recursal/Fanatic-Fandom huggingface dataset:
Kerenna Humakti Initiates

## Dialogue

1. Allow it.
2. Approve a single initiation.
3. "Now is not the time to wrap death in our embrace."
4. "We cannot afford to forego so many weddings."

## Consequences

If you **allow it**, the people may be glad that we heeded courageous Kerenna over worrywart Reda; thus improving mood... or perhaps the reverse; or they simply trust the ring, with no mood change. A possible consequence is a later alert mentioning that other clans express that you have embraced death over life, possibly earning +1 Hate.

## Advice

* "I need not restate my case." - Kerenna
* "Redalda made us who we are today, by working so hard to achieve marriage with Beren." - Reda
* "Good. The royal clan must instill fear." - Iverlantho
* "When I think of my own marriage, I too long for death's embrace." - Hanth
* "With the decay of the world, other means of diplomacy have fallen away. Marriages remain the best way of keeping ties to our neighbors."
* "Meet <Kerenna/Korstene> halfway."
* "The people want decisions, not compromises."
* "When Humakt took up the Sword That Was Death, all life within his loins died."
Oria

Oria is the first Earth Mother, mother to Nyalda and widow to Yelm. It is not known which, if any, of Yelm's many sons she mothered. The Riders no longer worship her, and cannot be certain if she still lives at all.

She is also the mother of the outlaw god Uldak.

## Ride Like the Wind

She appears (as Nyalda's unnamed mother) in the myth of Nyalda's Bride Price, and is mentioned in the following events:

* Clan Member Visits Boulderwood
* Visit Uldak

## Other Stories

For Oria in other stories of Glorantha, see also her article on the Glorantha wiki.

Later eras will consider Oria the wife of Yelm's brother Lodril, the volcano god worshipped by Dara Happan peasants. Yelm's wife is instead a different goddess, Dendara.
Golden Honeycomb

## Description:

"Helps overcome skeptical minds".

In game terms, this treasure helps with tests vs. Skepticism.

## Acquisition:

Ride Like the Wind: You can gain this treasure by confiscating or negotiating for it in the event Treasure Legalism.

Lights Going Out: Can be obtained from another clan, through trade or after a very successful raid against them.
News of Cenala

## Dialogue

This causes great consternation among your clan. Elves are plant creatures, and no friends to humans. Such a mating should be impossible. And if it had happened, you would know!
1. Accept his revelations.
2. Condemn his lies.
3. Send a priestly mission to the plateau.
4. Send him on his way.

## Consequences

**Accepting his revelations** will lead to your clan being the first to accept the Cenala Revelation. You will be given a follow-up question as to whether you choose to spread the revelation to neighboring clans, or keep it as your own holy secret.

**Sending a priestly mission** will result in a follow-up event in which your explorer returns, totally convinced that Cenala is genuine. You will no longer have the option to reject Cenala at that point, although you can otherwise decide what to do about your knew truth. You will learn the myth of Hyalor's Long Ride. However, many of your explorer's escort will die.

**Condemning his lies** or **sending him on his way** will have him visit other clans with his story, and eventually one of them will receive him more warmly than you did. In this case the next event is Other Clan Seeks Cenala.

## Notes

Although the the schism caused by her existence has mixed consequences for your clan, accepting Cenala will help you down the road.
Geyzenturas

The death of Geyzenturas

Geyzenturas, the Word Star, is the deity of Primal Language.

## Lights Going Out

### Events

His slaying by Wakboth in *Lights Going Out* renders language unreliable, with most clan members speaking gibberish and a few revealing inconvenient truths. This is all part of an event chain, starting with:

* Garbled Tongues: Language Dies
Dwarf Traders

## Dialogue

1. Ask for a blessing.
2. Ask for a treasure.
3. Ask for the riches of the earth.
4. Tell them you do not wish to trade.

## Consequences

If your ancestors hate the dwarves, they will be offended if you do anything but **tell them you do not wish to trade.**

Asking for a **blessing** is likely to fail.

Asking for a **treasure** will increase the price of 20 cows to 50.

## Notes

The line about the Brass Bazaar only appears if you chose that as your earliest Famous Event in Clan Creation.
If you currently have a sinkhole, the text may be different and you may be able to ask to pay the dwarves to fix the sinkhole (needs confirmation).

The dwarves may also sell you the Mostali Mill (also needs confirmation).
Lights Going Out

***Six Ages: Lights Going Out*** is the second *Six Ages* game. The game's story takes place several generations after *Ride Like the Wind*, during the terrible time known as the Great Darkness, and it follows the descendants of your clan from the first game. It is possible, but not mandatory, to import a *Ride Like the Wind* save, so that your deeds in the first game become your clan's legends in the second. The game was released on August 21, 2023 for macOS, Windows, and iOS.

Information about *Lights Going Out* can be found on the dev blog and the official twitter. And a demo was released on the game's Steam page on May 4th, 2023, but removed before the release of the complete game.

The chapter icon for *Lights Going Out* is the Chaos rune, representing the force that dominates this age.
Calendar

The Gloranthan **calendar** is different from our own, but not so much so that it is unrecognizable. Each year is made up of five seasons, each of which consists of two months that are each four weeks long. One game turn takes up one month, so you have two actions each season. After the end of Storm Season, there is a two-week long Sacred Time, during which you will receive omens and can allocate clan magic for the coming year.

