
character_event = {	# check course of action
	id = AmzCulSoc.500
	desc = EVTDESC_AmzCulSoc_500
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # give ultimatim to AI
		name = EVTOPTA_AmzCulSoc_500
		trigger = { 					# player's option
			society = {					# can't believe this scope actually works
				leader = { ai = yes }	
			}
		}			
		ai_chance = { factor = 10 }
		add_trait = travelling
		hidden_tooltip = {
			any_society_member = {
				limit = { 
					is_society_grandmaster = yes 		# a leader
					same_society_as = ROOT				# from my lodge specifically
				}	
				save_event_target_as = grandmistress_target
				letter_event = { id = AmzCulSoc.501 days = 10 }		
			}
			event_target:grandmistress_target = {
				add_trait = travelling
				set_character_flag = grandmistress_challenged
			}
		}
		set_character_flag = grandmistress_challenged
	}
	option = { # AI gives ultimatim to player
		name = EVTOPTC_AmzCulSoc_500
		trigger = { 					# ai's option for player grandmistress
			society = {					# can't believe this scope actually works
				leader = { ai = no }	
			}
			ai = yes 		# leader is a player, but challenger is ai
		}
		ai_chance = { factor = 10 }
		add_trait = travelling
		hidden_tooltip = {
			any_society_member = {
				limit = { 
					is_society_grandmaster = yes 		# a leader
					same_society_as = ROOT				# from my lodge specifically
				}	
				letter_event = { id = AmzCulSoc.520 }	# events_challenger file
				set_character_flag = grandmistress_challenged
			}
		}
		set_character_flag = grandmistress_challenged
	}
	option = { # time not right
		name = EVTOPTB_AmzCulSoc_500
		ai_chance = { factor = 0 }
	}
}

letter_event = {	# grandmistress receives ultimatum
	id = AmzCulSoc.501
	desc = EVTDESC_AmzCulSoc_501
	border = GFX_event_letter_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # accept challenge
		name = EVTOPTA_AmzCulSoc_501
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 20
				OR = {
					trait = proud
					trait = ambitious
					trait = is_amazonian_immortal
					trait = immortal
					trait = brave
					trait = duelist
					trait = stubborn
				}
			}		
		}
		FROM = { 							
			narrative_event = { id = AmzCulSoc.502 } # challenge accepted
		}
		set_character_flag = grandmistress_challenged
		any_player = {
			limit = {
				same_society_as = ROOT
			}
			sound_effect = pagan_warhorn
		}
	}
	option = { # abdicate
		name = EVTOPTB_AmzCulSoc_501
		ai_chance = { factor = 10 }
		trigger = { 
			OR = { 
				trait = craven
				trait = depressed
				trait = humble
				has_injury_trigger = yes
				is_maimed_trigger = yes
				has_symptom_trigger = yes
				has_disease_trigger = yes
				age = 60
				FROM = { ai = yes }		# always an abdication possibility vs AI challenger
			} 
		}
		FROM = { 							
			narrative_event = { id = AmzCulSoc.503 } # I resign
		}
		any_player = {
			limit = {
				same_society_as = ROOT
			}
			sound_effect = pagan_warhorn
		}
	}
}

narrative_event = {	# challenge is on
	title = EVTTITLAmzCulSoc_500
	id = AmzCulSoc.502
	desc = EVTDESC_AmzCulSoc_502
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_narrative_frame_war
	portrait = event_target:grandmistress_target
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # we fight
		name = EVTOPTA_AmzCulSoc_502
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCulSoc.504 }
	}
}

narrative_event = {	# challenge is off, mistress resigns
	title = EVTTITLAmzCulSoc_500
	id = AmzCulSoc.503
	desc = EVTDESC_AmzCulSoc_503
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_narrative_frame_diplomacy
	portrait = event_target:grandmistress_target
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # wise decision
		name = EVTOPTA_AmzCulSoc_503
		ai_chance = { factor = 10 }
		event_target:grandmistress_target = {
			set_society_grandmaster = no
			hidden_tooltip = { remove_trait = travelling } 
		}
		set_society_grandmaster = yes	
		prestige = 500
		change_society_currency = 500
		hidden_tooltip = { remove_trait = travelling } 
		any_player = {
			limit = {
				same_society_as = ROOT
				NOT = { character = ROOT }
			}
			character_event = { id = AmzCulSoc.511 days = 10 }
		}
		clr_character_flag = challenging_grandmistress_flag
	}
}

