recursal/Fanatic-Fandom huggingface dataset:
Map Screen

From the Map Screen, you can view your map and send out explorers.

This page deals with the interface. The Map page has a bit more about exploration in general.

## Main Map Screen

Unlike most screens, this one does not have the clan's resources or the Clan Circle's portraits at the bottom. Instead, it has other information. Instead, there is a Clans box, a scale line (note that the numbers change as you zoom in and out), an Explore button, and a Menu button (which returns you to the main menu).

Tap the box labeled "Clans" to hide clan names and see only the natural features of the land; tap it again to show clans again.

Drag your finger on the screen to see other portions of the map. On iDevices, you can zoom in by placing two fingers on the screen and pinching them together, and zoom out by moving two fingers apart.

Tap the Explore button to go to the Exploration screen.

## Exploration Screen

    The Map Screen is where you launch your exploration missions. These have a **goal**, a **leader**, an **escort** and a **destination.**

You can choose between four types of exploration missions: Explore (which is the only one that reveals new land), Forage, Search for Spirits, and Capture Horses. The Map page has more information on how to do each of these things.

For an exploration mission, you must choose a **leader** (as usual, from your pool of leaders). The default choice is usually a good one (and will change depending on the type of mission), but you can select someone else if you prefer. You will also have to decide how large an **escort** of Bows and Swords to send with them. Keep in mind that exploring is dangerous--you can lose your entire expedition. Don't send people you can't afford to lose.

You decide your mission's **destination** by tapping a location on the map. The red destination marker will move to the place you touch. If you choose a destination within another clan's lands, said lands will be highlighted. Keep in mind that other clans don't particularly want your explorers wandering around their lands...

Previous missions' destinations will be shown in gold, until they either return or are given up for lost.

Finally, send the expedition off by tapping the Send button.
Inilla

Inilla as depicted in *Ride Like The Wind*.

Inilla is the Hyaloring goddess of foraging. She is the daughter of Elmal and Nyalda, though she made herself known to them only during the exodus, when she was needed. She is also the wife of Dostal, the god of hunting. Her special adversary is Yatelo, the Hungry Sun or Hunger Bringer.

The Wheels worship her as well, but hold her in very low regard, seeing her as little more than a slave rather than as Elmal and Nyalda's respected daughter.

## Worship

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

* Find: Helps locate hidden things.
* Rootle: Helps our foragers gather more food.

## On the Circle

    A worshipper of Inilla on the clan circle allows you to put more magic into Wilds during Sacred Time.

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

## Lore

### Ride Like the Wind

Your circle members have this to say of Inilla:

* "It was during the exodus that Inilla proved her worth."
* "Though Inilla seems a humble goddess, her worshipers wield special magic against Yatelo."
* "Kidnapping foragers offends Inilla, the berry-finding goddess."
* "Wheels treat Inilla as Elmal's chattel."
* "The Wheels deny Inilla's divinity."
* "Inilla knows all the foraging secrets. We need no help from bird worshipers."
* "Inilla knows a little about cooking what she forages."
* "We had to leave our bell goddess behind when we left Nivorah. Inilla sometimes sings, though."
* "Inilla can sense the presence of caves, which Nyalda makes for her to hide in."
* "Inilla says: 'know when to flee.'"

### Lights Going Out

In *Lights Going Out*, your clan ring has the following to say about Inilla:

* "Five questers in a row died trying to perform 'Inilla's Cache,' before we gave it up."
* "Inilla looks out for wildlands danger."

## Myths

### Ride Like the Wind

Inilla's myth is Inilla and the Golden Bush, the basis for Inilla Forage Finder.

She also appears in Zarlen's First Wander.

### Lights Going Out

In *Lights Going Out*, the ritual "Inilla's Cache" is mentioned, but has become too dangerous to perform due to the disintegration of the Gods War. However, Inilla is one of the deities who can be contacted by traveling to a Gods War portal on the map.
Omaseg Encounter

## Dialogue

1. Bully them into giving you deer.
2. Bully them into giving you magic.
3. Offer them a gift of gold.
4. Offer them a gift of magic.
5. Ask them about the Antler Society.
6. Let them go on their way.

## Consequences

You may be able to intimidate them into giving you **deer** (food) or **magic**, but they outnumber you, so it won't be easy!

The Omaseg do not value **gold**, and will not accept yours.

If the Omaseg accept your gift of magic (which is not a given, as they are suspicious of magic sources other than Oma) they will give a spirit blessing in return.

Their response to a **question about the Antler Society** is interesting: "They said the Omaseg used to wear antlers on their heads, until the unseeable things began to bubble from cracks in the air. Then anyone who bore such a headdress risked turning evil and murderous. For this reason they were forced to abandon worship of Seg, the Stag Father. They gave <explorer> a charm that would counter the luck-stealing abilities of antler shamans." (It isn't clear if this charm helps you in your dealings with Antler shamans or not.)

## Notes

As you might expect, the option to ask about the Antlers only appears if you have already experienced Antler Society: Initiation.

The Omaseg people may be related to the Uncolings of later Glorantha, reindeer shapeshifters who worship a reindeer god.
Gods War: Alien Gods Battle

## Dialogue

1. Aid the plant god.
2. Aid the water god.
3. Heal the earth.*Option only available for worshippers of Erissa and Nyalda.*
4. Flee.
5. Urge them to cease their battle.

