recursal/Fanatic-Fandom huggingface dataset:
Decade Rite Fails

1. “Never fear. The sun will soon return.”
2. “Yes, the world is doomed. We must face this bravely.”
3. Do nothing.

## Advice

* "We won’t be able to attempt the ritual again until next Fire season. If there is a next Fire season."
* "Elmal is the most reliable of all the gods."
* "I would know if Elmal were dead. As long as he lives, there is hope."
* "Elmal has fought hard against Chaos, and is taking a well-deserved nap."
* "Elmal is beleaguered but not defeated."
* "If Elmal doesn’t answer us, it’s because Orlanthstead is under siege, and he is busy defending it." - Elmal worshipper.
* "Osara’s father remains steadfast. We will see his light again." - Osara worshipper.
* "There was some issue with the ritual before Iverlantho became king, as I recall."
* "Why don’t we just tell people that we talked to Elmal in private?" - Eurmal trickster.
Agimori Visit

## Dialogue

1. Attack them.
2. Trade for one of their fire spirits.
3. Call spirits to bless them.
4. Learn about them.
5. Encourage them to move along.

## Consequences

If you **trade for a spirit** you will gain a treasure, the Agimori Fire Spirit.

Choosing to **learn about them** gives some information that <Name> finds really insightful.

## Notes

Genert's Garden is mentioned in the myth of Hippogriff Reborn as the place where Yamsur and Hippogriff dwelt, insofar as they had any single home
Autronos

Autronos is a young Wheel nobleman, son to the chieftain of a Black Eel Valley clan known for their descent from Elmal.

## Ride Like the Wind

Like your own Beren the Tall, he is a potential hero, although you learn little of his story.

As with Redalda, you can choose whether or not to gift his clan in response to his birth and the glowing sunpath omen that attends it. Should you do so, they respond graciously, despite the arrogance for which the Wheel People are known.

Autronos grows up to be a mighty warrior, like your own heroes Beren the Tall, Yatakan, and Ayvtu. As such, other Wheel clans seek to marry their daughters to him.

You can send Beren the Tall to duel Autronos when both are of age, and can choose to make it a duel to the death. Be warned that either can slay the other. If both live, Beren will strike up a mentorly friendship with Autronos, and mention him fondly later on.

Autronos' duel with Beren has a few variations:

Or,

Throughout *Ride Like the Wind*, you may hear tales of his exploits, from fighting the Alkothi, finding his way back from the Gods War after getting lost from a ritual, killing a dwarf made of iron, meeting Elmal, or making a perfect chariot. You may also hear of his demise doing anything from fighting Rams while exploring to the south or to rescuing a kidnapped priestess.

Should he live long enough, however, you will hear of his bitter rivalry with another Wheel hero named Usumatus.

Their story may go a little something like the following:
Cenala Renunciation Demand

## Dialogue

1. Challenge them to a contest of divine favor.
2. Pelt them with rocks and cow dung as they leave.
3. Politely decline.
4. Renounce Cenala.
5. Threaten armed reprisal.

## Consequences

If you successfully **challenge them to a contest of divine favor** (Magic test, ritual magic invested at Sacred Time helps), a rejecter clan will join your cause.

## Notes

* "We must stand up for our goddess Cenala. Or demigoddess, or priestess, or whatever she is." —Clan Circle member, who is both passionate and deeply confused about Cenala.

Oddly, there does not seem to be a counterpart scene for the other side of the schism—rejecter clans don't have to worry about Cenalans showing up to demand they accept her, even should they be drastically outnumbered.
Dresta

Dresta is a member of the Berenethtelli royal clan. She is a powerful shaman and will often advice the use of spirits as a solution to the problems of her clan.

She is the mother of multiple children, one of which is a daughter named Doresa.

## Lights Going Out

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

### Lore

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

* "Dresta has always had a special way with spirits."

If on the ring, Dresta may give the following advice:

* "Matters of divine worship is not for me to decide."
* "We will need to rely on spirits much more than previous generations did."
* "As a walker of the Middle World I've always found the sun gods most confusing."
* "Spirits see our world much differently than we do."
* "Spirits do not belong to me, or any other shaman. But Sereden meddles with matters he does not understand."
* "A shamanic call is not without danger. Chaos spirits could infect those we summon."
* "I know the difference between a ghost and a spirit."
* "Healing spirits are scarcer than they used to be, but if anyone can find them it is I."

### Events

Dresta appears or is mentioned in the following events:

* Meet Dresta
* Meet Doresa
* Dresta Popularity
* Hanth Bitten
* Kerenna Against Dresta
* Three Hungers Dream

## Images

Dresta drums up a spirit.Dresta converses with a horse spirit.Dresta watches Sereden teach spirits to question things.Iverlantho lodges a complaint against Dresta.Dresta and Reda in a dispute.Dresta in an argument with Kerenna, the Humakti warrior.
## Concept art

Inked lineart of Dresta with summoned spirits.
Foreigners

Many foreigners live in the Black Eel Valley along with your clan. While many of the neighboring clans are Riders, the valley is also inhabited by Wheels and Rams. There are a few other human groups as well, such as Weeders, Votanki, Bandits, etc.

There are also other races, like the Elves, Trolls, and Dwarves.

Further afield, you may encounter the Northern Wheels of Naztalvan, the Southern Rams of Infithan, Forosan, Penentan and Vestenan, the Ergeshite goat people, the Yeleni vulture people, the Yanadlings, and other, stranger folk.
Damali

A Damali accidentally slain by a hunter.

