recursal/Fanatic-Fandom huggingface dataset:
Raid

A **raid** is an attack by one clan on another, usually with the goal of acquiring resources such as goods and cows. There are two kinds of raids: ordinary raids, and cattle raids.

Riders and Wheels can only raid those clans they share an immediate border with. Rams are not so limited, and can travel across the valley to raid any clan they please.

The effects of raids are heavily affected by the calendar. Raiding takes your farmers away from their crops, and thus raiding in Sea Season or Earth Season will severely hinder your annual harvest of food and is not advisable from an economic standpoint. Storm Season weather can occasionally prevent a raid from succeeding altogether, and Dark Season weather makes raiding all but impossible. Fire Season offers the ideal conditions for raiding, with Storm Season as a close second. That said, raids at non-traditional times are highly likely to catch the enemy off-guard, making them unable to muster their full force.

## Ordinary Raid

    An ordinary raid is a full-fledged attack on another clan and will immediately trigger a battle between the two clans with the defending clan's possessions at stake. When you conduct an ordinary raid, you are asked to determine how many Bows and Swords you intend to send - sending more forces will make the raid easier, but will also leave your own lands undefended, making you vulnerable to enemy cattle raids. In addition, larger forces are easier to spot, making it more likely that you will face the full enemy force rather than just part of it. You can also ask allies to come along with you, although they may refuse if you currently owe them favors.

During raids you may encounter various Heroic Combat scenarios.

## Cattle Raid

A cattle raid is an attempt to steal another clan's cows by stealth. There are three possible outcomes for a cattle raid:

* A complete failure will see your raiders discovered and turned away at the border of the target clan's territory. This will lower your clan's mood.
* A complete success will steal a small number of cows at no risk. This will raise your clan's mood.
* A partial success will force you to win a battle between your raid force and a small defending force in order to determine the outcome of the raid.

Cattle raids are more likely to succeed if you send a small force, and if the target clan has a small military or has sent most of their forces away on an ordinary raid. Unlike with full raids, you cannot ask allies to come along with you.

## Gallery

Dwarf RaidTroll RaidAlkothi RaidRider RaidKestaytelli RaidVestantes RaidYour clan launches a raid.Riders, calling on a fiery spirit as they ride into battle.More Rider raiders.Wheel raiders.Ram raidersRam raiders.Rams making a herd raid.Berenethtelli raiders.More Berenethtelli raiders.A Wheel raiding party in Chaos Age.Deleskaring raiders.Forosilvuli raiders.
Kera

Kera 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 46 when it begins. 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:

* "Beren and Redalda would never attack their own kin."
* "There are living gods we can sacrifice those sheep and valuables to, to help feed us."
* "As life gets worse, survival is more important than lost glory."
* "Some say [the gods] are sleeping. Either way, we have to make sure we can support the gods who still do answer."

## Skills & Religion

Kera worships Uralda and is knowledgeable about both food and lore.
Morale Crisis

## Dialogue

1. With a feast.
2. With sporting events.
3. With eloquent words.
4. By having one or more circle members step down.
5. By burning an effigy of an ancient foe.

## Consequences

**Burning an effigy** will test Leadership. Harmony magic will help this.

## Notes

Your circle has some entertaining advice:

* "When the people told Nameforgot to rearrange his circle, they really meant that he should step down."
* "Let us watch well-muscled boys knock a ball around."
* "Let us drink and ogle fair women."
* "We need someone who speaks more clearly than <Name>. No offense, <Name>, but you are a mumbler and a fool."
* "We always do well when my family, the <Family>, have more seats on the circle."

It's possible that having a circle member who greatly despises your anceestral enemy will help if you choose the "burning an effigy" option.
Oslira River

The Oslira River is a great river that starts far up north, under the glacier in the Dara Happa empire. It is a difficult river to magically tame and it counts the significantly less fierce Forantin and Black Eel rivers among its tributaries. In many ways the Oslira and Black Eel rivers serve as a border between the more solar-worshipping cultures—like the Riders, Wheels, Dara Happans, and Ergeshites—to the north of them and the storm-worshipping peoples—like the Kestaytelli and the Southern Ram Kingdoms—to the south.

Oslira is also known as Shargash's River Wife, and the city of Alkoth lies along the river, in the far northwest under the glacier.

## Ride Like the Wind

Because of its importance, the Oslira is one of the few features to be sketched in on the unexplored map.

The Oslira starts untamed in *Ride Like the Wind*. In order to safely cross the river, it is necessary to perform the Taming the River ritual.

## Lights Going Out

In *Lights Going Out*, the Oslira starts tamed and can safely be crossed. However, it can become untamed again through the random event Unruly River. If so, it is necessary to perform Taming the River to safely cross it again, like in the first game.

## Other Stories

To read more on the Oslira river, see here on the Glorantha wiki.

## Images

The Oslira river when untamed and unruly.
Naztalvan

Naztalvan, kingdom of the Northern Wheels, is located to the northeast of the Black Eel Valley, roughly east of the Jord Mountains and north of the Inland Sea. It was founded generations ago by King Naztalvo, for whom it is named; all his successors seem to have been named either Naztalvo or Uknava. Like their southern cousins, the Northern Wheels are slave-takers and their markets are one of the main destination for slaves captured in the Black Eel Valley. The kings of Naztalvan demand tribute from their vassals in the form of cows to be delivered to his fortress somewhere in the far north. The Gar-Astin clan is one of these vassals.

