recursal/Fanatic-Fandom huggingface dataset:
Dwarves

Dwarves come to trade.

The dwarves, also called stone men or Mostali, are some of the inhuman foreigners you may encounter in *Six Ages*.

Since dwarves all worship the same god and cooperate with one another, they're confused by the divisions that exist between humans.

## Ride Like the Wind

Dwarves are one of the ancestral foes you can pick during clan creation.

Dwarves can raid you but you cannot, outside of events, raid the dwarves back.

### Lore

Your clan circle can say this about dwarves:

* "Dwarves, who call themselves Mostali, embody the stasis rune, and seek to return the world to its original immobility."
* "Dwarves show what happens when laws can never change."
* "Dwarves are toughest in their underground domain."
* "Dwarves burrow through the earth without respecting her."

### Events

Dwarves appear in the following events:

* Dwarf Traders
* Dwarves Arrive
* Gods War: Dwarves and Moon
* Imther Ambush
* Noastor

### Myths & Rituals

Dwarves figure prominently in the endgame ritual a threat to crops and forests.

## Lights Going Out

In the backstory of *Lights Going Out*, dwarves were forced by Beren and Redalda to construct your fortress of Berenstead, including warding it against one of your ancient foes. You pick which of these foes to ward against during the game's clan creation. One of the possible choices are dwarves themselves.

Due Beren's past actions, your clan starts with belligerent relations with the dwarves. However, it is possible to seek amends with them through certain events.

Unlike in *Ride Like the Wind*, dwarves will never raid you in *Lights Going Out*.

### Lore

In *Lights Going Out*, your clan ring has the following to say about dwarves:

* "The ancestors will not fail to reach Dwarfstead."
* "Peace with the metal folk would confer a benefit both intangible and cosmic."
* "Dwarves live in these mountains, and this is the sort of things they make."
* "[Dwarves] do have a good reason to dislike us."
* "Dwarves—the most puzzling of elder races."

## In Battle

The dwarves will raid you often if they are your ancestral foe, and rarely otherwise.

They fight on foot, wielding axes and firesticks. While they will never berserk attack and can't be parleyed with, they don't favor any combat option in particular. Their unique ritual, **Battle Grid**, causes the battlefield to light up in a pattern of glowing squares. Presumably this orderly magic gives the dwarves an advantage in battle.

You can't raid them under normal circumstances, though the option may show up in events.

There are a couple of Heroic Combat scenes dealing with dwarves: Heroic Combat: Dwarves.

## Gallery

In *Ride Like the Wind* the dwarves are always drawn by Michelle Lockamy in Gods War scenes, and by Kate Glasheen otherwise.

Dwarf RaidVictorious dwarf raiders.Dwarf raiders fleeing a battle they lost.Dwarves aiding the construction of Berenstead.Dwarves placing a strange device in the cellars of Berenstead.A party of dwarves have come to Berenstead to negotiate a possible peace with the Berenethtelli.A strange Dwarven-made cube situated in the Imther Mountains.
Durev's Chisel

## Description

"Increases Crafts magic if an Ancestor devotee is on the ring during Sacred Time"

## Acquisition

Can be acquired in *Lights Going Out* by asking Chalana Arroy for a treasure when you meet her while exploring. Alternatively, it can be bought from another clan, or taken as loot after a particularly successful raid against them.
Cenala Mission Returns

## Dialogue

Unfortunately, <number> members of the armed escort you sent did not return, slain on the long journey by <trolls and falling rocks/elves and bandits/dwarves and river monsters/illness spirits and Vingkotlings/dragonspawn and mammoths>."
1. Convey this truth to Hyaloring neighbors.
2. Keep this as your holy secret.
3. Let word spread that you will share a divine secret in exchange for a gift to Hyalor.
4. Share these revelations only when asked.

## Consequences

**Conveying this truth to neighbors** primarily tests your chosen leader in Mythology (seems to be a combination of the Lore and Magic stats). If you invested in ritual magic at Sacred Time that will help, and if you send the same person to explain who you sent to the plateau in the first place, they will have an advantage.

**Keeping it secret** avoids the potential political strife, but also the potential gains.

## Notes

This event is the only way to learn the myth Hyalor's Long Ride.

## Advice

* "The truth is not gold. You cannot protect it by locking it away." - Ayvtu
* "We can tell the truth without forcing it on others." - Beren
* "I was wrong before! All must accept this revelation!" - Yatakan
* "Do we really wish to spark a great controversy over Hyalor? He is like Samnal, who I worshiped as a Wheel—important, but not the main god." - Former Wheel
Beren Blade

## Acquisition

This treasure can be received as a reward from Beren when exploring a Gods War rift in *Lights Going Out*. After you complete his quest, in the Other Side: Beren's Boon event, ask him to grant you "the blade he used to slay the broos". This choice will only be available if you successfully defeated the broos in the relevant scene, Other Side: Antler Society.
Antler Society: Initiation

## Dialogue

1. Leave the council out of it.
2. Let your unease be quietly known.
3. Offer them support in conducting a blessing rite.
4. Condemn this strange worship.
5. Commend this new worship.

## Consequences

If you **leave the council out of it**, the people may worry about this strange situation, causing mood to decrease.

The Antlers can **bless your hunting** if you so choose.

## Notes

This event can make your clan known for its shamans.

Once the Antler Society appears, you will have special options regarding them on most shamanic events.

