recursal/Fanatic-Fandom huggingface dataset:
Kathy

**Katherine "Kathy" Woods** is a protagonist in the animated series *LJ's World.*

She made her first appearance in "Live from California, USA".

## Appearance

Kathy is a ghost trapped inside the body of a human. She has a very thick figure. She wears a purple tube top over a black tank top, a purple skirt, and black boots.

Despite being able a ghost, she is unable to fly due to her being in a human body.

## Relationships

### LJ

Kathy is very close to LJ and sticks with him often. It is also hinted that she may have a crush on him.

### Nick

Kathy and Nick have a very mixed relationship. She is the only one who knows about his intentions and usually puts a stop to them. Despite their differences, they come together to make the show happen.

## Trivia

* She is very close with LJ
* Her breasts were exposed on TV in *The Show Must Go Wrong.*
* She was originally going to be a one-time character in *This Week in Entertainment,* but after it was re-tooled as *LJ's World* she was promoted to a main character.
Serestev

Serestev is Sereden's son and a member of the Berenethtelli royal clan. Like his father, he is also a woodcarver not initiated to a god and with a penchant for philosophical musings. Upon his father's death, he mantles much of the same role in the clan.

## Lights Going Out

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

### Lore

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

* "Like his father, Serestev has not initiated to a god. Some say he enjoys a connection to Durev, divine carpenter of Orlanth's court."

### Skills & Religion

Like his father, Serestev worships no god and is a master of your lore.

### Events

Serestev appears or is mentioned in the following events:

* Meet Serestev

He often fulfills the role of his father, Sereden, in events where he would otherwise feature, but is for some reason unavailable.
Third Eye Blue

The Third Eye Blue is a people from the lands to the west of the Black Eel Valley. They tattoo a blue eye on the centre of their foreheads and wear heavier armor than can otherwise be found in the valley. They hold special enmity against the dwarves and hate their god, Mostal, for keeping the secret of metal-working from humanity. In fact, they overall think little of gods, who they consider doomed, or the people who worship them.

## Ride Like the Wind

### Lore

Your explorer can say the following about the Third Eye Blue people:

* "These might be sorcerers—unholy folk who wield magic without the gods."

### Events

They appear in exactly one event, which you can trigger by exploring the area around the Imther Mountains: Third Eye Blue Encounter.
Sheep

Sheep are a kind of livestock kept by the Vingkotlings. They are the only inhabitants of the Black Eel Valley to do so. Because of this, they are often just called Rams or Ram People.

## Ride Like the Wind

Even though the other two of the three main cultures in *Ride Like the Wind* that you can raid*—*the Riders, your culture, and the Wheels— do not keep sheep, the icon for a herd raid is always a sheep.

## Lights Going Out

Since becoming a Ram clan in between games, your clan in *Lights Going Out* keep sheep instead of goats, like they did in *Ride Like the Wind*. In terms of gameplay, sheep in *Lights Going Out* function the same way that goats did in *Ride Like the Wind*.

You now count a god of sheep and shepherds, Voriof, amongst the ones you worship. You can build both a shrine and temple to him, put his devotees on the clan ring, and one of his blessings, the Lamb Blessing, helps more lambs to survive.

### Lore

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

* "Sheep are storm animals, which you can tell because they look like fluffy clouds."
* "One story says that Orlanth became Voriof in order to impregnate Nevala, who birthed the first sheep."
* "In none of our tales does Voriof remove Chaos from sheep. But if our call to him succeeds, the beats will survive."

### Events

Sheep factor into the following events:

* Attempted Sheep Raid
* Goat Rampage
* Scorpion Folk Steal Sheep
* Sheep Spawn Broos
* Death of Voriof

## Images

A Ram shepherd flees from an angry Rider, abandoning his flock behind him. (Some of them look startlingly blue! Dye, or magic?)A Ram village. Note the sheep grazing outside the walls!Shepherds protecting their sheep.A party of Forosilvuli refugees with a pair of scrawny-looking rams.Vestantes refugees come to Berenstead. They have at least one sheep with them.Death of the sheep and shepherd god, Voriof.A flock of sheep being beset by a trip of rampaging goats.Scorpion Folk stealing some sheep.An unfortunate flock of sheep serving as incubators for broo spawn.A group of owl spirits frighten the sheep almost as much as their masters.
Weeders Vulnerable

## Dialogue

1. Demand tribute.
2. Raid for goods.
3. Send spirits to vex them.
4. Tell the <Rider Clan>, Hyalorings who hate Water People.
5. Take no action.

## Consequences

**Demanding tribute** is more practical than **raiding**.

If your ancestors hate the forces of Water, they will expect you to treat the Weeders as enemies.

## Notes

A simplified version of this event occurs in the tutorial if you chose the forces of Water as ancestral foes in simplified Clan Creation. the fourth option is omitted and only **raid for goods** is actually clickable.
Wheel Kingdom

## Dialogue

1. Gift the Wheel king.
2. Prepare other Riders for an alliance with the Rams.
3. Seek praise from the people for seeing to it that <threatened Wheel Clan Chief> did not become king.
4. Suggest to Rams that they consider an alliance with Riders.
5. Warn other Riders against an alliance with Rams.
6. Wait to see how things develop.

## Consequences

**Gift the Wheel king** can improve Wheel relations but also make your clan less respected. **Seek praise...** can improve clan mood. **Other options** can changes relations to different degrees depending on how well they're performed.

