recursal/Fanatic-Fandom huggingface dataset:
Krarshtkid Factions

## Dialogue

1. Call on Redalda to grant harmony to the people.
2. Call on spirits to find the krarshtkid nest.
3. Call on Urox to eradicate this infestation.
4. Send a hunter to find the krarshtkid nest.

## Consequences

If you **call on spirits**, you are asked if you want to tax them. Tax them with a powerful shaman (like Dresta) and the owl spirits report back with a location in your wildlands. At the nest, you find the mother behind the infestation. Decide how to defeat it:

1. Send a party of warriors to battle it.
2. Send a sole hero.
3. Call on the earthquake goddess, Maran Gor, to collapse the hole, crushing it.
4. Drop burning logs into the hole.

**Sending a sole hero** of renown like Kerenna and it will be heroically slain.

## Advice

* "Why are we worrying about crab-ticks? The effrontery of the doubters is the true problem!" - Iverlantho
* "What Redalda lacks in sheer power she makes up for in versatility." - Reda
* "When we wish information, we call on owl spirits." - Dresta
* "Redalda derives clan harmony magic from the sacred act of union between our Ram and Rider ancestors, which she arranged."
* "The disunity is of external, magical origin and cannot be quelled solely by leadership."

For the follow-up:

* "Grotesque!" - Iverlantho
* "I am destined to bring it death." - Kerenna
* "None of our neighbors need to hear about this." - Reda
* "Burn it with logs!"
* "I wish I could simply ignore it, but its continued presence would turn royalists and doubters into violent foes."
Pocharngo

Pocharngo is the god of Primal Chaos, the oldest of the Chaos gods. Because he is also the god of Gorp, which is the form Chaos first took when it entered the world, Pocharngo is sometimes known as Gorpgod.

## Lights Going Out

### Lore

Your clan ring has the following to say about Pocharngo:

* "Pocharngo is the god of gorp."

## Other Stories

For more information about Pocharngo, see here on the Glorantha wiki.

## Images

Pocharngo slays the horse goddess Redalda.Pocharngo kills Voriof, the god of sheep and shepherds.
Orlanthstead

Orlanthstead is the home of Orlanth's divine clan, and shelters the Orlanthi dead.

Since the death of Orlanth, Elmal has been tasked with the guardianship of his home.

Berenstead is a mortal mirror to Orlanthstead.

## Lights Going Out

### Lore

Of Orlanthstead, your clan ring has the following to say:

* "If Elmal doesn’t answer us, it’s because Orlanthstead is under siege, and he is busy defending it."
* "Elmal can always be found staunchly guarding Orlanth's citadel."

### Myths & Rituals

It is the namesake of the myth How Horses Came to Orlanthstead.

You may witness Elmal defending Orlanthstead if you decide to visit him should you travel through one of the tears on the map that can lead into the Gods War.

## Other Stories

For more on Orlanthstead, see here on the Glorantha wiki.

## Images

Elmal defends the walls of Orlanthstead against the onslaught of Chaos.Elmal guards the stead even into the death of the world.
Patrols Intercept Undead

## Dialogue

1. Call on Urox to ward against Chaos.
2. Scour the borderlands for remaining zombies.
3. "We struck a powerful blow against undead today."

## Consequences

At start of event, a number of Swords are wounded and mood may increase.

If you **scour the borderlands for remaining zombies**, choose the noble and their escort. The scourer may verify that all the undead are already slain, calming nerves and improving mood.

## Notes

This might be a consequence of an Unsanctioned Sacrifice.

## Advice

* "I live so that they may die." - Kerenna
* "My hunters worry that they could be the next victims." - Hanth
* "Urox will help us against all Chaos foes, not only against the undead."
* "They have done their worst."
Goldtalon

Goldtalon Bigwheel, also called Goldtalon the Undimmed, was the chief of the Big Chariot clan, a legendary enemy of the early Riders. He was favored by Samnal.

## Ride Like the Wind

### Lore

The circle says of him:

* "Thengist the Ram stole many people from Goldtalon the Wheel. Goldtalon stole as many in return."
* "The Wheel chieftain Goldtalon tried to cow Stelfor of the West Clan with a ride-by. Stelfor drowned his brothers in an icy tarn."
* "Stelfor once captured every member of Nameforgot’s council and sold them to Goldtalon Bigwheel."
* "Goldtalon the Charioteer sent disease spirits against Stelfor and Zenangar. Stelfor sent curses back. Zenangar cured them."
* "Stelfor of the West Clan fought Goldtalon, chief of the Big Chariot clan. The struggle was brutal, with captives on both sides burning in fire cages."
* "When Stelfor Westclan invited himself to races held by Goldtalon, battle ensued."
* "After Goldtalon died, the animosity between Wheels and Riders lessened, and sometimes we helped each other."
Neighbor Seeks Help

## Dialogue

1. Give them goods.
2. Give them livestock.
3. Offer to intercede with the <Aggressors>.
4. Perform a taxing ritual of assistance.
5. Decline their request.

## Consequences

Obviously, **helping** your neighbors will make them like you more.

If you choose to perform a **ritual**, you can choose between petitioning Busenari the cow mother, Dostal the hunter, Erissa the healer, Nyalda the earth mother, or the spirits. Keep in mind that you will end up with a **stress concern** in the are ayou choose to help them with: for example, if you perform a Busenari rite, you will have pastures magic stress for a while.

