recursal/Fanatic-Fandom huggingface dataset:
Deleskarings vs Ergeshites

## Dialogue

These outlanders sold the Deleskarlings dried human meat, telling them it was goat. As masters of the citadel, they say, it naturally falls to you to rid the valley of cannibals.
1. Seek and kill the Ergeshites.
2. Promise vigilance if Ergeshites show up at Berenstead.
3. Send a tracker to help them find the Ergeshites.
4. "Are you sure all Ergeshites are cannibals?"

## Consequences

If you **send a tracker**, choose a tracker. The tracker may find the Ergeshites and the Deleskarings, who take great losses despite wiping them out. <Tracker> may feel that we should have dealt with the cannibals ourselves. Mood may fall.

## Advice

* "They can handle a gang of cannibals. But can they find them?" - Kerenna
* "Dealing with the Ergeshites will also send a message to bandits." - Reda
* "Send me to find them." - Hanth
* "Sticking up for innocent Ergeshites will ready us for a great and terrible coming event." - Sereden
* "I had a weird dream that we succumbed to cannibalism ourselves, and were swiftly wiped out by our neighbors." - Dresta
* "The Ergeshites are not ogres, inhuman creatures who look nearly like us, but rather humans who descend willingly into the worst depravity."
Arachne Solara

Arachne Solara inside the Dead World

Arachne Solara is one of the cosmic goddesses of Glorantha. She sometimes takes the form of a great, black spider. She is associated with time.

## Lights Going Out

Arachne Solara, though unnamed in *Lights Going Out,* first appears during the game's clan creation. She first makes it clear that the world's destruction is inevitable, but its remaking is still a possibility. She asks you what value strand of the cosmic weave your clan shall begin with.

She reappears again near the end of the game, just before the final confrontation with Chaos inside the Dead World.

She may also make minor appearances throughout the game, like providing assistance when Berenstead unravels.

## Other Stories

For more on Arachne Solara, see:

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

## Image

Arachne Solara, with the cosmos in her web.
Celestial Court

The Celestial Court, only briefly mentioned in *Six Ages: Ride Like The Wind*, are a group of powerful gods that have little to do with humankind. They dwell at the great mountain called the Spike, at the center of the world. They are associated with the Power Runes: Fertility and Death, Harmony and Disorder, Luck and Fate, Truth and Illusion, Motion and Stasis.

Erissa once attended the gods of the Celestial Court as a cupbearer, before she learned her true nature as goddess of healing.

## Other Stories

For information on the Celestial Court in other tales of Glorantha, see the Celestial Court and Cosmic Council pages on the Glorantha Wiki.
Elempur Opportunity

## Dialogue

1. Announce plans for an expedition.
2. Erect magical defenses against dwarves.
3. Erect magical defenses against trolls.
4. Inform another clan of the opportunity.
5. Take no action.

## Consequences

**An expedition** can either please your people if the thought of adventure excites them, or dismay them if they think it is doomed to failure. In any case, they will expect you to keep your promise. Note that Elempur will now be marked on the map; it is fairly close in the valley.

## Notes

After this event, explorers you send to Elempur have a chance at finding the Solar Mask of Yelm, an *extremely* useful treasure that generates magic after a successful ritual. It may take several expeditions to find it, however.
Ancestral Enemy Switcheroo

## Dialogue

1. Allow Hendar to awaken the ancestors to this truth.
2. Command Hendar to stop making trouble.
3. Convince Hendar that Raven's trick must never be revealed.
4. Convince Hendar he is mistaken.
5. "Tell people if you must, but the <X> are not our enemies now."

## Consequences

It is quite difficult to convince Hendar that he is wrong or that he should not reveal his findings.

If he is allowed to awaken the ancestors, your ancestral enemy will be changed from the one you selected in clan creation.

## Notes

It is possible to have Hendar attempt to reveal that your true ancestral enemies are the Rams during the final stages of Beren the Tall's event chain. It isn't known what happens if he succeeds at this.
Ergeshan

Ergeshan, land of the Ergeshite goat herders, lies to the north of the Imther Mountains. It consists of the open land between two forest regions. Naztalvan is to the northeast. The river that winds through northern Ergeshan ultimately joins the Arcos river, which once flowed by your own lost golden city, Nivorah.

## Ride Like the Wind

Explorers to this area may encounter the Blue Goat. Aside from this illustrated event, your explorers may be chased out by formidable goat-herders, waylay less formidable ones, discover a spirit or a treasure, or earn a blessing when dealing with Rams or Wheels from a great spirit called the Mother of Many Goats.
Erenlanth

Erenlanth is a member of the Berenethtelli royal clan and is born a prince of his tribe. He is the only son of Venef and the grandson of Iverlantho. He gets along well with his distantly related kinswoman, Rodene.

## Lights Going Out

Erenlanth is a set character that is likely to appear in a game of *Lights Going Out*. Erenlanth shares an otherwise unique portrait set with his great-grandfather, Brolarulf.

### Skills & Religion

Erenlanth is generally good at Combat and Magic. Like his father and grandfather, he worships Elmal, traditional patron of Berenethtelli kings.

### Events

Erenlanth appears or is mentioned in the following events:

* Birth of Erenlanth
* Erenlanth Comes of Age
* Bachelor Erenlanth
* Iverlantho and Erenlanth

## Images

Full portrait set shared by Erenlanth and Brolarulf. Brolarulf uses the middle and elderly portraits; Erenlanth starts young and only rarely reaches middle age in the course of the game.Erenlanth's alternate portrait set, used when Erenlanth is affected by the Firefly Spirit.Erenlanth is born.Erenlanth comes of age.A carefree Erenlanth plays the stick game.Rodene and Erenlanth out exploring together.Erenlanth receives praise for his valor and boldness by his grandfather, Iverlantho.Erenlanth, cursed by a Firefly spirit.Erenlanth, injured after a victorious bout with a group of bandits.
Arroin

Arroin the Scarred in the Gods War.