## Notes

This is part of several chain events that can occur.

Regardless of your choice, when Wheel Clans attack you at home now, they can come at you with up to roughly 400 bows and 40 swords. They are still beatable and taking advantage of opportunities to attack can kill many in one move. Still they are a greater threat and developing better relations, tribute, diplomacy, or alliances can be useful in neutralizing them. There will be other opportunities to address the Kingdom's actions in the event chain.
Tyram Cultists Offer

## Dialogue

1. Agree.
2. Attack.
3. Refuse, then call on Urox's protection.
4. Refuse, then find an Uroxi war band to attack them.
5. Refuse.

## Consequences

If you **refuse, then find an Uroxi war band to attack them**, you may find a warband who dispatches the cultists, requesting payment afterwards. If you agree to pay, a paltry payment will be scoffed at.

## Advice

* "I will not be known as the Chaos King." - Iverlantho
* "Redalda is a fire goddess, but would surely refuse Chaos gifts." - Reda
* "If we attack, we will either win handily, or face heavy casualties." - Kerenna
* "Inaction will embolden Chaos. Aiding them will do worse."
* "What desperation drove them to ask to be reconstructed?"
* "We lent ritual aid to Orlanth as he rescued the sky god Dayzatar from Tyram's grip."
* "Beren fought alongside Orlanth when he battled Tyram. Only the <player clan>s, who unite fire and storm, could have done so."
Swords

Swords are not just literal weapons but the elite warriors of a Rider clan, who enjoy high status and fill their Honor Belts with gold plaques in return for risking their lives to defend or win wealth and glory for the clan. They are not the whole military of the clan, but fight as well as several Bows, or common fighters.

Since Swords die frequently in the clan's defense, you will have to recruit more of them periodically.
Rodene

Rodene is Reda's daughter and a member of the Berenethtelli royal clan. Besides being an able diplomat, like her mother, she is also a superb rider and an archer of renown. She gets along well with her distant kin, the royal Erenlanth.

## Lights Going Out

Rodene is a set character that is likely to appear in a game of *Lights Going Out*. Rodene shares an otherwise unique portrait set with her mother, Reda.

### Lore

The clan ring has the following to say about Rodene:

* "She will eclipse me, I am proud to say."
* "Rodene came into the world with a horse birthmark at the base of her spine."

### Skills & Religion

Like her mother, Rodene is a skilled diplomat who worships Redalda.

Besides Reda, only Rodene, as her mother's daughter, can make use of the treasure Son of Charandar.

### Foreshadowing

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

### Events

Rodene appears or is mentioned in the following events:

* Meet Rodene

She often fulfills the role of her mother, Reda, in events where she would otherwise feature, but is for some reason unavailable.

## Images

Rodene and Erenlanth out exploring together.
Riders Invoke Favor

## Dialogue

1. Give them what they want.
2. Give them less than what they ask.
3. Give them more than they ask.
4. Offer goods instead.
5. "Now is not a good time."

## Consequences

**Give them what they want** will have them thank you and depart.

## Advice

* "Berenstead must always be generous." - Iverlantho
* "Disputes over unreturned favors can lead to feuds." - Reda
* "They can plainly see that our herds are thriving."
* "One hand washes another."
* "Help them."
* "Pay them in goods."
Venef Comes of Age

## Dialogue

1. Elevate him to the ring.
2. Make him chieftain.
3. “He will make a fine ring member, one day.”
4. Encourage him to be more judicious than his father.
5. “He should cultivate his father’s surety.”

## Consequences

At this point, Venef is 15 years old. His skills are random, but unlikely to be exceptional at this point of his life. You won't be able to check them until afterwards, but the event text does mention what he's best at.

If you choose to **elevate him to the ring**, then the clan's mood may decrease, as some of the clan think he is too young for the post. If you already have a full circle, one pre-existing member will have to step down to make room for Venef.

If you choose to **make him chieftain** it may lift the clan mood, provided the royalist faction is popular. If you already have a full circle, any potential volunteer will step down from the ring and their post will be filled by the former chieftain.

If you say **"He will make a fine ring member, one day,”** then the royalist faction may be displeased that room is not made for Venef right away, potentially lowering clan mood.

## Advice

* "The boy thinks too much." - Iverlantho
* "We need a fox, and he’s still a kit." - Hanth
* "Kings must be bold."
* "I am pleased with the job I have done on the ring, and ready to turn my seat over to the prince." - Volunteering ring member
* "Without a king, we die. He must wed and sire an heir."
* "People find his careful consideration a welcome change from his father's impulsiveness."
* "People want to see him on the ring."
* "The elevation of a prince always lift's Berenstead's mood."
* "Beren put his son, Ulvargar, on the ring at this age."
* "People will want to see him on the ring."
* "Not yet!"
* "So he's fifteen. Don't get too excited."
* "Treat him as any other promising young person."
Wheels Artifact Discovery

## Dialogue

1. Agree.
2. Offer it to another Wheel clan.
3. Keep it.
4. Destroy it.

## Consequences

If you **keep it**, sages may agree it may be beneficial. The treasure is obtained and mood may improve.

