recursal/Fanatic-Fandom huggingface dataset:
Ugarra the Hag Encounter

## Dialogue

This must be Ugarra the Hag, a witch who vexes the pathetic river people known as the Weeders. According to their legends, she is not only evil but also semi-divine.
1. Agree to her terms.
2. Call on Elmal to smite her.
3. Fight up close.
4. Fire arrows at her.
5. Flee.

## Consequences

**Agreeing to her terms** will cause your exploration leader to leave the clan for X seasons. This will cause the character to suffer a large reduction in their skill abilities when they come back. The longer you serve Ugarra the more your explorer's abilities will be reduced when they come back. **Fight up close** can succeed or result in death of the explorer. **Other options** can succeed or fail to different degrees. Sometimes she will not steal magic while other times she will still curse you and steal magic as she leaves or you retreat. Fleeing, firing arrows, or calling on Elmal can all fail, and whether successful or not, calling on Elmal will cost you magic. Each time an option fails, Ugarra will demand your explorer to serve her for more seasons. (As high as 51 seasons)

If your ancestral enemies are the forces of Water, defeating the hag will grant you a significant amount of magic.

## Notes

This event is found by exploring on river locations of the map. Black Eel River is the closest river location you can have this event occur at.

**Odd Benefit:** This event can be particularly useful if you want to stall Beren's marriage demands though it will ruin his skills. The best chances to pull this off on him is to do it while his Combat is still only Excellent and by not spending any War, Ritual, and possibly Exploration magic. Additionally doing a God's ritual to exhaust your magic into negative values will improve his chances of failing to summon Elmal. Not having the forces of Water as Ancestral enemies helps. Not having treasures like the Helm of Elmal or the Weeder Pearl will also help. One known sequence of failure that can work would be to fail to fire arrows, then fail to flee, then fail to summon Elmal. (Then agree to servitude)

Although this will ruin Beren's skills it is reasonable to get him through Dostal Elk Hunter ritual to begin rebuilding his skills if you use enough other buffs to get him through it. You will probably resort to restores of year as failure is more likely starting out. It will also be difficult to ever bring his Diplomacy skills back up to what they started at.
War Agitation

## Dialogue

1. Don’t let <Hothead> or the warriors push you around
2. “Now is a time to conserve our strength.”
3. Promise an attack against a more deserving target.
4. Promise to attack the <hostile>.
5. Slake the Swords’ aggression with a chadash match.

## Consequences

**Chadash** will lead to injuries, but may well distract the swords--and even your warmongering Clan Circle member--from their plans.
Weeders

Weeder foragers.

The Weeders are a group of people who live on the Black Eel and Oslira rivers. They are poor and lack warriors to defend them, but their shamans are able to call spirits and monsters to protect them and attack their enemies. They subsist on a diet of fish and reed soup. In addition to spirits, they also worship the Oslira river.

## Ride Like the Wind

If your ancestral enemy is the forces of Water, your ancestors will expect you to antagonize the Weeders when you have a chance to do so.

The Weeders will never raid you.

### Lore

The clan circle says:

* "The trick with Weeders isn't beating them. It's getting them to stand and fight."
* "The Weeders are foreigners. They worship an eel or something."
* "The Weeders are foreigners, and perpetual targets for Hyalorings and Rams alike."
* "Weeders don't own much of value."

### Events

They appear in the following events:

* Foragers Encounter Weeders
* Weeders Seek Aid
* Weeders Vulnerable

Additionally, they are linked to these events:

* Flood
* River Monsters Attack

## Lights Going Out

To the suprise of many, Weeders still live by the time of the Chaos Age. One of the reasons they achieved this is through a blessing taught to them by their protector, Ugarra, to appear so wretched that even the worst monsters take pity on them. They even seem better able to feed themselves in these difficult times than the valley's farming peoples.

As in the first game, the Weeders do not raid.

### Lore

The clan ring says:

* "Didn't they die a generation ago?"
* "We could have sworn the Weeders dies off a generation ago."
* "They might outlive us, who have so many other enemies."
* "We can breathe easier knowing the Weeders still thrive."
* "The notion of Weeders as lucky or inspirational could be of help, now or later."
* "Weeders bring hope? You know what I hope? That they'd stand downwind of us!"
* "Beren met the Weeders."
* "Provoking Weeders could lead to big trouble."
* "They're no threat to us. Or anyone."
* "How Weeders live without fortification is beyond me."
* "[The Weeders'] goddess sends them water spirits."

### Events

The Weeders appear in the following *Lights Going Out* events:

* Weeders Request Aid

## Other Stories

The Glorantha wiki doesn't have much to say about the Weeders, but it has a few more details about the Nogatendites, who may be the same group.

## Images

A Storm Age Weeder delegation.A Chaos Age Weeder delegation visits Berenstead.The Weeders cursing a broo.
## Concept art

Concept art of a Storm Age Weeder woman, by Marguerite Dabaie. The goddess (or powerful spirit?) Mother Loon isn't mentioned in the game.Concept art of a Storm Age Weeder man, also by Marguerite Dabaie.
Ventures

Ventures are a massed activity that the entire clan gets together to perform. At the start of the *Ride Like the Wind*, you can only do one venture per year, but after finishing the clan hall, you can perform two a year. In *Lights Going Out*, you may perform two ventures per year from the start of the game, but this can change later in the game. You may not perform the same venture twice in one year, and ventures might not succeed, or might only partially succeed. As in most other things in *Six Ages*, you must select one of your nobles to lead the Venture, and part of your success will depend upon the skills of the noble involved, as well as what, if anything, you spent magic on during Sacred Time.

