recursal/Fanatic-Fandom huggingface dataset:
Meet Hanth

## Dialogue

1. Grant permission.
2. Withhold permission.
3. Caution people against the risks of his proposal.
4. Insist that he support the crown.
5. Ask that he first state a clear position against crowns and tribes.

## Consequences

If you **grant permission**, Hanth's blessing can be a significant source of both food and diplomatic headaches over the years—particularly if he lives long enough to pass it down to his son, Hanvan. It is possible fear of the consequences will worry your clan so much its mood will suffer. Such concerns may prove true.

If you **withhold permission**, your clan may think you are putting niceties above survival, in which case the ring's popularity will suffer.

## Notes

   Like the other introduction events for first-generation non-royals, this event usually happens early in the game, but can sometimes be delayed. If it happens late enough, an alternate illustration may be used, and Hanth's son Hanvan has advice to give in support of his father's proposal. (Later in life, Hanth changes his hat and his beard has gone gray.)

## Advice

* "You can’t debate morality if you’ve starved to death." - Hanth
* "I will be able to maintain this blessing after my father dies." - Hanvan
* "Acknowledge me as your rightful king, Hanth, and then I will say yes." - Iverlantho
* "We might say yes, if Hanth bends the knee." - Ivelantho alternate
* "This could cause every clan on our borders to declare a feud against us. Unlikely, but possible." - Reda
* "The bear follows his own wind." - Sereden
* "I will speak up for a fellow hunter no matter what the rest of you say." - Dostal devotee
* "The wilds are also a place for spirits." - Shaman
* "This could cause every clan on our borders to declare a feud against us."
* "We can't predict how long it will take for other clans to detect our blessing."
* "Rams and Riders alike found Dostal when they came here. Other hunting gods watch over other lands."
* "When other clans see their game dwindle, someone will perform a divination."
* "This blessing may yield a substantial quantity of food."
* "I can help show the ill consequences of his blessing."
* "I oppose costly plans, but support those that might yield us food."
* "Hanth is not known for fancy words."
* "This would work - if we had already improved relationships with our neighbors."
King's Adjudication

## Dialogue

1. Encourage Iverlantho to support <Clan A>.
2. Encourage Iverlantho to support <Clan B>.
3. Express confidence in Iverlantho's judgment.
4. Encourage the clans to work it out themselves.

## Consequences

If you **encourage Iverlantho to support <Clan A>** then Iverlantho will find that the facts favor his preference anyway. This will of course please <Clan A> but make <Clan B> upset. However, Iverlantho may lay out the case for his ruling so well that <Clan B> is forced to accept his ruling as just without hard feelings.

If you **express confidence in Iverlantho's judgment**, both clans accept the decision and the people express that it's good to have a wise king, improving mood.

## Advice

* "My judgments are divinely inspired and by definition correct." - Iverlantho
* "We must not shirk our responsibility, which dates back to the time of Redalda." - Reda
* "Hunters rely on themselves. Why can't clans?" - Hanth
* "As I was saying, <Clan B> have an arguable case, but the facts ultimately favour <Clan A>." - Lore expert / Lhankor Mhy worshipper
* "Beren's blood runs through Iverlantho's veins. He will rule properly."
* "Beren's law code harmonized the traditions of Hyalor and Vingkot."
* "Every clan must fend for themselves."
* "Every clan must fend for itself."
* "These sorts of disputes seldom resolve well."
Orlentos

Orlentos is a Dara Happan city, one of those that still survive beneath the dome built by Emperor Manarlavus. Although the dome protects Orlentos from the glacier, the city still has problems: for example, it is vulnerable to attack by trolls.

## Ride Like the Wind

### Events

Although you cannot visit the city, its people appear in some events during *Ride Like The Wind*:

* Imperial Refugees: Request for Aid
* Imperial Refugees: Pursuit
* Imperial Refugees: Adoption Request

## Images

Elite warriors of Orlentos.Refugees of Orlentos.
Prophecies

From time to time, your clan may hear of various prophecies.

* The "horse queen's dowry" refers to *King of Dragon Pass'*s Feathered Horse Queen.
* The destruction by dragons is probably another reference to the EWF and the end they came to.
* And the battling empires could refer to any number of events... but all of them very far in the future!

## Prophecies in *Lights Going Out*

### A Hero's Journey

This likely refers to Harmast Barefoot, a descendant of the Berenethtelli who was the first to re-enact the Lightbringers Quest.

### Dream of Future Ages

The first part likely foreshadows the end of the game. The latter part may hint towards the progression of the world past it, though. The Gray Age is the period of time between the Great Darkness that *Lights Going Out* takes place in and the Dawn Age, likely where the third game, *The World Reborn*, is bound to take place.
Lamprey Rain

## Dialogue

1. Call on Elmal to erect a defense against lamprey rain.
2. Call stork spirits to be on guard, and eat any lampreys they found in the sky.
3. Conduct a divination.
4. Inspire the people to remain calm.

## Consequences

Either **Elmal** or the **stork spirits** can keep the lampreys away for a while; the latter can do so without costing you magic.

Failure may result in additional spirits being eaten by the lampreys.

## Notes

This event can and probably will repeat. The spirit eaten is random, but Raven, of course, is too large and powerful to be eaten by lampreys.

There is a similar event in *Lights Going Out* called Worm Rain.

## Notable Advice

* "Next, bats will come to eat our songs."

* "Ordinarily, lampreys are delicious when cooked in butter. But these are no ordinary lampreys."

