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[[File:quest_preview.jpg|thumb|350px|right|"We gotta find someone's wooden crown in ''THAT?!''<br><small>''Art by Jonás López Moreno''</small>]]'''Quests''' can be completed by [[adventure mode|adventurers]] to raise their [[reputation]]. Adventurers can start out in (or join) certain groups to be tasked with quests by a commander. Objectives can range from slaying monsters, to retrieving lost [[artifact]]s. [[Rumor]]s help spread and circulate information relevant to quests. NPCs can perform quests too. NPC questers will actively seek out quest critters, during both [[world generation]] and in play.
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'''Quests''' can be completed by [[adventure mode|adventurers]] to raise their [[reputation]]. Adventurers (PC or NPC) can start out in (or join) certain groups to be tasked with quests by a commander. Objectives can include slaying monsters, to retrieving lost [[artifact]]s. [[Rumor]]s help spread and circulate information relevant to quests. NPC questers will actively seek out quest targets, during both [[world generation]] and in play.
  
 
== Quest log ==
 
== Quest log ==
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== Commander ==
 
== Commander ==
  
Commanders, or quest givers, are [[position]] holders that can assign orders to their subordinates (the [[squad]]). There are four positions known to give out quests: the [[captain of the guard]], a lord/lady, and the leaders of [[bandit]] and [[outcast]] groups. With the exception of the captain of the guard, commanders flash on screen. Elven civilizations do not have quest givers. Adventurers automatically start off as subordinates if the player selected the "hearthperson" occupation in the character creation screen.
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Commanders, or quest givers, are [[position]] holders that can assign orders to their subordinates (the [[squad]]). There are four positions known to give out quests: the [[captain of the guard]], a lord/lady, and the leaders of [[bandit]] and [[outcast]] groups. With the exception of the captain of the guard, commanders flash on screen. Elven civilizations do not have quest givers. Adventurers automatically start off as subordinates if the player selected "locally important" in the character creation screen.
  
 
Adventurers can join existing squads by speaking to a commander and selecting {{DFtext|Ask to become a <squad>}}. Adventurers must have a reputable status as a killer, hero, or hunter before commanders will accept them.{{verify}} Adventurers cannot join more than one squad; joining another will cause them to leave the old squad.
 
Adventurers can join existing squads by speaking to a commander and selecting {{DFtext|Ask to become a <squad>}}. Adventurers must have a reputable status as a killer, hero, or hunter before commanders will accept them.{{verify}} Adventurers cannot join more than one squad; joining another will cause them to leave the old squad.
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By claiming leadership over a site, characters can become a lord or lady and create their own squad of hearthpersons, but they cannot give out quest orders.
 
By claiming leadership over a site, characters can become a lord or lady and create their own squad of hearthpersons, but they cannot give out quest orders.
  
In order for a position to send out quests in adventure mode, it requires the tokens {{token|RESPONSIBILITY|po|LAW_ENFORCEMENT}} and a {{token|SQUAD|po}}. If the entity is using {{token|SITE_VARIABLE_POSITIONS|e}}, it needs to include the {{tt|LAW_ENFORCEMENT}} responsibility to generate hearthpersons.
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In order for a position to send out quests in adventure mode, it requires the tokens {{token|RESPONSIBILITY|po|LAW_ENFORCEMENT}} and a {{token|SQUAD|po}}. If the entity is using {{token|SITE_VARIABLE_POSITIONS|e}}, it needs to include the {{tt|LAW_ENFORCEMENT}} responsibility to generate lords and hearthpersons.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|+ List of commanders
 
|+ List of commanders
 
! Civilization
 
! Civilization
! Squad member
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! Squad
 
! Commander
 
! Commander
 
! Location
 
! Location
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| [[Fortress]]
 
| [[Fortress]]
 
|-
 
|-
| rowspan="1" | [[Goblin]]
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| [[Goblin]]
| rowspan="3" | Hearthperson
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| Hearthperson
| rowspan="2" | Lord/Lady
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| Lord/Lady, Baron/Baroness,<br/>Count/Countess, Duke/Duchness
| [[Dark fortress]], [[Dark pits]]
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| [[Dark pits]], [[dark fortress]]
 
