recursal/Fanatic-Fandom huggingface dataset:
Secrets of Hyalor

After Hyalor left his people, the Riders, and before he died, he had many adventures, and left secrets for his descendants to find. Seven of these are things that your explorers can find. It isn't clear if they are bound to specific locations on the Map or not.

Discovering any of Hyalor's secrets will naturally boost your clan mood. You will also become known for finding secrets Hyalor left before he died.

The myth of Hyalor's Long Ride may cast more light on this part of Hyalor's life. (Or not, if you reject the Cenala revelation.)

Although these aren't true treasures, they can nonetheless help your clan in a variety of ways...

## The First Secret

We weren’t the only ones to hear it. <number> <gold-maned/all-white/graceful/shaggy-coated> horses came galloping up. They followed us home. The bottle is <old/beautiful> and worth a little something, too.

## The Second Secret

### Notes

This will help your clan's Diplomacy magic (equivalent to an extra point at Sacred Time) for about two years.

## The Sixth Secret

### Notes

This usually grants knowledge of one of Hyalor's blessings. The order of priority seems to be Horsebreaker, then Horsefriend, then Law. If you know all of Hyalor's blessings already, you gain a point of Clan Magic instead.

## The Seventh Secret

### Notes

Your Hyalor worshippers' Food skill (which includes all animal knowledge) will increase.

If none of your leaders is devoted to Hyalor, you will instead gain a point of Clan Magic.
War of Many Suns

The War of Many Suns was a civil war fought in Dara Happa following Yelm's death, as his many sons and other pretenders sought to lay claim to his power and the solar throne.

## Ride Like the Wind

If your ancestors fought in the War of Many Suns (a choice you can make in clan creation, you will be expected to carry on their grudge against Dara Happans and their Wrong Suns, especially the Weak Sun, Yelmalio—a god not otherwise named in *Six Ages: Ride Like The Wind,* but prominent in later Glorantha.
Wheel Ritual Support

## Dialogue

1. Send worshipers.
2. Send wealth for sacrifice.
3. Politely decline.
4. Sternly rebuff them.

## Consequences

If they have helped your rituals in the past, the Wheels will consider **refusal** as a slight.

In rituals dedicated to goddesses, there is a risk that your goddesses will become angry with you for participating in a Wheel rite, which disrespects them. This will give you the Divine Indifference stress, and eliminate the benefit you might otherwise receive from helping. A strong magician will be able to shield you from contamination, however.

## Notes

Note that the Wheels have at least one ritual you do not (Relandar Role Sorter) and their Nyalda ritual has a different name, possibly reflecting the more passive role of goddesses in their myths.

See also the related events Heels For Wheels (Wheels ask for help on a ritual you do not share with them) and Rider Ritual Support (Riders make the same request).

They may also ask for help with the ritual Reladivus River Tamer - needs confirmation.
Requiem for Beren

## Dialogue

1. Condemn these foolish maunderings.
2. Do as he asks.
3. Let him wear himself out.
4. Soothe his anguish with a sacrifice to the gods.

## Consequences

If you see this event, you've lost the game.

A successful **sacrifice** can transfer your Beren's divine blessing to his friend.

## Notes

If Beren the Swift is engaged to Redalda, the game may continue to Swift's Wedding Interrupted (this needs confirmation). Otherwise, the next event will be Orgovaltes Arrive.
Weak Magic

## Dialogue

1. Burn <an ancestral enemy> in effigy.
2. In a Raven rite, torture and ritually blind a charioteer.
3. Sacrifice a treasure.
4. Take no action.

## Consequences

**Burning an effigy** is a safe choice. You will be asked how many cows worth of goods you wish to sacrifice in making the effigy.

## Notes

There is at least one other option that shows up when the Rams are your ancestral enemy.
Venurtera

Venurtera is the goddess of pottery worshipped in Dara Happa.

## Ride Like the Wind

### Worship

At the start of *Ride Like the Wind*, you cannot worship Venurtera. However, if you  adopt Dara Happan refugees, you may learn her worship from them. In this case, you can build a shrine to her. Her single blessing is:

* Porcelain: Produces fine porcelain.
*Note: In gameplay terms this grants an extra exotic good, and thus an extra trade route.*

## Lights Going Out

If you import a *Ride Like the Wind* save in which your clan worshipped Venurtera into *Lights Going Out*, then she will be mentioned in the prologue as having died around the of the Great Darkness, about the same time as Issaries and Lhankor Mhy, during the reign of King Brolarulf.

## Other Stories

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

## Images

Dara Happan crafters, the likely worshippers of Venurtera.
Yanade

Yanade is a historical figure of the Riders and Yanadlings. He was one of Hyalor's followers when he bargained with Raven and became the founder of Hyaloring shamanism. The Yanadlings, former Hyalorings from Nameforgot's clan who abandoned the gods and deal only with spirits, are named after Yanade.

