Events are text and pictures presented in a comic book style. Events can present the player with a choice.
Events are displayed via a dialog.
The game chooses an appropriate event from all the possible events matching the event (encounter) type. The choice is determined by whether the party matches an encounter's criteria, such as the presence of certain personality stats, hooks, or relationships between characters.
A wilderness event, once scouting is complete. Each specific event generally tends to only happen once per game. One example of a wilderness scouting encounter would be The Wolf Price.
Arrive at hostile site
An arrival event, preparing for battle at a lair for the first time (ie, an assault to clear a new territory). There might be interesting site features, or a relationship story to tell, a prisoner to decide whether to rescue, or a novel tactic to consider. These can establish details about the site and the combat to come. Each specific event generally tends to only happen once per game. One example of a hostile site arrival encounter would be Sneakthief.
Attack mundane site
Sometimes you might take over a site, and then leave it unguarded, and then monsters move in again. Or, you might attack a site, but lose the battle. In either case, when you return, you get an "Attack Mundane Site" event, sometimes called a "return assault" or "retake the station". These simple events provide temporary buffs or debuffs at the start of the battle, depending on the event outcome, but intentionally do not provide large or lasting effects so that you won't feel obliged to farm them.
An example is Retake the Station.
Arrive at final battle
This specific event occurs before the final battle.
Defend against incursion
A defense event, preparing for battle. This event outcome determines which temporary (de)buffs are applied at the start of the battle. An example is Strategies.
An ambush event on an infested tile. These recurring events apply different temporary buffs at the start of the battle, depending on the event outcome. An example is Think Fast.
An opportunity, also called a hook quest, is an optional hero quest that comes up while travelling on the overland map. These events highlight a particular hero and their relationship with a second hero. They explore the hero's personality, history, and hooks. Sometimes there's a small fight. Completing the quest will always provide a reward for the highlighted hero; an extension to retirement age and a piece of unique equipment, an extra ability, or similar permanent bonus.
Hook quests can begin for heroes that have a relationship (lover, rival, or friend) of 3+, who aren't already going on a quest. At least around 65-145 days must pass between consecutive hook quest opportunities, and only two hook quests can trigger per chapter. The needed relationship tier for a given hero increases by 1 (to a max of 5) for each hook quest they've completed. So A given hero needs a relationship of 3+ for their first hook quest, but 4+ for their second and 5 for their third.
An example of an opportunity quest is Longing to Belong.