* "I had to pull one off a goat!"
Litigious Circle Member

## Dialogue

1. Ask <litigious> to refrain from further requests for judgment.
2. Hold a contest for the best song poking fun at excessive lawsuits.
3. Place limits on the number of adjudications any person may request.
4. Remove <litigious> from council.
5. Take no action.

## Consequences

A **song contest** can embarass <litigious> and cheer the rest of the clan, although it can fail. Tests Singing. It is not entirely clear what stat combination this is, although one element seems to be Magic.

## Notes

This requires a circle member with a particular personality trait, but it's not clear which one it is.
Ompalam

Ompalam is a god that presents itself as that of order and command, though in actuality he is the Chaos god of cruelty, captivity, and coercion. He is sometimes referred to as Ompalam, God of Slave-Takers. Though his worship began outside of the Black Eel valley, by the time of the Chaos Age, some valley-Wheels have come to worship him for his support of slavery. It is said that he is most well-known in the far west, so it could be that is from where his worship originates.

## Lights Going Out

### Lore

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

* "Command and Order? This Chaos god stands for Cruelty and Coercion!"
* "Ompalam has only recently become known here."
* "Ompalam first bubbled up far from here. His evil doctrine spread as Chaos grew."
* "Ompalam's worship began far away, but of late his cultists have made themselves known in our valley."
* "[The Wheel slavers] lie. Ompalam does not stave off Chaos. He is Chaos."

## Images

A delegation of Wheel slavers outside of Berenstead, flying Ompalam's banner.A menagerie of gods kept in bondage by Ompalam.The Chaos gods, with Ompalam second from right.
Owl Egg Stone

## Description

"Odd-shaped rock that hoots in the night; rewards you when you win a raid by fighting cleverly."

This reward comes in the form of a point of Clan Magic.

## Acquisition

**Ride Like the Wind**: This treasure can be chosen as a reward for the ritual Hyalor Tablet Maker, should the quester duel the ice giant and win. It can also be discovered while exploring your own clan's lands.

**Lights Going Out**: May be found on an exploration mission.
Osara the Warrior (myth)

When her people are threatened, Osara rallies the women to defend them. She convinces her brother and the women that this is a good idea, and leads the defense.

## Complete Myth

This is a story my tenth-grandmother told her children. She was there!

It was during the Warring Chieftains Generation, or maybe the Generation of Far Traveling. She was too young to know. But one time most of the men rode away to war.

Osara’s brother Verlaro stayed with the people, in case the drunken bears or the Usenkari attacked. Or the beak walkers. The scouts came galloping back: enemies were coming!

Verlaro gathered up the remaining defenders, but Osara could tell he was worried that there weren’t enough. So she went to the women. “Sisters, I need your help.”

“We are not warriors,” they said.

Osara replied, “When you’re seeking plants or rounding up milk cows, you don’t send for a man to chase off a wolf.”

“Yes, but there are men to defend us.”

Osara replied, “There are not enough. We must all protect our elders and children and hearths.”

“That’s easy for you to say. You’re special.”

Osara replied, “We are all special. I have visited many lands, and the women there neither ride horses nor know how to use a bow.”

“Some of us are expert with a bow, but we know nothing of tactics.”

Osara replied, “You’re all more clever than Verlaro.” The women couldn’t argue with that, but many were still hesitant. “Surely this won’t happen again. Help me fight this one time.” Finally the women agreed.

Osara made sure the women all had bows, and spears if they wanted them, then led them to Verlaro. “Little sister, what is the meaning of this? It is my job to defend.”

Osara leaned in close. “Surely you recall the time I rescued you from the Cold Sun?” Verlaro got very quiet. “But more importantly, you’ll find it easier to defend if we can cover the entire circumference of the outer wall.” Verlaro nodded but didn’t say anything. “Or I suppose I could challenge you for the command of our forces.”

“I suppose there is no harm in the women standing on the wall to make it look like we have more warriors.”

It was the undulating army that threatened to crash over the walls like a wave, and it was Osara who drove them off, thanks to the women who followed her.

When her father Elmal returned and learned what had happened, he was quick to praise Osara. “No father, it was all of us. The women all defended us.”

“I hope that they never again need to, but all of them shall have the right to take up arms.”
Heliaki

The Heliaki is a people living in the lowlands north of the sandy plains north of the Autumn Mountains, northwest of the Black Eel valley. Their main deity is Heliakal, a solar god that is not a part of the regular solar pantheon familiar to those from the Dara Happan empire. They also worship an earth deity called Negalla.

The Heliaki is in conflict with the Tunoralings, a group of spirit-worshipers living north of themselves, in the woods west of the Imther Mountains. The Heliaki claims that the Tunoralings split from them in the past, while the Tunoralings claim the opposite.

## Lights Going Out

### Lore

Your clan ring has the following to say about the Heliaki:

* "I have heard that the Heliaki also worship a strange earth deity, Negalla."

### Events

The Heliaki appear in the following events:

* Heliaki Encounter

## Images

Heliaki territory, the Oslira River to the west and the Imther Mountains to the east.
Jajalarings

Jajalarings visit Berenstead.

The Jajalarings is a wandering people concentrated around a region between the Black Eel valley and the Imther Mountains. They worship Jajagappa, a canine death god, and sometimes the Jajalarings trek into the valley to offer their services as hunters of the undead for the people living there in exchange for goods. The Jajalarings differ from the locals in many ways: they keep dogs, hunt using nets, and don't keep cattle.