## Notes

This event only happens with Rider neighbors. For other cultures, see Rams Seek Aid and Wheels Seek Aid.
Marguerite Dabaie

Margeurite Dabaie is an artist who created concept art for *Six Ages: Ride Like the Wind*, helping to define the look of the game.

She has made a series of posts on her own website about her concept art for the Riders, Wheels, Weeders (Nogatendites), Yeleni (Odaylings), and Rams (Vingkotlings).

## Concept Art by Marguerite Dabaie

Early concept of an Odayling scribe and hunter. This group was eventually developed in a different direction as the Yeleni hunters.Later concept art of an Odayling hunter, now recognizable as a Yeleni.Concept art of an Odayling tribe member.Concept art of a Vingkotling (Ram) man and woman.Concept art of a female charioteer. In the final game, the Wheels retain too much Dara Happan sexism to allow women to drive chariots, but this wasn't pinned down until later.Concept art of a Wheel chieftain. The focus on tradition and the diagonal hems remain common to Wheels in the finished game.Concept art of a young Wheel herder.Concept art of a charioteer woman.Concept of a Wheel shaman, an idea that didn't end up in the game.Concept art of a Nogotendites (Weeder) woman.Concept art of a Nogotendites man.Concept art of a Rider man, wearing a typical Rider hat.Concept art of a Rider man. The thigh armor suspended from his belt is often seen on Rider warriors in the finished game.Concept art of a Rider woman with a "horse mane" hairstyle and prototypical Honor Belt.Concept art of a Rider warrior.Concept art of two Rider herders. In the finished game, the size of a Rider's honor belt still indicates their status.Concept art of a Rider woman.Concept art of Rider children.
Pure Horse Offer

## Dialogue

1. Ask for horses worth as much as the treasure.
2. Ask instead for secret rites.
3. Diplomatically decline the gift.
4. Disavow slavery.
5. Take the treasure.

## Consequences

A treasure is worth **a dozen horses.**

Asking for **secret rites** will allow you to perform a Gamari Horse Mother ritual with the goal of gaining a Flying Horse.

**Diplomatically declining** means giving up on the possible rewards of the event, but you will have stood by your principles.

**Disavowing slavery** risks offending the Pure Horse Clan, and of course it means you lose out on the possible rewards of the event. Depending on your people's mood, though, it may please them.

Finally, **taking the treasure** will give you a nice shiny treasure that will give you a few more horses each year.

## Notes

This event is one way to gain the knowledge required to get the Flying Horse from the ritual Gamari Horse Mother.

Also, while there is no direct follow-up on this event, becoming too comfortable with slavery and slavers can have... unpleasant consequences, down the road.
Old Wheel Kingdom

The Old Wheel Kingdom, or just the Wheel Kingdom, was a confederation of the Wheel clans in the Black Eel Valley founded during the Storm Age, in response to the terrible cataclysm caused by the bones of the god Yestal crashing into the valley. It was formed by the chief of the strongest Wheel clan in the valley at the time, who performed and passed five test of kingship to earn the favor of Elmal. It became a dangerous force for the other people of the Black Eel valley, like the local Riders and Rams.

By the time of the Chaos Age, however, the kingdom has disintegrated, though its memory still reverberates among the remaining Wheels.

## Ride Like the Wind

In *Ride Like the Wind*, the Wheel Kingdom may show up in a series of chain events that, if they appear, will do so after the Skyquake event.

### Events

The following are events concerning the Wheel Kingdom:

* Wheel Conclave
* Wheel Kingdom
* Wheel Kingdom Antagonism
* Wheel Kingdom Response
* Federation Request
* Wheel King Tribute
* Wheel Kingdom Bride Demand

## Lights Going Out

Despite the Wheel Kingdom event chain not being guaranteed to appear in *Ride Like the Wind*, it is sure to be referenced to in *Lights Going Out* as the old Wheel Kingdom. For example, the treasure Axle of Samnal is said to be part of the old Wheel Kingdom's royal regalia.

At the start of the game, one of the Wheel clans may be known for founding the Wheel Kingdom. Over the course of the game, it is possible for one of the Wheel clans to remake the Wheel Kingdom, with or without your help. If so, their chieftain will be known as the Wheel King.

## Images

Wheel nobles discuss to possbility of forming a kingdom.Forces of the Wheel king has come to issue demands.
Guarding Berenstead: Aftermath

## Dialogue

1. Further reward the Uroxi.
2. Improve relations with the <Unexpected Helper Clan>.
3. Improve relations with the <Expected Helper Clan> clan.
4. Promise to call on Chalana Arroy to cure the sick.
5. “Three monsters came for us, but could not kill our hope.”

## Consequences

If you say **“Three monsters came for us, but could not kill our hope"** then your clan's hearts will be lifted and mood rise somewhat.

## Notes

Regardless of whether you promise to call on Chalana Arroy, you should do it, if she is still alive, until you have no sick people left. If she is dead, one option is to release the Healing Spirit.