## Advice

* "If I asked permission every time I went on a trip I'd never find anything." - Reda
* "The days of kings have just begun." - Iverlantho
* "The artifact will advantage us when dealing with Wheels." - Sereden
* "Another clan might not be able to give us that many cows right away."
* "Samnal, the cruel chariot god, captured and chained the First Horse."
* "A useless treasure worth 50 cows? Why are we debating this?"
* "Destroying it will harm Wheel magic, rendering them vulnerable in battle."
Reda

Reda is a member of the Berenethtelli royal clan. She claims descent from Redalda, goddess of horses and diplomacy. Reda often travels the Black Eel Valley and reports her findings, such as the undertaking of other clans or the occurrence of strange supernatural phenomena, back home.

She has a husband with who she shares a daughter, Rodene.

## Lights Going Out

Reda is a set character that always appears in a game of *Lights Going Out*. Reda shares an otherwise unique portrait set with her daughter, Rodene.

### Lore

The clan ring has the following to say about Reda:

* "Where others withdraw into the safety of their home territory, Reda continues to gather information on the wider world."
* "Reda doesn't always ask permission before a wild ride. But she doesn't usually take an escort."
* "If she descends from Redalda, she also has the blood of Vingkot in her veins."

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

* "My devotion to Redalda will aid us here."
* "Redalda is a fire goddess, but would surely refuse Chaos gifts."
* "Clouding our prayers to Redalda will slow horses."
* "We should find a daughter of Beren's line to rule as queen"
* "Normally I speak up for diplomacy and understanding, but the metal folk are a different matter."
* "We must not shirk our responsibility, which dates back to the time of Redalda."

### Skills & Religion

Reda worships her divine ancestor Redalda. She is a skilled diplomat.

Only she and her daughter, Rodene, can make use of the treasure Son of Charandar.

### Events

Reda appears or is mentioned in the following events:

* Meet Reda
* Meet Rodene
* King Versus Reda
* Garbled Tongues: Language Restoration Rite
* Reda's Feud Dream
* Wheels Artifact Discovery

## Images

Reda in an argument with her king, Iverlantho.Reda argues with the Humakti warrior Kerenna.Reda and Dresta, the shaman, in a dispute.Reda out on a mission.Reda is startled, finding a hole in reality.Reda holds a heated discussion with Hanth, the hunter.Reda accuses Venef of indecisiveness.
Uralda's Soothing Bell

## Description

"Grants resilience in the face of Chaos"

Slightly improves your clan's mood when events involving Chaos occur. As such events are common, this is a very useful treasure.

## Acquisition

It can be acquired in several ways Lights Going Out. The first is as a reward from Uralda when exploring a Gods War rift - ask her to reward you with a treasure when you complete her quest. Alternatively, one can obtain it through trade or after a very successful raid against another clan.
Sidar Goatfather

Sidar Goatfather, also known just as Goat Father, is one of the Ergeshites' most important gods. The Riders do not worship him, but do acknowledge his relationship to Uryarda the Goat Mother, who is one of their goddesses. They tend to see him either as an interloper trying to lure her away from Elmal's people, or a member of her tribe who just wants to visit.

The Sidarsi worship him as "Sidar the Horned Goat."

## Ride Like the Wind

### Lore

Your clan circle can say the following about Sidar:

* "Goat Father appears in our stories as the interloper who tries to lead Uryarda away."
Tiger Tooth of Forosan

## Description

"One of the Four Kingdoms treasures, which can help us when we bring it on a raid south of the Black Eel (use in battle)"

The Tiger Tooth is a treasure that helps you win raids south of the Black Eel river. It must used in the Planning phase of the battle to be effective. Note that it can only be used when you raid another clan — it cannot be used when your clan is under attack.

Unlike many items with similar abilities, there is no danger that the Tooth will break after battle.

## Acquisition

It can be acquired by exploring Forosan in *Lights Going Out* via the Jack-o-Bear Attack event.

## Lore

The Tooth presumably belonged to a sakkar, one of the fierce saber-toothed tigers kept by the Forosilvuli.
Rider Refugees

## Dialogue

1. Adopt them.
2. Regretfully decline.
3. Assure your people you will protect them from the flotsam of a dying world.
4. Rob the refugees.
5. Kill them, seizing their possessions.

## Consequences

If you **adopt them**, you may find that their leader makes a formidable addition to the ring. Your clan mood may also increase—since this allows your clan to learn more of their Rider past—and, in addition to thirty or so able-bodied pairs of hands (and hungry bellies), the refugees will come with however many horses they bring. They will also have the decency to cook the goats they bring with them, immediately adding to your food supply. They may also perform a horse blessing for you.

If the adoptees have a difficult time fitting in, their story may continue with the Old Guard vs Adoptees event.

## Advice

* "We turned our Rider story tent, on which our history was embroidered, into a tapestry that hangs behind the throne." - Iverlantho/Venef
* "Have they magics to use against the undead?" - Kerenna
* "We could use a boost to the Beren side of our bloodline." - Kerenna alternative
* "There's nothing to stop us from taking what they have." - Hanvan
* "They are weak. Do what survival demands." - Hanth
* "Local Riders don't know them, and probably don't care what happens to them." - Reda
* "Riders found spirits on their flight from the Frozen City." - Dresta
* "No one cares what happens to them. Lend me your sword, Kerenna." - Eurmal devotee
* "I will deal death if need be, but not at a trickster's urging, <Eurmal devotee>!" - Kerenna, alternate
* "People regard our Rider roots as a forgotten curiosity."
* "People fondly remember our Rider roots. They will not be pleased if we scorn these folks."
* "Letting them in would honor our heritage."
* "Riders say there never should be kings."
* "It never hurts to adopt <number> horses, and people skilled at tending them." - Rider Refugee Leader from a previous iteration of the event.
* "Have they magics to use against the risen dead?"
* "Every man for himself."
* "Ewww, goats!"
Rameo And Juliet

## Dialogue

1. Attack the <Ram Clan> in reprisal.
2. Demand compensation from the <Ram Clan>.
3. Let her family deal with this.
4. Remind all your young women that Rams are off-limits.
5. Scold her.

