe_blood_siegfried
			}
			character_event = { id = DWE.18 }
			clr_character_flag = dwe_blood_siegfried	
		}
	}
}

narrative_event = {
	id = DWE.110
	desc = "DWE110desc"
	title = "DWE110name"
	picture = DWECastleLandscape
	is_triggered_only = yes


	option = { #Search for it myself
		name = DWE110OptA
		trigger = {
			NOR = {
				trait = infirm
				trait = incapable
			
			}
			wealth = 500
		}
		set_character_flag = dwe_bl_self_search
		add_trait = travelling
		wealth = -500
		character_event = { id = DWE.112 }

	}
	option = { #Send a team to search for it
		name = DWE110OptB
		narrative_event = { id = DWE.111 }

	}
	option = { #Forget about it
		name = DWE110OptC
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
	}

}

narrative_event = {
	id = DWE.111
	desc = DWE111desc
	title = DWE111name
	picture = DWEAdventurers
	is_triggered_only = yes
	
	option = { #Spare no expense
		trigger = {
			wealth = 1000
		}
		name = DWE111optA
		set_character_flag = dwe_bl_high_search
		wealth = -2000
		character_event = { id = DWE.112 }

	}
	option = { #Modest Funds
		name = DWE111optB
		trigger = {
			wealth = 500
		}
		set_character_flag = dwe_bl_med_search
		wealth = -1000
		character_event = { id = DWE.112 }
	
	}
	option = { #Minimal Funds
		name = DWE111optC
		set_character_flag = dwe_bl_min_search
		wealth = -100
		character_event = { id = DWE.112 }
		
	}
	
	option = { #Forget about it
		name = DWE111optD
		random = {
			chance = 10
			add_trait = depressed
		
		}
		clr_character_flag = dwe_bl_convince_failure
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
		clr_character_flag = dwe_blood_semiramis
		clr_character_flag = dwe_blood_mordred
		clr_character_flag = dwe_blood_cleopatra
		clr_character_flag = dwe_blood_scathach
		clr_character_flag = dwe_blood_medb
		clr_character_flag = dwe_blood_helenoftroy
		clr_character_flag = dwe_blood_gilgamesh
		clr_character_flag = dwe_blood_cuchulainn
		clr_character_flag = dwe_blood_siegfried		
	}

}	

character_event = {
	id = DWE.112
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
			random_list = {
				#Success. - Tomb discovered
				#Failure. - Retry or change approach.
				40 = { #Success
					modifier = {
						factor = 0.1
						has_character_flag = dwe_bl_min_search
					}
					modifier = {
						factor = 0.35
						has_character_flag = dwe_bl_med_search
					}
					modifier = {
						factor = 0.75
						has_character_flag = dwe_bl_high_search
					}
					modifier = {
						factor = 1.25
						learning = 10
					}
					modifier = {
						factor = 1.25
						learning = 12
					}
					modifier = {
						factor = 1.25
						learning = 14
					}
					modifier = {
						factor = 1.25
						learning = 16
					}
					modifier = {
						factor = 1.25
						learning = 18
					}
					modifier = {
						factor = 1.5
						learning = 20
					}
					modifier = {
						factor = 1.5
						learning = 22
					}
					modifier = {
						factor = 1.5
						learning = 24
					}
					modifier = {
						factor = 1.5
						learning = 26
					}
					modifier = {
						factor = 1.5
						learning = 28
					}
					modifier = {
						factor = 1.5
						learning = 30
					}
					modifier = {
						factor = 1.75
						trait = genius
					}
					modifier = {
						factor = 1.5
						trait = quick
					}					
					modifier = {
						factor = 1.25
						intrigue = 10
					}
					modifier = {
						factor = 1.25
						intrigue = 12
					}
					modifier = {
						factor = 1.25
						intrigue = 14
					}
					modifier = {
						factor = 1.25
						intrigue = 16
					}
					modifier = {
						factor = 1.25
						intrigue = 18
					}
					modifier = {
						factor = 1.5
						intrigue = 20
					}
					modifier = {
						factor = 1.5
						intrigue = 22
					}
					modifier = {
						factor = 1.5
						intrigue = 24
					}
					modifier = {
						factor = 1.5
						intrigue = 26
					}
					modifier = {
						factor = 1.5
						intrigue = 28
					}
					modifier = {
						factor = 1.5
						intrigue = 30
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_spymaster
							intrigue = 8
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_spymaster
							intrigue = 10
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_spymaster
							intrigue = 12
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_spymaster
							intrigue = 14
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_spymaster
							intrigue = 16
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_spymaster
							intrigue = 18
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_spymaster
							intrigue = 20
						}
					}
					#rather than penalize for distance, we'll make it take longer instead
					if = {
						limit = {
							has_character_flag = dwe_blood_semiramis
						}
						if = {
							limit = {
								capital_scope = { 
									NOR = { 
										region = world_asia_minor
										region = world_middle_east_jerusalem
										region = world_middle_east_arabia
									}
								}
							}
							narrative_event = { id = DWE.114 days = 250 random = 350 }
						}
						else = {
							narrative_event = { id = DWE.114 days = 150 random = 250 }
						