## Advice

* Let’s not take victory and spoil it." - Venef
* We must breathe in fear, and breathe out hope." - Erenlanth
* I had just a brief glimpse of <Elmal/Osara>’s essence. So long as we live up to <him/her>, we will continue to shine."
* "We shouldn’t waste breath on a promise to cure the sick. We should just do it."
* "Beren would be proud of us."
* "I was certain that victory against the Maker would awaken Ernalda."
* "We will need certain virtues for the final battle, and hope is one of them."
* "Now we must throw all men off the ring."
* "The spirits are coming back." - Shaman
* "We did this together."
* "We have only just survived this, and now everyone with a pet cause wants to foist it on us."
* "Those we do not cure may easily die." - Chalana Arroy worshipper
* "It was Elmal who saved us. We must build him a grander temple." - Elmal worshipper
Other Side: Antler Society

## Dialogue

1. Fight with ferocity.
2. Fight with knowledge.
3. Fight with the power of hope.
4. Join the fray without hesitation.

## Consequences

Play to your explorer's strengths.

**Fight with knowledge** if your explorer expresses knowledge about their soft parts, as this is exploited to great effect. Beren too joins in the fight. Regardless, several of <Explorer>'s party may be slain. Beren also mourns the fallen and congratulates you before sending you on your way.
Loss: Wedding Massacre (Redalda Survives)

## Dialogue

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.

## Consequences

This is one of the darker ends for your clan, although not quite the worst...

## Notes

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

## Dialogue

1. Conduct a small scale raid against the <Ram>.
2. Make an all-out attack against the <Ram>.
3. Perform a ritual to keep ghosts off your land.
4. Decline.

## Consequences

Unless your ancestral enemies are the Dara Happans , successful **attack** will greatly increase your Clan Magic. Additionally, if you say that you are attacking on behalf of the dead of Elempur, you can become known as Ghostfriends.

If your ancestors hate Dara Happans, however, you should not do what the ghosts ask; if you do, your ancestors will be upset, and will take away a bit of your magic.
Gameplay

## Clan Creation

The first thing you'll need to do is, of course, create your clan. See Clan Creation for the details of how your choices there will affect you later in the game.

## Basic Gameplay

The game is heavily influenced by the Gloranthan Calendar. The year begins with Sacred Time, when you allocate your Clan Magic for the year, consider relevant omens, and make plans. During the rest of the year, you will deal with events and take other actions.

## Events

As you play, various events will occur. Some are scripted, essential story events, some are part of chains, others are triggered by exploration, while still others are truly random. Some will be good for your clan, some disastrous, and many can turn out either way. Your Clan Circle will give you advice as to how to handle events, and once you make a choice, their skills will be tested to see if your action is successful.

## Interface

Between events, you can take other actions--two per season. Again, pay attention to the Calendar; not all actions make sense at all times of year. These actions can be accomplished from various screens.

* Menu: Contains links to other screens and an overview of your current concerns.
* Clan Screen: Go here to check on the composition of your clan, reorganize the Clan Circle, or conduct Ventures.
* Magic Screen: Sacrifice to the gods, build or dismantle shrines, bargain with spirits, and conduct rituals.
* Map Screen: View your map and send out explorers.
* Relations Screen: Send out emissaries to your neighbors.
* War Screen: Recruit or dismiss warriors, fortify your clan lands, or launch raids.
* Wealth Screen: Check on your clan's trade situation and send out caravans.
* Lore Screen: Go here to read myths and learn about your clan's history and place in the world.
* Saga Screen: Your saga lets you review past actions and (if your choices in Clan Creation allow for it) lets you reset to an earlier year if need be.
* Controls Screen: Go here to change settings or report a bug.

At the bottom of most screens there is a strip with certain information: the number of Swords (professional warriors) in your clan, the amount of herds, trade goods, and Clan Magic you possess, and the number of known clans that Like, Hate, Fear, and Mock you.

## Help

If you're having trouble getting started, consider checking out the Beginners' Guide and Tips pages on this wiki.
Growing Outlaw Threat

## Dialogue

1. Assemble a war party to harry bandits.
2. Recruit other clans for joint action against bandits.
3. Adopt some bandits as warriors.
4. "This is not our biggest problem right now."

## Consequences

Choosing to **assemble a war party** prompts you to arrange just that. A sufficient response dispatches the outlaw leaders and scatters the rest as a warning, at the expense of several injured fighters.

If you decide to **adopt some bandits as warriors**, you may have some takers and increase your numbers of warriors that way. However, not everyone is going to feel safe inviting bandits to live with them, likely decreasing your clan's mood.

## Advice

* "The Beren clans still owe us fealty whether they admit it or not." - Iverlantho
* "Hunters like me are good at tracking bandits." - Hanth
* "Bandits impede trade."
* "We certainly have enough warriors to mount a campaign against bandits."
* "Before pursuing grand initiatives, we should increase our stature in the valley."
* "These days, more and more people are unfairly outlawed by corrupt, Chaos-appeasing chieftains."
* "Most outlaws are cast out for murder of a relative, a sin that invites Chaos."
* "The only battle that counts is the one against Chaos."
Wakboth

Wakboth causing a flood bathing in a river.

Wakboth is the Chaos god of destruction, sometimes styled as the Devil or the Chaos King. Together with the Unholy Trio of Thed, Malia, and Ragnaglar, he leads the Chaos forces that plague the world in the Chaos Age. During the Great Darkness, Wakboth and his armies defeated Orlanth and the Storm Tribe during the Battle of Stormfall.