## Consequences

**Reminding all your young women that Rams are off-limits** can raise overall clan mood. So can **scolding her**. **Letting her family deal with this** is the traditional option, and can also work.

**Demanding compensation** seems never to work; the Rams, who after all ban only marriage with Riders rather than flirtation or sex, will refuse out of hand.

Finally, a **raid** is a nuclear option. Success (which involves <Rameo>'s head in a sack) will raise the clan's mood; failure leads to <Juliet>'s suicide and even lower mood. And of course, remember that raiding in crop season is never a good idea!

## Notes

After a while, you will hear either that <Juliet> talks no more of her forbidden love, or that she has run off to join him, and that from now on the clan will pretend she is dead to spare her family's feelings.

You may note similarities both to Romeo And Vinga and to the troubles of Beren the Tall.
Scorpion Folk Steal Goats

## Dialogue

1. Engage them before they get away with your goats.
2. Track them to their lair.
3. Ask another clan to fight alongside you.
4. Be thankful they didn’t do worse harm.

## Consequences

If your ancestral enemies are the forces of Chaos, your ancestors aren't likely to approve of you doing nothing, and will reward you if you successfully best their foes.

Successfully **engaging the scorpion folk immediately** will regain you most of your lost goats, but some warriors will be sickened.

**Tracking them to their lair** is a test of Hunting (Food + Combat) for your chosen expedition leader.

## Notes

The text changes slightly if the forces of Chaos are your ancestral enemies, noting that your fought scorpion folk long before the exodus from Nivorah.

This event is much like the event **Scorpion Folk Steal Goats** in *Lights Going Out*.
Wheels Seek Aid

## Dialogue

1. Give them horses.
2. Perform a ritual to bolster their priests and priestesses.
3. Send Gamari devotees to perform healing magic.
4. Decline.
5. Decline, then make attack plans.

## Consequences

If you choose to **perform a ritual**, you can choose between divine and shamanic magic. The Wheels do not have shamans themselves, and may not trust yours; divine magic is a safer way to aid them.

**Sending Gamari devotees** can work and earn their gratitude, but if your people fail, they'll blame you.

## Notes

The Former Wheel may have special dialogue if this is her birth clan asking for aid, but it isn't known what it is.
Sprouting Shrine

## Dialogue

1. Give sacrificial thanks.
2. Invite other believers in Cenala to worship at the shrine.
3. Invite nonbelievers in Cenala to witness this manifestation.
4. Carry on as normal.

## Consequences

If you **invite nonbelievers**, you have a chance to win some of them over to Cenala worship.

If you choose to **sacrifice**, you can dedicate that sacrifice either to Hyalor or Aldrya. Either can succeed, although a sacrifice to Hyalor is easier (particularly if you have one of his worshippers on the Clan Circle).  If successful, a sacrifice to Aldrya will help your dealings with outsiders, while a sacrifice to Hyalor will help you connect to the gods.

## Notes

If your shrine to Hyalor is destroyed after this point, you will lose the wilds blessing (which provides precious extra food to your clan) and not be able to regain it.

The icon of your shrine to Hyalor on the Magic screen will change slightly to reflect the presence of the vines.
Rams Enslave Wheels

## 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**, you can send an emissary to tell the captives' clan what has become of them; usually they believe you and send a rescue party (as well as liking you a bit more). Failure has them too suspicious to act on your warning. And if they do act, it'll be obvious to the slavers who told on them...

## Advice

* "'Huff huff! I worship Orlanth, the god of Freedom! Who will buy my slaves?'"
Wheel Traders

## Dialogue

1. Trade shrewdly, so they think they’re getting the best deal.
2. Ingratiate yourselves with a deal in their favor.
3. Lean on them for a good deal.
4. Decline.
5. Scornfully decline.

## Consequences

If you choose to trade, you'll be able to choose how many cows' worth of goods you want.

**Lean on them for a good deal** may annoy these Wheels enough for their clan to raid you in response.

**Scornfully declining** will annoy these Wheels, but it may cheer your own people. Or not.

## Advice

* "Scorning these bullying egotists could bolster our popularity."
* "Charioteers aren't exactly foreigners, but they're not us either."
* "Stelfor of the West Clan fought Goldtalon, chief of the Big Chariot clan. The struggle was brutal, with captives on both sides burning in fire cages."
* "Let's goad them into attacking us."
* "We worship most of the same gods, but the stories they tell of them are cold and cruel."
* "They don't fear us. Intimidation will not go well."
* "Tweak their noses. By 'tweak,' I mean 'bloody.'" - Raven shaman
Tomorrow Skull

## Description

"Decreases troll raid frequency, aids leaders who value unity, and helps if Chaos eats the world"

The Tomorrow Skull also allows you to try to talk to any trolls you encounter while doing missions on the map. Note, however, that not all Trolls follow the same queen - some will remain hostile to your clan.