The Weeders accuse Jajalarings of engaging in human sacrifice.

## Lights Going Out

### Lore

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

* "Their powers come from Jajagappa, who hunts stray undead with a net."
* "Their god may not be as big as Humakt, but his might against the undead is real."
* "Kings do not dicker with dog people."
* "The power of the [Jajalarings'] death god, the Death Dog, keeps them alive in these desperate times."
* "I sense power in those nets of theirs. The rite they propose will not fail."

### Events

The Jajalarings appear in the following events:

* Jajalaring Ransom Rite

## Images

A group of Jajalarings are beset by Chaos mutants.The Jajalarings' land on the map in relation to the Imther Mountains.
## Notes

Compare Jajalorings or Jajagappa of future Glorantha. See also the Votanki dog people of the Storm Age.
Plague of Blacktails

## Dialogue

1. Ask spirits to send hawks and snakes.
2. Call on Nyalda to swallow them up.
3. Divert herders to trap and kill them.
4. Organize a mass ritual against them.
5. Wait for them to die off on their own.

## Consequences

**Spirits** can likely take care of this problem even if you don't spend magic on the matter.

A **mass ritual** will be effective if your neighbors agree, which depends on your persuasiveness and your standing with them.
Myths

In *Six Ages*, your stories of the gods are also the blueprints for rituals in which your nobles embody their power and seek blessings for the clan.

At the beginning of the story, you will know the details of one or two myths thanks to choices in Clan Creation, but for the rest you'll have only a brief summary, too vague to serve as the basis for a ritual. If you want to perform those rituals, you must learn the details of the myth, either by sacrificing to the god in question or by asking another clan to tell you the story.

Not all myths have associated rituals. For example, Erissa Denies Her Suitor and Osara and Verlaro cannot be reenacted. You will know the details of these myths from the beginning, and other clans will not ask you about them in events.

The following myths appear in *Ride Like the Wind*:

* Busenari Finds the Light
* Dostal and the Snow Elk
* Ekarna's Four Trades
* Elmal Guards the Sunpath
* Erissa Denies Her Suitor
* Hippogriff Reborn
* Hyalor's Long Ride *(must visit Cenala or learn from another clan that has done so)*
* Inilla and the Golden Bush
* Nyalda's Bride Price
* Osara and Verlaro
* Raven and Hyalor
* Relandar's Ranking
* Tablets of Hyalor
* Taming the River
* Zarlen's First Wander

The following myths appear in *Lights Going Out*:

* Ages of Glorantha
* How Horses Came to Orlanthstead
* Humakt Divides Life from Death
* Nontraya the Taker *(must learn from your sages or another Ram clan)*
* Osara the Warrior
* Taming the River
* Unholy Trio
Kyger Litor

Kyger Litor is the mother goddess of the trolls, as well as the head of their pantheon.

## Lights Going Out

### Events

Kyger Litor is mentioned in the following *Lights Going Out* events:

* Troll Emissaries
* Troll Queen

### Lore

Based on the information provided by the trolls in the Troll Emissaries and Troll Queen events, Kyger Litor still lives during the Chaos Age.

The clan ring says about Kyger Litor:

* "The mother of trolls woke up hungry in the dark, and started to eat the world."
* "Some say [the trolls'] main god is a death deity, but in fact it is their great mother Kyger Litor."

## Other Stories

Kyger Litor appears in other stories of Glorantha. For more information, see her article on the Glorantha wiki.
Meet Hanvan

## Dialogue

1. Persuade Hanvan to work with them.
2. Tell Hanvan to work with them.
3. Tell the others to make their own way.
4. “This is not a matter for the clan ring.”

## Consequences

If you try to **persuade Hanvan to work with them**, he may not budge. The ring may look foolish for the attempt, causing mood to fall.

Regardless of your choices, Hanvan will appear as a potential ring member. He has at least Excellent Food and Very Good Combat, and worships Dostal like his father. He also shares Hanth's unique portrait set.

## Advice

* "Those idiots couldn’t find a rabbit if it was tied to their leg." - Hanth
* "I was not born a king so I could adjudicate sub-moronic disputes." - Iverlantho
* "Surely a middle ground exists." - Venef
* "We can’t let Hanvan push us around." - Erenlanth
* "Hanvan does what Hanvan does." - Korestene
* "He has always been this way." - Rodene
* "Hanvan is the wrong kind of stubborn." - Serestev
* "When Hanvan kills, he does so swiftly, sending the animal’s spirit safely onward." - Doresa or Dresta
* "Hanvan enjoys Dostal’s favor. Ordering his compliance could cost us magic."
* "Hyalor found Dostal in the woods outside the frozen city. Redalda introduced him to Orlanth."
* "Dostal blessed Hanvan as an individual."
* "Because we don't have lots of stockpiled food, this is an important issue."
Loss: Wedding Massacre

## Dialogue

The wedding massacre marked the beginning of our clan’s long decline. The Rams never learned horsebreaking from us, nor did they ever intermarry with our people.
Years later, Ram migrants, the Orgovaltes, arrived from the south. They had learned horse secrets from a Rider named Ulanin, from the nomadic clans of the southeast. These Orgovaltes spread horse lore to the local Storm people. Deprived of our advantage over them, we Rider clans dwindled. Distrusted by our own folk ever since the marriage debacle, our clan was among the first to disband. Our story tent was lost. By the time the darkness got truly bad, our name had already been forgotten.

## Consequences

This is perhaps the darkest ending for your clan...