## Lights Going Out

### Lore

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

* "Wakboth is the destruction principle clad in otherworldly flesh."
* "In the southern kingdoms many former Orlanthi now worship Wakboth."
* "No one will willingly choose to follow Wakboth."
* "Wakboth promises power today and destruction tomorrow. His worshipers only hear the first part."
* "Wakboth is not the god of deceit, so he will keep his word. But dealing with the Devil has its own price."
* "Wherever the sky is poisoned, Wakboth can reach down and destroy anyone he wants."
* "Wakboth the Devil of sometimes mistaken for Kajabor, but one is Destruction and the other is Fear."
* "When Tyram was thrown from the sky by its defenders, Wakboth the Devil took over the task of tearing it apart."
* "When Wakboth knocks stars from the sky, the fragments become living remnants of the sun, such as this [Star Captain]."
* "Urox mostly fights Wakboth the Devil, but can also battle Ragnaglar or any other Chaos deity."
* "Orlanth's death lets his ilk run wild."
* "Wakboth nearly slew Vivamort, then saw his dread potential and made him a general of the Chaos army."
* "Wakboth gather's his Undead Army [in Infithan]."

### Events

Wakboth makes an appearance in the following *Lights Going Out* events:

* Garbled Tongues: Language Dies
* Wakboth Floods Croplands
* Wakboth Raid Extortion (mention)
* Wakboth Shrine (mention)

### Myths & Rituals

He appears in the myths Unholy Trio and Ages of Glorantha.

## Other Stories

Wakboth is an important figure in Gloranthan mythology and so appears in many more stories from that world. To know more, see what the Glorantha wiki says of him here, or here for the *King of Dragon Pass* wiki.

## Images

Wakboth strikes Geyzenturas the Word Star, keeper of the Primal Language, out of the sky.Wakboth stomps on Berenstead.Wakboth is keeping an eye on you.Wakboth and his Chaos court, with Teghern at the front.A Chaos shrine made in Wakboth's likeness, located by a small crater.A coalition of the peoples of Dragon Pass battles Wakboth's Undead Army at the Unity Battle.Wakboth slits the throat of the Rams' trickster god, Eurmal.
Meet Kerenna

## Dialogue

1. Wish her well.
2. Send an escort.
3. “Make it clear you kill for Humakt, and not on our behalf.”
4. Dissuade her.
5. Forbid this.

## Consequences

Fulfilling Kerenna's divine mission will increase her Combat by a full level, bringing her to Renowned or Heroic. However, it is obviously not going to help your relationship with the other clan involved.

**Wishing her well** is likely to increase clan mood even if Kerenna is more feared than loved.

If you successfully **dissuade her** then she is likely to impress her detractors, also improving clan mood.

## Notes

1/3This event usually happens early in the game, but occasionally happens later—sometimes even after Korestene's own similar mission.

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

## Advice

* I don’t know what you’re conferring about. This is going to happen." - Kerenna
* "My aunt will not fail." - Korestene
* "It is time for her to recognize the authority of the crown." - Iverlantho
* "Killing their chieftain will bring us closer to a feud with the <other clan>." - Reda
* "Completing this mission will enhance her already formidable fighting prowess." - Dresta
* "She'll be fine, but I can't way the same for any warriors who go with her." - Sereden
* "A solitary warrior could be easily defeated. If she goes, it should not be alone."
* "The people are proud of Kerenna's marital prowess, as is only fitting."
* "The people fear Kerenna and this mission. But as soon as we send warriors they will loyally accept it."
* "I say she should go, but if you want her talked out of it, I can help."
* "Let her do it, but have her say we didn't."
* "There is always another way."
* "This had better not end up with us owing wergild for a chief."
* "We are allies with <other clan>. Killing their chieftain will end our friendship."
* "<Skull Chief> should not have angered Death."
* "Trickster found what he thought was a stick but was really Death. Humakt took it, so someone trustworthy would have it."
* "For the obscene crime of skull-talking, <Skull Chief> must die."
* "Humakti cut themselves away from some of the best parts of living."
* "Humakt was Orlanth’s brother, but severed this tie to become Death."
* "Eurmal found the death stick first, but Humakt stole it and turned it into an ugly old sword."
* "Denying her will cause Humakt to withdraw his favor in battle for a year, maybe more."
* "A feud with the <other clan> would cost both clans dearly."
Venef's Wedding

## Dialogue

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

## Consequences

If you **gift them in excess of the bride price**, you will earn the praise and admiration of your new in-laws.

If you **perform a joint rite** then you may be given the gods' blessing in the form of a significant boost in magic.

## Advice

* "I imagine that one day I might come to love her." - Venef
* "Great prestige redounds to us this day." - Iverlantho
* "Worshipers of Humakt forswear marriage." - Kerenna
* "Such blessings yield magical power, useful for many purposes." - Dresta / Doresa
* "We have a king and a prince, but someday we will need another of Beren's line."
* "She is slimmer than I would like but nonetheless fertile."
* "When warlike enemies showed up, Beren's wedding to Redalda nearly went awry."
* "We have more than enough cows to show them who's who."
* "They are already our allies and might gift us if we ask."
Meet Dresta

## Dialogue

1. Agree.
2. Agree, if she agrees the claims of the king should not be pressed.
3. Agree, if she pledges support for King <King>’s claims.
4. Respectfully refuse.
5. Refuse, then work to counter Dresta’s influence.

Options 2 and 3 might not appear at the same time.

## Consequences

Dresta's rite will definitely provide magic, but it's possible that it will also inflict Divine Disfavor for a while. If the rite succeeds without any issue with the gods, it will also increase clan mood.

