recursal/Fanatic-Fandom huggingface dataset:
Teghern

Teghern is a Chaos god sometimes known as the Teller of Lies. He fought Elmal in the past, but was slain by him. However, since those times, he has come back to life and, by the time of the Chaos Age, he plagues the world once more.

It is he who sends the three great monsters—the Eater of Skin, the Author of Sores, and Maker of Bad Growth—to attack Elmal as he guards Orlanth's fortress.

## Lights Going Out

### Lore

Your clan ring has the following to say about Teghern:

* "Teghern is Elmal's special Chaos foe. Beyond that, little is known of him."
* "Elmal slew Teghern before joining the Storm Tribe. Yet in the Gods War all events happen at once, so here it is, before us now."
* "Elmal will be the last of our gods to die. Will it be Teghern who slays him?"
* "The stories we tell, including the battle between Elmal and Teghern, are a human way of imposing order on jumbled cosmic events."

## Other Stories

For more on Teghern, see his entry on the Glorantha wiki here.

## Images

Teghern visits your clan.Teghern appears in the king's bedchamber.The Chaos Sun.Chaos gods in the Gods War, with Teghern at the front.The Chaos court, with Teghern at the front.Definitely not Teghern.
Sinkhole

## Dialogue

1. Perform a ritual to punish the Ram People.
2. Post herders to watch the hole.
3. Reallocate pastureland between the clan’s families.
4. Try to close up the hole with an earth magic ritual.
5. Do nothing.

## Consequences

Unless you successfully close the hole, it will cause a stress on your pastures. However, you may see future events involving the hole.

## Notes

It seems that unless you close the hole up in this event, the only way to do so in the future (and remove the pastures stress you'll be dealing with) is to pay visiting dwarves to do so in Dwarves Arrive. If the dwarves are your ancestral foes doing this will annoy your ancestors, so in that case you may want to close the hole immediately if you can.
If the sinkhole stays open, you may see the event Dwarf Foes Seek Passage.
Riders 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'll still have to convince the captives' clan to act on your information. Provided you can do so, they'll like you more and the <Slaver> clan, who know full well who must have passed the information along, will like you less.
Strange Figures

## Dialogue

1. Send warriors to investigate.
2. Send Antler Society shamans to investigate.
3. Call on Elmal, bright guardian god, for protection.
4. Call on spirits for protection.
5. Wait and see.

## Consequences

**Sending warriors to investigate** will confuse and sicken the warriors, resulting in a drop in clan mood.

**Elmal** may respond favorably to sacrifice, though he'll indicate that the danger is already past.

If you call on **spirits**, they will merely tell your your shamans that the "weird beings" are already gone, and that a very powerful enemy (which you are better off not knowing more about) has chosen not to destroy you. This will cause a decrease in the clan's mood.

The **Antlers**, however, will tell a very different story:

If you **wait and see**, nothing will happen and the clan mood might rise or drop depending on what the clan thinks of this incident.

## Advice

* "From the keening of our ancestors, this can only be a manifestation of the dread, inexplicable force we fought before anyone else did: Chaos!" - clan circle member, if Chaos is your ancestral foe.
* "This may well be Chaos breaking out here in the valley. We have to do something." - clan circle member, if Chaos is your ancestral foe
* "The ability to warp human senses is typical of Chaos foes." - clan circle member, if Chaos is your ancestral foe
* "I can call on Elmal." - Elmal worshipper
* "Elmal aids us in watching and patrolling."
* "I have never seen such being."
* "Hunt them down" - Dostal worshipper
* "Drawing on the spirits will not unduly tax us now. To be sure of success, divine rituals require sacrifices."
* "Send warriors."
* "Are they fuzzy yet also distinct, unassailable yet also... no, wait, unassailable isn't the word I wanted at all." - Raven trickster
Warrior Blinded

## Dialogue

1. Attack the charioteers.
2. Convince <Name> to accept life without sight.
3. Call on the goddess Erissa to restore his eyes.
4. Call on spirits to let him see without eyes.
5. Conduct the skyrise ritual, as he requests.

## Consequences

A successful **raid** will persuade <Name> live on as a noncombattant, though an unsuccessful one will only reaffirm his desire to die.

**Erissa** partially heal his eyes, enough for him to fight close up with a sword. This will cost you some Clan Magic.

**Spirits** can also aid him, giving him strange sight.

And a successful **skywise ritual** may gain the favorable attention of the war gods.

## Notes

The chain event Beren Blinded is a variant on this one.
Krarsht

Krarsht eats Uralda.

Krarsht is a Chaos god, the progenitor of krarshtkids.

## Ride Like the Wind

### Myths & Rituals

Krarsht makes an unnamed appearance battling Orlanth, Redalda, and Beren in the ritual A fight against invading trolls.

## Lights Going Out

### Lore

Your clan ring has the following to say about Krarsht:

* "The Chaos god Krarsht gnaws on communities from within, turning people's heads to greed and violence."
Thengist

Thengist the Ram was an enemy of the legendary early Riders, though he also tangled with Wheels and even fellow Rams like Arandanth. He worshipped Vadrus and was favored by him, until he lost a fight to Osara.

