recursal/Fanatic-Fandom huggingface dataset:
Mojara's Mask

## Description

Mojara's Mask is an unusual treasure. When you receive it, you can decide whether or not to attune it to a noble.

If you decide to do so, it will help that particular person "see into the spirit world and locate spirits". In practice, this means that they will have a significant boost when it comes to spirit-finding expeditions, being able to even find spirits on your home ground. However, the mask's abilities will be lost when the wearer dies. Therefore, it is important to choose someone who is (as well as strong in magic and preferably a shaman) young, and avoid risking their life unnecessarily.

If you keep the mask unattuned, its abilities (if any) are unknown. Its description will be "Prehistoric mask, which we did not attune", and it can be sold in the manner of other treasures.

## Acquisition

You can only obtain Mojara's Mask from the event Magic Mask Discovery.
Jajagappa

Jajagappa is a canine death god worshiped by the Jajalarings. It is said he fights evil in the sky and his blessing grants his followers strength against the undead.

## Lights Going Out

### Lore

About Jajagappa, your clan ring has the following to say:

* "Their powers come from Jajagappa, who hunts stray undead with a net."
* "Their god may not be as big as Humakt, but his might against the undead is real."
* "Other gods possess pieces of Death, thanks to the crimes of Orlanth."
* "The power of the [Jajalarings'] death god, the Death Dog, keeps them alive in these desperate times."

### Myth & Rituals

He is briefly mentioned in the myth Humakt Divides Life from Death as one of the outlander gods who picked up small pieces of the sword of Death.

## Other Stories

For more on Jajagappa, read his entry on the Glorantha wiki.
God Bone Offer

## Dialogue

1. Purchase the treasure.
2. Decline their offer.
3. Tell the <Ram Clan>.
4. Steal the treasure from the bandits.

## Consequences

**Stealing** the treasure can work, depending on the Hunting (Food and Combat) skill of the noble you send to track the bandits to their lair.

Telling the **Ram Clan** may please them.

If you obtain the treasure, you can choose between keeping it or returning it to the original owner. The latter is likely to please them very much; the former grants you a treasure (the Storm God Bone) and doesn't seem to annoy them.
Protection Alliance Offer

## Dialogue

1. Agree.
2. Decline.
3. “We cannot maintain any more alliances.”
4. Agree, if they also perform a ritual to strengthen your war magic.

## Consequences

There's no guarantee that they'll defeat the clan you name as their target.

## Notes

Compare Protection Alliance Request (in which another clan offers an alliance because they want your protection) and War Alliance Sought (in which a warlike clan wants to ally with you because they respect your might.
Lyafor

Lyafor is a Rider man from the Black Eel Valley. Like his two older childhood friends, Ayvtu and Yatakan, he was blessed by Elmal with powers of fire magic from an early age. If allowed to cultivate his abilities, he will become a powerful warrior.

## Ride Like the Wind

Lyafor is a set character in *Six Ages: Ride Like the Wind*. Unlike the other fire children, he never becomes a potential clan circle member. Nonetheless, he can achieve his destiny as a great Elmali hero.

### Lore

About Lyafor, your clan circle has the following to say:

* "He says he should go alone. We should take him at his word."
* "I heard him mutter that the death inside him was intended for Elmal himself."
* "Tell him to go away from us, before we go made too."

### Events

Lyafor appears in:

* Fire Children
* Fire Children: Mischief
* Fire Children: Lyafor's Farewell
* Fire Children: Lyafor's Return

## Images

The fire children play with fire.That may not have been their best idea.A dying Lyafor returns home to his clan.
Punching Bag Allies

## Dialogue

1. "Agree to leave the <Attacked> alone for at least 3 years.
2. Offer peace, if the <Attacked> throws in a few cows every year to keep it going.
3. Meet intimidation with intimidation.
4. Refuse.
5. Win them to your side.*Not available if you have a feud with the <Other> clan.*

## Consequences

**Intimidation** tests Combat + Diplomacy; it's easier if the <Other> fear you. Failure will have the <Other> raiding you in the future.

## Notes

Even if you want to end the strife between you and the <Attacked>, Punching Bag Tribute may offer a better solution.

The picture varies depending on the culture of the <Other> clan.
Great Wolf Encounter

## Dialogue

1. Drum to its spirit.
2. Grant it a touch of your magical power.
3. Offer it a horse.
4. Sing to it.
5. Leave the grove.

## Consequences

If your explorer successfully propitiates the wolf, it will uphold its end of the bargain by protecting your grain stores, which grants a food bounty. It will not physically visit your lands.

**Magic** seems not to interest the wolf, as it has magical power in abundance. **Giving it a horse** can work.

## Lore

"Basikan befriended a wolf. But his descendants scorned it, so it departed into the woods once more." -- possible explorer advice.
Hanth Bitten

## Dialogue

1. Let Hanth take his lumps.
2. Admonish Dresta for her refusal.
3. Call on Chalana Arroy to heal Hanth.

## Consequences

If you **let Hanth take his lumps**, he falls into an unwaking slumber and the people decry the ring's indifference and the loss of his contributions. His slumber can last a very long time, up to and including a full year. Hanth may allude to his experience or dreaming in subsequent dialogue.

If you **call on Chalana Arroy to heal Hanth**, Hanth may indeed be healed, but you may soon find biting centipedes overrunning your wildlands, reducing the yield of your foragers.