|-
 
|-
| rowspan="2" | [[Human]]
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| [[Human]]
| [[Mead hall]]
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| Hearthperson
|-
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| Lord/Lady, Baron/Baroness,<br/>Count/Countess, Duke/Duchness
| Baron/Baroness
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| [[Keep]], [[mead hall]]
| [[Keep]]
 
 
|-
 
|-
 
| Varies<sup>1</sup>
 
| Varies<sup>1</sup>
| rowspan="2" | Lieutenant
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| Lieutenant
 
| [[Bandit|Bandit leader]]<sup>3</sup>
 
| [[Bandit|Bandit leader]]<sup>3</sup>
 
| [[Camp]], conquered site/structure
 
| [[Camp]], conquered site/structure
 
|-
 
|-
 
| Human<sup>2</sup>
 
| Human<sup>2</sup>
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| Lieutenant
 
| [[Outcast|Outcast leader]]<sup>3</sup>
 
| [[Outcast|Outcast leader]]<sup>3</sup>
 
| [[Catacombs]], [[Dungeon]], [[Sewers]]
 
| [[Catacombs]], [[Dungeon]], [[Sewers]]
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To receive a quest, talk to the commander and select {{DFtext|Request duty or advice pertaining to service as a <squad>}}. The commander will assign an order, including additional information about the target. The details and status of the quest can be checked in the agreements log; quests are identifiable with {{DFtext|Order:}}.
 
To receive a quest, talk to the commander and select {{DFtext|Request duty or advice pertaining to service as a <squad>}}. The commander will assign an order, including additional information about the target. The details and status of the quest can be checked in the agreements log; quests are identifiable with {{DFtext|Order:}}.
  
Players are not given the choice to choose a specific quest, nor can they request more than one quest at a time. The order cannot be cancelled and players are required to complete it before they are able to receive another quest. The status will turn from {{DFtext|Not yet completed}} to {{DFtext|Complete: report back|2:1}} once the objective is completed successfully.
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Players are not given the choice to choose a specific quest, nor can they request more than one quest at a time. The order cannot be cancelled, and players are required to complete it before they are able to receive another quest. The status will turn from {{DFtext|Not yet completed}} to {{DFtext|Complete: report back|2:1}} once the objective is completed successfully.
  
 
Leaving the squad will remove any current orders from the agreements log, but it won't actually cancel the quest. The quest order reappears in the log after returning back to the squad, and players can still complete it per usual.
 
Leaving the squad will remove any current orders from the agreements log, but it won't actually cancel the quest. The quest order reappears in the log after returning back to the squad, and players can still complete it per usual.
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Once the quest is complete, report back to the commander and select: {{DFtext|Give report pertaining to service as a <squad>}}. The quest will finish and its record will disappear from the agreements log. You can ask for a new quest afterwards.
 
Once the quest is complete, report back to the commander and select: {{DFtext|Give report pertaining to service as a <squad>}}. The quest will finish and its record will disappear from the agreements log. You can ask for a new quest afterwards.
  
Commanders can run out of quests, such that when asked for more, they say: {{DFtext|You may enjoy these times of peace, but remain vigilant.|7:1}}
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Commanders can run out of quests, such that, when asked for more, they say: {{DFtext|You may enjoy these times of peace, but remain vigilant.|7:1}}
  
 
=== Rewards ===
 
=== Rewards ===
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{{DFtext|Bring up specific incident or rumor}}
 
{{DFtext|Bring up specific incident or rumor}}
  
Pick an incident to tell to the person. Rumors can be {{k|f}}iltered with specific keywords to help faster searches. For example, typing "{{tt|conflict}}" or "{{tt|fight}}" in the filter will only show combat events. By spreading rumors, news of acts will eventually spread throughout the land, and the character's reputation will slowly build up.
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then pick an incident to tell to the person. Rumors can be {{k|f}}iltered with specific keywords to help faster searches. For example, typing "{{tt|conflict}}" or "{{tt|fight}}" in the filter will only show combat events. By spreading rumors, news of acts will eventually spread throughout the land, and the character's reputation will slowly build up.
  
 
People with different personalities, values, and affiliations have varying responses towards certain actions. Reputation is based on an individual's or entity's personal view of your character.
 