## Consequences

**Fleeing** may return the quester to the ritual, but it is far likelier to simply strand them in another part of the gods' realm.
**Aiding** one of the gods may earn their gratitude, but failure can cost your quester their life. Additionally, the quester will have the choice of aiding with magic, fighting the other god, or distracting the other god. Success in aiding one of the gods can give an increase in Combat and Food abilities.
If **urging them to cease their battle** is unsuccessful, the quester can choose another option. Success will return them to the ritual.
**Healing the earth** is a Magic vs. Divine test. Success has Nyalda herself appear to guide the quester back to the ritual.
Heroic Combat: Alkothi

These situations occur only when you are raided by the fearsome Alkothi demon-men.

## Demonic Mouth of Hell

### Dialogue

1. Attack the big demon.
2. Attack the smaller demons.
3. Attack the Alkothi commander.
4. Call on Elmal to smite them.
5. Seek the aid of your ancestors, who hate Alkothi.*Only available if your ancestors in fact hate Dara Happans.*

### Consequences

**Attacking the little demons** is of little use. Other options can successfully end the threat, though.

If the hero is successful, he or she may gain skill at fighting monsters from this event.

## Suddenly Heartless

### Dialogue

1. Attract the attention of your healers.
2. Call on the aid of Elmal.
3. Call on the aid of your ancestors, who hate the Alkothi.*Only available if the Dara Happans are your ancestral foes.*
4. Cry out for <his/her> comrades to avenge <him/her>.
5. Stab the demon warrior.

### Consequences

**Calling on the gods** is risky in the heat of battle, but the hero has little to lose here! Either can win the day, though only gentle Erissa can save the hero's life.

**Your ancestors** can sometimes both save the hero's life and drive off the Alkothi.

**Stabbing the demon warrior** can sometimes take down the hero's killer, but will not end the battle.

## Three Demons Against One

### Dialogue

1. Ride off, leading them away from the others.
2. Seek the aid of Elmal.
3. Seek the aid of your ancestors, who hate their kind.*Only available if your ancestral enemies are the Dara Happans.*
4. Stand and fight.
5. Turn and flee.

### Notes

This can be considered an Alkothi variant of the general Heroic Combat scenario "Surrounded".
Jack-o-bears

Jack-o-bears are gigantic Chaos creatures with the body of a bear and the head of a pumpkin.

During the Chaos Age, they can be found in Forosan.

## Lights Going Out

### Lore

Your clan ring has the following to say about jack-o-bears:

* "They say a jack-o-bear's head resembles a pumpkin, a large vegetable once known in the valley."
* "Beren did not fight jack-o-bears, but I imagine he would have attacked."
* "The jack-o-bears fight as a pack, and we must do the same."

### Events

Jack-o-bears appear in one event in *Lights Going Out*: Jack-o-Bear Attack.

They may also be sighted in Chaos Raid armies.

They may be mentioned in exploration text messages.

## Other Stories

For more on Jack-o-bears, read their entry on the Glorantha wiki or the one on the *King of Dragon Pass* wiki.

## Images

Jack-o-bears as part of a host of Chaos monsters.
Lhankor Mhy

Lhankor Mhy is the Ram god of knowledge and lore.

He is one of the gods that perished during the onset of the Great Darkness, around the time of King Brolarulf's rule.

## Ride Like the Wind

### Myths & Rituals

In *Ride Like the Wind,* Lhankor Mhy appears in Rivalry between warlords, and one possible reward of that ritual is a blessing from him.

## Lights Going Out

During clan creation, if you did not import a save from *Ride Like the Wind*, you can choose for your clan to have supported Lhankor Mhy at the Seventeen Banner Camp, a feat attributed to Relandar in the *Ride Like the Wind*'s clan creation, perhaps indicating a level of syncretization between the two for your clan.

Lhankor Mhy is one of the gods who dies in the prolog of *Lights Going Out*, though your clan can maintain a temple to him and some of your nobles may worship him.

### Worship

In *Lights Going Out,* you can start the game with a shrine or temple to Lhankor Mhy, depending on your choices in the prolog. However, as the god is dead, you do not get blessings from his temple, and you cannot rebuild it if you choose to dismantle it or it is destroyed. Nor can you enlarge a shrine to a temple.

Although you cannot benefit from his blessings, they are listed as:

* Advice: Improves the quality of advice
* Clan Lore: Strengthens our knowledge of sacred stories and lore
* Law: Keeps unresolved disputes from souring the clan mood
* Literacy: Documents dealings with other clans

(In *Ride Like the Wind*, your clan could get Advice and Clan Lore from Relandar, and Law from Hyalor. Literacy seems similar to Buseryan's Recording.)

### On the Ring

    Having a worshiper of Lhankor Mhy on the ring allows you to put more magic into Rituals during Sacred Time.

Lhankor Mhy worshippers are typically good at the Lore skill.

## Other Stories

Lhankor Mhy appears in other tales of Glorantha:

* Lhankor Mhy on the King of Dragon Pass wiki
* Lhankor Mhy on the Glorantha wiki

## Images

Lhankor Mhy (second from right, with scroll) quarreling with other Storm gods.Lhankor Mhy (far left) celebrating with the Storm Tribe.
Infithtelli

The Infithtelli are a tribe of Rams who live to the southeast, in Infithan. They claim descent from Vingkot's daughter Infithe Winter and her husband, Porscriptor the Cannibal, who was the founding king of the tribe. The Rams of the Black Eel valley, who the Infithtelli call the Kestaytelli, once split from them. The two Ram groups do not get along.

They keep domesticated mammoths and fiercely deny being cannibals. Aside from the cannibalism rumor, they are known for a fearseome war cry.

