recursal/Fanatic-Fandom huggingface dataset:
Percy

Percy is the number six of the North Western Railway. He was on the Great Western Railway, until being brought by the North Western Railway

## Personality

Percy is a kind and sweet engine. He often gets into mischief with his best friend Thomas. But no matter what he is always ready for work and would be willing to help his friends at all costs. He has also developed friendships with Edward, Toby, Mavis and BoCo. For a short period, he did have a small rivalry with Harold stemming from their race, they are always willing to help each other when in trouble.

## Appearances:

### Season 1:

* New Engine, The Horror of Jerry, The Plunge, Stories with War, Emily comes home, The Front lines, War comes to Sodor, Blown up, The War is over, Revenge of 48920, Crash, The Royal Visit, Christmas!!, Alfred and Percy, James and the Midnight Post Train

## Basis:

Percy is based on a few locomotive designs built by the Avonside Engine Company in Bristol, England, for the Great Western Railway (GWR). He most closely resembles #1340 "Trojan", built in 1897 for the Dunn & Shute of Newport Town Dock, before being purchased by the Alexandria Dock Railway in 1903, until that was absorbed into part of the Great Western Railway following the Big 4 Grouping of 1923. "Trojan" was preserved as part of the Didcot Railway Center, though it's currently away for an overhaul.

Percy bears several differences compared to his basis, including being larger, the addition of a coal bunker, among several other differences!

## Gallery:

Wartime BlackRWS/Percy (NWR Adventures)AdventuresWR
Erenlanth Comes of Age

## Dialogue

<He also shows great aptitude with a sword./The god-talkers say he may become a powerful magician.> <Some say he should be elevated to the ring immediately./As king, he must surely join the ring, if not serve as chieftain.> <Volunteer> volunteers to step down to make room for him. <For his part, Erenlanth asks if the ring isn’t a bit boring. “I can do that when my beard is grey!”/Erenlanth demurs. “I am king, but also a young man. Let me have some fun before a lifetime of servitude on the ring.”>
1. Convince him to join the ring.
2. Convince him to serve as chieftain.
3. “The existing council can rule until he matures into the role.”
4. Encourage him to be more decisive than his father.
5. “He should cultivate his father’s caution.”

## Consequences

If you **convince him to join the ring**, he makes it clear he only does so reluctantly. This may still raise your clan's mood if your clan holds royalty in high regard. Whoever gives up their seat for him will receive praise for setting aside their pride and the clan suggests they rejoin next time a seat on the ring opens up.

If you say **“the existing council can rule until he matures into the role”** then this will displease the clan's royalists, who argue that Erenlanth—despite his reluctance and inexperience—should be on the ring on account of his bloodline. If the clan is of a royalist disposition then this will worsen the clan's mood and negatively impact the ring's popularity.

## Notes

The illustration for this event is a variant on the one for Venef Comes of Age, with the figure of Venef replaced by Erenlanth and the surroundings being rather worse for wear.

If Iverlantho and Venef are both still alive, Iverlantho and Erenlanth will happen soon. Bachelor Erenlanth is likely to happen in a few years.

## Advice

* "Before my son becomes king, he must learn how complicated life can be." - Venef.
* "He is as headstrong as Orlanth. And see where that got the Storm King." - Dresta.
* "He plans to kill a zombie, a skeleton, and a vampire before his next birthday." - Kerenna.
* "Unwilling <kings/princes> win few friends." - Rodene.
* "He told me walls are no good because they don't help you raid." - Hanvan.
* "There is no prince after him. He must settle down and sire us an heir."
* "The boy has a nice healthy temper."
* "I would be honored to step aside for him." - Volunteer
Black Fog

## Dialogue

1. Call on Elmal to disperse it with sacred fire.
2. Call on horse spirits to disperse it with their galloping.
3. Conduct a divination.
4. Inspire the people to remain calm.

## Consequences

**Calling on Elmal** can work and increase Clan Magic (sometimes even restoring more than was lost, though sometimes less), or it can fail and cost even more magic.
Flying Horse

## Description

A treasure. "Winged horse strikes fear into your enemies when flown into battle."

Since the Flying Horse is a living treasure, it may have a limited lifespan.

## Acquisition

This treasure can be acquired as a reward from the ritual Gamari Horse Mother, provided you unlock the option in first in one of the following events:

* Pure Horse Offer: choose **Ask instead for secret rites.**
* Winged Horse Breeder: choose **Ask how you might one day perform her ritual.**
Ages of Glorantha

Our world started with the Celestial Age and continued in the eras that followed it: the Imperial Age, Gods War, Storm Age, and Chaos Age.

## Complete Myth

Gods do not exist in time or even recognize its power. But their actions do occur in a hazy, overlapping, sometimes contradictory sequence. When mortals try to understand their sacred stories, we inevitaby place them in a single line of events. This is how the story goes:

Our world, Glorantha, began with the Celestial Age. Distant gods, embodying great, cosmic principles, created existence. Then they dwelled together in the Celestial Court, where everything was perfect and balanced but nothing changed.

That went on until forever ended. New forms yearned to be born, and were. The original gods gave way to those we recognize today. Our Rider friends call this period the Golden Age, describing it as one of order and abundance. We Rams remember it as the Imperial Age, of tyranny and unshared abundance. From his golden throne, the Sun Emperor ruled everything and everyone, including his wife Ernalda Earth Mother. Her yearning for freedom set the rest of the story in motion.