Although Riders once inhabited this land, this has changed by the time of the Storm Age. Either they no longer do or they live somewhere on the far fringes.

## Ride Like the Wind

The current king of Naztalvan has three wives, though it is not known if polygamy is common. He also holds great authority over his subjects; even chieftains cannot defy his wishes. During the course of *Ride Like the Wind*, he may become enamored of the beadwork produced by one of your Wheel neighbors, paying even more than it is really worth.

Though the Northern Wheel Kingdom can occasionally raid you, it is normally not possible to raid them back. An exception to this is in the aftermath of the Raven and Slavery event.

### Lore

Your clan council has the following to say about Naztalvan:

* "Naztalvo, founding king of the northern Wheels, swore a vow never to forgive a foe."

### Events

The Northern Wheels appear in one event: Northern Wheel Encounter. You need to explore the far northeast of the map to trigger this event.

If you visit Naztalvan frequently, your explorers will strike up a friendship with the Gar-Astin clan, and bring back stories of their exploits and travails.

### In Battle

The Northern Wheels can raid your clan on occasion; in battle they behave similarly to your own Wheel neighbors.

## Images

Naztalvan occupies the upper right hand corner of the explorable map.
Meet Rodene

## Dialogue

1. Agree.
2. Confine the contest to the clan only.
3. Compose a poem in her honor.
4. Equally celebrate all who have just passed into womanhood.

## Consequences

If you **agree**, Rodene indeed excels and the prize you offered stays within the clan; mood increases.

Regardless, Rodene will now appear in your noble pool. She has at least Excellent Diplomacy and Very Good Combat (Renowned and Excellent respectively if she rides Son of Charandar).

## Notes

The text about Son of Charandar appears only if Reda is dead.

Erenlanth is extremely unlikely to be of age before Rodene, but he has advice in this scene.

## Advice

* "She will eclipse me, I am proud to say." - Reda
* "She certainly out-rides me!" - Venef
* "What a rider!" - Erenlanth
* "Though young, she speaks elegantly on the glory of the crown." - Iverlantho
* "If only I could be the half the son to my father, as she is daughter to her mother." - Serestev
* "How could you possibly question that, Serestev, my son?" - Sereden
* "She rides boldly but places too much faith in talk." - Korestene
* "I can help with a poem." - Hanth
* "Her riding disturbs the game." - Hanvan
* "She has always been sure of herself."
* "She will ride against competitors of similar age. She might well win, but it is no sure thing."
* "If she wins, other clans will hesitate to cross us."
* The appearance of Redalda in an initiation rite is rare, and not to be disregarded."
* "Rodene came into the world with a horse birthmark at the base of her spine."
* "Gods are dead and no longer appear at initiations. It is only priestesses, wearing masks."
* "Eurmal changes back and forth between man and woman as needed—quite different from Rodene’s situation." - Trickster
Humakt

Humakt battles a horde of undead.

Humakt is the grim death god worshipped by the Vingkotlings. He is an enemy of the undead. He used to be the brother of Orlanth, Urox, Vadrus, and Ragnaglar, but severed those ties when he picked up Death.

## Lights Going Out

### Worship

In *Lights Going Out*, you can build a shrine, temple, or great temple to Humakt. His blessings are:

* Battle Luck: Improves our chances of winning a battle
* Morale: Improves the confidence of our warriors in battle
* Truesword: Swords fight with the strength of two
* Oath: Seals bonds between clans, allowing another ally

These are the same blessings he gave in King of Dragon Pass.

### On the Ring

    Putting a Humakti on the ring allows you to dedicate more magic to War at Sacred Time.

### As Nobles

Humakt's worshippers are always dedicated warriors, strong in Combat. Kerenna and her niece, Korestene, are both particularly exceptional examples.

In the noble selection screens, his worshippers are marked with the Death rune.

### Lore

Your clan ring has this to say about Humakt:

* "We did not start out worshiping Humakt."
* "Humakt hates the undead."
* "Trickster found what he thought was a stick but was really Death. Humakt took it, so someone trustworthy would have it."
* "Humakt picked up the sword to keep it from Eurmal's irresponsible hands."
* "Humakt was Orlanth's brother, but severed this tie to become Death."
* "When Humakt took up the Sword That Was Death, all life within his loins died."
* "Humakt prefers to intervene in the world through the sword-arms of his warriors."
* "Marriages tie us to our neighbours, and those sworn to Humakt cannot also take an oath to a spouse."
* "No Humakt rite drives away walking corpses. For that, he expects us to use swords and shields."
* "Humakt can make sure the dead stay dead. But Humakt is also the god of oaths."
* "Humakt left Orlanth's clan as a brother and rejoined it as a thane."
* "Humakt used to be Vadrus' brother, and can show me a few tricks against him."
* "Humakt returned to court after alying an enemy. The dead for, waiting at the fortress gate, said, 'Vivamort sent me.'"

### Myths & Rituals

Humakt is the protagonist of the myth Humakt Divides Life from Death, which is also the basis for his ritual, Humakt Draws the Line. The same events are also briefly mentioned in the myth Ages of Glorantha.

## Other Stories

For more information on Humakt, see here on the Glorantha wiki or here on the King of Dragon Pass wiki.