Infithtelli clan names include Spear-Ordaring, Sword-Otaling, Weather-Kathaling, Storm-Horwaling, and Ring-Barlading.

## Ride Like the Wind

Explorers to Infithan may meet Infithtelli. Outside the illustrated event, the Infithtelli of course wish to hear of your victories against their foes, the Kestaytelli. If you impress them, they may give you a spirit, a treasure, or a small amount of goods; more often they are bored.

If you send Beren the Tall, an Infithtelli woman may offer to arrange a match with a good Infithtelli girl, as he has clearly been bewitched by a Kestaytelli maiden.

### Lore

The clan circle says:

* "Some say that the Infithtelli are cannibals, an impression they go to great lengths to correct."
* "The founding king of the Infithtelli was called a cannibal. But then so was Stelfor Westclan, who merely was an implacable ruler."
* "Certain Orlanthi worship a tiger god named Yiskin or Yenkin or some such."
* "They specialize in magic that counter Elmal's."

### Events

The Infithtelli appear in the following events:

* Infithtelli Encounter
* Infithtelli Visit

They are mentioned in:

* Infithtelli Raid Request

Additionally, Infithan is one of the destinations slave traders may mention heading to.

## Lights Going Out

Like everyone else, the Infithtelli have fallen on hard times in the Chaos Age. Infithan has become a rallying point for Wakboth's Undead Army, making the land dangerous to traverse and its people constantly beset by hordes of undead soldiers.

On Exploration, there is a chance of finding the Tusk of Inifthan, one of the Four Kingdoms treasures, here.

### Lore

Your clan ring has the following to say about them:

* "Wakboth gather's his Undead Army [in Infithan]."

## Other Stories

For more on the Infithtelli tribe, see here.

## Images

A hospitable Infithtelli settlement.An undead noble and its steed devestate an Infithtelli settlement.Infithan lies at the right-hand bottom corner of the map, and to the far southeast of your Black Eel Valley. Directly to its north you will find the Dog Hills and Look Hill; to its west, Forosan.Concept art of a Storm Age Infithtelli warrior, by Jan Pospíšil.
Other Side: Nontraya's Craft

## Dialogue

1. Arouse the spirits of the dead to turn against Nontraya.
2. Attack with Storm Bull's hot hatred of Chaos.
3. Attack with Humakt's cold hatred of the undead.
4. Sabotage his efforts by sneaking useless objects into his corpse pile.

## Consequences

Play to your explorer's strengths.

If you **sabotage his efforts** and are successful, Nontraya crafts undead with sticks, dried leaves, and the dung of angry horses, leaving them fragile and easily destroyed.

If you choose to **attack with Humakt's cold hatred** and fail, the quester might be forced to call a retreat. They may still be able to progress, however.

## Advice

* "Nontraya slew Ernalda and has earned my hate." - Ernalda devotee
* "I gathered up some debris we could stick in that corpse pile." - Eurmal trickster
* "Stealth is the hunter's cloak." - Dostal devotee
Heler

Heler is the possibly dead Orlanthi god of rain, a retainer of Orlanth's. He was once held captive by Aroka, the Blue Water Dragon. He is one of the husbands of Nevala Sheep Mother, along with Voriof.

## Lights Going Out

Though quite frequently mentioned in many of the events of *Lights Going Out*, Heler is never directly involved, cannot be propitiated, and there is no way to dedicate a temple or shrine to him.

### Lore

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

* "Orlanth once had a rain god in his tribe, named Heler. I wonder what happened to him."
* "If Orlanth was alive he would command his thane Heler Rain-Maker to take this downpour elsewhere."
* "Heler is to the Water Tribe as Elmal is to Fire."
* "The rain used to be on our side. But when Orlanth died, his servant Heler Goodrain was swept away."
* "The rain god Heler sometimes took female form. She was then called Helera."
* "Our female ancestors, who remember the lost rain god Heler, refer to him as one of the three beloveds."
* "Elmal and Heler Rainmaker had to get along, because Orlanth had rescued the Wet One from Aroka the Dragon."
* "Before the Spike exploded, Heler the Rain would court Ernalda’s sister Esrola. He did this each year when Sea Season came."
* "Heler always was a fair weather god."
* "When Orlanth died he could no longer protect Heler Rainbringer."
* "Heler Raingod is lost not dead, which explains why Redalda has not assumed his burdens."
* "Heler Cloudgod had the Three Sheep of Luck."
* "At the wedding of Ernalda and Orlanth, Issaries negotiated a trade deal between Pela and Heler."

## Other Stories

Heler appears in other stories taking place in Glorantha, see here on the main wiki for more or here for the *King of Dragon Pass* wiki.
Lake Imaress

## Consequences

The water will indeed aid your crops. If you offend them in your actions, a raid from the Vestantes Kingdom can occur.

## Notes

Lake Imaress is located a bit north of Vestantes. It will not appear on your map even if your explorers travel past it. In order for it to appear on your map you must land at the discovery location. Fortunately, it is always at the same location. If Zarlen reveals a small area of Vestenan in Zarlen's Vantage Point it is probably Lake Imaress. Other clans will sometimes refer to it when called on favors for information on land. However, they will not reveal the exact location. Below is a map with Lake Imaress revealed circled in red:
Loss: Last Stand

## Dialogue

The walls of Berenstead shattered in several places, and the horde came—walktapi, scorpion folk, cannibals, ogres, shapestealers, gorp, formless beasts, and most of all, broos.