narrative_event = {	# first round
	title = EVTTITLAmzCulSoc_500
	id = AmzCulSoc.504
	desc = EVTDESC_AmzCulSoc_504
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_narrative_frame_war
	portrait = event_target:grandmistress_target
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # we fight
		name = EVTOPTA_AmzCulSoc_504
		ai_chance = { factor = 10 }
		if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value = 50 } } 
			}
			random_list = {
				95 = {
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				5 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}
		}
		else_if = {
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value = 25 } }
			}
			random_list = {
				70 = {
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				30 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}	
		}
		else_if = {
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value = 0 } } 
			}
			random_list = {
				50 = { 
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				50 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}	
		}
		else_if = {
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value < 0 } } 
			}
			random_list = {
				40 = {
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				60 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}	
		}												# END OF GENIUS COMBAT CALCULATION
		add_blood_splatter_effect = yes
		event_target:grandmistress_target = {
			add_blood_splatter_effect = yes
		}
		narrative_event = { id = AmzCulSoc.506 }
	}
}

narrative_event = {	# challenger forfeits, expelled
	title = EVTTITLAmzCulSoc_500
	id = AmzCulSoc.505
	desc = EVTDESC_AmzCulSoc_505
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_narrative_frame_war
	portrait = event_target:grandmistress_target
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # expelled
		name = EVTOPTA_AmzCulSoc_505
		ai_chance = { factor = 10 }
		custom_tooltip = { 
		text = expelled_from_amazonian_lodge_tooltip
			leave_society = yes
			set_character_flag = warrior_lodge_amazonian_exile
		}
		remove_trait = amazonian_leader
		prestige = -500
		event_target:grandmistress_target = {
			add_rival = ROOT
			character_event = { id = AmzCulSoc.516 days = 3 }
		}
		hidden_tooltip = { remove_trait = travelling }
		any_player = {
			limit = {
				same_society_as = event_target:grandmistress_target
				NOT = { character = ROOT }
			}
			character_event = { id = AmzCulSoc.514 days = 10 }
		}
		clr_character_flag = challenging_grandmistress_flag
	}
}

narrative_event = {	# second round
	title = EVTTITLAmzCulSoc_500
	id = AmzCulSoc.506
	desc = EVTDESC_AmzCulSoc_506
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_narrative_frame_war
	portrait = event_target:grandmistress_target
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # we fight again
		name = EVTOPTA_AmzCulSoc_506
		ai_chance = { factor = 10 }
		if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value = 50 } } 
			}
			random_list = {
				95 = {
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				5 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}
		}
		else_if = {
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value = 25 } }
			}
			random_list = {
				70 = {
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				30 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}	
		}
		else_if = {
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value = 0 } } 
			}
			random_list = {
				50 = { 
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				50 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}	
		}
		else_if = {
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value < 0 } } 
			}
			random_list = {
				40 = {
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				60 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}	
		}												# END OF GENIUS COMBAT CALCULATION
		add_blood_splatter_effect = yes
		event_target:grandmistress_target = {
			add_blood_splatter_effect = yes
		}
		narrative_event = { id = AmzCulSoc.507 }
	}
}

narrative_event = {	# third round
	title = EVTTITLAmzCulSoc_500
	id = AmzCulSoc.507
	desc = EVTDESC_AmzCulSoc_507
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_narrative_frame_war
	portrait = event_target:grandmistress_target
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # we fight again
		name = EVTOPTA_AmzCulSoc_507
		ai_chance = { factor = 10 }
		if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value = 50 } } 
			}
			random_list = {
				95 = {
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				5 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}
		}
		else_if = {
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value = 25 } }
			}
			random_list = {
				70 = {
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				30 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}	
		}
		else_if = {
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value = 0 } } 
			}
			random_list = {
				50 = { 
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				50 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}	
		}
		else_if = {
			limit = {
				ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value < 0 } } 
			}
			random_list = {
				40 = {
					# not hurt
					sound_effect = duel_win
					event_target:grandmistress_target = {
						random = {
							chance = 60
							if = { 
								limit = { trait = severely_injured } 
								add_trait = maimed
							}
							if = { 
								limit = { trait = wounded } 
								add_trait = severely_injured
							}
							if = { 
								limit = { NOT = { trait = wounded } }
								add_trait = wounded
							}
						}	
					}
				}
				60 = {
					if = { 
						limit = { trait = severely_injured } 
						add_trait = maimed
					}
					if = { 
						limit = { trait = wounded } 
						add_trait = severely_injured
					}
					if = { 
						limit = { NOT = { trait = wounded } }
						add_trait = wounded
					}
					sound_effect = duel_lose
				}
			}	
		}												# END OF GENIUS COMBAT CALCULATION
		add_blood_splatter_effect = yes
		event_target:grandmistress_target = {
			add_blood_splatter_effect = yes
		}
		character_event = { id = AmzCulSoc.508 }
	}
	option = { # forfeit
		name = EVTOPTB_AmzCulSoc_504
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 2
				trait = severely_injured
			}
			modifier = {
				factor = 0
				trait = stubborn
			}
		}
		narrative_event = { id = AmzCulSoc.505 }
	}
}