## Advice

* "Our influence on the people depend on their mood."
* "When we left the Golden City for a hostile new land, Yanade showed us how to talk to its spirits."
* "They don't seem to grant fighting magic."
* "If they do not bolster our martial prowess, their antics are meaningless."
* "We have clan magic available, so lending support to their blessing will not cost us much."
* "They don't seem to grant fighting magic."
* "When Raven was new and strange, the Hyalorings embraced him. Sort of." - Raven trickster
Basmol

Basmol the Lion is a foreign beast god that your ritualists may encounter, should they become lost in the Gods War. Without aid, he will lose his fight with Tada; thus, he will be grateful if your noble intercedes on his behalf, and help them return to the ritual path.

## Other Stories

Other stories of Glorantha say that Basmol, though slain by Tada, is still worshiped by the Basmoli lion shapeshifters and the Basmol Clan of Ralia, who claim descent from him.

And in *King of Dragon Pass* clans whose ancestral enemies are the beastmen fought Ukkar Gra, King of the Basmoli Beastmen, in their distant past.
Ernalda's Seeds

## Description

"Quick-growing and hardy, they can avert crop failure"

They can be used to avert the crop failure event that can occur at the beginning of each year. They will be used up in the process.

## Acquisition

They can be found by exploring your clan lands after you have successfully completed the Orlanth and Ernalda ritual.
Ergeshite Trade Offer

## Dialogue

1. Enter into negotiations.
2. Enter into negotiations, if people can be convinced to accept their goats.*This option appears if the people are suspicious of their goats.*
3. Learn more about their ways.
4. “It is not a good time.”
5. Drive them off.

## Consequences

**Trading for goats** will give you a herd bounty for some time. If the people don't like the goats and weren't persuaded (by a persuasive circle member, or by a goat-obsessed circle member being willing to accept these animals) there will be a mood dip.

Asking the Ergeshites about **their ways** stands a chance of simply offending them.

## Notes

The event text will change a bit depending on whether you have encountered the Ergeshites before, and whether your people are intrigued by their goats or suspicious of them. At some times of the game, they will even comment that their lands are growing even colder than yours are.
Duref

Duref is a minor Ram god.

## Ride Like the Wind

Duref is briefly mentioned in *Ride Like the Wind:*

## Notes

Duref may be related to the similarly named carpenter god Durev, mentioned in *Lights Going Out*.

## Other Stories

If this is in fact a reference to Durev, the Great Carl, in later generations Orlanthi will not consider him a particularly obscure figure.
Glorantha

Glorantha is the world in which *Six Ages* takes place. It is a world of myth, built of the magical runes that embody the Elements and Powers.

## The GoldenAge

For the Riders, their cousins the Wheels, and the empire of Dara Happa that both once belonged to, Yelm's reign was a Golden Age, a time of perfect order and peace. The Rams saw things differently, of course. In any case, that age is over.

## The Storm Age

*Ride Like The Wind* is set in the Storm Age, the time of Orlanth's ascendency. Despite Elmal's valiant efforts, the world grows ever colder. Water still seeks to invade the earth, and Darkness creatures, driven out of the Underworld when Yelm's death brought fire and light there, have fled to the surface.

The Riders chose to leave the Dara Happan Empire rather than remain protected—and trapped—by the vast Imperial Dome. Without that protection you are just one people among many, vulnerable to many threats—but you are placed to make your mark on legend nonetheless.

How will you change the world?

## The Great Darkness

In this terrible era, Chaos threatens to destroy all of Glorantha.

The second *Six Ages* game, *Lights Going Out*, is set in this time.

## YGWV

Your Glorantha Will Vary, and has. Since Greg Stafford invented the world of Glorantha, it has been the setting of several tabletop games, the video game *King of Dragon Pass*, the webcomic *Prince of Sartar*, and countless stories.

Glorantha.com

Glorantha Wiki
Asylum

## Dialogue

1. Adopt her as a Sword.
2. Adopt her.
3. Demand she prove herself.
4. Send her on her way.

*If you select option 3:*
What do you ask <name> to do to earn a place in the clan?
1. Duel one of the Swords.
2. Demonstrate her magical power.
3. Make something.
4. Bring in food.

## Consequences

If you take her in, the Agimori Adoptee will appear as a potential ring member in a few years. While her abilities vary depending on how and if you asked her to prove herself, she is always skilled at something, and gives a great deal of unique advice.

## Notes

The demon-hunting expedition in Agimori Visit, back in the Storm Age, come from the same *very* broad region as this woman, but are not necessarily of the same or even a related culture.

## Advice

* "I admired her <grit/pluck>. She clearly knows how to use a weapon." - The explorer who brought her to you.
* "She can serve in my guard." - Iverlantho
* "She's a woman of the sword, but not devoted to the sword." - Kerenna
* "This is one reason we explore, to find new ways of thinking." - Reda
* "I don’t like her." - Sereden
* "Something about her… I can’t put my finger on it, but…" - Serestev
* "We might have trouble finding a horse big enough for her." - Rider Refugee Leader
* "I’m curious what sort of magic she might bring." - Vestantes Refugee Leader
* "As near as I can tell, neither the spirits nor the gods have called to <name>. Perhaps she is a sorcerer." - Shaman
* "She was clearly capable of surviving on her own. We don't need to help her."
* "I might have met some of her gods."
Autumn Mountains

The Autumn Mountains are a mountain range lying directly to the west of the Black Eel valley. To the north lie the Whisperlands and the Spirit Hills; to the south lies the Ram kingdom of Penentan.

## Ride Like the Wind

### Events

The Autumn Mountains appear in the following events:

* Blizzard on Autumn Mountains
* Great Bear Encounter

## Lights Going Out

By the time of the Chaos Age, the Autumn Mountains have become home to talking snakes, belligerent goats, and ogres, but no settled peoples.