## Consequences

   After the first paragraph, the event image changes to the one at right, once the Chaos army arrives. While you've lost the game no matter what, there are two variants, one worse than the other.

## Notes

The event text varies a bit depending on which Chaos foe King Vinglanth died fighting—your special enemy will always be listed last and given the most narrative weight.

While this event can only happen if all three possible kings are dead, they still have scripted advice.

## Advice

* "It is fitting that I shall be the last king." - Iverlantho
* "Eventually even a king runs out of choices." - Venef
* "No one will kill more of them than Erenlanth." - Erenlanth
* "I do not regret becoming <Player Clan>." - Agimori Adoptee
* "This all started with the Antler Society."
* "I was born to die this day."
* "There are ghouls and vampires and worse among them."
* "Berenstead was meant to last forever."
* "So this is what it was all leading to."
* "From this nightmare I will soon awake."
* "So much worse than I thought."
* "Our walls have crumbled, but our hearts remain intact."
* "There must have been a path that did not lead here."
* "There is no mercy in any of them."
* "All my life I have counseled against war. Yet here we are."
* "Our old factional struggles seem pointless now."
* "They have slaked themselves on the essence of countless spirits." - shaman
* "I can think of no nobler clan to die with."
* "I thought others might come to our aid."
* "Which weapon should I fight with?"
* "To war! To war!"
* "Those monsters disgust me."
* "Strike in the name of every <ourClan> who has fallen in battle." - Ancestor worshipper
* "I shall heal the fallen, that they might rise and fight." - Chalana Arroy worshipper
* "From the clouds above stabs a sliver of sun. Pick up your shields, my friends!" - Elmal worshipper
* "I pity the mothers who will see their children die today." - Ernalda worshipper
* "I just wet myself." - Eurmal trickster
* "Whoever wins today, death shall be the victor." - Humakt worshipper
* "The land rumbles. It is our foe. So many of them… so many!" - Inilla worshipper
* "I’ll sneak around and come at them from behind." - Dostal worshipper
* "Orlanth was ready to die, and so are we." - Orlanth worshipper
* "We’ll ride rings around them." - Redalda worshipper
* "My axe hungers for the blood of Chaos." - Urox worshipper
* "The children are ready to fight." - Voriof worshipper
Orgovaltes

Orgovaltes ride into the Black Eel Valley.

The Orgovaltes are a Ram tribe who live far to the south of the Black Eel valley.

## Ride Like the Wind

The Orgovaltes only figure into *Six Ages* in the *Ride Like The Wind* loss endings at the very end of the game. As Rams that ride horses, they fulfill the role your clan would have had they fulfilled their destiny.

### Events

They appear in the following events:

* Orgovaltes Arrive
* Loss: Orgovaltes Peace
* Loss: Orgovaltes War

## Other Stories

For more about the Orgovaltes tribe, see here on the Glorantha wiki.
Inter-Tribe Feud

## Dialogue

The majority of your people who yearn for tribal renewal lobby the ring to take on this mission.
1. Cajole the <Tribe Clan B>s into ending the feud.
2. Lean on the <Tribe Clan B>s.
3. Support the clan offering the best gifts.
4. "We wish we could help."

## Consequences

If you **support the clan offering the best gifts**, both clans offer goods and you automatically support whoever sent more.

## Advice

* "No Beren clan may feud with one another. We must enforce the law." - Iverlantho
* "We can assert our privileges and enrich ourselves. Not that those are two different things."
* "When our tribe held real power, its clans settled disputes by petitioning the king and never had cause to feud."
* "Feuds are like fires that keep rekindling from the embers."
* "The <Clan A>s think well enough of us."
* "Get some goods out of this."
Maran Gor

Maran Gor (left, mounted on triceratops) in *Ride Like The Wind*.

Maran Gor, the earthquake sister, is a goddess worshipped by the Rams. She is the sister of Ernalda. She causes some of the earthquakes suffered by the Black Eel Valley. Thunder lizards are servants of hers.

## Ride Like the Wind

### Myths & Rituals

She appears in Hippogriff Reborn and the ritual Gamari Horse Mother.

## Lights Going Out

### Lore

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

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

### Myths & Rituals

Maran Gor makes a brief appearance in the myth How Horses Came to Orlanthstead as the one to tear off Hippogriff's claws.

## Other Stories

* Maran Gor on the King of Dragon Pass wiki
* Maran and Maran Gor on the Glorantha wiki
Garaskar

Garaskar is a member of the player clan in the prologue of *Six Ages: Lights Going Out*. He serves as a member of Brolarulf's clan ring for the whole of the prologue, and is 54 when it begins. Before the start of the game proper, and Iverlantho's ascension to the Berenethtelli throne, he died along with his sovereign and the rest of the ring in either the Blue Plague or the Blood Blizzard.

He has the following advice to give:

* "Once we were Riders, but traditionalists, particularly the Ram Killers, have never forgiven us for joining with the Storm people."
* "Nothing like this has happened before. It's hard to be certain what happened to the gods when we cannot reach them."
* "Brolarulf's father was slain and we lost his regalia, but we are still a tribe, and should act it."
* "The only way to know for sure what happened to our gods is to ask the Lord of Knowledge. We should be sure to maintain his temple."

## Skills & Religion

Garaskar is a devotee of Lhankor Mhy and a master of lore.
Nontraya the Taker

Nontraya, master of the talokan demons, murdered Ernalda.

## Complete Myth

Nontraya the Taker and Waster is the enemy of Life. He rides a great horned wolf and gives nothing to anyone.

