name_space = AmzCulSoc


####################################POWERS#########################


narrative_event = {		# become a shieldmaiden
	title = EVTTITLAmzCulSoc_140
    id = AmzCulSoc.140
    desc = EVTDESC_AmzCulSoc_140
	picture = GFX_evt_woman_praying_hf
    border = GFX_event_narrative_frame_intrigue
	portrait = event_target:matriarch_grandmaster_target
	
    is_triggered_only = yes
	is_in_society = yes
	
	immediate = { 
		set_character_flag = taking_shieldmaiden_amz_decision 
		random_society_member = {
			limit = {
				same_society_as = ROOT
				is_society_grandmaster = yes
			}
			save_event_target_as = matriarch_grandmaster_target
		}
	}

    option = { 
        name = EVTOPTA_AmzCulSoc_140
		ai_chance = { factor = 10 }
		tooltip_info = deceitful
		trigger = {
			trait = deceitful
		}
		custom_tooltip = { text = arise_shieldmaiden_tt }
		hidden_tooltip = {
			change_society_currency = -200
			prestige = 50
		}
		add_trait = shieldmaiden
    }
	option = { # 
        name = EVTOPTB_AmzCulSoc_140
		ai_chance = { factor = 10 }
		tooltip_info = strong
		trigger = {
			trait = strong
		}
		custom_tooltip = { text = arise_shieldmaiden_tt }
		hidden_tooltip = {
			change_society_currency = -200
			prestige = 50
		}
		add_trait = shieldmaiden
    }
	option = { # 
        name = EVTOPTC_AmzCulSoc_140
		ai_chance = { factor = 10 }
		tooltip_info = zealous
		trigger = {
			trait = zealous
		}
		custom_tooltip = { text = arise_shieldmaiden_tt }
		hidden_tooltip = {
			change_society_currency = -200
			prestige = 50
		}
		add_trait = shieldmaiden
    }
	option = { # 
        name = EVTOPTD_AmzCulSoc_140
		ai_chance = { factor = 10 }
		custom_tooltip = { text = arise_shieldmaiden_tt }
		hidden_tooltip = {
			change_society_currency = -200
			prestige = 50
		}
		add_trait = shieldmaiden
    }
	
	after = { clr_character_flag = taking_shieldmaiden_amz_decision }
}



character_event = {		# unit leadership
    id = AmzCulSoc.141
    desc = EVTDESC_AmzCulSoc_141
	picture = GFX_evt_large_army
    border = GFX_event_normal_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
	immediate = { set_character_flag = taking_specialisation_amz_decision }

    option = { 
        name = EVTOPTA_AmzCulSoc_141
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 500
				OR = {
					culture = themiskyran_amz
					culture = scythian_amz
					culture = parthian_amz
					culture = valascan_amz
				}
			}	
		}
		hidden_tooltip = {
			change_society_currency = -300
			prestige = 50
		}
		add_trait = cavalry_leader
    }
	option = { 
        name = EVTOPTB_AmzCulSoc_141
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 500
				OR = {
					culture = valkyrie_amz
					culture = etruscan_amz
					culture = pritani_amz
					culture = illyrian_amz
				}
			}	
		}
		hidden_tooltip = {
			change_society_currency = -300
			prestige = 50
		}
		add_trait = heavy_infantry_leader
    }
	option = { 
        name = EVTOPTC_AmzCulSoc_141
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 500
				OR = { 
					culture = kushite_amz
				}
			}	
		}
		hidden_tooltip = {
			change_society_currency = -300
			prestige = 50
		}
		add_trait = light_foot_leader
    }
	option = { 
        name = EVTOPTD_AmzCulSoc_141
		trigger = { 
			OR = { 
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				culture_group = elephant_group 
				culture = carthaginian_amz
			} 
		}
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 500
				OR = { 
					culture = carthaginian_amz
				}
			}	
		}
		hidden_tooltip = {
			change_society_currency = -300
			prestige = 50
		}
		add_trait = war_elephant_leader
    }
	
	after = { clr_character_flag = taking_specialisation_amz_decision }
}


character_event = {	# summon shieldmaiden
	id = AmzCulSoc.143
	desc = EVTDESC_AmzCulSoc_143
	picture = GFX_evt_daughter_asking_mother
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	is_in_society = yes
	
	immediate = {
		create_random_soldier = {
			random_traits = yes
			dynasty = RANDOM
			female = yes
			min_age = 17
			max_age = 24
			religion = ROOT
			culture = ROOT
			trait = shieldmaiden
			attributes = {
				martial = 9
			}
		}
		new_character = {
			prestige = 69
			wealth = 6
			piety = 9
			remove_all_negative_congenital_traits_effect = yes
			remove_education_effect = yes 
			remove_trait = shy
			remove_trait = craven
			remove_trait = dull
			random_list = {
				25 = { 
					add_trait = brave
				}
				25 = { 
					add_trait = ambitious
				}
				25 = { 
					add_trait = diligent
				}
				25 = { 
					add_trait = just
				}
			}
			random_list = {
				20 = { 
					add_trait = brilliant_strategist
				}
				30 = { 
					add_trait = skilled_tactician
				}
				50 = { 
					add_trait = tough_soldier
				}
			}
			if = {
				limit = { 
					martial = 24 
					NOT = { religion = ishtarian }
					NOT = { 
						is_society_rank_full = { 	
							society = warrior_lodge_amazonian
							rank = 1
						}
					}
				}
				join_society = warrior_lodge_amazonian
			}
			if = {
				limit = { 
					martial = 16 
					religion = ishtarian 
					NOT = { 
						is_society_rank_full = { 	
							society = warrior_lodge_amazonian
							rank = 1
						}
					}
				}
				join_society = warrior_lodge_amazonian
			}
		}
	}
	
	option = {
		name = EVTOPTA_AmzCulSoc_143
		ai_chance = { factor = 10 }
	}
}

character_event = {	# leadership trait
	id = AmzCulSoc.144
	desc = EVTDESC_AmzCulSoc_144
	picture = GFX_evt_comet
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	is_in_society = yes
	