If you struggle with ventures, consider sacrificing for Nyalda's Cooperation blessing, or putting magic into Harmony at Sacred Time.

Please note that some of the effects, most especially for Skill and Magic associated, are still speculative.
Sidarsi

Sidarsi welcoming explorers to their lands.

The Sidarsi is a group of Pure Goat People that live east of the Imther Mountains. They split from their kin living north of the Imther Mountains, the Ergeshites. The Sidarsi claim to have split from the northern Ergeshites in order to escape tyranny and injustice. They take great offense at being compared to their former kinsmen. Though the Sidarsi are also strictly goat herders, they worship a different set of gods than their Ergeshite cousins, including Miapora Mountain Goat.
Skyquake Aftermath

1. Pray to Cenala for aid.
2. Organize all the believer clans to pray to Cenala.
3. Organize all Rider clans to pray, including nonbelievers.
4. Send a mission to petition Cenala in person.
5. Decline <clan member’s> suggestion.
6. Promote unity and cooperation.
7. Rebuild at home.
8. Seize livestock from a vulnerable neighbor.
9. Spread word that a scapegoat is to blame.

## Consequences

Choosing **Decline <clan member's> suggestion** will enable you to choose the other options not shown immediately. **Sending a mission to Cenala** will lead to Cenala visiting with aid. Other Cenala options can succeed, but are not guaranteed to work.

## Notes

If your clan rejected Cenala, you will not have the options that seek help from Cenala.

The next event will be Ram Alliance Offer.
Orgovaltes Arrive

## Dialogue

1. Attack them.
2. Feast them.
3. Gift them.
4. Let them pass unmolested.
5. Suggest a different Ram clan that might want them.

## Consequences

You've lost, and this is last choice you can make in the game.

So feel free to go all out, whatever you decide to do.

There are at least two endings here; both are losses, but it makes a difference whether you great the Orgovaltes as friends or foes...
Wheel In-Laws Need Aid

## Dialogue

1. Ask the <Aggressor> to relent.
2. Call on Elmal to strengthen them in war.
3. Promise to raid the <Aggressor>.
4. Whoop against the <Aggressor>.
5. Decline <Former Wheel>’s request.

## Notes

If the Former Wheel is on the Clan Circle, you'll get some unique advice:

* "Don’t get me wrong. I am better suited to life here, with you, than among my birth kin. But we must help them."--Former Wheel
* "<Former Wheel>, I thought you understood more than anyone that your kin are arrogant scum."--Wheel-hating circle member.
Rams Enslave Rams

## Dialogue

1. Agree.
2. Attack the slavers.
3. Decline.
4. Grant hospitality, secretly passing weapons of escape to the <Other Rams>.

## Consequences

**Passing weapons to the captives** can fail, which annoys the slavers without accomplishing anything.

## Notes

This is the only "slavers ask hospitality" event that doesn't seem to have an option to alert the captives' people of their fate.
Trickster Chief

## Dialogue

1. Try to mollify them with words and livestock.
2. Demand that they honor the council and the chief.
3. Ask for <Trickster>’s resignation.
4. Outlaw <Trickster>.
5. Apologize for poor leadership, offer to replace the entire circle.

## Consequences

**Mollifying** the clan seems always to fail so completely that you don't lose any livestock.

If you **keep the trickster chief** there will be a followup mini-event in which one of your other Clan Circle members announces that--while the chief is unconcerned as ever--the circle members are being ignored by the people of the clan, making it impossible to govern. The mood will also get even lower.

## Notes

Having a Raven chief has a number of unpleasant consequences, including drastically increasing your neighbors' hatred and mockery, and lowering clan mood greatly. (However, it does grant an achievement.)
Selabos

Selabos 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, which begins when he is 47. 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:

* "Vingkot said, 'Choose your foes with care.'"
* "Tribes encourage trade. But we can still trade without a tribe. The other clans are still our neighbours."
* "Hyalor said, 'Choose your foes with care.'"

## Skills & Religion

Selabos is a devotee of Issaries and a master bargainer.
Vrimak

Vrimak is an avian god worshipped by the Bird Riders, who were first conquered by the Dara Happans and then usurped the throne before losing it in turn. He may be a patron god of the city of Verapur.

## Ride Like the Wind

### Myths & Rituals

Based on the presence of a second sun in the Gods War depiction of the Bird Riders' fight with the Imperials, Vrimak seems to have also been one of the gods that claimed to be the Sun following Yelm's death.

## Other Stories

For Vrimak's role in other stories of Glorantha, see his article on the Glorantha wiki.

## Images

Vrimak's pink-red sun is overhead as his worshippers face off against Dara Happan infantry.
Golden Men

The Golden Men were participants in the War of Many Suns. They are mentioned occasionally in *Six Ages: Ride Like The Wind*, but little about them is revealed. They may be connected to, or the same as, the Small Suns.