Arroin is the son of the Ram healing goddess Chalana Arroy. He was once a god, like his mother, but by the time of the Chaos Age, his divine magic was devoured by a Chaos god named Grenfalur the Eater, turning him mortal. It left him heavily scarred, bent, and forced to use a crutch to walk. He could never again use magic, not even the way a mortal would. Not only was he himself unable to ever use magic again, his presence hindered others from using theirs also. Ever since, he has wandered the world to instead try and learn all that he can of the secrets of natural healing: which plants, rocks, and animal products had healing properties; how to set bones and stitch wounds; and how to treat poisons with herbal remedies.

## Lights Going Out

### Lore

If visited in the Gods War, your quester may say the following of him:

* "The healing godess is dead, but maybe her son can help us."
* "With gods dying left and right, Arroin finds a new way."
* "I've heard of gods dying before—but to lose divine status and have to go on living?"
* "Arroin endures."

### Myths & Rituals

Arroin can be contacted by traveling to a Gods War portal on the map.

## Other Stories

For more on Arroin, see his entry on the Glorantha wiki.
Clan Seeks Royalist Blessing

## Dialogue

1. Encourage them.
2. Discourage them.
3. "Were the Beren Tribe to demand it, we could not say no."
4. Send delegates to help them sway other clans.

## Consequences

If you **send delegates**, you select which noble to send as a delegate and their escort. A possible result is that <Pro-King> clan learns of other clans' reluctance to follow the king beyond ceremonial ties, or that clans that once followed the kings are now uninterested, though the delegates are treated with respect and gifted goods.

## Advice

* "Send me, and I'll teach them respect." - Iverlantho
* "When the <Chaos creatures> slew King Vinglanth, they also killed the willingness of other clans to follow us."
* "The people want us to say yes."
* "Iverlantho's position will be symbolic only, until we have recovered all three pieces of lost royal regalia."
* "If only Vinglanth had known he would face <scorpion men> that day."
* "Iverlantho is already lord of the valley!"
* "If Iverlantho accompanies them, they might gift us generously."
* "The people want us to say yes."
* "Do not let their well-meaning words lure us into disaster."
* "The <Pro-King>s might want to bow to Iverlantho, but other clans will never agree."
Bagog

Bagog is the Chaos goddess of ravenous fecundity worshipped by the scorpion folk.

## Lights Going Out

Bagog may be briefly mentioned in *Lights Going Out* in events featuring scorpion men, like Scorpion Folk Steal Sheep.

## Other Stories

For more on Bagog, see here for her entry on the Glorantha wiki.

## Images

Possibly Bagog standing next to Teghern in the Otherworld.
Bachelor Erenlanth

## Dialogue

1. “Erenlanth, you must accept the bride we find you.”
2. “Every king of legend has an equally formidable queen.”
3. Let him be for the moment.
4. Seek a bride without consulting him.
5. “Erenlanth, you are the last of the line!”

## Advice

* "He must accept, as I did in my day. More than once." - Iverlantho
* "There’s no getting through to him sometimes." - Venef

[Erenlanth Priority AND finalDoom ≠ 0] Surely if I am to save Berenstead it will be by brave deeds, not in bed. [3]
[Erenlanth Priority AND finalDoom = 0] You talk about me as if I’m not standing right here. [3]

* "He’s playing the stick game and didn’t invite me?"
* "Why is everyone looking at me?" - Rodene
Battle on the Hill of Gold

## Dialogue

1. Depart in haste.
2. Stay and watch as long as the horses can stand it.
3. Call on Elmal to bless the solar god inside the manifestation.
4. Drum up spirits to harry the troll god inside the manifestation.
5. Ride into the manifestation.

## Consequences

If your explorer **stays**, he or she will gain in magic, but you will lose a few horses and nameless explorers.

Elmal can choose to or decline to **bless the solar god.**Success will be determined by your adventurer's Magic ability, Ritual Magic points spent, and spare Magic points. If Elmal aids the god, he tells you "Your descendants will gain my blessing at the hour of their greatest need." (This hour does not seem to be contained within this game.) You may have a harder time aiding the god if your ancestral enemy is Dara Happan.(and might annoy ancestors for doing so)

**Drum up spirits** can also succeed or fail like asking Elmal for help. Success gives your character the sense they aided their descendants in the future.

Should your explorers **ride into the manifestation**, you will likely never see them again... unless, of course, you win the game and import the save to *Lights Going Out*.

## Notes

The Hill of Gold is a lone hill in the mid-northwest of the map. You may have to return to this location multiple times for this event to trigger.

Explorer advice:

* "Into the vortex, my friends!" — Yatakan
* "This is not of our time and none of our business." — Ayvtu
* "Were it not for Redalda, I would be the first to ride up there." — Beren the Tall (only if he has seen Redalda in the Golden Mirror and learned her name)
* "Can’t… can’t… think… straight…" — Anyone else, including a Beren who has not yet fallen in love.

## Lore

In later times, the Hill of Gold figures prominently in myths of the Yelmalio, who may correspond to this game's Little Yelm. The troll god in the manifestation resembles Yelmalio's foe Zorak Zoran.
Antler Society: Elk Rampage

## Dialogue

1. Demand compensation from the <Antler host> clan.
2. Have your priests counter their magic.
3. Have your shamans counter their magic.
4. Hunt down and kill Antler shamans.
5. Take no action.