## Images

Humakt before petitioning Kargan Tor for training.Humakt meditates by the Gate of Introspection.Humakt encounters Eurmal shortly after the latter's discovery of Death.Humakt confronts a primordial Zorak Zoran, holding a piece of Death.Humakti on a mission to eradicate undead.Humakti warrior women inside the halls of Berenstead.Humakt on Berenstead's wall, furthest to the left of the gate to the hillfort.
## Other Stories

Beyond *Six Ages*, Humakt appears in other stories of Glorantha. See Humakt on the King of Dragon Pass wiki and Humakt on the Glorantha wiki for more details.
Honor Belt Found

## Dialogue

1. Distribute the plaques between each of the seven families.
2. Let <X>’s family keep the belt.
3. Offer to trade the belt to the <Z> clan.
4. Return the belt to the <Z> clan.
5. Set it aside for the council’s use."

## Consequences

**Distributing the plaques** will usually annoy the <Y> but please the rest of the families, leading to a net increase in mood. However, sometimes the clan is just annoyed by this breach of tradition.

Obviously, the <Y> will be pleased if you let them **keep the belt**.

**Returning the belt** will please the <Z> clan.

Finally, **setting it aside for the council's use** will increase Goods.

## Notes

<X> can be a noble from your pool of leaders, or even a Clan Circle member.
Gods War: Imperials and Bird Riders

## Dialogue

1. Encourage the bird riders.
2. Encourage the Imperials.
3. Fight for the bird riders.
4. Fight for the Empire.
5. Flee.

## Consequences

* If the quester chooses to **encourage** either side, she will be given a choice as to how to do so. Options include magic, a martial song, a treasure if any was taken on the ritual, and whooping.
* Likewise, if the quester chooses to **fight**, they may do so by fighting a commander, picking off weak enemies, or firing arrows at a distance.
* The Imperials, at least, may reward the quester for her aid by sending her back to the ritual... although they may also prove ungrateful.
* Failing to aid the bird riders can result in the clan suffering Divine Disfavor, the result of an Imperial Rebuke.
* **Fleeing** will simply take the quester elsewhere in the Gods War, with a small chance of returning them to the ritual instead.
* If your ancestral enemy were Dara Happans, fighting for the Imperials will upset your ancestors. With other ancestral enemies, sometimes fighting against Imperials will upset your ancestors. (Especially if your side loses)

## Notes

The Imperials here are members of the Quartz Phalanx, a regiment of the Dara Happan army who conquered the Rinliddi (here called Vrimaki after their patron god).
Grandfather Mortal

Grandfather Mortal was the first human, and the first to die. According to Rider myth, he died when Death gave his gift to Soldier, who used it against Grandfather Mortal. The Rams have different, contradicting myths of Grandfather Mortal's death; some say he was slain by Eurmal, others by Humakt, and yet others by the sword of Death itself. No matter who killed him, he is supposed to have come back to the living world as Grandfather Deadflesh, after Orlanth shattered Death upon his slaying of the Emperor, Yelm.

## Ride Like the Wind

### Myths & Rituals

In *Ride Like the Wind*, Grandfather Mortal appears in the myth Erissa Denies Her Suitor.

## Lights Going Out

### Myths & Rituals

In *Lights Going Out*, he makes an appearance in the ritual Humakt Draws the Line as well as the myths Humakt Divides Life from Death and Ages of Glorantha.
Elves Visit

## Dialogue

1. Ask them to leave.
2. Attack.
3. Offer them a blessing <ritual/ritual at your sprouting shrine>.
4. Ward them off with earth magic.
5. Do nothing.

## Consequences

If your **ask them to leave** and avoid giving offence, they will leave peacefully and bless your wildlands. This is the equivalent of having invested some magic in Wilds at Sacred Time.  The skill tested is Diplomacy, and either Wilds or Diplomacy magic investment will help.

**Blessing** the elves will stress your magic in the relevant area.
Inter-Tribe Raid Favor

## Dialogue

1. Instead, sacrifice to a war god of <Name>'s choice.
2. Send a token force.
3. Send the customary force.
4. Send all your Swords.
5. Decline.
6. Offer to broker peace between the two Berenethtelli clans.

## Consequences

If you **offer to broker peace**, select your ambassador, their escort, whether or not you bring gifts, and how many gifts you want to bring (for both clans). A successful broker will end the inter-tribe conflict and the people will praise the broker's value of tribal membership; mood may improve.

## Advice

* "Beren's tribe should not war with itself!" - Iverlantho
* "We have a lot of warriors. We could certainly send <number> Swords."
* "It might not be easy, but both clans are within our tribe, and we might get them to back down."
* "This had better not be a slave raid." - if raiding tribe is known for taking slaves
* "If I were <Name>, I would want something more tangible than a sacrifice."
* "An obligation is an obligation."
* "We swore oaths to help.
* "The <Berenethtelli B>s are members of the Berenethtelli tribe."
* "We're allied, so we are indeed expected to help. They might accept lesser aid."
Mantle of Redalda

## Description

"Helps us deal with horses and people from outside our tribe"

This treasure is associated with Redalda, the queen who became the horse-riding goddess of the Berenethtelli tribe. It is part of the tribe's royal regalia, together with the Horn of Vingkot and the Crown of Beren, and was worn by King Beren and his successors up until they were lost by Beren's great-grandson, Vinglanth.

Its diplomacy bonus perfectly complements that of the Horn of Vingkot: the Horn helps you deal with your tribe-mates, while the Mantle helps you deal with others.