The Damali is a seldom seen people that live outside of Black Eel valley but sometimes travel through it. They can turn themselves into deer, though transform back to human form if slain.

## Lights Going Out

The Damali first appears in *Lights Going Out*.

### Lore

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

* "Shapeshifter folk live elsewhere but occasionally travel through our valley."

### Events

Though your people may have sighting of men with antlered heads, the Damali only appear in one event:

* Hunter Kills Damali

## Notes

Perhaps the Damali are related to the Uncolings of later Glorantha, reindeer shapeshifters who worship a reindeer god. See also the here on the Damali.
Blue Goat Encounter

## Dialogue

1. Ask the goat for a blessing.
2. Offer the goat a gift.
3. Thank the guardians for this information and withdraw.
4. Try to steal the goat.

## Consequences

* Trying to **steal the goat** can end in failure, with the goat itself killing all but one of your explorers while its guardians look on. However, it can also be successful, which grants you a treasure, the Blue Goat. *War Magic allocation at Sacred Time also helps.*
* A **gift** can please the goat and grant you a Pasture Blessing.
* **Withdrawing** is certainly a safe choice.

## Notes

Event can randomly be found by exploring Ergeshan territory on map.
Bane Banner

## Description

"Afflicts the <clan name> when we oppose them in raids"

This treasure hinders a specific clan whenever you fight against them during a raid.

It is not a unique item, and there is even a version called the Berenbane Banner, which will hinder your clan whenever it fights against those who possess it.

## Acquisition

It can be bought for 25 goods from a wandering trader that visits your clan in *Lights Going Out*.
Decade Rite

## Dialogue

“In such dire times, survival is victory,” the <glowing/shining> god tells your sun priest. “I have heard your <deeds/accomplishments/triumphs>, and <pronounce/declare/call> them more than <worthy/laudable/commendable>. <Where many would have failed and been devoured by Chaos/In ever worsening times/In circumstances where none may truly prosper/Under ever increasing pressure>, you <endure/ride on/persist/persevere>. <The world/Glorantha/Existence itself> needs Berenstead if it is to <withstand/weather/resist/fight off/make it through> Wakboth’s <coming/inevitable/certain/final> <onslaught/attack/assault>. You have <won/earned> my <praise/gratitude/respect>, and a reward. What boon do you seek?”
1. Protection from herd loss.
2. Protection for horses.
3. Protection from dislike.
4. Protection from loss of respect.
5. Protection from population loss.
6. Protection of temples.

## Consequences

The blessing you choose will last ten years, until the next Decade Rite. Elmal will grant immediate aid if needed; his blessing will be felt each Sacred Time thereafter.

It's worth noting that his protection for your **herds** doesn't alleviate the losses caused by grazing stress, gifts, trades, or sacrifices.

## Notes

   This event will first occur in Iverlantho 12 and repeat every ten years after. The opening paragraph for subsequent occurrences is replaced by "A decade passed. The moment when your solar priests present the saga of your clan to steadfast Elmal has come again." However, if it is due to happen in the final year of the game, Decade Rite Fails will happen instead.

Later in the game, the illustration is replaced with this one, showing the sun dome rather worse for wear.

## Advice

* "Elmal honors the royal clan, as he does no other." - Iverlantho
* "We must choose carefully." - Venef
* "With Elmal’s Ten Year Blessing, we have less to worry about than less glorious clans." - Erenlanth
* "Without horses, we cede our martial advantage." - Kerenna
* "We can take bigger risks is we don't have to worry about incurring the mockery of our neighbors." - Reda
* "To spend a decade not worrying about being liked? Paradise!"
* "For ten years, Elmal will replace all the cows we lose by predators, raids, and misfortunes."
* "To beat Chaos, we must survive."
* "Caution paid off, winning Elmal's praise."
* "Though enemies surround us, we still have the best and biggest clan."
* "I felt that we were doing poorly, but Elmal sees that it was otherwise."
* "In these times, survival is victory. It takes a god to remind us of that."
* "Sure, when Elmal says we're doing well, given the circumstances, you nod your head. But when I say it?"
* "When his father fell from the sky, Elmal sheltered us in his light, becoming the god of survival."
* "As long as we have his mercy we shall survive."
* "To keep our lore alive, keep our people alive."
* "When it gets darkest, remember Elmal’s light."
Beren Marriage Petition

1. Ask Elmal.
2. Ask Hyalor.
3. Ask spirits.
4. Demand that he snap out of it once and for all.
5. Seek a suitable mate for him.
6. Tell him to ask again at a more auspicious time.

## Consequences

If you successfully set Beren up with a **suitable mate** or get him to **"snap out of it"**, you will not be able finish Six Ages with a good ending.

This scene is basically the beginning of the end game scenario. From here your main goal is to eventually marry off Beren to Redalda.

You can ask for one of the god's approval, and they will grant it. Elmal would seem to have greater authority. (There is also a chance that Elmal will be happy to be asked a marriage question and bless your clan, although this only happens if Yelm was your first god.) Even with their approval you can still tell Beren to wait for a more auspicious time to actually petition marriage.

**Asking spirits** can work as a delaying tactic, but only once.

Successfully telling Beren to **ask again** can delay this event as well.