## Consequences

If you attempt to **kill the Antler shamans** but don't get them all, the survivors may cause you further trouble later on...

If you priests **counter their magic successfully,** it seems to ward off the event for awhile but it can still reoccur despite success.

## Notes

This event is unconnected to Elk Greeting.
Commoners Squander Deer

## Dialogue

1. Keep this quiet.
2. Look the other way.
3. Banish them as outlaws.
4. Scold them.
5. Urge the people to forgive them.

## Consequences

If you **scold them**, the people may say that words are not enough; mood may fall.

If you **banish them as outlaws**, then you will lose however many squanderers there were in population number, but the mood may improve for clan leaders taking this harsh but necessary action. If the ring member urged for this action, then they may receive credit for putting the clan over their own kin; mood may improve.

## Advice

* "Do not blame them; they were overtaken by pig spirits." - Dresta, if squanderers are members of her family
* "I would strangle them the lot of them, were kinslaying not a crime worse than furtive gluttony." - Hanth, if squanderers are members of his family
* "They are my kin, but deserve death for this. Outlawing them will accomplish that." - Hanvan, if squanderers are members of his family
* "These days, no one survives banishment." - Kerenna
* "I'll pool the wool over people's eyes." - Eurmal trickster
* "Squandering our limited food stores is a serious matter."
* "I want to forgive them, but think of those who could have eaten, if they had shared."
* "Everyone is taught from a very young age how to share."
* "If the people learn of this, it will mean big trouble for everyone."
* "Before Beren became king, a group called the Antler Society arose in our ranks. They were betrayers but not everyone wanted them sent away."
* "They won't do it again."
* "We could hide this, or ignore it, or banish them, or upbraid them, or tell them to never do it again."
* "If the people learn of this, it will mean big trouble for everyone."
Balurga

Balurga, Remaining Earth, as she appears in the Otherworld.

Balurga is an earth and fertility goddess not familiar to the Rams of the Black Eel valley. They will sometimes refer to her as "Remaining Earth", because she still lives while the Orlanthi earth godess, Ernalda, died during the Great Darkness. Balurga incarnates both the Earth and Death runes and will bless the pastures and fields of those who sacrifice the living to her. She is the patron goddess of the Balurgans, newcomers to the valley by the time of the Chaos Age.

Balurga's husband is named Verhil. Verhil is also Balurga's son.

## Lights Going Out

### Lore

About Balurga, you clan ring has the following to say:

* "I know little of Balurga, aside from her name, and that her husband Verhil is also her son."
* "She is to the earth as Elmal is to the sun."
* "[Balurga] has made a meal of the death rune."

### Myths & Rituals

Balurga is one of the gods you can make contact with by passing through a Gods War tear on the map.

## Other Stories

For more information about Balurga in the world of Glorantha, see here.
Antler Society: Discord

## Dialogue

1. Banish the Antlers.
2. Bring cheer to all with a feast.
3. Call for a contest of magic between the Antlers and your other shamans.
4. Convince Antler detractors that their complaints are exaggerated.
5. Keep the clan circle out of this

## Consequences

Regardless of who wins, a **contest** can bring peace to the clan.
Dwarf Foes Seek Passage

## Dialogue

1. Permit this, if you can go with them.
2. Permit this, in exchange for a cut of the loot.
3. Permit this.
4. Politely decline.
5. Scornfully decline.

## Consequences

If you **permit them to go without you**, they may be no match for what waits below. You can choose to aid them with a war magic ritual.

If you **go with them**, the success of the raid is determined by a Combat test.

It seems that if anyone goes below, the dwarves will seal up the hole after they leave.

## Notes

"When dwarves had gems we needed, the West and South clans banded together to raid them."
Elf vs Alkothi Battle

1. Call on Cenala to bless the elves. *Only available if you accept Cenala*.
2. Creep away unseen.
3. Hide until the fight is done, then scavenge the battlefield.
4. Join the battle to fight the Alkothi.
5. Join the battle to fight the elves.

## Consequences

All choices can succeed but rely on the skills of your explorer to do so. Failure can lead to death of the entire exploration party **Joining the battle to fight the elves** has a mix of interesting results. While you will defeat the elves, the Alkothi will ask you why you aided them. If you're not convincing, they'll kill you anyway. If you're a bit more convincing they'll promise to visit your clan later, likely causing an Alkothi invasion event. If Elves are your clan's ancestral enemy they will accept your aid and not necessarily raid you later for it. **Helping the elves successfully** can get a crop blessing. Defeating the Alkothi in battle will also improve respect from other clans.

## Notes

Event can happen by exploring in wooded areas. While the exact location is semi random, it seems to frequently occur in wooded areas in the Northeast, particularly right above the Dog Hills location. The Zarlen's Vantage Point exploration event will sometimes reveal the exact location if you have not already explored in the Northeast
Foragers Captured

## Dialogue

1. Launch an all-out attack.
2. Launch an elite reprisal raid.
3. Perform a divination.
4. Send emissaries to demand their return.
5. Resign the people to the inevitability of their loss.

## Consequences

Since you don't know which Ram clan is to blame, **conducting a divination** is a good start. Once you know which clan you're dealing with, you can decide on a course of action. In this case, a spirit divination will always cost magic--you can't decide whether to have your shamans go all-out or not.