## Acquisition

The Mantle is only available in *Lights Going Out*. It was lost before the start of the game, but you can recover it by successfully searching for regalia after being prompted to do so by an event. Alternatively, it may be offered by a visiting duck trader for 50 goods, though some ducks are tricksters and sell fake treasures.

Note that, before you'll be offered the chance to get the Mantle, you must first acquire the Horn of Vingkot.

## Quotations

* "Redalda spun her mantle from the hair of a golden horse, laying it upon her husband Beren’s shoulders when he took the throne."

## Images

Beren in the Otherworld, wearing the Mantle of Redalda and Crown of Beren, with the Horn of Vingkot beside his throne
Nontraya

Nontraya is the Chaos deity who slew Ernalda. He created the talokans, demons that serve his priests. He is one of the two Chaotic gods of undeath, with the other being his rival, Vivamort. He rides a great horned wolf, and is sometimes called Nontraya Demon Wolf.

Empowered followers of Nontraya may tear the flesh from their skulls, becoming Skull Lords.

## Lights Going Out

### Lore

Your clan ring has the following to say about Nontraya:

* "The lord of the talokans is the Chaos god Nontraya, the wolf-riding beast who slew Ernalda."
* "Nontraya may have taken Ernalda, but he left an Ernalda-shaped hole."
* "Nontraya slew Ernalda and has earned my hate."
* "This Nontraya Man seeks to recapitulate his god's murder of Ernalda."
* "When Nontraya took Ernalda away, he was trying to take life away."
* "Nontraya commands the Unliving Army, which presently ravages the lands to the <south/north>."
* "Orlanth sent Nontraya to the Underworld. But he didn't stay there."
* "Nontraya is the Taker. Perhaps he took part of the lost regalia."
* "Uldak is bad, but is no Nontraya."

### Myths & Rituals

Nontraya is the main character of the myth Nontraya the Taker.

He can be encountered by your clan by traveling through a tear into the Gods War on the map, see Other Side: Nontraya's Craft for the event.

Nontraya can be ritually battled with the ritual Summons of Nontraya.

## Other Stories

For more on Nontraya, see here on the Glorantha wiki.
Loss: Swift Weds Redalda

## Consequences

This is a loss of the game, but thanks to Beren the Swift and your own actions, at least some of the Black Eel Valley's Rider clans will survive and prosper.

## Notes

The text here varies a bit depending on what choices you made in the previous event, namely how much of a role you played in fighting off the attackers.

Most significantly, if you took the brunt of the charge, it is possible for Beren the Tall to die defending his friend and their beloved:

If Swift and Redalda successfully wed, this loss grants the Lost to Rival achievement.
Hanvan

Hanvan is Hanth's son and a member of the Berenethtelli royal clan. Like his father, he is also a hunter and worshipper of Dostal's.

## Lights Going Out

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

### Lore

About Hanvan, the clan ring has the following to say:

* "Hanvan enjoys Dostal's favor."
* "Dostal blessed Hanvan as an individual."
* "Hanvan does what Hanvan does."
* "Hanvan is the wrong kind of stubborn."
* "When Hanvan kills, he does so swiftly, sending the animal's spirit safely onward."

### Foreshadowing

Before his formal introduction as a leader, Hanvan's birth and childhood are mentioned in a series of announcements. Typically, Henth gives these; the last one can be handled by someone else if he is dead or absent from the clan.

### Skills & Religion

Like his father, Hanvan worships Dostal and is a skilled hunter.

### Events

Hanvan appears or is mentioned in the following events:

* Meet Hanvan

He often fulfills the role of his father, Hanth, in events where he would otherwise feature, but is for some reason unavailable.
Moonstone

## Description

"Blue stone that periodically glows; increases the prowess of female explorers."

## Acquisition

If you do not perfectly succeed at a test in one of the Rituals, you might end up in the Gods' War. One of the possible events is a scene of Dwarves trying to haul away a fragment of a moon rock. If you attempt to steal a piece of the stone, you might get this treasure. Be warned, it also might kill your ritualist and fail you the Ritual. This is a Hunting test, so it depends on your ritualist's Food and Combat abilities; worshippers of Dostal, Inilla, and Osara have an advantage, as do your three heroes.
Guarding Berenstead: Maker Preparation

## Dialogue

1. Ask another clan to send divine sacrifices.
2. Ask another clan to send fighters.
3. Ask another clan to send holy people.
4. Ask wandering Uroxi to help fight.
5. “The final battle is Berenstead’s alone.”

## Consequences

It is a good idea not to ask the same clan for aid as before, if you've done so.

If you successfully **ask another clan to send holy people** then, besides help in the next event, you should see an immediate boost in mood and clan magic. Asking Ram clans is the best bet for assitance with a call on Urox and Wheels or Riders for a call on Elmal.