## Sea Season

    The first season in the year, Sea Season is the Gloranthan analogue to spring. During Sea Season, your farmers are engaged in sowing crops. It is possible to raid during Sea Season, but doing so is costly, as taking your farmers away from their fields will severely restrict your food supply. Other clans won't raid you during Sea Season either, so it's safe to send out missions with large escorts.

## Fire Season

    Fire Season is the Gloranthan analogue to summer. As the weather is clear and the farmers are not needed in the field, Fire Season is the traditional time for raids, and even if you do not launch raids in Fire Season yourself, you should be alert for other clans raiding you. Unless you are raiding, it is best to keep all your Swords on hand for the duration of the season. And if you do raid, make sure that some of your Bows stay home to guard your herds!

## Earth Season

    Earth Season is the Gloranthan analogue to autumn. In Earth Season, your farmers harvest the crops you planted in Sea Season, giving you an annual supply of food. As with Sea Season, all hands are needed in the field during Earth Season, so raiding is costly, and you can expect that other clans will not raid you.

## Dark Season

    Dark Season is the Gloranthan analogue to deep winter. In Dark Season, your farmers have no particular obligations, but the weather is harsh and movement is difficult. It is almost impossible to send out missions or raids during Dark Season - they will almost certainly be turned back by the weather (unless you bargain for the aid of the Pine or Winter Fox spirits, respectively). Offering sacrifices, conducting rituals and ventures, constructing fortifications and temples, and exploring your own territory, however, are still possible.

Other clans are just as restricted by the weather as you are, and cannot raid you during Dark Season. Trolls, however, can raid you in Dark Season just fine.

## Storm Season

    Storm Season is the Gloranthan analogue to late winter. As with Fire Season, your farmers have no particular obligations during Storm Season, and the weather is clear enough to allow both raids and peaceful missions. The weather is not as reliable as Fire Season, however, and while conducting missions and raids is possible, there is still a chance that they will fail due to weather. Other clans may raid you during Storm Season, but are less likely to do so than during Fire Season

## Images

Berenstead in Sea Season.Berenstead in Fire Season.Berenstead in Earth Season.Berenstead in Dark Season.Berenstead in Storm Season.
Nyalda's Cave

## Dialogue

1. By banging a drum.
2. By praising her trandescent qualities.
3. By seeking golden apples for her.
4. By recounting epic deeds of protection.
5. By singing.

*If your choice is successful:*

Nyalda asks you to choose between possible blessings. What does <leader> ask for?

1. Cows.
2. A crop blessing.
3. Horses.
4. Magic.
5. A pasture blessing.

## Consequences

Nyalda's gift of magic will increase clan magic by one to four points (usually two or three) depending on how well your explorer did.

## Notes

It is possible to have this event occur 3 times by visiting the three different cave locations that can be found on the map. Their actual locations can shift in different playthroughs. The main ways you can narrow the location is to ask an ally for information(via favors which are free to ask of allies) You can also get these locations revealed on your map by sending emissaries with a high enough number of gifts to friendly enough clans. Clans will might also tell you about it when you do a Share Exploration Venture. Travelling around hoping to land on the exact will also work.
Issaries

Issaries is the trade god worshipped by the Rams.

He is one of the gods that perished during the onset of the Great Darkness, around the time of King Brolarulf's rule.

## Ride Like the Wind

He is mentioned when Ram traders visit your clan.

Although he shares a rune with Ekarna, their worshippers do not believe that they are related.

### Myths & Rituals

He appears in the ritual Rivalry between warlords and one of the possible rewards is a blessing from Issaries.

## Lights Going Out

Issaries dies over the course of the *Lights Going Out* prologue, but he is still one of the gods your nobles can worship.

In the game's clan creation, if you did not import a save from *Ride Like the Wind*, it is said that Issaries acted as a broker between the dwarves of Nida Mountain and the people of Genert's Garden. In the first game, this deed was attributed to the Riders' trade god, Ekarna, hinting perhaps to some level of syncretization between the two for your clan.

### Worship

You start the game with either a shrine or a temple to Issaries, depending on your choices during the prologue. However, as the god is dead, you can not receieve blessings from his temple, and you cannot rebuild it if you choose to dismantle it or it is destroyed (or enlarge a shrine to a temple).

His blessings, though inaccessible, are listed on the Magic Screen as:

* Market: Makes our markets more profitable
* Trading: Improves the profit of trading missions
* Silvertongue: Helps our traders and negotiators
* Spare Grain: Obtains extra food via trade

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

In the Storm Age, you could gain three of these blessings from Ekarna—her Understanding is still obtainable in the Dark Age, from Redalda.

### Lore

The clan ring has the following to say about Issaries:

* "Issaries said, 'Give me a cloud worth one ounce of silver, and I'll bring you back a bowl worth two.'"
* "At the wedding of Ernalda and Orlanth, Issaries negotiated a trade deal between Pela and Heler."

### On the Ring

    As with his Rider counterpart Ekarna, having a worshipper of Issaries on the ring allows the clan to put more magic in Diplomacy during Sacred Time.