	immediate = { set_character_flag = taking_leadership_amz_decision }

	option = { # only heroine trait 
		name = EVTOPTA_AmzCulSoc_144
		trigger = {
			NOR = {
				religion = norse_pagan_reformed
				religion = tengri_pagan_reformed
				religion = baltic_pagan_reformed
				religion = finnish_pagan_reformed
				religion = slavic_pagan_reformed
				religion = west_african_pagan_reformed
				religion = zun_pagan_reformed
				religion = bon_reformed
				religion = hellenic_pagan_reformed
			}
		}
		ai_chance = { factor = 10 }
		add_trait = amazonian_leader
		add_blood_splatter_effect = yes
	}
	option = { # only heroine trait even though reformed
		name = EVTOPTB_AmzCulSoc_144
		ai_chance = { factor = 10 }
		trigger = {
			OR = {
				religion = norse_pagan_reformed
				religion = tengri_pagan_reformed
				religion = baltic_pagan_reformed
				religion = finnish_pagan_reformed
				religion = slavic_pagan_reformed
				religion = west_african_pagan_reformed
				religion = zun_pagan_reformed
				religion = bon_reformed
				religion = hellenic_pagan_reformed
			}
		}
		add_blood_splatter_effect = yes
		add_trait = amazonian_leader
	}
	option = { # both traits
		name = EVTOPTC_AmzCulSoc_144
		ai_chance = { factor = 30 }
		trigger = {
			NOR = {
				trait = norse_leader
				trait = tengri_leader
				trait = baltic_leader
				trait = finnish_leader
				trait = slavic_leader
				trait = west_african_leader
				trait = zun_leader
				trait = bon_leader
				trait = hellenic_leader
			}
			OR = {
				religion = norse_pagan_reformed
				religion = tengri_pagan_reformed
				religion = baltic_pagan_reformed
				religion = finnish_pagan_reformed
				religion = slavic_pagan_reformed
				religion = west_african_pagan_reformed
				religion = zun_pagan_reformed
				religion = bon_reformed
				religion = hellenic_pagan_reformed
			}
		}
		scaled_prestige = -2.5
		add_trait = amazonian_leader
		add_blood_splatter_effect = yes
		if = {
			limit = { religion = norse_pagan_reformed }
			add_trait = norse_leader
		}
		if = {
			limit = { religion = tengri_pagan_reformed }
			add_trait = tengri_leader
		}
		if = {
			limit = { religion = baltic_pagan_reformed }
			add_trait = baltic_leader
		}
		if = {
			limit = { religion = finnish_pagan_reformed }
			add_trait = finnish_leader
		}
		if = {
			limit = { religion = slavic_pagan_reformed }
			add_trait = slavic_leader
		}
		if = {
			limit = { religion = west_african_pagan_reformed }
			add_trait = west_african_leader
		}
		if = {
			limit = { religion = zun_pagan_reformed }
			add_trait = zun_leader
		}
		if = {
			limit = { religion = bon_reformed }
			add_trait = bon_leader
		}
		if = {
			limit = { religion = hellenic_pagan_reformed }
			add_trait = hellenic_leader
		}
	}
	
	after = { clr_character_flag = taking_leadership_amz_decision }
}


## AmzCulSoc.301 is the education event in a different file because it was very long


character_event = {	# buy gear
	id = AmzCulSoc.142
	desc = EVTDESC_AmzCulSoc_142
	picture = GFX_evt_weaponsmith
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	#is_in_society = yes

	option = { 
		name = EVTOPTA_AmzCulSoc_142
		trigger = { NOT = { has_artifact = heroines_sword } }
		add_artifact = heroines_sword
	#	change_society_currency = -500
		wealth = -500
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 0
				any_artifact = {
					quality == 4
					has_artifact_flag = combat_weapon
				}
			}
		}
	}
	
	option = { 
		name = EVTOPTB_AmzCulSoc_142
		trigger = { NOT = { has_artifact = heroines_armour } }
		add_artifact = heroines_armour
	#	change_society_currency = -500
		wealth = -500
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 0
				any_artifact = {
					quality == 4
					has_artifact_flag = armor
				}
			}
		}
	}
	
	option = { # porque no lose dos?
		name = EVTOPTC_AmzCulSoc_142
		ai_chance = { factor = 0 }
		trigger = {
			wealth = 1000
			NOR = { 
				has_artifact = heroines_sword 
				has_artifact = heroines_armour
			}
		}
		add_artifact = heroines_armour
		add_artifact = heroines_sword
		wealth = -1000
	}
	
	option = { 
		name = EVTOPTD_AmzCulSoc_142
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 0.5		# slows it down a bit
				AND = {
					any_artifact = {
						quality == 4
						has_artifact_flag = combat_weapon
					}
					any_artifact = {
						quality == 4
						has_artifact_flag = armor
					}
				}
			}
		}
	}
	
	after = { clr_character_flag = buying_amz_gear_flag }
	
}

#character_event = {	# replace gear, I think it's been long enough that this is no longer needed
#	id = AmzCulSoc.1425
#	desc = EVTDESC_AmzCulSoc_1425	
#	picture = GFX_evt_weaponsmith
#	border = GFX_event_normal_frame_war
#	
#	is_in_society = yes
#	
#	trigger = {
#		society_member_of = warrior_lodge_amazonian
#		prisoner = no
#		war = no
#		NOT = { trait = travelling }
#		OR = {
#			AND = {
#				has_artifact = random_world_sword
#				NOT = { has_artifact = heroines_sword }
#			}
#			AND = {
#				has_artifact = random_world_armor
#				NOT = { has_artifact = heroines_armour }
#			}
#		}
#	}
#
#	option = { 		# replaces everything
#		name = EVTOPTA_AmzCulSoc_1425
#		ai_chance = { factor = 10 }
#		if = {
#			limit = { 
#				has_artifact = random_world_sword 
#				NOT = { has_artifact = heroines_sword }
#			}
#			unsafe_destroy_artifact = random_world_sword
#			add_artifact = heroines_sword
#		}
#		if = {
#			limit = { 
#				has_artifact = random_world_armor 
#				NOT = { has_artifact = heroines_armour }
#			}
#			unsafe_destroy_artifact = random_world_armor
#			add_artifact = heroines_armour
#		}
#	}
#}

character_event = {	# spawn horde lodge units
	id = AmzCulSoc.145
	hide_window = yes
	