In the myth of Nyalda's Bride Price, a single Golden Man asks Nyalda to marry him, saying "Enough of gods. Some day there will be only men. Become a woman, and be with me. For the joys of life are all the sweeter when they are finite and always at risk." Nyalda refuses him, and in the end he is one of the foes Elmal defeats to prove his worth as a protector.

In the playable ritual Nyalda Marriage Maker, the single Golden Man becomes a host of Golden Men, would-be Human Suns who wish Nyalda to marry their leader, Unos. Nyalda can describe them as "solar fragments", and if she gives them gold to leave her alone, they take it to make into more golden men. If she instead gives them a weapon, their leader Unos will use it to turn on a rival.

In Elmal Path Guardian, golden men attempt to strip the sunpath of its stones, taking the place of the Small Suns mentioned in Elmal Guards the Sunpath.

Golden men are among the troubles that may plague the Gar-Astin clan between your explorers' visits. They are also some of the beings your explorers can meet in Forosan, and may gift them for their opposition for the Forosilvuli, saying that solar peoples must stick together against those of storm.

The Clan Circle says:

* "During the War of Many Suns, Busenari was sent as a hostage to the Golden Men. Elmal soon rescued her."
Vampire Answers Call

## Dialogue

1. Have the king memorialize the slain in the clan hall.
2. Have the king toast Kerenna in the clan hall.
3. Have the ring memorialize the slain in the clan hall.
4. Have the ring toast Kerenna in the clan hall.

## Consequences

At the start of the event, a number of Swords are killed and a circle member is wounded.

If you **have the king memorialize the slain in the clan hall**, the people may blame Iverlantho for letting this go on too long, thus lowering mood.

Another clan aggrieved by a vampire may give you a generous gift for avenging their chieftain.

## Advice

* "The honorable deaths of the guards must be recognized." - Kerenna
* "On such an occasion the king must speak." - Iverlantho
* "I wonder if this was the same vampire that recently killed the <other clan> chieftain." - Reda
* "If we earn a gift from this, it will come too late to cheer the people. "
* "The king is not our best speaker."
* "We must all be ready to lay down our lives to combat Chaos."
Redalda and Swift

1. Demand that he snap out of it once and for all.
2. Distract him with a clan feast.
3. Seek otherworldly advice.
4. Seek a suitable mate for him.
5. Keep out of it.

## Consequences

**Demand that he snap out of it** or **Seeking a suitable mate** are not recommended and will cause you to eventually fail to finish the game if you successfully convince him to marry or "snap out of it." **Distracting with a clan feast** or having the clan **keep out of it** can hurt or improve clan mood and delay marriage with Redalda. **Seek otherworldly advice** will speed you towards the end game mission to marry Beren to Redalda if you ask for Hyalor or Elmal's advice. **Seeking spirits' advice** will cause a loss of magic and also delay the endgame marriage mission but will make use of it later not as successful.
Humakti Vampire Hunt

## Dialogue

1. Send warriors to aid their hunt.
2. Support them with a rite to Humakt.
3. Support them with a speech of encouragement.
4. Support them with goods worth 20 cows.

## Consequences

If you **send warriors to aid their hunt**, the Humakti will accept a Humakti noble of your choosing and reject any other warriors offered, stating that they'd just get themselves killed. They track down and slay the vampire, with several of their number being injured. Your own Humakti noble will be unharmed; unknown if this is dependent on said noble's combat skill. Your clan's mood is likely to improve.

## Advice

* "Take me and only me." - Humakti Clan Circle member (possibly Kerenna/Korestene exclusive)
* "Vampire fighting calls for Humakti expertise. Send Kerenna."
* "Vampires worship Vivamort, god of the undead."
* "You can only become a vampire by choosing to worship Vivamort."
* "It was not always so, but these days anyone drained of blood by a vampire transforms into a lesser member of Vivamort's army."
* "Words mean nothing."
* "We do not have a reputation among the Humakti, for good or ill."
* "We don't need the Humakti telling our neighbors we did too little."
Reda's Feud Dream

## Dialogue

1. Agree.
2. Agree, giving her magic to take with her.
3. Agree, sacrificing to Redalda.
4. "Ending the feud isn't worth risking your life."
5. "We need you closer to home."

## Consequences

If you say **"Ending the feud isn't worth risking your life"**, the people may agree and mood may improve.

## Notes

   If the event happens late, there is an alternate illustration showing elderly Reda.

## Advice

* "Her success will reflect well on the crown." - Iverlantho
* "Fulfilling a divine mission will grant us much more than peace with one obstreperous clan."
* "Riding with other clans keeps the world woven together."
Wedding Victory

## Dialogue

We would need this unity, as the darkness that shrouded the world was about to get worse. Much worse.

## Consequences

Congratulations, you’ve won the game!

Depending on how the ritual went, you may be able to pass a blessing down to your descendants.

## Notes

The text can vary here a bit depending on the events of the ritual the two newly married heroes attempted. For example, if Beren fled the chaos monster during A fight against a sea dragon, the first sentence is replaced with the following text:

“I had greater hopes for our participation in the Gods War,” Redalda said, “but it is a minor setback, and I will not allow it to cast a pall over our wedding day.” She returned to our clan with us.

And if Beren was blinded and not fully healed, the art of the victory montage changes slightly to take his bad eye into account.