## Images

A blizzard in the Autumn Mountains.A great bear found in the Autumn Mountains.Talking snakes living in the Autumn Mountains.
Agimori Adoptee

The Agimori adoptee is a woman your clan can adopt in *Six Ages 2: Lights Going Out*.

Her name can be Dazichwe, Jeketepek, Lwekemba, Sayanti, Smandiko or Yamili.

## Events

The Agimori adoptee appears in only one event: Asylum, her introduction. This can happen while exploring anywhere on the map.

If you choose to adopt her, she will appear as a potential ring member a few years later.

## On the Ring

The Agimori adoptee belongs to no cult, so she doesn't give a Sacred Time magic slot. However, her skills tend to be impressive, and she gives a great deal of interesting unique advice.

## Advice

If on the ring, the Agimori Adoptee has the following unique advice:

* "He does not call spirits." - event Meet Sereden
* "Most of his statues show gods I can’t identify. If this bothers people, it should be easy to trade, since it’s fine work." - event Sereden's Pillar

## Images

Our explorers meet a woman of no known land.
Dara Happa

Nivorah, a long-destroyed Dara Happan city.

Dara Happa is a solar-worshipping empire. Its cities include Shargash's demon city of Alkoth, Orlentos, the bird riding Vrimaki's city of Verapur, the City of Chimes, destroyed Elempur and lost Nivorah, among others. When Yelm still lived, he was the chief god worshipped in Dara Happa. Now, the various parts of the empire worship his sons in his place. Past emperors of Dara Happa include Manarlavus, who built the dome over the empire so that his people could stay in place despite the advancing ice, and Lukarius, who shot the Water Sun from the sky.

The Riders and Wheels were once part of this empire, but left it when the golden city of Nivorah was destroyed by ice.

Dara Happa bans the keeping of dogs, a tradition still upheld by many Wheel and Rider clans.

## Ride Like the Wind

Covered by a glacier, Dara Happa is located north-west of the Black Eel Valley.

Your clan's ancestors once belonged to the Dara Happan empire. If you choose during clan creation for your ancestors to have fought in the War of Many Suns, the Dara Happans will be your ancestral enemies.

### Events

The Dara Happans figure in the following events:

* Imperial Refugees: Request for Aid
* Imperial Refugees: Pursuit
* Imperial Refugees: Enemies of Dara Happa
* Imperial Refugees: Adoption Request
* Alkothi Warning
* Alkothi Demand
* Alkothi Occupation
* Ghost Trouble in Elempur
* Ghost Demand
* Ghost Offer
* Ghostfriend Pushback

## Lights Going Out

By the time of the Chaos Age, the great glacier has been torn apart by Chaos, forcing the remaining Dara Happans to either try and survive as best they can in the Northern Reach or to try and flee elsewhere.

### Lore

About Dara Happans, your clan ring has the following to say:

* "Their dead emperors mean nothing to us."
* "What do you call those empire clothes? Chitin?"

### Events

The Dara Happans appear in the following *Lights Going Out* events:

* Dara Happan Hospitality
* Dara Happan Refugees
* Alkothi Appear

## Other Stories

For more on the Dara Happans and their empire, read here on the Glorantha wiki.

## Images

Nivorah is destroyed by the glacier.Samnal during the destruction of Nivorah.The Golden Men, pretenders to solar glory who seem to have fought in the War of Many SunsLittle Yelm, a god worshipped in Dara HappaShargash, patron god of AlkothAvilraru, a legate of Dara Happa.A Dara Happan ambassador with Alkothi bodyguards.Nivorah and its divine protector Reladivus.Dara Happan commoners in distress.Dara Happan nobles of the city of Orlentos.Alkothi issuing demands.Alkothi raiders.Dara Happans trying to survive in the Northern Reach.Dara Happans fleeing Chaos.The forces of Chaos wreck the glacial dome shielding the Dara Happan empire, as seen from the Otherworld.Alkothi from the Gods War.
Alkothi Occupation

## Dialogue

1. Covertly send spirits to vex them.
2. Murder them in their sleep.
3. Convince them they have little to gain by remaining.
4. Wait this out.

## Consequences

**Sending spirits to vex them** can result in the Alkothi calling on Shargash to divine the source of the problem. They will then kill some of your children, and resolve to stay even longer.

**Murdering them in their sleep** can remove the problem, and if your ancestors hate Dara Happans they will bless you for it. However, you will have a bad reputation for breaking hospitality, even though the Alkothi did so first by stealing from your clan.

If you fail to get rid of the Alkothi, this event will repeat until you do it. You will gain additional stress concerns (morale, food, etc) due to their presence.
Fire Children

## Dialogue

1. Perform a ritual to ask spirits to safely remove their powers.
2. Perform a ritual to return their powers to the gods.
3. Send them to the <clan> clan for training.
4. Warn them not to draw on these powers until they come of age.

## Consequences

**Sending them away for training** is probably the safest choice, and ensures that by the next time you hear from the fire children they will be fully in control of their powers. However, the <clan> may not agree to take them.

If you fail to convince the <clan>, or if you choose to simply **warn them not to use their powers**, they are likely to cause a bit of trouble for the clan as they grow up.

**Removing their powers** may grant a blessing if successful, but will prematurely end the event chain.

## Advice

* "Kids can be hard to persuade, but I can do it."
* "Ordinary people, who are not mighty heroes, typically don't wield magic until they come of age, at 13. The boys and warrior girls take the lone ride. The rest of the girls are reborn from the dreaming cave."
* "Verlaro, son of Elmal, burned his crib when he was four. Elmal thought to scold him, but then saw a crisped snake amid the coals."
* "Wild fire magic? I see a burning barley field in our future."
* "We risk divine disfavor by asking Elmal to take away his gift. But <clan-member> might be able to ask in the right way."
* "They have war magic in them. We must stoke it, as Elmal stokes the red coals of his inner fire."
* "The gods benefit when we tweak their noses." - Raven trickster

## Notes

Usually, people don't manifest powers such as these until they have been initiated as adults. That Elmal has already blessed these children suggests that they are capable of great things—if they live long enough.