Hence came the Gods War, which is both a time, and a divine place you can visit to find anger and transformation. Vowing to rescue Ernalda, the storm gods staged an uprising against the gods of sky and fire.

Finally, the power of Death manifested, in the form of a sword. Eurmal the Trickster picked it up first. He used it to commit the first slaying, of Grandfather Mortal. Humakt protected everyone by taking it away from Eurmal, and aided his former brother Orlanth by lending it to him. Orlanth used Death to knock Yelm from his throne into the underworld.

Orlanth's victory ushered in the Storm Age. The sun folk used to call this the Darkness, because som fine and beautiful clouds appeared in the sky to shelter us from the hottest days and to add some variety to its implacable unity of blue. Their name showed they had no understanding of what darkness really was. It was in fact a time of shared abundance and fair leadership, especially here in Berenstead.

But then the creatures of Chaos, rare in previous times, grew in number and overwhelmed the world, killing and eating everything from people and animals to ideas and social arrangements. The beautiful clouds of Orlanth's son Voriof turned into the choking poison haze of Wakboth and his demented gods. Thus began our present, lamentable era: the Great Darkness, or as we call it, the Chaos Age.
Daughters of Vingkot

'If they are priestesses, they worship Nyalda like we do. They just call her by a different name.'

## Dialogue

1. Attack the <Ram>.
2. Gift them.
3. Rally fellow Hyaloring clans to vigilance against Rams.
4. Shrug and go about your business.
5. Gift them with the horn of Vingkot.

## Consequences

A **gift** will improve relations with the <Ram> clan, which might be a good thing down the road...

If you are willing to give up the Horn of Vingkot and your ancestors hate Ram People, the sisters may offer a ritual to end that hatred.

## Notes

The text for this event changes slightly if  Redalda has been born already, since you can potentially hear about the three priestesses in that event too.
Eurmal's Custody Confusion

## Dialogue

1. Demand compensation.
2. Promise a raid.
3. Request compensation.
4. "Such are Trickster's ways."

## Consequences

The mood is lowered at the start of the event.

**Promise a raid** and confusion turns to righteous indignation against the offending clan. Alternatively, the worry over living and sleeping arrangements may trump the thirst for revenge, lowering clan mood further.

A random event will eventually mention that the trickster's curse has run its course and people can once again identify their kin.

## Advice

* "This humiliation must be paid in full!" - Iverlantho
* "If we had a trickster on the ring we could gain magic in compensation for this lamentable setback." - Dresta
* "This calls for a raid."
Federation Request

## Dialogue

1. "We might join, depending on who else agrees."
2. "We will join, and persuade others to do the same."
3. "We will never join."
4. "You should not even try this."

## Consequences

**"We might join..."** will wait for an event chain to follow. The <Other clan> might succeed, and will ask if you really want to join a federation other clans have agreed to join. **"We will join, and persuade..."** seems like it will always fail. **"We will never join."** could affect relations. **"You should not even try this"** can possibly convince the clan to not attempt to form a federation.

## Notes

Regardless if you join or not, If a federation is formed, Federation Trouble event will eventually occur. It is possible for different request pictures to be used for this event. Event sometimes occurs at some point after the local Wheel Kingdom is formed.
Forosilvuli Refugees

## Dialogue

1. Take them in.
2. Regretfully decline.
3. Scorn them as bringers of ill-luck and hunger.
4. Rob them.
5. Kill them, seizing their possessions.

## Consequences

If you **take them in**, you may find that their leader makes a formidable addition to the ring. If Iverlantho does not occupy the position of chieftain, he will take the opportunity to rile up your clan against the ring's decision, convincing some of the refugees' untrustworthiness, lowering clan mood. Otherwise, your clan mood may also increase, if your clan prides itself on its generosity. Also, in addition to thirty or so able-bodied pairs of hands (and hungry bellies) the refugees may come with a small number of cows. They do not bring any sakkars with them... in the flesh, that is. There is a chance that they reveal they brought with them the spirit of one, which aids you when fighting monsters, as long as you show the refugees respect. They may reveal a stash of goods they buried, which they add to the clan's wealth.

## Advice

* "Never miss a chance to remind the people of our tribe's superiority." - Iverlantho
* "Who are we to deny them?" - Venef
* "I sense powerful magic around them. They might summon something nasty if we attack them." - Dresta
* "Bring them the gift of death." - Kerenna
* "They are far from their home. Other Forosilvuli will not know what we do with them." - Reda
* "The hunter never pities the contents of his snare." - Hanth
* "A spirit presence curls around their feet." - Shaman
* "They need our help." - Chalana Arroy devotee
* "They chose the right place to seek a better life." - Forosilvuli Refugee Leader from a previous iteration of this event
* "If we offer them shelter now, they may be able to repay in the future."
* "When his advisors counseled war against the tiger kingdom, King Brolarulf said, 'Beware those teeth.'"
* "It is hard to make people understand this, but adoptees soon become self-sufficient, producing at least as much as they consume."
* "Keep their stench far from Berenstead."
* "If they brought treasure with them from their land, they buried it before coming here."
Concerns

A concern is a long-term modifier to some matter of importance to your clan. They remind you of problems your clan is suffering, current opportunities, promises you made, and the demands of the gods. Ventures often result in concerns as well: for example, the *Ceremony* venture leads to the *Ritual Preparation* concern, which serves to remind you that, having prepared for a ritual, you might want to conduct one!