## Ride Like the Wind

### Lore

Your circle members—and especially the shamans among them—in *Ride Like the Wind* have much to say about Yanade:

* "It was Yanade, a member of Hyalor's retinue, who figured out the differences between spirits and gods."
* "When we left the Golden City for a hostile new land, Yanade showed us how to talk to its spirits."
* "Yanade went into the wilderness to find helpful spirits. At first, birds misled him, saying they were from the spirit world."
* "When Yanade had more spirits than even he could keep track of, he asked Ekarna to find new homes for some of them."
* "Yanade was born after we left Nivorah. That should tell you all you need to know about spirits."
* "Yanade said to Hyalor, 'This bird will peck you from time to time. But it will be worth it.'"
* "Uryarda Goat Mother and Yanade the Spirit Father bet each other they could make goats more fruitful. The winner was the clan that owned those goats."
* "The Big Blue Spirit asked Yanade, 'When you give me to your friend, do you value me so little that you seek nothing in return?'"
* "Hyalor found the new kiln way, learning a secret from Yanade, who in turn got it from fire spirits."
* "It was Yanade who learned to contact spirits during the early exodus. Until recently we had no idea some Riders went off to follow only him."
* "During the exodus, Hyalor said, 'It would be good to be able to fight these trolls.' Yanade said, 'These rocks will help us.'"
* "When Stelfor of the West Clan threatened to feud against him, Zenangar of the East Clan called on Yanade to mediate, and he brought the three grassfire spirits."
* "Yanade showed us the first spirits. Their first task was to win our trust."
* "Yanade woke up one morning without his penis. Raven gave it back to him, but only after flying around the sun with it."
* "My ancestors learned much about spirits from Yanade Spirit Rider."

### Myths & Rituals

Yanade appears in the myth Raven and Hyalor .
Curse Accusation

## Dialogue

1. Conduct a divination to learn the truth.
2. Lean on the <Cursed> to retract the accusation.
3. Send them gifts and apologies through the <Messengers>.
4. Thank them for the message.

## Consequences

After a **divination**, you will have the option of **sending the <Messengers> to tell them that the <Guilty Clan> did it.** This usually works, although a poor diplomat can botch it.

## Notes

In certain events, you do in fact have the option of cursing other clans. There may be different options in the case that you really are guilty of the <Cursed Clan>'s accusation.

* "“The spirits tricked me. They weren’t spirits, they were voles. Was it the spirits tricking me at all?”"—Clan Circle member.
Yanadlings

The most frequently encountered Yanadlings and their leader Retva.

The Yanadlings are descendants of former Riders who abandoned worship of the gods after their chieftain Nameforgot's many defeats. They have since given up worship of the gods and chosen to focus on shamanism instead; particularly the veneration of Raven. Their name probably comes from Yanade, founder of Rider shamanism. By the time of the Storm Age, their leader is Retva.

## Ride Like the Wind

### Lore

Your clan circle has the follwoing to say about Yanadlings:

* "Though they abandoned Hyalor, they followed his credo. To survive, they made their own rules."

### Events

The Yanadlings appear in:

* Yanadlings: First Encounter
* Yanadlings: Treasure Offer
* Yanadlings: Change or Die

Additionally, in the Spirit Hills area your explorers can cross paths with other Yanadling bands, who will offer to sell them spirits. Although this is not a full event, the Yanadlings ask the standard price, and taking them up on it is often a good idea.

## Lights Going Out

Though sightings of Yanadlings have become rare by the time of the Chaos Age, an expedition to the northwestern part of the map may encounter them, see the event Yanadlings Fog Blessing.

## Gallery

A group of Yanadlings found in a strange fog.
Wheels Hate Us

## Dialogue

1. Give them a gift.
2. Attack their chariots as they ride past you.
3. Tell your people that charioteer hate should make them proud.
4. Offer them a feast.
5. Send your people out to pointedly ignore them.

## Consequences

If you send your people to **ignore them**, the Wheels will simply attack.

## Notes

This Wheel custom is called a ride-by.

Similar events include Whooping Run, Riders Hate Us, and Rams Hate Us.
Riders Mock Us

## Dialogue

1. Conduct a battle raid.
2. Conduct a herd raid.
3. Conduct an honor raid.
4. Do not attack them—for now.

## Consequences

A successful **honor raid** (aimed at stealing a noble's honor belt) can stop the <other Riders>' mockery in its tracks. A failed one will only encourage their disrespect.

A successful **herd raid** may similarly stop their mockery and earn you a few horses at the same time.

Keep the Calendar in mind. Taking your people away from the fields in harvest or planting season is not a good idea.

## Advice

* "The people will lose faith in us if we do not attack. But only a little."
* "Elmal made honor raids so he could take something from the Golden Princes, other than their lives."
* "Relandar said, 'It does not matter if they laugh us.' Elmal said, 'You should have said that before I struck their heads off.'"
* "More livestocks is always nice."
* "A great battle will rally us together."
* "We're nowhere near as strong as they. If we must fight, and I suppose we must, let's just raid for cattle."
* "I am so angry that I can scarcely..."

## Notes

See also Rams Mock Us and Wheels Mock Us, similar events with slightly different options due to cultural differences.
Unhappy Kiln

## Dialogue

1. Destroy the kiln and build a new one.
2. Have Antler Society shamans speak soothing words to it. *Only available if the Antler Society is active in your clan.*
3. Have your shamans speak soothing words to it.
4. Make a show of tolerance by gifting outsiders. *Only available if it objects to your bullheadedness.*
5. Strike against outsiders.*Only available if it objects to your disrespect for old ways.*
6. Convince the people it is not a problem.

## Consequences

Your shamans are probably up to the task of placating the kiln, even if you don't expend clan magic on the rite.

Keep in mind that a **new kiln** will take 10 cows worth of goods and 2 seasons to build.

