# Character scope
on_yearly_pulse = {
	events = {
		HL.1030 # Wolf Child growing older, rumors of real mother being a wolf
	}

	random_events = {
		# Ward Events
		100 = HL.10610 # Curious about tales from dads past for ward

		# Horse Lords Mercenary Events
		300 = HL.10100 # Improve on military education
		300 = HL.10200 # Mercenary captain stop being a silly coward
		300 = HL.10210 # Mercenary captain becomes brave
		300 = HL.10220 # Mercenary captain becomes diligent
		300 = HL.10230 # Mercenary captain stopped being kind
		300 = HL.10240 # Mercenary captain stops being humble
		300 = HL.10250 # Mercenary captain becomes lustful
		300 = HL.10260 # Mercenary captain becomes very angry
		300 = HL.10270 # Mercenary captain becomes cruel
		300 = HL.10400 # Mercenary captain starts to gain sympathy for local religion
		100 = HL.10410 # Mercenary captain converts to local religion
		300 = HL.10500 # Seduction event between captain and child of employer
		 75 = HL.10510 # Duel between son of employer and mercenary captain
		300 = HL.10530 # Possibility to invite mercenary captain to a feast
		300 = HL.10600 # The captain gain mercenary traditions from being on the field

		# Wolf's Blood events
		100 = HL.1010 # Wolf Child found in woods
		100 = HL.1020 # Child lost in woods and is rescued by wolves
		500 = HL.1200 # Call of the Wolves
		# 500 = HL.1300 # The Lost Cub
		150 = HL.1400 # Werewolf first occurrence
		1500 = HL.1401 # Werewolf subsequent occurrences
		300 = HL.1500 # Become cannibal
		300 = HL.1510 # Howl at the moon
		300 = HL.1520 # Hunter instinct strikes unexpectedly (and awkwardly) at court
		300 = HL.1530 # Hunter instincts in martial training (upgrade martial education)
		300 = HL.1540 # Become strong
		300 = HL.1550 # Cunning as a wolf (quick)
		300 = HL.1560 # Animal instincts take over... (lustful)
		300 = HL.1570 # Pack instinct (gregarious)
		300 = HL.1580 # Wolf is brave (brave)
		300 = HL.1590 # Animal cruelty (cruel)
		300 = HL.1610 # Rabid wolf (wroth)
		300 = HL.1620 # Wolf-face (ugly)
		300 = HL.1630 # Animal mind (lower learning trait level)
		300 = HL.1640 # Really howl at the moon! (lunatic)

		# Horse Lords Horse Events
		800 = HL.6010 # Ward can't ride yet
		100 = HL.6020 # Dangerous river crossing - save spouse or favorite horse?
		100 = HL.6030 # A loyal retinue warrior's family have lost their horses to sickness
		100 = HL.6512 # Your horse gets bitten by another horse
		100 = HL.6520 # Foreign portrait painter offers his services

		hl_adventurers = {
			965 = 0
			 35 = HL.100 # An ambitious character with no inheritance begins to plan an adventure for a foreign title
		}
	}
}


# Character scope
on_five_year_pulse = {
	random_events = {
		mongol_wrestling = {
			833 = 0
			167 = HLF.9000 # Mongol wrestling
		}

		silk_road_envoy = {
			950 = 0
			 50 = HL.5000 # Envoy demands tribute
		}
	}
}

# ROOT is losing army owner
# FROM opponent army owner
on_battle_lost_owner = {
	events = {
		HL.180 # Check raiding adventurer defeat
	}
}

# ROOT is the owner of the winning unit
# FROM is the taken holding title
on_siege_over_winner = {
	events = {
		HL.2005 # Minor Nomad Clan rebels take county capital
		HL.4813 # Nomads may pillage holdings on siege
	}
}

# Character scope
on_birth = {
	events = {
		HL.1000 # Child born with Wolf's Blood
		HL.1700 # Wolf's Blood inheritance
	}
}

# Character scope
on_adulthood = {
	events = {
		HL.1040 # Wolf Child reaches maturity
	}
}

# Triggers when someone gets imprisoned for any reason
# ROOT is prisoner
# FROM is imprisoner
on_become_imprisoned_any_reason = {
	events = {
		HL.190 # Check raiding adventurer defeat
	}
}

# Character scope, isn't dead yet
on_death = {
	events = {
		HLF.8001 # Sky Burial
		HL.12    # End blood oath on death
		HL.4998  # Deal with Nomad agitation
	}
}

# ROOT is the character
# FROM is the title
# FROMFROM is the old holder
on_new_holder = {
	events = {
		HL.4999 # Preserve Nomad Culture
		HL.4996 # Clear Nomad Agitation when conquered by a non-nomad
		HL.4812 # Clear nomadic pillage holding modifiers upon succession/conquest
		HL.4811 # Clear the 'Rampaging Nomads'-Modifier when conquered by a non-nomad
		HL.140  # Landless nomad gains a title
	}
}

# ROOT is the character
# FROM is the title
# FROMFROM is the old holder
on_new_holder_inheritance = {
	events = {
		HL.4812 # Clear nomadic pillage holding modifiers upon succession/conquest
		HL.140  # Landless nomad gains a title
	}
}

# ROOT is the character
# FROM is the title
# FROMFROM is the old holder
on_new_holder_usurpation = {
	events = {
		HL.4999 # Preserve Nomad Culture
		HL.4996 # Clear Nomad Agitation when conquered by a non-nomad
		HL.4812 # Clear nomadic pillage holding modifiers upon succession/conquest
		HL.4811 # Clear the 'Rampaging Nomads'-Modifier when conquered by a non-nomad
		HL.140  # Landless nomad gains a title
	}
}

# Character may still be a landless ruler!
# ROOT is unlanded character
on_unlanded = {
	events = {
		HL.130 # Landless nomad clean-up
	}
}

# ROOT is builder
# FROM is title
on_settlement_construction_completed = {
	events = {
		HL.4 # Nomads of the same religion appreciate building a temple
	}
}

# ROOT is starter
# FROM is target
on_feud_started = {
	events = {
		HL.6 # Notify about feud started between clans
	}
}

# Doesn't seem to work?
# ROOT is surviving blood brother
# FROM is dead blood brother
on_blood_brother_death = {
	events = {
		HL.10 # Death of blood brother
	}
}

# ROOT is AI character
on_ai_end_raid = {
	events = {
		HL.191 # Clean-up nomad adventurers
	}
}

# When someone is looting currently in a province
# ROOT is looter
# FROM is province
on_loot_province = {
	random_events = {
		8 = HL.8 # Feud started between two clans because of raid and pillaging
	}
}