He was consumed with lust for Ernalda, seeking to take her away from everyone and deny her gift of Life to the world. She spurned him, and her Beloved Husband cast him down into the Underworld. Nontraya swore vengeance and created the talokan demons to get his revenge.

Nontraya swore to take Life away from Ernalda. When the sky fell in and the rivers flowed backwards, Nontraya broke the barriers that kept him and the other dead in the City of the Dead. He made himself the Undead Emperor and led the Unliving Army, a horde of the dead, demons and monsters of the Underworld, to Ernalda’s home to take the Great Goddess away.

We don’t know details of the murder, but we know that afterwards, Ernalda was sent to the Realm of the Dead.
Getting Crowded

## Dialogue

Others point out that dividing the clan lets it spread throughout the world. These growing pains presage increased influence for their bloodlines.
1. Thank them, but take no action.
2. Split the clan before things get worse.
3. Improve clan morale with a feast.
4. Do what you can to improve the fields.

## Consequences

If you decide to **split the clan**, you will be given follow-up choices to make:

Who will form the core of the new clan?
1. The most warlike among us.
2. Our best herders.
3. Our wealthiest people.
4. Our best magicians.
5. The clan’s most dissatisfied members.

The name of the new clan will be chosen by divination (aka the RNG). However, you will be prompted to choose a leader. This noble will permanently leave your clan, although they will be the only member of your leader pool who will do so.

You will occasionally hear news of the new clan.

**Keeping a Large Clan Together**

When a clan hits 1200+ people, it can cause morale issues, food shortages, and high levels of sickness. If you have an Erissa worshipper as an adviser, you can spend 2 points on Health during sacred time to help keep sicknesses in line. An Erissa shrine with Curing activated will help keep sicknesses down as well.

**Benefits of High Population**

The major benefit of keeping a high population is you can create very large armies (as high as 400+), which can wound/kill a lot of an enemy army in one move. You can also build more shrines and temples than a small clan.

## Notes

If you don't want to split the clan, try not to worry about this event triggering—it's not likely to happen unless you actively work for it! However, your advisors will start complaining about the size of the clan well before splitting is actually possible, so if you don't want to split, keep an eye out for those warnings and try not to let the population grow too much after that.

If you *do* want to trigger this event (perhaps seeking the Splitter achievement, here are some potential strategies:

1. Get Nyalda's Bless Children blessing active as soon as possible. This is the single most important thing for building your population to this level.
2. When the Skyquake happens, choose to protect **people** and gather them together. This will minimize casualties from that event.
3. Whenever you have the option to **adopt clan members**, do so. Events that allow you to do this include:
	1. Bandit Offer (only a very few Swords, though)
	2. Imperial Refugees: Adoption Request
	3. Ergeshite Adoption Request
	4. Warrior Seeks Adoption
	5. Yeleni Adoption Request
4. Try to avoid deaths (from battle or starvation) as much as you can. This may require **calling for parley and conciliating** during raids (works better if you have a skilled diplomat), as well as keeping food-boosting blessings active.
5. The Recruit Clan Members venture can add about ten or fifteen people to the clan each time you perform it. Note that this is a small number; you will often want to perform other ventures instead, and it isn't worth it at all until you have the clan hall built.
Other Side: Beren's Boon

## Dialogue

1. A leadership blessing.
2. An annual magic gift, so long as royal fervor is high.
3. Prolonged life for <Explorer>.
4. Prolonged life for the king.
5. The blade he used to slay the broos.

## Consequences

If you ask for **an annual gift of magic**, then he will give you some magic immediately and a small boost every Sacred Time as long as his royal line is honored.

If you ask for **the blade he used to slay the broos**, you receive the Beren Blade treasure.

In addition to your request, Beren also promises to keep an eye on the people of Berenstead.

## Advice

* "With a longer lifespan, I can do more killing—but no, to cheat Humakt would be unthinkable." - Kerenna/Humakt devotee
* "So many choices."
Loss: Orgovaltes Peace

## Dialogue

Over the next decades, the migrants prospered in the valley. In time, the <Ram Host Clan> came to think of themselves as Orgovaltes too. Other Ram clans learned to ride from them. As dark times grew darker still, the  Hyaloring clans dwindled. The Orgovaltes showed us how to intermarry with them, so that the resulting children would not be born evil. But they were born Orgovaltes people, and so our clan faded away. As starvation gripped the entire valley, our descendants, who had forgotten our ways, dismantled our story tent to trade its treasures for scraps of food.

## Consequences

The text varies depending on whether you welcomed the Orgovaltes with gifts or a feast.

Your game has ended in a loss. (But at least you get an achievement out of it!)

## Notes

If you attacked the Orgovaltes instead, you will instead experience Loss: Orgovaltes War.
Pocharngo Ritual Offer

## Dialogue

1. Charge to attack them.
2. Fire missiles from a safe distance.
3. Decline their offer.
4. Agree to their offer.

## Consequences

If you **fire missiles from a safe distance**, the arrows may have little effect, the cultists leaving with weird smiles and singing. Mood may improve, the people considering that things could have gone worse if we fought them up close.

## Advice

* "The king cannot demean himself by accepting the aid of such degraded folk." - Iverlantho
* "I wouldn't want to fight them up close." - Kerenna
* "Pocharngo is the god of gorp."
* "Hit them with swords or arrows, or say no, or say yes."
* "Don't get their ichor on us."
Golden Mares

## Dialogue

One of the explorers says, "We have found Redalda's first herd. My grandmother said her chief received one of these mares as a gift. We can ask Redalda for the song, now that we know of it. The priestesses back home can sacrifice to reach her.
1. "That cannot be. Redalda passed into the realm of the gods generations ago."
2. "Give us Redalda's knack for speaking with outsiders."
3. "Bless our horses."
4. "Teach me the rest of the song."