In addition, the Skull can be used in a single combat encounter against a troll hero during battle.

## Acquisition

This treasure appears only in Lights Going Out. It can be received during an event, as a gift from a visiting delegation of the Troll queen Irrekar Ulombar. Possession of this artifact may trigger another event.
War Screen

The War Screen is where you will handle most military matters.

All versions of the game will have the same basic information, but it will be displayed differently depending on what device you are playing on.

## iPhone

In the upper left hand corner you can see how many warriors you have. This section shows you how many Swords (professional warriors) and Bows (ordinary clan members who are able to fight) you have, and how many of each are sick or injured. You can also recruit more Swords, or dismiss some of those you have.

Beneath this section, you can see an overview of your recent raids.

* An intact sword stands for a successful raid , whether one you launched or an attack you  successfully fought off.
* A broken sword is a raid you lost.
* A sheep icon represents a successful herd raid.
* An upside down sheep represents a herd raid which you failed to detect.
* A stack of coins represents a raid in which your target paid you tribute to escape battle.
* An upside down stack of coins represents a raid in which you paid your attacker tribute to prevent them from attacking you.

In the center, you can see which Fortifications you have built.

At right, there are four buttons. The first, Fortify, concerns your fortifications. The second and third, Raid and Herd Raid, allow you to launch raids and herd raids, respectively. See Raid for details. The last, Menu, will simply take you back to the Menu.

At the bottom of the screen you will find your Clan Circle as well as your clan's basic resources and relations. As usual, you can tap the portraits of your Clan Circle to get their advice. For example, they may tell you that you need more warriors, or warn you against raiding in Earth season, when all hands are needed for the harvest.

## iPad

*The iPad version differs from the iPhone above, although it conveys the same information.*
Shel Kahn

Shel Kahn is an artist who worked on *Six Ages: Ride Like the Wind.* They drew all the scenes involving the Yeleni people, among others.

## Selected Illustrations by Shel Kahn

Yeleni hunters inspecting the contents of their pit trap.Yeleni making a request of a Rider clan.Conflict brewing within a Rider clan that has adopted Yeleni.Locusts devastate a Rider clan's harvest.Wild dogs attacking goats.The Traveling Stone.
Spirit As Ransom

## Dialogue

1. Agree.
2. “No, we will pay you in wealth, as custom dictates.”
3. Offer a different spirit.
4. Offer a treasure.
5. “Return them, and we will be indebted to you.”"

## Consequences

Keep in mind that the standard price for a spirit is 25 cows. Is this more or less than the conventional ransom would be?

Of course, if the spirit they ask for is not one you value, **agreeing** ends the event straightforwardly and satisfactorily for everyone.

If you find the spirit they ask useful, you may want to **offer a different spirit**. This is a test of Bargaining vs. Customer, helped by Ritual magic and by having a shaman on the circle.

## Notes

I think the other clan here has to be a Rider one, given the other cultures in the game don't really use spirits. But it might be possible for the event to trigger even if they didn't capture these prisoners themselves—they might have acquired them from a Ram or Wheel clan that you fought, instead.
Temples

**Temples** are an important aspect of obtaining divine blessings. Through Temple construction, you will be able to maintain a permanent blessing, or multiple permanent blessings with the Gods.

Choose your temples wisely: you can only support so many. Additionally, temples cost more than twice as much as shrines to maintain, and a great temple costs more than twice as much as a temple. Annual maintenance is reckoned at Sacred Time, and if you fall short, you will lose a shrine or temple.

The number of temples you can support is limited not only by the cost of their upkeep but by your population. Aside from that, each alliance you form increases the number of temples you can maintain. There are also some treasures that reduce the number of worshippers needed to maintain a particular god's shrine, including Aronpala's Bulb (Erissa), Copper Fleece (Uryarda), Gamari's Feather (Gamari), the Gazzam Ledger (Buseryan), the Nyalda Stone (Nyalda), the Obsidian Sickle (Pela), the Radiant Lodestone (Zarlen), the Singing String (Osara), and possibly more. Finally, a successful Worship venture increases the number of temples you can maintain for one or more years.

2 herds
5 herds
11 herds
Talokans

Talokans are demons from the underworld. They vary greatly in apperance—some are winged, others are insect-like, yet others are twisted versions of mankind—but they all come in hideous, monstrous forms. Their ruler and maker is the Chaos god Nontraya the Taker. He first spawned the Talokans to enact his revange on Ernalda and her household after she spurned his advances. They were unleashed upon the world when Orlanth, who had first banished Nontraya to the underworld, died. In the Chaos Age, Talokans spur on Nontraya's undead armies and support his priests in their endeavors.

## Lights Going Out

### Lore

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

* "The lord of the talokans is the Chaos god Nontraya, the wolf-riding beast who slew Ernalda."
* "Talokans wield whips to spur on the undead."
* "Talokans did not trouble us when we were Riders."
* "Orlanth's arrival in hell unleashed the talokans."