If you fail to talk Dresta into changing her political outlook, you won't get a chance to relent and back her rite after all.

If you **respectfully refuse** then you miss out on the possibility of attaining more magic for your clan, but you also don't run the risk of suffering any divine disfavor. Depending on how your clan feels about Dresta, denying her may make its mood decrease. If your magic is strong, the people will praise the wisdom of your decision, raising mood.

## Notes

This event tends to occur early and serve as an introduction for Dresta, but sometimes happens later in the game.

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

## Advice

* "My presence on the ring will grant me strength as I perform the rite." - Dresta
* "Expect no support, Dresta, until you bow to me as your rightful king." - Iverlantho (alternate)
* "We might consider this, if she bows to her rightful king." - Iverlantho (alternate)
* "Dresta, as a loyal upholder of the crown, your have earned our support." - Iverlantho (alternate)
* "Shouldn’t we be seeing past the tradition of sacrifice?" - Sereden
* "Do not put a shadow between us and Elmal the Sun." - Elmal worshipper
* "The earth already whimpers. Do not make it weep." - Ernalda worshipper
* "Clouding our prayers to Redalda will slow the horses." - Redalda worshiper
* "Dimming Dostal's favor will make game harder to find." - Dostal worshiper
* "We must place our trust in Dresta, our strongest magician." - Shaman
* "Issaries is dead, and we cannot bargain with him in any case. I lean towards making spirit bargaining easier." - Issaries worshiper
* "She is right on the importance of kingship, and so doubtless right on this as well."
* "For someone outside the ring, she has attained a troubling popularity."
* "Both the storm and fire sides of our lineage learned to deal with spirits."
* "Stronger magic would be good."
* "Our magic is strong already. Her plan is too risky."
* "Her unorthodox views on kingship have nothing to do with the value of her rite."
Swift's Wedding Interrupted

## Dialogue

1. Take the brunt of the enemy charge.
2. Fight from a distance, with spells and arrows.
3. Fight only as much as needed to avoid charges of cowardice.
4. Switch sides and fight alongside the attackers.
5. Watch what happens.

## Consequences

In any case, you've effectively lost the game already... though you can still make a difference to the fate of the valley Riders as a whole.

If you **switch sides** or simply **watch**, Beren will fight against you to protect Redalda, doomed though that may be. In this case, both he and your warleader will die, and the game will end in a few seasons with the event Orgovaltes Arrive.

If you **take the brunt of the charge**, Beren can die for his beloved, and Swift will promise to be as good a husband to Redalda as he was a friend to the Riders of the valley.

If the bride and groom survive, the Riders and Rams have a bright future together--though your clan, sadly, will be forgotten. In this case, the game ends in Loss: Swift Weds Redalda.

## Notes

Just as in Wedding Crashers, the attacker can be someone other than the Ram Killers if you decided to preemptively attack them to avoid their causing trouble.
Marriage Proposal

## Dialogue

1. Accept.
2. Agree, if you can drive a harder bargain on the bride price.
3. Ask for an alliance.
4. Decline.

## Consequences

Should you **accept** the marriage, you will hear from <Z> later on, assuring you that she is happy in her new clan. Relations with her new clan will also receive a boost, and will continue to improve over time. You will also gain 40 cows.
A good bargainer may be able to raise the **bride price**.
If you're already on good terms with the <Y>, an **alliance** may be viable. Otherwise, it's better to wait a bit; as the <Y> warm to <Z>, they will warm to you as well.
**Declining** will disappoint the young lady as well as her suitor, but if her role in your clan is not one anyone else can fill, you may still wish to keep her close.

## Notes

There will be a short description of <Z>, accompanied by her portrait and stats if she is not on the clan circle at the time. <Z> is always a noble and possible circle member.

This event almost always triggers for Ayvtu if you do not marry her off earlier. Ayvtu seems to give a greater boost to relations with her marital clan, and you will receive more detailed updates about her life.

Ayvtu's default bride price seems to be 60 cows.
Garbled Tongues: Language Dies

## Dialogue

1. Call on spirits to restore speech.
2. Perform a divination to see which god could help restore language.
3. Seek immediate shelter.
4. Send explorers to find out for sure which clan was destroyed.

## Consequences

Regardless of your choices, the death of Geyzenturas has also slain language. The Garbled Tongues concern will be listed on the Clan screen, and leaders will mostly speak in gibberish—with a few exceptions.

If you **call on spirits to restore speech** they will not be able to help and are, in fact, suffering the same affliction of speaking gibberish as you are. However, they may offer you some assistance by providing you with a bit of magic.

If you **send explorers to find out for sure which clan was destroyed** then you will find the crater bellowing poison, slaying some of your explorers. You will also find gold, the bones of Geyzenturas, but leave it out of fear of that it's infected by Chaos. Of course, you'll find out right away which clan that was destroyed. Finally, if your ancestors' virtue was forward movement, then they'll be pleased that you actively searched for an answer.

## Notes

See also Skyquake for a somewhat similar event in the first game.

The clan destroyed in this event will now be marked by a crater on the map.

While the Garbled Tongues concern lasts, leaders will mostly speak gibberish. Some will still give skill-based advice, and a few—particularly the royal family—will let slip unpleasant truths during events or in the ring selection dialog.