## Advice

* "I said nothing to that spirit that it didn't... my head... spinning... Ohhh..." - Hanth
* "I won't repeat the terrible things Hanth said to the spirit." - Dresta
* "This matter is beneath my regal dignity." - Iverlantho
* "I should be able to stop the poison before it takes hold." - Chalana Arroy worshipper
* "If you let Dresta do this to Hanth, you let her do it to all hunters." - Dostal worshipper
* "To live is to suffer, and that's the joke!" - Eurmal trickster
* "An angry spirit might ask for considerable magic."
* "At least no one cares what Dresta or Hanth think about the crown."
* "People don't just forgive Hanth's flaws. They admire them."
* "If he had to do this over again I am sure he would not."
* "When I hear 'centipede curse' I worry about our foraging."
* "The grace granted by our Chalana Arroy temple remains resonants."
Gods War: Falling Dragon

## Dialogue

1. Elmal Sun Chieftain.
2. Gamari Horse Mother.
3. Nyalda Earth Mother.
4. Zarlen the Wanderer.
5. Samnal Chariot Maker. *Only available if Wheels aided the ritual.*

## Consequences

The gods can return your quester to the ritual, but there is a high chance of failure—which will lead to their death.

## Notes

Samnal can only be called on for aid if you managed to persuade Wheel clans to help. He will always successfully save you, but since you do not worship him yourself, you will owe each Wheel clan that helped a favor.

All other choices are a test of your quester's Magic ability vs the Divine. Two or more points in Ritual Magic will aid success of choice. The quester will have a better chance of reaching the god they worship, or the god worshipped by the clan chief (if either god is among the options). For gods other than Zarlen, having a temple to the god you call on also helps. And heroes (Ayvtu, Beren the Tall, and Yatakan) also have an increased chance of reaching the god they call on.
Priestesses of Erissa: Offer

## Dialogue

1. Ask them to cure all of your sick.
2. Ask them to cure half of your sick.
3. Ask them to cure only a few people.
4. Decline their kind offer.

*If no one is sick or wounded, you get the following options instead:*
1. Invite them to worship at your Erissa shrine.
2. Decline their kind offer.

## Consequences

Should you accept their services, you will be asked if you want to gift the priestesses. If you are generous enough, they may not return, considering the gift repayment enough for their aid. Gifting them may also please their clans, improving your relations with some fellow Riders.

If you have a noble who worships Erissa, she will join the priestesses for a season or two. If she's on the circle, she will advise you to replace her during her absence, but unless Sacred Time is very near, you probably don't want to bother.
Guarding Berenstead: Eater of Skin

## Dialogue

<Chaos Expert> identifies it as Eater of Skin, the first of three great monsters the god Teghern sends to attack Elmal as he guards Orlanth’s fortress.
1. Send a lone hero.
2. Send a force of fighters.
3. Call on Urox to bash it.
4. Call on Elmal to fling it into the sky.

## Consequences

Regardless of your choices and success, you will be dealing with Chaos demigods for a while:

## Notes

The year in which this event happens will be marked in the saga with a Chaos rune.

## Advice

* "Even Chaos beasts recognize the importance of the royal clan." - Iverlantho
* "Are you saying that this attack is some kind of honor, father?" - Venef
* "I’ll fight it!" - Erenlanth
* "Until I stop bleeding I will have difficulty thinking straight."
* "Others are bleeding much worse than you, <Character>, you sad moldy blanket!"
* "People would rejoice if a god arrives to fight it—because that would be a remarkable, unlikely outcome."
* "The Eater of Skin is the first of three monsters sent by Teghern, God of Tempting and Sending."
* "Elmal stands alone against the Eater of Skin. By the logic of the Gods War, one might fight more effectively than many."
* "<King> is no Beren, and against this beast would die like Vinglanth."
* "Oh no oh no oh no!"
* "We must rebuild the fortifications it has damaged."
* "This is the first of three attacks."
* "Though perhaps harder to realize, a Storm Bull rite will garner the greatest result."
* "Seven mouths, seven complaints."
* "You have given us no heir, Erenlanth, and cannot risk a hero’s death."
* "His song alone has wounded many." - Chalana Arroy Worshipper
* "For the purposes of this Other Side challenge, an Osara hero can stand in for an Elmal devotee." - Osara worshipper
* "To guard his citadel, Orlanth trusted Elmal over his unruly brother Urox." - Orlanth worshipper
* "This monster has bad taste. I’m sure I have more delicious parts than my skin." - Eurmal trickster
Lawsuit On Circle

## Dialogue

1. Make a rule against circle members lodging claims against each other.
2. Persuade <Plaintiff> to drop the case.
3. Persuade the elders that this will work itself out.
4. Settle the case by paying a settlement on <Defendant>’s behalf.
5. Settle the case with a chadash game.*Will not appear if you have too few warriors.*

## Consequences

Handling this unsuccessfully leads to a drop in clan mood.

**Chadash** will lead to injuries, whether or not it is successful; it is likelier to satisfactorily resolve the matter if one of your circle members has a high combat skill.

## Notable Advice

* "This is a fine kettle of river fin things. I have sworn to go for a month without using the word “fish.” Oh! Darn it!"
Military

In *Six Ages*, your military forces are divided into two sections: Swords and Bows.