### Event

Talokans appear in the following events:

* Talokans Attack Berenstead

## Images

An army of Talokans try to invade Berenstead.
Riders Propose Favor

## Dialogue

1. Agree.
2. Agree, gifting them also.
3. Agree, proposing formal alliance.
4. Decline.

## Consequences

If you **agree, proposing formal alliance**, they express it's a possibility. If your emissary successfully fulfills the request, the alliance is formally accepted.

## Advice

* "We were Riders before we were Rams." - Iverlantho
* "Redalda preserves the lore of several dead gods." - Kerenna
* "Matters of divine worship are not for me to decide." - Dresta
* "Who wouldn't support seeking knowledge?" - Lhankor Mhy devotee
* "With the world in ruins, there is more to explore, and more danger in attempting it."
* "The sooner you start exploring, the sooner you will find it."
Sympathetic Wheels

## Dialogue

1. Accept their gift.
2. Accept and invite them to feast with you.
3. Ask that they instead forget a past slight.
4. Ask them to further explain their motives.
5. “You think our affections are so easily bought, arrogant Wheels?”

## Consequences

Just **accepting** is a fairly safe choice, although if the people are particularly bullheaded you may see a mood drop.

A **feast'**s success depends on your clan circle's Diplomacy, as well as how much this Wheel clan likes you. It may be harder if your clan is in a Bullheaded mood. Having the Former Wheel on the circle might help, and investing in Diplomacy magic at Sacred Time definitely does. If a feast goes badly, the Wheels may reclaim their gifts and storm off.

**Asking them to explain further** just gives them a chance to put their collective foot in their mouths.

## Notes

"As a child of the Wheels, I understand when they mean well. Take this in the intended spirit, even if you don’t like every one of their words." — Former Wheel.

It may be that the Former Wheel has an increased role if it is her birth clan making the offer--needs confirmation.
Romeo And Vinga

## Dialogue

1. Exile them from your lands.
2. Equip, then exile them.
3. Escort her back to her people.
4. Encourage them to drown themselves.

## Consequences

**Exiling them** is likely to lead to their deaths. **Equipping them first** is a merciful option, though they're probably still doomed.

**Escorting her back to her people** will upset the young woman, but they may be pleased with you--although not by too much. Since Rams have no prohibition on unmarried sex, they will usually forgive her for her actions, although sometimes the identity of her lover is too much and she will live on in disgrace. You will then have the choice of exiling the Rider man (without equipment) or telling him to drown himself.

Needless to say, the girl's clan will not be happy if you tell her to drown herself. They may raid you later if you do this.

## Notes

The Clan circle says:

* "To gaze at a Ram girl from afar is the stuff of song. To touch her is a grave crime."
* "Yenfar the Capturer, nemesis of the first clans, issued from the loins of a Rider and the womb of a Ram."
* "When we are plagues by evil magicians, they often turn out to be the result of forbidden lust between Rams and Riders."

You may note some similarities both to Rameo And Juliet and to the troubles of Beren the Tall.

If you exile them, you'll hear of their fate later. Usually they die, or <Vinga> returns to her people and tells them that <Romeo> is dead. Occasionally they can survive despite the odds, though.
Raven Festival

## Dialogue

1. Hold the festival, without taking a captive.
2. Hold the festival, humiliating the captive.
3. Hold the festival, maiming the captive.
4. Hold the festival, killing the captive.
5. Take no action.

## Consequences

For any options that involve taking a captive, you will be given a choice as to which clan to target, who will lead the party, and how many Bows and Swords to send. There is a risk that they will fail but come across someone from a different clan; if this happens, you will be asked if you want to hold the festival using this alternate captive.

Your shamans warn that **a festival without a captive** will harm your clan rather than benefitting it.

## Advice

* "The worse we treat the captive, the more people will like it."
* "Raven came to us during the exodus. 'You will need to be as sharp-beaked as the wilderness you find yourself in,' he said."
* "Raven's gifts come with a cost in blood."
* "Send no more than seven to seize the captive."
* "Doing permanent harm to the captive will boost our spirit magic for a while."
* "To grab a single captive, send a small hunting party."
* "He who does not act cruelly is cruelly acted upon. Caw!
SheGo

> **"I don't forget...and I don't forgive."**
>
>

> "**If you're gonna kill someone, at least keep it clean. Otherwise it's a waste of energy."**
>
>

Monique Go, also known as Shego, is the daughter of the original Shego and the evil Dr. Draken. As the only girl of her mother's children, she took on the name from her mother and turned to villainy while her mother is made to sit in prison for life. She aims to take out the child of the people who put her mother there.

With black hair and eyes, Shego intends to take her mother's place and conquer the world.

### Appearance

Standing approximately 5'9", Monique is almost the spitting image of her mother with long, pitch black hair and pale green tinted skin. Unlike her mother, her eyes are an almost pure black, her pupils almost blending right in.

### Personality

Monique is known for her sassy attitude and aggression. She has a similar attitude to her mother; intolerant of monologues and one to enjoy sarcasm.

### Powers and Fighting

Being the daughter of Shego and Dr. Drakken, she gained the powers of her mother's family, the Go Team Glow. Because of experiments her father did on himself, her strength and intelligence are higher than normal, borderline evil genius level.
Slaver Pushback

## Dialogue

1. Attack.
2. Renounce your support of <Priestess>.
3. Send warriors to whoop back at them.
4. Send your people out to pointedly ignore them.

## Consequences

Successfully **whooping** or **ignoring them** can raise your clan mood.