## Notes

Your opinionated kiln also appears in Happy Kiln.
Six Ages Wiki

## Welcome to the Six Ages Wiki

*Six Ages: Ride Like the Wind* and *Six Ages 2: Lights Going Out*, are the spiritual successors to cult hit *King of Dragon Pass*, combining interactive fiction and turn-based strategy to immerse you in a hostile, blood-soaked land governed by myth and cursed with wonders. Uncover the secrets of the valley, battle ancient enemies, and meet the gods, all while protecting your people and raiding your neighbors’ cows. Hundreds of scenes unfurl, accompanied by gorgeous artwork and backed by a clan simulation that makes every game unique. You’ll be faced with hard choices, but you’ll get advice to follow or ignore — although your advisors have their own agendas.

## Learn More about the *Six Ages* series

**About Six Ages**

Twitter
Urder

Urder the Thresher is the only god still worshipped by the Yeleni people, who otherwise rely on spirits. Given that the Yeleni are a solar people descended from a lost city, Urder is presumably also a Dara Happan god.

## Other Stories

Urder appears in other stories of Glorantha, as a son of Lodril, a volcano god revered by Dara Happan peasants. See Urder on the Glorantha wiki.
Wheel Adoption

## Dialogue

1. Adopt her.
2. Affiance her to a groom. *(choice not always available)*
3. Suggest another clan might want her.
4. Decline.
5. Decline, with consolation gifts.

## Consequences

**Adopt her** will cause her to join your clan. When she turns around age 33 you will be able to add her to the clan ring. She can have unique interactions with her former Wheel Clan in different scenarios. **Affiance her** will make you choose between 2 possible grooms which can affect clan mood in different ways (your Clan Circle members will tell you which the people are rooting for).

## Notes

You can get this event more than once, but only once will the adoptee be able to become a Clan Circle member.

If she is on the circle when the event repeats, she will be in favor of adopting the new Wheel woman too, saying that the day she joined your clan was the best one of her life.
River Baby

## Dialogue

Normally a court of three elders is able to resolve disputes like this. But this case has supernatural overtones, so they bring it to the clan circle.
Learned elders already performed a divination, but couldn’t see the baby’s fate in the stars.
1. Adopt him into <Chief>’s family.
2. Let the <X> adopt him.
3. Let the <Y> adopt him.
4. Put the baby back into the river.

## Consequences

A persuasive leader can convince the people that adopting the child into the chieftain's family is a reasonable compromise, or spin letting either family raise him as an act of compassion for their misfortunes. Failure will cause a dip in clan mood.

**Putting the baby back into the river** seems universally unpopular, at least for clans with a history of adoption. You'll be given a chance to take this choice back.

## Advice

* "If there is no other way, let him become a <chief's family>."
* "He doesn't really look like any of the people we've met."
* "Our ancestors were willing to adopt the farmers they discovered."
* "I understand why the courts didn't want to handle this case."
* "It's not just a question of the supernatural, but the tensions between families. I don't know a way we can solve all of that."
* "If we sold slaves, like some other Rider clans, this would have a simple solution."

## Notes

The text of this event varies slightly at random.

Your advisors from the relevant families will argue on behalf of their kin. One family has recently had a baby boy die, and want that child's mother to raise this baby. The other family has had no male children born in some time.

If one of the families involved lacks a representative on the Clan Circle, your advisors may suggest giving them a baby to help make up for it.
Travois

Riders consider using horses to pull carts a grave insult to them and the goddess Gamari. Therefore, they use travoises, triangular structures of two long poles and a surface or set of shorter poles strung between them, instead.

Although the Wheels consider their chariots far superior to a travois, it's worth noting that travoises do better on uneven terrain than a wheeled equivalent!

(Rams have neither horses nor theological debates about them; they use carts pulled by oxen instead. The exception to this is the Berenethtelli in *Lights Going Out*, who carry goods by travois in the Rider tradition, same as your clan in *Ride Like the Wind*.)

## Images

The main menu background for *Ride Like the Wind*shows a Rider migration. Nearly all the horses not ridden by Swords (who must be unencumbered to fight) pull travoises, carrying everything from elders too frail to ride to the clan's precious yarm tree.A Berenethtelli horse haul baskets of grain on a travois to the Berenstead storehouses.
Star Captains

Star Captains are minor celestial deities. They sometimes come from up above the Sky Dome down to the surface of Glorantha in order to interact with mortals. If so, they take the form of shining, golden men.

Forosil Ferocious is a Star Captain who came down to the surface and founded the Forosilvuli tribe of Rams.
Sand Plains

### Area

Variable location in the flatlands north of the Autumn Mountains and south of the Spirit Hills.

## Dialogue

1. Call spirits to lure it out.
2. Slide into the pit to fight it.
3. Continue exploring the plain, giving the pit a wide berth.
4. Turn around for home.

## Consequences

If the your explorer isn't much of a fighter, **calling spirits to lure it out** will only cost you more explorers and their horses, even should you succeed.

**Giving it a wide berth** can net you a small amount of goods. **Sliding into the pit to fight** it has higher rewards, but higher risks too.

## Notes

The upstart godling mentioned here might be Uldak, said also to be a son of Nyalda's mother Oria. Or he could be another untrustworthy earth god...

As with other events, the map icon won't appear until you've visited this location.
Raven's Cruel Justice

## Dialogue

1. Trick their best warriors into riding off to fight trolls.
2. Trick their cattle into dying.
3. Trick their chieftain’s heart into stopping.
4. Trick them into drinking foul water.
5. Do not trick them at all.

## Consequences

If you choose to act, you will have the choice of whether to have your shamans grant the trickster ritual aid. Doing so doubles the effect of the trick.
If you **trick their warriors into fighting a deadly foe**, the <Target> will lose one in four of their elite fighters (or half, if your shamans grant the trickster ritual aid), and be weaker in the future should you seek to raid them.