This event will repeat several times if you keep delaying. If you delay Beren enough times, the text will eventually say "Beren stiffened..," and will let you know that his friend Beren the Swift is seeking Redalda too. That is the very last time you can delay Beren's request. If you delay it again after that result, Beren the Swift will marry Redalda instead and you won't be able to get a successful finish to your game.

Instead you can say **yes** to his marriage and tell him you need X amount of seasons to still prepare. You can safely choose to delay the actual petition for another 10 seasons without risk of Redalda marrying someone else.

If you tell him he can only marry if other clans approve, it is possible to fail to get their approval and lock yourself out of being able to finish the game. It is safest to approve the marriage without requiring anyone else's approval.

## Notes

You can delay this event from happening as frequently if you send Beren off exploring repeatedly. A simple option is to send him far off to the Northwest glacier as far as possible. Make sure you aren't using Gamari's Fleethoof blessing so you can slow his travel speed down. If you have a Zarlen Shrine with Pathfinder Blessing set up and put a point of magic into Exploration during sacred time, he will not die often. Two points in Exploration should be especially rare. It is not recommended to do this though if you are playing Iron WIlled.(no game restores allowed)

You can delay Beren's marriage petition events further by getting him intentionally captured by Ugarra the Hag. However, it will ruin his abilities. Check the consequences and notes section of the page to see how to best set up his capture.

Redalda Proposal is the next event if you stay on the path to victory; if you get Elmal Anoints Other Beren instead, you will not be able to win the game.
Birth of Erenlanth

## Dialogue

1. Encourage goodwill between royalists and their detractors.
2. Celebrate the renewal of the royal line.
3. Remind people that the royal family’s role remains largely ceremonial.
4. Seek a blessing from Elmal.
5. Throw a feast.

## Consequences

At start of event, Population +1.

If you **celebrate the renewal of the royal bloodline**, the possibility of the revival of true kingdom raises mood.

**Elmal’s blessing** comes in the form of goods, rather than cattle, this time.

## Notes

The line about Venef's joy granting you magic (and indeed, the magic) appears only if he is your chieftain.

## Advice

* "I have never felt lighter." - Venef
* "A grandson! May he show greater grit than his father." - Iverlantho
* "I’ll teach him horse tricks, when he is old enough." - Rodene
* "Without birth there is no death." - Kerenna.
* "He will not be fully human till he is old enough to kill." - Korestene
* "The boy is lucky to have a kindly father." - Hanvan
* "A thousand lucky spirits attend him." - Dresta
* "He ripples the hidden world."
* "May Venef's happiness last more than a while."
* "Only a rump faction seeks royal revival. They can’t even convince Venef."
* "No feasting for us."
* "When Venef was born, the stars could for a moment be glimpsed again in the night sky."
* "Birth is the greatest magic."
* "No feasting for us."
Eurmal

Eurmal is the trickster god of the Rams.

## Lights Going Out

### Worship

In *Lights Going Out*, you cannot build a shrine to Eurmal, but you can sacrifice to him.

* Bless: Blesses our clan
* Curse: Curses another clan

### On the Ring

Eurmal's trickster followers can hold a place on the clan ring, but grant no Sacred Time magic slots.

### Lore

Your clan ring has the following to say about Eurmal:

* "In the stories, Eurmal transgresses, and Orlanth asserts command."
* "I never understood why Orlanth would keep a trickster around."
* "Normally it is we who call on the gods and not the other way around. But Eurmal is the sacred rule breaker."
* "Eurmal has an odd spot among the gods."
* "On many occasions, First Mare kicked Eurmal, and each time he deserved it."
* "Trickster found what he thought was a stick but was really Death. Humakt took it, so someone trustworthy would have it."
* "Humakt had to take death from [Eurmal], or he would have ended the world long before Wakboth appeared,"
* "Eurmal was the first to find death. Now death has found him."
* "Humakt picked up the sword to keep it from Eurmal's irresponsible hands."
* "Eurmal always manages to escape. Even from death."
* "Eurmal first drummed this pattern on the head of haughty King Eldane."
* "Elmal never trusts Eurmal."
* "Eurmal once turned Voriof's sheep into a pear orchard."
* "Eurmal brought death into the world, but undeath was someone else's idea."
* "Eurmal is utterly reliable, unlike the spirit Trickster our ancestors worshiped."

### Myths

Eurmal has no rituals of his own in *Lights Going Out*, but he is one of the deities who can be contacted by traveling to a Gods War portal on the map.

He and his supposed slaying of Granfather Mortal also makes an appearance in the myth Humakt Divides Life from Death as well as the corresponding ritual Humakt Draws the Line. The same sequence of events is briefly mentioned in the myth Ages of Glorantha.

## Other Stories

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

## Images

Eurmal shortly after his discovery of Death.Eurmal has his throat slit by Wakboth, the Chaos king.An impromptu Eurmali ceremony organized by player clan.
Beren Born

## Dialogue

1. Announce the birth to other Rider clans.
2. Perform a divination to test the newborn’s purported connection to Elmal.
3. Sacrifice to Elmal in his name.
4. Show no favoritism.
5. Throw a feast.

## Consequences

A skilled diplomat can convince your neighbors that this is an important event; a less skilled one will find that it's hard to get people excited about someone else's new baby.

A **divination** will confirm the child's connection to Elmal.

A **sacrifice** will aid Beren later in life.