## Advice

* "Again I say: seek aid from a Berenethtelli clan." - Iverlantho
* "Tread lightly with requests for aid." - Venef
* "The glorious do not stoop to ask for help." - Erenlanth
* "Even the gods are helped by other divine beings." - Reda or Rodene
* "They say time isn’t real in the Gods Realm. But is it real here?" - Sereden or Serestev
* "The third Chaos demigod is presumably the worst."
* "The <Previous Helpers> have done their part already. Ask another clan."
* "We beat the Author of Sores, and other clans yearn for a piece of that glory."
* "For an Elmal rite, seek a Wheel or Rider clan. For Urox, seek a Ram clan."
* "Chaos demigods did not dare beset Nivorah. But then the glacier drove us out. "
* "I offended the last neighbors I spoke to but they were just touchy."
* "Bad Growth will sicken for a while, then kill."
* "A cube in a sea under a dome."
* "Wild spirits fled when the Author of Sores came, and have not come back." - Shaman
* "We brought Elmal worship to the Orlanthi, but few other Ram clans adopted him." - Elmal worshipper
* "If we’d ditched Elmal, Teghern Two-Trunk would never have sent these monsters our way." - Eurmal trickster
* "Wheels call themselves sun folk but disdain Osara." - Osara worshipper
Imther Ambush

## Dialogue

1. Stand back and watch the mayhem.
2. Warn the dwarves.
3. Open fire on the Rams.
4. When the ambush starts, help fight the dwarves.
5. Slip away.

## Consequences

If you choose to **stand back and watch**, they may learn how better to fight the winning group (which can be either), giving your clan better chances next time you go up against them.

If you **warn the dwarves**, they will thank you for the warning. The Rams think the mountain belongs to them because Orlanth's clouds envelop it. They will also give you some good in thanks.

If you **help fight the dwarves**, the Rams will take this as endorsement of their claim on the mountains. They will also give you some goods in thanks.

Keep in mind that if either group happens to be your ancestral enemies, your ancestors will expect you to act against them.

## Notes

This event occurs in the Imther Mountains, just north of the valley.
Kerenna Against Dresta

## Dialogue

1. Allow the rite.
2. Disallow the rite.
3. Admonish <Kerenna/Korestene> for spreading false fears.
4. Allow the rite; admonish <Dresta/Doresa> for protecting spirits over people.

## Consequences

If you **allow the rite**, Kerena/Korestene may identify and smite enemy spirits, the people being relieved and mocking Dresta/Doresa for foolishly opposing her; clan mood may rise.

If you **disallow the rite**, the people may cry out in relief, fearing the spirits would come to harm; mood may rise.

## Advice

* "I know a ghost when I see one." - Kerenna
* "I know the difference between a ghost and a spirit." - Dresta
* "We must speak with care to whichever one of them we refuse." - Venef
* "Dresta is right." - Sereden
* "I have nothing to add." - Hanth
* "Steal my gold, but don't steal my child."
* "Hostile ghosts could do a lot of harm. If it's ghosts."
* "Why are we only hearing about this now?"
* "Gods don't make mistakes, but god-talkers sometimes do."
Gorp

Gorp is a formless, corrosive manifestation of chaos. It is vulnerable to magic and fire.

The god of gorp is Pocharngo.

## Ride Like the Wind

### Lore

Your clan circle can say the following of gorp:

* "This is a Chaos creature."
* "Fire is the best way [to destroy it]. Magical fire is even better."

### Events

In *Ride Like the Wind*, gorp appears only in one event:

* Gorp Attack

## Lights Going Out

Gorp appears in multiple events in *Lights Going Out*.

They factor into one ending: Loss: Last Stand.

## Images

Gorp attacks Berenstead.Gorp attacks a piece of wildlands.Gorpgod.The Chaos Army, including broos, fights the guardians of Berenstead.
Protection Alliance Request

## Dialogue

1. Agree.
2. Decline.
3. “We cannot maintain any more alliances.”
4. Seek a bigger gift by seeming interested, but uncertain.

## Consequences

If you **agree to the alliance**, <Emissary> will promise that her clan will give you a gift of five cows each time you launch a raid against two particular clans, and ten cows if you are victorious.

If **you already have as many alliances as you can handle** (your advisors will tell you if this is the case), you may want to be honest about it. If you accept the alliance anyway, expect Too Many Allies to happen in the future.

## Notes

The detail about the Battle of Akashar is not essential to the event, and only appears if that is the Famous Event you chose in Clan Creation.

Compare Protection Alliance Offer (in which the positions are reversed) and War Alliance Sought.
Hit Them Not Us

## Dialogue

1. Agree.
2. Agree, but pick a different beneficiary of the war blessing.
3. Offer unconditional peace.
4. Decline."

## Consequences

If you choose to **offer unconditional peace**, you will be given a follow-up choice as to whether to offer to **treat them as an ally**. This works even if you are currently feuding with them, and automatically ends the feud.

As your Clan Circle, will point out, the <defeated> clan aren't telling you who their chosen target is, so you don't know if they're strong or weak, rich or poor.

**Picking a different beneficiary** is a way to curry favor with a third party. You will still have to refrain from raiding the <defeated> clan for a while.

## Notes

It seems as though the <defeated> clan will always accept your offer of alliance, should you choose to make it.
Perondeto

Perondeto was the god of glassmakers in Nivorah. Only a few Rider clans preserved his worship during the exodus.

## Ride Like the Wind

You can only worship Perondeto 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, he grants you an extra exotic good, Glass, and is referenced on occasion.

### On the Circle

You cannot have a worshipper of Perondeto on the circle.
Loss: Berenstead Abandoned

## Consequences

While you have lost the game at this point, there are two variants:

## Notes

Even though this event can only happen if the royal line has died out, the kings all have scripted advice.