**An elite reprisal raid**, directed at the right clan and led by a skilled warrior, is a fairly reliable way to get your people back.
Elempur Ritual

## Dialogue

1. Dissuade them from launching this attack
2. Have your shamans take part.
3. Offer words of support.
4. Decline to take part.
5. Warn the <Ram>.

## Consequences

If you agree to **participate**, you can decide if your shamans go all-out or not.

If you **warn the Rams**, you have to choose a diplomat, determine the size of their escort, and decide whether to take a gift. If they accept your warning, the Rams will be on guard when the ritual happens and will take little damage.
Wilfred

**Wilfred** is a narrow gauge mountain-climbing engine who works on The Culdee Fell Railway. Like the other mountain engines, he has his own coach used for passenger services.

## Bio/Personality:

Wilfred is a kind old mountain engine. A hard worker, he is very cautious and gets upset at the carelessness of the other engines. He is known as the musical engine by the other mountain engines because he loves to whistle as he ascends and descends the steep hills.

## Technical Details:

Wilfred is based on No. 3 Wyddfa, an engine who works on the Snowdon Mountain Railway.
Broos

Broos out in the wildlands, near Berenstead.

Broos are one of the most common Chaos creatures to plague the Black Eel valley. They appear as mutated animals in humanoid form and are the spawns of the Chaos gods Thed and Ragnaglar. Broos reproduce by infecting other animals, typically the livestock of humans, like sheep or goats, to sprout more of their kind.

They are not to be confused with the Beastfolk races, like the Ducks, who are odd-looking by human standards, but not Chaotic.

## Lights Going Out

The first broos in the Black Eel valley were members of the Antler Society, a Chaos-worshiping group of shamans formed out of Beren's clan during the Storm Age. In *Light Going Out*, a mythologized retelling of this forms the basis for Beren's quest inside the Gods War, wherein the quester must aid Beren, now the king of the Berenethtelli, in his fight against broos, which Beren first identifies as members of the old Antler Society. Success may yield you the Beren Blade, "the blade [that Beren] used to slay the broos".

In some games, it may be the broos that are responsible for the deaths of King Vinglanth, in which case they will be a special foe of your clan and your ancestors will likely approve of you smiting them.

### Lore

Your clan ring has the following to say on broos:

* "The first broos in this valley started out as members of our clan, who called themselves the Antler Society. This was before Beren was king."
* "Goats sometimes turns into broos, or are used to spawn them."
* "The way we dealt with the Antler Society, before Beren was king, affects our chances against broos now."
* "Not only are [broos] fearsome in battle, but they can infect our flocks!"
* "Broos can infect livestock, destroying entire herds."
* "Ragnaglar, leader of the Unholy Trio, spawned the horrific broos."
* "Broos are the spawn of Raglaglar, a treacherous brother of Storm Bull who joined the Chaos tribe."
* "If certain of you showed more respect broos would not dare interfere with the royal clan."
* "They are toughter than they look. And they look plenty tough."

### Events

Broos appear in the following events:

* Scouts Spot Broos
* Sheep Spawn Broos

Also, they may be sighted in Chaos Raid armies.

Finally, they factor into one ending: Loss: Last Stand.

## Other Stories

Your can read more about broos on their Glorantha wiki entry here, or their *King of Dragon Pass* wiki entry here.

## Images

A broo the Weeders cursed.A group of infant broos burst from out of a your sheep.The Chaos Army, including broos, fights the guardians of Berenstead.Broos taking part of a raid by Chaos.
Argan Argar

Argan Argar is the troll trade god.

## Lights Going Out

In *Lights Going Out*, a neighboring Berenethtelli clan can turn to Argan Argar worship because their own trade god, Issaries, is dead.

## Other Stories

For more on Argan Argar, see here on the main Glorantha wiki or here on the *King of Dragon Pass* wiki.

## Images

Troll traders, likely worshippers of Argan Argar.
Busenari

Busenari as depicted in *Six Ages: Ride Like The Wind.*

Busenari is the solar pantheon goddess of cattle. Aside from the Pure Horse Clan she is venerated by all Riders. She is also worshipped by Wheels, although the Rams have their own Cow Mother, Uralda. She is the spiritual daughter (or sister, depending on the myth) of the earth goddess, Nyalda. Busenari once served Yelm, and now serves Elmal in return for his protection. Busenari was once stolen by trolls, and rescued by Elmal.

## Ride Like the Wind

### Worship

You can build a shrine or a temple to Busenari. Her blessings are:

* Calf Blessing: Increases the fertility of our cows.
* Cattle Ward: Protects our cattle herd from raids and predators.
* Milk Blessing: Increases the yield of our cows.

The treasure the Clay Cow reduces the number of worshippers needed to maintain a temple or shrine to Busenari.

If you build a temple to Busenari, you may see the event Busenari Temple Request.

### On the Circle

    Having a worshipper of Busenari on the Clan Circle allows you to put an extra point of magic into Herds during Sacred Time.

In the noble selection screens, her worshippers are marked with the Cow rune.

### Lore

Your advisors say of Busenari:

* "When the exodus came, Busenari followed the sunpath to Elmal's side."
* "When Yelm died, Busenari could not find her barn. Then Elmal’s light showed her the way."
* "Wolves have been Busenari's enemy since the birth of the first calf."
* "Busenari said, 'All the cows are my daughters.' Ekarna replied, 'And the gold they fetch will arm our sons.'"
* "During the War of Many Suns, Busenari was sent as a hostage to the Golden Men. Elmal soon rescued her."
* "Nyalda is the Earth Mother, but her daughter Busenari is in charge of fertile pastures."