Concerns can be viewed from the menu, where they are sorted by which screen (Clan, Magic, Map, Relations, War, or Wealth) they apply to.

On the relevant screen, your advisors will also mention ongoing concerns and their causes. For example, on the Wealth Screen one of your circle members might say "We have Craft Stress because we offered all our beer to the Gryphons." And on the War Screen, someone will clarify the *Oath of Peace* concern by saying "We promised not to raid the Ar-Tarimae."

## Stress

These are concerns that affect you negatively. Some can be removed by ventures or during events, while others must be waited out.

* Houses Unfinished: Affects clan mood. You start the game with this concern, and it remains until you perform the Finish Houses venture.
* Limited Fields: Affects fields. You start the game with this concern, and it remains until you perform the Expand Fields venture.
* Limited Pastures: Affects herds. You start the game with this concern, and it remains until you perform the Clear Pastures venture.
* Crafts Bad Omen: Affects goods production. Happens as a result of a random yearly omen, and lasts until the end of that year.
* Grazing Stress: Affects Herds. Happens periodically, and faster if you have large herds. Remove by performing Busenari Light Finder and asking the goddess to restore your pastures, or (less ideally) by performing the Restore Pastures venture for several years.
* Trickster Chief: Having a trickster chief will impact mood and relations negatively.

## Bounty

These are concerns that affect you positively.

* On Alert:
* Ritual Preparation: Gained by the Ceremony venture or by ritual preparation in certain events. Helps with performing rituals.
Evil Spirits

## Dialogue

Your shamans wish to add new <items/bangles/bundles> to their ritual costumes, strengthening them against the possible return of these spirits. Occasionally it becomes necessary to add new items, when the old ones lose their potency.
Antler Society shamans, on the other hand, say that they do not need expensive new decorations to protect you from evil spirits. Angered, the shamans who drove off the evil spirits reply that the Antlers may be responsible for their presence here.
1. Agree to their request.
2. Have them hunt evil spirits after acquiring the needed items.
3. Send the Antlers to hunt evil spirits.
4. Banish the Antlers.
5. Take no action.

## Consequences

Having the shamans **hunt evil spirits** can cost the mission leader their life if their skills aren't up to the task. If they die, survivors of the mission will accuse the Antlers of having something to do with it.

If you choose to **banish the Antlers**, you may see them again in Antler Society: New Allegiances.

## Notes

If the Antler Society hasn't appeared yet or if you have already cast them out, you won't see the text about the Antlers or the options concerning them specifically.
Antler of Penentan

## Description

"One of the Four Kingdoms treasures, which rewards the clan with magic when fortifications are built or repaired"

The Antler provides clan magic when you build fortifications (usually one point) or successfully complete the Repair Berenstead venture (usually two points). A failed attempt to repair Berenstead will yield no magic.

## Acquisition

It can be acquired by exploring Penentan in *Lights Going Out*.

## Lore

The antler presumably belonged to an ordeed, a type of antelope considered holy by the Penentelli.
Albert

Albert is a Shunter who works on the NWR!

## Technical Details:

Albert was first built as an E1 class, an 'off the peg' Sharp, Stewart and Company 2-4-0 design. In 1891 seven of these engines were rebuilt as tank engines under the supervision of Locomotive Superintendent Richard Mason and reclassified J1. To suit branch line service the frames were extended to carry a coal bunker, supported by a pair of trailing radial wheels while their tenders were replaced with side tanks, that combined had a capacity of one thousand gallons. The class members were withdrawn between 1918-1924. None have been preserved.
Blue Goat

## Description

   "Immortal Goat knows Ergeshite history, and blesses your goats."

Although the Blue Goat will breed with the rest of your herd should you obtain it, it does not pass on its unusual color, nor its magical powers.

Should you adopt Ergeshites, they will be pleased to see the Goat in your care, and it will greet them.

## Acquisition

This treasure can be acquired during the exploration event Blue Goat Encounter, by stealing the goat. Success is hardly guaranteed, however, and failure may cost you your explorers.
Adding To The Story Tent

## Dialogue

1. Ask another clan to give it to you.
2. Have your crafters make it.
3. Purchase it from another clan.
4. Seize it from crafters of the <target> clan, on their way to deliver it to the <other> clan.

## Consequences

A **gift** may cost you a favor. Even if you agree to a favor, the clan may feel that the gift should have come without string and mood may decrease. The opposing clan may even mock you.

**Making** the cloth will inflict a crafting stress on your clan.

If you have a skilled bargainer on the clan circle, it may be best to **buy** the cloth; the price will depend on their skill but may be as low as five cows' worth of goods.