						}
					}
					if = {
						limit = {
							has_character_flag = dwe_blood_mordred
						}
						if = {
							limit = {
								capital_scope = { 
									NOR = { 
										region = world_europe_west_brittania
										region = world_europe_west_francia
									}
								}
							}
							narrative_event = { id = DWE.114 days = 250 random = 350 }
						}
						else = {
							narrative_event = { id = DWE.114 days = 150 random = 250 }
						
						}
					}
					if = {
						limit = {
							has_character_flag = dwe_blood_cleopatra
						}
						if = {
							limit = {
								capital_scope = { 
									NOR = { 
										region = world_asia_minor
										region = world_middle_east_jerusalem
										region = world_europe_south_east
										region = world_africa_east
									}
								}
							}
							narrative_event = { id = DWE.114 days = 250 random = 350 }
						}
						else = {
							narrative_event = { id = DWE.114 days = 150 random = 250 }
						
						}
					}	
					if = {
						limit = {
							has_character_flag = dwe_blood_scathach
						}
						if = {
							limit = {
								capital_scope = { 
									NOR = { 
										region = world_europe_west_brittania
										region = world_europe_west_francia
									}
								}
							}
							narrative_event = { id = DWE.114 days = 250 random = 350 }
						}
						else = {
							narrative_event = { id = DWE.114 days = 150 random = 250 }
						
						}
					}	
					if = {
						limit = {
							has_character_flag = dwe_blood_helenoftroy
						}
						if = {
							limit = {
								capital_scope = { 
									NOR = { 
										region = world_asia_minor
										region = world_middle_east_jerusalem
										region = world_europe_south_east
									}
								}
							}
							narrative_event = { id = DWE.114 days = 250 random = 350 }
						}
						else = {
							narrative_event = { id = DWE.114 days = 150 random = 250 }
						
						}
					}	
					if = {
						limit = {
							has_character_flag = dwe_blood_medb
						}
						if = {
							limit = {
								capital_scope = { 
									NOR = { 
										region = world_europe_west_brittania
										region = world_europe_west_francia
									}
								}
							}
							narrative_event = { id = DWE.114 days = 250 random = 350 }
						}
						else = {
							narrative_event = { id = DWE.114 days = 150 random = 250 }
						
						}
					}	
					if = {
						limit = {
							has_character_flag = dwe_blood_gilgamesh
						}
						if = {
							limit = {
								capital_scope = { 
									NOR = { 
										region = world_middle_east_arabia
										region = world_middle_east_jerusalem
									}
								}
							}
							narrative_event = { id = DWE.114 days = 250 random = 350 }
						}
						else = {
							narrative_event = { id = DWE.114 days = 150 random = 250 }
						
						}
					}	
					if = {
						limit = {
							has_character_flag = dwe_blood_cuchulainn
						}
						if = {
							limit = {
								capital_scope = { 
									NOR = { 
										region = world_europe_west_brittania
										region = world_europe_west_francia
									}
								}
							}
							narrative_event = { id = DWE.114 days = 250 random = 350 }
						}
						else = {
							narrative_event = { id = DWE.114 days = 150 random = 250 }
						
						}
					}	
					   
					if = {
						limit = {
							has_character_flag = dwe_blood_siegfried
						}
						if = {
							limit = {
								capital_scope = { 
									NOR = { 
										region = world_europe_north
										region = world_europe_west_germania
									}
								}
							}
							narrative_event = { id = DWE.114 days = 250 random = 350 }
						}
						else = {
							narrative_event = { id = DWE.114 days = 150 random = 250 }
						
						}
					}	
					   
					   
					

				}
				60 = { #Failure
					#always longer duration if we failed
					narrative_event = { id = DWE.113 days = 250 random = 350 }
				}	
		
		
		
		
		
		
		
		
		
		
		
		}
	}

}

narrative_event = {
	id = DWE.113
	is_triggered_only = yes
	title = "DWE113name"
	desc = "DWE113desc"
	picture = DWECastleLandscape
	
	option = { # Keep Searching
		name = DWE113optA
		trigger = {
			OR = {
				AND = {
					has_character_flag = dwe_bl_self_search
					wealth = 250
				}
				AND = {
					has_character_flag = dwe_bl_high_search
					wealth = 500
				}
				AND = {
					has_character_flag = dwe_bl_med_search
					wealth = 250
				}
				AND = {
					has_character_flag = dwe_bl_min_search
					wealth = 50
				}
			}
		}
		if = {
				limit = {	has_character_flag = dwe_bl_self_search		}
				wealth = -250
		}
		else_if = {
				limit = {	has_character_flag = dwe_bl_high_search		}
				wealth = -500
		}
		else_if = {
				limit = {	has_character_flag = dwe_bl_med_search		}
				wealth = -250
		}
		else = {
				wealth = -50
		}
		character_event = { id = DWE.112 }
		