## Victory Montage

Despite the attack, Beren and Redalda's wedding is a joyous occasion for both their clans.Beren and Redalda celebrate the birth of their firstborn son.Riders begin to adopt Ram ways, including tattoos.Beren and Redalda celebrate the birth of another child.Ram children learn to ride.A king is crowned.Redalda holds an alynx up to show her husband.A young Ram and Rider play dice together as they watch their herds.Rider and Ram travelers greet one another.Unity in the face of Chaos.The realm of the gods and that of mortals reflect one another: Elmal and Orlanth clasp hands in friendship.The gods look down on the Black Eel Valley.
Tada

In *Six Ages: Ride Like the Wind*, nobles who stray from the path of a Gods War ritual may encounter a foreign hero battling the lion god Basmol—a fight he will win unless your hero intervenes against him. Although clearly a powerful mythic figure, your people know nothing about him.

## Other Stories

Other stories of Glorantha say that the ancient Praxian hero Tada slew Basmol, fathered the twin wives of Vingkot, and helped the herd goddess Eiritha to hide from Death.

In the game *King of Dragon Pass*, predecessor to *Six Ages*, clans who choose Tada the Green as an ancient foe will have the Praxians as ancestral enemies.
Solar Mask of Yelm

## Description

"Restores expended magic after a successful Gods War ritual."

*Grants 2-4 magic after a successful ritual.*

## Acquisition

You can get this treasure by sending explorers to Elempur after the Elempur Opportunity event occurs; you may have to send more than one expedition to get it. Note that this treasure is not a reward for Ghost Trouble in Elempur.
Rider Request

## Dialogue

Your clan used to be a Rider clan, until the storied time hundreds of years ago when heroic Beren, founder of your kingdom, married Redalda, favored earth daughter from a clan of Orlanth worshipers. Over the generations, your clan became more and more Orlanthi, though you still recognize Elmal and a few gods he brought with him from the Fire Court. Other Rider clans, such as the <Rider>s, remained true to all of the deities they brought from the north. They still regard Orlanth as foreign.
These Riders wish to recover lost lore by <communing with fortress spirits/talking with your horses>. In exchange for this privilege they offer four horses.
1. Agree.
2. Ask for more horses.
3. Agree, graciously declining their gift.
4. Decline.

The middle paragraph is not included in subsequent occurrences of the event.

## Consequences

If you **agree**, they may whoop with <cheer/praise>. Ancestral hoofbeats may be felt in your veins (possibly dependent on Clan Creation), causing clan mood to improve, if so. The Riders call out for spirits/talk with your horses but may fail to glean any insight. Regardless, you will keep the four horses. If they succeed, you have the option to ask them for details or respect their privacy. Asking for details will annoy them but they explain that it was to rekindle a lost blessing; this further improves mood and earns some magic.

## Advice

* "Redalda moved to a Rider clan, and over the years transformed it into an Orlanthi clan."
* "We could probably get a few more horses out of them, but they wouldn't like that."
* "They field an impressive force."
* "We can beat them in battle, so who cares what they think of us?"
* "They esteem us well."
* "My god, Dostal, was first adopted by Riders, and only later met Orlanth." - Hanth / Dostal worshiper
* "Hard to believe we used to be like them."
* "Both clans worship Elmal."
* "We are Orlanthi now."
* "Perhaps it was not wise to turn Riders into Rams."
* "I assume this request is because their knowledge god is dead, like ours is."
* "This gives me a worry in the neck region."
* "Riders claim there shouldn't be kings. Yet it is them coming here to Berenstead..."
* "Our Rider heritage belongs to the past."
* "If we learn what they're up to, we might gain magic."
Seseine

Seseine is the Chaos goddess of seductive brutality and of temptation.

## Lights Going Out

### Events

She may be mentioned in the Foreign God-Talker Request event if you choose to warn your ally.

### Myths & Rituals

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

## Other Stories

For more Seseine, see her entry on the Glorantha wiki here.
Visit Uldak

## Dialogue

1. Get out of there.
2. Get out of there, then warn other clans against this place.
3. Murder one of your escort and throw the body in the pit.
4. Warn Elmal of this outlaw god's presence.
5. “What if we bring you a captive from outside our clan?”

## Consequences

**Get out of there** will simply leave the event.

**Warning others** might improve relations a little if successful.

**Warning Elmal** can have him tell you he will gather gods and destroy Uldak (though nothing seems to happen in game).

**"What if we bring you a captive..."** will cause Uldak to say he'd rather have one of you. Mood drop occurs.

**Murdering one of your escort...** can get you X cows.(Default at 100) However, consequences are severe. You will have Divine Disfavor for the rest of the game. This means you will get little to no magic during Sacred Time and you will lose magic at a higher rate every time you sacrifice in this way to Uldak. Without positive magic it becomes impossible to perform Gods Rituals, and you generally will have to sacrifice more for regular rituals. Building shrines can get around this some what. If a clan finds out about the sacrifice, your reputation will increase Hates and less so Fears. Having a Raven Trickster on your circle will prevent other clans from finding out about the sacrifice.(but not the gods) If another clan finds out, they can seize the cows and your clans reputation can be hated and feared more. Even with a Raven trickster, you will not be able to successfully hide and gain cows once a later game marriage seeking event occurs. (It appears there is a bug in the 1.0.9 version of Six Ages where a Raven shaman will not correctly hide deals that are at 100 or less, but still will at amounts higher than 100)

## Notes

If you sacrifice to Uldak/Kadul in the Clan Member Visits Boulderwood event, it will raise the total cow offer Uldak provides. Uldak defaults the cow offer at 100, but you can sacrifice up to 70 cattle/goods to raise his starting offer up to a maximum of 170. (It appears that since 1.0.9 version of Six Ages, Uldak will now reduce cow offers over 100 by 2 instead of 1 each time)

Each additional visit to Uldak lowers the amount of cows he will offer.