## Advice

* "The disobedience of the people toward their king led to this dire fate." - Iverlantho
* "Had I shown greater decisiveness, this might not have happened." - Venef
* "We died, but before that, we lived." - Erenlanth
* "I fought Chaos, but Chaos won."
* "We wasted too much time scouring the world for lost regalia."
* "At least we weren’t overwhelmed by undead."
* "I take comfort in the fact that the Wheels didn’t take the hillfort."
* "I fear to confront Beren’s spirit in the life beyond, for we have undone all that he built."
* "We have no future."
* "Berenstead was the gleaming jewel at the center of the valley."
* "We were pragmatic, but not pragmatic enough."
* "The outcome I feared all along eventually came to pass."
* "Without the royal line, there was no fortress. We should never have lost sight of that."
* "Like the gods, we are now dead."
* "I thought I would find the gods a-slumber, but the World Beyond is a graveyard."
* "I would do everything exactly the same."
* "I knew this would happen."
* "I was an individual, and that’s what matters."
* "I tried to warn everyone."
* "I certainly don’t blame any of you that it came to this."
* "We should have taken bigger risks."
* "I thought it would all work out, but it didn’t."
* "Exactly as I expected."
* "We didn’t try hard enough to gather up the regalia."
* "Within the emptiness, greater nothingness still."
* "A people that cannot protect its kings does not deserve to live."
* "All the spirits are dying, too." - Shaman
* "At least we perished together."
* "We are punished for fleeing. If we’d stood our ground, Elmal would have saved us."
* "There must be some way we can stay."
* "We have no real options now."
* "It’s hard to imagine life outside Berenstead."
Other Side: Chaos Beast Team-Up

## Dialogue

1. Join the fight.
2. Pepper the Chaos beast with arrows.
3. Shout the unity poem, "We Ride the Storm."
4. Send befuddling magic at the Chaos beast.

## Consequences

Play to your explorer's strengths.

**Join the fight** and the Chaos beast may be slain, to whoops and cheers. Deaths and wounds among your party may occur.

If you successfully choose to **shout the unity poem**, the poem will indeed be of them: the first people in the valley to worship both Orlanth and Elmal. The heroes will be fed strength and magic from this and slay the Chaos monster.

## Advice

* "I have always been a skilled befuddler." - Eurmal trickster
* "Turning the tide with arrows will be harder than wading in."
* "This is the moment of unity that forged Beren's and Redalda's bloodlines into a single people."
Honor Belt

Riders value their honor belts, which represent their status and tell their stories, like a personal version of the Story Tent. To lose one's honor belt is shameful; to take another's in battle is a sign of strength and valor.

Riders add small plaques, made of precious metals and stones, to their belts to indicate their rank and deeds. For example, the plaques on an honor belt can tell of successful raids, and there are specific emblems that indicate that the wearer is a chief. The most impressive honor belts belong to important nobles.

Honor raids are aimed not at killing members of another clan, but at seizing important people's honor belts.

Burning one's honor belt is an ostentatious display of mourning.

## RIde Like the Wind

Most, though not all, of your own clan seem to wear red honor belts, although priestesses of Erissa prefer green and there are a few other colors present.

### Events

Honor belts are frequently seen on members of your and other Rider clans, but are the focus of the following events:

* Honor Belt Found
* Rams Trade Honor Belts

### Lore

Your nobles have some things to say on the topic:

* "An honor belt is not only valuable for its gold, but because it tells the story of its owner, a little like our story tent."
* "During the Warring Chieftains generation, Hyalor told us about honor belts, in hopes that we would fight without killing."
* "When Elmal gave Osara and Zarlen their belts, he said, ‘Do not let the Storm Gang take them from you.’"
* "We wear glittering plaques on our belts in remembrance of the Golden City."
* "In addition to status, each honor belt tells the story of each wearer's accomplishments."

## Images

Erissa priestesses often wear white clothing and green honor belts.Your own clan members favor Nocheli red belts.Even in emblem form, your ancestor here still has his belt!The Antler Society is still new, and so far, its members don't hold high status—as shown by their narrow and shabby honor belts.These Swords have so many gold plaques that some have escaped their honor belts!The heavy panels attached to Beren the Swift's honor belt may serve as leg armor, and they definitely provide extra space for the many gold plaques a hero earns.Angry envoys—note the leader's purple belt, a strong indicator that she is from a different clan than yours.The gods Elmal and Hyalor wear prominent belts. While these may not be honor belts per se, Osara and Zarlen at least are mentioned as having them.
Meet Reda

## Dialogue

1. Grant permission.
2. Withhold permission.
3. Caution people against trusting in Reda’s wild schemes.
4. Insist that she first support the crown.
5. Insist that she first condemn the royalist cause.

## Consequences

Reda's quest is quite risky. If she fails, all the Swords and Bows you send with her will die, though Reda herself returns unscathed. If she succeeds, the reward may be a horse blessing that only lasts a few years, or the Son of Charandar, a treasure that will increase her Combat and Diplomacy skills by one level as long as you possess it, and do the same for her daughter Rodene after she dies.

## Notes

   This event usually happens early in the game, but occasionally occurs much later, or even not at all.

If the event happens late, there is an alternate illustration showing elderly Reda, and her daughter Rodene has unique advice.

Reda may actually have a better chance at completing her mission as an old woman, as her skills may be better by then.