## Advice

* "I am not a good king, and every word I utter is meant to conceal that soul-destroying fact." - Iverlantho
* "Were it not for the laws of kinstrife, I would have strangled my father in his sleep." - Venef, if his father is not on the ring
* "The laws of kinstrife prevent me from strangling you in your sleep, father." - Venef, if Iverlantho is also on the ring.
* "My advice is bold but mostly terrible." - Erenlanth
* "The realm of the o ohn ngudobane is far from the ken of spirits."
* "Bow down before Wakboth!"
* "Gcutarga orviaung men men men baaoosoraoirau."
* "I kcrt tlosgjdheta hoihu hestgaezir."
* "Ltom itkau gvso rlaorhbhyh"
* "P'kotzgatskh! P'kotzgatskh!"
* "Baaoosoraoirau a gcuta women."
* "Wakboth will let us live forever in an ashen semblance of our present forms."
* "Wakboth should have dropped that star on a Wheel b tslobh."
* "I understand everyone perfectly." - Eurmal trickster
Odayla

Odayla is the Orlanthi hunting god, worshipped by the Deleskaring clan, the inhabitants of Bearwoods, among others. His cult maintains a rivalry with that of the Hyaloring and Berenethtelli hunting god, Dostal.

## Lights Going Out

### Lore

Though not worshiped in *Lights Going Out*, your clan ring nevertheless has a few things to say about him:

* "Odayla is the son of Orlanth and the Lady of the Wild. Orlanthi hunters elsewhere say we're the strange ones for worshipping Dostal instead."
* "A fierce rivalry persists between the hunters of Dostal and those of Odayla Big Bear."
* "When Odayla transforms into a bear he becomes prey for Dostal."
* "Dostal hates Odayla. I hate Odaylings."

## Other Stories

Odayla appears in other stories of Glorantha. In *King of Dragon Pass*, he was the Orlanthi hunting god—one of the few gods from that game (along with Barntar, Vinga, and Maran Gor) who cannot be worshipped in *Lights Going Out*.

* Odayla on the Glorantha wiki
* Odayla on the King of Dragon Pass wiki

## Images

The shapeshifting hunters of Bearwoods are champions of Odayla.
Woven Scabbards

The Woven Scabbards were said to be "a small people people who worshiped a small god" before they died off in the first years of Wakboth's onsluaght. This is likely to be around the time of the Great Darkness. They feasibly lived in or near the general area around the Black Eel or the Oslira rivers, for their ghosts may offer a war blessing to the Weeders, who may in turn pass it on to the royal clan of the Berenethtelli, who live just south of the confluence of the two rivers.
Tepekos

Tepekos was the god of redsmiths in Nivorah. Few Rider clans maintained his worship during the exodus.

## Ride Like the Wind

### Worship

You can only worship Tepekos if you chose him as the god you took out of Nivorah in clan creation. Even then, you cannot build him a shrine, nor sacrifice to him. However, if you selected Tepekos, you will always be able to put an extra point of magic in Crafting during Sacred Time, regardless of the composition of your clan circle.

### On the Circle

You cannot have a worshipper of Tepekos on the circle.
Hunting

Hunting is one of the ways your clan can acquire food in *Six Ages*.

Dostal is the Elmali god of hunting, worshipped by both Riders and Wheels. His blessings, Tracking and Sureshot, will both help your hunters bring in more food. His ritual, Dostal Elk Hunter, can grant abundant game, which likewise increases the amount of food your hunters contribute to the clan. Alternately, this ritual can be used to increase the quester's Combat and Food skills—the two stats that contribute to the combination skill Hunting.

Additionally, you can launch a Hunting Venture. The Trapping Venture is related, but produces goods (furs) rather than food.

Note that unlike Foraging, you *cannot* send out a hunting mission on the Map.

In *Lights Going Out*, hunting works much the same way it did in *Ride Like the Wind*, as described above. Over the course of the game, you are likely to meet people who worship the Ram hunting god, Odayla, instead of Dostal. This includes the Deleskarings and the people of Bearwoods. Dostal and Odayla are said said to be rivals and their respective sects sometimes clash with one another. One of the starting members of your clan, Hanth, is skilled and famous hunter who is, appropriately, a Dostal devotee. Eventually, his son, Hanvan, is likely to fill much the same role later in the game.
Traveling Ritualist

## Dialogue

1. Donate to his project.
2. Test his powers with a divination.
3. Suggest another clan that might want to donate.
4. Ask him about the strange creature he travels with.
5. Decline his offer.

## Consequences

If you **donate**, you will eventually get an update from one of your nobles saying that the situation has gotten no worse, so either it worked or he was a liar all along.

He will not take well to a **divination**, and will storm off at the suggestion. You will have the option of calling him a swindler.

The **strange creature** is a bodyguard of sorts.

If you simply **decline**, you can decide whether to additionally call him a swindler or not.
Requesting An Alliance

You can gain allies in a variety of ways. The simplest way is to simply ask, sending out a diplomat from the Relations Screen.

## Dialogue

*These options seem to be universal:*
1. “You are strong and we are rich.”
2. “You are rich and we are strong.”
3. “No clan is strong without allies.”*Additional options available for specific cultures/religions:*
4. “We Riders must stick together.”
5. “Though you are Wheels and we are Riders, we both worship Elmal.”
6. “Riders and Rams must learn to work together.”
7. “Believers in Cenala should stick together.”
8. “Opponents of the Cenala fraud must band together.”