	is_triggered_only = yes
	is_in_society = yes

	immediate = {
		random_list = {
			10 = { sound_effect = berserk_female_01 }
			10 = { sound_effect = berserk_female_02 }
			10 = { sound_effect = berserk_female_03 }
		}
		if = {
			limit = { 
				society_rank == 3
				NOR = {
					trait = is_amazonian_immortal
					is_society_grandmaster = yes
				}
			}
	#		capital_scope = {
	#			ROOT = {
					spawn_unit = {
						owner = THIS
						province = capital_scope
						home = capital_scope
						troops = {
							light_cavalry = { 600 600 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = yes
						earmark = amazonian_horde
						merge = yes
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = capital_scope
						home = capital_scope
						troops = {
							light_cavalry = { 600 600 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = yes
						earmark = amazonian_horde
						merge = yes
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = capital_scope
						home = capital_scope
						troops = {
							light_cavalry = { 600 600 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = yes
						earmark = amazonian_horde
						merge = yes
						maintenance_multiplier = 0.0
					}
	#			}
	#		}
		}
		if = {
			limit = { 
				society_rank == 4
				NOR = {
					trait = is_amazonian_immortal
					is_society_grandmaster = yes
				}
			}
	#		capital_scope = {
	#			ROOT = {
					spawn_unit = {
						owner = THIS
						province = capital_scope
						home = capital_scope
						troops = {
							light_cavalry = { 600 600 }
							horse_archers = { 300 300 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = yes
						earmark = amazonian_horde
						merge = yes
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						home = capital_scope
						troops = {
							light_cavalry = { 600 600 }
							horse_archers = { 300 300 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = yes
						earmark = amazonian_horde
						merge = yes
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						home = capital_scope
						troops = {
							light_cavalry = { 600 600 }
							horse_archers = { 300 300 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = yes
						earmark = amazonian_horde
						merge = yes
						maintenance_multiplier = 0.0
					}
	#			}
	#		}
		}
		if = {
			limit = { 
				OR = {
					trait = is_amazonian_immortal
					is_society_grandmaster = yes
				}
			}
	#		capital_scope = {
	#			ROOT = {
					spawn_unit = {
						owner = THIS
						province = capital_scope
						home = capital_scope
						troops = {
							light_cavalry = { 600 600 }
							horse_archers = { 300 300 }
							knights = { 300 300 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = yes
						earmark = amazonian_horde
						merge = yes
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = capital_scope
						home = capital_scope
						troops = {
							light_cavalry = { 600 600 }
							horse_archers = { 300 300 }
							knights = { 300 300 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = yes
						earmark = amazonian_horde
						merge = yes
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = capital_scope
						home = capital_scope
						troops = {
							light_cavalry = { 600 600 }
							horse_archers = { 300 300 }
							knights = { 300 300 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = yes
						earmark = amazonian_horde
						merge = yes
						maintenance_multiplier = 0.0
					}
	#			}
	#		}
		}
	}
}

character_event = {	# clears char flag so can hire horde again
	id = AmzCulSoc.1455
	hide_window = yes
	
	is_in_society = yes
	
	trigger = {
		has_character_flag = summoned_amazonian_horde_flag
		war = no
	}

	immediate = { 
		ai_chance = { factor = 10 }
		clr_character_flag = summoned_amazonian_horde_flag
		disband_event_forces = amazonian_horde
	}
}

###############################LEGENDARY QUEST#########################


narrative_event = {		# begin Legendary Quest
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.601
    desc = EVTDESC_AmzCulSoc_601
	picture = GFX_evt_woman_at_window_hf
    border = GFX_event_narrative_frame_intrigue
	portrait = FROM
	
    is_triggered_only = yes
	is_in_society = yes
	
	immediate = { set_character_flag = heroine_quest_decision_flag }
	
    option = { # begin quest
        name = EVTOPTA_AmzCulSoc_601
		ai_chance = { factor = 10 }
		custom_tooltip = { text = heroine_quest_yes_tt }
		hidden_tooltip = {
			change_society_currency = -2000
		}
		set_character_flag = heroine_quest_flag
		narrative_event = { id = AmzCulSoc.602 days = 7 }
    }
	
	option = { # refuse quest
        name = EVTOPTB_AmzCulSoc_601
		ai_chance = { factor = 0 }
		custom_tooltip = { text = heroine_quest_no_tt }
    }
	
	after = { clr_character_flag = heroine_quest_decision_flag }
}

narrative_event = {		# Tavern searching
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.602
    desc = EVTDESC_AmzCulSoc_602
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_602
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.6001 }
    }
}


narrative_event = {		# Quest options 
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.6001
    desc = EVTDESC_AmzCulSoc_6001
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_6001
		trigger = { 
			NOT = { has_character_flag = heroine_quest_cult_flag } 
			NOT = { any_owned_bloodline = { has_bloodline_flag = battle_survivor_bloodline } } 
		}
		ai_chance = { factor = 10 }
		custom_tooltip = { text = heroine_quest_select_tt }
		narrative_event = { id = AmzCulSoc.603 }	# cult bounty
		set_character_flag = heroine_quest_cult_flag
		prestige = -2000
    }
	option = { 
        name = EVTOPTB_AmzCulSoc_6001
		trigger = { 
			NOT = { has_character_flag = heroine_quest_pirate_flag } 
			NOT = { any_owned_bloodline = { has_bloodline_flag = duelist_bloodline } }
		}
		ai_chance = { factor = 10 }
		custom_tooltip = { text = heroine_quest_select_tt }
		narrative_event = { id = AmzCulSoc.618 }	# apparitions biscay
		set_character_flag = heroine_quest_pirate_flag
		prestige = -2000
    }
	option = { 
        name = EVTOPTC_AmzCulSoc_6001
		trigger = { 
			NOT = { has_character_flag = heroine_quest_slipper_flag } 
			NOT = { any_owned_bloodline = { has_bloodline_flag = bloodline_fearsome } }
		}
		ai_chance = { factor = 10 }
		custom_tooltip = { text = heroine_quest_select_tt }
		narrative_event = { id = AmzCulSoc.636 }	# glass slipper
		set_character_flag = heroine_quest_slipper_flag
		prestige = -2000
    }
	option = { 
        name = EVTOPTD_AmzCulSoc_6001
		trigger = { 
			NOT = { has_character_flag = heroine_quest_assassin_flag } 
			NOT = { any_owned_bloodline = { has_bloodline_flag = bloodline_murder_stalk } }
		}
		ai_chance = { factor = 1 }
		custom_tooltip = { text = heroine_quest_select_tt }
		narrative_event = { id = AmzCulSoc.655 }	# mystery letter
		set_character_flag = heroine_quest_assassin_flag
		prestige = -2000
    }
}


character_event = {		# quest options redux
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.6002
    desc = EVTDESC_AmzCulSoc_6002
	picture = GFX_evt_brothel
    border = GFX_event_normal_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
	immediate = { set_character_flag = heroine_quest_decision_flag }
	