## Swords

Swords are professional warriors, men or women, who enjoy high rank in the clan in exchange for risking their lives in its defense.

You can recruit more Swords on the War Screen. You will have to do this from time to time no matter what; Swords die fairly often.

A Sword is generally equivalent to five Bows in combat. Their effectiveness can be doubled (making each Sword equivalent to ten Bows) by Elmal's Flaming Lance blessing (in *Ride Like the Wind*) or Humakt's Truesword blessing (in *Lights Going Out*). Successfully completing the ritual Elmal Path Guardian can also temporarily increase the prowess of your Swords.

## Bows

The bulk of your forces are mounted archers, drawn from the general population of the clan. All able-bodied men are expected to serve as Bows, and many women choose to do so. Since your clan are no longer Riders in *Lights Going Out*, some Bows fight as infantry in that game.

In *Lights Going Out*, the number of Bows can be increased by successfully completing the Osara the Warrior ritual and choosing to inspire your women to fight as a reward, and/or by selecting the Redalda choice when choosing Beren's tactics at the Battle of Stormfall during the game's clan creation.

## Auxiliaries

Auxiliaries are noncombatants, usually female but not always, who accompany your warriors to battle, encourage them, and magically heal the wounded. Their presence on a raid is handled automatically by the game.

The effectiveness of auxiliaries is influenced by Sacred Time magic, the presence of a healer on the clan circle (or ring), and whether your clan has built a shrine or temple to your healing goddess (Erissa or Chalana Arroy).

## Short-Call

The short-call is a relatively small group of Bows who respond to herd raids, guard missions, and respond to events.

You cannot directly increase the short-call, but it will increase if you sacrifice for more War blessings.

*Needs verification:*

* *It is unknown how the "double effectiveness" effects stacks - e.g. if you have both Flaming Lance and the Elmal's ritual blessing, does it make a Sword fight like 15 Bows?*
* *Does Chalana Arroy's death make auxiliaries less effective?*
Map

## Missions

All missions require a leader and an escort. Circle members have a greater chance of success. Worshippers of Zarlen, Ekarna, or Dostal have magic to keep them safer. The Pathfinder blessing helps even more. Devoting Clan Magic to exploration during Sacred Time helps with all missions.

Missions are dangerous, especially if "Bandit Threat" or "Chaos Threat" is displayed next to the Map button. Some of your party may be injured or killed, horses may be lost, or the whole party may disappear without a trace. Certain ventures can help alleviate the mentioned threats.

Most missions sent out during Dark Season - as well as some sent during Storm Season - will fail due to poor weather conditions unless they have some kind of magical aid (e.g. Pine or Winter Fox spirits). In addition, there is a high chance some of your party will be left sick or frostbitten.

Four types of missions can be sent from the Map screen:

### Capture Horses

If you have Hyalor's Horsebreaker blessing active, you can try to capture wild horses. Don't expect to find untended horses on another clan's lands.

This mission is not available in *Lights Going Out*.

### Exploration

Exploring lets you learn about new lands, filling in the map. But you can explore anywhere - it's quite possible to find something new in a place you've been to before. This even goes for your own clan lands.

A side benefit of exploring is that it can make the valley safer. If you don't explore, the threat of bandits or monsters can increase.

Another benefit is that you can let other clans know what you've discovered. This requires a dedicated venture, but will increase your standing, and the other clans may reveal knowledge of their own in return.

While exploring, you may also experience certain events.

### Foraging

This mission sends foragers outside your lands to find food. It's best to avoid other clan lands. You need to stick fairly close to home - foraging missions can't be sent more than about a season's travel away. This is a concentrated effort, in addition to the normal gathering on your own clan lands, or the foraging venture.

### Search for Spirits

A Search for Spirits mission has a chance to find a new spirit and bind it to your clan. The leader should have a high Magic skill in order to succeed. A shaman will find it easier to succeed, and "may discover additional opportunities", such as learning greater Magic skills from a spirit that is too powerful to bind, or fighting a malevolent spirit to increase Clan Magic.

You can only search for spirits in known territory (i.e., the parts of the map that have been colored in). Additionally, you will have better luck finding spirits outside the territory of any clan.

## Game Maps

Fully explored map from Six Ages: Ride Like The Wind. Clan names and positions will vary, and playthroughs may have considerably more special locations marked.Fully explored map from Lights Going Out. Does not show special locations or clan placements. Notice how much smaller this map is than Ride Like the Wind's was, signifying how much more difficult the proliferation of Chaos makes long distance travel and exploration.
Mercenaries Sought

## Dialogue

1. Agree.
2. Decline.
3. Decline, but offer them a war blessing.
4. Decline, and tell the <Belligerent> about it.

## Consequences

Unless sending four Swords away will leave you critically short on warriors, this event offers a pretty good deal. You'll probably please the <Asking> clan without annoying the <Belligerent>, as well as gaining cows. However, your warriors may be injured or killed if there is a battle.
Pure Horse Clan

A Pure Horse Clan is a Rider clan that, unlike most, refuse to herd any animal save the horse. Some of these clans can be found wherever Riders settle and the Black Eel Valley is no exception in this regard. There is a Pure Horse Clan in the valley and it is the only one in the area to still practice slavery, which they claim is essential to their way of life. According to this clan, their extreme devotion to Gamari not only strengthens their own magic, but helps the horses of all the Hyalorings in the valley—something for which they feel their neighbors owe them respect. They are some of the few to know the secret horse rites necessary to gain a flying horse.