**Stealing** the cloth will annoy both clans involved.

## Advice

* "People will grumble if we spend too much of the crafters' time, offer to buy and get a poor price, or ask for a gift and are rebuffed. But I can talk them out of it."
* "We can't go for long without a place to record our chronicle."
* "The god Relandar taught us that our tents could have another use, to preserve memory from the passing years."
* "If we tell our crafters to weave the cloth, it will cost time they would otherwise spend on food jars."
* "Legends tell us of clans that perished because wove trouble into the fabric of their story tent. But our neighbors lack that magic."
* "I hear that crafters of the <Rider clan A> clan have made a bolt of story tent for <Rider clan B> and will be taking it to them soon. We should ambush them, and take it."
* "Blood of neighbors cost us nothing."
Exotic Goods

As you explore your Clan Lands, you might discover certain Exotic Goods. These are permanent additions to your clan's assets, and noted on your trade screen. While the trade screen does not differentiate between them, there are two basic categories, which will be discussed below. Furthermore, in addition to their other effects, possessing Exotic Goods at all makes it easier to establish trade routes. There is something of a diminishing return on this, by far the most important Exotic Good to acquire, for purposes of setting up trade routes, is your first one.

#### Venture Crafting Goods

These goods will do nothing on their own beyond open up the possibility of a special crafting venture, which will probably yield 25-35 Goods when selected. Repeated usage of the same venture can exhaust your supply. Also, sometimes a neighboring clan might approach you with a deal to buy some or all of your goods; while the amount they will offer will be less than what you'd get by crafting it yourself, you will not have to spend the time and limited ventures per year to acquire this wealth.

The Venture Crafting Goods known at this time are

* Ivory
* Gems
* Ebony

#### Trade Goods

These will have a more passive effect, simply raising the output of either your trade or your crafting per year. No particular action must be taken to take advantage of them. The known trade goods are:

* Discovered on your lands:
	+ Bitumen
	+ Copper
	+ Greenware
	+ Resin
* Brought from Nivorah:
	+ Glassware (must choose Perondeto as the god your ancestors brought from Nivorah during clan creation)
	+ Red Dye (must choose Nocheli as the goddess your ancestors brought from Nivorah during clan creation)
* Other
	+ Porcelain (must have a shrine to Venurtera, which is only possible if you make certain choices in the Dara Happan refugee event chain)
Few Families On Circle

## Dialogue

1. “One seat per family is not a rule, but we will reorganize.”
2. Promise to adopt a one seat per family rule.
3. Defuse tensions with a chadash game.
4. “We pick the best leaders, regardless of family”

## Consequences

If you promise to represent all families on the circle in the future, your people will be unhappy if you go back on your word.

## Notes

The text of the event varies slightly if you have already instituted a one seat per family rule.

Compare Unrepresented Family.
Dog Hills

The Dog Hills lie directly to the east of the Black Eel Valley, and are named for their inhabitants, the Votanki dog people. You may encounter Votanki in these hills, as well as in the wooded areas on their fringes. In the hills themselves, though, you are just as likely to meet Ergeshites or even stranger foreigners.

You can also encounter a magical wolf here. You may also encounter elves beset by Alkothi in the wooded areas on the fringes of the hills.

The river that winds here from the valley is the Red Wyrm, a tributary of the Black Eel River.

The lone hill below the Dog Hills is not part of the region per se, but if you visit there you can meet Zarlen
Commoners Caught Hoarding

## Dialogue

1. Admonish them in front of the clan.
2. Fine them.
3. Have them flogged.
4. Show forgiveness.

## Consequences

If you **fine them**, the matter may soon be forgotten, the ring having done the proper thing, more or less. A small amount of goods may be received as the fine.

If you **show forgiveness**, the clan may think this too leniant and become angry, causing the mood to drop.

## Notes

The segment about checking for krarshkids might only appear if you have previously had the Krarshtkid Kinstrife event.

## Advice

* "We cannot allow this!" - Iverlantho
* "They have dishonored us and must pay the price." - Kerenna
* "A fine way to attract wild dogs." - Hanth
* "Violence injures the one who is struck, and the one who strikes."
* "I saw some of them looking furtive the other day."
* "With Orlanth the King dead, people flout authority left and right."
* "Without mercy we are nothing."
* "The grain is for all."
* "It is bad to love rules more than people."
* "No one did this in Beren's day."
Gorp Attack

## Dialogue

1. Kill it with arrows.
2. Kill it with clubs.
3. Kill it with fire.
4. Kill it with magic.
5. Kill it with swords.

## Consequences

**Fire** will destroy the creature.

If your ancestral enemies were the forces of Chaos, your ancestors may reward you with magic.

## Notes

This event occurs in the tutorial.

According to Gloranthan lore, a Glorp can only be killed by fire or magic.
Birth of Venef

## Dialogue

1. Encourage harmony between royalists and their critics.
2. Celebrate the renewal of the royal line.
3. Remind people that Venef’s role will be largely ceremonial.
4. Seek a blessing from Elmal.
5. Throw a feast.

## Consequences

**Encouraging harmony between royalists and their critics** risks lowering clan mood if the two sides are too entranched and feel that the ring is trying to tape over real differences of opinion.

If your clan is receptive, **celebrating the renewal of the royal line** will increase the popularity of Iverlantho and the royalist faction in general as well as improving clan mood.

If you successfully **seek a blessing from Elmal** then he will send you a herd of 30 yellow-haired cows as a gift and the clan's mood will improve. It may be noted that said yellow cattle, as a unique gift, do not breed true.