## Other Stories

Issaries appears in other storiers of Glorantha:

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

## Images

Issaries (fourth from left) quarreling with other Storm gods.Issaries (third from left) celebrating with other gods of the Storm Tribe.Berenethtelli in Brolarulf's time sacrifice to Issaries, to no response.
Hawking Competition

## Dialogue

1. Concentrate on winning.
2. Seek ties with Wheels.
3. Smooth over differences with hostile Rider clans.
4. Stay home.
5. Tighten bonds with friendly Rider clans.

## Notes

You can hold a hawking competition in Ram Plot, although you will only be able to invite Riders rather than Riders and Wheels.
Your advisors will say that Dostal will bless the victor of the competition--needs confirmation if this happens.
Moths Eating Story Tapestry

## Dialogue

1. Call on ancestral spirits to repair the tapestry.
2. Call on bird spirits to hunt the Chaos moths.
3. Call on Urox for strength against Chaos.
4. "We have bigger problems right now."

## Consequences

The mood is lowered at the start of the event.

If you successfully **call on ancestral spirits to repair the tapestry**, then not only will they restore the tapestry, raising clan mood back again, but the ancestors may actually feel their connection to their past strengthen, giving you a boost in clan magic as well.

If you **call on bird spirits to hunt the Chaos moths** and tax them, the birds may eliminate the moths for good, though the damage to the tapestry may strike your clan with terrible emptiness. Mood may rise, while magic may fall.

## Advice

* "Of our kings, only Beren was born entirely as a Rider." - Iverlantho
* "We don't have to respond to every crisis." - Venef
* "Other clans will not care about this." - Reda
* "Dostal joined Hyalor and the Rider gods, and so appears on this tapestry." - Hanth
* "Sheep appear on the story tapestry, but Voriof does not." - Voriof devotee
* "We can tax our bonds to the clan spirits to increase the chance of finding the birds we need."
* "I feel like a part of me is gone."
* "Attack the moths."
* "Urox will strengthen us against Chaos. Bird spirits will prevent this from happening again."
* "Urox smites Chaos!"
* "When were were Riders that tapestry was a sacred tent."
* "Not the tapestry!"
King Versus Reda

## Dialogue

1. Mediate between them.
2. Speak in support of the king.
3. Speak in support of Reda.
4. Stay out of it.

## Consequences

Choosing to **mediate between them** makes the rest of the ring look bad. <Ring member> expresses that stubbornness is a trait of kings and horses both. In the end, the people side with <the king>. Mood likely to drop.

If you **speak in support of Reda**, then mood may rise if her popularity is great enough. Iverlantho will be furious but eventually calm down.

If you **stay out of it** this distraction will eventually fade, although it may cause mistakes to happen meanwhile.

## Advice

* "She isn't doing enough for the crown and I'm sure the rest of you can see that." - Iverlantho
* "We cannot have such a prominent figure casting a shadow on the crown." - Iverlantho alternate
* "He is tougher on his friends than his foes, and I've had enough of it." - Reda
* "The <player clan> might look more favorably on the crown if the current king wasn't a petulant fool." - Reda alternate
* "Around one's pride can be a long ride."
* "When people are distracted, food spoils, patrols miss incoming enemies, and missions go awry."
* "Put this behind us, so we can get back to fort building."
* "Personal disputes usually fade, though it can last a while."
* "Distraction makes us vulnerable to Chaos."
* "We're distracted but not that distracted."
* "We need to speak up for Reda."
* "She's done more for this clan than she has."
Frosty Footprints

## Dialogue

1. Leave well enough alone.
2. Remove the ice and smooth out the prints.
3. Ritually invoke Elmal’s heat as a shield against frost demons.
4. Ask others to take part in a mass ritual against frost demons.

## Consequences

As always, your ability to pull off a **mass ritual** depends on your diplomacy and the attitude your neighbors have to you.

## Notes

This event seems never to happen in Dark Season. That ice demons are able to strike at other times of year is a sign of the darkness and cold overtaking the world.
Garbled Tongues: Language Restoration Rite

## Dialogue

1. Proceed immediately.
2. Ask spirits to gather magic to give to <Reda>.
3. Ask your allies to take part in the rite.
4. Ask all nearby non-enemies to take part in the rite.

## Consequences

If you decide to **proceed immediately**, the only preparation you are afforded is to make a sacrifice. Should the rite succeed you will restore speech both to your clan and all others in the valley. Due to the lack of outside witnesses, you will not be given full credit for this deed, but your clan will celebrate and the mood will be raised anyway.

If you **ask all nearby non-enemies to take part in the rite** then success may not just raise the mood of your clan, but also improve relations with your neighbors.

## Notes

This scene usually stars Reda or her daughter Rodene, but if both are absent, another clan member will take over.

If Garbled Tongues: The Bones of Geyzenturas has not already occurred, it will happen soon after this event.

## Advice

* "I fear and despise all of—why can I not be reduced to gibberish, instead of these infernal confessions?" - Iverlantho
* "In my bid not to become my father, I am a failure too—just an opposite one." - Venef
* "King Lhgeugatl, that is who I am now." - Erenlanth
* "If it goes wrong, Wakboth will reach down from the sky to take vengeance." - Eurmal trickster
* "Phorlah stkgcoii pakmac mllr ni."
* "Nh aa i srooamgk ho aucga risk ni hnet no osel."
* "Elhiaatt aa rnirnzrars hmoao ni vrjgnt ijauasioo."
* "Laguoonti!"
* "Oomta drg nytirayjabho! Nytirayjabho!"
* "<Reda/Rodene> lah sti kgcoiipkmc."
Golden Mirror

## Description

A treasure. "This mysterious mirror grants good fortune, and prophetic visions to a special few."