	}
	option = { # Just try to convince people
		name = DWE113optB
		trigger = {
		 NOT = { has_character_flag = dwe_bl_convince_failure }
		}
		character_event = { id = DWE.105 }
	}
	option = { # Give up
		name = DWE113optC
		random = {
			chance = 10
			add_trait = depressed		
		}
		clr_character_flag = dwe_bl_convince_failure
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
		clr_character_flag = dwe_blood_semiramis
		clr_character_flag = dwe_blood_mordred
		clr_character_flag = dwe_blood_cleopatra
		clr_character_flag = dwe_blood_scathach
		clr_character_flag = dwe_blood_medb
		clr_character_flag = dwe_blood_helenoftroy
		clr_character_flag = dwe_blood_gilgamesh
		clr_character_flag = dwe_blood_cuchulainn
		clr_character_flag = dwe_blood_siegfried	
		clr_character_flag = dwe_bl_min_search
		clr_character_flag = dwe_bl_self_search
		clr_character_flag = dwe_bl_high_search
		clr_character_flag = dwe_bl_med_search
	}
	
	
}

narrative_event = {
	id = DWE.114
	is_triggered_only = yes
	desc ={
		trigger = {
			has_character_flag = dwe_blood_semiramis
		}
		title = "DWE114name"
		text = "DWE114semiramis"
		picture = DWERuinsEgypt
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_mordred
		}
		title = "DWE114name"
		text = "DWE114mordred"
		picture = DWERuinsAncient
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_cleopatra
		}
		title = "DWE114name"
		text = "DWE114cleopatra"
		picture = DWERuinsEgypt
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_scathach
		}
		title = "DWE114name"
		text = "DWE114scathach"
		picture = DWERuinsCeltic
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_helenoftroy
		}
		title = "DWE114name"
		text = "DWE114helenoftroy"
		picture = DWERuinsGreek
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_medb
		}
		title = "DWE114name"
		text = "DWE114medb"
		picture = DWERuinsCeltic
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_gilgamesh
		}
		title = "DWE114name"
		text = "DWE114gilgamesh"
		picture = DWERuinsBabylon
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_cuchulainn
		}
		title = "DWE114name"
		text = "DWE114cuchulainn"
		picture = DWERuinsCeltic
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_siegfried
		}
		title = "DWE114name"
		text = "DWE114siegfried"
		picture = DWERuinsCeltic
	}	

	option = { #if we led the search, we can investigate the tomb ourselves
		trigger = { has_character_flag = dwe_bl_self_search }
		name = DWE114optA
		narrative_event = { id = DWE.118 days = 1 random = 2 }
	}
	option = { #have your men gather evidence
		name = DWE114optB
		trigger = { has_character_flag = dwe_bl_self_search }
		narrative_event = { id = DWE.115 days = 50 random = 50 }
	}
	option = { #if you're not there, review what they found and present it
		name = DWE114optC
		trigger = { NOT = { has_character_flag = dwe_bl_self_search } }
		character_event = { id = DWE.116  }

	}

}

narrative_event = {
	id = DWE.115
	is_triggered_only = yes
	desc = "DWE115desc"
	title = "DWE115name"
	picture = DWTInvestigation
	
	immediate = { #we're home now
	remove_trait = travelling
	}
	option = { # time to publish the claim
		name = DWE115optA
		character_event = { id = DWE.116  }
	}

}

character_event = {
	id = DWE.116
	is_triggered_only = yes
	hide_window = yes
	
	
	immediate = {

			random_list = { #Higher chance since tomb was found.
				#Success. - Bloodline created.
				#Failure. - Retry or change approach.
				80 = { #Success
					modifier = { # less likely to believe you if you failed to convince them before
						factor = 0.75 
						has_character_flag = dwe_bl_convince_failure					
						}				
					modifier = { #having a reputation for honesty helps here
						factor = 1.5
						trait = honest
					}
					modifier = {
						factor = 1.25
						trait = socializer
					}
					modifier = {
						factor = 1.25
						diplomacy = 10
					}
					modifier = {
						factor = 1.25
						diplomacy = 12
					}
					modifier = {
						factor = 1.25
						diplomacy = 14
					}
					modifier = {
						factor = 1.25
						diplomacy = 16
					}
					modifier = {
						factor = 1.25
						diplomacy = 18
					}
					modifier = {
						factor = 1.5
						diplomacy = 20
					}
					modifier = {
						factor = 1.5
						diplomacy = 22
					}
					modifier = {
						factor = 1.5
						diplomacy = 24
					}
					modifier = {
						factor = 1.5
						diplomacy = 26
					}
					modifier = {
						factor = 1.5
						diplomacy = 28
					}
					modifier = {
						factor = 1.5
						diplomacy = 30
					}
					modifier = {
						factor = 1.75
						trait = genius
					}
					modifier = {
						factor = 1.5
						trait = quick
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 8
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 10
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 12
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 14
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 16
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 18
						}
					}
					modifier = {
						factor = 1.5
						any_courtier_or_vassal = {
							has_job_title = job_chancellor
							diplomacy = 20
						}
					}
					narrative_event = { id = DWE.106 days = 350 random = 450 }
				}
				20 = { #Failure