## Notes

The text of this event varies depending on whether you spread <Priestess>'s message or simply agreed with her quietly.
Unholy Trio

Thed, Malia and Ragnagkar turn virtue into evil by subverting Orlanth's justice.

## Complete Myth

Chaos came, and turned virtue into evil.

First the goddess Thed came and showed Orlanth that there could be too much justice. Thed had been overcome by Orlanth's brother, Ragnaglar. She showed everyone her gaping wound, which had never healed, and demanded full recompense. Orlanth, of course, agreed, even though it brought him great shame. Thed thought of the worst thing that she could do to an enemy, and she said that she wanted to be the Goddess of Rape, so that Orlanth's own wife and daughters would fear the same thing forever. And they did.

Then, the goddess Malia came to court and showed Orlanth that there could be too much change. At first everyone ignored her, but she was so persistent that they were all afflicted anyway. The more they ignored her, the worse their affliction got until finally they were diseased. And that it what Malia is, the Goddess of Disease and Suffering.

Finally, Orlanth's own brother, Ragnaglar, showed him that even his sacred progenitive urges could become vices. Orlanth's brother was so overcome with sexuality that he had no limits to what he would take as a partner, and he was so fecund that everything he mated with bore his children. In this way a horrible race of monsters was born, the broos, who are like their father, and who have no sisters. And that is what Ragnaglar is, God of Evil.

These three together became the Unholy Trio. And although they were bad, the things they brought into the world were even worse. They spawned Wakboth the Devil, who tore the Storm Age apart.
Returned Cows

## Dialogue

1. Give her half of the cows she found.
2. Honor her with a sacrifice to her goddess."
3. Strike a trade agreement with her.
4. Thank her and send her on her way.

## Consequences

You probably can afford to **give her half the cows**--or **sacrifice them**.

**Sacrificing** the cows can lead to Ekarna giving your clan a trade blessing. <Name> says that her clan will approve of this.
Striking Fear Into Riders

## Dialogue

1. Allay their fears with a gift.
2. Demand tribute from them.
3. Make them fear you with a large attack.
4. Make them fear you with an honor raid.
5. Do nothing.

## Consequences

Before considering a **large attack**, check the season to be sure you won't be taking farmers away from planting or harvesting. Keep in mind also that a full attack will also make them hate you more than they do.

A failure to **demand tribute from them** will lower your clan mood and bring you back to the choose another of the 4 choices.

An **honor raid** can increase fear/respect with less risk. Failure will have the <Other Riders> fearing you less. However, in neither case will it make them hate you.

## Advice

* "The people will not like it if we fight and fail, or if we allay <Other Rider> fears."
* "Elmal made honor raids so brothers could fight without descending into strife."
* "When the First Clan split into the Four Clans, they said they would not fight. And for a year, this held true."
* "A full raid now will prevent us from tending to the barley."
* "The <family> shall be the one to strip a proud <Other Rider> fighter of his belt, and thus his wealth and story."
* "A full raid is riskier than an honor raid, but carries greater rewards."
* "We should be taking from them, not giving."

## Notes

This event has a counterpart in Striking Fear Into Wheels, and probably another event involving Rams.
Nick's World

**Nick's World** is the fourth episode of the first season and the fouth episode overall.

It premiered on August 17, 2018.

## Plot

When Molly sends in multiple fan letters about letting Nick host the show, the Executives force him to do the task.

## Synopsis

Molly sends more fan mail to the studio to get Nick to host the show. The Executives get tired of being constantly emailed and force Nick to host the show in hopes to get Molly to stop. Nick is upset about it but does it anyway. The Executives tell Nick they don't want a repeat of last time. Nick goes out and gives a heartwarming speech to Molly which causes her to blush. After the show, Molly goes to the basement to congratulate him, she overhears him planning to go back to his home planet, later causing him to pull out his laser ray and fires it to the ceiling accidently. Molly is shocked to find out that Nick is an alien.

## Characters

### Main characters

* Nick
* Molly
* The Executives

### Minor characters

* LJ
* Kathy

## Trivia

* This episode is rated TV-14-D for mild language.
* The episode, "The Show Must Go Wrong" is referenced three times
	+ A flashback to Nick ripping off Kathy's top
	+ Kathy being surprised Nick is hosting the show again after what happened.
	+ Nick saying he hosted the show "two episodes ago"
* This is the first appearance of Molly.
Redalda's Daisy

## Description

"Soothes the people amid political contention"

This treasure slightly improves your clan's mood when events involving political contention occur. Conflicts between royalists and their opponents ("realists") are a frequent cause of such contention.

## Acquisition

It can be acquired in *Lights Going Out*, through trade or after a very successful raid against another clan.
Tusk Burning Banner

## Description

"Banner decreases magnitude of defeat when defending against trolls"

If your clan possesses this treasure, it will suffer fewer material losses when it loses a battle against raiding trolls.

## Acquisition

Ride Like the Wind: ?

Lights Going Out: Can be bought from a wandering trader. *(and possibly in other ways - needs confirmation)*
Shamanic Trade Offer

## Dialogue

1. Bargain aggressively.
2. Bargain generously.
3. Decline.
4. Sell at the usual rate of 25 cows worth of goods.
5. Offer a different spirit.
6. Instead, ask if they have any spirits to sell.