"Good fortune" here means a point of magic each Sacred Time.

The Golden Mirror shows Beren the Tall and Redalda one another's faces, although for anyone else it merely shows their reflection, like an ordinary mirror.

## Acquisition

Beren the Tall will discover the Golden Mirror in the event Golden Mirror Discovery. Provided he survives long enough, this event will always happen at some point while he is at home on your clan lands, after he comes of age.

## Notes

Although the Golden Mirror has relevance to Beren's event chain (it is important in Redalda Visits), it is possible to trade the mirror to another clan, or even to the goddess Ekarna during her ritual. Doing so won't derail the event chain, but you will lose the mirror's benefits and damage Beren's "heroic aura," lessening his advantage during certain events.
"I dreamt again of a golden mirror. I looked into it, but woke up before I could see my face." — Clan Circle member, well before the discovery of the mirror.
Gold Wheel

While exploring anywhere on the map, your explorers may meet with a strange singing wheel.

After simply humming for as long as it takes to bake a barley loaf, it sang again. “Tell the Feldichi that they must choose.” Then it rolled off, faster than an arrow. None of us knew what to make of this, but it may be worth sharing the story with other clans.

## Other Stories

This is probably a reference to the Gold Wheel Dancers
Great Bear Encounter

## Dialogue

1. Fire arrows at it.
2. Fight it up close.
3. Drum to it.
4. Sing to it.
5. Flee.

## Consequences

If explorers manage to kill the bear, their leader will take its claws as a trophy. Said leader will have learned about fighting monsters. Additionally, the claws can be fashioned into a treasure, the Claws of the Giant Bear. This costs 40 goods, but the treasure will help your people win fights while exploring, and is worth 60 if you wish to sell it.

## Notes

"Oh no, it's a bear!" — particularly hapless explorer.

"Finally, the perfect moment to sing 'Soothing the Bear on the Mountain!'" — somewhat more enthusiastic explorer.

The Autumn Mountains are located in the west, across the Oslira River.
Guarding Berenstead: Maker of Bad Growth

## Dialogue

When the Maker of Bad Growth finally heaves into view, it is worse than anyone imagined. Grotesque, formless, and constantly changing shape, it emits spores that sicken <number> of your people from a distance.
1. Send a lone hero.
2. Send a force of fighters.
3. Call on Urox to bash it.
4. Call on Elmal to draw it back into the Gods War.

## Consequences

Generous sacrifice and the aid of Elmali priests from a Wheel or Rider clan will likely aid you if **you call on Elmal to draw it back into the Gods War**. You should see a boost in mood and a slight increase in clan magic, if successful.

## Advice

* "This help from the <Rival> clan shows that it is right to seek new ways of seeing." - Dresta or Doresa
* "This help from the <Rival> clan shows why we must choose to be open to others." - Reda or Rodene
* "This aid from the <Rival> clan shows that we must always ride toward hope." - Erenlanth
* "As this aid from the <Rival> clan shows, our survival will hinge on selfless choices." - Sereden or Serestev
* "Defeating the third of the Teghern’s beasts only increases Chaos’s hunger to destroy Orlanthstead."
* "These horrors would not have dared to attack Nivorah."
* "We have fighters from two clans and so must fight."
* "It caught Orlanth and the Thunder Brothers napping."
* "Any who are still sick in a year will die."
* "Sacrifices don’t grow on trees. Well except for apples and pears but we haven’t had those in decades."
* "It will loose upon us a gruesome metaphor for something worse."
* "The illness it spreads is far from ordinary. We must cure it as soon as we can." - Chalana Arroy worshipper
* "I hope its presence doesn’t kill game animals." - Dostal worshipper
* "It is Elmal who fights the Maker of Bad Growth." - Elmal worshipper
* "The Uroxi would sooner fight directly, but could help call on the Storm Bull." - Urox worshipper
* "That monster smells worse than the last two put together!"
* "What Orlanthstead is to the Gods Realm, Berenstead is to the mortal world."
Narva

Narva was the goddess of beer and brewing in Nivorah. Only a few clans maintained her worship through the exodus.

## Ride Like the Wind

### Worship

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

### On the Circle

You cannot have a worshipper of Narva on the circle.
Kerenna

Kerenna is a member of the Berenethtelli royal clan. She is a devoted follower of Humakt and an especially skilled warrior.

## Lights Going Out

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

### Lore

The clan ring has the following to say about Kerenna:

* "The people are proud of Kerenna's martial prowess, as is only fitting."
* "Kerenna is as good a trainer as we have."
* "Kerenna isn't exactly a beacon of warmth."

If on the clan ring, Kerenna has the following to say:

* "I answer only to the god of death."
* "I cannot love."
* "I will never know marriage, but I know that you keep your word."
* "We must be sure and as sharp as a blade."
* "I can sever spirits from the living but I am not adept in spirit combat."

### Skills & Religion

Kerenna worships Humakt, the Ram god of death and war. She is a fearsome warrior.