## Notes

This event will always occur early in the game.
Flood

## Dialogue

1. Attack the Weeders.
2. Call on the gods for aid.
3. Call on the spirits for aid.
4. Conserve strength for the difficult year ahead.
5. Convince others to take part in a mass divine ritual.

## Consequences

**Attacking the Weeders** won't do anything about the current problem, though it may intimidate them out of trying again. And if your ancestors hate the forces of Water, they'll be pleased with you.

If you want to try a **mass ritual**, you can invite only Hyalorings, or all clans. This can work, even though Riders and Rams worry that their rituals will prove incompatible.
Dying Chieftain

## Dialogue

1. Support the priestesses’ efforts with additional sacrifice.
2. Call on spirits for additional aid.
3. Ask every Rider clan owing you a favor to augment your Erissa ritual.
4. Hope for the best.

## Notes

Sacrificing to Erissa from the Magic screen may help your other ill clan members, but will do nothing for your ailing chieftain.
Durev

Durev is a minor Ram god. He is the, by the time of the Chaos Age, possibly dead carpenter of Orlanth. The Berenethtelli carpenter and philosopher Sereden is said to be connected to Durev somehow, though he is not an initiate of Durev's.

## Lights Going Out

Durev's Chisel is a treasure that increases Crafts magic if an Ancestor devotee is on the ring during Sacred Time.

## Notes

Durev may be related to a similarly named Ram god, Duref, who is also known for carving and sculpting wood.
Double Dealing

### Requires

Either a there is a Raven shaman among your nobles or the Antler Society is active in your clan.

## Dialogue

1. Return the cows.
2. Return cows only to the <X>.
3. Return cows only to the <Y>.
4. “When you deal with <the trickster/weird shamans> you must expect the unexpected.”

## Consequences

Returning the cows will preserve both clans' opinions of you; keeping the cows will annoy them, but does gain you cows.

Whichever choice you make, you will be given a follow-up choice whether or not to **pursue things further with your trickster or the Antlers**. In either case, you can decide to **praise their initiative** or **rebuke them**. If you **praise them**, they may promise a benefit to the clan, though it isn't certain if you'll get it. If the offending party is on the Clan Circle, there is an additional option to **remove Raven from the council**.

In the case of the Antlers, you can also opt to **banish them**.

## Notes

Your Raven shaman need not be on the Clan Circle for the Raven version of this event to trigger.
Feud

A feud is essentially a declared war between two clans. A clan you are feuding with is guaranteed to be a thorn in your side.

Although the Riders, Rams, and Wheels all treat feuds somewhat differently (for example, the Wheels call them oaths of enmity, and Riders and Rams have trouble ending feuds because they don't share customs to do so), *Ride Like The Wind* glosses over most of the differences.

At the beginning of *Ride Like The Wind*, your clan is not feuding with anyone, although other clans do have opinions of you and some may already hate you.
Fire Cage

## Dialogue

1. Cajole the charioteers.
2. Lean on the charioteers.
3. Negotiate a lower ransom.
4. Send a war party to rescue the captives.
5. Decline to help.

## Consequences

If you have a strong war leader to send, **a war party** can successfully rescue the captives and earn the <Rider> clan's esteem.

## Advice

* "The people will cheer us if we rescue the captives."
* "There are old stories about Hyalorings using fire cages. But none of us here do it."
* "Charioteers believe the survival requires fanatical adherance to yesterday's rules."
* "Wheels can't hunt." - Dostal devotee
* "Wheels trammel the earth, calling her the sun’s captive bride."
* "A war party might work."
* "The Wheel are driving up the price of ransoms." - Raven trickster

## Notes

Riders used to use fire cages as well as Wheels, although the valley Riders all stopped doing so long ago.

Fire cages are mentioned in Wheel Adoption, and during the Cenala schism you may have the option of using one yourself...
Economic Indicators

## Dialogue

1. Slaughter some of our livestock for food.
2. Try to recruit more clan members.
3. Claim wealth from individual honor belts, so the clan can trade or sacrifice.
4. Engage in ceremonial preparation for an Otherworld ritual.
5. “You are wrong. Things are not as bad as you think.”
6. “We will deal with this, but not in haste.”

## Consequences

If this event happens, your clan is in danger of disbanding unless you mitigate the problem somehow.

If you're low on people, consider **recruiting people** (both here and from the Venture), as well as behaving cautiously in raids.

If you're low on **horses**, you can buy some, ask for Gamari's Colt Blessing, and/or perform the Gamari Horse Mother or Ekarna Four Trader rituals to obtain more horses.

If it's **food** you need, **slaughtering livestock** is a valid--if desperate--choice. You can also seek the blessings of Pela, Inilla, Dostal, Busenari or Uryarda, or perform a ritual that has a food reward, such as Inilla Forage Finder, Dostal Elk Hunter, or Nyalda Marriage Maker.

## Notes

The text will vary depending on what issue it is that threaten's the clan's survival. Additionally, the line about food does not always appear, since you can (for example) have a low population even if food is abundant.

This event can probably also trigger if your herds (cattle/goats) become too small.
External Succession

## Dialogue

1. Intercede, as they request.
2. Intercede for the other faction.
3. Mind your own business.
4. Tell them you’ll crush them, no matter who leads them.

## Consequences

If you successfully **intercede**, the new chief will owe you their position, and their actions will bear this in mind.