## Ride Like the Wind

Your share the Black Eel Valley with a Pure Horse Clan. It is guaranteed to appear in each game. The Pure Horse Clan can also fill other roles in the plot; for example, they may be Ram Killers in one game, but not in the next play-through.

In addition to them trading in slaves, the Pure Horse Clan also raids often and has many warriors. They have twice as many horses as other Rider clans.

Some of your nobles greatly admire Pure Horse ways and wish to make your clan a Pure Horse Clan too. This is not, however, actually possible in the game.

They always choose a pious man to be their chieftain.

If you send a trade mission to the Pure Horse Clan seeking herds, you will not be able to trade. They only have horses to sell.

### Lore

Your advisors have the following to say about Pure Horses:

* "A Pure Horse clan has no need for Pela."
* "A Pure Horse clan has no need for goats or their goddess."
* "Spirit worship is consistent with Pure Horse ways. Unless it's a cow or goat spirit, or a filthy pig like the Rams worship."
* "Unlike us, about half of other Riders will sell slaves to others. Only the <Pure Horse Clan> keep them as forced labor."
* "When the Pure Horse ancestors left the Golden City, they said, 'Leave the cows. Take the slaves.'"
* "When the exodus began, the Pure Horse leaders said, 'It will be holier to leave the cows behind."
* "The Pure Horse ways are strict, but the <Pure Horses> do get magic by sticking to them."
* "Their special rituals may help them but don't do that much for the rest of us."
* "Most Riders of the valley don't keep slaves, but some clans capture and trade them to others. The [Pure Horse Clan] even keeps them."
* "I have heard that the [Pure Horses] are reconstructing a rite that might one day lead to the breeding of a flying horse."
* "An offer of a Foaling Blanket, woven by Pure Horse priestesses, cannot be refused!"
* "Their arrogance reminds me of Wheels."
* "Don't trust a Rider who doesn't love goats."

### Events

The Pure Horse Clan appears in the following events:

* Pure Horse Offer
* Pure Horse Request

Additionally, many regular events are slightly different for them.

## Lights Going Out

In *Lights Going Out*, a Pure Horse clan will still exist in the valley—often the same one, but if the first Pure Horse Clan was destroyed by the skyquake or happened to be the Ram Killers, another will have taken their place.
Kiln of Plenty

## Description

"Makes fine pots."

What this actually means is that you will get a few extra goods every sacred time, about 5 or so. It is unclear what effect, if any, having the Greenware Exotic Goods has on this production

## Acquisition

Another clan will start with it. You can trade for it.
It should not be possible to gain this treasure in a raid (for context, check the kiln picture here; Rider kilns are not the sort of thing you can load on your horse or even a travois while still worrying about someone shooting arrows at you); if that happens it's a bug.
Glacier

The great glacier is the enormous body of ice covering what used to be the great Dara Happan Empire—including the former home of Rider and Wheel ancestors, the Golden City of Nivorah, crushed beneath the ice. Other cities are said to be protected under the huge dome built by Manarlavus, including Orlentos and dread Alkoth.

## Ride Like the Wind

You can encounter the glacier during Glacier's Edge. It figures in your legends, and in the ritual Hyalor Tablet Maker.

Aside from the one illustrated event, visits to the glacier are generally uninteresting and lacking in rewards. All your explorers will find is ice.

As the world grows colder, the glacier continues to grow and extend to the south. For example, you may visit the dwarves of Noastor, only to return and find nothing but ice where you met them.

The god Yonesh, the Cold Sun, may be connected to the glacier. Certainly your explorers feel his power there.

## Lights Going Out

In *Six Ages II: Lights Going Out*, the Berenethtelli, and perhaps other Rams, attribute the glacier to the bandit god Valind.

By the time of *Lights Going Out*, the great glacier is no more, destroyed by the forces of Chaos. It has given way to what your clan calls the Northern Reach, a poor and rugged land where only a few Dara Happan refugees struggle to survive.

## Images

The glacier destroys Nivorah.The glacier is still growing, encroaching ever southward.Yonesh, a god associated with the glacier and with cold in general.Valind the Icy, a god associated with ice, cold, and chill-wind.The forces of Chaos wreck the glacial dome shielding the Dara Happan empire, as seen from the Otherworld.
Penentelli

The Penentelli are a tribe of Rams who live in Penentan, to the southwest of the Black Eel Valley. They claim descent from Penene Winter, daughter of Vingkot, and their first king was named Kastwall Five. They are known for their hunting prowess. Their king employs roving bands of tax collectors who both the local Rams and visiting explorers and traders do their best to avoid and outwit.

Like other Rams, the Penentelli cannot ride and do not keep horses. However, they ride to war in swift chariots pulled by antellope. Their king maintains a breeding population of bronze-horned ordeed to pull ceremonial chariots.  The importance they place on antelope is reflected in the horned helmets some of them wear.

As with the other Southern Rams, their kingdom is a popular destination for slave traders, particularly those selling captive Wheels.

Besides herding antellopes, the Penentelli is famed for their great walled city of Penentalada, far away from the valley.

## Ride Like the Wind

The Penentelli king is variously named Hothang, Kelendar, Varandros or Garmath.