Thengist appears in the following myths and rituals:

* Osara and Verlaro
* Ekarna Four Trader / Ekarna's Four Trades

The circle says:

* "Goldtalon the Wheel took many of Thengist’s thanes as slaves. Thengist the Ram returned the favor."
* "When Stelfor offered the horse secret to Thengist the Ram, it was a trick, luring him into ambush."
Tips

* This isn’t an easy game, even on the “Easier” difficulty setting. You don’t have to play as if you are one of the only horse-riding clans in a bronze age world, but it can help.
* The composition of the clan circle is important, but aim for “good” not “best” because perfectly balancing skills, families, and religions may be impossible.
* Remember that nothing is certain — you may pick a course of action but your clan leaders could fail to execute it (they could be out-bargained, out-argued, or out-fought).
* If you’ve played King of Dragon Pass, Six Ages will feel familiar. But not everything works identically (you’re playing a different story with a different clan).
* Don’t neglect exploring your own land (don’t move the exploration marker, just pick an explorer and tap “Explore”).
* Exploration can find things even in places you’ve been before.
* Try to gift goods, not herds. Herds generate food and more wealth. (And are a visible measure of success.)
* The "Busenari Finds the Light" Ritual is quite probably the single most important one in the game. Eventually, your pastures will become overgrazed and when that happens, your herds will drop like flies. It is easily possible to lose 2-300 cows and a hundred horses before you can fix it with ventures. The Ritual can fix it in one go. With the possible exception of using it early game for a quick herd boost, never use this ritual for anything other than to fix your pastures.
* The fewer feuds you have, the fewer clans spread stories about you and encourage attacks on your missions
* Focus on food, everything else would be easier if you have enough of it, use it for trade if you have 3 season or more worth of it.
Redalda Born

## Dialogue

1. Give them wealth.
2. Give them the aid of a protective spirit.
3. Give an earth magic blessing.
4. Decline.

## Consequences

A successful spirit blessing pleases the <Ram> clan and provides a nice bit of foreshadowing. (The text also ascribes the girl's name, Redalda, to the spirit's advice, but this is still her name even if no spirit is given to her.)

A failed earth blessing will annoy the priestess greatly; after all, they have earth priestesses of their own.

## Notes

The axe-wielding woman is a priestess or holy warrior of Babeester Gor, the Orlanthi goddess of vengeance and protector of the other earth goddesses.
Slighted Rams

## 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 <Ram Clan> have sworn an oath of enmity against you.

## Notes

"When Thengist the Ram said he would crush the western clans, Stelfor sent him a sack. Inside Thengist found his daughter’s head." — Clan Circle member

Compare Slighted Riders. Slighted Wheels.
Kate Glasheen

Kate Glasheen is one of the artists who worked on *Six Ages: Ride Like the Wind*. She drew almost all art of the elves and dwarves in the game, as well as landscapes and the backgrounds for images of the gods in the mortal world.

## Selected Illustrations by Kate Glasheen

A Rider hawking competition.Elf raiders attack.Dwarves come to trade with humans.Victorious elf raiders.Defeated elf raiders.Victorious dwarf raiders.The Whispering Stones, which speak prophesies to brave explorers.Background for Cenala Regrowth Miracle event illustration.An enormous bear menacing explorers.
Vadrus

Vadrus the Smasher, also known as Ovadorudus or Hurt-Everything, is a Ram god, brother to Orlanth the Rebel. He is known for his violent ways. He favored Thengist, until Osara defeated him.

His children include the equally destructive gods of Freeze-Everything, Chase-Everything, and Hide-Everything.

## Ride Like the Wind

### Myths & Rituals

In *Ride Like the Wind*, Vadrus appears in the following myths and rituals:

* Hyalor's Long Ride as Ovadorudus (only if Ram People are your ancestral enemies).
* Osara and Verlaro as Ovadorudus
* Zarlen's First Wander as Hurt-Everything, whose plan to destroy Elmal is foiled by Zarlen. He has three children in this myth, known as Freeze-Everything, Chase-Everything (Gagarth), and Hide-Everything.
* Rivalry between warlords, where Redalda can try to persuade him to join the Storm Tribe. Should she succeed, a potential reward for the ritual is a blessing from Vadrus.

## Lights Going Out

By the time of *Lights Going Out*, Vadrus has died, presumably during the Great Darkness. You can still encounter his worshippers, the Vadrudi, in the game, though.

### Lore

Your clan ring can say this about Vadrus:

* "With the death of his father Vadrus, Valind is now the chief of his clan, called the Hurt Everythings."

### Myths & Rituals

In *Lights Going Out*, he appears in:

* Humakt Draws the Line.

## Other Stories

For information on Vadrus's role in other stories of Glorantha, see:

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

## Images

Vadrus (far right, blue) quarrels with the other Storm gods.Vadrus in the background, behind Kargan Tor.
Strange Pillar

## Description

"Aids us when dealing with our strongest personalities"

This treasure will add 1 point of clan magic each time an event focused on a unique character (Iverlantho, Hanth, Dresta, Reda, Kerenna, Sereden or their descendants) takes place.

## Acquisition

The Pillar will be made by Sereden during an event. If you decide to keep it, it will be added to your treasury. The event can repeat with Serestev, and it is possible to acquire a second Strange Pillar this way (their effects don't seem to stack).
Winded Orlanthi

## Dialogue

1. Sacrifice for the afflicted.
2. Seek help for the afflicted from spirits.
3. Ask a neighboring clan for help.
4. "There is nothing we can do."

"'Follow-up if you sacrifice for the afflicted: Who do you sacrifice to?"
1. Chalana Arroy
2. Ernalda
3. Orlanth
4. Our ancestors

## Consequences

If you **seek help for the afflicted from spirits**, it will ask if you tax your bonds with clan spirits. Taxing with a skilled shaman (like Dresta) will summon mammoth spirits spraying breathable air that fully heal about half of the afflicted and put the rest, still incapacitated, on the road to recovery.