## Consequences

You can bring gifts with your emissary to begin with, and also give further gifts during the dialogue. Regardless of whether the other clan accepts the alliance, they will keep whatever you choose to give them.

## Notes

It seems like your diplomat will always recommend saying that **no clan is strong without allies.**

Options 4 through 8 are only available depending on the culture (and in the case of Riders, stance on Cenala) of the clan you're trying to ally with.

An appeal to religion may work better if your ancestors were the best magicians when the First Clan split.

The other chief's personality also has an effect; it may be worth it to call on a favor and ask about them beforehand. For example, a pious chieftain might be persuaded by a mention of Elmal or Cenala.

## Clan Images

The image you see when visiting another clan's lands varies by culture:

RiderWheelRam
Missing Cows

## Dialogue

1. Approach a neighbor in search of the cows.
2. Give <Herder> the public scolding he deserves.
3. Perform a divination to learn where they’ve gone.
4. Urge the people to accept the loss.

## Consequences

**Scolding** the herder can help clan mood or hurt it, depending on your circle's social skills.

## Notes

Compare Unattended Cows, the much nicer flipside of this situation.
Stosuntak

Stosuntak was a priest of Relandar in the Riders' Exodus Generation.

He invented the Story Tent, and performed a great ritual to call the spirits of Rider ancestors out of their urns and stone mausoleums and into the threads of the tent, so that they could accompany their descendants and advise them.
Slaves to Cenala

### Requires

You embrace Cenala, the schism is an active source of conflict, and at least one Cenalan clan sells slaves.

## Dialogue

1. Before deciding, perform a taxing ritual to gain an omen from Cenala.
2. Convince the <Worried> clan that nothing bad will happen.
3. Lean on the <Other> clan until they relent.
4. Send a joint delegation to the <Other> clan to dissuade them from this course.
5. Send an emissary to the <Other> clan to persuade them to relent.
6. Decline to intervene.

## Consequences

If you perform a **ritual to gain an omen,** Cenala will cause the grass to wail in lamentation, a sure sign that she does not want people enslaved in her name. And keep in mind that your Cenalan neighbors are likely to be influenced by the opinion of their demigoddess (or goddess, or priestess), so this can be a good preliminary step before you try to talk to the <Other> clan.

**Leaning** is a test of your ability to intimidate the <Other>; it will work better if you send a noble with high Combat and Diplomacy, and if they fear you.

Sending an **emissary**--either **joint** or **solo**--will test your noble's Diplomacy skill. Diplomacy magic invested at Sacred Time will help, as will the other clan liking you and giving a nice gift. Between the two, a **joint delegation** may actually be harder to succeed with, as the <Worried> clan send a poor diplomat who can hurt your cause. Also, having sought an **omen** can make you more convincing to the **Other** clan.

If you don't convince the <Other> clan to renounce their enslavement of nonbelievers, the Cenala-rejecting clans of the valley will indeed come to hate the Cenalans.

## Notes

The other side of the schism has a counterpart to this event: Enslaved Heretics.
Queen's Clan Offers Alliance

## Dialogue

1. Agree.
2. Decline.
3. "We already have as many alliances as we can maintain."
4. Seek a bigger gift by seeming interested, but uncertain.

## Consequences

If you **agree**, everyone is happy. Also, cow profit.

## Advice

* "The queen naturally wishes us to ally with the clan of her birth." - Iverlantho
* "Redalda showed Beren how to take allies and mold them to his will." - Kerenna
* "We desperately need new friends." - Reda
* "The most elusive dream occurs when awake." - Hanth (after taking his lumps)
* "Have they strong-singing shamans?" - Dresta
* "They brought more gifts just in case, but that doesn't mean they'll be happy to be asked."
* "Alliance-making teaches unity."
Shrine Reprisal

## Dialogue

1. Decline.
2. Do as they ask.
3. Invite them to contest your priests in a call for divine favor.
4. Threaten their clans with reprisal if they don’t fall into line.

## Consequences

Keep in mind that the vines on your shrine grant a Wilds blessing, which you'll lose irrevocably if you remove them.

Victory in a **contest** can grant you a war blessing, as well as causing more clans to embrace Cenala.
Raven Unrest

## Dialogue

1. Persuade the people that <t> is not at fault.
2. Petition the gods for better fortune.
3. Petition the spirits for relief from ill fortune.
4. Remove <Trickster>.

## Consequences

A successful sacrifice to the **gods** can raise morale a bit.

## Notes

See also Trickster Chief.

Some notable advice:

* "Because Raven is capriciousness and cruel, her shamans become targets of abuse during hard times."
* "Yanade woke up one morning without his penis. Raven gave it back to him, but only after flying around the sun with it."
* "<Trickster> keeps saying that there is more to life than goats." (Your goat-lover considers this reason enough to remove <Trickster> from the circle.)
Dara Happan Hospitality

## Dialogue

"We heard you are Orlanthi who also worship our god, Antirius the Little Sun, whom you call Yelmalio. Though we have nothing to offer in return, we ask your aid on that basis."
1. Agree.
2. Agree, in exchange for that gold disk they're carrying.
3. Politely refuse.
4. Scornfully refuse.

## Consequences

If you **agree in exchange for that gold disk**, they plead that it's their only remaining connection to their god. You have the options to **Relent**, **Let them go**, or **Take the disk**. If you **relent**, you are given the option to still show generosity. If you don't, they stay a brief while, behaving honorably; food goes down.