### Events

Kerenna appears or is mentioned in the following events:

* Meet Kerenna
* Kerenna Against Iverlantho
* Kerenna Against Dresta
* Kerenna Humakti Initiates
* Kerenna Trains Forosilvuli
* Kerenna Popularity
* Kerenna Vs Gossip
* Skeletons Answer Call
* More Undead Called
* Vampire Answers Call

## Images

Kerenna on Berenstead's walls, preparing herself for battle.Reda and Kerenna in an argument.Kerenna trains four young clan members to initiate into the cult of Humakt.Kerenna confronts Iverlantho of death's mark on him.Kerenna has had enough of Sereden's questions.Kerenna in an argument with Dresta, the shaman.Kerenna is accused by Hanth of cruelty and injustice.
Hunting Competition

## Dialogue

1. Join the hunt.
2. Join the hunt after sacrificing to Dostal.
3. Offer a higher reward than the <Rider Clan>.
4. Do nothing.

## Consequences

**Hunting** is a test of Combat and Food combined. **Sacrificing to Dostal** probably gives you an edge.

## Notes

This event is a counterpart of sorts to Deer Infestation, where you have the option of staging your own hunting competition.
Menu

The game **menu** (or **dashboard**) provides an overview of the game, including links to all screens and a summary of current concerns.

## Navigation

On iPhone, the menu is a separate screen that lets you navigate to all the other screens.
At left, there are buttons linking to the Clan Screen,Magic Screen, and Map Screen. At right, there are the Relations Screen,War Screen, and Wealth Screen. And at the bottom, you will find the Lore Screen,Saga, and Controls.

## Concerns

    Tap the text icon at bottom right to show Concerns instead of Blessings. These are active issues that effect your clan for good or ill.

For example, the sample clan at left is suffering Grazing Stress, which will make their herds suffer until it is dealt with.
They are also On Alert, meaning that they are less likely to be taken aback by raids.
Concerns are shown next to the button that links to the associated screen.

## Blessings

    Tap the Magic rune at the bottom right to show Blessings instead of Concerns.

Next to each of the six main screen buttons are a set of runes, each of which represents blessings that relate to that area of the game. Tap a rune to see what blessing it represents.
A highlighted rune stands for a blessing that is currently active, whether you sacrificed for it or built a temple instead.
A solid black rune is a blessing that you don't have active, but do know.
And a gray rune represents a blessing that you haven't learned yet.

## Other Information

The Season button at bottom left shows what time of year it is. Tapping the button will show some details about this time of year, and give the option to skip a turn. Click "confirm" if you want to do so.
Ancestors Bless Clan

## Dialogue

1. Bargaining.
2. Combat.
3. Diplomancy.
4. Food.
5. Leadership.
6. Lore.
7. Magic.

## Consequences

If you choose **Combat**, the warriors are particularly pleased.

If you choose **Magic**, you will please the ceremonialists and god-talkers.

## Advice

* "As king my ancestors are without parallel." - Iverlantho
* "Beren fought well, and led brilliantly." - Kerenna
* "I can already remember our lore." - Lhankor Mhy devotee
* "The gods belong to all Orlanthi, but our ancestors are ours alone."
* "Fighting and magic help most against Chaos."
* "With the gift of talk we can unite with other peoples."
* "Bless the traders and talkers."
* "Diplomacy."
* "Magic."
Glacier's Edge

## Dialogue

1. Chop into the ice for treasures it has absorbed during its advance.
2. Dig for treasures in the places the glacier will soon cover.
3. Resolve to propose a Sunpath ritual once back home.
4. Spin to Elmal to warn him of the Cold Sun’s advance.
5. Depart in haste.

## Consequences

**Chopping into the ice** seems to test Exploring (Combat + Bargaining).

Successfully **digging for treasures** will grant a reasonably substantial amount of goods. This is also an Exploring test.

## Notes

Most of the time, if you send explorers to the glacier you'll just get a report that they travelled north until they found the glacier, and that no sign of Nivorah remained. This event seems only to trigger at the very edge of the glacier.
It seems that this event can happen on the site of Noastor after it is covered by the glacier, although the exact text for that circumstance isn't known.
Murharzarm

Murharzarm was an ancient Emperor of Dara Happa. When the Empire was flooded he tamed the Oslira River (or had his servants do it for him), thus saving his own capitol, but did nothing about the Arcos, which menaced Nivorah.

He is mentioned in the ritual Taming the River, while the corresponding Taming the River (myth) myth mentions a nameless Emperor who may be Murharzarm or Yelm himself.
Infithtelli Encounter

## Dialogue

1. Agree to tell all Riders.
2. Agree to tell all Elmal worshipers, whether they be Rider or Wheel.
3. Agree to tell the whole valley.
4. “We are unpopular now. Our help would not avail you.”

## Consequences

If you agree, you will be **asked if you are sincere.** If yes, you'll get an update later on about how you are trying to defend the Infithtelli's reputation in the valley, though neither Riders nor Wheels care that much about the matter, and Rams think you have been fooled by the Infithtelli.

## Notes

   Infithan is located in the lower right hand corner of the map.

The third option will not show up if you have yet to meet the local Rams.
Emissaries Talk Pastures

## Dialogue

1. “Perhaps it is time to migrate.”
2. Ask for the details of the sacred story “Busenari Finds the Light.”
3. Offer advice on how to deal with overgrazing.
4. “Yes, things keep getting worse.
5. Ask for their help in performing the “Busenari Finds the Light” ritual.