If you **sacrifice for the afflicted** and then choose to sacrifice to **Chalana Arroy** then you are asked how much to sacrifice. If the sacrifice is successful, then Chalana Arroy should help the afflicted breathe the little air that remains, allowing many to recover and clan mood to increase.

Some time after this event, a message may appear that air has returned to normal, with Orlanthi worshipers returning to health.

## Advice

* "It will be harder than usual to contact helpful spirits, but I can." - Dresta / female noble shaman(?)
* "Other clans in the tribe have chiefs that worship Orlanth or his daughter, and won't be able to help."
* "I can't tell if this is just bad air, or affects Orlanthi across the entire world."
* "With so many warriors unable to fight, we're extremely vulnerable."
* "We could ask the <Nearby Clan>s for help. We'll only be able to appeal to the closest clans, since the weaker men have already died."
* "The loss of labor hasn't yet affected our crops, but probably will if the men don't recover."
* "This won't last forever, but we should still help them."
* "We don't know exactly how Orlanth died, but since he was the most powerful air god, it's not surprising that the air is no longer good."
* "This bad air extends for some distance, but neighbors might not be affected."
Sara Otterstätter

Sara Otterstätter is an artist who worked on *Six Ages: Ride Like the Wind*.

## Selected Illustrations by Sara Otterstätter

Explorers encounter the outlaw god UldakExplorers consider whether this crater might perhaps be bad news.Blacktails (prairie dogs) cause trouble.A Rider shows off her steed.An elk with very impressive antlers.Elk chasing cattle.
Self-Firing Bow

## Description

"Dwarf-made artifact makes skirmishing more effective (use in battle)"

This treasure can be used at the beginning of a battle to make your skirmishing more effective. Keep in mind that you can choose only one treasure per battle.

The bow has a chance of breaking at the end of each battle in which it is used.

## Acquisition

It is available in both Ride Like the Wind and Lights Going Out. In the former game, it is possible to find it by exploring the Imther Mountains. In the latter game, it can be one of your starting treasures or be acquired through trade or raiding. *(needs confirmation)*

It is one of the few non-unique treasures in the games - you can have multiple copies of it at the same time.
Walktapus

A walktapus is a Chaos creature with a bulging, tentacled head—much like that of an octopus—and the body of a human. They scitter, can climb on walls or roofs, and eat human beings.

The plural word for walktapus is walktapi.

## Lights Going Out

### Lore

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

* "If you cut a walktapus in two, an hour later you will have two walktapi."
* "A walktapus can use its tentacles to fight four enemies at once, or squirt a cloud of poison gas."
* "A walktapus can squeeze through a hole smaller than a spear haft and is surprisingly fleet. We'll never find it."

### Events

They factor into one ending: Loss: Last Stand.

## Images

The Chaos Army, including walktapi, fights the guardians of Berenstead.
Sheep Spawn Broos

## Dialogue

1. Call on Nevala Sheep Mother to cure any still-infected sheep.
2. Call on Urox to strengthen your clan against Chaos.
3. Rouse all available warriors to hunt down the fresh-spawned broos.
4. Slaughter all sheep in the affected pasture.
5. "The worst has already happened."

## Consequences

At start of event, there is a malus of Herds.

If you **rouse all available warriors to hunt down the fresh-spawn broos**, choose a noble to lead the hunt. The juvenile broos may prove little threat, being easily slain. Mood and magic may increase.

## Advice

* "If certain of you showed more respect broos would not dare interfere with the royal clan." - Iverlantho
* "Send me to hunt them down." - Hanth
* "One story says that Orlanth became Voriof in order to impregnate Nevala, who birthed the first sheep."
* "Beren dealt with the Antler Society, whose actions brought broos to the valley."
* "Broos are the worst!"
* "This will keep happening if we do nothing."
* "Call Urox, or kill them ourselves."
Whooping Run

## Dialogue

1. Attack.
2. Invite them to your village for beef cubes and kumis.
3. Send your people out to pointedly ignore them.
4. Send your warriors to whoop at them in return.
5. Do nothing.

## Consequences

Success at **ignoring** or **whooping** will tilt the <Rider> clan towards fearing/respecting you a little more; failure will increase their mockery of your clan.

## Notes

The Wheels have a similar but not identical custom, a ride-by, described in the Wheels Hate Us event.
Sereden

Sereden is a member of the Berenethtelli royal clan. He is a master carpenter and philosopher. His expert craftsmanship earns him a great deal of respect amongt his clan and his philosophical musings offer a fresh perspective to its members. He questions things that Orlanthi, and indeed most people, take for granted, even the nature of existence or the need for gods. He himself is not an initiate to any god and is not a shaman either. He often speaks in a way that others find cryptic, answering questions with questions or giving answers that, on the surface, is about something else entirely. His radical positions have made him especially popular with the clan's youth. On the other hand, his way of speaking and questioning of the status quo occasionally put him at odds with others. Especially Hanth, the master hunter, who often quarrels with Sereden.

He has a wife and, eventually, a son named Serestev.