**Telling them you'll crush them** can raise your own mood if successful; if not, you'll annoy them without getting anything out of it.

## Notes

The text is slightly different if this clan does not, in fact, fear your might.

Compare Succession Meddling.
Elf Traders

## Dialogue

1. Ask for livestock.
2. Ask for valuables.
3. Ask them to attack another clan.
4. Ask them to blight another clan’s fields.
5. Decline.

## Consequences

The elves do not keep **livestock**, but they do offer **valuable trade goods**.

Likewise, they are not great conventional warriors, but are capable of blighting fields.
Beren Blinded

## Dialogue

1. Attack the charioteers.
2. Call on spirits to heal him.
3. Call on the magic of Erissa the healing goddess.
4. Send him to the <Daughters of Vingkot Clan> for healing.

## Consequences

**Erissa** priestesses can only partially restore Beren's sight; the same is true of the **spirits**.

If you **go to the <Daughters of Vingkot Clan>** as Beren requests, Redalda will persuade a priestess of Chalana Arroy to heal him. This priestess will be able to heal Beren's eyes fully, and this can be brought up as proof of divine sanction in the Redalda Proposal event.

## Notes

This event is not guaranteed to happen, but it seems likelier to occur if you made more of a fuss after discovering the Golden Mirror.

This is a variant on Warrior Blinded.
Damara Kaminecki

Damara Kaminecki is the artist responsible for illustrating *Six Ages: Ride Like the Wind'*s clan creation and victory sequences.

## Selected Illustrations by Damara Kaminecki

Nivorah, the Golden City of your clan's ancestors.The healing goddess Erissa sings the Bone Mending Ballad.Anaxial triumphs over the forces of Water.Hyalor comforts the maimed Gamari.Nivorah is destroyed by the glacier.Rider ancestors encounter goat herders.Riders utilize Hyalor's principle of change to crown a king.Two young cowherds play dice together.Rider and Ram warriors fight a Chaos monster together.
Elmal Visits

## Dialogue

1. “Let us send warriors to fight at your side.”
2. “Lift the prohibition on Riders marrying Rams.”
3. “Restore our herds.”
4. “Restore our horses.”
5. “Strike a blow against Orlanth the Ram.”

## Consequences

Asking Elmal to **lift the prohibition** results in him explaining that he never cared about this in the first place. This option only appears if Beren the Tall is alive and the problem hasn't been resolved already.

Asking for **herds** or **horses** can offend Elmal if you already have many, but otherwise you will gain in ungulates.

If you **ask Elmal to strike a blow against Orlanth**, he will utterly destroy a Ram clan of your choice. This will cause other clans to fear you. (Note that destroying the Daughters of Vingkot clan will render the game unwinnable.)

**Sending warriors** may be the best choice if you are doing well. Elmal is impressed by your courage and will give you a war blessing.

You will gain 10 Clan Magic at the beginning of this event, independent of your choices.

## Notes

If you have the Sky God Bone (the event can trigger if you only collected goods from the crater) you will lose it no matter what in this event.

If you send warriors and Yatakan or Ayvtu is on the circle, they can go with them, although Ayvtu will not go if Fire Children: Ayvtu's Secret has happened. Only one can go, and Yatakan will ask to leave first. If you refuse him, or he is not present, Ayvtu will make her own request (again, if she does not have a child).

If you send either one with Elmal, they (and their warrior escort) can return in *Lights Going Out*.

Although this event is not the only one in which you meet a god, it is the only one that grants the Vision achievement.
Chadash

Chadash, invented by Hyalor and Gamari, is a game played by Rider warriors. It involves using mallets to drive a ball towards the other team's goal, and often results in injuries. Chadash can be used to train for battle, resolve disputes in the clan, or celebrate victory in battle. In the last case, it's traditional to use a ball made from the head of an enemy. Such balls can be kept for generations, but matches are also played with the heads of recently defeated foes. Other matches are played with a goat carcase instead.
Ancestral Threads Awaken

## Dialogue

1. Ask for a story.
2. Coax <name> to ascend to the sky, to Elmal's side.
3. Coax <name> to rejoin his fellows on the tent wall.
4. Let <name> do as he wishes.

## Consequences

* If you **ask your ancestor for a story** he may reveal the details of a sacred story you do not yet know, allowing you access to another ritual.
* If you **coax him to go to Elmal's side,** your ancestor may prevail on Elmal to grant you a war blessing.
* If you successfully coax him back to the story tent he can give back magic that was lost from attempting to leave and sometimes a little more.
Elmal Temple Request

## Elmal Temple Request

### Requires

Temple or Great Temple (not shrine) to Elmal

## Dialogue

1. Agree.
2. Agree, if they treat it as a favor granted.
3. Agree, in exchange for a reciprocal gift.
4. Agree, supporting their rite with a sacrifice.
5. Decline.

## Consequences

As long as you **agree**, the other clan will be happy.

## Notes

If you have experienced Elmal Visits, it may be relevant here.
Bull Stone

## Description

"Odd-shaped rock that snorts ominously; rewards you when you win a raid by holding your ground."

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

## Acquisition

In *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.

In *Lights Going Out*, it can be acquired through an exploration event.
Feast

A feast is a grand, festive meal, something all human cultures in *Six Ages* seem to appreciate. It's also a social occasion, with all the pitfalls *that* entails...

Events sometimes include the option to throw a feast, usually costing only a few cows in meat.