## Consequences

If you choose **"Teach me the rest of the song"**, you are asked what you offer:

1. Wealth
2. Clan magic (*might not appear if presently lacking in magic*)
3. Service
4. "We have nothing to offer."

If you choose **Wealth**, then you must choose the size of the gift. If it is worthy, she may say, "I would be happy to," and sing the song to the explorers before returning to her herd.

If you choose **Clan magic**, there is a risk she may deny you outright and say, "No, return to your clan. Mother will decide if you are worthy or not."

If you choose **Service**, the mare replies: "I accept. You will stay seven years. After that, I would be happy to." She sings to <explorer> and prances back to the rest of the herd. In a follow-up event shortly thereafter, <explorer> will return to Berenstead, expressing that years past for the exploration party yet time barely moved otherwise.

If you convince them to share the song with you, you can later send on expedition from the Map screen to try and find a golden mare.

## Advice

* "What lovely horses!"
* "Just because she talks doesn't mean she speaks the truth."
Pela

Pela is the Hyaloring goddess of barley and the land, and one of Nyalda's daughters.

## Ride Like the Wind

Pela's blessing is one of the most vital to a clan's survival and every newly cleared field is dedicated to her as well as Nyalda. Also, one of the Famous Events you can select for your clan's history during clan creation is "The Grain Contest of Erkonus, where the barley goddess Pela prevailed over millet and beezil," which increases your leaders' Food skills, makes some ventures easier, and let's you start with Pela's blessing from the start.

### Worship

You can build a shrine to Pela. She has one blessing:

* Bless Barley: Improves crop yield.

The treasure the Obsidian Sickle allows you to maintain a shrine to Pela with fewer resources.

### On the Circle

You cannot have a worshipper of Pela on the Clan Circle.

### Lore

Your clan circle can say this about Pela:

* "Pela said we would honor her not only by feeding our people, but by exploring her land."
* "The food goddesses ringed themselves around the Earth Mother. Busenari gave milk as a sacrifice. Pela gave barley."
* "A Pure Horse clan has no need for Pela."

### Myths & Rituals

Pela appears only briefly in Ekarna's Four Trades and is rarely mentioned in dialogue.

## Lights Going Out

By the time of *Lights Going Out*, your clan—now Rams—have given up on worshiping Pela directly. However, her mother, Nyalda, and her Ram counterpart, Ernalda, have been syncretized. Thus, Pela is still recognized by your clan as one of Ernalda's daughters. Pela died around the same time as Ernalda, however.

### Lore

Your clan ring has the following to say about Pela:

* "Grain goddesses such as Pela Barley, Usara Oat, and Fresala Wheat became ghosts when Ernalda died."
* "At the wedding of Ernalda and Orlanth, Issaries negotiated a trade deal between Pela and Heler."

## Other Stories

See also her article on the Glorantha wiki. In her role as the local land goddess, see also Pelora.
Mostal

Mostal (seated), as depicted in *Ride Like The Wind*.

Mostal is the logical god of the dwarves.

* "Dwarves are tough opponents, and if you kill them, the dwarf god just makes more."
* "The dwarf god does not give blessings as we know them."
* "Dwarves think of their god as a contraption that everyone else broke, just by existing."

### Myths & Rituals

He appears in the ritual A threat to crops and forests, where he is called Mostal Dwarfking and sits on a throne marked with the Stasis rune.

## Other Stories

Mostal appears in other tales of Glorantha.

* Mostal on the King of Dragon Pass wiki
* Mostal on the Glorantha wiki
Posse

## Dialogue

1. Send warriors.
2. Give them goods, to hire warriors from another clan.
3. Boost their war magic by sacrificing to Elmal.
4. Regretfully decline.

## Consequences

It's generally a good idea to help your allies, but you don't have to give them the exact form of aid they want.

If the <ally> happen to be Rams themselves, your advisors will be dubious about the wisdom of **sacrificing to Elmal on their behalf**.

## Notes

The picture will vary depending on the culture of the clan making the request.
Invisible Drum

## Description

"Increases the chances spirits will aid your shamans after they have been successfully called"

This treasure helps when calling spirits. It may also increase the duration of the time a spirit will agree to help your clan *(needs confirmation)*.

## Acquisition

Ride Like the Wind: ?

Lights Going Out: Can be found by exploring Forosan. *(and possibly in other ways - needs confirmation)*
Gamari Blessing Offer

## Dialogue

1. Ask instead for rare lore of the north. *Only if you have yet to hear of Cenala*
2. Express your gratitude for the ritual in song.
3. Sacrifice to aid the ritual.
4. Suggest another clan to receive the ritual.
5. Decline.

## Consequences

The **lore** the priestess can offer is a rumor of Cenala. This allows you to send a mission to Cenala's home early, and is one way to start the event chain dealing with the Cenala schism.

A successful **song** can please the priestess so much that she will give you both lore and magic. A failure will only disturb her horse.

## Notes

* "I dreamt again of a golden mirror. I looked into it, but woke up before I could see my face." — Clan Circle member, referring to your clan's potential destiny.
Judges Sought

## Dialogue

1. Agree, if they treat this as a favor.
2. Agree, in exchange for a gift.
3. Agree, no strings attached.
4. Decline.

## Consequences

The other clan will be happy as long as you agree to judge--although more so if you do so with no strings attached.