This event will always happen within a few years of your arrival in the valley. It begins a chain of events that may give you three great heroes, two of whom (Yatakan and Ayvtu) can be added to the Clan Circle.
Forosilvuli Refugee Leader

The Forosilvuli Refugee Leader is a potential ring member in *Six Ages 2: Lights Going Out*. His name may be Korstal, Liogor, Ralorlsil or Vanagarth.

He shares his default portrait with the Vestantes Refugee Leader; if one is in the clan already, the other will use a random portrait.

## On the Ring

The Forosilvuli Refugee Leader is Renowned in Food and Lore, making him an excellent forager or lawspeaker. He usually worships Orlanth or Voriof, but occasionally worships Lhankor Mhy instead.
Help Us Raid

## Dialogue

1. Instead, sacrifice to a war god of <Warleader>’s choice.
2. Send a token force.
3. Send the customary force.
4. Decline.

## Consequences

If you send warriors, you will share in both the risks of battle and the plunder if the raid is successful.

Refusal will annoy the <Raiders>, and they'll have custom on their side, too: allies are expected to help each other raid.

## Notes

Just as you can call on your allies to help you raid, they can ask the same of you.

The text here can vary a bit depending on whether you have an alliance with the raiders or just owe them a favor, as well as their motive (they can be seeking plunder instead of avenging a slight) and their culture.

If you have more than 15 Swords, you have the option of sending a larger force.

It isn't known if you can safely refuse the request of an ally who owes you a favor, though your allies will often refuse similar requests in that circumstance.
Forces of Water

Water is one of the five elements of Glorantha, and the Forces of Water one of the possible sources of danger for the people of the Black Eel Valley.

## Ride Like the Wind

In *Ride Like The Wind,* the Forces of Water is a possible choice for your ancestral enemy in clan creation.

The Forces of Water are primarily represented by the Weeders, who live along the local rivers. Although weak in most respects, they can still make trouble for you if you treat them poorly. For example, they can call upon river monsters to harass your clan. Other representations of Water include the rivers and their gods, water nymphs, and even the dragon Aroka.

The Frog Spirit "helps deal with those tied to the Water rune."

### Events

Besides all events involving Weeders, Forces of Water events include:

* Elf Sea
* Flood
* Ugarra the Hag encounter
* River Monsters Attack

### Myths & Rituals

The ritual Taming the River can be used to gain protection against the Forces of Water, and if they are your enemy, you can obtain a permanent war blessing against them in the Nyalda Marriage Maker ritual.

## Lights Going Out

During clan creation in *Lights Going Out*, it is possible to choose to ward Berenstead against "floods and earthquakes."

To the surprise of many, the Weeders survived the Great Darkness.

The Forces of Water is also a frequent danger to your explorers inside the Gods War.

### Myths & Rituals

The Taming the River ritual is the only ritual from *Ride Like the Wind* to make a return in *Lights Going Out*, and it fulfills much the same role as it did in the previous game. This time, however, you always start knowing this ritual.

## Images

The water nymph of the Elf Sea, as she appears when enemies of water approach her.Weeder fishers and foragersWeeder emissariesUgarra, a frightening water sorceress who vexes other Water People as well as your clan.A flood, the most severe threat Water can offer your clan.The Arcos River, taking form as a dragon.A terrible flood in the Gods War.The storm god Orlanth faces off against the water dragon Aroka.River monsters attack your clan.An encounter with water warriors inside the Gods War.A monstrous wave about to wash away an Orlanthi community inside the Gods War
Loss: Pyres

## Consequences

Although you have already lost the game, there are two branches:

## Notes

While the royal line must be extinct for this event to happen, the royal characters still have advice.

## Advice

* "I assure you, this is the only way." - Iverlantho
* "The rest of you think this is right, so I must go along." - Venef
* "We’ll fight for Orlanth and Elmal forever in the heavens." - Erenlanth
* "I hope the sky is not yet full of things that eat." - Dresta
* "Well, this is our last ride." - Reda
* "All is ephemeral." - Sereden
* "Our deaths shall be ours, and not belong to our enemies." - Kerenna
* "A harsh conclusion to harsh lives." - Hanth
* "Our path through the sky may be impeded." - Doresa
* "Think of this not as the end of one journey, but as the beginning of another." - Rodene
* "As my father would say, “All is ephemeral.”" - Serestev
* "Father, this is no time for enigmatic phrases." - Serestev, if his father is also on the ring.
* "Before I burn, I shall fall on my sword." - Korestene
* "This way we won’t be food for <Chaos Foe>." - Hanvan
* "My own ancestors were born in fire." - Agimori Adoptee
* "When the world began to die, Riders turned their fire cages into fire horses. We adopted the tradition through our Hyalor side."
* "How can you all be so calm about this?"
* "This way we all go together."
* "For once in my life, I am certain. We have chosen the only possible path."
* "No foreigner would be brave enough to do this."
* "If only we hadn’t wasted so much effort worrying about regalia."
* "The sacred flames will ensure than no one gets up again after death."
* "So my life will end where it begun, in Berenstead."
* "I would like my own fire cage. This is too important to share."
* "Our Rider ancestors fought to keep people out of fire cages."
* "I can’t help but weep." - Chalana Arroy worshipper
* "Our ancestors beckon." - Ancestor worshipper
* "Our mortal bodies will not long survive, but we can still aid Elmal in the defense of Orlanth’s stead." - Elmal worshipper
* "We must be brave, for the children." - Ernalda worshipper
* "When I agreed to do this, I was joking." - Eurmal trickster
* "An ordeal to test our courage." - Humakt worshipper
* "Be sure to burn up all of our food, so that Chaos beasts can’t nourish themselves on it." - Inilla worshipper
* "I look forward to meeting Dostal, in the hunting grounds near Orlanth’s stead." - Dostal worshipper
* "Orlanth said to Elmal, “Place me on your pyre, that I might fight in another form.”" - Orlanth worshipper
* "This tradition began as a means of sacrificing foes." - Redalda worshipper
* "This is cowardly. We should have fought to the last warrior. - Urox worshipper
* "Refugee life would have offered at least a chance of survival." - Voriof worshipper
* "So this how our saga ends."
Evil Magician Returns