If you **trick them into drinking foul water**, a significant number of the <Target> will die despite their healing priestesses' best efforts. (One in twenty without ritual aid, and one in ten with.)
If you **trick their cattle into dying**, they will lose one in ten (without ritual aid) or one in five (with) of their herds.

If you **trick their chieftain's heart into stopping,** the chieftain will, naturally, die. If your shamans helped the trickster, the next chieftain they choose will also immediately die.

If you **do not trick** the <Target>, expect to face Raven's wrath yourself. Either your harvest or your spirit magic will suffer greatly—as will your trickster.

You will then be asked whether you wish to take credit. The <Target> will both hate and fear you for this (25 points both ways, a significant change), and all other clans will fear you (10 points change).

## Notes

Your Clan Circle has some interesting advice:

* "Nameforgot decided that ravens were not to be trusted, and gave orders to slay them on sight. That is when he lost his name, and then everything else."
* "If I know Raven, “foul water” means “poison.”"
* "If their chieftain offended Raven, that is who should pay the price."
* "Hyalor took Raven in. In exchange, Raven said she would perform harsh but necessary acts, preserving Hyalor’s divine purity."
* "I hate to mention this, but Raven will punish us if we refuse."

The reason for Raven's wrath depends on the culture of the <Target> clan.

* Ram or Wheel clan: "They found the <Rider clan> Raven shaman sneaking past their boundary stones, and slew him."
* Rider clan: "Their chieftain recently banished their Raven shaman for <disobedience/loose talk/lewdness/perpetual drunkenness/profaning the goddesses>."
Revenge of the Goat Shaman

## Dialogue

1. Attack the <Clan>.
2. Ask another clan to attack the <Clan>.
3. Tell him to keep moving.
4. Warn the <Clan>.

## Consequences

**Attacking the <Clan>** will certainly make them like you less. If you are successful, you will recieve 20 herds (40 goats) next season.

**Asking someone else to attack** can gain the same rewards, but you must be convincing.

**Telling him to keep moving** is a safe choice that will not make your situation better or worse.

**Warning the <Clan>** will improve your relationship with them.

## Notes

Your nobles universally consider the prohibition of goat-based shamanism strange.
Sacrifice

Other than temples, your main way of petitioning the gods for their aid is **sacrifice**. You can sacrifice from the Magic Screen, or do it during events.

While seven cows (or cows worth of goods) is a standard sacrifice, it is not a generous one; if you're worried about your sacrifice being enough, twice as much is better.

Sacrificing to a particular god is likelier to work if you have a worshipper of that god on the Clan Circle. Devoting Clan Magic to Ritual at Sacred Time also helps.

Emergency sacrifices during events can also go better if, at Sacred Time, you devoted magic to the relevant god's sphere of influence. Fields magic makes it easier to call on Nyalda and the other earth goddesses, Health magic helps your priestesses reach Erissa, War magic helps you call on Elmal and Osara, and Wilds magic makes it easier to reach Dostal and Inilla.

Most gods don't care whether you sacrifice herds or goods to them; they value both equally. The exception is gentle Erissa, who dislikes bloodshed and may not react well to sacrifices of cows. And of course, herds produce more herds and goods do not, so it's usually best to sacrifice goods if you have a choice.
River Monsters Attack

## Dialogue

1. Attack the Weeders.
2. Call on the gods for aid.
3. Call on the spirits for aid.
4. Reassure the clan that this is a one-time occurence.

## Consequences

**Attacking the Weeders** may not get you anywhere, as the Weeders are difficult targets to raid. A successful raid should raise clan mood and allow you to pillage a small amount of goods. If your ancestral enemies were the Forces of Water, then your ancestors will promise to aid you in the next few years for striking their foes.

If you choose to **call on the spirits,** you will have to choose whether to have your shamans perform the taxing version of the ritual or not. The taxing version is more certain to work, but will also cost you clan magic.

## Advice

* "By selecting me to join the circle, we bolstered the strength of our Elmal rites." - Elmal worshipper
* "River monsters align themselves with water spirits, and those who truck with them."
* "River monsters asked to come aboard Anaxial's boat. The other animals asked why, and they said, 'We can't swim all day.'"
* "My seat on the circle will aid a Dostal rite." - Dostal worshipper
* "We can boost calls to the gods with sacrifice. With spririts we can increase our chances by making the ritual more taxing."
* "The problem with fighting Weeders is not beating them but finding them."
* "If we tie one up for years and feed it to keep it alive without letting it chew..." - Raven trickster
Trader Offers Treasure

## Dialogue

1. Bargain for <Treasure>.
2. Decline.

## Consequences

If you **bargain for <treasure>**, name your price. Trader may accept a lower offer than estimated value. Offer too low and the trader will frown, with the option to revise your offer. Stand by a low offer and the trader may refuse (<clan trader> regretting the lowballing) yet may express a possible future visit.

If you **decline**, the trader makes an allusion that we may never get another chance to buy it but otherwise leaves amicably.

## Notes

1/2
There is different artwork for different traders.