## Notes

The text varies a bit depending on who your final enemy was and whether Cenala officiated at the ceremony.

This ending is one of those that grant the Wedding Crashee Achievement.
Horses

The horse is the animal used by Riders as their mounts. They were taught the secrets of horseback riding—which they guard jealously—by their divine founder, Hyalor. The Pure Horse Clan takes this reverence for equines even further, and keeps no other animals. Wheels also raise horses, but instead use them to pull their chariots. Other peoples, like Rams, don't even know how to do this much.

Their goddess is Gamari, mother of horses. She is a major deity in both the Wheel and Rider pantheons.

Horses are native to the Black Eel Valley and wild horses can sometimes be found there.

## Ride Like the Wind

   Horses are one of the resources in *Ride Like the Wind*, and a culturally important one. Your clan will be unhappy if you have fewer horses than adult clan members, and the clan can even disband for lack of horses. If you need more horses, you can buy them, or ask for a few as a favor—five being the customary number. If you're in real trouble, you can perform the ritual Gamari Horse Mother and request horses as a reward, or Ekarna Four Trader and trade goods for horses with Ekarna. Certain blessings can also help: Gamari's Colt Blessing will increase the fertility of your mares, and Hyalor's Horsefriend will make your horses live longer.

## Lights Going Out

Horses function much the same in *Lights Going Out* as they did in *Ride Like the Wind*.

However, in *Lights Going Out*, you play as the royal clan of the Berenethtelli, the one Ram tribe to ride horses. Their horse goddess is Redalda.
Gamari Vengeance

## Dialogue

2. Make war on the <Profaners>.
3. Stage a limited raid against the <Profaners>.
4. Warn the <Profaners>.
5. Decline her request.

## Consequences

If you **ask for lore** she will tell you that she knows something that might interest you, but will only reveal it after you have done as she wishes. This lore turns out to be rumors of Cenala, and you will be given the option of sending a mission to the plateau where she dwells.

**Making war** will please the priestess, who will reward you. Of course, the <Profaners> will be less than happy about your raiding them.

## Notes

This is one of the alternate beginnings to the Cenala event chain.

"I dreamt again of a golden mirror. I looked into it, but woke up before I could see my face." — Clan Circle member.
Happy Kiln

## Dialogue

1. Celebrate the kiln in song.
2. Extend the benefit with an expenditure of magical resources.
3. Honor the kiln with a feast.
4. Honor the kiln with words of praise.

## Consequences

**Extending the benefit** will cost a point of magic. The effect will last for about two years, after which you'll have an opportunity to extend it again--provided that you still have at least one point of magic to spend.

## Notes

Your opinionated kiln and its spirit also appear in Unhappy Kiln.
Ragnaglar

Ragnaglar is the Chaos God of Evil and the leader of the Unholy Trio, consisting of himself, Thed, and Malia. He was once a brother of Urox and Orlanth until he joined with Chaos. He is the father of broos.

## Lights Going Out

### Lore

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

* "Ragnaglar, leader of the Unholy Trio, spawned the horrific broos.
* "Broos are the spawn of Raglaglar, a treacherous brother of Storm Bull who joined the Chaos tribe."
* "Urox mostly fights Wakboth the Devil, but can also battle Ragnaglar or any other Chaos deity."

### Myths & Rituals

Ragnaglar, Thed, and Malia are the main characters of the myth Unholy Trio.

## Images

The Unholy trio, including Ragnaglar, sneak up on Rashoran.A group of Berenethtelli shepherds come across a statue of Ragnaglar on their lands.A group hunters come across another Ragnaglar statue, this one fallen over.
Main Menu

The **Main Menu** is the screen that appears when you open the game. You can return to it from the Controls Screen.

There are four buttons: Intro, Controls, Play, and A#.

## Intro

   The Intro button leads to a brief introduction to the game. You can go from here to the Manual or play through the Tutorial.

## Controls

   The Controls button allows you to set properties like tips and text size. This can also be done from the Controls screen within a game.

## Play

    Click the Play button to access your saves or start a new game.

You can also click the Edit button in order to delete a save. Be careful—there's no way to retrieve a deleted game!

A#
--

Finally, the A# button will give links to the game's website.

## Background

In addition to the buttons, you can also hold a finger down on the background to see it without the title and buttons.
Hanth

Sereden is a member of the Berenethtelli royal clan. He is known for having a blunt and unadorned way of speaking that often comes across as rude. He frequently butts heads with his clansman, Sereden, whose mannerisms Hanth considers strange. Worse, Hanth considers Sereden's philosophy to be an unnecessary distraction for the clan's youth during dangerous times. Hanth is an unusually skilled hunter and despite his blunt manners, or sometimes because of them, he has found many admirers inside the clan. If not on the ring, members of the clan may petition for his inclusion. He usually favors simple and practical solutions over arguments about abstractions.

He has a special connection to Dostal and may offer a hunting blessing to the clan, albeit one that leaves less game to the surrounding clans.

He has a wife and a son named Hanvan.

## Lights Going Out

Hanth is a set character that always appears in a game of *Lights Going Out*. He shares an otherwise unique portrait set with his son, Hanvan.

### Lore

The ring has the following to say about Hanth:

* "I like Hanth's unadorned way of speaking."
* "Rude Hanth's presence on the ring complicates diplomatic overtures."
* "I know as much about hunting as Hanth and am only half as rude."