## Consequences

**Offering advice** tests Herding (a combination skill including Food and probably either Leadership or Diplomacy). If you impress them, they'll give you a small number of herds; otherwise they'll offer to sell them to you for the equivalent amount of goods.

You can learn Busenari's myth and ritual from them, if you don't already know it. However, they'll consider this a favor done or repaid.
Horn of Vingkot

## Description

The Horn of Vingkot appears in both *Six Ages* games, but has different magical effects in each, which is not the case for other recurring treasures.

It is an enormous horn—so large that it takes two men to carry it. The tip is coated with metal, and the body of the horn is inscribed with the runes for Mastery and Motion, repeated several times.

In *Ride Like the Wind*, its abilities are as follows: "While you own this treasure, others will love and fear you, especially if you maintain good relations with the Ram People."

In *Lights Going Out*, its abilities are instead: "While you own this treasure, and a true king serves as your chieftain, any clan that ever belonged to Beren’s kingdom will love and fear you." It is additionally one of three treasures that compose the royal regalia of the Berenethtelli tribe, all of which are necessary for a king to wield true authority.

This discrepancy is due to Redalda changing the magical nature of the Horn when creating her husband's coronation regalia.

## Acquisition

In *Ride Like the Wind*, you can get this treasure by exchanging 75 cows (*not* 75 cows worth of goods) for it in the event Horn of Vingkot Offer.

In *Lights Going Out*, you can find 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.

## Images

King Beren in the Otherworld, with the Horn of Vingkot suspended above his throne.
Dreaming of the Golden City

## Dialogue

1. Allow her to arrange it.
2. Allow it, but first lower their expectations.
3. Forbid it.
4. Have the circle send a shaman.
5. Send a shaman, spending additional ritual effort.

## Consequences

Attempting to **lower people's expectations** may work, but sometimes they will not want to hear anything but wholehearted support of the vision. In any case, Nivorah will prove to be covered in ice and unrecognizable.
Horse Ownership

## Dialogue

1. “Those were never your horses.”
2. “Those were once your horses, but they are now legally ours.”
3. “We’ll give you the horses, if you moderate your tone.”
4. “We were waiting for you to claim them, my friends.”

## Consequences

While it's true that the horses are **legally yours** now, the <Neighbors> won't particularly like hearing that.

## Advice

* "Verlaro's horses kept following Osara's light. He complained to his father, Elmal, who said, 'You should shine brighter.'"
* "We should have expected the owners to come around."
* "Tell them we will defend these horses with blood and sweat."
* "Several of our women married into that clan."
* "They can have the horses if they treat us nicer."
* "Make them grovel." - Raven trickster

## Notes

This event can happen randomly, or a variant can happen after Rustled Neighbors, with the neighbors coming back for those horses.
Nobles Plot Course

## Dialogue

Sentiment seems to favor reconnecting with the outside world. The world might indeed end, but we could at least be part of it until it did.
1. Send out an exploration party.
2. Send out an emissary.
3. Prepare for war.
4. Prepare new fields.
5. Do what you can for the herds.
6. Encourage Iverlantho to have a new bride.

*Follow-up if you send out an exploration party: Where do you send it?*
1. The ruins of Elempur, once part of the Sun Empire.
2. The crater left when part of the sky fell during Beren's youth.
3. The Boulderwood, littered with standing stones.
4. The mountains to the west.
5. The rocks that once whispered to our ancestors, somewhere to the northwest.

## Consequences

If you **send out an emissary**, arrange the destination, leader, guards, and any gifts you might opt to bring. Results vary based on the previous factors.

If you chose forward movement as your ancestors' virtue duing clan creation then their spirits will appreciate if you **send out an exploration party**.

If their virtue was ferocity then they will react similarly if you **prepare for war**.

## Advice

* "Those nobles don't decide. Send emissaries to the tribe, reminding them of their duty to the king." - Iverlantho
* "It's been too long since we've visited all the clans in the valley. We can start with gift-giving." - Reda
* "I've always been curious about the Autumn Mountains." - Hanth
* "Time has not yet healed Iverlantho's heart." - Chalana Arroy worshipper
* "The fields aren't exhausted yet, but they will be within a few years."
* "Important decisions are the concern of the ring, but it's never a bad idea to take the preference of the people into account."
* "I don't see anything like Brolarulf's great raid happening in my lifetime. But if we're doing well, we'll be attacked, and need a strong defense."
* "We should have been the ones initiating this discussion."
* "Although our ancestors want us to do more than just prepare, training our warriors is a good first step."
* "Our ancestors would be pleased if we sent out a mission."
Horn of Vingkot Ultimatum

## Dialogue

1. Agree.
2. Agree, if they pay you what you paid for it.
3. Agree, if they pay you more than what you paid.
4. Agree, in exchange for a replacement treasure.
5. Refuse.

## Consequences

If you **refuse**, the Ram Killers will be very much annoyed, and like you significantly less.

## Notes

"Elmal and Orlanth never will be friends." — Clan Circle member.
Goat Rampage

## Dialogue

1. Call on Voriof the Shepherd for a blessing against goats.
2. Call on Urox for a blessing against broos.
3. Hunt for the goatherds who loosed them on you.
4. "We have worse problems than this."