## Advice

* "Although it's difficult to evaluate unique treasures, <Treasure> is probably worth <value>." - Ring Trader
* "Treasures are typically worth 40 to 60 cows. But I couldn't say how valuable this one is."
* "Each treasure is unique, so it's hard to put a value on them. But most are worth at least 40 cows."
* "We have enough goods to buy this<, at least>."
* "<Treasure> might help us become more prosperous."
* "<Treasure> would very likely help the clan."
* "We should not put our focus on things."
* "It will probably turn out to be cursed."
* "It's just a trade deal. We don't have any sort of relationship with his distant clan."
* "if it won't help us in battle, let's pass."
* "If it turns out not to be that useful, we can probably trade it to another clan."
* "We don't need to give him an answer today. We'll just visit the <named> clan to buy it when we're good and ready."
* "It's just a trade deal. It shouldn't reflect on the relationship between our clans."
Slighted Wheels

## Dialogue

1. Convince them they have more to fear from a feud than you do.
2. Let the matter rest for the time being.
3. Offer placatory gifts.
4. Offer placatory words.
5. Offer to make a punitive raid on a neighbor of their choice.

## Consequences

If your overtures fail, you'll likely soon hear that the <Charioteers> have sworn an oath of enmity against you.

## Advice

* "The people take this seriously."
* "Naztalvo, founding king of the northern Wheels, swore a vow never to forgive a foe."
* "They deny the divinity of Hyalor."
* "I'm not sure about this."
* "I have nothing to add."
* "They place no particular store in our martial abilities, so we can't intimidate them easily."
* "Feuds can be costly, but let's not rewards theirs threats with gifts."

## Notes

Compare Slighted Riders and Slighted Rams.
Thunder Lizards

Thunder lizards are giant scaled beasts and the servant of the goddess Maran Gor, sister of Ernalda. To Riders, they are most closely related to Nyalda, as her connection to the great spirit Mother Snake gives her a measure of control over all lizard creatures. Thunder Lizards are a rare, but still present, sight in the Black Eel Valley.

## Ride Like the Wind

The Terror Lizard Skull treasure may be part of the remains of a thunder lizard.

### Lore

The clan circle might say:

* "These creatures travel large distances in search of prey. It will not stick around to do this again."
* "Three-horns are great lizards these beasts prey on, equipped with bony skulls and natural spears. Their ghosts bellow for vengeance."

### Events

Thunder lizards factor into the following events:

* Dinosaur Attack

## Lights Going Out

### Lore

Your clan ring says the following about thunder lizards:

* "Thunder lizards serve Maran Gor the Earth Shaker, sister to Ernalda."

## Images

A thunder lizard guarding Ernalda's tomb.
Rustled Neighbors

## Dialogue

1. Let them continue on their way.
2. Ransom the horse thieves back to their clan.
3. Send them on their way, keeping the horses.
4. Take them and the horses to the <neighbor>.

## Consequences

If you *take thieves and horses to your neighbor'*, the <neighbor> clan will be happy with you... but they'll also execute the thieves on the spot, which certainly won't endear you to their clan.

If you **send them on their way, keeping the horses**, the <neighbors> will eventually figure out that you have their horses and show up to claim them.
Spirit Hills

The Spirit Hills region lies to the northwest of the Black Eel Valley, below the Glacier and a bit above the Autumn Mountains. It is said that the wind echoes with the sound of unseen drums here.

The two marked circles show the locations of the Abandoned Temple and Abandoned Village events. These won't show up until you have visited those areas at least once, though you may learn the locations from other clans before then. Returning to these marked locations can give your explorer a small boost in (or loss of) leadership skill, and rarely they will bring home a spirit or treasure as well.

Elsewhere this area you may encounter the Omaseg. You may also meet Yanadlings, provided you have met them already, and buy spirits (or rarely goods) from them. If you want to gain spirits this way, send a party to the area between the two ruins—but make sure the leader is a good bargainer, or you may be cheated!

Although not named in the game, the river in this area is called the Estus. (Like the Oslira's other tributaries is not a powerful enough river to give you any trouble, so you will not need to tame it.)
Royalists and Realists

## Dialogue

1. Ease tensions with a kite-flying contest.
2. Let the arguments die out on their own.
3. Sway people to the realist side.
4. Sway people to the royalist side.

## Consequences

If you **sway people to the royalist side**, crown-spurners may still insist otherwise. Mood falls and <Ring member> says it's never easy to deal with controversy.

## Advice

* "There is nothing to discuss. I must assert my rights as king." - Iverlantho
* "They must cease this discord, on pain of death!" - neutral Humakt devotee
* "Enemies of the king shall taste death's sting." - royalist Humakt devotee
* "Redalda invented Berenethtelli kingship." - royalist Redalda devotee
* "Redalda invented our kingship traditions, but would today see that the situation is different." - realist Redalda devotee
* "Spirits don't care for such nonsense." - neutral Dresta / Shaman(?)
* "Spirits don't wear crowns." - realist Dresta / Shaman(?)
* "Spirits scry for an empowered crown." - royalist Dresta / Shaman(?)
* "I'm a realist myself, but fighting over it is stupid." - realist Hanth
* "I could carve a new and beautiful crown." - royalist Sereden
* "We could all use the sweet mercy of a kite contest right now." - Chalana Arroy devotee
* "Iverlantho needs three pieces of lost regalia to conduct a true rite and win acknowledgement as king."
* "Royalists outnumber realists."
Raven's Blessing

## Dialogue

1. Trick another clan into forgiving a slight.
2. Trick another clan into giving you a treasure.
3. Trick another clan into giving you cows.
4. Trick another clan into thinking you’ve done them a favor.
5. Trick no one.

## Consequences

Provided you have a good magician on the circle, **tricking a clan into forgiving a slight** tends to go well.