An Erissa worshipper will refuse to do the sacrifice and Uldak will not appear to them after the first visit.

You can still gain magic from treasures, but it will be difficult to gain much magic ever again if you make more than a few sacrifices to Uldak.

Sacrifices to Uldak also increase the Chaos Threat in game leading to explorers more likely to die and for travelling missions to get ambushed. (Zarlen Shrines and Exploration Magic blessings from allies can help reduce its effects)

## Boulderwood

Just a little north of your clan's location. The circle should appear if an explorer goes to it. It does not always trigger the Visit Uldak event upon first visit. You can choose not to seek Uldak on additional visits for other Boulderwood text events.
Too Much Change

## Dialogue

1. Convince the people that you strike a balance between old and new.
2. Honor old ways with a rite against your  ancestral enemy.
3. Mock the complainers.
4. Take no action.
5. Throw a feast, promising to do better.

## Consequences

**A rite against your ancestral enemy** is a safe choice, provided you have something to sacrifice. (Note that this option won't show up if you have made choice with them.)
Terror Lizard Skull

## Description

"Painted skull rewards you when you win a raid by pressing the attack."

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*, this treasure might be won as raid loot.
Reputation

In *Six Ages*, reputation is far more complex than it was in *King of Dragon Pass*.

## Like/Hate and Fear/Mock

Each neighboring clan holds its own opinion of you, influenced by your respective cultures, their own quirks, and your history with them. This is partially measured by two different scales. One measures respect (fear/respect and mockery), with fear or respect being good and mockery bad; the other measures liking (like/hate). The Relations page has more information.

## Known For (Ride Like the Wind)

Additionally, your clans will know you for some distinguishing characterstic. At the beginning of *Ride Like the Wind*, they will always know you simply **for being the last clan to arrive in the valley**, but as time goes on you will pick up a more specific reputation, which may change depending on your further actions.

Individual deeds you can become known for include:

* **for defeating the Alkothi**
* **for desecrating our own shrine**
* **as religious fanatics**
* **as Ghostfriends**
* **for reaching the Glacier**
* **for making a Trickster our chief**
* **for finding secrets Hyalor left before he died**
* **for making peace with our ancestral enemies**
* **for quickly splitting**
* **as back-stabbing weasels**
* **for wooing Redalda**

Other actions aren't significant enough to give you a reputation the first time you do it, but if you make a habit of it they can accumulate enough to be your main trait in your neighbors' eyes.

* **for adopting outsiders**
* **for being bullies**
* **for sending many diplomats**

* **as great explorers**
* **for frequent herd raids**
* **having heroic clanfolk**

* **for riding to the Otherworld**

* **as incessant raiders**
* **for our rudeness**
* **for our shamans**

* **for our many shrines**

* **as frequent traders**

You will be reminded of your reputation on the Relations Screen as well as at Sacred Time.

To see what your neighbors may be known for, see Other Clans.
Vivamort

Vivamort is a Chaos god of undeath, particularly associated with vampires. He is Nontraya's rival, contending with him for control of the Undead Army.

## Lights Going Out

### Lore

Your clan ring has the following to say about Vivamort:

* "Vampires are beloved of Vivamort, their Chaotic god."
* "It was not always so, but these days anyone drained of blood by a vampire transforms into a lesser member of Vivamort's army."
* "Vampires worship Vivamort, god of the undead."
* "You can only become a vampire by choosing to worship Vivamort."
War

War for the Riders is a matter of raids against neighbors; one may kill another clan's warriors and steal their cows, but no clan ever destroys another completely. In the past, when your ancestors were part of the Dara Happan empire, different kinds of wars were fought, including the destruction of Elempur by the Rams.

See the War Screen for details on how to handle your own military matters.
Riders Hate Us

## Dialogue

1. Give them a gift.
2. Insult them with a whooping run.
3. Tell your people that <Rider> hate should make them proud.
4. Throw them a feast.
5. Do nothing.

## Consequences

If you have a highly diplomatic Clan Circle member, a **feast** can mitigate their hatred a bit.

## Notes

Compare Rams Hate Us, Wheels Hate Us, and Whooping Run.
Skiing Horse

## Dialogue

1. Ask <Name> to look out for the safety of the young.
2. Reassure worried elders.
3. Sponsor a ski race.
4. Tell <Name> to desist.
5. Keep council out of this.

## Consequences

A **race** can lift the clan's spirits. Your Clan Circle members may tell you if they believe <Name> is skilled enough to prevent injuries in such a competition.
Traveling Stone

## Dialogue

1. Inspire it with a speech.
2. Drum to it.
3. Offer it Elmal's protection.
4. Sing to it.
5. Back slowly away.

## Consequences

While the stone does not value Elmal's protection, other options will unlock a second set of choices:

1. Bargaining.
2. Fighting.
3. Knowledge of farming and herding.
4. Magic.
5. Youthfulness
6. Mastery of lore.
7. Reputation.