### Events

The Penentelli appear in the following events:

* Antler Society: Penentelli Visit
* Penentelli Encounter

Aside from the illustrated event, explorers in Penentan may meet the Jaroling clan, who are willing to trade with outsiders and to provide advice to avoid the royal tax collectors—which the explorers may or may not succeed in doing.

### Lore

The clan circle says:

* "Penentan is the westernmost of the southern Ram kingdoms. They use the ordeed to pull a coronation chariot, which has great magical powers."

## Lights Going Out

Like everyone else, the Penentelli have fallen on hard times in the Chaos Age. Having forgotten how to build chariots, when their lands become beset by Chaos, they have no choice but to hunker down in their walled city, Penentalada, and summon the ghosts of their ancient kings to defend them.

On Exploration, there is a chance of finding the Antler of Penentan, one of the Four Kingdoms treasures, here.

### Lore

The clan ring says:

* "For historical reasons our sages love to prattle about, we call Penentan one of the southern kingdoms, even though it lies to the west of us."
* "A type of antelope called an ordeed was holy to their first king, Kastwall Five."
* "The city of Penentalada is famed for its fortifications."
* "The Penentelli are much diminished but still have their sturdy walled temple city."

## Other Stories

For more about the Penentelli tribe and its role in other times of Gloranthan history, see here.

## Images

Penentelli tax collectors.The ghost of a Penentelli king battles Chaos.Pentenan is located in the lower left-hand corner of the map, to the south of the Autumn Mountains and to the west of Vestenan.
Garbled Tongues: The Bones of Geyzenturas

## Dialogue

1. Agree.
2. “Nsloa, but nram trade ort tje gold you koinonl.”
3. Decline.
4. Decline, and dissuade them from doing it.

## Consequences

If you successfully **decline, and dissuade them from doing it** themselves, then they will be disappointed, but grateful for your warning. May be helped if you immediately sent out explorers to the crater back in Garbled Tongues: Language Dies.

## Notes

If language is working, the text of the event is a bit different and the second option becomes “We can’t, but might trade for the gold you gather.”

## Advice

### Non-garbled

* "A king without gold struggles for respect." - Iverlantho
* "Too great a risk." - Venef
* "When sky deities die, their bones remain as pure gold."
* "A piece of the sky fell into the valley back in our Rider days. A time of great woe ensued."
* "Let them dig on their own."
* "The gold is cursed."

### Garbled

* "Starting to see the nvajbtnahgprrl in it."
* "Hnjhlsaa cgntlramh rabznsoaa, always and usnaio."
* "Wakboth can play his own crude tricks." - Eurmal trickster
Race Hosts

## Dialogue

1. Host a race day.
2. Ask a Rider clan you share a border with to host alongside you.
3. Proceed if Gamari blesses you.
4. “We can’t afford it now.”
5. “We can’t trust other clans now.”

## Consequences

**Gamari's blessing** can come as fine horses--perhaps more than you'll need to give to the winners.

The success of a race day depends on the diplomacy skill of your Clan Circle.

## Notes

The option to co-host a race day does not appear if all of your direct neighbors are Wheels and Rams.

See also Horse Races
Fruits of Schism

## Dialogue

1. Attack the <Other Rider>.
2. Attack the <Foreigners>.
3. Lean on the <Foreigners> to stop their raids.
4. Seek a truce between Cenala believers and traditionalists.
5. Take no action.

## Consequences

**Attacking the <Other Riders>** can seriously damage your popularity, as it's seen as taking advantage of the schism. Additionally, the other Rider clans may make a truce without you.

**Seeking a truce** can end political division over the schism. This will remove some unpleasant consequences, but it will also remove the pleasant ones, like being able to rely on your fellow believers or rejecters to automatically help you out with rituals.

## Notes

The text of this event changes slightly if you're on the other side of the schism.

## Notable Advice

"Aside from Stelfor’s extirpation of the North Clan, there are few precedents in our stories for internal warfare, let alone an end to it." — Clan Circle member.
Loss: Orgovaltes War

## Dialogue

Over the next decades, the migrants prospered in the valley. In time, the <Ram Host Clan> came to think of themselves as Orgovaltes too. Other Ram clans learned to ride from them. As dark times grew darker still, the Hyaloring clans dwindled. Pressed hard by the ascendant Orgovaltes people, our clan was the first to disband. They burned our story tent, and we were forgotten by the ages.

## Consequences

You've lost the game. (But at least you get an achievement out of it! This event and its peaceful counterpart are the only two to give the "Loss" achievement; other losses give different ones.)
Polarized While Believing

## Dialogue

1. Attack the <Rejecters>.
2. Encourage fellow Cenala clans to stick together.
3. Lean on the <Rejecters> to stop their raids.
4. Placate the <Believers> with gifts.
5. “They would have raided you anyway.”

## Consequences

**Encouraging Cenala clans to stick together** can result in all the Cenalans of the valley promising not to raid one another. Keep in mind that this agreement won't last if you break it yourself...

## Notes

There is a counterpart to this event that happens when you reject Cenala.
Jack-o-Bear Attack

## Dialogue

1. Attack the jack-o-bears.
2. Seek cover and fire arrows into the fight.
3. Use magic to befuddle and demoralize the jack-o-bears.
4. Hang back.

