#story_event #Gorm
The settlement's weather takes a turn for the worse.
A light appears on the horizon. From its origin, roiling masses of storm clouds approach the settlement, soaking everything in perpetual sheets of stale-smelling rain. Sudden flash floods, burning winds and periods of strobing lightning continuously plague the settlement, leaving the survivors in epileptic fits.
You may now hunt the [[Gorm]]. Add it to the quarry list on the settlement record sheet.
Add **Gorm Climate** to the next lantern year on the timeline.
Nominate a survivor. They gain +1 insanity and **Brave the Storm**.
### Brave the Storm
Roll 1d10
| 1d10 | Result |
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 - 2 | The nominated survivor braces themselves against the wind, struggling against the storm. A sudden bolt of blazing-green lightning strikes them down.<br><br>They gain the **Absent Seizures** disorder. |
| 3 - 6 | The survivor stands in the torrent. Pulsing, psychedelic lights strike them, bringing them to their knees. In a flash of morbid inspiration, the nominated survivor takes a stone to their own eyes.<br><br>They suffer the [[Head\|blind]] severe head injury and gain +1 permanent speed. |
| 7 - 10 | The resolute survivor stands strong in the face of the oncoming storm. Struggling against the mighty winds, he gathers the settlement together to build a shelter against the sickening storms.<br><br>If they have not innovated it yet, the settlement gains the **Hovel** innovation.<br><br>Returning survivors gain +1 survival. |