## Advice

* "I now step out of the chamber, so the rest of you may discuss this frankly." - Reda
* "Mother deserves to see Charandar! And while she is gone, you can send me on missions in her place." - Rodene
* "We cannot show favor until she clears up the matter of her loyalty." - Iverlantho
* "Look, I'm wearing a jar on my head." - Eurmal trickster
* "Reda doesn't always ask permission before a wild ride. But she doesn't usually take an escort.
* "The people supports her. Saying no will make us look bad."
* "A man would never receive a vision from Redalda."
* "Holes in the world grow more numerous every year. You can never be sure what’s on the other side, or if you can get back again."
* "An encounter with Charandar could lead to the gift of a magic horse, or the sorts of lesser blessings you get from a temple."
* "Charandar was killed by Chaos creatures."
* "If this goes wrong, she will be the only survivor."
* "Women should stay inside the walls."
* "Golden horses shine at noon."
* "When an individual is more popular than the ring as a whole, the rest look weak."
Omasegs

The Omasegs are a migrating people of raindeer-herders who can be found to the northwest of the Black Eel valley, around the area of the Spirit Hills. They lived further north in the past but, by the time of the Storm Age, have been migrating south as the great glacier encroaches. They do not recognize any gods but instead venerate a powerful spirit called Oma, the mother of deer. They also used to worship another spirit called Seg, the Stag Father, but were forced to abandon it as many of its worshipers (whose practices mirrored many of those of the Antler Society) turned evil and murderous.

They do not keep wealth in gold as many settled peoples do.

## Ride Like the Wind

### Events

The Omasegs appear in one event in *Ride Like the Wind:* Omasegs Encounter.
Meeting the Ram People

## Dialogue

1. Ask for a gift.
2. Give them a gift.
3. Offer them a favor, which they can collect later.
4. Shoo them off.
5. Threaten them.

## Consequences

**Giving a gift** is probably the safest choice; it doesn't have to be a large one.

**Offering a favor** may also please them, but there's a risk that you'll be unable to communicate what you mean and just confusing. (Ekarna's Understanding Blessing may help get your point across.)

The other options seem likely to just annoy them.

## Advice

* "Getting a gift, or successfully intimidating them, will bring cheer to the people."
* "We clashed with the Rams a while back."
* "They call themselves 'Vingkotlings' and worship Orlanth the Rebel, the evil god who slew the sun and ushered in an age of storm."
* "They place less stock in their hunting god than we do in Dostal." - Dostal worshipper
* "Our strong war magic will help us intimidate them."
* "Normally I would know how many warriors a nearby clan fields, but our contact with the Rams have been slim."
* "They too venerate the Great Trickster, but in a less feathery guise." - Raven trickster

## Notes

This event will always happen within the first few years of the game.
Meet Doresa

## Dialogue

1. Grant permission.
2. Grant permission, if she can convince the other shamans.
3. Convince other shamans this is acceptable.
4. Refuse permission.

## Consequences

If your **grant permission** and Doresa succeeds in convincing the spirits to recognize her inheritance, then you will receive a significant boost in clan magic and the mood will be raised.

Regardless of your choice, Doresa will now appear as a leader, and can be put on the ring.

## Notes

   Doresa comes into her powers only after her mother's death, so the two of them will never be active at the same time.

Doresa is 35 years younger than Dresta.

Because this scene happens only after Dresta's death, Doresa—unlike all of the other second generation characters—can be middle-aged when she first appears.

## Advice

* "She supports the crown and the crown supports her." - Iverlantho (or a generic line)
* "I say take the risk!" - Erenlanth
* "Redalda was always willing to try." - Reda
* "She was sure her mother’s gift had passed her over." - Rodene
* "What is as it seems?" - Sereden
* "My father saw this potential in her." - Serestev
* "With gods dying, we need spirits more than ever." - Kerenna
* "She has always been a wispy and uncertain thing." - Korestene
* "Let her persuade them." - Hanth
* "I asked her last week to call an elk spirit and she pretended she couldn’t." - Hanvan
* "She is not ready. Her effort will confuse nearby spirits and hurt our clan magic." - Shaman
* "Both our Rider and Ram ancestors learned to talk with spirits."
* "Our Rider ancestors would take the risk."
* "Respect elders, even when they are dead."
* "An unusual request. But then, her mother was an unusual shaman."
* "Beren took bold action, when prompted by the queen."
Northern Wheel Encounter

## Dialogue

1. Acknowledge them from a distance, then continue on your way.
2. Ride swiftly away.
3. Converse with them.
4. Try to steal some of those cows.

## Consequences

**Stealing cows** starts a fight that your explorer can lose.

**Converse with them** can either result in a fight or grant you knowledge of the Northern Wheels which you can then inform the other Wheel clans near your home of. They can appreciate receiving this information.

## Notes

   This event occurs only in Naztalvan, located at the upper right hand corner of the map.

This event is unrelated to the Gar-Astin clan, who your explorers can also meet in Naztalvan.
Imperial Refugees: Enemies of Dara Happa

## Dialogue

1. Attack them.
2. Expel the Dara Happans.
3. Offer to pay them off.
4. Tell them you are ready to fight.

## Consequences

If you successfully intimidate them by **telling them you are ready to fight** then the people will rejoice and mood will increase.