## Consequences

Attacking the jack-o-bears turns their attention to your party, killing and wounding several. The Forosilvuli, in gratitude for your sacrifice, may gift the Tiger Tooth of Forosan, which they say will aid with raiding in the southern valley. When brought back to the village, it is identified as one of the Four Kingdoms treasures, providing a diplomatic blessing to whoever possesses the full set of four.

## Advice

* "Beren did not fight jack-o-bears, but I imagine he would have attacked."
* "They say a jack-o-bear's head resembles a pumpkin, a large vegetable once known in the valley."
* "Better hang back."
* "The jack-o-bears fight as a pack, and we must do the same."
Heroic Combat: Trolls

These situations occur only when you are raided by the Uz.

### Consequences

All but the last two choices have a chance at rescuing <Clanmate> (another noble of yours)—though all do carry some risk. **Riding past** maybe the best option for a weak fighter.

**Picking off weaker trolls** will get you nowhere: in this era there's no such thing.

## Trolls Summon Monster

### Dialogue

1. Attack the shamans.
2. Climb up its leg and try to stab its head.
3. Climb up its leg and try to stab its underbelly.
4. Rally your Bows to concentrate fire on it.
5. Ride circles around it.

### Consequences

While you might think (based on human foes that bring monsters to battle) that **attacking the shamans** is a good idea, it has no particular effect on this monster.

The other options can all work, though none is guaranteed. The monster's **head** does seem to be more vulnerable than its **underbelly**, though.
Gods War: Dwarves and Moon

## Dialogue

1. Aid the dwarves.
2. Aid the moon.
3. Fight the dwarves.
4. Flee.
5. Grab a moon fragment.

*If <quester> aids the moon:*
What form does the aid take?
1. A gift of magic.
2. A soothing song.
3. Inspiring words.

## Consequences

* There is a risk that a quester who **aids the dwarves** will stay with them and never return to the clan.
* If the quester successfully **aids the moon,** it may return her to the side of her god. Failure can result in the dwarves sending the quester back--but not before stealing some of one of the quester's skills.
* Successfully **fighting the dwarves** grants the clan a bonus while fighting dwarves, as well as the moon's gratitude and aid in returning to the ritual.
* **Fleeing** has a small chance of returning the quester to the ritual, but usually simply sends the quester to another part of the Gods War.
* **Grabbing a moon fragment** can give the Moonstone, a treasure. Failure may lead to the death of the quester instead. Even if they succeed, they will still be lost in the Gods War, and must choose another option to try to get back to the ritual.

## Notes

Other options to aid the moon may show up for some questers.
Horn of Vingkot Offer

## Dialogue

1. Pay 75 cows for it.
2. Pay 75 cows for it, then destroy it.
3. Pay 75 cows for it, then give it to the Ram Killers.
4. Politely decline.
5. Scornfully refuse.

## Consequences

75 cows is a high price for a treasure, but the Horn of Vingkot is an impressive one, likely to boost your relations significantly. Its effect is enhanced if you have good relations with your Ram neighbors.

## Notes

If you keep the Horn, you may later experience Horn of Vingkot Ultimatum.
Heroic Combat

Heroic Combat refers to interludes during battle which focus on one of your nobles—sometimes a warleader or a healer, but often someone completely random. Success or failure can have a great effect on the tide of battle—and either the focal noble or another clanmate can easily die.

Keep in mind your noble's skills. And remember that magical options tend to cost Clan Magic!

Many scenes only occur with a particular enemy, while others can happen with various foes.

See the pages listed below for details:

* Heroic Combat: General
* Heroic Combat: Riders
* Heroic Combat: Wheels
* Heroic Combat: Rams
* Heroic Combat: Alkothi
* Heroic Combat: Dwarves
* Heroic Combat: Elves
* Heroic Combat: Trolls
Ostalar

Ostalar the Sorter was the first Hyaloring chieftain. He was descended from Hyalor and his second wife.

Ostalar created the Clan Circle that the Riders use today, and chose to appoint both men and women to it from the start, a stark change from the patriarchal ways of Nivorah.

Ostalar appears in the myth Tablets of Hyalor, and in the ritual based on that myth, Hyalor Tablet Maker.
Land Tresspassing

## Dialogue

1. Flee.
2. Fight
3. “We banged the drums, but you did not hear them!”
4. “If you cannot hear a clearly banged drum, do not blame us!”

## Consequences

**Fight** results in a fight, that can harm relations with other clan.

## Notes

Event can happen by exploring on another Rider clan's land. You may have to not have interacted with this clan for this to happen. (Don’t trade or send a emissary to the clan beforehand)
Loss: Wedding Massacre (Beren Survives)

## Dialogue

The wedding massacre marked the beginning of our clan’s long decline. Beren withdrew into himself, and soon left the clan to wander alone. The Rams never learned horsebreaking from us, nor did they ever intermarry with our people.
Years later, Ram migrants, the Orgovaltes, arrived from the south. They had learned horse secrets from a Rider named Ulanin, from the nomadic clans of the southeast. These Orgovaltes spread horse lore to the local Storm people. Deprived of our advantage over them, we Rider clans dwindled. Around this time we heard that Beren still lived. He had gone north, to the city of Alkoth, to learn how to become a demon. Armed with the secrets of the green city, he led a roving war band dedicated to the slaying of <Enemy>. We heard the terrible legends he left in his wake, but never saw him again. Distrusted by our own folk ever since the marriage debacle, our clan was among the first to disband. Our story tent was lost. By the time the darkness got truly bad, our name had already been forgotten.

