|Previous|| Paranoid King/Queen or |
Though Orlanth eschewed the use of assassins, those among his worshippers don't always follow his example. Needless to say, the employer of such rogues hates to be discovered...
Note: It is possible to get one or the other of the following events. However, the consequences are the same. The biggest difference is that in the first one, your chief lives but is wounded. The second has the death of a chief.
Event: Chieftain's Wounds
|“||Strangers sneak into the chieftain's stead during the in the night, their faces painted, their clothes bearing the insignia of no clan. They attack the chieftain, wounding her/him. <Chieftain> severely wounds one of them, and the others flee. Before the wounded one dies, he identifies himself as an outlaw recently arrived from Hendrikiland, and claims that King/Queen <Y> sent him to kill the chieftain.||”|
Event: Chieftain's Death
|“||Strangers sneak into the chieftain's stead during the in the night, their faces painted, their clothes bearing the insignia of no clan. They attack the chieftain, killing him/her. <Chieftain>'s kinfolk wake up and fight them off, severely wounding one. The others flee into the forest and evade all pursuit. Before the wounded one dies, he identifies himself as an outlaw recently arrived from Hendrikiland, and claims that King/Queen <Y> sent him to kill the chieftain.||”|
- If you wish to avoid violence, you may try to demand the king's/queen's abdication at a tribal moot. Be aware that this will require bribes of cows and goods to succeed, as well as a show of your warriors. Success will bring down the monarch, failure will lower the respect other clans hold for you, as well as the loss of your bribes.
- Turn about is fair play, so you could hire outlaws to kill the king/queen. You will be given an option of hiring between 1-20 outlaws, and then the amount of goods to give them. The more goods you give, and the more outlaws you hire, the greater the chance of success. Be stingy, and no outlaws may come at all. Even if you get outlaws, they may fail in their task, and you will bear the blame.
- You can try to stir up other clans to war against the king/queen. However, your speaker better be persuasive.
- Telling other clans about the king's/queen's action allows for action against the monarch, but without immediately going to war.
- Waiting for revenge is the default choice, but be aware that no further action may come up.
Options 1 and 4 seem to be the same as both ask for the abdication of the monarch. However, you actually have a better chance with option 4 if you have the backing of a few other clans.
- Demanding abdication at a tribal moot is described below.
- Seeking out discontented clans goes to Rebellion I: Conspiracy
- Telling the other clans about the ruler's misdeeds leads to: Call for Abdication
Additional Event: Tribal Moot
|“|| The king/queen denied this, and generously gifted the other clans. Many of his warriors war-whooped to support his cause and deny our so-called slander.
How much total wealth do you distribute among the other clans before the case is judged?
1. Cattle: 0 to #
Then another screen appears:
|“|| How many of your warriors make a war-whooping display tho show their support for your case?"
Wpnthanes: 0 to #
(No, there is no mispelling on weaponthane above. That is how it appears in game.)
- Success ousts the king/queen. Failure allows them to retain the throne.