    option = { 	# cult bounty
        name = EVTOPTA_AmzCulSoc_6002
		trigger = { 
			NOT = { has_character_flag = heroine_quest_cult_flag } 
			NOT = { any_owned_bloodline = { has_bloodline_flag = battle_survivor_bloodline } } 
		}
		ai_chance = { factor = 10 }
		custom_tooltip = { text = heroine_quest_select_tt }
		narrative_event = { id = AmzCulSoc.603 }
		set_character_flag = heroine_quest_cult_flag
		set_character_flag = heroine_quest_flag
		clr_character_flag = heroine_quest_decision_flag
		prestige = -2000
		hidden_tooltip = {
			change_society_currency = -2000
		}
    }
	option = { 	# apparitions biscay
        name = EVTOPTB_AmzCulSoc_6002
		trigger = { 
			NOT = { has_character_flag = heroine_quest_pirate_flag } 
			NOT = { any_owned_bloodline = { has_bloodline_flag = duelist_bloodline } }
		}
		ai_chance = { factor = 10 }
		custom_tooltip = { text = heroine_quest_select_tt }
		narrative_event = { id = AmzCulSoc.618 }
		set_character_flag = heroine_quest_pirate_flag
		set_character_flag = heroine_quest_flag
		clr_character_flag = heroine_quest_decision_flag
		prestige = -2000
		hidden_tooltip = {
			change_society_currency = -2000
		}
    }
	option = { 	# glass slipper
        name = EVTOPTC_AmzCulSoc_6002
		trigger = { 
			NOT = { has_character_flag = heroine_quest_slipper_flag } 
			NOT = { any_owned_bloodline = { has_bloodline_flag = bloodline_fearsome } }
		}
		ai_chance = { factor = 10 }
		custom_tooltip = { text = heroine_quest_select_tt }
		narrative_event = { id = AmzCulSoc.636 }
		set_character_flag = heroine_quest_slipper_flag
		set_character_flag = heroine_quest_flag
		clr_character_flag = heroine_quest_decision_flag
		prestige = -2000
		hidden_tooltip = {
			change_society_currency = -2000
		}
    }
	option = { 	# mystery letter
        name = EVTOPTD_AmzCulSoc_6002
		trigger = { 
			NOT = { has_character_flag = heroine_quest_assassin_flag } 
			NOT = { any_owned_bloodline = { has_bloodline_flag = bloodline_murder_stalk } }
		}
		ai_chance = { factor = 10 }
		custom_tooltip = { text = heroine_quest_select_tt }
		narrative_event = { id = AmzCulSoc.655 }
		set_character_flag = heroine_quest_assassin_flag
		set_character_flag = heroine_quest_flag
		clr_character_flag = heroine_quest_decision_flag
		prestige = -2000
		hidden_tooltip = {
			change_society_currency = -2000
		}
    }
	
	after = { clr_character_flag = heroine_quest_decision_flag }
}


narrative_event = {		# cult quest begin
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.603
    desc = EVTDESC_AmzCulSoc_603
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_603
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.604 }
    }
}

narrative_event = {		# cult quest description
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.604
    desc = EVTDESC_AmzCulSoc_604
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_604
		ai_chance = { factor = 1 }
		narrative_event = { id = AmzCulSoc.605 days = 14 }
    }
	option = { # skip
        name = EVTOPTB_AmzCulSoc_skip
		custom_tooltip = { text = skip_heroine_adventure_tt }
		trigger = {
			any_owned_bloodline = { has_bloodline_flag = heroine_bloodline  }
		}
		ai_chance = { factor = 10 }
		add_trait = travelling
		narrative_event = { id = AmzCulSoc.617 days = 45 }
    }
}

narrative_event = {		# offer of support
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.605
    desc = EVTDESC_AmzCulSoc_605
	picture = GFX_evt_library
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_605
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.606 days = 14 }
		add_trait = travelling
    }
}

narrative_event = {		# set off
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.606
    desc = EVTDESC_AmzCulSoc_606
	picture = GFX_evt_riders_night_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_606
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.607 days = 3 }
    }
}

narrative_event = {		# carriage
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.607
    desc = EVTDESC_AmzCulSoc_607
	picture = GFX_evt_riders_night_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_607
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.608 }
    }
}

narrative_event = {		# follow path
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.608
    desc = EVTDESC_AmzCulSoc_608
	picture = GFX_evt_moonlit_mountains_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_608
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.609 }
    }
}

narrative_event = {		# intruders!
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.609
    desc = EVTDESC_AmzCulSoc_609
	picture = GFX_evt_heads_on_pikes_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_609
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.610 }
		sound_effect = duel_win
    }
}

narrative_event = {		# courtyard fight
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.610
    desc = EVTDESC_AmzCulSoc_610
	picture = GFX_evt_cornered_duel_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_610
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.611 }
		add_blood_splatter_effect = yes
		sound_effect = arrow_in_the_back_female
    }
}

narrative_event = {		# steward's death
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.611
    desc = EVTDESC_AmzCulSoc_611
	picture = GFX_evt_bloody_knife_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_611
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.612 }
    }
}

narrative_event = {		# hooded man
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.612
    desc = EVTDESC_AmzCulSoc_612
	picture = GFX_evt_sacrifice
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_612
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.613 }
    }
}

narrative_event = {		# boss fight
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.613
    desc = EVTDESC_AmzCulSoc_613
	picture = GFX_evt_dueling_knights_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_613
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.614 }
    }
}

narrative_event = {		# shield-sister's death
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.614
    desc = EVTDESC_AmzCulSoc_614
	picture = GFX_evt_hooded_figure_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_614
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.615 }
		add_blood_splatter_effect = yes
		sound_effect = duel_lose		
    }
}

narrative_event = {		# I am no man
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.615
    desc = EVTDESC_AmzCulSoc_615
	picture = GFX_evt_hooded_figure_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_615
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.616 }
		add_blood_splatter_effect = yes
		sound_effect = neutral_beheading_01
    }
}

narrative_event = {		# beheading
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.616
    desc = EVTDESC_AmzCulSoc_616
	picture = GFX_evt_dueling_knights_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_616
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.617 days = 14 }
    }
}

narrative_event = {		# return home
	title = EVTTITLAmzCulSoc_617
    id = AmzCulSoc.617
    desc = EVTDESC_AmzCulSoc_617
	picture = GFX_evt_victory_arch_byzantine
    border = GFX_event_narrative_frame_intrigue
	portrait = FROM
	
    is_triggered_only = yes
	is_in_society = yes
	
	immediate = {
		create_character = {
			random_traits = yes
			dynasty = ROOT
			female = yes
			age = 13
			religion = ROOT
			culture = ROOT
			set_graphical_culture = ROOT
			genetic_mother = ROOT
			attributes = {
				martial = 12
			}
		}
		new_character = {
			save_event_target_as = cult_maiden_target
			prestige = 42
			add_friend = ROOT
			remove_education_effect = yes 
			remove_trait = shy
			remove_trait = proud
			remove_trait = craven
			remove_trait = paranoid
			remove_trait = slothful
			remove_trait = dull
			remove_trait = affectionate
			remove_trait = playful
			remove_trait = haughty
			remove_trait = rowdy
			remove_trait = conscientious
			remove_trait = fussy
			remove_trait = brooding
			remove_trait = indolent
			remove_trait = willful
			remove_trait = curious
			remove_trait = idolizer
			remove_trait = timid
			remove_all_negative_congenital_traits_effect = yes
			random = {
				chance = 50
				add_trait = fair
			}
			random = {
				chance = 33
				add_trait = strong
			}
			random_list = {
				50 = { 
					# nothin
				}
				40 = { 
					add_trait = quick
				}
				20 = { 
					add_trait = genius
				}
			}
			random_list = {
				30 = { 
					add_trait = shrewd
				}
				30 = { 
					add_trait = groomed
				}
				30 = { 
					add_trait = duelist
				}
			}
			random_list = {
				50 = { 
					add_trait = brave
				}
				30 = { 
					add_trait = ambitious
				}
				20 = { 
					add_trait = diligent
				}
				20 = { 
					add_trait = just
				}
			}
			join_society = warrior_lodge_amazonian
			set_character_flag = cult_maiden_not_adopted
		}
	}