					narrative_event = { id = DWE.117 days = 350 random = 450 }
				}
			}
		}

}

narrative_event = {
	id = DWE.117
	title = "DWE117name"
	desc = "DWE117desc"
	picture = DWTInvestigation
	is_triggered_only = yes
	
	immediate = {
		any_realm_character = {
			opinion = { modifier = opinion_dwe_laughingstock who = ROOT years = 10 } 
		}
	}

	option = { #Abandon the effort
		name = DWE117optA
		clr_character_flag = dwe_bl_convince_failure
		clr_character_flag = dwe_blood_max
		clr_character_flag = dwe_blood_high
		clr_character_flag = dwe_blood_med
		clr_character_flag = dwe_blood_min
		clr_character_flag = dwe_blood_greatprogress
		clr_character_flag = dwe_blood_goodprogress
		clr_character_flag = dwe_blood_minprogress
		clr_character_flag = dwe_blood_noprogress
		clr_character_flag = dwe_blsearch_in_progress
		clr_character_flag = dwe_blood_semiramis
		clr_character_flag = dwe_blood_mordred
		clr_character_flag = dwe_blood_cleopatra
		clr_character_flag = dwe_blood_scathach
		clr_character_flag = dwe_blood_medb
		clr_character_flag = dwe_blood_helenoftroy
		clr_character_flag = dwe_blood_gilgamesh
		clr_character_flag = dwe_blood_cuchulainn
		clr_character_flag = dwe_blood_siegfried	
		clr_character_flag = dwe_bl_min_search
		clr_character_flag = dwe_bl_self_search
		clr_character_flag = dwe_bl_high_search
		clr_character_flag = dwe_bl_med_search
		set_character_flag = dwe_blsearch_failed
	}
}

narrative_event = {
	id = DWE.118
		title = DWE118name
	picture = aplaceholder
	is_triggered_only = yes
	desc ={
		trigger = {
			has_character_flag = dwe_blood_semiramis
		}
		text = DWE118semiramis
		picture = DWESemiramis
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_mordred
		}
		text = DWE118mordred
		picture = DWEMordred
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_cleopatra
		}
		text = DWE118cleopatra
		picture = DWECleopatra
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_scathach
		}
		text = DWE118scathach
		picture = DWEScathach
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_helenoftroy
		}
		text = DWE118helenoftroy
		picture = DWEHelenofTroy
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_medb
		}
		text = DWE118medb
		picture = DWEMedb
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_gilgamesh
		}
		text = DWE118gilgamesh
		picture = DWEGilgamesh
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_cuchulainn
		}
		text = DWE118cuchulainn
		picture = DWECuchulainn
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_siegfried
		}
		text = DWE118siegfried
		picture = DWESiegfried
	}	
	option = { #Question the spirit
		name = DWE118optA
		narrative_event = { id = DWE.119 }
		
	}
	option = { #Run away
		name = DWE118optB
		random = {
			chance = 50
			add_trait = craven
		}
		narrative_event = { id = DWE.115 days = 50 random = 50 }
	
	}

}

narrative_event = { #questioning the spirit
	id = DWE.119
	picture = aplaceholder
		title = "DWE119name"
	is_triggered_only = yes
	desc ={
		trigger = {
			has_character_flag = dwe_blood_semiramis
		}
		text = "DWE119semiramis"
		picture = DWESemiramis
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_mordred
		}
		text = "DWE119mordred"
		picture = DWEMordred
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_cleopatra
		}
		text = "DWE119cleopatra"
		picture = DWECleopatra
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_scathach
		}
		text = "DWE119scathach"
		picture = DWEScathach
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_helenoftroy
		}
		text = "DWE119helenoftroy"
		picture = DWEHelenofTroy
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_medb
		}
		text = "DWE119medb"
		picture = DWEMedb
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_gilgamesh
		}
		text = "DWE119gilgamesh"
		picture = DWEGilgamesh
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_cuchulainn
		}
		text = "DWE119cuchulainn"
		picture = DWECuchulainn
	}
	desc ={
		trigger = {
			has_character_flag = dwe_blood_siegfried
		}
		text = "DWE119siegfried"
		picture = DWESiegfried
	}	

	option = { #Challenge the spirit
		name = DWE119optA
		if = {		
			limit = { has_character_flag = dwe_blood_semiramis }
			narrative_event = { id = DWE.120 }
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_mordred }
			narrative_event = { id = DWE.125 }	
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_cleopatra }
			narrative_event = { id = DWE.130 }			
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_scathach }
			narrative_event = { id = DWE.125 }	
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_helenoftroy }
			narrative_event = { id = DWE.135 }	
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_medb }
			narrative_event = { id = DWE.140 }	
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_gilgamesh }
			narrative_event = { id = DWE.125 }	
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_cuchulainn }
			narrative_event = { id = DWE.125 }	
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_siegfried }
			narrative_event = { id = DWE.125 }	
		}
	