If on the ring, Hanth has the following to say:

* "You can't debate morality if you've starved to death."
* "Would we rather be dead and pure, or dirtied but alive?"
* "We must do what we must, but cast folk into slavery? Never!"
* "Sometimes a man has simply had enough, and must speak up."
* "I admire a man who knows how to shut up, which Sereden is not."
* "Kill one rabbit, another takes its place."
* "Might makes right."
* "Hunters rely on themselves. Why can't clans?"
* "When I think of my own marriage, I too long for death's embrace."
* "Dostal hates Odayla. I hate Odaylings."

### Skills & Religion

Hanth worships Dostal and is a skilled hunter.

### Events

Hanth appears or is mentioned in the following events:

* Meet Hanth
* Meet Hanvan
* Hanth Bitten
* Hanth for Chief
* Chief Hanth
* King Versus Hanth
* Three Hungers Dream
* First Hunger Removes Staff
* Big Hunger Bested
* Biggest Hunger Vanquished

## Images

Hanth in the wildlands outside Berenstead.Sereden and Hanth in an argument.Hanth and Reda in a heated discussion.Hanth being bit by a centipede spirit.Hanth accuses Kerenna of cruelty and injustice.Hanth is interrogated by King Iverlantho.
Magic Mask Discovery

## Dialogue

1. Keep it.
2. Rebury it.
3. Sacrifice it to your gods.
4. Trade it away.

## Consequences

If you **choose to keep the mask**, your shamans will tell you what its benefits are. If it is the Clay Mask, you they will explain that it will help with spirit rituals. If it is Mojara's Mask, you will get a followup choice: attune it to a particular noble (who will thereafter have increased power to locate spirits while on spirit-finding missions), or keep it. It is not clear what abilities, if any, it has if you keep it, except that you will not be able to attune it in the future. If you attune it to a noble, it will lose its powers after their death.

## Notes

Although the Clay Mask and Mojara's Mask discovery events have different names in the debug log, they are identical until you find out which mask you have.
Imperial Refugees: Pursuit

## Dialogue

1. Attack them.
2. Give them the refugees.
3. Convince them to forget the refugees.
4. Heal, feed, and re-equip them for further journey.
5. Tell them the refugees are gone.

## Consequences

Generous gifting certainly helps to **convince them to forget the refeugees**. The clan's mood is likely to improve with a success.

## Advice

* "The people will like it if we convince them to leave their poor servants alone. So will our ancesotors."
* "Dara Happan nobles are the arrogant pinnacle of an arrogant people. Their servants were right to come to us."
* "Let's just kill them."
* "Odd, I thought the Dara Happans all wanted to hide under a dome."
* "We will win if we jump them, but perhaps at a cost."
* "The real problem here is that we really wan't see any way out of the contradiction in, um, uh, levels?" - Raven trickster
Heroic Combat: Elves

These Heroic Combat situations occur only when you are raided by the Aldryami.

### Consequences

**Cenala** can end the conflict immediately—if these elves recognize her. Just as with Riders, many don't.

Even if you successfully call on **Elmal**, you will have Pastures Stress as a result of setting your own pastures on fire.

**Riding heedlessly** is a risky choice.

### Notes

This magical effect doesn't correspond to the effect of the elves' NPC ritual **Spores**. Perhaps the priestess is calling directly on the power of Aldrya, her goddess.
Hunter Kills Damali

## Dialogue

1. Grant compensation.
2. "He brought this on himself, by coming in deer form."
3. "We do not fear your vengeance."
4. Drive them off.

## Consequences

If you **grant compensation**, they accept it with gracious praise. Some people may think it over-generous, but <Ring Member (Reda?)> may lift such hardened hearts with eloquence. Mood may improve.

## Advice

* "We owe nothing to these scruffy outlanders." - Iverlantho
* "Their truth is not our truth." - Kerenna
* "The people must learn openness." - Reda
* "On their heads, stags wear pride like trees." - Hanth
* "We must set aside surety for new ways of seeing." - Sereden
* "They are not a physical threat, but may be capable of magical retribution."
* "Shapeshifting folk live elsewhere but occasionally travel through our valley."
Goods

**Goods** are a resource, consisting of valuable objects and materials beyond what your clan requires to survive. Goods are measured in how many cows they can buy. In general, goods act as a substitute for herds in cases where you would rather not spend the latter, such as sacrifices and trade. They are also used to construct temples and fortifications. Unlike cows, goods do not reproduce on their own, do not supply you with food, and cannot be butchered for emergency food. However, they are much easier to produce and acquire.

Your clan produces some amount of goods automatically every turn, and the amount they produce can be increased with Exotic Goods, using Nyalda's Crafting blessing, or by bargaining with the Anvil spirit. In addition, it is possible to generate more goods by establishing trade routes with other clans. As you establish more trade routes, you will increase the frequency of your market days, which in turn will cause you to gain goods faster. Ekarna's Market blessing will further increase the rate at which you gain goods from trade. You can also often gain goods through exploration, as an additional bonus for a trade mission, and as plunder after a raid.
Neighbor Offers Aid

## Dialogue

1. A blessing.
2. Cows.
3. Goods.
4. Horses.
5. Food
6. Nothing.

## Consequences

The **blessing** your neighbors offer is random.
If you accept their aid, you can decide whether or not you owe them a favor. (Obviously, they would prefer that you acknowledge the importance of their help by promising them future aid.)

Note also that if you accept any sort of help, you'll want to avoid raiding them for the next few years, lest they be offended with you. Your advisors will remind you of this on the War Screen.