People with different personalities, values, and affiliations have varying responses towards certain actions. Reputation is based on an individual's or entity's personal view of your character.
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:''See also: [[Rumor]]''
 
:''See also: [[Rumor]]''
  
Players can earn heroic reputation without a commander—perhaps the adventurer needs a worthy kill first before becoming a hearthperson. Adventurers may already start off knowing a few potential opportunities, seen in the events log.
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Players can earn heroic reputation without a commander—perhaps the adventurer needs a worthy kill first, before becoming a hearthperson. Adventurers may already start off knowing a few potential opportunities, seen in the events log.
  
To learn about a potential target, talk to someone and select: {{DFtext|Inquire about any troubles}}. The person will reply with a list of known troubles - choose a type of trouble from the list, and they'll respond with a specific incident of that type. For incidents involving objects or groups, the basic reply structure appears as:
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To learn about a potential target, talk to someone and ask: {{DFtext|Inquire about any troubles}}. The person will reply with a list of known troubles. Choose a type of trouble, and the person will reply back with a specific incident of that type. For incidents involving objects or groups, the basic reply structure appears as:
  
 
* Trouble pertaining to a creature: {{DFtext|(...) <Site name> is in <region name>. Seek this place if you wish to confront <creature>. (...)|7:1}}
 
* Trouble pertaining to a creature: {{DFtext|(...) <Site name> is in <region name>. Seek this place if you wish to confront <creature>. (...)|7:1}}
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To find the location of a site on the map:  
 
To find the location of a site on the map:  
  
# In the 'Ask for directions' menu, select {{DFtext|Ask for the whereabouts of <site name>}}.
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# In the Ask for directions menu, select {{DFtext|Ask for the whereabouts of <site name>}}.
 
# If they know the location, they will reply:
 
# If they know the location, they will reply:
  
 
{{DFtext|<Site name> is a <length of the travel> to the <direction>. [You received a detailed description.]|7:1}}
 
{{DFtext|<Site name> is a <length of the travel> to the <direction>. [You received a detailed description.]|7:1}}
  
The site will be listed in the quest log and become searchable on the world map. If they do not know the location, they will either state their lack of knowledge or advise to look for a more well-informed person nearby to ask - fellow travelers, as well as position/occupation holders (e.g. leaders, nobles, tavern keepers) are usually more knowledgeable about the goings-on of the world. People can also be asked to guide adventurers to a location, becoming temporary companions until arriving at the destination.
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The site will be listed in the quest log and become searchable on the world map. If they do not know the location, they will either state their lack of knowledge or advise to look for a more well-informed person nearby to ask. Travelers, as well as position/occupation holders (e.g. leaders, nobles, tavern keepers) are usually more knowledgeable about the goings-on of the world. People can also be asked to guide adventurers to a location, becoming temporary companions until arriving at the destination.
  
 
=== Whereabouts of a creature ===
 
=== Whereabouts of a creature ===
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# If they know the whereabouts, they will reply {{DFtext|<Site name> is in <region name>.|7:1}}
 
# If they know the whereabouts, they will reply {{DFtext|<Site name> is in <region name>.|7:1}}
  
Once at the site, to find the exact location of the creature (such as a hiding vampire), ask for whereabouts again to one of the locals. If the creature lives in a [[structure]], they will say {{DFtext|We are in <site name>. Search first in <structure> to the <direction>.|7:1}} Once at the correct structure, asking once more will give the response {{DFtext|Must be right around here somewhere.|7:1}} In the current version, this is broken.{{bug}} {{verify}} When the precise location is unknown, they will instead say {{DFtext|I'm not sure exactly where to look.|7:1}}
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Once at the site, to find the exact location of the creature (such as a hiding vampire), ask for the whereabouts again to one of the local inhabitants. If the creature lives in a [[structure]], they will say {{DFtext|We are in <site name>. Search first in <structure> to the <direction>.|7:1}} Once at the correct structure, asking once more will cause the response {{DFtext|Must be right around here somewhere.|7:1}} In the current version, this is broken.{{bug}}{{verify}} When the precise location is unknown, they will instead say {{DFtext|I'm not sure exactly where to look.|7:1}}
  
 
It can also be determined whether a creature is on the move or already dead by asking for its whereabouts. "On the move" means that the creature is not present in any site or structure and is currently wandering outside (or underground), possibly travelling between sites. By chance, targeted creatures can be encountered while travelling (they appear as {{Tile|*|7:0}} in the fast travel map). If the targeted creature is discovered to be already dead and the quest required killing the creature, then simply return to the commander; as its death counts as completion of the order. It is useful to remember that some creatures follow a day-night active cycle. For example, [[night troll]]s are nocturnal, so they usually remain in their lairs during the day and wander outside when night falls.
 