There are also three feast Ventures: Clan Hall Feast, necessary for finishing the clan hall; Feast, which raises your mood; and Feast Neighbors, which naturally helps your relations as well. Feast Neighbors is only possible with Nyalda's Hospitality blessing, which also allows you to use the regular Feast venture multiple times per year.
Ergeshite Adoption Request

## Dialogue

1. Agree.
2. Decline.
3. Let them stay as guests, to prove themselves.
4. Send them to another Rider clan.
5. Take their goats and drive them off.

## Consequences

**Adopting** the Ergeshites will give you a herd bounty, but may displease your people. If your ancestors adopted outsiders themselves, they will approve of this course of action; if they did not, they will disapprove.

If you adopt the Ergeshites and your people are not happy about it, you will see Ergeshite Adoption Unrest in the future.

If you **let them stay as guests**, they will keep their goats separate from yours, and you will not gain any herd bounty. Depending on your clan's attitude towards them, they may either ask again later (in which case your people will be happy for you to say yes, having grown fond of the newcomers), or leave after a time, seeking a clan where they fit in better.

If you try to **take their goats**, the Ergeshites will fight. You may well have to kill them all, which will dispirit your warriors and lower clan mood.

## Notes

If you have the Blue Goat in your possession, the Ergeshites will be delighted to see it.
Family

In *Six Ages: Ride Like The Wind* your clan is divided into seven families, a system attributed to Relandar's wise ranking and division of people during the exodus. Each family is composed of nobles, commoners, and elders who rule on disputes.

It's best to have one representative of each family on your Clan Circle, as circle members defend their families' interests and bring their relatives' concerns to the council. Naturally, unrepresented families are likely to complain about the matter.

Of your heroes, Yatakan, Ayvtu, and Beren the Tall seem always to come of different families. It isn't known if the same is true of the Former Wheel.

The possible family names are Akot, Dasano, Erkent, Karent, Nordon, Parnt, Turent, and and Zarent. One name goes unused in each game.

Your starting chieftain will always be a member of either the Akot family or (if the name Akot is unused in this game) the Dasano family.

By the time of *Lights Going Out*, the importance of families to the political ruling of your clan has diminished since becoming part of a tribal kingdom. Families still exist inside the clan, but they are no longer important in balancing the ring and they are not visible when selecting leaders.
Erdaylda

Erdaylda is a member of the player clan in the prologue of *Six Ages: Lights Going Out*. She serves as a member of Brolarulf's clan ring for the whole of the prologue, which starts when she is 29. Before the start of the game proper, and Iverlantho's ascension to the Berenethtelli throne, she died along with her sovereign and the rest of the ring in either the Blue Plague or the Blood Blizzard.

She has the following advice to give:

* "It is not your friends who make you great, but your enemies."
* "Finally the entire tribe can attack the Chariot People!"
* "Before, we needed the gods. Now, they need us."
* "Other Orlanthi clans, even outside our own tribe, are reporting the same problem."
* "Beren and Redalda founded this tribe, and made us the royal clan. Anyone who opposes our tribe opposes our founders!"
* "I didn't think things could get worse."

## Skills & Religion

Erdaylda worships Redalda and knows a lot about the procurement of food.
Beren Second Marriage Petition

## Dialogue

1. Yes, if Beren ascertains that it will not ruin your standing among other Rider clans.
2. Yes, if another emissary ascertains that it will not ruin your standing among other Rider clans.
3. Tell him he may never marry Redalda.
4. Agree, never mind what other Rider clans think.
5. Tell him to ask again, at a more auspicious time.

## Consequences

Having Beren persuade the other clans himself will increase the heroic magic surrounding him, which will make it easier for him to succeed in later events. However, it is also risky, as if he fails you will be unable to win the game.

**Agreeing no matter other what other Riders think** will hurt your reputation a bit, but carries no risk of losing the game.

If you particularly wish to lose the game, you can of course **forbid Beren to marry Redalda.**

Finally, if you wish to prolong the game, you can tell Beren to **ask again later**, though this will cause the event to reoccur and eventually he will insist on action.
Beren the Swift

Beren the Swift is a Rider hero born into one of the Black Eel Valley clan. He becomes fast friends with fellow Rider hero sharing his name, Beren the Tall. Later, they both seek to marry the Ram priestess Redalda.

## Ride Like the Wind

### Lore

Of Beren the Swift, your clan circle has the following to say:

* "He is a good-hearted young fellow and a fine friend to Beren. Let me speak to his clan."
* "Beren is not an uncommon name."
* "I sense great potential in both boys."

### Events

Beren the Swift appears or is mentioned in the following events, among others:

* Two Berens
* Redalda and Swift
* Wedding Preparations
* Wedding of Beren the Swift
* Swift's Wedding Interrupted
* Requiem for Beren
* Beren's Murder

## Other Stories

For more information on how this Beren—or yours—may be remembered by later Gloranthans, see Beren on the Glorantha wiki... but maybe wait until you've won the game before checking!

## Images

Beren the Swift (blond) sparring with his best friend, Beren the Tall.Beren the Swift flirts with the lovely and magically powerful Redalda, to his old friend Beren the Tall's great dismay.Beren the Swift asks Beren the Tall to be war-singer at his wedding.Beren the Swift mourns his best friend.A bad end.
Ekarna

Ekarna as depicted in *Ride Like The Wind*.

Ekarna is the Hyaloring goddess of trade.