    option = { 
        name = EVTOPTA_AmzCulSoc_617
		ai_chance = { factor = 10 }
	#	add_artifact = unnatural_history
		create_bloodline = {
			type = amazonian_heroine_legacy					#Heroine's Legacy bloodline
		}
		
		sound_effect = bloodline_added
		
		hidden_tooltip = {
			set_character_flag = has_not_adopted_cult_maiden
			remove_trait = travelling
			#found_a_legendary_bloodline_effect = yes		#used to make a standard random lodge bloodline
			if = {
				limit = { ai = no }
				set_character_flag = achievement_zero_to_hero
			}
			add_character_modifier = { #For life
				name = renowned_hero
				duration = -1
			}
			hidden_tooltip = {
				if = {
					limit = { 
						has_nickname = no
					}
					random_list = {
						80 = {
							give_nickname = nick_warrior_princess
						}
						20 = {
							give_nickname = nick_the_she_devil
						}			
					}
				}
			}
			any_player = {
				limit = {
					same_society_as = ROOT
					NOT = { character = ROOT }
				}
				character_event = { id = AmzCulSoc.700 }
			}
		}
	}
}

character_event = {		# event for heroine to ping cult_maiden
    id = AmzCulSoc.6174	
	hide_window = yes
	
    trigger = {	
		war = no 
		NOT = { is_inaccessible_trigger = yes }
		has_character_flag = has_not_adopted_cult_maiden
		any_dynasty_member = {
			same_society_as = ROOT 
			any_liege = { character = ROOT } 
			ai = yes
			NOT = { is_inaccessible_trigger = yes }
			has_character_flag = cult_maiden_not_adopted	
			is_alive = yes
		}
	}
	
	mean_time_to_happen = {	
		months = 12
	}

    option = { 	# maiden sends an event to adopt
		random_dynasty_member = {
			limit = { 
				same_society_as = ROOT 
				any_liege = { character = ROOT } 
				ai = yes
				NOT = { is_inaccessible_trigger = yes }
				has_character_flag = cult_maiden_not_adopted	
				is_alive = yes
			}
			save_event_target_as = cult_maiden_target
		}
		event_target:cult_maiden_target = {
			ROOT = { character_event = { id = AmzCulSoc.6175 } }
		}
	}
}

character_event = {		# wonder whether to adopt the cult_maiden_target
    id = AmzCulSoc.6175
    desc = EVTDESC_AmzCulSoc_6175
	picture = GFX_evt_daughter_asking_mother
    border = GFX_event_normal_frame_intrigue
	portrait = event_target:cult_maiden_target
	
    is_triggered_only = yes

    option = { 	# adopt and legitimise
        name = EVTOPTA_AmzCulSoc_6175
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 5
				num_of_children < 1
			}
		}
		prestige = -300
		event_target:cult_maiden_target = {
			set_mother = ROOT
			add_trait = legit_bastard
			prestige = 100
			clr_character_flag = cult_maiden_not_adopted
		}
		clr_character_flag = has_not_adopted_cult_maiden
	}
	option = { 	# adopt but don't legitimise
        name = EVTOPTB_AmzCulSoc_6175
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 2
				num_of_children >= 1
			}
		}
		prestige = -150
		event_target:cult_maiden_target = {
			set_mother = ROOT
			add_trait = bastard
			prestige = 50
			clr_character_flag = cult_maiden_not_adopted
		}
		clr_character_flag = has_not_adopted_cult_maiden
	}
	option = { 	# don't adopt
        name = EVTOPTC_AmzCulSoc_6175
		ai_chance = { 
			factor = 5 
			modifier = {
				factor = 1.5
				trait = cruel
			}
			modifier = {
				factor = 1.5
				trait = arbitrary
			}
		}
		event_target:cult_maiden_target = {
			clr_character_flag = cult_maiden_not_adopted
		}
		clr_character_flag = has_not_adopted_cult_maiden
	}
}

narrative_event = {		# pirate quest begin
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.618
    desc = EVTDESC_AmzCulSoc_618
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_618
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.619 }
    }
}

narrative_event = {		# pirate quest description
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.619
    desc = EVTDESC_AmzCulSoc_619
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_619
		ai_chance = { factor = 1 }
		narrative_event = { id = AmzCulSoc.620 days = 14 }
    }
	option = { # skip
        name = EVTOPTB_AmzCulSoc_skip
		custom_tooltip = { text = skip_heroine_adventure_tt }
		trigger = {
			any_owned_bloodline = { has_bloodline_flag = heroine_bloodline  }
		}
		ai_chance = { factor = 10 }
		add_trait = travelling
		narrative_event = { id = AmzCulSoc.635 days = 45 }
    }
}

narrative_event = {		# researching biscay
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.620
    desc = EVTDESC_AmzCulSoc_620
	picture = GFX_evt_library
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_620
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.621 days = 14 }
		add_trait = travelling
    }
}

narrative_event = {		# crew calm
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.621
    desc = EVTDESC_AmzCulSoc_621
	picture = GFX_evt_busy_trading_dock_republic
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_621
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.622 }
    }
}

narrative_event = {		# crew scared
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.622
    desc = EVTDESC_AmzCulSoc_622
	picture = GFX_evt_merchant_ship_at_sea_republic
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_622
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.623 days = 1 }
		add_blood_splatter_effect = yes
    }
}

narrative_event = {		# wake up
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.623
    desc = EVTDESC_AmzCulSoc_623
	picture = GFX_evt_kraken
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_623
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.624 }
    }
}

narrative_event = {		# le jaques!
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.624
    desc = EVTDESC_AmzCulSoc_624
	picture = GFX_evt_kraken
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_624
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.625 }	
    }
}

narrative_event = {		# his skills
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.625
    desc = EVTDESC_AmzCulSoc_625
	picture = GFX_evt_kraken
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_625
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.626 }		
    }
}