## Dialogue

1. Find and kill <Magician>.
2. Rouse other clans to root him out.
3. Send good spirits to kill off his evil ones.
4. Wait for the sending to pass.

## Consequences

Killing the evil magician (a test of Hunting, a combination of Food and Combat) will end the curse. Otherwise, you may well see this event repeated in the future...
City of Chimes

The City of Chimes was a Dara Happan city that, in ancient times, was besieged the Scorpion Queen (possibly Bakoka).

## Ride Like the Wind

In *Six Ages: Ride Like The Wind*, the ancestors of clans whose ancestral enemies are the forces of Chaos are said to have given heart to the people of the City of Chimes, persuading them not to surrender to the Scorpion Queen.

This event is documented in the story tent as:
Foraging

Foraging is gathering food from the wildlands. It is also an in-game skill; a noble's skill at foraging seems to be the combination of their Food and Lore skills. Naturally, worshippers of Inilla tend to be good foragers.

The game assumes that some members of your clan forage throughout the year, just as farming happens largely without your intervention. However, if your food situation is poor, you can also send out a foraging mission from the Map Screen (keeping in mind that Inilla worshippers are likely to do best). You can also choose to focus the clan's efforts on a foraging venture.

Wilds magic investment at Sacred Time, Inilla's Rootle blessing, and the Sprouting Shrine all improve your foraging.

There is one known illustrated foraging event in *Ride Like the Wind*, and a number of unillustrated interactive mini-events.
Balurgans

The Balurgans is a people inhabiting part of the northeastern Black Eel Valley. By the time of the Chaos Age, they are a recent addition to the valley. They worship Balurga, an earth deity. Unlike Ernalda, Balurga still lives during the Chaos Age. Balurga can offer her worshipers a fertility blessing to their fields and pastures. However, the remaining earth will know greater fear and hunger than before.

The Balurgans live inside of hillforts.

## Lights Going Out

Balurgans make their first appearance in *Lights Going Out*.

### Lore

In *Lights Going Out*, your clan ring may say this about the Balurgans:

* "By migrating to the valley [the Balurgans] said 'to survive, we must change.'"
* "I think those hillforts to the north belong to them."
* "They live in hillforts up north."
* "They can probably summon a pretty powerful earth elemental, so let's not get cocky."
* "Their previous blessing benefited us greatly, but there was something about it that frightened the spirits."
* "They claim their goddess is superior to Ernalda."
* "Their clothing makes me think of Wheels, though they are clearly not Wheels. If we deal with them, we may learn more."

### Events

They appear in the following events:

* Balurgans Encounter
* Balurgans Offer Blessing

## Other Stories

The Balurgans are probably the people of Tor Balur.

## Images

Balurgan territory, with the Black Eel river to the south-west.A Balurgan delegation.
Noastor

2. Bet them their champion can’t beat <Explorer> in a fight.
3. Trade kumis/beer for dwarf ale.
4. Trade lore of the valley for lore of this region.
5. Pass them by.

## Consequences

**Trading for dwarf ale** will boost mood when explorers travel home with it. **Trading for lore** can give you an increased chance of success in exploration events that occur in the North and reveal the Inland sea. The dwarves will randomly attack another clan's territories as well.

**Trading** of any kind will annoy your ancestors if the dwarves are your ancestral enemy.

## Noastor Map Example

### Type

 Random Event

If you do not go to Noastor early enough in the game, the glacier from the Northwest will take over its location making it impossible to go to. Noastor is in the far North in between the Glacier and the Jord Mountains, just under a small river.

Sometimes you may experience a text event the first time you travel up to Noastor where another clan will only tell you about the Noastor trading post. Other clans will refer to this location as a trade post run by friendly or surly dwarves.

The river is not named in the game, but in other Glorantha sources it is called the Vendes.
Anaxial

Anaxial the Sailor is a legend Dara Happan figure. When the Empire was drowned by a flood, it was Anaxial who built a great ship to save its civilization.

## Ride Like the Wind

In *Ride Like the Wind*, your ancestors, then Dara Happans of the city of Nivorah, may have helped Anaxial build his ship. If you make this choice in clan creation, your ancestral enemies will be the forces of Water.
Aroka

Aroka, the Blue Water Dragon, is a hostile being associated with the Forces of Water, and is foe to both the solar and the storm pantheons. He once held Orlanth's retainer, the rain god Heler, captive, but Orlanth attacked the dragon and freed Heler.

## Ride Like the Wind

### Myths & Rituals

In *Ride Like the Wind*, Aroka appears in the ritual a fight against a sea dragon and may be mentioned in the myth Hyalor's Long Ride.