## Consequences

If you successfully **call on Voriof** then he will fill the plants of your pastures with a goat-repelling fragrance, repelling and keeping the heinous goats away. Clan mood will improve.

If you **hunt for the goatherds**, choose a noble to lead the hunt. Goatherds from another clan may be spotted and driven off.

## Advice

* "Only an unusually successful Urox rite will aid us against goats."
* "Goats stink, tear up the land, and cannot easily be contained. No sensible clan keeps them."
* "We kept goats when we were Riders, giving them up when we converted to Orlanth."
* "Identifying the goatherds might lead to an unwanted diplomatic problem."
Other Clan Seeks Cenala

## Dialogue

1. Ambush the mission.
2. Lend support to the mission.
3. Demand that the <Other Clan> cancel their mission.
4. Rally other Hyaloring clans against the mission.
5. Leave this nonsense alone.

## Consequences

If you **rally other clans against the mission**, the schism will begin with you among the rejecting clans.

A failed **ambush** will dispirit your people while also presumably annoying the <Other Clan>. Oddly, this does not seem to count as taking a side, as you will be expected to choose in Cenala Believers instead. A successful ambush will discourage Cenalan the mission... but eventually the Cenala story will take root in the valley anyway, and you'll see the Cenalan Diffusion event instead.

## Notes

It isn't known if you can discourage the other clan from making the attempt, and if so whether another one takes their place.

The art here is a modified version of the picture of Kosralod's visit to your own clan. In addition to the color wash, the horse's brand (a clan symbol) has been changed.

## Notable Advice

* "Don’t take this wrong, but sometimes I think Riders make such a huge fuss over Hyalor because he’s the god who separates you from the Wheels ." — Former Wheel Circle Member.
* "If we make nice with elves today, we’ll be cozying up to the Rams tomorrow."
Mediation Request

## Dialogue

1. Aid them with gifts.
2. Aid them with spirit magic.
3. Stay out of it.
4. Talk to the <foilClan.plural> for them.
5. “What’s in it for us?”

## Consequences

Success at **talking** depends on the diplomacy skill of the noble you send, aided by the gift you choose and what magic, if any, you invested in Diplomacy last Sacred Time.

## Notes

This event will happen with two Rider or Wheel clans that both like you. Rams Seek Aid is similar, but involves a Ram clan pressed by a Rider one.

"Without an emperor to tell clans what to do, we must sometimes rely on outside parties to mediate disputes." — Circle member.
Meet Korestene

## Dialogue

1. Wish her well.
2. Send an escort.
3. “Make it clear it is Humakt you kill for.”
4. Dissuade her.
5. Forbid this.

## Consequences

As with Kerenna, if Korestene succeeds in her sacred mission, she will gain a level of Combat skill. This usually makes her Renowned, occasionally Heroic.

However, unlike Kerenna, Korestene can fail in her quest—perhaps even die. And of course, you will damage your reputation with a neighbor if you let her go. Even if you ask her to make it clear she does this on behalf of Humakt and not her clan, your neighbors may not be in the mood to hear it. However, they might instead seem to acknowledge this without a reputation loss.

If you chose to honor the Rider virtue of boldness during the clan creation and elected to wish Korestene well on her quest, then your Rider ancestors—though they themselves never worshiped Humakt—may praise Korestene for her boldness and bring cheers to your clan's priests.

If Korestene survives this event, she will appear in your pool of leaders. She is 17 years old, and shares her aunt Kerenna's portrait set.

## Notes

This event can be foreshadowed in a couple different ways:

If Kerenna is dead, this message is given instead:

## Advice

* "Does she support the crown?" - Iverlantho
* "I find her confidence both bracing and chilling." - Venef
* "Why didn’t I think of such a mission?" - Erenlanth"
* "Of course she is only 17, and not as able as me when I did this. But the god calls her, and I have prepared her well." - Kerenna
* "She is good, but still a youth. Do not expect the same victory Kerenna won." - other Humakti worshipper
* "When Korestene wants something, stay out of her way." - Doresa
* "To honor an elder is one thing, but unquestioningly?" - Serestev
* "Hunters kill so that we may live. She would kill for killing’s sake." - Hanvan
* "Kerenna is as good a trainer as we have." - Reda
* "I get along with her better than most, but that is no reason to murder a neighbor." - Rodene
* "We are allied with the <Skull Clan>. Killing their chieftain will end our friendship."
* "Humakt returned to court after alying an enemy. The dead for, waiting at the fortress gate, said, 'Vivamort sent me.'"
* "We can't go around killing neighbors for no reason."
* "When she spills blood we must accept the results."
* "Even death may die."
Garbled Tongues: Garbled Emissaries

## Dialogue

1. Cnpsgr ust obsjcgs.
2. “Iholarim smebk arslr.”
3. Lmaaatla ehbpigtoybrabl.
4. Ot kiyajdhzrhvg railanrgnhcnaaird.

## Consequences

If you choose to **cnpsgr ust obsjcgs** then you will make a trade of goods for cows, the exchange of which may favor them or you. You will gain some cows (about 20) and lose a number of goods slightly greater or lesser than they would otherwise be worth. Your clan mood will also increase or decrease, depending on how good a trade you did.