### Myths

Busenari's myth is Busenari Finds the Light. It is the basis for the ritual Busenari Light Finder.

Busenari also appears in Nyalda's Bride Price and Zarlen's First Wander.

## Other Stories

Busenari appears in other stories of Glorantha:

* BusEnari on the Glorantha wiki
Dayzatar

Dayzatar is Yelm's brother, a mysterious god who lives "behind the sky". The Riders do not worship him but the Wheels may—at least some of them.

## Ride Like the Wind

During *Ride Like the Wind*, the Wheel clan known for their hawks may visit Dayzatar in a Gods War ritual. He will gift them the Watchful Hawk, described as "a magical creature that will make it harder to launch surprise attacks against them". (Though this sounds like a treasure, you can neither steal nor buy it from them.)

## Lights Going Out

Sometime between *Ride Like the Wind* and *Lights Going Out*, the Chaos god Tyram and his forces invaded the sky and Tyram took Dayzatar captive. He was set free once Orlanth threw Tyram back down to the earth, shattering him into pieces. Orlanth was aided by the Berenethtelli and their king, Beren, in this.

### Lore

About Dayzatar, your clan ring says:

* "We lent ritual aid to Orlanth as he rescued the sky god Dayzatar from Tyram's grip."

## Other Stories

You can read more on Dayzatar on the main Glorantha wiki, here.
Elk Greeting

## Dialogue

1. Agree.
2. Broker a deal between the elk and another clan.
3. Perform a ritual to repopulate your wildlands.
4. Decline.
5. Kill and eat the elk.
6. Have your Antler shamans talk to the elk.

## Consequences

If you **agree**, you will be asked whether or not you want to uphold your end of the bargain. If you do, you will indeed receive the hunting bounty promised.
If your **Antler shamans** approach the elk, it will run from them, which they consider a success. However, other shamans find this a little alarming...

## Notes

Obviously, the Antlers only appear as an option if you have already experienced Antler Society: Initiation.

The Dark Age event Speaking Elk is similar, but not identical.
Alynx

A species of cats domesticated by the Rams. Yinkin is their god.

## Images

The legedary Ram chieftain Arandanth and his followers with several alynxes.Redalda holds an alynx kitten.An alynx resting by the side of Brolarulf's throne.An alynx, to the right, in Berenstead.Yinkin worshipers and an accompanying alynx, on the roof to the upper right.
Ergeshites Invited In

## Dialogue

1. Ask the Ergeshites to leave.
2. Carry on as if <Goat Fan> acted on behalf of the whole circle.
3. Learn more about their ways.
4. Let it be known that <Goat Fan> has jeopardized <his/her> spot on the circle.
5. Welcome the Ergeshites with a feast.

## Consequences

If you can convince the Ergeshites to **tell you about their ways** (high Lore and a gift of over ten cows' worth of goods help), you will learn something and your people will assume that the council invited the foreigners in to learn this information.

Although it's tempting to smooth things over with a **feast**, sometimes tempers run high at celebrations.
Elders Attacked

## Dialogue

1. Demand a sincere apology.
2. Exile <Name>.
3. Order <Name> to pay reparations.
4. Subject <Name> to an equivalent beating.

## Consequences

This is a serious offense; your people will want you to treat it as such. Failure will also cause the mood to decrease.

The warrior may refuse to **apologize**, in which case the matter is still considered open and you must choose another option.

If you **exile** the warrior, his fellows will be distressed, but the rest of the clan will be happy to see justice and tradition upheld.

If you **subject the warrior to an equivalent beating**, his fellow Swords will be unhappy but may still administer a beating. If so, the elders may consider this an appropriate punishment. One of your warriors will have become injured.

## Advice

* "The Swords will be demoralized if we treat <Name> severely. But the clan as a whole will react as the elder do."
* "Hyalor said our elders should solve disputes, so that clan members would not raise their hands against one another."
* "If he does not show true contrition immediately, we must take the firmest steps possible against him."
* "<Name> must be reined in, but a beating will suffice."
* "He is my kin. He has done wrong, but I must urge clemency."
* "<Name> is a hothead, but sure and fearless in battle."
* "There is no justice if the strong can do whatever they want."
* "<Name> secretly hopes we beat him, so we can see how tough he is." - Raven trickster

## Notes

If you exile the warrior, you will later hear of his fate. He will probably die, but there is a slight chance that he will instead be adopted by a Rider clan that dislikes you.
Bandits Demand Tribute

## Dialogue

1. Agree.
2. Explain the folly of their threats.
3. Drive them off.
4. Kill them.

## Consequences

Choosing to **kill them** may indeed eliminate the bandits, at the expense of Sword casualties. Mood may increase and, depending on Clan Creation, ancestors may reward magic for emulating past ferocity.

## Advice

* "A royal clan cannot be extorted by stickpickers." - Iverlantho
* "Once more hunters have done the work of patrols." - Hanth / Dostal devotee
* "Their boldness could be well-founded." - Kerenna
* "Save our strength for the fight against Chaos."
* "Banditry is bad for trade."
* "Our excessive pride will prevent us from taking the simple way out."
* "Bandits, on top of all our other problems?"
Arandanth

Arandanth the Bold was a legendary Ram. He often fought Thengist, another Ram warlord.

## Ride Like the Wind

### Myths & Rituals

In Ekarna's Four Trades, the Rider goddess Ekarna traded Arandanth kumis in exchange for broaches of protection. When the less diplomatic Rogoros tried to do the same, he offended Arandanth so badly that Arandanth took him and his retinue as slaves and sold them to Thengist.