## Lights Going Out

### Lore

Your clan ring may say the following about Aroka in *Lights Going Out*:

* "Elmal and Heler Rainmaker had to get along, because Orlanth had rescued the Wet One from Aroka the Dragon."

## Other Stories

Aroka appears in other stories taking place in Glorantha. See:

* Here for the Glorantha wiki, or:
* Here for the King of Dragon Pass wiki
Burning Rain

## Dialogue

1. Defy the rain with a kite-flying contest.
2. "Never fear. The sun will soon return."
3. Throw a feast.
4. "Yes, the world is doomed. We must face this bravely."
5. Do nothing.

## Consequences

At the start of the event, mood will fall.

Asserting **the sun will soon return** may give the people solace. Or not.

Saying **"Yes, the world is doomed. We must face this bravely,"** may not be what your clan wants to hear and its mood may fail to rise.

If you **do nothing**, the rain eventually runs its course and stops. Mood may rise afterwards.

## Advice

* "Until crops start thriving again, feasting is wasteful and stupid." - Hanth
* "The rain hurts the spirits too." - Shaman
* "Tell me who to kill." - Humakt worshiper
* "Ernalda no longer commands the earth to soak up the rain." - Ernalda worshiper
* "Orlanth once had a rain god in his tribe, named Heler. I wonder what happened to him."
* "This is only the beginning."
* "You can tell it's Chaos rain by the way it burns."
* "The people must know we understand the gravity of this crisis."
* "When water burns, heroes shout."
* "Kite-flying contests replaced archery bouts when we recognized Orlanth. That doesn't mean they're a good idea now, though."
* "We should either fly kites, feast, say something inspiring, or wait and see."
* "We must all pull together."
* "King Beren threw many great feasts."
God Bones Discovery

## Dialogue

1. Collect them as a treasure.
2. Avoid them.
3. Bury them.
4. Perform a divination to find out whose bones they are.
5. Share them with allies.

## Consequences

If you act promptly, you can usually **collect the bones as a treasure**. This grants the Sky God Bone, which aids worshippers of Elmal and Osara.

A **divination** will reveal that the bones belong to Yestal the Herder, a minor solar god that your people do not generally bother worshipping. This will also cause a decrease in clan mood.

## Notes

You cannot get the Sky God Bone from exploring the crater that marks the destroyed clan's lands; you have to wait for this event to trigger.
Lore Screen

The Lore Screen contains information about both the game and the world it is set in.

## Lore Screen

    The **Mythology** column is where you can read myths. Some of these, but not all, correspond to rituals you can perform during the game.

Tapping on a myth takes you to a new screen with a brief summary of the myth over an illustration. (You can tap on the background to see the art unobscured.) Tap on the button at the top right of the screen to see the full version of the myth. In order to do this, you need to know the **details** of the myth. Myths whose details you know are marked by a text icon next to the title.

The details of non-playable myths are revealed by default. Depending on your choices in Clan Creation, you will know one or two playable myths (those with a ritual attatched) as well; the others, you will have to sacrifice to learn. You must know the details a myth to perform the associated ritual.

**History & Culture** includes a number of sections.

* Your clan's **Story Tent** is a history of your clan to date. It will change somewhat depending on your choices in Clan Creation.
* **Riders** gives you an overview of your own clan's culture.
* **Wheels, Rams, and Other Foreigners** gives an overview of some of the people you're likely to run into during the game.
* **Calendar** links to a summary of the Gloranthan Calendar and seasons.
* **Deities** gives brief descriptions of some of the more gods your people are aware of.
* **The World** gives a brief description of the physical nature of Glorantha itself, including a world map.
* **Runes** leads to a screen summarizing the major runes.

## Manual

The **Manual**, accessible through the Manual button, contains extensive information about the workings of the game.

You can skip to a section using the table of contents on the left.
Locusts

## Dialogue

1. Call on Elmal to erect a shield against locusts.
2. Call on Raven spirits to eat the locusts.
3. Call on the goddess Pela to heal the damage.
4. Resign the people to this disaster.
5. Seek promises of food aid from a neighbor.

## Consequences

**Elmal** can do nothing about the damage you've suffered already, but is quite capable of preventing the disaster from reoccurring.

Reaching **Pela** is more difficult than Elmal or the spirits, but your chances will be better if a worshipper of Nyalda is on the Clan Circle.

Either a Raven trickster or a shaman will help your chances if you choose to call on raven spirits.

Seeking **food aid** is of course likelier to go well if you have a persuasive diplomat and choose a friendly, respectful neighbor.
Other Side: Gods War Gate

## Dialogue

1. Arroin, wounded son of Chalana Arroy.
2. Beren, first king of Berenstead.
3. An Earth goddess who did not die.
4. Dostal the hunter.
5. Elmal, the Guardian Sun.
6. Eurmal the trickster.
7. Inilla the forager.
8. Redalda, first queen of Berenstead.
9. A troll goddess.
10. Uralda Cow Mother.
11. Urox, Smiter of Chaos.

The explorer will be given the choice between two gods.

## Notes

You get a clue as to which two gods will be available to you when the gate is first opened. The clue is which runes it resonates. The Earth and Death Runes belong to Balurga, the Harmony Rune is Arroin's, the Man and Mastery Runes are Beren's, the Beast Rune is Dostal's, the Fire Rune is Elmal's, the Illusion Rune is Eurmal's, the Wilderness Rune is Inilla's, the Cow Rune is Uralda's, the Bull Rune is Urox's, the Horse Rune is Redalda's, and the rune no one recognizes belongs to the Cragspider.