## Notes

Based on past interactions between the royalists and realists, certain choices may not appear for selection.

## Advice

* "Fortune again turns my way. <Queen> endured like a hero." - Iverlantho
* "He’s as cute as my little ones were!" - Dresta
* "So cute!" - Sereden
* "As a servant of the death god, I cannot be a parent." - Kerenna
* "Squabbling over kingship cause dissension at home, and disrespect from our neighbours."
* "Everyone says babies are handsome, when in fact they are squished and red."
* "When Iverlantho was born, blue-eyed cattle showed up in our corral."
* "Most are glad to see an heir."
* "All hail the Prince of the Berenethtelli!"
* "Any birth is a miracle."
* "We are not starving, but neither are out storehouses full."
* "Seek a blessing."
* "I told you it would be a boy!"
* "Elmal might give us the traditional gift attending a royal birth—cows!"
* "I dreamed that we sent the infant to persue the lost regalia, and he was devoured by broos."

## Alternate Image

If Iverlantho is old enough to be white-haired, this event image is used instead.
Battle of Stormfall

Stormfall was a battle between the Storm gods and the Orlanthi peoples against Wakboth and his forces of Chaos. It occurred sometime near the end of the Storm Age and at the onset of the Great Darkness. As Wakboth and his forces marched from the north, Orlanthi gods, heroes, tribal kings, and their forces, gathered to face them at Umath's Camp. Beren, Redalda, and their Berenethtelli army, fought at Stormfall. Beren fought better than any of the other kings, but it was ultimately not enough to win the battle. Many heroes fell during Stormfall and, in the end, Orlanth himself had to call for a retreat. Only Humakt and his champions remained while the rest of the army escaped.

After the retreat of the Storm gods, Wakboth's army marched on the Storm Tribe's fort and defeated both Orlanth and Humakt. The Chaos gods then ransacked and destroyed the fort, including Spike, the mountain that it stood on. The resulting explosion was so poweful that the mountain itself was turned to dust, which the remaining Storm gods spread across the world in their escape. As a result, the sky itself was blighted and the whole world was covered in darkness.

Stormfall was the first defeat against Chaos, but neither the last or the worst.
Busenari Temple Request

## Dialogue

1. Agree.
2. Agree, if they treat it as a favor granted.
3. Agree, in exchange for a reciprocal gift.
4. Agree, supporting their rite with a sacrifice.
5. Decline.

## Consequences

The <Cattle-Challenged> clan will be happy with you as long as you **agree**. **Supporting the rite with a sacrifice** is a particularly kind gesture, though you will of course lose the goods or herds you sacrifice.

## Notes

Several of the misfortunes that may have plagued the <Cattle-Challenged> clan are things that can happen to your own herds in various random events.
Dinosaur Attack

## Dialogue

1. Assure the people that it will not be back any time soon.
2. Call on the gods.
3. Call on three-horned spirits to pierce its belly.
4. Hunt and kill it.

## Consequences

A skilled hunter (with high Food and Combat) will be able to **hunt and kill** the beast, bringing back meat for a feast and raising the clan's spirits.
Dresta Popularity

## Dialogue

1. Promise to put her on the ring.
2. Promise to make her chieftain.
3. "She needs all her time to tend to our spirits."
4. Undermine her popularity.
5. Do nothing.

## Consequences

**Promise to put her on the ring** and the people will cheer.

## Notes

If Dresta is over 55 years old, a variant illustration is used.

## Advice

* "On the ring, perhaps, but never chieftain. That seat belongs to me, as king." - Iverlantho
* "Most people favor a resumption of true kingship."
* "Elmal welcomed shamans into his fortress, saying that all were needed to defend it."
* "We should not let her eclipse us in popularity."
* "We need spirits more than ever, with the gods dead or dying."
Fire Children: Lyafor's Farewell

## Dialogue

1. Ask him to leave some of his magic behind.
2. Fete him with a night of singing and fermented mare's milk.
3. Forbid him to leave.
4. Perform a taxing ritual to bless him with powerful magic.
5. Bid him a quiet farewell.

## Consequences

If you choose to **perform a ritual**, you can decide to bless Lyafor with **talking**, **exploration**, and **war** magic. In any case, it will stress your magic in that area for a bit, although when Lyafor reaches Elmal's side he will send you a blessing in thanks.

A **feast** may raise or lower the clan mood.

If you ask him to **leave some of his magic behind** you'll get an immediate War Magic blessing, but your clan Mood has a chance of decreasing for making the request.
Making Ram Friends

## Dialogue

1. Give them a gift.
2. Throw a feast in their honor.
3. Wait until they come to us.
4. Offer them a favor.

## Consequences

A **feast** is a bit of a half measure, but can still build up some goodwill.

Rams are foreigners and speak a different language besides, so explaining the value of a **favor** can be unreliable.

**Gifts** are hard to misinterpret.

## Notes

See also Making Rider Friends and Sympathetic Wheels.
Chalana Arroy

Chalana Arroy, as she appears in Lights Going Out.

Chalana Arroy is a healing goddess worshipped by Rams. A healer of any people can call her name to be granted safe passage through a battle to reach a wounded clan member.