If you decide to judge the case, you will chose your elders' verdict. The elders will be able to determine who is in the right only if you have a temple to Relandar. If you choose **the party lodging the case, who are the chieftain's relatives**, the <other> clan will like you more but fear you slightly less. If you choose **the defendants**, the clan will like you less but fear/respect you slightly more.

## Advice

* "Relandar said, 'The law is clear. People are not.'"
* "Wise judegements heal breaches within a clan."
* "If we judge this claim, we must do so honestly."
* "When taking sides, remember that it is the chieftains who make war."
* "If we had a shrine or temple to Relandar we would be better able to tell which disputant is telling the truth."
* "However we rule, one side will curse our names."
* "Send elders who will remember the principle of contumpaneity."

## Notes

For the greatest benefit, choose **no strings attached** and judge in favor of the chieftains' relatives.

It also seems like, once you agree, you'll either have a net positive change in liking or none at all.
Punching Bag Tribute

## Dialogue

They are offering a single payment, but in this position of weakness, might be induced to pay annual tribute.
1. Agree.
2. Demand more.
3. “We will raid you whenever we feel like it.”
4. Require instead that they embrace Cenala.
5. Require instead that they reject the Cenala story.

## Consequences

Whether you **agree** or **demand more**, you can still **ask for annual tribute**. If the <defeated> clan agrees, you will be honor-bound to refrain from attacking only until they stop their payments.

## Notes

If the <defeated> clan are Rams or Wheels, the art is different, and there is an extra line. A Wheel emissary will have trouble saying "humbly", and a Ram one will recite a poem which your clan does not understand, but interprets as a way of emphasizing that he is sincere.

The Cenala options are only available if the other clan are Riders and you have taken different sides of the Cenala schism.
Herds

**Herds** are a resource, and the most basic component of your clan's wealth, consisting of cows and goats. The cow is the basic unit of currency in Six Ages, and your herds are listed by a numerical value equal to the number of cows you own. Horses are kept track of separately.

Herds will grow on their own over time, assisted by an investment in herd magic during Sacred Time, as well as Busenari's Calf Blessing and Uryarda's Kid Blessing. Fully-grown cows and goats provide a steady supply of food in the form of milk, and can be butchered in an emergency to provide additional food.

Periodically you will hear that your herds have damaged the pastures over many years of grazing. While this can be partially dealt with using Ventures, the best solution to the problem is to perform the ritual Busenari Finds the Light and ask the goddess to restore your pastures.

While Riders and Rams alike would probably argue that you can never have too many cows, it *is* possible to have so many that they exhaust your pastures in less than five years--that is, more often than you can perform Busenari Finds the Light without penalty. This seems to happen when you have over 2500 cows.

Because of their value, cows are frequently sacrificed to the gods, offered to other clans as gifts or as payment for favors, or exchanged in trade. Most raids aim at acquiring a rival clan's cows.

Other clans in the Valley have their own herds. In addition to cows, the Rams also keep sheep, hence their name. The Pure Horse Clan keeps no herds of cows or goats at all, preferring to own only horses.
Koralant

Koralant was the adopted son of King Vingulf of the Berenethtelli. He was possibly adopted from outside the tribe. In spite of this, not only was he accepted, he became so popular that people wanted him to rule instead of his adopted brother: Vingulf's son by blood, Vinglanth. Vingkot's law, however, made this impossible. Thus, when their father passed away, Vinglanth became the new Berenethtelli king.

Koralant advised his brother not to take the tribal regalia with him when he rode into battle against Chaos. Due to his jealousy Vinglanth did just that, and lost the regalia along with his life.
Neighborgate

## Dialogue

1. Politely decline.
2. Instruct them in proper respect for women.
3. Have your men hear them out, but only to humor them.
4. Let your men help undermine <other clan's chief> if that’s what is asked of them.

## Consequences

If you **decline**, whether or not you choose to **instruct them**, the other clan's chief will hear about the matter and gift you 20 cows in thanks.
Ghost Trouble in Elempur

## Dialogue

1. Convince them they are dead, and can no longer use these things.
2. Extol your many victories against the hated Ram.
3. Sing them a soothing song.
4. Tell them your ancestors died fighting to protect them.
5. Drop the items and go.

## Consequences

The claim that **your ancestors died fighting to protect them** is true if the Rams are your ancestral enemies.
Failing to placate the ghosts can lead to them aging your explorer by some number of years.

## Notes

   Elempur is always located in the same place—where the Black Eel River meets the Oslira. It is on the other side of the Black Eel from your clan lands, so you'll probably have to tame that river before you can visit. Before you visit, the location may be marked with the name Elempur; after, the round "ruins" icon appears.

This event does not give the Solar Mask of Yelm as a reward, so don't worry about losing or gaining it depending on your actions here. If you haven't found it yet, you can still get it from a later visit to the ruins.
Imperial Refugees: Request for Aid

## Dialogue

1. Heal and feed them, as short-term guests.
2. Heal, feed, and re-equip them for further journey.
3. Let them stay as long-term guests.
4. Pelt them with rocks and cow dung.
5. Send them on their way.

## Consequences

Letting them stay - Can boost your population and result in a change mood, depending on how your clan reacts to them joining.

**If your Ancestral Enemy are the Dara Happans...**

and you adopt them, you can end up with Unhappy Ancestors for the rest of the game. (Even if you switch ancestral enemy) If you pelt them with rocks and cow dung you can make your ancestors happy. However, your living clan members might not approve.

