recursal/Fanatic-Fandom huggingface dataset:
Votanki Hunters

## Dialogue

1. Feed them.
2. Inform Ram slavers of their presence in the area.
3. Kill them.
4. Let them off with a thrashing.
5. Let them off with a warning.

## Consequences

**Feeding them** may go well or ill with your people, depending on their mood. You'll definitely learn a bit about the Votanki, though.

If you choose to **warn** the Votanki and are sufficiently intimidating, they will give you gems worth a few cows and will not poach on your lands again.
Troll Traders

## Dialogue

1. Ask them to work a curse on your enemies.
2. Ask for valuables.
3. Ask them to attack another clan.
4. Suggest another clan that might be open to trade with them.
5. Decline.

## Consequences

If you choose to ask for **valuables**, the trolls will offer goods and your crafters will tell you how much the items are worth. You can then decide whether to accept the trade.

The chief trader does not know any **curses**, but she will offer to sell you a spirit that will aid your dealings with another group. You may choose between elves, dwarves, Chaos, Ram people, Water, and horse people (presumably, both Riders and Wheels). This spirit does not need to be bargained with, but it will depart after five years, saying that its term of service is over.

The trolls are willing to **attack** another clan on your behalf, and are capable of doing significant damage. Of course, the clan in question is likely to find out, which won't do your relations with them any favors.

Choosing to **decline** will give the option to do so politely or not. Politely decline and they will depart without trouble.

## Notes

The leader of the trolls is a worshiper of Argan Argar, troll god of trade, surface darkness, and any more or less peaceful interaction between trolls and the other people of Glorantha.
Slavery

Slavery is the practice of keeping slaves, people without legal status that are often treated like living property, much like sheep or goats.

## Ride Like the Wind

In *Ride Like the Wind*, your clan does not practice slavery nor sell slaves, and your ancestors will be annoyed with you if you seem too tolerant of those practices.

Some Rider and Ram clans hold the same opinion as you. Other Riders sell slaves but don't keep them. Finally, the Pure Horse Clan, all Wheels, and some Rams keep slaves. This fundamental difference is likely to complicate relations. A clan's attitude towards slavery is one of the key details that is mentioned in its short description on the relations screen.

### Lore

Your clan circle says:

* "Hyalor said, 'I will not tell you what to think about slave-trading. You must decide for yourselves."
* "When we asked Hyalor whether we should keep slaves in the wilderness, he said, "Only you can decide that."
* "Most Riders of the valley don't keep slaves, but some clans capture and trade them to others."
* "Like about half the Riders of the valley, the [other clan] say it is acceptable to trade slaves to others, if you don't keep them yourselves."
* "No matter what you get for it, slave trading is not worth the black mark it puts on your soul."

### Events

Slavery comes up in the following events, among others:

* Crusading Priestess
* Enslaved Heretics
* Riders Capture Riders
* Rams Enslave Rams
* Rams Enslave Wheels
* Riders Enslave Rams
* Riders Enslave Wheels
* Wheels Enslave Rams
* Slaves to Cenala
* Raven And Slavery

## Lights Going Out

Just as in *Ride Like the Wind*, your clan does not keep slaves in *Lights Going Out*. In fact, after founding the Berenethtelli tribe, King Beren forbade the keeping of slaves. However, this applied to the royal clan only and some Berenethtelli clans do engage in slavery.

Like in the original game, Wheels engage in slavery and Rider clans can be found across the whole spectrum, from not keeping slaves, to only trading, to both trading and keeping slaves.

Over the course of the game, you may come in contact with the slave-keeping worshipers of Ompalam, the Chaos god of cruelty and coercion, sometimes called the "God of Slave-Takers".

### Lore

Your clan ring says about slavery:

* "Beren forbade the keeping of slaves."
* "We must do what we must, but cast folk into slavery? Never!"
* "Neither Beren nor Redalda were from slave-taking clans, though many clans to keep slaves."
Snake Staff

## Description

"Aids us in spirit calls"

This treasure is tied to Hanth's quest to fight the Three Hungers. In addition to helping him succeed, it will help your clan when calling spirits.