## Notes

Some options may not appear depending on your circumstances. For example, you can't ask for **food** unless you have a shortage of it.
Mood

Your clan's mood indicates whether your people are happy with the leadership of the Clan Circle or not.

From best to worst, mood can be: jubilant, splendid, happy, contented, optimistic, reserved, worried, dissatisfied, gloomy, ugly, and grim. Any mood below reserved is bad.

A bad clan mood makes it harder to convince the clan to go along with the council's decisions, while a good mood makes it easier.

An especially low clan mood can trigger certain events, in which the people of the clan demand the circle change things.

Certain blessings, including Erissa's Hope, Gamari's Kumis and Hyalor's Law, can help the clan mood, as can the Entertain and Feast ventures and spirits such as the Butterfly. Additionally, emblem treasures will help the clan mood when their specific conditions are met.

JubilantSplendidHappyContentedOptimisticReservedWorriedDissatisfiedGloomyUglyGrim
Iverlantho's Wedding

## Dialogue

1. Gift them in excess of the bride price.
2. Seek an additional gift from them, on top of the usual reciprocal exchange.
3. Exchange gifts of reciprocal value, as is customary.
4. Perform a joint rite of blessing.

## Consequences

If you **gift them in excess of the bride price** then the bride's clan will give you praise and an offer of alliance, if you're not in one already, is likely to follow next year, see Queen's Clan Offers Alliance.

**Seeking additional gifts** is a bit crass of you, and risks annoying your new in-laws.

A **joint rite** will considerably increase your clan magic.

## Advice

* "Twice widowed, I embrace this new queen with joy, yet also melancholy." - Iverlantho
* "Some say the king had a lighter soul, and was not so quick to anger, before his first queen died, and then the other." - Reda
* "I cannot love." - Kerenna
* "A joint blessing will fill us with magical power." - Dresta
* "Living without a royal heir is dangerous. We need a descendant of Beren to take part in the Sacred Time rituals that strengthen our fortress."
* "It is his duty to do this, but after what happened to his previous two wives we can all see why he would wait so long."
* "It gladdens our hearts, King Iverlantho, to see you are finally ready to marry again."
* "Warriors of Elmal shall guard their marriage bed."
* "If we treat them generously, they might offer us alliance."
* "We would have greater leverage in such negotiations if we possessed the royal regalia."
* "They are already our allies and might gift us if we ask."
* "She must bear him a child as soon as possible."
* "By giving the chieftainship to someone else, we show heritage really does not matter to us. They won't give us a single cow."
Kestaytelli

A Kestaytelli delegation

Kestaytelli is the name used by the Infithtelli to refer to the assortment of Ram clans that moved into the Black Eel Valley shortly after the Riders did. It is unknown if the Kestaytelli use the name to refer to themselves as well. All of the Kestaytelli clans settled in the southern part of the valley, on the opposite side of the Black Eel River from their Rider neighbors. Some even settled on the other side of the Oslira River.

The Kestaytelli used to be a part of the Infithtelli tribe, but split from them sometime in the past. How long ago is unknown, but it is likely generations before settling in the Black Eel valley, as the Kestaytelli's ancestral spirits take offense to them giving in to their Infithtelli cousins. It is unknown what caused the split, but it left the two groups with an antagonistic relationship towards each other. It is possible that the division is somehow related to Porscriptor, the founder of the Infithtelli tribe, who the Kestaytelli claims was a cannibal, which the Infithtelli in turn maintains is a malicious lie.

Unlike their kin down in the southern kingdoms, the Kestaytelli are not part of an organized tribe and do not have a king to unify them. Instead, they act as an assortment of individual clans that only occasionally cooperate for their mutual benefit. They also do not keep animals for which they use in battle, unlike the Rams in the southern kingdoms.

This state of affairs comes to an end when the marriage of Redalda—a Kestaytelli priestess of Ernalda with a mystical connection to the Rams' semi-divine founder, Vingkot—and Beren—a Hyaloring warrior descended from the sun-god Elmal—merged their respective clans. Together, they would combine their magics of horse-riding and storm to unite the Kestaytelli clans under their leadership, forming the Berenethtelli tribe.

## Ride Like the Wind

The game always feature seven Ram clans in the valley. Unless their lands border yours, the will not immediately appear on the map. Only a couple years into the game will all the Ram valley clans be revealed.

### Lore

About the Kestaytelli, and not Rams in general, the clan council have this to say:

* "Someday we must learn the story of why our local Rams have no king."
* "I wonder if they are planning to form a kingdom?"
* "The Rams of the valley have no king, but other Rams do."
* "One day they will learn to ride. When that change comes, we must be on the right side of it. But the time has not yet come."
* "Together, we and the Rams can forge a future free from darkness."

### Events

The Kestaytelli appear often in *Ride Like The Wind*, but the following events are notable:

* Meeting the Ram People
* Ram Plot
* Daughters of Vingkot
* Redalda Born

### In Battle

In battle, the Kestaytelli function much like other Rams, see here.

## Images

A Kestaytelli village.A Kestaytelli fortress, shaped like the storm rune.A Kestaytelli raid.
Heort

Heort is a Ram hero, descendant of Vingkot and Orlanth, who founded the people of the Heortlings.

## Lights Going Out

Near the end of *Lights Going Out*, the Sole Survivor will encounter Heort in the Dead World, searching for the Second Son. They may fight together, as one, against Chaos.