## Advice

* "The people is not in a mood for generosity, but will be true to their ancestors."
* "The Dara Happans might worship a false sun, but our ancestors adopted farmers without worrying about who they worshiped."
* "I don't see how they got this far without visible means of defense."
* "They're weak now, but if they got all this way and still live, some might fight well for us."
* "Together we will grow stronger."
* "Hyalor said, 'Contain your droppings.' Raven said, 'I know what you want and cannot admit to.'" - Raven trickster
Porcupine Totem

## Description

"Increases prosperity after completing the Fletchery venture"

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

## Acquisition

Only available in Lights Going Out. Your clan can start the game with it. *(there are likely other ways to acquire it)*
Guarding Berenstead: Author Preparation

## Dialogue

1. Ask another clan to send wealth for divine sacrifices.
2. Ask another clan to send fighters.
3. Ask another clan to send holy people.
4. Ask wandering Uroxi to help fight.
5. “We trust in the steps we have taken.”

## Consequences

* If you **ask another clan to send holy people** then they may send some Elmali priests (if they worship Elmal) which might help against the Author of Sores and will also grant an immediate boost to clan mood.

## Advice

* "Seek aid from a Berenethtelli clan." - Iverlantho
* "A request for sacrificial aid asks the least of others." - Venef
* "A great gathering of warriors, that’s what we need!" - Erenlanth
* "Any other clan would be proud to fight alongside those who vanquished the Eater of Skin."
* "The Eater of Skin incident has shown other clans that we can call down surprising and powerful magic."
* "Elmal worshipers may provide the strongest support. That means Riders and Wheels, not other Orlanthi."
* "Don’t make plans around gods. By the time you need them, they might be dead."
* "I am glad no one added a figure of the Author of Sores to the model of our citadel. That could have… repercussions."
* "Uroxi cost too much."
* "The harbinger of solitude drinks from an empty cup."
* "Wild spirits have been clearing out. They can sense what’s coming." - Shaman
* "Our solar rites are closest to those of the Rider clans." - Elmal worshipper
* " Wheels worship Elmal but not Osara." - Osara worshipper
* "Orlanth trusted Elmal to guard his citadel, but did not gain fire powers from him." - Orlanth worshipper
* "We’d be fools not to take this chance to prepare further."
Kerenna Against Iverlantho

## Dialogue

1. Censure <Kerenna/Korestene>.
2. Convince <Kerenna/Korestene> to reconsider the omen’s meaning.
3. Convince Iverlantho to accept his fate.
4. Call on Chalana Arroy to save the king’s life.
5. Leave it be.

## Consequences

At start of event, mood goes down.

The Humakti may or may not be correct about the omen of death.

If you **call on Chalana Arroy**, she may find the doomspot on the king's soul and heal it, preventing the foretold death omen. Mood likely to improve.

## Notes

This event can star Korestene if Iverlantho survives long enough, but typically involves Kerenna.

Alternate pictures may be used depending on the age of the two characters.

Young Kerenna/Korestene and middle-aged Iverlantho.Young Kerenna/Korestene and elderly Iverlantho.Elderly Kerenna and elderly Iverlantho.
## Advice

* "For an offense against the royal person, censure should be merely the first step." - Iverlantho
* "Every king who succeeds his father accepts the crown in mourning." - Venef
* "Cheer up, grandfather. You aren’t dead yet." - Erenlanth, if Iverlantho is on the ring
* "Grandfather still has plenty of life left in him." - Erenlanth, otherwise
* "Did you expect me to remain silent about this?" - Kerenna or Korestene, whichever one saw the omen.
* "My aunt could not be mistaken, so the king had best prepare for his mortal end." - Korestene, if it was Kerenna who saw the omen.
* "Take mercy on yourself, Iverlantho, and savor your final days." - Any other Humakti
* "We can heal the fatal wound before it is dealt." - Chalana Arroy worshipper
* "Kerenna must learn mercy." - Chalana Arroy worshipper, alternate
* "I saw the omen too."
* "Humakt would not be wrong, but a follower of Humakt could be."
* "When <Kerenna/Korestene> decides a thing, she does not waste time doubting herself."
* "After he croaks, let’s have a queen."
* "<Kerenna/Korestene> must learn mercy."
* "The old crow won’t die that easy."
* "All of us stand in the shadow of death."
* "We can afford to draw a little extra strength from our Chalana Arroy shrine."
* "Shield the king." - Non-royal Elmal worshipper
* "Ha! This will scare Iverlantho to death." - Eurmal trickster
* "<Kerenna/Korestene> has laid a curse on you, Iverlantho. How do you feel about that?" - Trickster, if Iverlantho is on the ring.
* "Humakt severed family ties to tell harsh truths." - Orlanth worshipper
* "It would be foolish to censure a devotee of Truth and Death for telling the truth about a death."
* "What has this to do with us?"
* "The people side with <Kerenna/Korestene>."
Infithtelli Visit

## Dialogue

1. Agree.
2. Agree, for a higher price.
3. Ask what’s in the box.
4. Attack them.
5. Decline.

## Consequences

You can **ask**, but the Infithtelli will not tell you what's in the box.

The box turns out to contain the bones of the former <Local Ram> chieftain, which the <Local Ram> say confirms that the Infithtelli are cannibals (although your people note that the bones don't show signs of it). If you send a good diplomat, maybe the <Local Ram> won't blame the messenger...

## Notes

The text of this event varies slightly if you have already encountered the Infithtelli.