## Acquisition

After Hanth's quest begins, you can seek information about which clan owns the Staff, and then simply send a caravan to buy it, like you would any other treasure. Only available in *Lights Going Out*.
Rejecter Holdouts

## Dialogue

1. Challenge priests of a holdout clan to a contest of divine favor.
2. Kidnap holdout priests, threatening them with a fire cage.
3. Lean on a holdout clan until they give in.
4. Let them be.
5. Ply a holdout clan with gifts.

## Consequences

The last few holdouts are likely to be stubborn indeed...

It's hard to get the priests to agree to a **contest**.

A **fire cage** will earn the fear and hatred of the valley, and will cause one of your fellow believers to defect in horror to the other side.

## Notes

This event has a counterpart, should you choose the other side of the schism: Believer Holdouts.

This event will reoccur frequently when few rejecter clans are left and you make choices besides **Let them be.** If you're actions cause too many rejecters, the event will not appear frequently until there are less rejecters left again.

"Fire cages are just what they sound like. You make them from wood, put prisoners inside, and set them on fire." — Clan Circle member.
Votanki

Votanki hunters with their dogs.

The Votanki Dog People dwell in the hills to the east of the Black Eel Valley. They subsist by hunting and do not live in villages, being possibly nomadic. Their hunts are aided by their dogs—ordinary, giant, and spirit. They take their name from an immortal hero named Votank, and worship him as well as his companion Brother Dog.

## Ride Like the Wind

### Lore

Your clan circle can tell you the following about Votanki:

* "Votank, who roams the forests to the east, is like Hyalor before he ascended to Elmal’s side."
* "They told us of their immortal hero, Votank, who walked the earth with them and showed them how to hunt. Their people, they explained, also gave worship to his boon companion, Brother Dog."
* "Some say their hero Votank is an immortal who walks the earth. Some say he is the mortal descendant of his namesake deity."
* "Their hunting secrets are useless without those dogs of theirs."

### Events

The Votanki appear in the following *Ride Like the Wind* events:

* Votanki Encounter
* Votanki Escapees
* Votanki Hunters

## Images

A bedraggled group of Votanki hunters, without their dog companions.A more well-prepared group of Votanki hunters, these ones with their dogs.
Whirlwind Jar

## Description

"Break the jar before a battle to unleash a killing storm"

The official description is slightly misleading: a jar can be used during the Skirmish Phase of a Battle (unlike the "use in battle" treasures, which are used in the Planning Phase). It will kill or injure a percentage of the enemy army (around 15%) regardless of their total number and disrupt any action they were trying to take that round. It is therefore very effective against large forces such as Vestantes raiding parties. You may use multiple jars in the same battle.

## Acquisition

Several Whirlwind Jars are acquired upon successfully completing the Orlanth and Ernalda ritual. Their exact number is random and may depend on how successful the ritual was.
Too Many Allies

## Dialogue

1. Accept the end of the alliance.
2. Cajole them into remaining an ally.
3. Condemn their disloyalty.
4. Sever another of your alliances.

## Consequences

If you have sent an emissary to almost all clans of some culture, it may be worth it to persuade the <Ally> to remain allied with you. Otherwise, the problem won't go away, and you will probably have to break an alliance.

## Notes

Many of the misfortunes that the <Ally> list are in fact things that can happen to your clan.
Succession Meddling

## Dialogue

1. Promise to do as they say.
2. “We will consider <Candidate>, but it must look like our choice.”
3. Quietly refuse.
4. Loudly refuse.

## Consequences

The <Clan> will be annoyed if you refuse their demands, and may well raid you in retaliation.

However, there's no guarantee that the person they recommend will be any good at the job. And your own people won't like having outsiders meddle with this. If they learn that the Clan Circle was willing to let outsiders determine such an important internal matter, their mood will suffer.

Your chieftain will either die or recover immediately after this event.

## Notes

There are other reasons for the <Clan> to support <Candidate>. For example, the Ram Killers may want to support a ram-hating candidate.