Arandanth also appears in the ritual Ekarna Four Trader, in which the quester must follow in Ekarna's footsteps and obtain the broaches from him.
Earthquake

## Dialogue

1. Ask spirits to help find your missing cows.
2. Lend Nyalda strength with a ritual."
3. Perform a ritual of protection against dwarves.
4. Perform a ritual of protection against trolls.
5. Take no further action.

## Consequences

**Spirits** can usually return alll or most of your cows to you, even if you don't perform the arduous version of the rite.
Blood Twig

## Description

"Odd-shaped stick that sweats blood; rewards you when you win a raid in which you made a berserk attack."

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

## Acquisition

*Ride Like the Wind*: This treasure can be chosen as a reward for the ritual Hyalor Tablet Maker, should the quester duel the ice giant and win.

*Lights Going Out*: Can be acquired from another clan, through trade or after a very successful raid against them, or an exploration event.
Cursed By Neighbor

## Dialogue

1. Attack the <hostile clan>.
2. Perform a ritual to end the curse.
3. Send a curse in return.
4. Weather the curse.

## Consequences

Unless you **end the curse**, you will continue to suffer its effects.

**Attacking** will be harder with some of your warriors ill, but success will raise your mood and increase the enemy clan's fear of you.
Favor Due: Horse Petition

## Dialogue

1. Give them what they ask.
2. Give them one less horse than they’re asking for.
3. Give them more than they ask.
4. Offer goods instead.
5. “Now is not a good time.”

## Consequences

It's always better for your reputation to repay favors, and generosity will look better than miserliness.

## Notes

The **customary amount** is 5 horses. Clans may ask for more or less depending on their opinion of you, though.

It doesn't seem that this event ever triggers with Rams asking this form of payment for a favor.

* "I see why goats are not treated as a main unit of barter but it hurts my feelings nonetheless." — your goat-loving Clan Circle member, who has their priorities straight.
Food

**Food** is a resource that is used to prevent your clan from dying of starvation. Unlike other resources, food is not represented numerically, but rather in terms of how long your currently supply of food can sustain your current population. Food can be stockpiled for some time, but building up stockpiles that can last longer than a few years is impossible due to spoilage.

There are several ways to gain food:

* Your farms give you a large supply of food during each Earth Season. In order for your farms to be effective, you must tend them properly during both Sea Season and Earth Season, and avoid sending out raids during those times. To increase the food you get from farming, you can invest magic in Fields during Sacred Time, build a shrine to Pela, or even perform the ritual Nyalda Marriage Maker and choose "increased grain production" as the benefit.
* Your herds supply you with a steady supply of food year-round in the form of milk, and in an emergency can be butchered for meat. To increase the amount of food you get from your herds, you can build shrines for Uryarda's and Busenari's Milk Blessings. Increasing the size of your herds will also help, as will investing magic in Herds during Sacred Time.
* Hunting supplies you with a steady supply of food year-round, except for Dark Season. Dostal's blessings can also be useful. You can also try a dedicated hunting venture.
* Foraging, like hunting, will provide you with food year-round, again aside from Dark Season. A dedicated foraging mission, if successful, will bring in a large supply of food, as can a foraging venture. And Inilla's Rootle blessing can help your foragers find more food.
* Allocating magic to Fields, Pastures, and Wildlands during Sacred Time will make farming, herds, and foraging/hunting more effective in bringing in food, respectively.

* It is possible to acquire food from other clans through trade, or by calling in a favor.
* Certain spirits, such as Berry and Heron, bring in additional food when bargained with. Note that such spirit blessings will only work in particular seasons.

If you do not have enough food to feed your clan, your population will be reduced as members of your clan starve to death or become sick. Keep in mind that ill, starving people are unable to work, including to produce food.

## Foraging

A dedicated foraging mission may be sent from the Map. This sends foragers outside your lands to find food. It's best to avoid other clan lands. You need to stick fairly close to home - foraging missions can't be sent more than about a season's travel away. This is a concentrated effort, in addition to the normal gathering on your own clan lands, or the foraging venture. Foraging relies on the leader's Food and Lore skills, and worshippers of Inilla have substantial advantages.
Agimori

A party of Agimori warriors escort a captured ice demon.

The Agimori are a human people who live far away from your clan, in the jungle of Genert's Garden. They battle ice demons using magic and fire spirits.

Long ago, the goddess Ekarna brokered between the Agimori and their foes, the dwarves of Nida Mountain.

## Ride Like the Wind

### Lore

Your clan circle can say this about the Agimori:

* "Fire spirits surround them, mightier than any we know."

### Events

In *Ride Like the Wind*, the Agimori figure in the following events:

* Agimori Visit

## Lights Going Out

In *Lights Going Out*, it is possible to adopt a lost Agimori.

#### Lore

The clan ring has the following to say about the Agimori:

* "[Agimori] ancestors were born in fire."

### Events

The Agimori feature in the following events:

* Asylum

## Other Stories

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

## Images

A lone Agimori found in the Black Eel Valley.An Agimori portrait set.
Favor Due: Myth Sought

## Dialogue

1. Share it with them.
2. “We do not know this story.”
3. Offer cows instead.
4. Offer goods instead.
5. “You must discover this truth without us.”

## Consequences

If you know the story, there's little reason not to share it; the other clan will be pleased with you, and as your advisors point out, cows and goods are lost once you give them, but you will still know the story.

## Notes

Depending on your choices in Clan Creation--if your ancestors were the best magicians during the first clan's split, or perhaps if you helped Erissa sing the Bone Mending Ballad--the <Owed> may have extra respect for your priests.