## Consequences

This is a dark ending to be sure, but a memorable one...

## Notes

The text here varies depending on who your final foe was, whether Cenala officiated, and whether the Dara Happans are your ancestral enemy.

This ending is one of those that grant the Wedding Crashee Achievement.
Kerenna Vs Gossip

## Dialogue

1. Support Kerenna with a sacrifice to Humakt.
2. Have the king toast her in Beren's hall.
3. “Pay no heed to wagging tongues.”
4. "Consider the danger to the rest of us."
5. Neither encourage nor impede this.

## Consequences

If you **support Kerenna with a sacrifice to Humakt**, a successful sacrifice will be received, according to our death cultists, and more undead will come than Kerenna doing the rite on her own, and Kerenna will be strengthened against them when the time comes.

## Notes

1/3Depending on Kerenna's exact age, three different variants of the illustration may be used.

## Advice

* "By systematically slaughtering the undead I shall reduce their local numbers." - Kerenna
* "No mere Sword shall eclipse the king." - Iverlantho
* "Reducing local undead will endear us to our neighbors." - Reda
* "The undead won't succeed in killing her. They may pick off a few of us."
* "I ignore what fools say about me, and she should do the same."
* "Humakt teaches implacability."
* "She has a point."
Peace Overture

## Dialogue

1. Agree.
2. Agree, assuring trust with a peacebond worth 50 cows.
3. Agree, with a hostage swap to assure trust.
4. Agree, with a ritual oath to assure trust.
5. Decline.

## Consequences

If you **swap hostages**, after three years they will be traded back, with a message that they have learned the other clan's ways, leading to better relations in the future.

## Notes

"In a peacebond, both clans leave treasure worth 50 cows with a third party. If one party attacks the other within five years, the defender gains the aggressor’s treasure." — Clan Circle member.
Krarshtkid

A krarshtkid is a crab-like Chaos creature, made in the form of their creator, the Chaos god Krarsht. They are typically small, tick-like beings that attach themselves to humans to feed on their blood and cause them to commit evil acts, destroying communities from within. However, there are also larger variants hidden somewhere out of sight of human settlements that spawn the smaller ones.

## Lights Going Out

### Lore

Your clan ring has the following to say about krarshtkids:

* "Wheels succumb easily to krarshtkids."
* "Chalana Arroy can heal [clansman], but cannot destroy the krarshtkid."
* "When the gods all lived these horrible creatures could not multiply."
* "Krarshtkids have destroyed entire kingdoms."

### Events

Krarshtkids appear in the following *Lights Going Out* events:

* Krarshtkid Kinstrife
* Krarshtkid Factions

## Other Stories

For more on krarshtkids, see their Glorantha wiki entry here or their *King of Dragon Pass* wiki entry here.

## Images

A krarshtkid mother in a hole out in the woods.
Gods War: Hero and Beast God

## Dialogue

1. Join the beast god against the hero.
2. Join the hero against the beast god.
3. Let the battle play out.
4. Mediate between them.
5. Depart.

## Consequences

* **Joining the beast god** earn its gratitude and aid in returning to the ritual, although in this case the hero will swear vengeance. This option also grants the successful quester increased skill in combat (half a rank). Failure can also result in the hero hurling the quester back to the ritual.
* **Joining the hero** will lead to the quester returning home with him, abandoning the ritual and forgetting her people and gods.
* **Letting the battle play out** runs the risk of the same, although the quester will be given a chance to pray to a selection of Rider gods, which has a chance of rooting her to her own culture.
* **Mediating between them** can be successful, and if so will return the quester to her place in the ritual. It will also boost her diplomacy skill. Failure will take her to another part of the Gods' War.
* **Departing** has a small chance of returning the quester to the ritual, but is far likelier to simply take them elsewhere in the Gods War.

## Notes

The hero identifies his foe as Basmol the Lion.
Meet Sereden

## Dialogue

1. Promise to elevate him.
2. Suggest he might succeed <Chief> as chieftain.
3. Suggest he might join the ring the next time a vacancy occurs.
4. Demand that he clarify his position on kings and tribes.
5. Work to deflate his reputation.
6. Leave him be.

## Consequences

If you make a promise, Sereden's followers will certainly wish you to keep it. The same may or may not apply to the rest of the clan. Certainly, Iverlantho will not be happy if you intend to replace him as chieftain!

If you **suggest he might join the ring the next time a vacancy occurs** then that may be enough to placate his supporters, raising overall clan mood. However, you're expected to honor this when the opportunity occurs.

**Demand that he clarify his position on kings and tribes** and he'll concede that finds both arguments destructive, hoping for harmony instead.

Doing nothing is a viable choice here.

## Notes

   Like the other introduction events for first-generation characters, this event usually happens early, but doesn't always.

Unlike the others, there's no opportunity to earn a treasure or longterm blessing.

If Sereden is using his elderly portrait by the time this event occurs, a variant illustration is used.