## Ride Like the Wind

### Events

Chalana Arroy features in one *Ride Like the Wind* event, depending on your choices: Beren Blinded.

## Lights Going Out

Your clan has, since the events of *Ride Like the Wind*, become Rams, the royal clan of the Berenethtelli, and, as such, worship Chalana Arroy as their healing goddess.

In *Lights Going Out*'s clan creation, if you did not import a save from *Ride Like the Wind*, it is said that Chalana Arroy first sang the Bone Mending Ballad for Keskor Breng, a feat attributed to Erissa in *Ride Like the Wind.* This perhaps hints to some level of syncretization between the two for your clan.

Chalana Arroy is likely to make an appearance to one of your early-game explorers in the event Chalana Rewards Exploration and offer you a blessing as an encouragement to keep exploring, as doing so will heal the world.

### Worship

You can build a shrine or a temple to Chalana Arroy. Her blessings are:

* Curing: Restores our sick people to health
* Healing: Restores our wounded people to health
* Hope: Helps us resist fear

The Braid of Chalana is a treasure that increases Health magic if a healer is on the ring during Sacred Time.

Chalana Arroy may ask you to not raid for a year during Sacred Time, granting you a blessing if you fulfill that condition.

### Lore

According to Berenethtelli traditions, Chalana Arroy is the mother of the Rider healing goddess, Erissa.

About Chalana Arroy, your clan ring has the following to say:

* "When Redalda founded the tribe she introduced the Rider healing goddess, Erissa, to her mother, Chalana Arrroy."
* "Chalana Arroy can heal [clansman], but cannot destroy the krarshtkid."
* "Chalana Arroy heals the ill but holds no power over smoke."

### Myths

Chalana Arroy has no rituals of her own in *Lights Going Out*, but her son, the god-turned-mortal Arroin, can be contacted by traveling to a Gods War portal on the map.

## Images

Chalana Arroy is murdered by the Chaos god Nontraya.
## Other Stories

Chalana Arroy appears in other stories of Glorantha.

* Chalana Arroy on the King of Dragon Pass wiki
* Chalana Arroy on the Glorantha wiki
Chalana Rewards Exploration

## Dialogue

1. Cattle.
2. Horses.
3. Immediate healing.
4. An ongoing healing blessing.
5. A treasure.

## Consequences

Chalana Arroy's **ongoing healing blessing** will last for at least five years—potentially much longer if you allocated magic to Healing at Sacred Time.

**Immediate healing** will cure everyone who can be healed. It is a good idea if you have many sick or injured people, but not if the clan is mostly healthy.

The **treasure** the goddess grants is random, but will never be a weapon. Receiving it may also make the explorer more popular and improve clan mood.

## Notes

This event is a bit of an oddity—it can be triggered from several other exploration events if you suffer setbacks while doing things the goddess would not disapprove of. In that sense, it's a chain event. The previous event's failure text will include a lead-in about the vision of the goddess, which is why this event seems to start in media res.

## Advice

* "Cows are the sure choice. We should not always make the sure choice."
* "Whatever additional boon I ask for, we must remember that exploration heals the world."
Blizzard on Autumn Mountains

## Dialogue

1. Call on Elmal to battle the Cold Sun.
2. Hunker down.
3. Seek shelter.
4. Seek aid of spirits.

## Consequences

**Call on Elmal** can succeed in escaping the blizzard. **Seeking aid of spirits** can work with a good enough magic user. **Hunker down** tells you subsequent explorers will find your parties bones. **Seek shelter,** if successful, will increase the explorer's Bargaining and Combat a small amount.(roughly 10% of a rank)

## Notes

This event is found by exploring in Autumn Mountains location of the map. This location is one of the few locations with more than one unique picture based event. (The other one being the Great Bear Encounter )
Fire Children: Lyafor's Return

## Dialogue

1. Send him alone against a foe, as he asks.
2. Send him alone against a foe, backed by a ritual of war magic.
3. Send him to fight, with your warriors at his side.
4. Urge him to go elsewhere.
5. Urge him to rest and get well.

## Consequences

**Sending him alone against a foe** will result in terrible damage to the target clan, who will both fear and hate you afterwards.

**Sending warriors with him** is unwise at best; Lyafor is as dangerous to friend as foe in battle.

**Urging him to rest** will simply return you to the other options. Lyafor is certain of his doom.

**Urging him to go elsewhere** will cause him to attack a random clan, though they might be slightly less offended.

You can sometimes send Lyafor to one of your allied clans if you want to avoid offending someone enough that they'll most likely Hate or Unlike you. Allied clans continue to Like you despite telling Lyafor to go after them alone.(And might Fear/Respect you) They may not supply you with as many soldiers though if you ask them to raid with you later.

## Notes

This is the end of Lyafor's story, but not of the fire children's. Yatakan and Ayvtu's stories can still continue after this.

If Yatakan or Ayvtu is on the circle when this event occurs, they will have special dialogue reflecting their childhood closeness with Lyafor:

* "To see my dearest childhood friend, so full of might, yet so shattered…" — Yatakan
* "I cannot help but think I could have wound up like this. Maybe I still might…" — Ayvtu
Antler Society: New Allegiances

## Dialogue

1. Attack the <clan>.
2. Demand that the <clan> cast out the Antlers.
3. Persuade the <clan> to cast out the Antlers.
4. Seek a non-aggression pact with the <clan>.
5. Take no action.