## Lights Going Out

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

### Lore

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

* "He's not an initiate, but he's not a spirit-talker either."
* "Orlanth's carpenter was named Durev. Sereden somehow gained a connection to this obscure, perhaps dead, deity. He's not an initiate of any god, though."
* "Hanth's god, Dostal, is my god. Sereden's god, Durev, is no one's god."
* "Most of us cite the divine stories when we argue, but Sereden prefers to speak in abstractions."
* "Spirits do not belong to me, or any other shaman. But Sereden meddles with matters he does not understand."
* "With so many gods dead, it isn't that surprising that he doesn't regularly sacrifice to any of them. But we still need those that remain."
* "Sereden likes question and a fissure in the world is certainly that."
* "Sereden, if you do not seek power, you must say so to the youths who surround you."
* "Sereden answers to no one, and I don't like that."
* "It's like he's speaking gibberish half the time."
* "I will get him to explain himself clearly for once."
* "We can't force the king—or anyone else—to accept Sereden's tutelage."
* "I admire a man who knows how to shut up, which Sereden is not."
* "Why do we pay so much attention to this eccentic carver?"
* "Sereden is no ordinary Orlanthi."
* "He attacks our ways, and, when challenged, shrugs! 'I am only asking questions,' he says."

### Skills & Religion

Sereden is a rarity in that he worships no god (and isn't a shaman, either).

His best skill is Lore.

### Events

Sereden appears or is mentioned in the following events:

* Meet Sereden
* Sereden Against King
* Sereden's Pillar
* Meet Serestev

## Images

The clan's youth watching Sereden.Sereden teaching spirits to question things, to the displeasure of Dresta.Serestev in an argument with Hanth.Sereden under the displeasure of Iverlantho.Sereden, having carved a strange, off-looking pillar.One of Sereden's questions pushed Kerenna too far.
Reading the Stars

## Dialogue

1. Watch for signs of enemies.
2. Determine when to sow and reap.
3. Determine when to move the herds to their seasonal pastures.
4. See any unusual events the future will bring.

## Consequences

If you choose to **watch for enemies**, you will have a bonus the next time you are raided or otherwise attacked by the enemy you learn of.

Focusing on **sowing and reaping** or **moving the herds** will give you a bonus to fields or pastures, respectively.

Lastly, focusing on **unusual events** will give you advance notice of peaceful visits by foreigners, including inhuman ones.

Regardless of your choice,

## Advice

* "Since Umath showed up, the sky has not been stable. It got worse after his son Orlanth struck down the sun. It was much easier for our distant ancestors to read the omens in the stars."
* "Although we lost the secret of reading when we left Nivorah, we can still look up the positions of the stars and planets in the Star Ledger."
* "If we know who will next attack, we can prepare for them."
* "Let's learn who we attack next!"
* "I'm not sure about this."
* "Whatever makes the star-squinters happy. Raven will change things no matter what." - Raven trickster

## Notes

It seems that this event will no longer be able to trigger after the Cracks in the Sky appear.

Uleria is a Celestial Court goddess of life, love, and fertility, and the Black Bat is the Dara Happan death goddess.
Vinga

Vinga is the Vingkotling goddess of female warriors, a counterpart of sorts to the Rider goddess Osara. Her worshippers always have red hair, though not all red-headed Ram women are Vingans.

## Lights Going Out

The younger daughters of Beren and Redalda, who fought at Stormfall, were Vingan warrior women; their elder sisters worshipped Osara.

By the time of *Lights Going Out*, your clan is uncertain if Vinga is dead or if she has merely lost vigor after the death of her father Orlanth. The player clan has resumed worship of Osara in her place. Other Berenethtelli clans still worship Vinga, including at least some female clan chieftains.

Vinga appears on one of the exterior pillars of Orlanth's temple. She is represented wearing a helmet, with Motion runes on her cheeks and a third beneath her face.

## Other Stories

Outside of *Six Ages*, Vinga appears in other stories of Glorantha. For more information, see Vinga on the King of Dragon Pass wiki and Vinga on the Glorantha wiki.

## Gallery

The red-headed Orlanthi warrior-woman to the right, adorned with motion runes, is almost certainly a follower of Vinga.Orlanth's temple, including the Vinga column, is visible at the left of the image. Vinga's image can be seen beside the shoulder of the female Lhankor Mhy sage who is announcing Venef's coming of age.Vinga's column of Orlanth's temple can be seen at the far right. Her helmet has been refinished in gold, blue paint has been retouched, and the runes on her cheeks may have been changed to Wind.
Sick Goats

## Dialogue

1. Call on divine aid.
2. Call on spirit aid.
3. Kill all the sick goats.
4. Kill all sick goats, and any healthy ones they came into contact with.
5. Organize a mass ritual with neighbors to save everyone’s goats.

## Consequences

A **mass ritual** can be effective, but success relies on your ability to convince your neighbors; if they don't like and respect you, they may well refuse.
Wheel Conclave

## Dialogue

2. Stay out of this.
3. Warn a Wheel clan against participation in kingdom talk.
4. Warn other Rider clans of the danger.

## Consequences

**Showing friendship** **to a Wheel clan** will improve relations with them but also cause a loss of respect. 2. **Stay out of this** will avoid offending anyone or benefit. **Warn a Wheel clan against participation in Kingdom talk,** if successful, will prevent that clan from having its chief become king of the local Wheels. **Warn other Rider clans of the danger** can improve relations with other riders.

## Notes

**How to get:** Event can happen randomly after the skyfall event occurs.

Additional Chain events can roughly take 2-3 years to resolve or occur fully.