narrative_event = {		# noose
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.626
    desc = EVTDESC_AmzCulSoc_626
	picture = GFX_evt_kraken
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_626
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.627 }
		sound_effect = drowning_male_01
    }
}

narrative_event = {		# undead magic
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.627
    desc = EVTDESC_AmzCulSoc_627
	picture = GFX_evt_kraken
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_627
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.628 }		
    }
}

narrative_event = {		# marriage bet
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.628
    desc = EVTDESC_AmzCulSoc_628
	picture = GFX_evt_kraken
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_628
		ai_chance = { factor = 10 }
		character_event = { id = AmzCulSoc.629 }
		sound_effect = duel_win
    }
}

character_event = {		# fall - breath
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.629
    desc = EVTDESC_AmzCulSoc_629
	picture = GFX_evt_dueling_knights_hf
    border = GFX_event_normal_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_629
		ai_chance = { factor = 10 }
		character_event = { id = AmzCulSoc.630 }	
		sound_effect = duel_win
    }
}

character_event = {		# hands - nose
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.630
    desc = EVTDESC_AmzCulSoc_630
	picture = GFX_evt_dueling_knights_hf
    border = GFX_event_normal_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_630
		ai_chance = { factor = 0 }
		character_event = { id = AmzCulSoc.631 }
    }
	option = { 
        name = EVTOPTB_AmzCulSoc_630
		ai_chance = { factor = 10 }
		character_event = { id = AmzCulSoc.632 }
		sound_effect = duel_win
    }
	option = { 
        name = EVTOPTC_AmzCulSoc_630
		ai_chance = { factor = 0 }
		character_event = { id = AmzCulSoc.631 }
    }
}

character_event = {		# fail reparte
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.631
    desc = EVTDESC_AmzCulSoc_631
	picture = GFX_evt_dueling_knights_hf
    border = GFX_event_normal_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_631
		ai_chance = { factor = 10 }
		character_event = { id = AmzCulSoc.629 }
		sound_effect = duel_lose
    }
}

character_event = {		# run - fast
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.632
    desc = EVTDESC_AmzCulSoc_632
	picture = GFX_evt_dueling_knights_hf
    border = GFX_event_normal_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_632 
		ai_chance = { factor = 10 }
		character_event = { id = AmzCulSoc.633 }
		sound_effect = duel_win		
    }
	option = { 
        name = EVTOPTB_AmzCulSoc_632
		ai_chance = { factor = 0 }
		character_event = { id = AmzCulSoc.631 }
    }
	option = { 
        name = EVTOPTC_AmzCulSoc_632
		ai_chance = { factor = 0 }
		character_event = { id = AmzCulSoc.631 }	
    }
}

character_event = {		# clever - learned
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.633
    desc = EVTDESC_AmzCulSoc_633
	picture = GFX_evt_dueling_knights_hf
    border = GFX_event_normal_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_633
		ai_chance = { factor = 0 }
		character_event = { id = AmzCulSoc.631 }	
    }
	option = { 
        name = EVTOPTB_AmzCulSoc_633
		ai_chance = { factor = 0 }
		character_event = { id = AmzCulSoc.631 }
    }
	option = { 
        name = EVTOPTC_AmzCulSoc_633
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.634 }
		sound_effect = male_violent_death_05	
    }
}

narrative_event = {		# kill le jaques, or do you?
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.634
    desc = EVTDESC_AmzCulSoc_634
	picture = GFX_evt_dueling_knights_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_634
		ai_chance = { factor = 10 }
		character_event = { id = AmzCulSoc.635 days = 14 }		
    }
}

narrative_event = {		# return home
	title = EVTTITLAmzCulSoc_635
    id = AmzCulSoc.635
    desc = EVTDESC_AmzCulSoc_635
	picture = GFX_evt_victory_arch_byzantine
    border = GFX_event_narrative_frame_intrigue
	portrait = FROM
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_635
		ai_chance = { factor = 10 }
	#	add_artifact = lessons_taught_to_me_by_rival_3
		create_bloodline = {
			type = amazonian_heroine_champion					#Heroine Champion bloodline
		}
		
		sound_effect = bloodline_added
		
		hidden_tooltip = {
			remove_trait = travelling
			#found_a_legendary_bloodline_effect = yes		#used to make a standard random lodge bloodline
			if = {
				limit = { ai = no }
				set_character_flag = achievement_zero_to_hero
			}
			add_character_modifier = { #For life
				name = renowned_hero
				duration = -1
			}
			hidden_tooltip = {
				if = {
					limit = { 
						has_nickname = no
					}
					random_list = {
						80 = {
							give_nickname = nick_warrior_princess
						}
						20 = {
							give_nickname = nick_the_she_devil
						}			
					}
				}
			}
			any_player = {
				limit = {
					same_society_as = ROOT
					NOT = { character = ROOT }
				}
				character_event = { id = AmzCulSoc.700 }
			}
		}
    }
}

narrative_event = {		# slipper quest begin
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.636
    desc = EVTDESC_AmzCulSoc_636
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_636
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.637 }
    }
}

narrative_event = {		# slipper more info
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.637
    desc = EVTDESC_AmzCulSoc_637
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_637
		ai_chance = { factor = 1 }
		narrative_event = { id = AmzCulSoc.638 days = 14 }
    }
	option = { # skip
        name = EVTOPTB_AmzCulSoc_skip
		custom_tooltip = { text = skip_heroine_adventure_tt }
		trigger = {
			any_owned_bloodline = { has_bloodline_flag = heroine_bloodline  }
		}
		ai_chance = { factor = 10 }
		add_trait = travelling
		narrative_event = { id = AmzCulSoc.654 days = 45 }
    }
}

narrative_event = {		# researching duchy
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.638
    desc = EVTDESC_AmzCulSoc_638
	picture = GFX_evt_library
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_638
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.639 days = 14}
		add_trait = travelling
    }
}

narrative_event = {		# arrive duchy, verdant
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.639
    desc = EVTDESC_AmzCulSoc_639
	picture = GFX_evt_stone_church
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_639
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.640 }
    }
}

narrative_event = {		# meet duke
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.640
    desc = EVTDESC_AmzCulSoc_640
	picture = GFX_evt_powerful_ruler
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_640
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.641 }
    }
}

narrative_event = {		# talk duke
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.641
    desc = EVTDESC_AmzCulSoc_641
	picture = GFX_evt_powerful_ruler
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_641
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.642 }
    }
}

narrative_event = {		# duke sends you off
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.642
    desc = EVTDESC_AmzCulSoc_642
	picture = GFX_evt_powerful_ruler
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_642
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.643 days = 5 }
    }
}

