Viceroy - P20 Glade Events

Overview
When exploring Glades, a player may often encounter structures or creatures within the glades, called Glade Events. These events are recognizable by an overhead exclamation mark, and often take the appearance of a ruined building, a survivor encampment, abandoned caches, etc. Events found in Dangerous Glades or Forbidden Glades are paramount to be handled quickly, as they often may pose a threat to your settlement if left unattended for too long.

Each kind of Glade Events always offers an option of two choices, which (depending on the event) most of the time could be deconstructing them for Resources, repairing the building or recruiting the survivors to expand your settlement, or to send all results to the Citadel in exchange for Amber, and sometimes Reputation. Investigating a Glade Event always comes paired with a cost. Either with a payment of certain resources, a temporary effect affecting your settlement, or both. Each are explained in depth on the specific events below.

Glade Event Types
There are 7 types of Glade Events:


 * Abandoned Caches
 * Drills
 * Obelisks
 * Ruined Buildings
 * Stags
 * Survivor Camps
 * Dangerous Events
 * Forbidden Events

Events
 THE WHOLE PAGE IS UNDER CONSTRUCTION BUT MOSTLY COMPLETE 

Stage I: Archeological Discovery
'' Royal archaeologists are certain that a phenomenal discovery is hidden here. The Queen offers a generous reward for unearthing this ancient skeleton. This event is multi-stage and includes excavation, conservation, and reconstruction of the skeleton. ''

Stage II: Archeological Excavation
'' After successfully excavating most of the ancient bones, they now need to be carefully conserved before proceeding to the reconstruction stage. However, the creature has not yet been identified. ''

Stage III: Archeological Reconstruction
'' Archaeologists are ready to begin the final stage - reconstruction. A mythical creature is finally being unearthed. Huge bones are put together, revealing the full form of the monster that once inhabited this land. ''

Small Abandoned Cache
'' An abandoned cache of goods. This could be a lost shipment - or something much more valuable. ''

Please see Abandoned Caches

Rainpunk Drill
'' One of the Brass Order's Curious little inventions. It appears to be broken. ''

Small Encampment
'' A destroyed camp in the wilderness. There are still survivors in the area. ''

Obelisk
'' A mystical stone monument. Unknown runes are carved all over its surface. ''

Black Treasure Stag
'' A patron of the spirit world. Once discovered, it flees to a nearby Dangerous or Forbidden Glade. It is said that a special treasure awaits the one who captures it. ''

Golden Treasure Stag
'' Its elusive nature allows it to move like a ghost through the foggy thicket. It is believed that the beast is tied to the spirit world and the Ancestors. A special treasure awaits the one who finds it." ''

Royal Treasure Stag
'' Its elusive nature allows it to move like a ghost through the foggy thicket. It is believed that the beast is tied to the spirit world and the Ancestors. A special treasure awaits the one who finds it." ''

Altar of Decay
'' A sinister stone structure created to worship the Blightrot. Cultists have engraved the inscription: Nothing escapes death ''

Ancient Shrine
'' An ominous shsrine from a long forgotten era. It's dangerous, but might hold some ancient knowledge useful to the crown. ''

Blightrot Cauldron
'' A Rainpunk Cauldron filled with a Blightrot contaminated liquid. A moving, living fluid spreads around. ''

Blood Flower
'' A deadly carrion organism that feeds on decaying matter. It spreads through contaminated rainwater and multiplies with time, becoming more and more dangerous. Blood Flowers are a source of extremely rare resources. ''

Corrupted Caravan
'' A large caravan abandoned in the woods, overgrown with Blightrot Cysts. They must have fed on the transported goods... or people. ''

Escaped Convicts
'' Dangerous convicts from the Smoldering City are hiding in the forest. They somehow managed to free themselves during transport. You can decide their fate - welcome them and employ them in your settlement, or send them back to the Citadel where they will be punished." ''

Fallen Beaver Traders
'' A group of fallen Beaver traders. They were probably assaulted by Fishmen. Or worse... The sight causes anxiety amongst the Beaver population. ''

Fallen Fox Scouts
'' A group of fallen Fox scouts. They must have been sent to search the area to make sure it was safe... Apparently, something stood in their way. This find is causing grief among the Fox population. ''

Fallen Harpy Scientists
'' A group of fallen Harpy scientists... The sight causes unrest amongst the Harpy population. ''

Fallen Human Explorers
'' A group of fallen Human explorers. They were probably looking for a place to settle, far from the Queen's watchful eyes... The sight causes uneasiness amongst the Human population." ''

Fallen Lizards Hunters
'' A group of fallen Lizard hunters... The sight causes unrest amongst the Lizard population. ''

Fishmen Cave
'' It looks abandoned, but what if it's not? A terrible fishy smell comes from within. ''

Fishmen Totem
'' A sinister structure made out of bones. Smells like Fishmen magic. ''

Increases Hostility by 60 Points. 1:20 to solve pre-p9. 2:00 to solve p9+.