	}
	option = { #Run away
		name = DWE118optB
		random = {
			chance = 50
			add_trait = craven
		}
		narrative_event = { id = DWE.115 days = 50 random = 50 }
	
	}

}

narrative_event = { #Semiramis's challenge
	id = DWE.120
	title = "DWE120name"
	desc = "DWE120desc"
	picture = DWESemiramisChallenge
	is_triggered_only = yes
	
	option = { #Choose the wine in front of you
		name = DWE120optA
		character_event = { id = DWE.121 }
	}
	option = { #Choose the wine in front of her
		name = DWE120optB
		character_event = { id = DWE.121 }	
	}
	option = { #They're both poisoned!
		name = DWE120optC
		trigger = {
			intrigue = 15
		}
		narrative_event = { id = DWE.123 }
	}
}

character_event = {
	id = DWE.121
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		random_list = {
			30 = {
					modifier = {
						factor = 0.5
						trait = strong
					}
					modifier = {
						factor = 10
						NOT = { health = 5 }
					}
					modifier = {
						factor = 5
						AND = { health = 5
						NOT = { health = 6 } }
					}
					modifier = {
						factor = 2
						AND = { health = 6
						NOT = { health = 7 }}
					}
					modifier = {
						factor = 1.1
						AND = { health = 7
						NOT = { health = 8 }}
					}
					modifier = {
						factor = 0.75
						AND = { health = 8
						NOT = { health = 10 }}
					}
					modifier = {
						factor = 0.5
						AND = { health = 10
						NOT = { health = 12 }}
					}
					modifier = {
						factor = 0.25
						health = 12
					}
				death = { death_reason = death_drank_poison killer = ROOT }
			
			}
			30 = { #doesn't kill you but messes you up badly
					modifier = {
						factor = 2
						NOT = { health = 5 }
					}
					modifier = {
						factor = 5
						AND = { health = 5
						NOT = { health = 6 }}
					}
					modifier = {
						factor = 10
						AND = { health = 6
						NOT = { health = 7 }}
					}
					modifier = {
						factor = 5
						AND = { health = 7
						NOT = { health = 8 }}
					}
					modifier = {
						factor = 2
						AND = { health = 8
						NOT = { health = 10 }}
					}
					modifier = {
						factor = 1.5
						AND = { health = 10
						NOT = { health = 12 }}
					}
					modifier = {
						factor = 1.1
						health = 12
					}
					add_trait = infirm
					random = {
						chance = 40
						add_trait = cancer
					}
					random = {
						chance = 40
						add_trait = dystentery
					}
					random = {
						chance = 40
						add_trait = food_poisoning
					}
					random = {
						chance = 40
						add_trait = leper
					}
					random = {
						chance = 40
						add_trait = pneumonic
					}
			
			}
			30 = {
					modifier = {
						factor = 2
						trait = strong
					}
					modifier = {
						factor = 0.25
						NOT = { health = 5 }
					}
					modifier = {
						factor = 5
						AND = { health = 0.5
						NOT = { health = 6 }}
					}
					modifier = {
						factor = 0.75
						AND = { health = 6
						NOT = { health = 7 }}
					}
					modifier = {
						factor = 1.1
						AND = { health = 7
						NOT = { health = 8 }}
					}
					modifier = {
						factor = 2
						AND = { health = 8
						NOT = { health = 10 }}
					}
					modifier = {
						factor = 4
						AND = { health = 10
						NOT = { health = 12 }}
					}
					modifier = {
						factor = 4
						health = 12
					}
					random = {
						chance = 10
						add_trait = cancer
					}
					random = {
						chance = 10
						add_trait = dystentery
					}
					random = {
						chance = 10
						add_trait = food_poisoning
					}
					random = {
						chance = 10
						add_trait = leper
					}
					random = {
						chance = 10
						add_trait = pneumonic
					}
					
			
			}
		}
	
	}
	after = {
		if = {
		limit = { is_alive = yes } # if you somehow survived 
		narrative_event = { id = DWE.122 }
			