## Advice

* "Letting the <upset clan> slaughter the Dara Happans will greatly harm our popularity."
* "We have not granted hospitality, and so are free to attack them."
* "Dara Happans attacked our ancestral city during the War of Many Suns. Forebears of the <upset clan> bore the brunt."
* "Better to fight a few now than many later."
* "Offending ancestors curse your luck. But our own ancestors may be offended if we turn over the adoptees."
* "They regard us as mightier than them, so we can intimidate them."
* "There's something about this, oh wait, it's on the tip of my tongue." - Raven trickster
Priestesses of Erissa: Promised Gift

## Dialogue

1. A song.
2. The robe of Erissa.*Only available if you possess this treasure.*
3. Wealth.
4. Worship, to fuel their magic.
5. Ask them to come back later.

## Consequences

A **song** must meet the priestesses' exacting standards to qualify as an acceptable gift. An inferior song will annoy the priestesses and have them ask for something else.

The priestesses naturally will be delighted to receive **the Robe of Erissa**, a treasure that grants divine blessing to worshippers of their goddess. However, your own people may be unhappy to see you give it up, and as a player you might want to hold onto it, at least if you have prominent Erissa priestesses among your nobles.

If you choose to repay them with **worship**, you will be asked whether you want to perform a taxing ceremony if not. If you choose to perform the taxing ceremony for them, you will lose two points of clan magic, but they will be impressed by your generosity.
Gar-Astin

The Wheels of the Gar-Astin clan live far to the north of the Black Eel Valley, in the kingdom of Naztalvan, and are subjects of the king there.

## Ride Like the Wind

Perhaps because they have no Rider neighbors to struggle against, they are much friendlier to your explorers than the valley Wheels generally are. If you visit often, you can strike up a friendship with them, and with each visit your explorers will bring back stories of how the Gar-Astini are doing.

During your first visit, the Gar-Astini are attacked by an enemy. Naturally, your explorers leap to defend their hosts. If they do well, the Gar-Astini will give them a random treasure in gratitude. After this, they will always be glad to see your explorers, and will give gifts of goods worth a few cows each time.

During your second visit, your explorers learn that the Gar-Astin chief, Varairunas, is preparing for a ritual visit to the sky world, and wish him luck.

Of the third visit, your explorer reports:

After this, Gar-Astini fortunes fall somewhat. On successive visits, your explorers learn that the king has summoned the former chieftain Varairunas to advise him, and then thrown him in chains for speaking too freely.

Finally, they report:

The next visit after that hints that the relationship between the Gar-Astini and their king is still strained, as Aurainus asks the visiting explorers to leave early so that he can give his full attention to a royal visit. After that, there are no more specific events, although the Gar-Astini are always glad to see you and Aurainus always mentions some problem that they are suffering from.

## Other Stories

The following pages on the Glorantha wiki may prove interesting:

* Garsting
* Sun Dome Temple
Jan Pospíšil

Jan Pospíšil is the lead artist for *Six Ages: Ride Like the Wind,* and created many advisor portraits as well as scene illustrations. He also created concept art for the game.

* First stage pencil drawing.
* Second stage of pencils, with the second figure more fully drawn in.
* Roughly complete pencil stage.
* Updated pencils after feedback—the tussle in the background is replaced with another Sword.
* Inks.
* Colors.
* Final image
1/7

He has shared a blog post and a gif detailing his process working on art for the game. And an interview with him can be found on the dev blog.

## Concept Art by Jan Pospíšil

First concept art for the Storm Age Infithtelli. In the finished game, it's ambiguous whether the Infithtelli are really cannibals; in the concept stage it wasn't!The goddesses Ekarna and Osara were both created for the game, along with their unique runes. Ekarna's is a combination of Communication, Law, and Harmony. Osara's combines a variant Fire rune with a bow and arrow.
## Selected Illustrations by Jan Pospíšil

Portrait set of an Osaran warrior.Portrait set of an Ekarna trader.Portrait set of a shaman.The Fire Children play with fire. Jan Pospíšil did all of the art for their storyline, including portraits for Ayvtu and Yatakan.A delegation of Ram priestesses.Beren the Tall and Beren the Swift spar. Pospíšil drew their storyline as well.Troll traders. One of the first illustrations for the game.Troll raiders gathering for a raid.An ancestor escapes the Story Tent.
Obsidian Plain

## Dialogue

1. Ride into the event to aid Yamsur.
2. Ride into the event to aid Hippogriff.
3. Wait for the vision to pass, then collect shards of obsidian.
4. Get out of there.

## Consequences

If you **wait for the vision to pass**, you can collect obsidian worth a few cows.

If you **aid Hippogriff** (a Magic test), your explorer's Combat skill will increase significantly, and it will become an auspicious time to perform the Gamari Horse Mother ritual, even if you have performed it within the last five years (it seems like it completely removes the penalty for performing the ritual too soon).

If you **aid Yamsur** (also a Magic test) and succeed, your explorer will gain in both magic and combat. However, your explorer's personality will change to one of "passionate caprice", like Yamsur himself.

## Notes

You may have to return to the plain multiple times for this event to occur. Note that visits before and after this event can still result in finding obsidian (goods).

Aiding Gamari may be easier if the explorer worships Gamari, and if you have a shrine/temple to that goddess. (Needs confirmation.)

Aiding Yamsur may likewise be easier if the explorer worships Hyalor, or if you have a shrine/temple to him.

The text of the event may change if your clan knows that Hyalor is the son of Yamsur.

If Beren fails to aid Yamsur, his divine aura (BerenBoost) will decrease. This may also happen if he tries and fails to aid Hippogriff. (Note that Beren is not good at Magic, the tested skill here.)