Forgotten Temple Of The Sun
'' Who would worship the sun in a world with so little sunlight? ''

Forsaken Crypt
'' The Forsaken Crypt hides a frustrated, poor spirit. This place seems to have been plundered a long time ago. ''

Fuming Machinery
'' Old Rainpunk machinery left unsupervised. Unstable rainwater fumes fill the area. ''

Harmony Spirit Altar
'' An old altar found in the wilds. The ancient language carved into the stone proclaims: "Light a fire at the altar to gain the blessing of the Spirit of Harmony" ''

Hidden Trader Cemetery
'' A cemetery full of traders killed by desperate viceroys. What drove them to commit such heinous crimes? Was it out of greed, or necessity?" ''

Large Destroyed Caravan
'' A destroyed caravan, stranded in the wilderness. There are drag marks leading deeper into the forest... What could have caused such mayhem? ''

Large Encampment
'' A destroyed camp in the wilderness. There are still survivors in the area. ''

Merchant Shipwreck
'' How powerful must the storm surge have been to carry this shattered wreck all the way here? Perhaps in the distant past, there was a sea here? It looks as if it’s been lying here for centuries. Strange voices can be heard coming from below deck... ''

Open Vault
'' An open entrance to an ancient dungeon. Strange sounds can be heard coming from inside.. ''

Petrified Tree
'' A strange tree that’s been turned to stone by the rain. It's radiating its sickness to the other trees around it. ''

River Kelpie
'' A legendary, shape-shifting aquatic spirit that lurks near water and mesmerizes travelers. It is that that whoever acquires the kelpie's bridle will be able to control it. ''

Small Destroyed Caravan
'' A strange place filled with gravestones inscribed in an ancient, long forgotten language. Found in Dangerous Glades ''

Rain Spirit Totem
'' A totem built by the Fishmen. It seems to have affected the weather, making the rain heavier. ''

Stonetooth Termite Burrow
'' Nothing can stop a hungry stonetooth termite swarm from feeding. Destroys all stored building materials (bricks, fabric, planks). ''

Totem of Denial
'' A religious structure built by the Fishmen. It interferes with the Hearth in the center of the settlement. ''

Withered Tree
'' The once mighty tree has been deformed by the Blightrot living in its root system. The Blightrot poisons the tree's tissues, leading to its long-lasting degradation. ''

Leaking Cauldron
'' An old, broken piece of Rainpunk technology. It's contaminating the soil around it. ''

Ancient Burial Site
'' A strange place filled with gravestones inscribed in an ancient, long forgotten language. ''

Dark Gate
'' A strange monument of cyclopean proportions. Heavy storm clouds seem to be gathering around the settlement. ''

Destroyed Cage of the Warbeast
'' A destroyed royal guard camp. It looks as if one of their warbeasts got out and razed the entire encampment to the ground. The beast, usually obedient to its masters, must have been provoked by something. ''

Destroyed Rainpunk Foundry
'' An old, abandoned piece of advanced Rainpunk technology. It seems extremely unstable - but maybe it can be rebuilt... ''

Drainage Mole
'' A wild beast that usually lives underground. It was forced to the surface for some reason. ''

Fishman Soothsayer
'' An old wandering soothsayer, teeming with magic. He does not speak, though you can hear his voice. His eyes are blank, yet you can feel his gaze. He is not afraid of death, he stands by its side. ''

Fishmen Lighthouse
'' Once upon a time, there must have been a coast and a harbor here. Now this place is haunted by Fishmen and the waters have withdrawn. An ominous light is coming from the top of the lighthouse. ''

Fishmen Outpost
'' Fishmen aren't usually a threat, but they can be a real nuisance after a while. ''

Giant Stormbird's Nest
'' A never-before encountered Stormbird subspecies. She is fiercely guarding her nest. The clouds around the settlement have begun to darken... ''

Hungry Mistworm
'' A small, yet dangerous creature. It normally lives underground or hides in the mist, but this one seems to be more courageous than its kin. ''

Infected Drainage Mole
'' One of the mythical guardians of the forest - still alive, but plagued by a mysterious disease. The Blightrot has taken over his mind, causing an unstoppable rage. You can try to heal him... or whisper prayers to its new masters. ''

Lightning Catcher
'' A weird contraption that attracts lightning. Its proximity to the settlement might have grave consequences. ''

Noxious Machinery
'' A damaged and abandoned rainpunk contraption. The area was probably deserted because of a significant explosion risk. The machine's valves emit a distinct Blightrot odor. ''

Wildfire
'' A wildfire spirit. It will wreak havoc on the settlement if it's not contained. ''