If you **politely refuse**, the people may praise the ring for protecting them over assisting outsiders; mood may improve.

## Advice

* "Their dead emperors mean nothing to us." - Iverlantho
* "As transients they can't trouble us the way unhappy neighbors might." - Reda
* "The greatest treasures are intangible." - Sereden
* "Their thin gold disk is probably worth eight cows."
* "Some call Yelmalio Sun-Spear a brother to Elmal. Others call him a False Sun."
* "Hospitality won't cost us, but we don't have food to give outsiders."
* "Save our generosity for Chaos fighters."
* "Our people care about strangers."
Relindia

Relindia is a member of the player clan in the prologue of *Six Ages: Lights Going Out*. She serves as a member of Brolarulf's clan ring for the whole of the prologue, and is 44 years old when it starts. Before the start of the game proper, and Iverlantho's ascension to the Berenethtelli throne, she died along with her sovereign and the rest of the ring in either the Blue Plague or the Blood Blizzard.

She has the following advice to give:

* "We need people to like us, not fear us."
* "We must remain true to the Earth Queen. Maintaining her temple will allow us to draw on her magic when we need it."
* "Ernalda helped Orlanth to make the first tribe. We are stronger together, and the tribe is stronger still with a king."
* "This is no time to panic."
* "Maybe [the gods] are sleeping."

## Skills & Religion

Relindia is a follower of Ernalda and knows a great deal about magic.
Werris Mur

The Werris Mur were a nomadic people who long ago joined Nivorah, and thus Dara Happa, as citizens. Unlike the Dara Happans, but like Riders, the Werris Mur followed female leaders at least some of the time.

## Ride Like the Wind

Supporting the Werris Mur is a possible Famous Event choice in Clan Creation, where it grants increased leadership and access to the earth goddess Nyalda's Cooperation blessing.

A treasure called the Coffle Cutter is described: "Blade of the Werris Mur people increases your magnitude of victory against slave-keepers". This suggests that the Werris Mur probably did not keep slaves themselves, and that they had to fight off slave-takers.
Weeders Request Aid

## Dialogue

The <Bully> clan has been cruelly raiding them. "We have next to nothing, and don't deserve such treatment!" The Weeders beg you to dissuade them, saying they will gift you with dried fish worth <number> cows once they have recovered from the <Bully> depredations.
1. Persuade the <Bully> clan to desist.
2. Lean on the <Bully> clan.
3. Give the Weeders a gift.
4. "A reward you cannot yet give us is no reward at all."

## Consequences

If you choose to **persuade** and opt to give the offending clan a gift, they may express confusion over your protection of the Weeders but acquest, prompting the Weeders to promise repayment in approximately a year. Mood may increase. One year later, in a "pleasant surprise" (Mood increase), they make good on their word. Alternatively, they may not show up at the stated time, with speculation that perhaps they were wiped out in the meantime; consequently, mood goes down.

## Advice

* "By approaching the king's clan, they show an impertinence above their station." - Iverlantho
* "Dried fish, you say?" - Hanth
* "Their goddess sends them water spirits." - Dresta
* "<Unless/Until> we recruit more top warriors we're in no position to threaten the <Bully>s."
* "Don't expect a respectful reception from the <Bully>s."
* "We can expect the <Bully>s to hear us out."
* "This is a problem, but not necessarily our problem."
* "They might outlive us, who have so many other enemies."
Raven And Slavery

### Requires

Raven is on the circle, and your clan has tolerated slavery or been friendly with slavers.

## Dialogue

1. Contact Raven and disclaim support for slave traders.
2. Find out where the children are now.
3. Punish <Trickster>.
4. “We must accept Raven’s judgment.”

## Consequences

**Contacting Raven** can prevent the event from recurring, though she may not be convinced by mere words.

**Punishing the trickster** leads to a followup question. Do you wish to remove them from the circle or expel them from your clan entirely?

   **Finding out where the children are** will require divination. After that, however, you can call on the god/spirit you asked to lead your raiders to them. Mind that you will have only one chance to rescue your children, so don't act if your odds of success are low! Of course, you also have a limited time in which to act...

## Notes

The event text may vary depending on how cozy your clan has become with slavers. If you're very unlucky, you can have this happen after simply accepting a gift from the Pure Horse Clan.
Uldak

A mortal discovers Uldak in *Ride Like The Wind*.

Uldak, the Thirsty Earth, is a son of Empress Oria. Although Oria is Yelm's widow, Uldak is never referred to as Yelm's son. He is considered an outlaw by the other gods. He may be responsible for the Sand Plains, but that could also be the work of another wicked male earth god. He can be found in Boulderwood.

The Hyalorings consider him bizarre for being a male earth god.

He sometimes calls himself Kadul, but only to disguise himself from people who know to be suspicious of him by his real name.

## Ride Like the Wind

### Lore

Your clan circle can say the following about Uldak:

* "I don't know any stories about Uldak."

### Events

Uldak appears in the following *Ride Like the Wind* events:

* Clan Member Visits Boulderwood
* Visit Uldak

## Lights Going Out

Uldak reappears in *Lights Going Out*, should you visit Boulderwood. This time, your clan retains some of the knowledge of him from their previous interactions.

### Lore

Your clan ring has the following to say bout Uldak:

* "Being a man in the mostly female earth pantheon drove him to madness."
* "Uldak is bad, but is no Nontraya."