It does not seem to matter what your relations with the Wheels are for it to occur. If you are trying to experience this event, restoring your years after Skyfall repeatedly eventually works but it can still take a long time.

You can stall Beren's marriage events by sending him out exploring far distances without Gamari Fleethoof blessing to buy some time. One other way to avoid Beren oriented events would be to use the Ugarra the Hag exploration event and successfully send him away for a long time. (detailed in Ugarra page notes section)

**Rigging who becomes king:** The chief of the Wheel clan with the strongest military will become king, unless you intimidated them. The next strongest clan will have its chief become king instead. It is not entirely clear if giving lots of gifts to the clan you want to become king will help them do so.

If it doesn't, the other main way is to attack the other clans you don't want to become king to weaken their militaries. There can be up to 5 competing wheel clans and usually you can only attack 2 or 3 of them. At least one other clan could be intimidated from becoming king.

However, if you start a feud with a clan, you can attack clans that are far away. Some of your options are to make use of Raven events to annoy a clan, send Ergeshite warriors to a clan, or develop a bad reputation letting clans accuse you of cursing others etc. Making a Raven worshipper your chief slowly builds up clan resentments too but will require some other event to tip a clan into a feud with you.

**Most direct way to feud:** The one thing you have most control annoying other Wheels with is to invite them to the Gamari Horse Mother Ritual or harass them before doing Ekarna or Hyalor's rituals. It is possible to convince all 5 wheel clans to participate in Gamari's ritual sometimes. Just make sure to ally with the one clan you want to become king to avoid offending them in a way that would cause feuds. Doing this enough times will get feuds going allowing you to attack far off Wheel clans.

**Benefits:** If you adopted a former Wheel member into your clan, there are a few extra options you have with her when dealing with the Wheel king if he's from her clan.
Speaking Elk

## Dialogue

1. Agree.
2. Broker a deal between the elk and another clan.
3. Help by performing a ritual to repopulate your wilds.
4. Decline.
5. Kill and eat the elk.

## Consequences

If you opt to **perform a ritual**, you select whether it's to Dostal or spirits. A sufficient sacrifice to Dostal will satisfy the elk without the two years of forgoing hunting. Mood may improve.

You may later hear that the elk has been killed by Chaos creatures, in which case it will be unable to uphold its end of the bargain (the Chaos Threat stress may influence this).

## Notes

The Storm Age event Elk Greeting is similar, but not identical.

## Advice

* "If it had come to me as the king, I might have agreed. We could improve our standing in the tribe by passing on its offer." - Iverlantho
* "We do not want to enrage this creature, believe me." - Hanth (after taking his lumps)
* "There is no whiff of Chaos in this animal. But I can intercede with the spirits directly." - Dresta
* "People don't like it when animals put on airs."
* "We have the best chance of gaining a friend by currying favor with the <clan>."
* "Back when Beren was young, the Antler Society arose within our clan. They knew how to deal with spirit beasts like this one."
Ulvargar

Ulvargar was the second king of the Berenethtelli tribe, the successor and youngest son of its founders, Beren and Redalda. Because of his parents' supernaturally long lives, by the time of their passing, Ulvargar's brothers were already old and frail, so they were passed over in favor of Ulvargar for the kingship. By then, he had already sat on the clan ring since he came of age at fifteen years old.

When Ulvargar became king, he initiated not just to Elmal—the traditional patron of Berenethtelli kings—but also to Urox, the Storm Bull. Indeed, during his reign, he would maintain strong ties to the Uroxi, roving war bands of Chaos fighters. Thus, he would become known as the "Chaos-Fighting King." The tribe grew under his rule and he would make sure to spread the worship of Elmal to other Berenethtelli clans.

Eventually, Ulvargar died of old age. His son, Vingulf, would succeed him as king.

## Lights Going Out

### Lore

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

* "Beren put his son, Ulvargar, on the ring at [fifteen years old]."

## Other Stories

You can also read about King Ulvargar here on the Glorantha wiki.

## Trivia

While it is not possible for *Six Ages* characters to initiate to two gods at once as Ulvargar did, it occasionally happened in *King of Dragon Pass*, though the only combinations were Orlanth/Elmal and Ernalda/Uralda.
Spirit Procession

## Dialogue

1. A bee spirit, to sweeten sour spirits.
2. A bull spirit, to help you stick with tradition.
3. A light spirit, to win others' trust.
4. A snake spirit, granting powers of change.
5. An eagle spirit, granting courage.
6. None.

## Consequences

If you contact a spirit, the blessing it grants will cost a point of Clan Magic.
Wedding Ritual

## Dialogue

Redalda smiles that mysterious smile of hers, the one that captivates him so. “If you say so, dear.”
Beren furrows his brow in confusion.
Redalda laughs. “The truth is, I won you. For every trial, every test you undertook to make this day possible, I, aided by my mother and her sisters, performed an equivalent and necessary deed. Sometimes more than one.”
1. “Of course! All along, I could tell something else was going on.”
2. “I am embarrassed to say that I see it only now.”

Which Gods War event does Redalda choose?
1. A fight against a sea dragon.  *or*  A fight against invading trolls.
2. Rivalry between warlords.  *or*  A threat to crops and forests.

## Consequences

The first choice has no obvious effect; pick the option you like best.

The second choice is more momentous: it determines which ritual the newlyweds will attempt, and therefore what blessing your clan's descendants will inherit--if any at all.

## Notes

You always have a choice between two rituals, one from the first pair and one from the second. Which options you get seems to be determined at random.