It can also be determined whether a creature is on the move or already dead by asking for its whereabouts. "On the move" means that the creature is not present in any site or structure and is currently wandering outside (or underground), possibly travelling between sites. By chance, targeted creatures can be encountered while travelling (they appear as {{Tile|*|7:0}} in the fast travel map). If the targeted creature is discovered to be already dead and the quest required killing the creature, then simply return to the commander; as its death counts as completion of the order. It is useful to remember that some creatures follow a day-night active cycle. For example, [[night troll]]s are nocturnal, so they usually remain in their lairs during the day and wander outside when night falls.
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== Types of quests ==
 
== Types of quests ==
  
There are three types of quests that can be offered from the commander. Each quest and the type of target can affect different reputations. Commanders always present quests in this sequence: on-site drive off quests, all kill quests, off-site drive off quests, then trouble quests.
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There are three types of quest orders that can be offered from the commander. Each quest and the type of target can affect different reputations. Commanders always present quests in this sequence: on-site drive off quests, all kill quests, off-site drive off quests, then trouble quests.
  
 
=== Kill ===
 
=== Kill ===
  
A kill quest requires the character to search for and slay a particular beast. Quest critters include [[megabeast]]s, [[semi-megabeast]]s, [[titan]]s, and [[forgotten beast]]s. Less powerful creatures include [[night troll]]s and [[vampire]]s. Wild animals with {{token|LARGE_PREDATOR|c}} have a chance to start attacking civilizations and become kill quest targets as well. Kill quests raise the hero reputation, and the hunter reputation is also raised for slaying large predators. The difficulty of the quest critter affects the amount of reputation (e.g. defeating a dragon vs. a dingo).
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A kill quest requires the character to search and slay a particular beast. Quest critters include [[megabeast]]s, [[semi-megabeast]]s, [[titan]]s, and [[forgotten beast]]s. Less powerful creatures include [[night troll]]s and [[vampire]]s. Wild animals with {{token|LARGE_PREDATOR|c}} have a chance to start attacking civilizations and become kill quest targets as well. Kill quests raise the hero reputation, and the hunter reputation is also raised for slaying large predators. The difficulty of the quest critter affects the amount of reputation (e.g. defeating a dragon vs. a dingo).
  
 
[[Werebeast]]s are not one of the beasts that can be targeted, though there are [[string dump|strings]] that imply dialogue for werebeast quests.{{verify}}
 
[[Werebeast]]s are not one of the beasts that can be targeted, though there are [[string dump|strings]] that imply dialogue for werebeast quests.{{verify}}
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A drive off quest requires the character to rout an enemy/criminal group from a site. Targeted groups include [[outcast]]s, [[bandit]]s, [[kobold]]s, [[necromancer]]s, and [[war]]ring civilizations. Drive off quests can raise the "hero" and "protector of the weak" reputation.
 
A drive off quest requires the character to rout an enemy/criminal group from a site. Targeted groups include [[outcast]]s, [[bandit]]s, [[kobold]]s, [[necromancer]]s, and [[war]]ring civilizations. Drive off quests can raise the "hero" and "protector of the weak" reputation.
  
The quest implies chasing or leading the targeted members out of their location, but that is not necessary to complete the quest. It is also not required to attack or kill anyone to complete the quest, merely encountering the enemy (i.e., the enemy spots the player) then immediately returning back is usually sufficient to qualify as completion. No reputation will be acquired through this way, however, since the main source of reputation from this quest is from slaying the enemies.
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The quest implies chasing or leading the targeted members out of their location, but that is not necessary to complete the quest. It is also not required to attack or kill anyone to complete the quest order. Merely encountering the enemy (i.e., the enemy spots the player) then immediately returning back is usually sufficient enough to qualify a completion. No reputation will be acquired through this way however, since the main source of reputation from this quest is from slaying the enemies.
  