## Consequences

A successful **nonaggression pact** will keep both the <clan> and the Antlers from bothering you... for a while, anyway.

## Notes

This event can happen if you chose to resolve Antler Society: Cenalan Conflict by banishing the Antlers.
Fire Children: Mischief

## Dialogue

1. Banish them.
2. Convince the people to be patient with them.
3. Perform a ritual to ask spirits to safely remove their powers.
4. Perform a ritual to return their power to the gods.

## Consequences

**Convincing the people to be patient** can fail, in which case you will be given the option to let matters rest or not. Choosing not to do so returns you to the other options, while taking no further action will lower clan mood a bit.

All other options will prematurely end the event chain, and you'll miss out on two powerful heroes. Additionally, **banishing** the children will lead to their deaths.
Making Rider Friends

## Dialogue

1. Give them cows.
2. Throw a feast in their honor.
3. Wait until they come to us.
4. Give them goods.

## Consequences

A **feast** is a bit of a half measure compared to giving gifts, but can still earn some goodwill.

**Waiting** can hearten your people, who may see it as a matter of pride not to act desperate for others' favor.

## Notes

See also Making Ram Friends. It's not clear that there's a direct counterpart to these events involving Wheels, but Sympathetic Wheels is broadly similar, with the Wheel clan in question making the first move.
Antler Society: Penentelli Visit

## Dialogue

They have heard that you are in contact with powerful antler spirits and hope to engage your shamans to conduct a ritual for them. The Penentelli seek contact with a bronze-horned ordeed, a special type of the antelope they use to pull their ceremonial chariots. The entirety of the king’s breeding stock was just eaten by trolls. The Penentelli want the Antler Society shamans to call a pair of them, impelling them to visit their lands.
1. Agree, as a gift.
2. Agree, in exchange for a treasure.
3. Agree, in exchange for goods.
4. Ask how they heard about the Antler Society.
5. Attack them.

## Consequences

If you **ask how they heard about the Antlers**, the Penentelli will explain that their fame has traveled far. You can then choose another option.

The **treasure** the Penentelli offer is the Necklace of the Four Kingdoms, which grants your explorers good luck while in any of the four Southern Ram Kingdoms.
Beren Rejection

## Dialogue

1. Cheer everyone up with a feast.
2. Get Beren good and drunk.
3. Attack the <clan of Beren the Swift>.
4. Attack the <Daughters of Vingkot Clan>.
5. Do nothing.

## Consequences

Options 1, 2, 3 and 5 lead to Wedding of Beren the Swift.

Option 4 results in Redalda being killed by a stray arrow during the raid. Upon learning this, Beren the Tall kills himself. The next event in this case is Orgovaltes Arrive.

## Notes

This event happens if Redalda's chief refuses your Beren as a suitor for her, and picks his best friend Beren the Swift instead. At this point, the game has effectively been lost.
Conflicting Engagements

## Dialogue

1. Compensate both.
2. Compensate only the <clan1>.
3. Compensate only the <clan2>.
4. Compensate the <clan1>; try to win back <name2> for <advisor>
5. Compensate the <clan2>; try to win back <name1> for <advisor>
6. Convince both that no lasting harm has been done.

## Consequences

**Compensating** a clan will repair their opinion of you.

**Winning back** a potential spouse is difficult, and failure will annoy both them and their clan further.

Finally, attempting to **convince both clans that no lasting harm has been done** may succeed partially, placating one clan while further enraging the other.

Keep in mind that if <advisor> is a woman, successfully winning back a suitor will result in her leaving the clan, at which point you'll have to find a replacement for her spot on the Clan Circle.

## Notes

This event seems to trigger when an advisor on the circle has an indecisive personality.

## Lore

“This exact situation happened to Verlaro; his sister Osara got him out of it.” — Circle member.
Other comments:

* “If <advisor> gets either of them back, I’ll compose a song about it, which will be remembered throughout the ages.”
* “Good trick, <name>! Wait, you were trying to play a joke on those two, right?”
* “I’m surprised <advisor> could narrow it down to only two candidates.”
* “No surprise <advisor> would be as indecisive about marriage as everything else.”
* “In my defense, <name2> wooed me quite dashingly, and then <name1> batted those thick lashes of his…”
Ergeshite Adoption Unrest

## Dialogue

1. Expel the Ergeshites.
2. Have <Raven trickster> ridicule both sides.*Option only appears if Raven is on the circle.*
3. Pit a goatherd-selected team against a traditionalist team in a game of chadash.
4. Take no action.
5. Throw a feast.

## Consequences

Keep in mind that you have legally adopted the Ergeshites, so **expelling them** may not be the best idea...

**Raven's ridicule** may help, or it may simply make everyone involved hate the Clan Circle. This seems to test Mediation (possibly Bargaining + Diplomacy) of the best-skilled circle member, whether or not that is the trickster.

**Chadash** may or may not relieve tensions--though it will certainly lead to injuries.
Fire Children: Yatakan's Rage

## Dialogue

1. Admonish <Victim>.
2. Admonish Yatakan.
3. Call on Elmal to dampen the flame in Yatakan’s heart.
4. Call on Nyalda to bring calm to Yatakan’s heart.
5. Do nothing.
6. Suggest that Yatakan seek his heroic destiny elsewhere.