Before Ekarna bartered for the Trade Rune and became the goddess of trade, Ekarna was simply one of Nyalda's attendants. She is the sister of Gamari and rides a steed who is Gamari's half-sister. She is a friend of Osara's, who once rescued her from imprisonment by Wheels. Ekarna is also something of a rival to the Wheel trade god, Rogoros. In all Ekarna's stories, Rogoros is an incompetent buffoon; presumably, she comes off no better in his.

Ekarna is known for having brokered between the Nida Mountain and Genert's Garden at the Brass Bazaar. She is also credited for having taught Tradetalk to the Riders.

## Ride Like the Wind

### Worship

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

* Market: Makes our markets more profitable.
* Trading: Improves the profit of trading missions.
* Silvertongue: Helps our traders and negotiators.
* Understanding: Helps our dealings with foreigners.

### On the Circle

    Having a worshipper of Ekarna on the Clan Circle allows you to put more magic into Diplomacy during Sacred Time.

### Lore

These are some of the things your circle members may say of Ekarna:

* "Talking magic comes from Ekarna."
* "Ekarna punishes cheaters and thieves. However, we are not the thieves here."
* "When Yanade had more spirits than even he could keep track of, he asked Ekarna to find new homes for some of them."
* "Busenari said, 'All the cows are my daughters.' Ekarna replied, 'And the gold they fetch will arm our sons.'"
* "As a woman who never lets her feet touch the earth, the goddess Ekarna confuses me."
* "Wheels do not worship Ekarna. Their trading god is male and wears a cylindrical hat."
* "Ekarna gave us Tradetalk, the language that lets us talk to foreigners."
* "The goddess Ekarna is sister to the horse goddess Gamari, and rides a steed who is Gamari's half-sister."

### Myths

Ekarna's myth is Ekarna's Four Trades, which forms the basis for Ekarna Four Trader.

## Concept Art

    Jan Pospíšil designed Ekarna's unique rune. It is a combination of the Communication, Harmony, and Law runes, resembling her trade tent. In the game, her worshippers are identified by the Communication rune, but sometimes wear the Ekarna rune on their clothing.
Elf Sea

## Dialogue

1. <Seek her aid./Beg her mercy.>
2. Offer a song.
3. Drum to her.
4. Attack her.
5. Back slowly away.

## Consequences

If you **seek the nymph's aid** she may allow you to drink.

**Offering a song** can grant the water nymph's blessing to your explorers.

If you **attack**, your explorer may learn monster-fighting secrets. However, some of the party will become ill.

If you **drum to her**, she might grant close relations with the spirit world for several years (~12)

## Notes

If the forces of Water are your ancestral enemies, the text of the event and the first option will be altered, as will the image (see right).

While the details aren't yet known, your ancestors typically don't like it when you act friendly towards their foes.
Fel Dichu

Fel Dichu is a city your exploration missions can encounter at apparently random points on the map, including your own lands. There are also a couple of mentions of the Feldichi or Feldikki, who may be the inhabitants of Fel Dichu.

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

## Other Stories

The Feldichi are known to later Glorantha as the legendary ancient inhabitants of Dorastor, who did not survive the Great Darkness despite their wisdom and magic. Some also remember the Feldichi unkindly.
Death Rune

## Description

"Increases prosperity after the Combat Training venture"

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

It can also be brandished against a vampire in heroic combat, at the cost of one point of clan magic. If successful, the vampire will be defeated and your side will win a round of combat.
Abandoned Village

## Dialogue

1. Call on Reladivus, tamer of rivers, to force the water out.
2. Call on Nyalda, mother of earth, to squeeze the water up.
3. Drum for the spring.
4. Intimidate the spring by whooping
5. Leave well enough alone.

## Consequences

It is possible to bring the spring water up through the first 4 choices. This water will heal all sick members you have at home. However, at the same time there is a good chance that your explorers will be caught and come under the influence of the gods that dwell here and be converted to their religion.(Permanently leaving your clan)

## Abandoned Locations

This location is located West of the Oslira River either North or South of the Spirit Hills. There are 2 abandoned type locations.(The other one being the Abandoned Temple.) It is randomized on whether the Abandoned Village shows up in the Northern or Southern location.

## Notes

You can mark the way to this location after bringing up the spring water successfully so later explorers can visit the water source without having to pass a test. If you fail the first time to bring up the water, you will not be able to seek it out again.

If your ancestral enemy was the Forces of Water you will have to bring the spring water up successfully each time you visit as it tries to hide from you.

This location can be used as a way to reliably get rid of clan members you no longer want.

Although very difficult, it is possible to get through the game without using any magic or Rider gods if you use the abandoned village water to heal your sick at home. (Outside of proposing to Redalda, because you will still need to contact either Elmal or Hyalor in Beren Marriage Petition in order to win the game.)
Feud Message Request

## Dialogue

As messengers you will receive 20 cows as payment. Customarily messengers give 5 of these cows to the recipient, to remind them that you have no quarrel with them.
1. Accept.
2. Accept, declining the customary gift.
3. Decline.
4. Suggest another clan that might act as messenger.

## Consequences

If you **accept**, you will have the choice of paying the traditional five cows to the <Slighters>.

If you **decline the gift**, the <Requesting> clan will naturally be pleased, and like you a little more. However, keep in mind that this means the event may become a net loss of cows.