If you tell them **"Iholarim smebk arslr”** then they may be cowed and choose to depart, increasing clan mood.

## Notes

The illustration for this event depends on the culture of the visiting clan.

## Advice

* "Glerk glerk glerk."
* "Lmaaatla Redalda."
* "Send me to the Other Side and I will bring back more vowels." - Eurmal trickster
* "I should say no more until I have oktntkloroil."
* "At least I am no longer rcoeaugiygaag."
* "Hearhokpkhozgatskh ggcaloakmlr."
* "Cnpsgr cows."
* "Movmron imrl naoijtr respect."
Mythology

Glorantha is, above all else, a world of myths. The gods are real, and their stories happen eternally.
Mortals can venture into the Gods War to reenact their most formative myths. Such rituals risk harm to the clan and death for the quester, but can also work powerful magic.

Contradictory versions of a story can both be true, and hold magical power—but never interchangeable. For example, Riders and Wheels both know the story Hippogriff Reborn, but they tell it differently—and if they help their different-culture cousins perform the Gamari Horse Mother ritual that is based on it, they may find themselves in trouble: Wheels who help enact a version of the story hostile to Samnal's may lose his favor, while Riders who help the Wheel version of the rite may find Gamari herself insulted by their participation in a ritual that demeans female divine power.
Heels For Wheels

## Dialogue

1. Agree.
2. Agree, but insist on payment even if their ritual fails.
3. Agree if they increase their offer to 30 cows.
4. Agree to do it for nothing.
5. Refuse.

## Consequences

If you **agree to do it**, you will lose a point of magic whether the Wheels' ritual works or not.

You may not be able to talk them into **increasing the payment** or **paying if the ritual fails**.

If you **do it for nothing**, you may rise in this Wheel clan's esteem.

The Wheels generally take it well if you **refuse**, as long as you're polite about it.

## Advice

* "Samnal is the brother of Osara and Verlaro we don't talk about."
* "We don't owe Wheels any ritual favors."
* "It's Samnals priests who go the furthest to deny Hyalor's divinity." - Hyalor worshipper
* "I don't know."
* "Participation will dim our own magic a bit, even if they fail."
* "They'll like us better if we do this."
* "Make our refusal clear with a thick helping of mockery." - Raven trickster

## Notes

This practice of recruiting an enemy to be symbolically defeated seems to be the Wheel equivalent of the Rider practice of whooping at a Wheel clan before certain rituals.

It may be possible to lose more than one point of magic if you send a weak magician.
Malia Priests Demand Tribute

## Dialogue

1. Give them what they want.
2. Offer them goods worth 25 cows to afflict another clan.
3. Refuse.
4. Refuse, then call on Chalana Arroy for aid.
5. Attack them.

## Consequences

If you **attack them**, they may be slain, but their threat of Malia's diseased vengeance may come true.

If you **refuse, then call on Chalana Arroy for aid** then the goddess may indeed shield you from Malia's punishment, raising clan mood.

## Advice

* "The king's clan must not give in to disease-bearing bandits." - Iverlantho
* "In a fight, they'll either flee or die. Malia might be able to avenge them, though." - Kerenna
* "The people won't be happy if we cower before disease priests." - Reda
* "I'll kill them myself." - Dresta
* "Fertile Malia gave in to her captors, joining the Unholy Trio."
* "Paying tribute will strengthen both Chaos and banditry."
Golden Mirror Discovery

## Dialogue

1. Send him looking for the girl.
2. Spread word of this wonder among the Hyalorings.
3. Stay quiet about the mirror.
4. Tell him to bury the mirror.

## Consequences

**Send him looking** will eventually have Beren discover Redalda but will put him at risk of getting killed from a rare ambush event that can occur during traveling missions without a Zarlen's Safe Travel Blessing.

**Spread word of this wonder** will improve rider relations when successful.

**Staying quiet** can improve or hurt clan mood.

**Bury the mirror** will lose the good fortune effects that the Golden Mirror treasure offers.

## Notes

This event will occur after Beren comes of age, when he is at home (not off exploring or on a mission). It almost always happens after the Skyquake event but can happen before it.
Blue Sun

The Blue Sun, or Water Sun, fell from the sky during the War of Many Suns, long before the events of *Six Ages: Ride Like The Wind.*

It is described as follows: "There is a rumor going around that the <Blue Sun/Water Sun> will rise again. It <was shot from the sky by Emperor Lukarius/could not keep aloft/tumbled from the sky> during the War of Many Suns, so this seems unlikely."

## Speculation

   The Blue Sun may in fact be the Blue Moon, encountered in the event Gods War: Dwarves and Moon.

It may be related to the forces of Water.
Patriarchal Unrest

## Dialogue

1. “Stop your ridiculous whining, fools.”
2. Hold a feast honoring male traditions and achievements.
3. Distract them with preparations for an attack against an enemy.
4. Distract them with a game of chadash. *Will not appear if you have few warriors.*
5. Replace a female circle member with a man.

## Consequences

Harmony magic investment at Sacred Time and having a skilled leader on the circle will increase the odds of a **feast** going well.

## Notes

This event triggers with a low clan mood , although there are additional requirements. It seems to happen very rarely.
The female counterpart to this scene is Matriarchal Unrest.