## Consequences

**Bargaining aggressively** will offend the shamans' clan, who may raid you for bullying their shamans.

**Bargaining generously** can please both the shamans and their clan.

If the spirit is invaluable to you, you may want to **decline** or **offer a different spirit.**

**Selling at the usual rate** is unlikely to offend them, though it won't please them as much as generosity.

Finally, you can **ask if they have a spirit to sell** instead. They will offer a random spirit that you do not possess.
Ash Clarke

Skyblitz, Born Ulrin Dux, is on of the first of a new breed of Autobots. Cybertron pre-merger had sadly gone the way it threatened for eons, Dead. The massive titan and giant robotic transformers of the past having used all the worlds energon. The only remaining entity was a powered down Alpha Trion.

When the multiverses merged cybertron was born. Thousands of cybertrons colliding reengrized the planet and the plasma forges under the guidance of Alpha Trion began to make new transformers. Trion, the designer of Optimums however was determined to not make the mistake of giants or titans again destroying all the molds for anything bigger than 16 (Size -1).

Skyblitz unlike her brother Coil who traveled to earth to become a hero and one day reveal her identity to the world and become an ambassador between the cloaked world and Earth.
Troll Emissaries

## Dialogue

1. Kill them.
2. Drive them off.
3. Ignore them.
4. Allow them to approach.
5. Approach them.

## Consequences

If you **attack**, troll-hating ancestors will give you magic.

If you **talk to them**, they will explain their purpose in coming here:

Do you agree to let the queen visit, under the laws of hospitality?

Should you agree, the troll queen will visit next Darkness season, unless your king is unavailable at that time.

## Notes

You may wish to allocate Diplomacy magic next Sacred Time. Your people also suspect that the conversation will be easier if your king is also chieftain when the queen arrives.

## Advice

* "The trolls must be here to pay homage to the king of the Berenethtelli." - Iverlantho
* "The need for caution doubles when trolls are around." - Venef
* "They’re bigger than us, but we’re bolder." - Erenlanth
* "There’s more to them than we think." - Sereden or Serestev
* "What idiocy, <Sereden/Serestev>. Would you also have us trust gorps and walktapi?"
* "Driving them off would be easier than killing them." - Hanth
* "Troll gods are really big spirits." - Doresa
* "They seek unity--I can feel it in my marrow!" - Reda
* "They’re horrible darkness monsters!" - Returner, if trolls are your ancestral foes
* "They must want to trade something." - Returner, otherwise
* "Our Rider ancestors often seem to forget their old foes the trolls, but today they want us to attack." - Ancestor worshipper
* "Their death god, Zorak Zoran, calls himself Humakt’s eternal foe." - Humakt worshipper
* "Their god Zorak Zoran tore the wings off the first horse, Gamari." - Redalda worshipper
* "If they wanted to fight us, they'd be attacking already."
* "Our ancestors bear no great grudge against trolls."
* "Trolls aren't exactly monsters but I wouldn't consider them people, either."
* "Letting them come closer will show openness and trust—qualities we will need to rebuild a broken world."
* "Never fight a troll when you don’t have to."
* "Some say their main god is a death deity, but in fact it is their great mother, Kyger Litor."
* "Their death god raises armies of corpses and skeletons."
* "They seek unity—I can feel it in my marrow!"
* "To survive, we must learn to trust what we have always feared."
Undead Hunters Return

## Dialogue

Technically, they are still your kin, as they have not received the funeral rites that sever their mortal ties. This introduces a terrible paradox - the undead are Chaotic and must be destroyed, but destroying kin invites Chaos.
1. Call on Yinkin, god of cats, to shoo them off.
2. Convince them that they're dead and must leave the valley.
3. Destroy them.
4. Tell them they've been adopted by a neighboring clan.

## Consequences

At the start of the event, mood and population falls.

If you **destroy them**, choose your noble leader and their entourage. The undead fight back but are no match for living warriors. People may avert their eyes from this. Mood may fall further.

## Advice

* "My presence, as representative of Humakt the Severer, resolves this so-called paradox. I can kill them without kinstrife." - Kerenna
* "If we send them to another clan, they might ask owl spirits to tell them what happened." - Dresta
* "Clans who distrust us might perform divinations if undead bearing our tattoos show up to mumble at them." - Reda
* "In some stories the task of scaring away friendly but troublesome undead falls to Yinkin, god of cats."
* "We can take them, but at what cost?"
* "It is up to them to leave."
* "Their bodies remain, but their selfhood is dead."
Season 2

**The second season** of *LJ's World* premiered on April 6, 2019 on EntertainmentX.

## Production

The series was renewed early for a second in May 2018, before the series even premiered.

Production will began in November 2018. Scripts were written in from November 2018 to January 2019, while the animation began work in December 2018.

It was confirmed in September 2018 that the season will debut sometime in 2019. The first episode will be titled "Who's Your Boss?"

On January 1, 2019, it was announced that the season would premiere in April 2019.

On February 24, 2019, it was announced the season will premiere on April 5, 2019.

Although on March 18, 2019, it was announced the season would premiere on April 6, 2019

## Release

The season will be released on April 5, 2019

A teaser trailer for the season was released on November 4, 2018.

## Trivia

* This season will contain ten episodes.
* This season will introduce the "Outside Dimension" which where the Executives are from, the entire dimension will be animated in CGI.