character_event = {	# all rounds complete, calculate a winner
	title = EVTTITLAmzCulSoc_500
	id = AmzCulSoc.508
	desc = EVTDESC_AmzCulSoc_508
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war
	portrait = event_target:grandmistress_target
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # challenge successful, stronger
		name = EVTOPTA_AmzCulSoc_508
		ai_chance = { factor = 10 }
		trigger = {
			ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value > 0 } } 
		}
		hidden_tooltip = {
			event_target:grandmistress_target = {
				if = { 
					limit = { NOT = { trait = wounded } }
					add_trait = wounded
				}
			}
		}
		narrative_event = { id = AmzCulSoc.509 }
	}
	option = { # challenge failed, weaker
		name = EVTOPTB_AmzCulSoc_508
		ai_chance = { factor = 10 }
		trigger = {
			NOT = { ROOT = { combat_rating_diff = { who = event_target:grandmistress_target value > 0 } } }
		}
		hidden_tooltip = {
			if = { 
				limit = { NOT = { trait = wounded } }
				add_trait = wounded
			}
		}
		narrative_event = { id = AmzCulSoc.510 }		
	}
}

narrative_event = {	# victory, decide fate of loser
	title = EVTTITLAmzCulSoc_500
	id = AmzCulSoc.509
	desc = EVTDESC_AmzCulSoc_509
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_narrative_frame_war
	portrait = event_target:grandmistress_target
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # demote
		name = EVTOPTA_AmzCulSoc_509
		ai_chance = { factor = 10 }
		custom_tooltip = { 
		text = demote_grandmistress_tooltip
			set_society_grandmaster = yes
			event_target:grandmistress_target = {
				add_rival = ROOT
				hidden_tooltip = { remove_trait = travelling }
			}
		}
		prestige = 500
		change_society_currency = 1000
		if = {
			limit = {
				OR = {
					trait = wounded
					trait = severely_injured
					trait = maimed
				}
			}
			character_event = { id = AmzCulSoc.516 days = 5 }		# heals wounds
		}
		else = {
			remove_trait = travelling
		}
		any_player = {
			limit = {
				same_society_as = ROOT
				NOT = { character = ROOT }
			}
			character_event = { id = AmzCulSoc.511 days = 10 }
		}
	}
	option = { # expel
		name = EVTOPTB_AmzCulSoc_509
		ai_chance = { factor = 10 }
		custom_tooltip = { 
		text = expel_grandmistress_tooltip
			set_society_grandmaster = yes
			event_target:grandmistress_target = {
				leave_society = yes
				add_rival = ROOT
				remove_trait = amazonian_leader
				hidden_tooltip = { remove_trait = travelling }
				set_character_flag = warrior_lodge_amazonian_exile
			}
		}
		if = {
			limit = {
				OR = {
					trait = wounded
					trait = severely_injured
					trait = maimed
				}
			}
			character_event = { id = AmzCulSoc.516 days = 5 }		# heals wounds
		}
		else = {
			remove_trait = travelling
		}
		change_society_currency = 500		
		any_player = {
			limit = {
				same_society_as = ROOT
				NOT = { character = ROOT }
			}
			character_event = { id = AmzCulSoc.512 days = 10 }
		}		
	}
	option = { # kill
		name = EVTOPTC_AmzCulSoc_509
		ai_chance = { factor = 1 }
		custom_tooltip = { 
		text = execute_grandmistress_tooltip
			set_society_grandmaster = yes
			event_target:grandmistress_target = {
				death = {
					death_reason = death_duel
					killer = ROOT
				}
			}
		}
		if = {
			limit = {
				OR = {
					trait = wounded
					trait = severely_injured
					trait = maimed
				}
			}
			character_event = { id = AmzCulSoc.516 days = 5 }		# heals wounds
		}
		else = {
			remove_trait = travelling
		}
		change_society_currency = 500
		sound_effect = neutral_beheading_01
		any_player = {
			limit = {
				same_society_as = ROOT
				NOT = { character = ROOT }
			}
			character_event = { id = AmzCulSoc.513 days = 10 }
		}
	}
	after = { clr_character_flag = challenging_grandmistress_flag }
}