## Consequences

If you **suggest that Yatakan leave** he will do so, planning to seek a priest of Zarlen to travel with. You'll have lost a powerful hero.

If you successfully **admonish Yatakan**, his victim will forgive him, albeit under pressure by others who do not want to use Yatakan's talents.

If you succeed in **calling on Elmal to dampen the flame in Yatakan's heart**, Elmal will appear to Yatakan and remove his burden. Yatakan's combat skill will go down by one full level. However, he will still be considered an auspicious choice for the Elmal ritual. Failure, though, will result in the clan suffering DivineDisfavor due to Elmal's wrath.

**Nyalda** can grant Yatakan forbearance without any apparent ill effects.

## Notes

The text varies depending on whether Yatakan is chief, whether the skyfall has happened, and which hero exactly was insulted. .

If Ayvtu is still in the clan and her own event hasn't triggered yet, it can still do so.

Notable advice:

* "I should not have laid hands on him, but was right to call him to heel for what he said." - Yatakan
* "I have nothing more to say. The deeds I have performed for you must speak for themselves." - Yatakan alternate?
* "Yatakan, you have done more for me than I can express. But I do not need you to protect me from unkindness." - Beren the Tall
* "The rest of you don't understand what it is like to carry Elmal's flame." - Ayvtu
Archery Contest

## Dialogue

1. Focus only on winning prizes.
2. Cement friendships.
3. Mend grievances.
4. Stay away.

## Consequences

**Staying away** is probably a wasted opportunity. Either **cementing friendships** or **mending grievances** can help your relations.

## Notes

This is an event where your Clan Circle provide some fun advice:

* "It is a festive occasion, but displaying skill at archery tells others to fear our arrows."
* "To bring Stelfor and Zenangar back together, Osara invented archery contests."
* "A delificent day this will be, so long as we don’t… don’t… uh…"
* "I will dance, at first with my clothes on." — Raven trickster.
Mass Ritual Request

## Dialogue

1. Decline.
2. Give them something to sacrifice.
3. Praise their efforts.
4. Spread word of their foolishness.
5. Tell them your priests will spin for them at the time they specify.

## Consequences

**Praising their efforts** is a test of Oration, a combination skill.

If you **spin for them** and the ritual succeeds, all the other clans that participate will like you a bit more. On the other hand, if you try to participate and fail, you'll lose some respect with all the other clans involved.

If you don't participate, you'll eventually hear whether or not the rite succeeded.

## Notes

It's worth considering that you sometimes have the option of a mass ritual to deal with your own problems, which your neighbors may not be dealing with...
Axle of Samnal

## Description

"It might do something involving Wheels maybe"

The Axle is a treasure and part of the royal regalia of the old Wheel Kingdom. Since it is a Wheel treasure and sacred to Samnal, a god not worshiped by your clan, your people will not know what it does for you, if anything.

If present on the ring, Sereden will clam that "this artifact will advantage us when dealing with Wheels." *(tested with Heroic Lore skill)*

## Acquisition

It can be acquired as part of an event in *Lights Going Out*, Wheels Artifact Discovery. Reda will find it and bring it to your clan, soon after which a Wheel clan will offer to buy it for 50 cows. If you decide to keep it instead, it will be added to your treasury. You can also destroy it, which will weaken the Wheels in battle for a while.
Deer Infestation

## Dialogue

1. Announce a hunting contest, with a prize of 20 cows.
2. Divert effort from the pastures and fields to hunting.
3. Seek relief from Dostal the hunting god.
4. Seek relief from spirits.
5. Wait for wolves to increase their numbers.

## Consequences

If you hold a **contest**, another clan will beat your prize, and you'll have an option of raising yours. If you do, you'll have solved the problem and probably find more clans like you--though you'll be out quite a few cows. You'll also be asked who to invite: Riders alone, Riders and Wheels, or all clans in the Black Eel Valley (only if Rams have been introduced).
Clan Member Visits Boulderwood

## Dialogue

1. Allow the rite
2. Gently refuse
3. Issue a general edict against exploring without permission.
4. Scold <Explorer> for his rashness

## Consequences

**Allowing the rite** can have several consequences.  Nyalda appears to warn you that Uldak/Kadul is a rebel god banished by Oria, the first earth mother.  Nyalda states that your sacrifice was wasted but you will not be afflicted by his dread presence.  However, whatever amount of goods and cattle you sacrificed, will actually boost up the number of cattle that Uldak will offer if you sacrifice a human when visiting him in Boulderwood.  He defaults at offering 100 cattle, but you can push that starting offer up to 170 with your sacrifice in this event.  One other consequence that can happen in allowing the rite is your explorer may later commit suicide feeling like they have wronged the gods.(Not clear what causes this) **Gently refusing** should avoid any clan tensions.

## Notes

If you have previously visited Uldak in Boulderwood, your explorer will tell you instead they met a god named Kadul, which is Uldak's way of trying to trick visitors into thinking that he is someone else.  Both names have the same letters, just in a different order.

This event seems to require a noble with the God Seeker personality, although they don't have to be on the ring for it to trigger.