		}
	}

}

narrative_event = { #Semiramis's challenge - survived poison
	id = DWE.122
	desc = "DWE122desc"
	title = "DWE122name"
	picture = DWESemiramisWine
	is_triggered_only = yes
	
	option = { #Still alive
		name = DWE122optA
		narrative_event = { id = DWE.124 }
	}
}

narrative_event = { #Semiramis's challenge - clever choice
	id = DWE.123
	desc = "DWE123desc"
	title = "DWE123name"
	picture = DWESemiramisWine
	is_triggered_only = yes
	
	option = { #Claim the spoils
		name = DWE123optA
		narrative_event = { id = DWE.124 }
	}
}

narrative_event = { #Semiramis's challenge - victory
	id = DWE.124
	title = "DWE124name"
	desc = "DWE124desc"
	picture = DWESemiramisWine
	is_triggered_only = yes
	
	option = { #Claim the spoils
		name = DWE124optA
		add_artifact = dwe_semiramis_talon
		narrative_event = { id = DWE.109 days = 50 random = 50 }
	}
}

narrative_event = { #Fight!
	id = DWE.125
		title = "DWE125name"
	picture = aplaceholder
	desc = {
		trigger = { has_character_flag = dwe_blood_mordred }
		text = "DWE125mordreddesc"
		picture = DWEMordredFight
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_scathach }
		text = "DWE125scathachdesc"
		picture = DWEScathachFight
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_gilgamesh }
		text = "DWE125gilgameshdesc"
		picture = DWEGilgameshFight
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_cuchulainn }
		text = "DWE125cuchulainndesc"
		picture = DWECuchulainnFight
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_siegfried }
		text = "DWE125siegfrieddesc"
		picture = DWESiegfriedFight
	}
	is_triggered_only = yes
	
	option = { #To battle!
		name = DWE125optA
		character_event = { id = DWE.126 }
	}
}

character_event = {
	id = DWE.126
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		random_list = {
		40 = { # Lose/Death
					modifier = {
						factor = 10
						NOT = { combat_rating = 0 }
					}
					modifier = {
						factor = 5
						AND = { combat_rating = 0
						NOT = { combat_rating = 20 }}
					}
					modifier = {
						factor = 2
						AND = { combat_rating = 20
						NOT = { combat_rating = 50 }}
					}
					modifier = {
						factor = 1.1
						AND = { combat_rating = 50 
						NOT = { combat_rating = 100 }}
					}
					modifier = {
						factor = 0.25
						AND = { combat_rating = 100
						NOT = { combat_rating = 150 }}
					}
					modifier = {
						factor = 0.1
						combat_rating = 150
					}
				death = { death_reason = death_duel }			
			}
		30 = { # Severe Injury
					modifier = {
						factor = 1.1
						NOT = { combat_rating = 0 }
					}
					modifier = {
						factor = 1.1
						AND = { combat_rating = 0
						NOT = { combat_rating = 20 }}
					}
					modifier = {
						factor = 2.5
						AND = { combat_rating = 20
						NOT = { combat_rating = 50 }}
					}
					modifier = {
						factor = 1.25
						AND = { combat_rating = 50
						NOT = { combat_rating = 100 }}
					}
					modifier = {
						factor = 0.75
						AND = { combat_rating = 100
						NOT = { combat_rating = 150 }}
					}
					modifier = {
						factor = 0.25
						combat_rating = 150
					}
					random_list ={
							50 = {
								add_trait = mangled
								random = {
									chance = 25
									add_trait = one_eyed
									}
								random = {
									chance = 25
									add_trait = one_handed
									}
								random = {
									chance = 25
									add_trait = one_legged
									}
								}
							50 = {						
								add_trait = severely_injured
								}
							}
					 narrative_event = { id = DWE.127 } 
			}
		30 = { # Wounded
					modifier = {
						factor = 0.25
						NOT = { combat_rating = 0 }
					}
					modifier = {
						factor = 0.5
						AND = { combat_rating = 0
						NOT = { combat_rating = 20 }}
					}
					modifier = {
						factor = 1.1
						AND = { combat_rating = 20
						NOT = { combat_rating = 50 }}
					}
					modifier = {
						factor = 1.5
						AND = { combat_rating = 50
						NOT = { combat_rating = 100 }}
					}
					modifier = {
						factor = 2
						AND = { combat_rating = 100
						NOT = { combat_rating = 150 }}
					}
					modifier = {
						factor = 0.75
						combat_rating = 150
					}
					random_list ={
							75 = {
								add_trait = wounded
								}
							25 = {						
								add_trait = severely_injured
								}
							}
					narrative_event = { id = DWE.127 } 

			}
		20 = { # Unscathed
					modifier = {
						factor = 0
						NOT = { combat_rating = 0 }
					}
					modifier = {
						factor = 0
						AND = { combat_rating = 0
						NOT = { combat_rating = 20 }}
					}
					modifier = {
						factor = 0.5
						AND = { combat_rating = 20
						NOT = { combat_rating = 50 }}
					}
					modifier = {
						factor = 1.1
						AND = { combat_rating = 50
						NOT = { combat_rating = 100 }}
					}
					modifier = {
						factor = 2
						AND = { combat_rating = 100
						NOT = { combat_rating = 150 }}
					}
					modifier = {
						factor = 4
						combat_rating = 150
					}
					 narrative_event = { id = DWE.128 } 