None of the endgame rituals is all that difficult, but if Beren's stats are bad (for example, if he had a run-in with  Ugarra), you might want to avoid the ritual A fight against a sea dragon, which has multiple stages that Beren must handle without Redalda's help.

You can also influence your chances of success with magic allocation during Sacred Time .
Wakboth Raid Extortion

## Dialogue

1. Agree.
2. Sacrifice to Wakboth without their aid.
3. Scornfully refuse.
4. Attack them.

## Consequences

**Scornfully refuse** and the cultists will cheerfully mock you as they leave. Mood may increase, the people taking heart in your refusal to be cowed. Alternatively, the people will be fearful and the Mood will decrease. Either way, patrols may be doubled afterwards in preparation for the threatened raid. Said Chaos Raid may immediate follow.

## Advice

* "A king cannot be seen suck at the breast of Chaos." - Iverlantho
* "A well-phrased refusal will rouse the people." - Venef
* "<Fighters/Warriors> injured driving off these <freaks/monstrosities> won't be able to defend us in the bigger battle to come. And I see no reason to doubt it will." - Kerenna
* "Game will be scarce after a Chaos horde sweeps through here." - Hanth / Dostal devotee
* "Other clans look unkindly, to understate the case, on those who truck with Chaos." - Reda
* "Wakboth is the destruction principle in clad in otherworldly flesh."
* "Our hands aren't entirely clean with regards to Chaos, but we have never propitiated a Chaos god."
* "They must die another day."
* "Past appeasement of Chaos already haunts us."
Rider Ritual Support

## Dialogue

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

## Consequences

If you **send worshippers**, you will indeed share in the benefit of a successful ritual. However, if the ritual is botched, you'll suffer a penalty in whatever area the ritual was meant to help with.

## Rituals & Benefits

 Dostal Elk Hunter
 Ekarna Four Trader
 Elmal Path Guardian
 Gamari Horse Mother
 Hyalor Tablet Maker
 Inilla Forage Finder
 Nyalda Marriage Maker
 Reladivus River Tamer

While most of these are straightforward, it's worth noting that if the other clan botches their river taming, you may suffer a Flood next Sea Season.

## Notes

The text varies somewhat here depending on your relationship with the other clan--for example, if you agree about Cenala or not (during the schism, it's unusual for clans that agree on Cenala to refuse to help with each other's rituals). If your ancestors were known for magic, that will also be noted.

See also Wheel Ritual Support, when Wheels make this same request.
Regalia Location Estimation

## Dialogue

1. Immediately send explorers to the site.
2. Promise to send explorers later.
3. Remain open to the possibility of an exploration mission.
4. Promise not to seek the regalia.
5. Persuade your people that seeking the regalia would be unwise.

## Consequences

If you **immediately send explorers**, the people might not find this expedition particularly interesting.

## Advice

* "Anyone who does not want the regalia is a dullard and a swine." - Iverlantho
* "Even if it doesn't permit a true coronation, Vingkot's Horn will improve the attitude of other Beren clans towards us." - Reda
* "Unfortunately Iverlantho is chieftain, so the Horn of Vingkot would confer its magical advantages against us." - Dresta
* "The Battle of the <Stingers> instilled such terror that storytellers do not wish to speak of it." - Kerenna
* "The item of regalia we will most likely find at the Battle of the <Stingers> site is the Horn of Vingkot, a treasure Redalda incorporated into her husband's coronation rite." - Lhankor Mhy devotee
Wheel Kingdom Response

## Dialogue

1. Threaten
2. Attack

## Consequences

**Threaten** can succeed in leading to a truce between Wheel Kingdom clans that can be broken at any time. **Attack** can succeed and reduce Wheel Kingdom forces to a certain degree and discourage Wheel Kingdom raids.

## Notes

Attacking Wheel clans again after succeeding here will lead to Wheel Kingdom reprisal raids.
Vestantes Refugee Leader

The Vestantes Refugee Leader is a potential ring member in *Six Ages 2: Lights Going Out*. His name may be Andar, Eistang, Fangmar or Thograin.

He shares his default portrait with the Forosilvuli Refugee Leader; if one is in the clan already, the other will use a random portrait.

## On the Ring

The Vestantes Refugee Leader is Renowned in Combat and Magic, making him a very useful ring member. He usually worships Orlanth, but can sometimes worship Dostal, Humakt, or Voriof instead.
Trade Closure

## Dialogue

1. Persuade them to continue trade.
2. Persuade them to keep up the route.
3. Tell your people they are smarter and braver than <Trade Partner> clan.
4. Coax lingering trade magic from your fading Issaries shrine.
5. Accept this and move on.

## Consequences

If you **coax lingering trade magic**, a sacrifice is required. With a successful sacrifice, good omens are received and <Trade Partner> clan will agree to keep the route open.

## Advice

* "Our Issaries shrine faded after his death, but there is magic in it still."
* "Issaries said "Give me a cloud worth one ounce of silver, and I'll bring you back a bowl worth two.""
* "Our Sacred Time rituals won't help, but we must keep our trade routes open."
* "Time to hunker down."
* "A lost ring still gleams in memory."
* "Trade is dying. But it may not be dead yet."
* "If we had thought to close down trade, it is they who would look weak, not us."
Telmori Encounter

## Dialogue

1. Charge them.
2. Converse with them when their ritual has ended.
3. Shoot arrows at them.
4. Observe, slipping away as they complete the ritual.
5. Slip away immediately.