narrative_event = {	# failure, exiled or executed
	title = EVTTITLAmzCulSoc_500
	id = AmzCulSoc.510
	desc = EVTDESC_AmzCulSoc_510
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_narrative_frame_war
	portrait = event_target:grandmistress_target
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # expelled, live out her days in disgrace
		name = EVTOPTA_AmzCulSoc_510 
		ai_chance = { factor = 10 }
		trigger = { NOT = { trait = severely_injured } }
		narrative_event = { id = AmzCulSoc.505 }
	}
	option = { # killed, put out of her misery
		name = EVTOPTB_AmzCulSoc_510
		ai_chance = { factor = 10 }
		trigger = { trait = severely_injured } 
		event_target:grandmistress_target = {
			character_event = { id = AmzCulSoc.516 days = 3 }
		}
		sound_effect = neutral_beheading_01
		death = {
			death_reason = death_duel
			killer = event_target:grandmistress_target
		}
		any_player = {
			limit = {
				same_society_as = event_target:grandmistress_target
				NOT = { character = ROOT }
			}
			character_event = { id = AmzCulSoc.515 days = 10 }
		}
	}
	after = { clr_character_flag = challenging_grandmistress_flag }
}

character_event = {	# notif event, grandmistress usurped
	id = AmzCulSoc.511
	desc = EVTDESC_AmzCulSoc_511
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_intrigue
	portrait = FROMFROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # The strongest rise
		name = EVTOPTA_AmzCulSoc_511
		ai_chance = { factor = 10 }
	}
}

character_event = {	# notif event, grandmistress exiled
	id = AmzCulSoc.512
	desc = EVTDESC_AmzCulSoc_512
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_intrigue
	portrait = FROMFROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # The strongest rise
		name = EVTOPTA_AmzCulSoc_511
		ai_chance = { factor = 10 }
	}
}

character_event = {	# notif event, grandmistress slain
	id = AmzCulSoc.513
	desc = EVTDESC_AmzCulSoc_513
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_intrigue
	portrait = FROMFROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # The strongest rise
		name = EVTOPTA_AmzCulSoc_511
		ai_chance = { factor = 10 }
	}
}

character_event = {	# notif event, challenger exiled
	id = AmzCulSoc.514
	desc = EVTDESC_AmzCulSoc_514
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_intrigue
	portrait = FROMFROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # The strongest survive
		name = EVTOPTA_AmzCulSoc_511
		ai_chance = { factor = 10 }
	}
}

character_event = {	# notif event, challenger executed
	id = AmzCulSoc.515
	desc = EVTDESC_AmzCulSoc_515
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_intrigue
	portrait = FROMFROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # The strongest survive
		name = EVTOPTA_AmzCulSoc_511
		ai_chance = { factor = 10 }
	}
}

character_event = {	# victor is healed by huntress
	id = AmzCulSoc.516
	desc = EVTDESC_AmzCulSoc_516
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_intrigue
	hide_from = yes
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 		# apparently wounded and maimed are mutually exclusive? since when?		
		name = EVTOPTA_AmzCulSoc_516
		ai_chance = { factor = 10 }
		if = {
			limit = {
				trait = maimed
			}
			if = { 
				limit = {
					NOT = { trait = scarred_high }
				}
				add_trait = scarred_high
			}
			remove_trait = wounded
			remove_trait = severely_injured
			remove_trait = maimed
		}
		if = {
			limit = {
				AND = {
					trait = severely_injured
					NOT = { trait = maimed }
				}
			}
			if = { 
				limit = {
					NOT = { trait = scarred_high }
				}
				add_trait = scarred_mid
			}
			remove_trait = wounded
			remove_trait = severely_injured
		}
		if = {
			limit = {
				AND = {
					trait = wounded
					NOT = { trait = severely_injured }
				}
			}
			if = { 
				limit = {
					NOR = { 
						trait = scarred_high 
						trait = scarred_mid
					}
				}
				add_trait = scarred
			}
			remove_trait = wounded
		}
		hidden_tooltip = { remove_trait = travelling }
	}
}