Neither Rams, who have a completely different mythology, nor Wheels, who consider somewhat different versions accurate, will ask you to repay a favor in this way.
Bakoka

Bakoka was—or perhaps still is—a scorpion queen, possibly the same one who laid siege to the City of Chimes.  Scorpion folk are chaotic creatures, so she comes up mainly when the forces of Chaos are your ancestral enemies. She is represented in the sky by a constellation of the same name.

## Ride Like the Wind

### Lore

She is mentioned several times in *Ride Like the Wind:*

* "Bakoka the Scorpion Queen was part of the Doom Conjunction, and her stars still infest the sky world."
* "When Hyalor faced down Bakoka the Scorpion Queen, she was gravid with writhing young."

## Images

Possibly Bakoka standing next to Teghern in the Otherworld.
Ducks

A Duck trader visits the Berenethtelli.

Ducks are a subspecies of the Beastfolk race, seldom seen in the Black Eel valley. Those that make the journey are usually traders coming either from the south or the far east. The Ducks, like Rams, are also worshipers of Orlanth. Many also revere the death god Humakt.

## Lights Going Out

A lone Duck trader may occasionally visit you in Berenstead to make an offer of trade. Sometimes, this offer may even be something as valuable as the Horn of Vingkot or Mantle of Redalda.

When exploring the northwest of the map, your expedition may meet bands of Ducks traveling through the valley. With luck, they may gift you a small amount of goods.

### Lore

The clan ring says:

* "The beast folk still thrive in Dragon Pass, to the south." - Forosilvuli Refugee Leader
* "Ducks may be funny looking, but they aren't Chaotic."
* "People say that there are all sorts of beast folk, particularly south of us."
* "Duck people are not from around here. He might be a southerner, or even from the far east."
* "How vigorously do the beast people oppose Chaos?"
* "This duck is a trader, but others revere Humakt."
* "Ordinarily it would be beneath a king to praise a duck."
* "Some enjoy the company of ducks, but I have always found them improbable and out of place."
* "It is never too early to laugh at a duck".
* "The ancestors remind us not to mess with ducks."
* "Not every duck is honest."
* "Not every duck is dishonest."
* "Some say all ducks are swindlers, but we know that isn't true."
* "Ducks may be ornery, but not in the way Wheels are."
* "If it quacks like a duck, it could be a duck, or perhaps a shapeshifter."

## Other stories

For the role of Ducks in King of Dragon Pass, see here.

For more on Gloranthan Ducks, see here.
Enslaved Heretics

### Requires

You reject the Cenala heresy, the schism is a source of active conflict, and a fellow traditionalist clan sells slaves.

## Dialogue

1. “You exaggerate the threat, my friends.”
2. Lean on the <Slaver> clan until they relent.
3. Send a joint delegation to the <Slaver> clan to dissuade them from this course.
4. Send an emissary to the <Slaver> clan to persuade them to relent.
5. Decline to intervene.

## Consequences

**Leaning** tests Intimidation (Combat + Diplomacy). It helps if the slaver clan fears you.

If you successfully get the slaves released, you can choose to decide whether to **demand that they renounce Cenala**.

## Notes

This event is a counterpart to Slaves to Cenala, on the other side of the schism.

* "We could have enslaved Dostal’s people. We did not, and thus learned the ways of hunting."
* "When we declined to enslave the goat herders, Hyalor held up his tablet, and we saw ourselves reflected in it."
Favors

In *Six Ages*, clans can owe debts to other clans that have helped them in the past. These debts are called favors, and can be repaid in various ways.

You will generally start the game already owing favors to some clans, and owed favors by others. In the course of the game, you can incur more obligations or pay back the ones you have. Many random events include options to promise favors, or do something for another clan in return for a favor later.

Two clans can't owe each other favors at the same time, although one clan can owe another multiple favors at once.

## Calling on Favors

You can send an emissary to call on a favor another clan owes you. You can tell them to ask for food, cows, horses, magic, or knowledge.

## Paying Back Favors

Other clans can ask you to pay the favors you owe them; it's usually a good idea to do so if you can. They may ask for more or less than the customary amount, depending on how much they like you. Likewise, you'll have the option of paying less, more, or exactly the customary amount.

Sometimes you can also clear a favor by giving a large gift, over 25 cows' worth, to the clan you owe. This is not guaranteed to work, however.

## Favors and Raiding

You can ask allies to join you on a raid, and most of the time they will say yes. However, allies you owe favors to will refuse, saying that you should discharge the favor you owe before asking them to risk their lives for you. You won't be able to ask a different ally for help on that raid after being refused, so you should keep track of which allies owe you favors, and if you rely on their help during raids, pay them back as soon as possible.

## Events

In *Lights Going Out*:

* Riders Propose Favor
* Riders Invoke Favor
* Riders Food Favor
* Rider Favor Exchange
* Rams Invoke Favor
* Additional Cows Favor
* Wheels Call In Favor
* Wheels Exchange For Favor
Alkothi Demand

## Dialogue

1. Tell them to do their worst.
2. Attack the emissaries.
3. Follow the emissaries to attack the main force.
4. �Call vengeful ancestral spirits to harry the main force.*Only available if your ancestral enemies are Dara Happans.*
5. Agree.
6. Offer tribute if they occupy someone else.

## Consequences

The Alkothi's **worst** is very bad.

**Attacking the main force** can end your Alkothi troubles, although you'd better send a great fighter to do it.

If you **agree**, the next scene is Alkothi Occupation. You will also have herd stress due to the Alkothi occupiers.