			}


		}
	}

}
narrative_event = { #Fight - survived with injuries
	id = DWE.127
		title = "DWE127name"
	picture = aplaceholder
	desc = {
		trigger = { has_character_flag = dwe_blood_mordred }
		text = "DWE127mordreddesc"
		picture = DWEMordredVictory
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_scathach }
		text = "DWE127scathachdesc"
		picture = DWEScathachVictory
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_gilgamesh }
		text = "DWE127gilgameshdesc"
		picture = DWEGilgameshVictory
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_cuchulainn }
		text = "DWE127cuchulainndesc"
		picture = DWECuchulainnVictory
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_siegfried }
		text = "DWE127siegfrieddesc"
		picture = DWESiegfriedVictory
	}
	is_triggered_only = yes
	
	option = { #Still alive
		name = DWE127optA
		character_event = { id = DWE.129 }
		narrative_event = { id = DWE.109 days = 50 random = 50 }
	}
}

narrative_event = { #Fight - clear victor
	id = DWE.128
	picture = aplaceholder
		title = "DWE128name"
	desc = {
		trigger = { has_character_flag = dwe_blood_mordred }
		text = "DWE128mordreddesc"
		picture = DWEMordredVictory
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_scathach }
		text = "DWE128scathachdesc"
		picture = DWEScathachVictory
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_gilgamesh }
		text = "DWE128gilgameshdesc"
		picture = DWEGilgameshVictory
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_cuchulainn }
		text = "DWE128cuchulainndesc"
		picture = DWECuchulainnVictory
	}
	desc = {
		trigger = { has_character_flag = dwe_blood_siegfried }
		text = "DWE128siegfrieddesc"
		picture = DWESiegfriedVictory
	}
	is_triggered_only = yes
	
	option = { #Claim the spoils
		name = DWE128optA
		character_event = { id = DWE.129 }
		narrative_event = { id = DWE.109 days = 50 random = 50 }
	}
}

character_event = {
	id = DWE.129
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		if = {
			limit = { has_character_flag = dwe_blood_mordred }
				add_artifact = dwe_clarent				
		}
		else_if = {
			limit = { 
						OR = {
							has_character_flag = dwe_blood_cuchulainn 
							has_character_flag = dwe_blood_scathach 
							}
					}
				add_artifact = dwe_gae_bolg				
		
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_gilgamesh }
				add_artifact = dwe_gilgamesh_scepter				
		}
		else_if = {
			limit = { has_character_flag = dwe_blood_siegfried }
				add_artifact = dwe_balmung			
		}
		
	}
}

narrative_event = {
	id = DWE.130
		title = "DWE130name"
	desc = "DWE130desc"
	picture = DWECleopatraChallenge
	is_triggered_only = yes
	
	option = { #make your case
		name = DWE130optA
		character_event = { id = DWE.131 }
	}
}

character_event = {
	id = DWE.131
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		random_list = {
			40 = { # success
					modifier = {
						factor = 0.5
						NOT = { diplomacy = 5 }
					}
					modifier = {
						factor = 2
						AND = { diplomacy = 10
						NOT = { diplomacy = 15 }}
					}
					modifier = {
						factor = 5
						diplomacy = 15
					}
					modifier = {
						factor = 0.5
						NOT = { stewardship = 5 }
					}
					modifier = {
						factor = 2
						AND = { stewardship = 10
						NOT = { stewardship = 15 }}
					}
					modifier = {
						factor = 5
						stewardship = 15
					}
					modifier = {
						factor = 0.5
						NOT = { martial = 5 }
					}
					modifier = {
						factor = 2
						AND = { martial = 10
						NOT = { martial = 15 }}
					}
					modifier = {
						factor = 5
						martial = 15
					}
					modifier = {
						factor = 0.5
						NOT = { intrigue = 5 }
					}
					modifier = {
						factor = 2
						AND = { intrigue = 10
						NOT = { intrigue = 15 }}
					}
					modifier = {
						factor = 5
						intrigue = 15
					}
					narrative_event = { id = DWE.133 }
			
			
			}
			60 = { # failure
					modifier = {
						factor = 2
						NOT = { diplomacy = 5 }
					}
					modifier = {
						factor = 0.5
						AND = { diplomacy = 10
						NOT = { diplomacy = 15 }}
					}
					modifier = {
						factor = 0.2
						diplomacy = 15
					}
					modifier = {
						factor = 2
						NOT = { stewardship = 5 }
					}
					modifier = {
						factor = 0.5
						AND = { stewardship = 10
						NOT = { stewardship = 15 }}
					}
					modifier = {
						factor = 0.2
						stewardship = 15
					}
					modifier = {
						factor = 2
						NOT = { martial = 5 }
					}
					modifier = {
						factor = 0.5
						AND = { martial = 10
						NOT = { martial = 15 }}
					}
					modifier = {
						factor = 0.2
						martial = 15
					}
					modifier = {
						factor = 2
						NOT = { intrigue = 5 }
					}
					modifier = {
						factor = 0.5
						AND = { intrigue = 10
						NOT = { intrigue = 15 }}
					}
					modifier = {
						factor = 0.2
						intrigue = 15
					}
					narrative_event = { id = DWE.132 }
			