Options may vary somewhat; not all will appear for every explorer. Choosing **youthfulness** will remove a few years from the explorer's age, while other options will increase a stat by one level. In any case, the stone will express a wish to meet explorers of your clan again.

## Notes

True to its name, the Traveling Stone moves around. You won't be able to find it again just by returning to the same place. It can on rare occasion travel to the same location. It shouldn't reappear at the same spot if you get a message that the stone is no longer at the previously marked location.

If you explore Look Hill early on and get the Zarlen's Vantage Point event, Zarlen can sometimes reveal the first location of the Travelling Stone if he fills out enough of your map. Typically it's found at a revealed hex location far south east (so try to avoid travelling there until you get the Zarlen Vantage Point event).

**Finding it Again** - The far Southeastern portion of the map with unlabeled hills and mountains and the portion of the map south of Infithan are good places to try looking. It may not even move too far from where it's first found in that area if you used the Zarlen Vantage Point event. Sometimes traveling to the outer edge of maps will find the Travelling Stone. Generally avoiding locations that have specific labels or special designated events is another good tactic.
Sakkar Skull

## Description

"Painted skull rewards you when you win a raid by waiting for opportunities."

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

## Acquisition

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

Lights Going Out: Can be obtained from another clan, through trade or after a very successful raid against them. Can also be found by exploring Forosan.
Steve Lefkowitz

Steve Lefkowitz is an artist who worked on *Six Ages: Ride Like the Wind*.

## Selected Illustrations by Steve Lefkowitz

An elegant Rider delegation visits another clan's village.A Rider inspects the footprint of an ice demon, which has damaged the clan's pastures.Bluebirds fly around a large tree.A Rider warrior speaks to an elder from a different clan.A Rider man angrily counts something off on his fingers.Riders react to a devastating flood.
Small Crater

## Dialogue

1. Climb right in.
2. Drum for protective spirits, then climb down in.
3. Seek divine blessing, then climb down in.
4. Get out of there.

## Consequences

There are two possibilities for what may be going on in the crater: it can be a door to Alkoth, or the site where a dead storm god fell to earth.

In the former situation, your explorers will have several chances to turn back, but if they continue anyway, they will be taken as slaves by the Alkothi. If the explorers find a jade door carved with a demonic face, this means that that they have found the Alkothi version of the crater. They can still turn back after entering the door, but if they keep going after that they will be lost. A noble who turns back in the face of clear Alkothi presence may see an increase of their leadership skill, as their sensible behavior impresses the clan.

In the latter case, the god's bones can be found below, though they are guarded by powerful storm spirits. If your explorer manages to retrieve them, they do not comprise a treasure, but are worth about 40 cows.

An explorer who successfully gains a **divine blessing** may be protected from the worst possibilities below.

Finally, if you send a second exploration party to the crater, you will find it empty, rather than experiencing this event again.

## Advice

* "I don’t need divine blessing. I am a divine blessing." — Yatakan.
* "No one is a hero without the gods." — Ayvtu.
* "Pretty sure it’s not goats down there." — goat-obsessed explorer.

## Notes

It's probably not a good idea to return here—you won't get the event again or find anything interesting, and one of the exploration party will die.

In the second game, the small crater has a different event associated with it: Wakboth Shrine.
Matriarchal Unrest

## Dialogue

1. “It is a bad time to trouble the clan with this.”
2. Make a sacrifice in honor of goddesses.
3. Offer to attack the Wheels.
4. Promise to build a place of goddess worship.
5. Replace a male circle member with a woman.

## Consequences

If you choose to **replace a male circle member with a woman**, you will be asked to choose which man to remove from the circle. Then you will be asked if you want to make further choices, which allows you to remove further circle members. You will still have to go to the clan screen to add the new circle members you're replacing them with, though.

## Notes

This event triggers with low mood and either an all-male Clan Circle or unknown circumstances. It seems to happen very rarely.

The male counterpart to this event is Patriarchal Unrest.
Wounded Trolls

## Dialogue

1. Ask them what attacked them.
2. Attack them.
3. Conduct a divination to find out what attacked them.
4. Offer them healing.
5. Do nothing.

## Consequences

If you choose to **heal the trolls**, sending a persuasive noble with a large escort usually works well. If the trolls accept your aid, they will give you a treasure, the No Hunger Doll.

Of course, keep in mind that if the trolls are your ancestral enemies, you will suffer the displeasure of your ancestors if you try to aid them. And sometimes the trolls will refuse your aid, saying that humans are *their* ancestral enemies...

If you conduct a **divination**, you may find out what attacked the trolls, but they will die before you are done.

## Notes

A simplified version of this event occurs in the tutorial if you chose the trolls as your ancestral enemies, with fewer options shown and only one (**attack**) actually clickable.
Small Suns

The Small Suns are some of the many gods who claimed to be the Sun after Yelm's death. They are not threats to Elmal on the level of Shargash or Yonesh, but there are many of them.