## Advice

* "The people want us to take advantage of this rare chance."
* "Yanade said to Hyalor, 'This bird will peck you from time to time. But it will be worth it.'"
* "Hyalor welcomed Raven so he could do things Hyalor should not."
* "I'm not sure about this."
* "If we trick someone out of property, they might figure it out later."
* "I don't know."
* "This is why Rider clans keep Raven around." - Raven trickster
Thed

Thed is the Chaos Goddess of Rape and a member of the Unholy Trio along with Ragnaglar and Malia. She is the mother of the broos.

## Images

The Unholy trio, including Thed, sneak up on Rashoran.Chaos gods in the Gods War. Thed is the goat-headed deity just visible behind Teghern.The assembled Chaos Court. Thed is between Wakboth's hand and Ompalam.
Valind

Valind frozen to the walls of an ice cave.

Valind, also called Freeze Everything, is a god of ice, snow, and chill-wind. He is the son of Vadrus and brother of Gagarth. Despite being a nephew of Orlanth's, the Orlanthi consider him an outlaw and a bandit god. He was the god that, in the guise of a glacier, crushed the Golden City of Nivorah. He has since quarreled with the city's surviving gods, like Osara. Since Vadrus died, presumably during the Great Darkness, Valind has become the chief of his divine clan, the Hurt Everythings.

## Ride Like the Wind

### Myths & Rituals

He makes a minor appearance in Zarlen's First Wander as Freeze Everything.

## Lights Going Out

### Lore

Your clan ring has the following to say about Valind:

* "Sadly Valind, god of outlaws, still lives."
* "Valind the Glacier was the god who crushed Nivorah, golden city of our Rider ancestors."
* "After Orlanth's death [Ram clan] protected themselves by worshiping his outlaw nephew Valind, god of the glacier winds."
* "They are not to be confused with [other Ram clan] who also worship Valind but do so by harboring bandits."
* "One does not worship Valind, but it is possible to propitiate him, sacrificing to him in hopes he will relent."
* "So long as they remain outlaws, they may be able to command the chilling blessing of the bandit god, Valind."
* "When Valind Chill-Wind came for the Rider gods, Osara lit arrows, their flames the color of her hair."
* "Like me, Valind yearns for adventure. I am here to say it still exists."
* "Few will aid outlaws, save the god Valind, who cloaks them in his chill mantle."
* "With the death of his father Vadrus, Valind is now the chief of his clan, called the Hurt Everythings."
* "The crown [of Berenstead] shall never bow to Valind!"

### Myths & Rituals

Valind and his destruction of Elmal's city is briefly mentioned in the myth How Horses Came to Berenstead.

## Images

Fields outside Berenstead, frozen by Valind's glacial winds.Worshippers of Valind in the wildlands.
Ram Plot

## Dialogue

1. “Rams come and go all the time.”
2. Send an emissary.
3. Send a spy.
4. Perform a divination.

## Consequences

In order to successfully **send a spy**, you should have the Understanding blessing from Ekarna.

A **divination** can uncover what the Rams are up to.

If you don't find out what's going on, eventually you will hear that the Rams successfully performed a ritual.

If you do find out, however, there seem to be two possibilities as to what is going on: the Rams may be holding a kite festival or a mass Otherworld ritual, "The Wooing of Ernalda", in which the storm god Orlanth courts his future wife. Each provides you with different options.

## Follow-up Dialogue (Kite Festival)

1. Hold a hawking competition.
2. Let other Rider clans know.
3. Disrupt it, with the aid of other Rider clans.
4. Do nothing.

## Follow-up Consequences (Kite Festival)

If you hold a hawking competition, you'll have to decide between prioritizing **winning** or **improving relations with your guests**. Unlike the regular Hawking Competition event, you'll be inviting only Riders, rather than Riders and Wheels. If you win the competition, Dostal will give you a Wilds bounty.

If the Rams hold their festival undisrupted, Vingkot will bless each of the participating clans with extra clan magic.

## Follow-up Dialogue (Mass Ritual)

1. Attack their ritual, with the aid of other Rider clans.
2. Disrupt their ritual on the Other Side, with the aid of other Rider clans.
3. Begin preparation for an Otherworld ritual of your own.
4. Do nothing.

## Follow-up Consequences (Mass Ritual)

If the Rams' ritual goes according to plan, the Ram clans involved will all gain a substantial number of cows.

If you successfully thwart their ritual, the involved clans will fear you more.

Of course, if you're in a position to perform a ritual of your own this year, extra preparation never hurt anyone...

## Notes

Interfering with the ritual, at least, can go badly--details needed.
Rams Mock Us

## Dialogue

1. Conduct a battle raid.
2. Conduct a herd raid.
3. Perform a taxing ritual to lay a curse on them.
4. Persuade the Ram Killers that the <Ram> clan is vulnerable to a raid.
5. Leave them alone—for now.

## Consequences

Consider the season before you commit to a raid--this certainly isn't worth risking your harvest over.

## Notes

See also Wheels Mock Us and Riders Mock Us.
Wheel King Tribute

## Dialogue

2. Refuse.
3. Attack emissaries.
4. Threaten a raid if they ever try to tax you again.
5. Have <former Wheel ring member> remind them of your friendship.

## Consequences

**Pay up** will satisfy but lower respect and annoy other clans. **Refuse** can encourage raids from them. **Attack emissaries** may cause fear but also invite raids. **Threaten a raid** can work or invite attack. **Have <name> remind them of your friendship...** can succeed, but may require ring member to have at least some Diplomacy skill.