Whether or not you take the gift, if you agree to act as messengers there are two ways this can go: the <Slighters> can seek rapprochement with the <Requesters>, or they can say that they look forward to a feud. In the latter case, you can choose whether to soften the message, in addition to whether to take a gift to the <Requesters>.

## Notes

The image will vary depending on the culture of the clan making the request. The text for Wheels, at least, is slightly different, as they will refer to an oath of enmity rather than a feud. The last sentence is omitted if the two clans involved are in fact of the same culture.
Former Wheel

The Former Wheel is a woman born into a Black Eel Valley Wheel clan. As she did not fit their expectations for women, her kin sought to marry her off to a Rider clan.

## Ride Like the Wind

The Former Wheel is a set character that sometimes appears in a game of *Ride Like the Wind*. She has an entirely unique portrait set. She can be acquired through an event (see below). If your clan takes her in, she will appear in the pool of leaders in her early thirties, about a decade after joining the clan.

Her name is random, and can change between playthroughs.

### Skills & Religion

Though much about the Former Wheel varies between playthroughs, she will always have high Food and Magic skills and she always worships Gamari, goddess of horses.

### Events

She first appears in Wheel Adoption, and her story can continue in Wheel In-Laws Need Aid. Although the Wheel Adoption event can reoccur, the adoptee will only become a potential circle member the first time.

She has a unique perspective on any events involving the Wheels and her presence on the circle can sometimes unlock extra options.

### Lore

The Former Wheel has a good deal of insight to offer regarding Wheel culture and her advice is always worth checking. If placed on the circle, she can say some of the following:

* "Growing up among the Wheels, I was taught to distrust all shamans."
* "Among the Wheels we had a saying: every spirit is the Trickster in disguise."
* "Do we really wish to spark a great controversy over Hyalor? He is like Samnal, who I worshiped as a Wheel—important, but not the main god."
* "Don’t take this wrong, but sometimes I think the Riders make such a huge fuss over Hyalor because he’s the god who separates you from the Wheels."
* "Wheels portray Hyalor as a mortal who sped the Golden City’s doom with radical changes."
* "If you want to be more like charioteers, by all means, build a fire cage."
* "You negotiated my bride price with Wheels. You can certainly conduct ordinary trade."
* "Kingdoms come easier to Wheels than they do to Riders. Samnal the Chariot never discouraged them the way Hyalor did. "
* "Wheels treat unwed mothers harshly. I am glad I live here now."

## Images

A Wheel neighbor seeks to marry off a young woman who does not fit in with her own people.The former Wheel asks you to help her birth kin.The Former Wheel when she first becomes a potential Clan Circle member.The Former Wheel's advisor portrait as an old woman.
Abandoned Temple

## Dialogue

1. Call on spirits to channel this place’s power to you.
2. Call on your gods to channel this place’s power to you.
3. Leave goods as an offering to whoever was worshiped here.
4. Spin like priests in an attempt to contact the temple’s god.
5. Leave well enough alone.

## Consequences

**Calling on spirits** can get some extra Magic if you succeed. **Calling on your gods** results in a big magic loss if you fail. **Leaving goods** is said to give a blessing when you explore in the area further. Success influenced by Diplomacy magic.(Diplomacy Test) If you're successful enough, you can have a vision of a giant blessing you with good luck when exploring the location again.(Find treasure sometimes) The giant can also bless you further with "Good luck talking to strangers".

## Notes

This location is located West of the Oslira River either North or South of the Spirit Hills. There are 2 abandoned type locations. (The other one being Abandoned Village.) It is randomized on whether the Abandoned Temple shows up in the Northern or Southern location.

## Abandoned Locations

Further visits to this location can test an explorer's Leadership skill which can either increase or decrease a leadership rank by roughly 10%. Rarely, they will find a spirit or treasure as well.
Four Kingdoms treasures

The Four Kingdoms treasures are a set of treasures associated with the Southern Ram kingdoms: Infithan, Forosan, Vestenan and Penentan. They can be found in *Lights Going Out* by exploring the lands of the appropriate kingdoms. In addition to the treasures' individual effects, if your clan manages to acquire all of them, it will receive an additional diplomacy blessing when dealing with outsiders (outlanders).

The Four Kingdoms treasures are:

* **The Antler of Penentan**
* **The Tiger Tooth of Forosan**
* **The Tusk of Infithan**
* **The Wand of Vestenan**
Chaos-Pained Horses

## Dialogue

1. Assure the people that the situation will soon improve.
2. Inspire the people to endure.
3. Seek the aid of spirits.
4. Invoke Redalda, the horse goddess.
5. Take no action

## Consequences

If you opt to **seek the aid of spirits**, taxing them may result in spirits successfully coaxing out the Chaos from the horses, the people praising Dresta for this. Mood may improve, but a blessing from Beren and Redelda may disappear.

If you successfully **invoke Redalda, the horse goddess**, the horses may indeed be cured of whatever ails them and mood will be increased. This is easier if a Redalda worshipper, like Reda, is on the ring.

## Advice

* "As king, I can instill courage in cowardly hearts." - Iverlantho
* "By putting me on the ring, you have strengthened our spirit calling." - Dresta
* "My devotion to Redalda will aid us here." - Reda
* "I know secrets of Beren's that can aid in a rite to his wife, Redalda." - Kerenna
* "The situation will not improve." - Sereden
* "The actual problem is horse sickness." - Hanth