## Consequences

**Observing** can boost the explorer's magic skill, but there is a risk that the wolf people will notice them as they try to slip away and attack.

**Talking** reveals (if successful) that these people call themselves the Eroe, and worship the great spirit Eroeissa, Mother of Wolves.

## Notes

These wolf shifters are the ancestors of those later known as the Telmori.
Rogoros

Rogoros, son of Samnal, is the trade god worshipped by the Wheels. He gave up his Fire rune to gain the Trade rune. He wears a cylindrical hat.

In myths the Riders tell, Rogoros is an incompetent fool, in contrast to their own trade goddess, Ekarna. Presumably, the Wheels tell those stories differently.

## Ride Like the Wind

### Lore

Your clan circle can say the following about Rogoros:

* "[The Wheels] deny Ekarna, instead favoring the half-blind trade god, Rogoros."
* "[The Wheels] adopted their trade god after the exodus, but will not admit it."
* "Wheels do not worship Ekarna. Their trading god is male and wears a cylindrical hat."

## Other Stories

While the names of Rogoros and his father Samnal are unique to Six Ages, later Glorantha does have the solar pantheon trade god Lokarnos, whose cult mints gold coins called Wheels that are marked with chariot spokes.
Saga Screen

Your saga records your actions during the game as well as the choices you made in Clan Creation.

In the saga, time is reckoned by years of a chieftain's reign. The first year of your game is not likely to be the first year of your chieftain's rule. And the number resets if you change your chieftain.

Certain important events are marked by icons in the margin, next to the year number. For example, the icon by Venroste 1 in the sample screen here represents the completion of the Clan Hall.

At the upper left is a Share button, which lets you share your saga via email.

## Restoring

To **restore** to the end of a previous year, scroll to the end of a completed year in the Saga and tap the Restore button (with the icon of a jug spilling water).

Keep in mind that this is irreversible: all progress after the end of the selected year will be lost.

Remember also that this is only an option if you chose to have **one or unlimited** restores during Clan Creation.
Tunoralings

The Tunoralings is a people living in the woods west of the Imther Mountains, northwest of the Black Eel valley. They worship a great Raccoon spirit named Tunoral. They quarrel with their sun-worshiping neighbours to the south, the Heliaki. The Tunoralings claims that the Heliaki split from them in the past, while the Heliaki claim the opposite.

## Images

Tunoralings inside the Dead World.Tunoralings territory, the Oslira River to the west and the Imther Mountains to the east.
## Notes

The Tunoralings may be related to the Vanch culture, read more here on the Glorantha wiki.
Third Eye Blue Encounter

## Dialogue

1. Ask them what magic allows them to wear such armor.
2. Attack them.
3. Tell them everything you know about dwarves.
4. Tell them there are no dwarves around here.

## Consequences

* If you **ask them about their armor**, they will explain that they cannot fully share their secrets with people who still worship the gods, which are doomed. You will then be able to choose again from the rest of the options.
* If you **tell them what you know about dwarves**, they will give you some goods, although if your knowledge fails to impress them the amount will be very small (as low as one cow's worth). If the dwarves are your ancestral enemies, your ancestors will be pleased with you for aiding their other foes.
* Defeating them will get a small amount of goods.
Simon Roy

Simon Roy is an artist who worked on *Six Ages: Ride Like the Wind*. In addition to portraying three of the four Southern Ram tribes (the Infithtelli, Forosilvuli, and Penentelli), the Alkothi, the Antler Society, and many other scenes, he also created concept art for the game.

Roy also worked on *Lights Going Out*, in which he drew most of the Chaos monsters.

## Selected Illustrations by Simon Roy

The Antler Society unleashes a malign spirit.Traditional shamans fend of evil spirits.Skeletal birds fly overhead.The dread water witch Ugarra.An Infithtelli settlement.A traveling ritualist and his inhuman bodyguard.A troll raiding party attacks.A dinosaur attacks a herd of horses.Visitors from far-off Genert's Garden, and a captive demon.
Terror Birds

## Dialogue

1. Assure the people that this was a one-time event.
2. Call on Elmal to assert solar privilege over the kin of Father Eagle.
3. Call wolf spirits to bite their legs.
4. Hunt and kill them.

## Consequences

**Calling on Elmal** may concinve the birds to feed elsewhere, raising clan mood.

**Wolf spirits** can fix the problem even if you don't do the taxing version of the ritual. Having a shaman on the circle helps here.

## Advice

* "As creatures of the sky, birds owe fealty to Elmal." - Elmal worshipper
* "When the gods chose their sacred animals, Yelm picked first, and nodded to Father Eagle ."
* "The nobles of Verapur, an imperial city, rode birds like these. But their mounts were tame, with feathers of gold."
* "If we didn't herd cows, we wouldn't go into mourning every time we lost one."
* "After the feast of cow flesh they will stick around for more."
* "Our shamans can do the long ritual without unduly taxing their spirit connection."
* "Don't fool ourselves. We will not be hunting terror birds, but fighting them. If we lose, many warriors will die."
* "The svagery of birds is well-attested." - Raven trickster

## Notes

If the event reoccurs, you will no longer be able to tell your people that it was a one-time event.
Uroxi Ritual Offer

## Dialogue

1. Agree.
2. Agree, with half the reward now, half a year from now.
3. Agree, for half the stated reward.
4. Decline, offering hospitality.
5. Decline.