## Advice

* "Dostal is my god." - Hanth/Dostal devotee
* "Elmal can always be found staunchly guarding Orlanth's citadel." - Elmal devotee
* "I can ride with my goddess, Redalda." - Reda/Redalda devotee
* "Eurmal can steal some treasures for us." - Eurmal trickster
* "I came here seeking a male god." - male explorer facing the choice of two goddesses
* "I came in search of a goddess." - female explorer facing the choice of two male gods
* "The <royal clan>s have always worshiped the sun."
* "The Gods War is constantly changing."
* "When you plunge into a random part of the Gods War, you take what it gives you."
* "Foreign gods are useless."
Cragspider

Cragspider is a Troll divinity. She is half troll and half spider.

## Lights Going Out

### Myths & Rituals

The Cragspider is one of the deities you can visit by traveling into a tear to the Gods War on the map. Hers is a rune that your clan does not recognize.

## Other Stories

The Cragspider appears in other stories of Glorantha. See here on the King of Dragon Pass wiki or here for the Glorantha wiki.
Loss: Disbanded

## Dialogue

Everyone quickly <loaded their travois/packed up>, said their farewells, and left. Many had kin nearby, and so obtained entry into neighboring clans. A few households headed north to find the Father Clan, but were never heard from again. <Chief> had to be led away, <his/her> eyes too full of tears to see the way. None of this was recorded in our story tent, which had been cut apart and given to the last clan members. The <Name> clan was no more.

## Notes

The text varies depending on whether the clan disbanded for want of people, cows, or horses.

Certain nobles' fates are mentioned.

* Depending on how his story went, Beren the Tall may perish slaying Beren the Swift, die alongside Redalda at the hands of her kinsmen, or simply vanish into the Ram lands to the south.
* Yatakan will die much like his friend Lyafor did, wielding holy fire against your clan's enemies until he too is extinguished.
* The Former Wheel joins a friendly Rider clan, and sits on their council for many years.
* A circle member who extolls Pure Horse ways can be adopted into the Pure Horse Clan who they so admired.
* Two different clans claim to have adopted your trickster, then exiled and killed them for some dire offense.
* A pro-Ram circle member can be adopted into a friendly Ram clan, despite the differences between your peoples.
* A goat-obsessed circle member can take their goats and leave to join the Ergeshites, though it is not clear if they were successfully adopted.
* A clan member obsessed with the Golden City embarks on a doomed journey towards lost Nivorah.
* If you had an Ekarna worshipper on the circle, they will certainly find a place in another clan.
* A Wheel-hating circle member will be adopted into a clan who consider Wheels their mortal enemies.
* A daring circle member becomes a Sword for a raiding clan, and eventually becomes their chieftain after the old one cannot recover from an injury.
* A chronically indecisive circle member is so unable to decide where to go that they end up living in the local woods, foraging for food.
* Your chieftain—the only one to always be mentioned—always has to be led away, unable to see for their tears.
* "As her last act, Ayvtu called magical fire that burned away all trace of where we had lived."

In any case, losing the game here does grant the Disbanded achievement.
Krarshtkid Kinstrife

## Dialogue

1. Call on Chalana Arroy to heal <Name A>.
2. Call on Urox to smite Krarsht.
3. Declare <Name A> an outlaw.
4. Send hunters to find and destroy the nest it came from.

## Consequences

If you **send hunters**, you select who leads the hunt and how many go hunting. Said hunt may be fruitless, with <Name A> dying and his body being found empty from serving as the nest for several more krarshtkids that escape. This may cause trouble later...

## Advice

* "I can aid an Urox rite." - Iverlantho
* "A family in harmony will prosper." - Reda
* "I'm no Storm Bull, but I can find those crab-bugs and put them to the torch." - Hanth
* "The Chaos god Krarsht gnaws on communities from within, turning people's heads to greed and violence."
* "Iverlantho has a good chance of finding the nest. He will spare no effort to root out Chaos."
* "A successful Urox rite will ward us against future Chaos incursions."
* "Chalana Arroy can heal <Name A>, but cannot destroy the krarshtkid."
Malia

Malia is the Chaos Goddess of Disease and Suffering, the bringer of infirmity and pestilence, and an enemy to the healing goddess Chalana Arroy. She is one third of the Unholy Trio, the other two being Thed and Ragnaglar.

## Lights Going Out

### Lore

Your clan ring has the following to say of Malia:

* "I will sabotage any attempt to invoke Malia."
* "Malia wants to answer our prayers, which is a sign we should not make them."
* "Malia predated other Chaos gods, and was adopted into their tribe."
* "What Malia does, Chalana Arroy undoes."

### Myths & Rituals

Malia appears in the myth Unholy Trio.

She is also one of the dangers your explorer might encounter if they traverse through one of tears into the Gods War that can appear on the map.

### Events

Malia is mentioned in the following events:

* Malia Priests Demand Tribute
* Mass Illness (where she may be propitiated)

## Other Stories

For more on Malia, see the following articles:

* Here, on the Glorantha wiki.
* Here, on the *King of Dragon Pass* wiki.

## Images

The Unholy Trio sneaking up on Rashoran, with Malia to the right.The Chaos court, with Malia to the far left.Chaos gods in the Gods War, with Malia on the ground second from the right.Malia priests threaten Berenstead.
Iverlantho Authority

## Dialogue

1. Instruct your lore speakers to learn the secrets of lost royal regalia.
2. "Now is not the time for this, wise king."
3. Send an exploration party in search of lost royal regalia.
4. Sound out neighbors on their willingness to recognize him.
5. "The kingdom is dead. Give up on this foolish dream."

## Consequences

If you **instruct your lore speakers**, there is a risk that they say yes in a manner that means no. You can press the matter - if pressed, they grudgingly assent, causing mood to fall. Alternatively, they will agree from the start, causing mood to increase instead. Either way, they investigate.