narrative_event = {		# check town
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.643
    desc = EVTDESC_AmzCulSoc_643
	picture = GFX_evt_market
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_643
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.644 days = 5 }
    }
}

narrative_event = {		# check glassblower
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.644
    desc = EVTDESC_AmzCulSoc_644
	picture = GFX_evt_weaponsmith
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_644
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.645 }
    }
}

narrative_event = {		# meet cinderella
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.645
    desc = EVTDESC_AmzCulSoc_645
	picture = GFX_evt_woman_at_window_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_645
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.646 days = 3 }
    }
}

narrative_event = {		# cinderella talks
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.646
    desc = EVTDESC_AmzCulSoc_646
	picture = GFX_evt_woman_at_window_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_646
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.647 }
    }
}

narrative_event = {		# cinderella's past
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.647
    desc = EVTDESC_AmzCulSoc_647
	picture = GFX_evt_burning_house
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_647
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.648 }
    }
}

narrative_event = {		# cinderella's night
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.648
    desc = EVTDESC_AmzCulSoc_648
	picture = GFX_evt_lovers
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_648
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.649 days = 5 }
    }
}

narrative_event = {		# return duke
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.649
    desc = EVTDESC_AmzCulSoc_649
	picture = GFX_evt_powerful_ruler
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_649
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.650 }
    }
}

narrative_event = {		# threaten duke
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.650
    desc = EVTDESC_AmzCulSoc_650
	picture = GFX_evt_group_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_650
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.651 }
		sound_effect = duel_win	
		add_blood_splatter_effect = yes
    }
}

narrative_event = {		# kill duke's men
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.651
    desc = EVTDESC_AmzCulSoc_651
	picture = GFX_evt_cornered_duel_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
	immediate = {
		add_blood_splatter_effect = yes
	}
	
    option = { 
        name = EVTOPTA_AmzCulSoc_651
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.652 }
    }
}

narrative_event = {		# defeat duke
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.652
    desc = EVTDESC_AmzCulSoc_652
	picture = GFX_evt_cornered_duel_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_652
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.653 }
    }
}

narrative_event = {		# burn it all
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.653
    desc = EVTDESC_AmzCulSoc_653
	picture = GFX_evt_firey_silhouette_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_653
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.654 days = 14 }
		hidden_tooltip = {
			random_list = {
				10 = { sound_effect = burning_male_01 }
				10 = { sound_effect = burning_male_02 }
				10 = { sound_effect = burning_male_03 }
				10 = { sound_effect = burning_male_04 }
			}
		}
    }
}

narrative_event = {		# return home
	title = EVTTITLAmzCulSoc_654
    id = AmzCulSoc.654
    desc = EVTDESC_AmzCulSoc_654
	picture = GFX_evt_victory_arch_byzantine
    border = GFX_event_narrative_frame_intrigue
	portrait = FROM
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_654
		ai_chance = { factor = 10 }
	#	add_artifact = military_strategy_guide
		create_bloodline = {
			type = amazonian_heroine_dread					#Dread Heroine bloodline
		}
		
		sound_effect = bloodline_added
		
		hidden_tooltip = {
			remove_trait = travelling
			#found_a_legendary_bloodline_effect = yes		#used to make a standard random lodge bloodline
			if = {
				limit = { ai = no }
				set_character_flag = achievement_zero_to_hero
			}
			add_character_modifier = { #For life
				name = renowned_hero
				duration = -1
			}
			hidden_tooltip = {
				if = {
					limit = { 
						has_nickname = no
					}
					random_list = {
						20 = {
							give_nickname = nick_warrior_princess
						}
						80 = {
							give_nickname = nick_the_she_devil
						}			
					}
				}
			}
			any_player = {
				limit = {
					same_society_as = ROOT
					NOT = { character = ROOT }
				}
				character_event = { id = AmzCulSoc.700 }
			}
		}
    }
}

narrative_event = {		# talk about letter
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.655
    desc = EVTDESC_AmzCulSoc_655
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_655
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.656 }
    }
}

narrative_event = {		# run away from tavern
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.656
    desc = EVTDESC_AmzCulSoc_656
	picture = GFX_evt_brothel
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_656
		ai_chance = { factor = 1 }
		narrative_event = { id = AmzCulSoc.657 days = 14 }
		add_trait = in_hiding
    }
	option = { # skip
        name = EVTOPTB_AmzCulSoc_skip
		custom_tooltip = { text = skip_heroine_adventure_tt }
		trigger = {
			any_owned_bloodline = { has_bloodline_flag = heroine_bloodline  }
		}
		ai_chance = { factor = 10 }
		add_trait = travelling
		narrative_event = { id = AmzCulSoc.679 days = 45 }
    }
}

narrative_event = {		# learn about assassins
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.657
    desc = EVTDESC_AmzCulSoc_657
	picture = GFX_evt_eavesdropping
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_657
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.658 days = 14 }
		remove_trait = in_hiding
		add_trait = travelling
    }
}

narrative_event = {		# look around bazaar
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.658
    desc = EVTDESC_AmzCulSoc_658
	picture = GFX_evt_market_byzantine
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_658
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.659 }
    }
}

narrative_event = {		# spot asasi
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.659
    desc = EVTDESC_AmzCulSoc_659
	picture = GFX_evt_market_byzantine
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_659
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.660 }
    }
}

narrative_event = {		# get stabbed
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.660
    desc = EVTDESC_AmzCulSoc_660
	picture = GFX_evt_skulls_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_660
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.661 }
		add_blood_splatter_effect = yes
		sound_effect = duel_lose
		add_trait = wounded
    }
}

narrative_event = {		# getting stabbed more
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.661
    desc = EVTDESC_AmzCulSoc_661
	picture = GFX_evt_skulls_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_661
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.662 }
		add_blood_splatter_effect = yes
		sound_effect = duel_lose
    }
}

narrative_event = {		# go dark
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.662
    desc = EVTDESC_AmzCulSoc_662
	picture = GFX_evt_skulls_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_662
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.663 }
		add_blood_splatter_effect = yes
		add_trait = severely_injured
    }
}

narrative_event = {		# crawling away
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.663
    desc = EVTDESC_AmzCulSoc_663
	picture = GFX_evt_skulls_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_663
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.664 }
		add_blood_splatter_effect = yes
    }
}

narrative_event = {		# die in the shadows
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.664
    desc = EVTDESC_AmzCulSoc_664
	picture = GFX_evt_skulls_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_664
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.665 }
		add_blood_splatter_effect = yes
		sound_effect = male_violent_death_05
    }
}

narrative_event = {		# saved by the woman
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.665
    desc = EVTDESC_AmzCulSoc_665
	picture = GFX_evt_skulls_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_665
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.666 }
		add_blood_splatter_effect = yes
    }
}