## Notes

Option 5 is only available if you have a former Wheel ring member whose previous clan's chief is the King of the Wheel Kingdom.

This event can typically occur at random within the first 2 years of a Wheel Kingdom formation.

Picture can also be used in other Wheel related demand events.
Rider Ritual

## Dialogue

1. Give them valuables to sacrifice.
2. Gift them with magic.
3. Send worshipers to the ceremony.
4. Decline.

The second option, the gift of magic, will not appear if your clan does not have any magic to spare.

## Consequences

If you **give them valuables to sacrifice**, a sufficient amount will result in their gratitude (may include Like +1) and a successful rite that results in a warmer sun and auspicious commentary from the god-talkers, predicting a year of good fortune.

If you **choose to send worshippers to the ceremony**, you must first choose who to send with them and how much, if any, goods or cattle you decide to sacrifice. If you help them succeed, they will like you more and you may enjoy divine favor for about a year after.

## Advice

* "Send worshippers." - Iverlantho
* "Of the Rider clans, they are most favorably disposed toward us." - Reda
* "Grey skies flatten grass."
* "We could give a little magic. Better yet, we could take part in the rite." - if "Gift them with magic" is available
* "The people might like it if we mock these fools."
* "We can easily spare goods."
* "In order to become a king, Beren had to bow to Orlanth."
* "We must strengthen our bond with them."
* "Our magic is weak. Give them goods."
* "Their rite will fail."
Self-Tolling Bells

## Dialogue

1. Allow the rite.
2. Ask <name> not to make a big fuss about this.
3. Call spirits to quiet the bells.
4. Urge farmers back to work.

## Consequences

A successful rite will boost clan mood and increase <Name>'s magical skill. The clan will also receive a Divine Favor blessing. An unsuccessful rite will worsen both clan mood and magic.

Urging farmers to go back to work will worsen clan mood, <Name> informing the clan of the proposed but ignored solution.

## Notes

<Name> may or may not actually be on the circle, but is always one of the pool of potential advisors.
Raven Rock

## Description

"Odd-shaped rock that utters curses; rewards you for raiding those who esteem you (use in battle)."

## Acquisition

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

Other treasures of this set reward you with a point of Clan Magic; needs confirmation if this one works the same way.
Wedding of Beren the Swift

## Dialogue

1. Urge your Beren to accept.
2. Gift the happy groom.
3. Stage a preemptive strike against the Ram Killers, who hate Vingkotlings and might interfere with the wedding.
4. Call him a snake in the grass and send him away.

## Consequences

**Urging your Beren to accept** can reconcile him to his friend's marriage to the woman he loves. In this case the next event will be Swift's Wedding Interrupted.

If you fail to convince your Beren, or **call Swift a snake in the grass**, the next event is Beren's Murder.

## Notes

You have lost the game at this point; there's no way around that. Will your clan--and your hero--be gracious in defeat or not?
Votanki Encounter

## Dialogue

1. Attack.
2. Give them the horses.
3. Make a run for it.
4. Tell them that their demand is unjust.

## Consequences

**Attack** you may lose some swords to the dog before the Votaki's flee.

**Making a run for it** is likely to work, as your horses run faster than the Votanki's dogs.

**Telling them that their demand is unjust** just seems to make them laugh.

## Notes

This event can reoccur if you keep visiting the Dog Hills.
Riders Capture Riders

## Dialogue

1. Agree.
2. Ask them to free the prisoners as a favor to you.
3. Buy the prisoners’ freedom.
4. Free the prisoners by force.
5. “This is not our concern.”

## Consequences

If you **agree**, matters depend on your diplomat's skill and your relationship with the <other> clan. If you send a skilled diplomat and have good or neutral relations with them, both clans will be happy. If you send a poor one, they'll negotiate, but blame you. And if they hate you to begin with, you won't be able to accomplish your goal at all.

**Freeing the prisoners** is worth more than a single favor.
Shargash

Shargash as depicted in *Ride Like The Wind*.

Shargash, Demon Sun of Alkoth, is a son of Yelm, but an enemy to his brother Elmal. He slew Umath, whose son Orlanth would later slay Yelm in turn. His worshippers are the terrible and feared Alkothi demon-men.

He has had at least two wives, the Rice Wife and the River Wife. After his father's death he wanted to marry Nyalda as well, but she refused him.

## Ride Like the Wind

Sometime through *Ride Like the Wind,* it is possible for the priest of one clan to tell of a story they have recovered of Shargash once being a benevolent god who brought fertility to Alkoth by burning away weeds and trees so its people could plant their crops. Before the Storm gods made him crazy, that is. As your own noble might say: "Interesting if true, but not very useful."

### Lore

The clan circle and your other nobles say:

* "Shargash, god of Alkoth, is a half-brother to Elmal, mindlessly destructive where Elmal is loyal and just."
* "A priest from the <Rider> clan told me of an old tale he had recovered, of how Shargash the Red Demon Sun of Alkoth was once a benevolent god who brought the city fertility by burning away trees and weeds so they could plant their crops. But the storm gods made him crazy. <Interesting if true, but not very useful/This might be so, but it really won’t help us>."

### Myths & Rituals

He appears in the following myths and rituals:

* Elmal Guards the Sunpath / Elmal Path Guardian, as one of Elmal's rivals on the Sunpath.
* Nyalda's Bride Price / Nyalda Marriage Maker, as one of Nyalda's rejected suitors.