## Other Stories

Heort is a major figure in the history of Glorantha, see here for more on him from the main Glorantha wiki or here for his entry on the King of Dragon Pass wiki.
King Vulture

A powerful spirit revered by the Yeleni; his title is disputed by some shamans. Vulture has tangled with both Osara and Raven.

## Ride Like the Wind

### Lore

You clan circle says about King Vulture:

* "Elmal found King Vulture occupying the Sky Throne in Yelm's absence, easily flushing him from that hallow perch."
* "Big Vulture thinks much of himself, but is no king. Raven has always plucked his feathers." - Raven trickster

## Trivia

While King Vulture and his followers may simply have pretensions, there is a vulture species known as the king vulture.
Michelle Lockamy

Michelle Lockamy is the artist responsible for all Otherworld (also known as the Gods War) illustrations in *Six Ages: Ride Like the Wind*, including all ritual illustrations. She also collaborated with Kate Glasheen on images of gods in the world of mortals.

## Selected Illustrations by Michelle Lockamy

Illustration for Raven and Hyalor, showing the then-hero Hyalor attempting to wrangle the spirit Raven.Illustration for the first stage of Inilla Forage Finder, showing the gods Elmal and Nyalda struggling under the assault of Yatelo, the Hungry Sun.Illustration for Osara and Verlaro, showing the goddess Osara defending her brother Verlaro against Yonesh, the Cold Sun.Stage illustration from Ekarna Four Trader, showing the ghosts of Elempur.Stage illustration from Hyalor Tablet Maker, showing the arrival of a Dara Happan ambassador at Nivorah not long before its destruction.Illustration for the Gods War: Hero and Beast God event, showing a battle between Basmol the Lion and the Praxian hero Tada.Stage illustration from Elmal Path Guardian, showing the Small Suns stripping the sunpath of its stones.The Ram earth goddess Ernalda locked in battle against iron trees.Elmal the Guardian Sun pays a visit to his mortal worshippers. Michelle Lockamy drew the god and his steed, while the landscape and lesser horses were drawn by Kate Glasheen.
Imperial Refugees: Adoption Request

## Dialogue

1. Accept, allowing them to retain Dara Happan worship.
2. Accept, if they adopt Hyaloring ways.
3. Expel them.
4. Tell them they may continue on as guests.

## Consequences

If you **allow them to retain Dara Happan worship**, they may teach you to build a shrine to Venurtera, Dara Happan goddess of pottery. When active, this shrine gives you Porcelain, an exotic good which will allow you an extra trade route. Having good leadership skills and using harmony magic will help you succeed in being able to successfully adopt the Venurtera shrine to your clan.

## Notes

The text changes slightly depending on your ancestors' choice to adopt or drive off the foreigners they encountered.
Interpretation Request

## Dialogue

1. Do it for cattle.
2. Do it for goods.
3. Do it for horses.
4. Do it for a blessing.
5. Do it out of goodwill.
6. Decline.

## Consequences

Doing this service **out of goodwill** will of course endear you somewhat to the other clan.

## Notes

Some of the more interesting possible meanings:

* It listed the names of treacherous nobles executed by Stelfor, grim first chieftain of the western clan.
* It contained a song about the rivalry between Osara and Verlaro, the children of Elmal.
* It warned against false alliance with the Rams.
* It said that alliance with the Rams was inevitable, but must happen on terms dictated by the Riders.
* It was written by Zenangar, clever first chieftain of the eastern clan, and praised the wisdom of his nobles.
* It listed the treasured possessions of Shuazi, Elmal’s daughter-in-law.
* It recounted obstacles placed in Osara’s path when she rescued Ekarna from imprisonment by the Wheels.
* It listed a hundred acceptable insults to use against foreigners.
* It pleaded for assistance against the monstrous forces of Yenfar the Capturer, early nemesis of the Rider clans.
Inland Sea

The Inland Sea is a lake so large it resembles a sea when standing on its shores. It is situated roughly east of the Imther Mountains, north of the Dog Hills, and south of the Wheel kingdom of Naztalvan. The forces of water are strong near this lake.

The people of the Black Eel Valley believe that the lake is surrounded by elves, that a monstrous fish swims its waters, and that giants bathe their children in it. They also think the water spirits of the Inland Sea enslave the local people and force them to pay tribute. Nymphs are known to inhabit the lake.

## Ride Like the Wind

### Events

In *Ride Like the Wind*, the Inland Sea features one event: Elf Sea. If the forces of water are your ancestral enemies you can anticipate a poorer reception than you would otherwise.

## Images

A Rider traveler receives a friendly greeting from a water nymph in the Inland Sea.A Rider traveler receives a hostile reception from a water nymph in the Inland Sea.
Gagarth

Gagarth and his dogs pursue Zarlen.

Gagarth, also known as Chase-Everything, is a son of Vadrus, also called Hurt-Everything, and brother of Valind, or Freeze Everything. He is known to keep dogs and the troublesome plant Gagarth's Thorn is named for him.

## Ride Like the Wind

### Myths & Rituals

He appears as an antagonist in Zarlen's First Wander.
Manarlavus

Manarlavus was the Emperor of Dara Happa at some point after the death of Yelm. He ordered the construction of a dome over the entire empire, saying that this was the egg from which future generations would hatch after the ice finally retreated. Hyalor and Samnal, who were in charge in Nivorah during Elmal's absence, defied him. In response, Manarlavus threatened to curse Elmal's name and reduce him to a Small Sun; once more, the two stood against him. After this, Nivorah was crushed by the glacier, but its people survived as the Riders and Wheels, who still worship Elmal despite the Emperor's decree. The rest of the Empire remains hidden under Manarlavus's dome, deep under the ice of the glacier.