 
Driving off necromancer groups or site governments from warring civilizations is impossible to complete.{{bug|9995}} [[Insurrection]]s do not seem to be the solution.{{verify}}
 
Driving off necromancer groups or site governments from warring civilizations is impossible to complete.{{bug|9995}} [[Insurrection]]s do not seem to be the solution.{{verify}}
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=== Trouble ===
 
=== Trouble ===
  
A trouble quest appears when the character's civilization is in "brewing trouble" with another civilization due to a dispute— which generally means [[war]] is near. The quest requires the character go to an opposing civ's site and "cause trouble" for the local residents. Quest givers will give directions to the nearest site controlled by the opposing civilization.
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A trouble quest appears when the character's civilization is in "brewing trouble" with another civilization due to a dispute—[[war]] is near. The quest requires the character go to an opposing civ's site and "cause trouble" for the local residents. Quest givers will give directions to the nearest site controlled by the opposing civilization.
  
It is currently unknown what actions are required to complete this quest. Attacking, killing, murdering, robbing, harassing, and arguing with the inhabitants does not seem to work, nor does causing insurrections seem to be the solution. It is possible that trouble quests may be bugged.{{verify}}
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It is currently unknown what actions are required to complete this quest. Attacking, killing, murdering, robbing, harassing, and arguing with the inhabitants do not seem to work, nor do insurrections seem to be the solution. It is possible that trouble quests may be bugged.{{verify}}
  
 
=== Non-commander quests ===
 
=== Non-commander quests ===
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An artifact quest involves the retrieval of an [[artifact]] for another person or group.{{v|0.44.01}} Artifact quests raise the "treasure hunter" reputation. There is also a sub-type artifact quest that involves returning [[book]]s to a [[library]]; this sub-type quest raises the "protector of knowledge" reputation.
 
An artifact quest involves the retrieval of an [[artifact]] for another person or group.{{v|0.44.01}} Artifact quests raise the "treasure hunter" reputation. There is also a sub-type artifact quest that involves returning [[book]]s to a [[library]]; this sub-type quest raises the "protector of knowledge" reputation.
  
Artifacts can be properly given back to the owners by using the barter system, accessible by speaking to the owner and selecting {{DFtext|Exchange, give, take, or show personal items}}. Thry can also be dropped or placed in the structure, but no reputation will be gained from this method.
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Artifacts can be properly given to the owners by using the barter system, accessible by speaking to the owner and selecting {{DFtext|Exchange, give, take, or show personal items}}. Artifacts can also be dropped or placed in the structure, but no reputation will be gained from this way.
  
Library quests work a little differently - when a book is shown to one of the scholars working for the library in the barter screen, they will request for the book to be donated to the library. Do ''not'' give a book to a scholar; it will register as being in the scholar's personal possession and not the library itself - drop or place a book inside the structure instead, and the book will automatically become part of that library. Donating original books provides more reputation than copies.{{verify}}
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Library quests work a little differently. When a book is shown to one of the scholars working for the library in the barter screen, they will request for the book to be donated to the library. Do ''not'' give a book to a scholar; it will register as being in the scholar's personal possession and not the library itself. Drop or place a book inside the structure instead, and the book will automatically become part of that library. Donating original books provide more reputation than copies.{{verify}}
  
 
Amusingly, players can take an artifact from a structure, leave and wait for a while, then come back to return the artifact and be praised for "finding" it for the owner. Adventurers can even gain reputation from this method.
 
Amusingly, players can take an artifact from a structure, leave and wait for a while, then come back to return the artifact and be praised for "finding" it for the owner. Adventurers can even gain reputation from this method.
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Warriors can be recruited to aid in the rescue of a prisoner; mention the abduction to a warrior (from the incident/rumor menu) to bring up the option: {{DFtext|Ask listener to join you in a rescue}}. The agreement will end once the prisoner finds a home.
 
Warriors can be recruited to aid in the rescue of a prisoner; mention the abduction to a warrior (from the incident/rumor menu) to bring up the option: {{DFtext|Ask listener to join you in a rescue}}. The agreement will end once the prisoner finds a home.
  
People can suddenly become hostile to a prisoner after the prisoner has been reunited with their family – this includes the family members of the prisoner themselves.{{verify}}<!-- not yet reported in the bug tracker --> This usually results in a [[loyalty cascade]] and a rather tragic and short-lived reunion.
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People can suddenly become hostile to a prisoner after the prisoner has been reunited with their family. This includes the family members of the prisoner themselves.{{verify}}<!-- not yet reported in the bug tracker --> This usually results in a [[loyalty cascade]] and a rather tragic and short-lived reunion.
  
 
== See also ==
 
== See also ==

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