They appear in Elmal Guards the Sunpath, trying to steal stones from the sunpath rather than to control or defend. Here, two of them are identified as the Eggshell Sun and the Ghost Sun. In the ritual based on that myth, Elmal Path Guardian, their role is played by the Golden Men; it is not clear if the Small Suns and the Golden Men are the same, related, or separate groups.

In the ritual Hyalor Tablet Maker, the Emperor Manarlavus threatens to curse Elmal's name and reduce him to the status of Small Sun, so that he will dwindle to nothing and be forgotten. Hyalor and Samnal, who are usually rivals, band together to defy the Emperor and assert that Elmal will never be forgotten.
War Alliance Sought

## Dialogue

1. Agree.
2. Decline.
3. “We already have as many alliances as we can maintain.”
4. Seek a bigger gift by seeming interested, but uncertain.

## Consequences

Keep in mind that if you already have as many alliances as you can support, you're likely to end up having to drop one.

## Notes

Compare Protection Alliance Offer and Protection Alliance Request, other events in which other clans can approach you for an alliance.
Troll Compensation

## Dialogue

1. Decline their request.
2. Have all other families help offset their losses.
3. Have the chieftain’s family offset their losses.
4. Offset their losses with goods from the clan reserve.

## Notes

Option 3 does not appear if the chieftain's family suffered the loss in the first place.

This event is similar to Family Compensation Demanded.
Warrior Seeks Adoption

## Dialogue

1. Go to great lengths to recruit him.
2. Inform the <clan> that he approached you.
3. Tell him he can join you, if he wants.
4. Decline.

## Consequences

If you **Tell him he can join you,** **if he wants**, he will return to his original clan, having hoped for a more enthusiastic response. Your clan will then randomly gain or lose mood, with clan members either convinced the warrior was insincere in his offer, or that the clan circle should have done more to recruit him.

You can offer him a lot to join you and your clan will actually retain the wealth "given" to him. Can get you several warriors and a small population boost. This can offend the clan he leaves and annoy your own clan members however.

If you try to inform the clan that he approached you, they may choose to snub you instead of looking at their own failings, leading to a decrease in mood.

## Advice

* "Currying favor with this fickle newcomer will offend our own top people."
* "Clan switching is rare, but does happen."
* "Nazhor, nephew of Elmal, wanted more cattle and a second wife. And that is why this is the only story about Nazhor."
* "Our tope warriors will resent this, but that's the sort of thing we must learn to overcome."
* "My family will adopt him."
* "We should always look for chances to improve relations with our neighbors."
* "Others must learn we always have their best interest at heart."
Troll Aggression

## Dialogue

1. Attack.
2. Coordinate an attack with the <Neighbors>.
3. Drive them onto <Neighbors> territory."
4. Hope they attack the <Neighbors> instead.

## Consequences

If you choose to **coordinate**, you will be asked which noble to send to warn them, and how large an escort. Then, you will be given a choice as to how large a force to send to attack the trolls. Keep in mind that the more warriors you send in the escort, the fewer you'll have left to attack with. Also, the noble you send can die if things go badly, especially if their Combat skill is poor.

## Notes

Additional options may show up for some clans.

The short troll in front may be a shaman, given the drum and the presence of a Darkness spirit.
Wakboth Shrine

## Dialogue

1. Attempt to damage or destroy the arch.
2. Lie in wait for Chaos minions.
3. Search the area for valuables.
4. Warn nearby clans.

## Consequences

**Destroying the arch** will take multiple expeditions. If you persevere, a band of wandering Uroxi will seek to reward you; if you lack an Urox worshipper among your leaders, one of them—a man named Wanderhoof—will offer to join you.

If you choose to **lie in wait for Chaos minions** then some may come and you have a chance of taking them by surprise. Success will raise your clan mood and blunt Chaos' power over the Black Eel valley.

As long as the shrine exists, returning to this location on the map will result in this event.

## Notes

Returning to the shrine, the text is a bit different:

In the Storm Age, the Small Crater event took place at the same location.

## Advice

* "An ambush will instill fear in the hosts of Chaos."
Umath

Umath is a dead storm god, father to Orlanth, Ragnaglar, Urox, and, once, to Humakt. Umath rebelled against Yelm, and was slain by Yelm's son Shargash. Later, Orlanth would avenge him by slaying Yelm in turn.

## Ride Like the Wind

### Lore

You clan circle has the following to say about Umath:

* "Since Umath showed up, the sky has not been stable. It got worse after his son Orlanth struck down the sun. It was much easier for our distant ancestors to read the omens in the stars."
* "Umath's rebellion against Yelm was the first sign of Chaos entering the world."

### Myths & Rituals

In the myth Ekarna's Four Trades, the ghosts of Elempur give Ekarna shards of his bronze bones in exchange for a story.

## Lights Going Out

It is said that before the Battle of Stormfall, Orlanth's forces gathered at a place called Umath's Camp.

### Myths & Rituals

His relation to both Orlanth and Humakt is mentioned in the myth Humakt Divides Life from Death.

## Other Stories

Umath is also mentioned in other tales of Glorantha. See these pages for more information:

* Umath on the King of Dragon Pass wiki
* Umath on the Glorantha wiki
Venef

Venef is a member of the Berenethtelli royal clan and is born the heir to its king, Iverlantho. In turn, he is the father of Erenlanth. Venef often tries to be conciliatory and, if he sits on the ring, will often advise a middle-path between extreme solutions. Among his detractors, this makes him seem an overly cautious and vacillatory man. One of these detractors is his own father, Iverlantho, with who Venef has a strained relationship. The two men are very different in outlook and, besides not being nearly as coarse of a man as his father is, Venef is also not as passionate on the subject of tribal restoration as Iverlantho.