			}
		
		}
	}
}

narrative_event = {
	id = DWE.132
	title = "DWE132name"
	desc = "DWE132desc"
	picture = DWECleopatraChallenge
	is_triggered_only = yes
	
	option = { #snakebite city
		name = DWE132optA
		death = { death_reason = death_murder_unknown_snakes }
	}
}

narrative_event = {
	id = DWE.133
	title = "DWE133name"
	desc = "DWE133desc"
	picture = DWECleopatra
	is_triggered_only = yes
	
	option = { #claim your prize
		name = DWE133optA
		character_event = { id = DWE.25 }
		narrative_event = { id = DWE.109 days = 50 random = 50 }
	}
}

narrative_event = {
	id = DWE.135
	title = "DWE135name"
	desc = "DWE135desc"
	picture = DWEHelenofTroy
	is_triggered_only = yes
	
	option = { # no challenge immediately, but you'll suffer several adventurer attacks and claims from others
		name = DWE135optA
		character_event = { id = DWE.24}
		narrative_event = { id = DWE.109 days = 50 random = 50 }	
		
		
		
		
		
		
	}




}




narrative_event = {
	id = DWE.140
	title = "DWE140name"
	desc = "DWE140desc"
	picture = DWEMedbChallenge
	is_triggered_only = yes
	
	option = { #make your case
		name = DWE140optA
		character_event = { id = DWE.141 }
	}
}

character_event = {
	id = DWE.141
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		random_list = {
			40 = { # success
					modifier = {
						factor = 0.5
						NOT = { diplomacy = 5 }
					}
					modifier = {
						factor = 2
						AND = { diplomacy = 10
						NOT = { diplomacy = 15 }}
					}
					modifier = {
						factor = 5
						diplomacy = 15
					}
					modifier = {
						factor = 0.5
						NOT = { stewardship = 5 }
					}
					modifier = {
						factor = 2
						AND = { stewardship = 10
						NOT = { stewardship = 15 }}
					}
					modifier = {
						factor = 5
						stewardship = 15
					}
					modifier = {
						factor = 0.5
						NOT = { martial = 5 }
					}
					modifier = {
						factor = 2
						AND = { martial = 10
						NOT = { martial = 15 }}
					}
					modifier = {
						factor = 5
						martial = 15
					}
					modifier = {
						factor = 0.5
						NOT = { intrigue = 5 }
					}
					modifier = {
						factor = 2
						AND = { intrigue = 10
						NOT = { intrigue = 15 }}
					}
					modifier = {
						factor = 5
						intrigue = 15
					}
					narrative_event = { id = DWE.143 }
			
			
			}
			60 = { # failure
					modifier = {
						factor = 2
						NOT = { diplomacy = 5 }
					}
					modifier = {
						factor = 0.5
						AND = { diplomacy = 10
						NOT = { diplomacy = 15 }}
					}
					modifier = {
						factor = 0.2
						diplomacy = 15
					}
					modifier = {
						factor = 2
						NOT = { stewardship = 5 }
					}
					modifier = {
						factor = 0.5
						AND = { stewardship = 10
						NOT = { stewardship = 15 }}
					}
					modifier = {
						factor = 0.2
						stewardship = 15
					}
					modifier = {
						factor = 2
						NOT = { martial = 5 }
					}
					modifier = {
						factor = 0.5
						AND = { martial = 10
						NOT = { martial = 15 }}
					}
					modifier = {
						factor = 0.2
						martial = 15
					}
					modifier = {
						factor = 2
						NOT = { intrigue = 5 }
					}
					modifier = {
						factor = 0.5
						AND = { intrigue = 10
						NOT = { intrigue = 15 }}
					}
					modifier = {
						factor = 0.2
						intrigue = 15
					}
					narrative_event = { id = DWE.142 }
			
			}
		
		}
	}
}

narrative_event = {
	id = DWE.142
	title = "DWE142name"
	desc = "DWE142desc"
	picture = DWEMedbChallenge
	is_triggered_only = yes
	
	option = { #squish
		name = DWE142optA
		death = { death_reason = death_execution_crushing }
	}
}

narrative_event = {
	id = DWE.143
	title = "DWE143name"
	desc = "DWE143desc"
	picture = DWEMedb
	is_triggered_only = yes
	
	option = { #claim your prize
		name = DWE143optA
		character_event = { id = DWE.26 }
		narrative_event = { id = DWE.109 days = 50 random = 50 }
	}
}