## Consequences

If you **agree**, they do the ritual as stated. They may express that Wakboth, though everywhere, is less here than other places. This may please the people, who in turn praise the ring for agreeing without haggling; mood likely to improve.

If you **agree, with half the reward now**, they may accept and come back in five seasons to claim the remaining half. They may ask for extra payment however, presumably this depends on your relations with Urox cult.

## Advice

* "They must not speak impertinently to the royal clan." - Iverlantho
* "Urox mostly fights Wakboth the Devil, but can also battle Ragnaglar or any other Chaos deity."
* "Beren had his own troubles with roving Uroxi."
* "Big snort, small cloud."
* "Delay payment as long we can."
* "They won't forget a debt."
* "I can convince them that the battle against Chaos matters more than their gain."
Wild Dogs

## Dialogue

1. Assure the people that this was a one-time event.
2. Call on the gods.
3. Call wolf spirits to drive them off.
4. Hunt the dogs.

## Consequences

The **gods** or **spirits** can prevent this event from recurring.

If you choose to hunt, the leader should be someone with high combat and food skill, and it wouldn't hurt if they were a worshipper of Dostal as well.
Rams Trade Honor Belts

## Dialogue

1. Trade for the goods and keep them.
2. Trade for the goods, then in turn trade them to the <Jumped>.
3. Trade for the goods, gift them to the <Jumped> clan.
4. Decline.
5. Scornfully decline.

## Consequences

If you **trade and gift**, you will lose the cows without getting goods in return, but the <Jumped> clan will like you a bit more.
Rams Seek Aid

## Dialogue

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

## Consequences

**Talking to the <Aggressors> on their behalf** depends on the skill of the diplomat you send, as well as the gift they carry. Diplomacy magic can also help.

## Notes

This event is similar to Mediation Request, which happens between two Elmali clans instead.
Skull Clan

The Skull Clan building a shrine to Vivamort

One of the Black Eel Valley clans during the Chaos Age adopted the worship of Vivamort, earning them a reputation as profaners of the dead, skeleton-lovers, and the nickname of "Skull Clan".

## Lights Going Out

Their worship of Undeath makes them mortal enemies to Kerenna, Korestene, and other worshippers of Humakt.

### Events

The Skull Clan is a reoccuring menace throughout *Lights Going Out* and they feature in the following events:

* Meet Kerenna
* Meet Korestene
* Skull Clan Shrine
Whisperlands

The Whisperlands is a location north of the Autumn Mountains and west of the Oslira river. It contains, and is named after, a mound of whispering stones that can foretell the future. By the time of the Chaos Age, it is beset by undead.

## Ride Like the Wind

In *Ride Like the Wind*, the Whisperlands does not appear on the map.

### Events

If you go explore in its equivalent location on the map, then you may trigger the Whispering Stones event.

## Images

The whispering stones in the Storm Age.Whispering stones, beset by undead.Whisperlands on the map.
Shadowcat Totem

## Description

"Increases prosperity after the Guard the Herds venture"

A treasure that provides your clan with 10 goods whenever they successfully complete a Guard the Herds venture. The goods will not be granted if the venture fails.

## Acquisition

Can be acquired from another clan in *Lights Going Out*, through trade or after a very successful raid against them.
Undead

Undead are entities that are dead but still walk the living world of Glorantha. They are beings of Chaos and, during the Chaos Age, Wakboth and his lieutenants muster an army of undead to destroy all of reality. Examples of undead beings are vampires, skeletons, and zombies. Nontraya is the god of undeath while Vivamort is the god of vampires specifically.

Death gods, like Humakt and Jajagappa, are enemies of the undead. It is the mission of their champions, like Kerenna or Korestene, to destroy all undead beings they can find.

In the confused time of the Chaos Age, some dead may simply not realize the state they are in and well-meaningfully bother the living. Such situations may better call for gods such as Yinkin.

Ghosts share many characteristics of the undead—and both manifest more easily when the line between the worlds of living and dead blur—but ghosts are not necessarily a product of Chaos.

## Images

The ghosts of Elempur beset by skeletons.A vampire loose inside of Berenstead.The Whisperlands, corrupted by the undead.An undead noble and his steed destroy the homes of his living tribemates in Infithan.Undead corpse-eaters in wildlands.A group of skeletons ambushes foragers.Not all undead are malevolent, but all are unnatural.A group of undead Berenethtelli hunters.Undead traders in the Dead World.
Skull of the Old Wolf

## Description

"Painted skull rewards you when you win a raid by fighting prudently."

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

## Acquisition

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

Lights Going Out: Can be received during an event, as a reward for helping a warrior from the future fight a dragon. It may also be won as raid loot. *(and possibly in other ways - needs confirmation)*
Ritual Killing Redress

## Dialogue

1. Give them what they ask.
2. "It was holy business; no wergild is required."
3. "Saving the valley from undead is compensation enough."
4. "We owe you a favor."

## Consequences

If you argue **this was holy business**, they may concede that Humakt himself did the killing and nobody demands wergild from the Death Dealer.

## Notes

This may occur after performing the Humakt Draws the Line ritual.

## Advice

* "They should acknowledge Gods War activities as within our royal purview." - Iverlantho
* "I did as Humakt bid me." - Kerenna (if she did the ritual)
* "To say that this is holy business is to make a legal case, which I can well argue." - Law expert
* "The actions of gods and men intertwine."
* "A favor is nearly as good, in some ways better, than immediate payment."
* "Favors weave a tapestry of obligation between clans."
* "Don't pay today what you can pay tomorrow."