## Lights Going Out

Shargash is one of the dangers your explorer can encounter if they traverse through one of tears into the Gods War that can appear on the map.

## Other Stories

For more on Shargash in other stories of Glorantha, see his article on the Glorantha wiki.

## Gallery

Shargash's Force rune, as shown on the Demon Killer achievement.
Spike

The Spike is the great mountain at the center of the world. The Celestial Court dwells here.

Around the time of the Great Darkness, Spike was destroyed by the Chaos King Wakboth, turned to dust, after the Battle of Stormfall.

## Images

The Spike in relation to Storm Age Glorantha.The Spike explodes.The Spike exploding, as seen from far away.The Spike is destroyed by Wakboth, as seen in the Gods War.Chaos Age Glorantha. Notice the cavity where the Spike used to be.
Riders Enslave Rams

## Dialogue

1. Agree.
2. Attack the slavers.
3. Decline.
4. Grant hospitality, so you can learn more, then alert the captives’ people.

## Consequences

If you **grant hospitality**, your envoy will have to convince the captives' clan that your information is trustworthy, and not meant to lead them into a trap. Should you succeed, they will like you better, while the <Slavers> (who know full well who must have told them) will like you less.
Tyram

Tyram in his invasion of the sky.

Tyram is a Chaos god who once led the forces of Chaos in an invasion of the sky, even holding the sky god Dayzatar captive, until Orlanth came and threw Tyram down into the earth, breaking him into pieces. Once Orlanth died, Tyram reassembled himself. Tyramites, his worshipers, are similarly dismembered and reconstructed into hideous shapes.

## Lights Going Out

### Lore

Your clan ring has the following to say about Tyram:

* "We lent aid to Orlanth as he rescued the sky god Dayzatar from Tyram's grip."
* "King Beren took part in the battle that led to Tyram's fall from the sky, which broke the god into pieces."
* "When Tyram was thrown from the sky by its defenders, Wakboth the Devil took over the task of tearing it apart."

## Other Stories

See the Glorantha wiki here for more information on Tyram.

## Images

A group of Tyram worshippers, also called Tyramites or Twisted Ones, carrying a ladder.
Uryarda

Uryarda is a goddess of goats. Among the Riders, she is considered a relatively minor goddess and has no full myth, let alone a ritual, dedicated to her. However, among the Ergeshites—who are sometimes called the Pure Goat People, because they keep no other livestock—she is considered a principal deity and is the wife of their chief god, Sidar Goatfather.

## Ride Like the Wind

### Worship

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

* Kid Blessing: Increases the fertility of our goats.
* Milk Blessing: Increases the yield of our goats.

The Copper Fleece is a treasure that will allow you to maintain a shrine to Uryarda with fewer worshippers. This is useful if you have many shrines and not enough people to worship at any more.

### On the Circle

    Having a worshipper of Uryarda on the clan circle allows you to put an extra point of magic in Herds during Sacred Time.

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

### Lore

Your circle members have a bit to say about Uryarda:

* "Goat Father is in Uryarda's tribe. She would not mind a visit."
* "Uryarda Goat Mother and Yanade the Spirit Father bet each other they could make goats more fruitful. The winner was the clan that owned those goats."
* "Goat Father appears in our stories as the interloper who tries to lead Uryarda away."
Son of Charandar

## Description

"While you own this treasure, Reda and her descendants will be stronger in combat and wise when negotiating with outsiders."

The Son of Charandar is a magic horse which will allow only Reda (or, after her death, Rodene) to ride him. He increases his rider's Combat and Diplomacy skills by one level each.

Since this treasure's magic only works for your clan (and only one member, at that) it is unsurprisingly worth less than other treasures. Should you try to trade it away, other clans will only give about 25 cows for it.

## Acquisition

Reda can return from her mission to ride Charandar in Meet Reda with this treasure, although she can also fail or come back with a lesser blessing.

## Notes

Besides the aforementioned event of its acquisition, the Son of Charandar may also factor into the event Meet Rodene.
Vingulf

Vingulf was the third king of the Berenethtelli tribe. He succeeded his father, Ulvargar, well known for his fighting against Chaos. Still, despite his father's best efforts, Chaos remained a threat into Vingulf's reign. He would see the first Berenethtelli clan fall victim to the temptations of Chaos and disband. The other clans remained loyal, however, out of fear of Wakboth.

His children included his son by blood, Vinglanth as well as an adopted son, Koralant. It is implied that Koralant, and possibly others, were adopted into Vingulf's family from outside the tribe. In spite of this, Koralant would become popular enough that many wanted to see him succeed Vingulf instead of Vinglanth. However, Vingkot's law forbade this. Thus, after Vingulf's passing, the kingship would pass to Vinglanth.

Future generations of Berenethtelli would know Vingulf as the "Last Wise King",

## Lights Going Out

### Lore

Your clan ring has the following to say about Vingulf:

* "Wise King Vingulf adopted outsiders into his own family, not just his clan."

## Other Stories

You can read the Glorantha wiki's entry on Vingulf here.
Ram People Bolstered

## Dialogue

1. Attack them before the newcomers settle in.
2. Offer a welcome gift.
3. Seek a non-aggression pact.
4. Warn the <Ram Killers>, the Hyaloring clan that most hates Ram People.
5. Watch and wait.

## Consequences

A **welcome gift** may earn favor with this Ram clan.

It may be hard to get the newcomers to agree to a **non-aggression pact**.

The **Ram Killers** will be happy to be informed, and their attack will weaken the <Ram> clan.