narrative_event = {		# Masdar introduces
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.666
    desc = EVTDESC_AmzCulSoc_666
	picture = GFX_evt_skulls_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_666
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.667 }
		add_blood_splatter_effect = yes
    }
}

narrative_event = {		# Masdar heals
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.667
    desc = EVTDESC_AmzCulSoc_667
	picture = GFX_evt_recovery
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_667
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.668 }
		clear_blood_splatter_effect = yes	# I don't know what the command should be
		if = {
			limit = { trait = wounded }
			remove_trait = wounded
		}
		if = {
			limit = { trait = severely_injured }
			remove_trait = severely_injured
		}
    }
}

narrative_event = {		# Masdar childhood
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.668
    desc = EVTDESC_AmzCulSoc_668
	picture = GFX_evt_wise_woman
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_668
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.669 }
    }
}

narrative_event = {		# Masdar philosophy
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.669
    desc = EVTDESC_AmzCulSoc_669
	picture = GFX_evt_slit_throat_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_669
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.670 }
    }
}

narrative_event = {		# Masdar quest
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.670
    desc = EVTDESC_AmzCulSoc_670
	picture = GFX_evt_assassination
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_670
		ai_chance = { factor = 10 }
		character_event = { id = AmzCulSoc.671 days = 3 }
    }
}

character_event = {		# training montage 1
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.671
    desc = EVTDESC_AmzCulSoc_671
	picture = GFX_evt_tiger
    border = GFX_event_normal_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_671
		ai_chance = { factor = 10 }
		character_event = { id = AmzCulSoc.672 days = 7 }
    }
}

character_event = {		# training montage 2
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.672
    desc = EVTDESC_AmzCulSoc_672
	picture = GFX_evt_tiger
    border = GFX_event_normal_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_672
		ai_chance = { factor = 10 }
		character_event = { id = AmzCulSoc.673 days = 7 }
		if = {
			limit = { NOT = { trait = robust } }
			add_trait = robust
		}
		hidden_tooltip = {
			remove_trait = wounded
			remove_trait = severely_injured
		}
    }
}

character_event = {		# training montage 3
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.673
    desc = EVTDESC_AmzCulSoc_673
	picture = GFX_evt_tiger
    border = GFX_event_normal_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_673
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.674 days = 7 }
		random = {
			chance = 25
			add_trait = strong
		}
		if = {
			limit = { trait = is_fat }
			remove_trait = is_fat
		}
		if = {
			limit = { trait = is_malnourished }
			remove_trait = is_malnourished
		}
    }
}

narrative_event = {		# stalking commander			
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.674
    desc = EVTDESC_AmzCulSoc_674
	picture = GFX_evt_sultan
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_674
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.675 }
    }
}

narrative_event = {		# approach grandmaster		
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.675
    desc = EVTDESC_AmzCulSoc_675
	picture = GFX_evt_sleeping_town_hf
    border = GFX_event_narrative_frame_intrigue
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_675
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.676 }
    }
}

narrative_event = {		# start fight		
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.676
    desc = EVTDESC_AmzCulSoc_676
	picture = GFX_evt_sleeping_town_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_676
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.677 }
    }
}

narrative_event = {		# silent fight	
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.677
    desc = EVTDESC_AmzCulSoc_677
	picture = GFX_evt_sleeping_town_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_677
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.678 }
    }
}

narrative_event = {		# theatricality and deception		
	title = EVTTITLAmzCulSoc_601
    id = AmzCulSoc.678
    desc = EVTDESC_AmzCulSoc_678
	picture = GFX_evt_sleeping_town_hf
    border = GFX_event_narrative_frame_war
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_678
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.679 days = 14 }
    }
}

narrative_event = {		# return home
	title = EVTTITLAmzCulSoc_679
    id = AmzCulSoc.679
    desc = EVTDESC_AmzCulSoc_679
	picture = GFX_evt_victory_arch_byzantine
    border = GFX_event_narrative_frame_intrigue
	portrait = FROM
	
    is_triggered_only = yes
	is_in_society = yes
	
	immediate = {
		clr_global_flag = assassins_destroyed 	# triggers the destruction notif if already destroyed, for flavour. otherwise nothing	
		if = {
			limit = { d_hashshashin = {	has_holder = yes } }
			d_hashshashin = { 
				holder_scope = {
					add_rival = ROOT 
					create_random_intriguer = {	 # setting up rival assassins
						random_traits = yes
						dynasty = NONE
						female = no
						age = 56
						religion = shiite
						culture = persian
					}
					new_character = {
						save_event_target_as = assassin_rival_a
					}
					create_random_intriguer = {
						random_traits = yes
						dynasty = NONE
						female = no
						age = 34
						religion = shiite
						culture = levantine_arabic
					}
					new_character = {
						save_event_target_as = assassin_rival_b
					}
					create_random_intriguer = {
						random_traits = yes
						dynasty = NONE
						female = no
						age = 23
						religion = shiite
						culture = egyptian_arabic
					}
					new_character = {
						save_event_target_as = assassin_rival_c
					}
				}
			}
		}
	}
	
    option = { 
        name = EVTOPTA_AmzCulSoc_679
		ai_chance = { factor = 10 }
	#	add_artifact = the_book_of_shadows
		create_bloodline = {
			type = amazonian_heroine_hooded					#Hooded Heroine bloodline
		}
		
		sound_effect = bloodline_added
		
		event_target:assassin_rival_a = {
			add_rival = ROOT
		}					
		event_target:assassin_rival_b = {
			add_rival = ROOT
		}
		event_target:assassin_rival_c = {
			add_rival = ROOT
		}
		
		hidden_tooltip = {
			remove_trait = travelling
			#found_a_legendary_bloodline_effect = yes		#used to make a standard random lodge bloodline
			if = {
				limit = { ai = no }
				set_character_flag = achievement_zero_to_hero
			}
		#	add_character_modifier = { #For life	# but nobody knows what you did
		#		name = renowned_hero
		#		duration = -1
		#	}
			hidden_tooltip = {
				if = {
					limit = { 
						has_nickname = no
					}
					random_list = {
						20 = {
							give_nickname = nick_warrior_princess
						}
						80 = {
							give_nickname = nick_the_she_devil
						}			
					}
				}
			}				
		}
	}
}

character_event = {		# player notified of member's quest
    id = AmzCulSoc.700
    desc = EVTDESC_AmzCulSoc_700
	picture = GFX_evt_victory_arch_byzantine
    border = GFX_event_normal_frame_intrigue
	portrait = FROMFROM
	
    is_triggered_only = yes
	is_in_society = yes
	
    option = { 
        name = EVTOPTA_AmzCulSoc_700
		ai_chance = { factor = 10 }
    }
}