Manarlavus may be connected to the Eggshell Sun.
Hyalor's Law

Riders follow Hyalor's law, set down by their hero-god after leaving Nivorah.

Most legal disputes are resolved before reaching the clan council (and thus, the player). The cases that appear in events are unusual ones.

## Events

Events including Hyaloring law include:

* Bickering Families
* Elders Attacked
* Excessive Litigation
* Foraging Compensation
* Horse Ownership
* Judges Sought
* Lawsuit On Circle
* Litigious Circle Member
* River Baby
* Treasure Legalism
* Ghost Lawsuit

## Hyalor's Law

The law makes sure you and your kin will be compensated for aggression or theft. Crimes like murder, defamation, and injury have a customary payment in horses or cows, depending on the level of harm. Grazing on someone else’s pasture is a form of theft, and also has a customary compensation. Theft is usually made right by paying an equal value. If the compensation is significant, like for a killing, it may be paid over time.
If someone is unable to pay the compensation, then his family will pay. They are entitled to remind the wrongdoer how foolish he was, and will keep an eye on him so they don’t have to pay again. If his family gets tired of paying for a repeat offender, they can disown him. Unless another family wishes to adopt him, he is an outlaw, no longer a member of the clan.
We expect our leaders to be examples. If a priest or a member of the clan circle violates the law, he pays double compensation.
When the law is broken, one of the sides sends a delegation to the other, to try to keep the dispute from spreading. They will arrange for a court to settle the case. This consists of one judge from each side, usually elders who remember past cases. The aggrieved family will investigate the incident before presenting to the court.
The court is held away from the community, to avoid bias. Both sides can have advocates, who are chosen for their speaking and negotiating skills, and their good reputation. Once the judges come to a decision, the parties have the opportunity to seek a new hearing with different judges plus a neutral judge appointed by the chief. If they cannot agree to that decision, they may appeal to the clan chief.
Hyalor’s Law also applies when a dispute is between members of two clans. But we have no king to appeal to, and sometimes we have no choice but to balance uncompensated deaths by taking a life from another clan. We would make a formal declaration of feud, and would never do anything but restore balance.
Other Side: Beren's Court

## Dialogue

1. "All this glory will one day crumple to dust."
2. "Do not humble your neighbors, but learn from them."
3. "The world is more complicated than we want to see."
4. "There will come a time when we value not gold, but hope."

## Consequences

**"There will come a time when we value not gold, but hope."** prompts Beren to build ramparts for the future and take <Explorer> on a tour through the wildlands, where <Explorer> identifies the "Antler Society" as something else...

## Advice

* "Though he did not serve Humakt, he was renowned for his honor." - Kerenna/Humakt devotee
* "Through Redalda, he joined Ernalda's many grooms." - Ernalda devotee
* "How far we have fallen."
Outlaws Request Adoption

## Dialogue

1. Adopt some or all of them.
2. Tell them to keep moving.
3. Drive them off.
4. Attack them.

## Consequences

If you **adopt some or all of them**, select how many you take on as Swords. Another <number> join as laborers. The people may get over their initial misgivings and welcome them back into lawful society, improving mood.

## Advice

* "The royal clan needs no bandits to swell its ranks." - Iverlantho
* "Though I always think we need more warriors, in truth we do have enough right now." - Kerenna
* "When Valind Chill-Wind came for the Rider gods, Osara lit arrows, their flames the color of her hair."
* "So long as they remain outlaws, they may be able to command the chilling blessing of the bandit god Valind."
* "Adopting them will decrease the number of bandits in the region."
Help Us Fight Chaos

## Dialogue

1. Help them hunt the scorpion folk.
2. Offer to hunt them on your own.
3. Aid their efforts magically.
4. Decline to assist.

## Consequences

Unless you're in truly dire straights, it's best to fight Chaos rather than letting its threat grow.

If your ancestors hate Chaos, they will reward any victory against this foe.

## Notes

The text varies slightly if the forces of Chaos are your ancestral enemies, and also if scorpion folk have not yet appeared in the valley.

The image will vary depending on the culture of the neighbor seeking your help.
Korestene

Korestene is a member of the Berenethtelli royal clan. She is Kerenna's niece and, like her aunt, is a powerful warrior devoted to Humakt.

## Lights Going Out

Korestene is a set character that always appears in a game of *Lights Going Out*. Korestene shares an otherwise unique portrait set with her aunt, Kerenna.

### Lore

The clan ring has the following to say about Korestene:

* "She is good, but still a youth. Do not expect the same victory Kerenna won."
* "Of course, she is only 17, and not as able as me when I did this. But the god calls her and I have prepared her well." - Kerenna
* "I find her confidence both bracing and chilling." - Venef
* "When Korestene wants something, stay out of her way."
* "Hunters kill so that we may live. She would kill for killing’s sake."

### Skills & Religion

Like her aunt and mentor, Korestene is a fearsome Humakti warrior.

### Foreshadowing

Before her formal introduction, a clan member will mention that Humakt has called Korestene. There are two versions of this announcement: one given by Kerenna, another by any clan member if Kerenna is dead.

### Events

Korestene appears or is mentioned in the following events:

* Meet Korestene

She often fulfills the role of her aunt, Kerenna, in events where she would otherwise feature, but is for some reason unavailable.

## Images

Korestene prepares herself for battle much the way her mentor, Kerenna, did.