## Advice

* "The rest of you regard yourselves as a clan ring and not a royal court. Still, it is time you learned to obey your rightful king." - Iverlantho
* "Other Beren clans say Iverlantho did not undergo a correct coronation rite. But even if he had, they would not be eager to follow him." - Reda
* "False bronze glints like sand." - Hanth
* "The lost regalia consists of the Horn of Vingkot, the Cloak of Redalda, and the Crown of Beren - now likely separated." - Dresta
* "Though qualified by blood to be king, Iverlantho has not undergone the full coronation rite. This would require three royal treasures, lost when King Vinglanth died in battle."
* "The people are divided on this issue."
* "Redalda took an existing treasure, holy to Vingkot, and incorporated it into her husband's regalia."
* "Iverlantho is king, and has always been king."
* "We must abandon the dream of crowns."
* "When Orlanth awakens, the kings of his bloodline shall be revitalized."
Holy Spark

## Description

"Fragment of a fallen star that provides magic in the darkness."

## Acquisition

This treasure can be chosen as a reward for the ritual Hyalor Tablet Maker, should the quester duel the ice giant and win. It provides a point of magic each year in Dark season, but only if the clan does not already have positive clan magic.
Meet Serestev

## Dialogue

1. Throw a feast in his honor.
2. “We will praise him when he accomplishes something.”
3. Discourage his strangeness.
4. Gift his woodcarving services to another clan.

## Consequences

If you **throw a feast in his honor**, decide on how much you wish to eat. Mood increases at cost of food.

## Advice

* "I would appreciate your support on this blessed day." - Sereden
* "Follow kings, not crafters." - Iverlantho
* "Best not to swell his head." - Venef
* "Words, words, words, that’s all there is to him." - Erenlanth
* "He is his father’s greatest admirer." - Doresa
* "With gods dying like flies, he's right to question the value of divine sacrifice." - Kerenna
* "We don’t need whittlers. We need killers." - Korestene
* "He’s as bad as his father." - Hanth
* "He is like his father, except he sometimes forgets himself and speaks plainly." - Hanvan
* "One day we will need strange insight." - Reda
* "We need stronger links with other clans." - Reda alternate
* "We can’t send oddballs to talk to other clans." - Rodene
* "He does not call spirits." - Agimori Adoptee
* "He would be a trickster, if he knew a jape from a turd pile." - Eurmal trickster
* "Like his father, Serestev has not initiated to a god. Some say he enjoys a connection to Durev, divine carpenter of Orlanth’s court."
* "Sereden's curious teachings remain popular even after his death." - if Sereden is dead
* "The clan has little patience for dead Sereden's odd teachings." - if Sereden is dead
* "Do not speak harshly to him on his initiation day."
Guarding Berenstead: Author of Sores

## Dialogue

1. Send a lone hero.
2. Send a force of fighters.
3. Call on Urox to bash it.
4. Call on Elmal to draw it back into the Gods War.

## Consequences

If **you call on Elmal to draw it back into the Gods War**, a generous sacrifice and the petitioning of aid from holy men of another, Elmal-worshipping, clan during the previous event will help.

In either case, you're told the following:

## Advice

* "Our royal legend rests on the union of storm and fire." - Iverlantho
* "Send me alone!" - Erenlanth
* "How many times have we talked about this, Erenlanth?" - Venef
* "Gods World events happen in threes. A third monster will come, a year from now."
* "The Uroxi would prefer to fight directly, but could help call their god."
* "Sending in one champion alone is how we lost <dead noble>."
* "One direct manifestation by Urox is gift enough. Try something else this time."
* "Elmal came before, and knows we will need him two more times."
* "It attacks Berenstead because this place matters."
* "In the Gods War, this has happened, and is happening. Here, to us, it is happening for the first time."
* "She made spirits sick, which does not usually happen." - Shaman
* "Though sent by Teghern, she must, as a spreader of disease, descend from Malia." - Chalana Arroy worshipper
* "That thing is uglier than <Chieftain>!" - Eurmal trickster
Imther Mountains

The Imther Mountains are directly to the north of the Black Eel Valley, a range of mountains clustered around one tall peak. Both dwarves and Rams claim the central mountain.

## Ride like the Wind

Events that take place here include:

* Imther Ambush

Aside from this one illustrated event, exploration here can also yield two treasures: the Self-Firing Bow, which aids in skirmishes, and the far more useful Mostali Mill, which provides food when needed. These treasures can be acquired more than once.

## Lights Going Out

### Lore

Your clan ring may say the following about these mountains:

* "Dwarves live in these mountain, and this is the sort of thing they make."

## Images

The Imther Mountains on the map.A group of Rams prepare to ambush a dwarven expedition around the Imther Mountains.A strange Dwarven-made cube situated in the Imther Mountains.
Ram Alliance Offer

## Dialogue

1. Agree to an alliance.
2. Politely decline.
3. Scornfully decline.
4. “If you truly want to help us, you could give us some cows.”

## Consequences

Your people will probably be happiest if you **scornfully decline**. But an alliance is an alliance...

If you **decline the alliance**, the <Ram> clan will offer one to a clan that neither likes nor fears you.

If you **accept**, you may find yourself with too many alliances to manage. If so, you will have to drop a preexisting alliance.

Keep in mind that if you are allied to the Ram Killers, they will almost certainly drop you as an ally should you ally with a Ram clan. So, if you want this alliance, the Ram Killers are the one to drop.

## Notes

It seems that the Ram clan offering the alliance will never be the Daughters of Vingkot Clan.