## Advice

* "I am not asking to be chieftain, but if chosen, I will discharge my duties as best I can." - Sereden
* "Father still has much to teach the <Player Clan>." - Serestev
* "It’s like he’s speaking gibberish half the time." - Hanth or Hanvan
* "We should have discouraged this when it first started." - Kerenna
* "Does he recognize me as king? That is the important question." - Iverlantho
* "Let him on the ring when one of us dies." - if Sereden is not already part of the ring.
* "Shimmering words, like webs, gather dust." - Reda
* "Are we merely jealous of his popularity?"
* "Surely he supports the crown."
* "I hope he's not priming our young warriors to go off uselessly hunting regalia."
* "Orlanth’s carpenter was called Durev. Sereden has somehow gained a connection to this obscure, perhaps dead, deity. He’s not an initiate of any god, though."
* "With so many gods dead, it isn't that surprising that he doesn't regularly sacrifice to any of them. But we still need those that remain."
* "He's not an initiate, but he's not a spirit-talker either."
* "If the lore god Lhankor Mhy still lived, his priests could sort this out."
* "I don’t think he means to cause trouble, but his followers are another matter."
* "Nothing unusual about this."
* "Nothing to worry about."
* "Sereden answers to no one, and I don’t like that."
* "Surely he should do more carving and less talking."
* "I don't know what he's saying about Chaos, and that disturbs me."
* "Cults are for gods, not men."
* "Watch out for carpenters with big ideas."
* "Woodworking is honest labor for a man. Women can't do it right."
* "If the lore god Lhankor Mhy still lived, his priests could sort this out."
* "I will get him to explain himself clearly for once." - Lhankor Mhy initiate
Heroic Combat: Dwarves

These situations occur only when you are raided by the Mostali.

### Consequences

If the hero succeeds at slaying the original dwarf, they may become better at one-on-one duels.

The dwarves consider their **strange contraption** important, so maybe your hero should too!

## War Machine

### Dialogue

1. Call on Elmal to strike it down.
2. Shoot arrows into the slit.
3. Have <Earth Priestess> call on Nyalda for earth-shaking magic.
4. Ride circles around it.
5. Ride up and slash at it with a sword.

### Consequences

If **Elmal** destroys the contraption, both sides will take casualties, though your clan will be able to collects some goods after the battle. Likewise, **Nyalda** can give can give your forces a chance to act, including a chance to get that plunder.
Mass Illness

## Dialogue

1. Blame a neighbor.
2. Call on Chalana Arroy, goddess of healing.
3. Call on spirits.
4. Propitiate Malia.
5. Tough it out.

## Consequences

If you **call on Charana Arroy, goddess of healing**, you are first asked how much to sacrifice and then whether to perform a stronger rite at the risk of your shrine's integrity. If successful, not only will the epidemic end and those who are sick of it recover, but those sick of other ailments will be restored to health as well.

If you **call on spirits**, it will ask if you tax your bonds with clan spirits. Taxing with a skilled shaman (like Dresta) will succeed and restore everyone afflicted back to health, clan singing their praise.

## Advice

* "Healing spirits are scarcer than they used to be, but if anyone can find them, it is I." - Dresta
* "I will sabotage any attempt to invoke Malia."
* "When Redalda founded the tribe she introduced the Rider healing goddess Erissa, to her mother, Chalana Arroy."
* "The mercy inherent in our Chalana Arroy shrine remains strong."
* "Alas, our walls aren't warded against disease spirits."
* "Malia is one of the Unholy Trio."
* "Sick in body, sick in truth."
* "Am I starting to discolor?"
* "Propitiation is not worship, but rather payment of magical tribute to a malign god. We would react with shock and scorn if a neighbor did it."
Nocheli

Nocheli was the Nivoran goddess of the red dye insect. Only a few Rider clans maintained her worship during and after the exodus.

## Ride Like the Wind

### Worship

You can only worship Nocheli if you took her out of Nivorah with you in clan creation. Even then, you cannot build her a shrine, nor sacrifice to her. Instead, she grants an extra exotic good, Red Dye, which allows you to maintain an extra trade route.

### On the Circle

You cannot have a worshipper of Nocheli on the circle.

## Notes

The red dye insect is probably cochineal.

Your clan favors red honor belts, and nearly every advisor portrait has some red stripes or piping.
Vashya

Vashya was the eighth wife of Hyalor, and according to many Riders the last one. Since your clan descends from her grandson Basikan, she is also your ancestor. Before she had any children herself, she acted as foster-mother to the young god Zarlen. She was kidnapped and murdered by Yenfar the Sorcerer. Hyalor's grief for her was the first of the three wounds that killed him.

Vashya appears or is mentioned in the following myths:

* Zarlen's First Wander
* Hyalor's Long Ride
More Undead Called

## Dialogue

1. Toast Kerenna.
2. Toast the fallen shepherds.
3. "With this second feat you have proven yourself, and need do no more."
4. "As our next chieftain you will need to concentrate on other matters."
5. Convince the people that their faith in Kerenna has gone too far.

## Consequences

At the start of the event, mood rises and a number of population drops.

If you **toast the fallen shepherds**, choose whether it's done by the king, the ring, or Kerenna. The families of the slain may celebrate the roles their family members took in the fight against the undead.

Another clan may give you gifts in gratitude over ridding them of undead assailants.

The people may be excited over what might next come from Kerenna's call.

## Advice

* "What shall my call bring next?" - Kerenna
* "She wishes to become chieftain, which of course is impossible." - Iverlantho
* "Her actions help us with other clans." - Reda
* "An act can be holy yet also attention-seeking."
* "A wild-eyed grimness unites us now."
* "She infects us with an unbending attitude that won't be easy to shake."