## Lights Going Out

Venef is a set character that always appears in a game of *Lights Going Out*. Venef has an entirely unique portrait set.

### Lore

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

* "When Venef was born, the stars could for a moment be glimpsed again in the night sky."

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

* "Always seek the middle path."
* "We must balance competing needs."
* "Most questions have at least two sides."

And when language dies, he reveals the following:

* "How did you put up with my father for so long?"
* ""Were it not for the laws of kinstrife, I would have strangled my father in his sleep."
* "In my bid not to become my father, I am a failure too—just an opposite one."

### Skills & Religion

Like the other Berenethtelli kings, Venef is a worshiper of Elmal. He does not have a predetermined set of skills, but he usually excels in one random skill over the others.

### Events

Venef appears or is mentioned in the following events:

* Birth of Venef
* Venef Comes of Age
* Venef's Wedding
* Birth of Erenlanth
* Iverlantho and Erenlanth
* King Meets King
* Death of Prince Venef
* Death of King Venef

## Images

Venef being presented to the clan by his father shortly after his birth.Venef comes of age.Venef presents his son, Erenlanth, to the clan.Venef's father, Iverlantho, praises Venef' son, Erenlanth, while mocking Venef himself.Venef sitting on his throne accused of indecisiveness by Reda.A group of conspirators petition Venef to try and convince his father to abdicate.A sun sprite taking Venef's visage.
Wedding Crashers

## Dialogue

Then a rumble arises from the <direction>. The <attacker>, strengthened by other Ram-hating warriors, attack. Immediately you understand why. Their ancestors have always hated the Rams. They have always hated the Rams. They aim to keep all Riders free from the taint of intermarriage.
1. Form a defensive circle around the wedding party.
2. Ride swiftly to intercept the attackers.
3. Coordinate a counterattack with the warriors of the Rams in attendance.
4. Call on Elmal to smite them.

## Consequences

**Ride swiftly** is a Combat test for the noble you choose to lead the charge. Failure here seems to lead to Beren's death, and sometimes Redalda's as well if you do particularly badly.

**Forming a defensive circle** is also a Combat test. Failure here seems to lead to Redalda's death (and Cenala's, if she is present).

**Calling on Elmal** does not seem to work here, and will just waste time.

If Beren and Redalda live, the game is effectively won... but not yet over.

## Notes

The text of this event can vary depending on what preparations you made for the wedding--if you asked Cenala to officiate, if you convinced Beren the Swift to act as war-singer, and if you invited other Rider clans. The attacker also varies. The default is the Ram Killers, but if you raided them earlier this year to discourage them from making trouble now, someone else will attack the wedding, such as your ancestral enemies, or the Northern Wheels if you made peace with them or if your enemies are the Forces of Water. The image shown will be different if someone other than the Ram Killers attacks (except for the forces of Chaos, who cunningly disguise themselves as the Ram Killers).
Redalda's Blanket

## Description

"Rouses the people when neighbors come calling"

This treasure will improve clan mood whenever a delegation from a nearby clan visits you. *(to do: does it apply to all valley clans or just nearby ones?)*

## Acquisition

It can be received as a reward from Redalda when exploring a Gods War rift. After completing her quest, ask her to reward you with a treasure. Only available in Lights Going Out.
Unattended Cows

## Dialogue

1. Keep the cows.
2. Find a clan to exchange the cows for goods.
3. Give the cows to another clan.
4. Perform a divination to identify the rightful owner.
5. Sacrifice the cows to gain a divine blessing

## Consequences

If you simply **keep the cows**, the rightful owner may come calling. Although you're not legally obligated to give them back, refusing to do so is likely to annoy the other clan.

If you choose to **sacrifice the cows**, you will be asked to choose between sacrificing them to **Elmal, for a war blessing**, **Nyalda, for a pastures blessing**, or **Erissa, for a health blessing**. Whichever you choose, the blessing will last for as many seasons as there are cows.

## Lore

"In their bodily form, you know the zahlzem as blackbirds." -- Circle member.
Winged Horse Breeder

## Dialogue

1. Ask how you might one day perform her ritual.
2. Give her any horses that have the traits she seeks.
3. Humor her, but don’t trade her any horses.
4. Sell her any horses that interest her, at a shrewd premium.
5. Turn her away.

## Consequences

If you **ask how to perform her ritual** and she accepts, your own priestesses will be able to use this to gain a flying horse from the ritual Gamari Horse Mother. You will be able to choose another option afterwards.

**Selling her horses** will give you a profit in goods.

**Giving her horses** may result in her clan promising yours a favor.

## Notes

This event is one of the two ways to unlock the Flying Horse reward option in the Ritual Gamari Horse Mother.
Fortifications

You can build a variety of fortifications to help your forces when your lands are raided.

Fortifications can be destroyed in battle or other disasters, so you may have to rebuild them periodically. You can view your existing fortifications and build more from the War screen.

The Beaver spirit's blessing will reduce the cost of building fortifications by 12%.