## Notes

**Attacking the main force** will grant the Demon Killer achievement if successful, and your clan will become known for defeating the Alkothi.
Dragonewt Encounter

## Dialogue

Then, in a moment of distorted perception, the dragon man is standing right next to <Name>, sniffing the air and looking intently at <his/her> horse.
1. Attack it.
2. Let it have <Name>’s horse.
3. Offer it some of your food.
4. Snatch the egg and ride off.
5. Back slowly away.

*If you let it have the horse:*
A flurry of images appears in <Name>’s head. Which does <he/she> remember most vividly afterward?
1. A dwarf.
2. An elf.
3. A scorpion woman.
4. A troll.
5. A water nymph.

## Consequences

If you **give it the horse**, you will lose the horse, but the being will grant aid in situations involving whichever creature you choose in the second choice (dwarves, elves, forces of Chaos, trolls, forces of Water) that will last for generations.

**Backing away** can actually decrease your explorer's leadership skill if she or he can't convince the other explorers that this was the best choice.

**Snatching the egg** will injure your explorer and does not have any associated benefit.

**Attacking it** will also result in sickness of explorer or a horse dying. It appears as if the Dragon Man wasn't really there.

**Offer it some of your food** if it goes poorly enough, the being will **curse you** in situations involving whichever creature you choose in the second choice (dwarves, elves, forces of Chaos, trolls, forces of Water) that will last for generations.

## Notes

Although your people have not yet had dealings with them, dragonewts are one of the stranger and more dangerous peoples of your world. They are the larval stage of dragons.
Dragon

Dragons are mysterious and powerful creatures, often able to face the gods as an equal threat. Their larval stage, the dragonewts, are nothing compared to their elders, but still dangerous to mere humans.

Yelm is supposed to have slain a dragon named Burburstus, whose body he fashioned into his throne, Kelastan.

## Ride Like the Wind

### Myths & Ritals

They appear in the following myths and rituals:

* Taming the River
* Taming the River (myth)
* A fight against a sea dragon
* Gods War: Falling Dragon

## Images

The river dragon Arcos threatens Nivorah.The sea dragon Aroka fights Orlanth.A dragon as large as the Black Eel Valley, about to fall on you. Think fast!A glowing Orlanthi warrior battling a blue dragon.
Death of King Venef

## Dialogue

1. Promise to elevate Erenlanth to the chieftainship.*Only possible if Erenlanth has come of age.*
2. Put disputes between royalists and realists to rest.
3. Speak in favor of realism.
4. “Finally, we have the makings of a true king!”
5. Find someone to discreetly kill Erenlanth.*Only possible if Erenlanth is not on the ring.*

## Advice

* "My grandfather was certain of everything; my father, of nothing. I must rule with Iverlantho’s resolution and Venef’s agility." - Erenlanth
* "I’m not saying we should solve our king problems permanently. But my son could, if that’s where we take it." - Hanth
* "If the rest of you decide to solve our king problems permanently, I can take care of it." - Hanvan
* "We would be safer if Venef had killed more." - Kerenna
* "More death is on the way." - Korestene
* "He stepped out of his father’s shadow and into his own." - Sereden
* "To live with an overpowering parent can be difficult." - Serestev
* "Venef never rode up a ridge without looking in all directions." - Reda
* "Venef was always looking for something." - Rodene
* "The poor boy was made for a brighter time." - Dresta
* "Venef thought too much." - Doresa
* "Our neighbors regard Erenlanth as rash and, um, unsubtle of mind."
* "Unlike his father, Venef was always ambivalent about a tribal revival."
* "Erenlanth must marry immediately. If he dies without a male heir, the magics keeping our fortress intact will fail."
* "We survived the deaths of Iverlantho and now Venef. Losing Erenlanth will end us."
* "Our obsession with kings and lost regalia is choking us all."
* "Is anyone still even in Orlanth’s stead?"
* "We must be rid of kings for good."
* "Erenlanth, you’ll get your fool head torn off in some silly stunt, dooming us all."
* "Until Erenlanth sires an heir, our fortress will teeter, one heartbeat from destruction."
* "Venef never came out and said what he thought."
* "Young kings can be cruel."
* "Wise Vingkot decreed that sons should succeed fathers."
* "I can’t say I am optimistic at the thought of Erenlanth as king. But killing him would be worse."
* "Young pups bark twice."
* "The kings of his line will greet Venef in Orlanth’s citadel, handing him a shield." - Ancestor worshipper
* "Regicide is our only hope. <Character> will do it." - Eurmal trickster
* "A burning body smells like a feast." - Humakt worshipper
Emissaries

Once you send an emissary off, it takes them time to reach their destination. Once they do, you'll experience an eventlet in which you choose their goal and negotiate with the other clan.

Goals:

* Call in favor: You can ask the other clan for food, cows, horses, magic, or knowledge (either information about another clan, or sacred stories of the gods). If the clan refuses to repay the favor, they'll still owe you one.
* Propose an alliance: See Requesting An Alliance.
* Discuss tribute:
* Return home: What it sounds like.

Your emissary's success will be influenced a variety of factors, including:

* Their skills (high Diplomacy is, of course, usually the most important—but Intimidation (Diplomacy and Combat combined) can also be useful if, for example, you want to extract tribute.
* Their personality (if your best diplomat loathes the Rams, you might not want to send them to propose an alliance to a Ram clan!)
* Your relationship with the other clan. Diplomacy goes better with clans that like and fear you than with clans that hate and mock you.
* Ekarna's Silvertongue blessing can be of use.
* Other factors may also have an effect.