Compare External Succession.
Raven's Torment

## Dialogue

1. Free the charioteer.
2. Free the charioteer and remove <name> from the council.
3. Grant the charioteer a swift and merciful death.
4. Let the ritual torture proceed.
5. Take the charioteer home. Placate his clan.

## Consequences

Needless to say, this event is unlikely to do your relations with the <clan> any favors. If you kill the charioteer, however, they can only find out about his fate through a divination, which they may not do.

Keep in mind that Wheels do not practice shamanism, and therefore do nut understand the role of spirits such as Raven in your clan.
Rider's Remains

## Dialogue

1. Burn the remains; keep the honor belts.
2. Leave the bodies where they are.
3. Return only the remains to the <clan> clan.
4. Return remains and honor belts to the <clan> clan.

## Consequences

* **Keeping the belts** grants your clan a few goods, without any obvious ill effect.
* **Returning only the remains** improves your relationships with the <clan> clan.
* **Returning both remains and belts** improves your relationship even more.
Shella

Shella is the Hyaloring goddess of rain.

## Ride Like the Wind

### Worship

She is not a goddess that you can worship at shrines or temples, and you cannot put her worshippers on the circle.

### Lore

Indeed, this is one of the only things your circle members will have to say about her:

* "Although we propitiate Shella the rain goddess, we are not experts in her worship."
Troll Mercenaries

## Dialogue

1. Agree.
2. Ask them to look specifically for undead.
3. Ask them to scour for bandits instead.
4. "We should hire someone to scour the valley for trolls!"
5. Decline.

## Consequences

**Agreeing** to their offer can reduce the threat of Chaos.

## Notes

Getting this event may require earning the respect of trolls, for instance by successfully defending against their raids or gaining a boon from Cragspider.

## Advice

* "Let's not look this gift in the mouth." - Venef
Wheel Kingdom Antagonism

## Dialogue

2. Offer King <Name> a treasure.
3. Rouse other Rider clans to strike King <Name>.
4. Rouse Rams and Riders to strike King <Name>.
5. Wait this out.

## Consequences

**Offers** can buy some time from Wheel Kingdom raids happening again.

**Rousing other riders** will give you more coordination but a smaller amount of clans you can convince to aid you in striking the Wheel Kingdom.

**Rouse Rams and Riders** can get you a bigger army but can affect the coordination of your force. If you convince the Ram Killers to help, they will leave in a huff after you invite Rams.

**Wait this out** will keep things running the same.

## Notes

This event will occur after you lose to the new Wheel Kingdom's unified raids.
Skyquake

## Dialogue

1. Cows and goats.
2. Horses.
3. People.
4. Shrines.
5. Property.
6. Trying will make things worse.

## Consequences

A follow up question is asked whether or not you want to gather your choice together or spread it out as much as possible.

Choosing **people, gathered together** will limit your casualties and prevent random clan ring members from dying in this event. All goods will be destroyed along with 2 shrines or temples, three treasures, and many herds and horses. Your fortifications will also be severely damaged.

If you do not choose to protect people, three random leaders will die. Ring members and even heroes are not immune to dying in this way. (Beren, however, will always survive.)

No matter what you do, you will have Spirit Indifference after this event because the wall of fire scorched your spirits.

## Notes

If you have the former Wheel woman from the Wheel Adoption event on your circle and it is her birth clan that is destroyed, she has unique dialogue.
Reverberent Drum

## Description:

A treasure. Helps your shamans call spirits.
The treasure is automatically used when your shamans do spirit magic. There is a chance that it will break once used, meaning that you will lose its power.

## Acquisition:

This is one of the treasures your clan can randomly start with. Presumably you can also trade for it.

This treasure appears only in *Ride Like the Wind*; it will never appear in *Lights Going Out*.
Redalda Visits

1. Show them the mirror.
2. We have it, but you may not see it.
3. We buried the mirror, because it is dangerous.
4. We no longer have it.

## Consequences

**Show them the mirror.** You will get an option to ask her what she saw. If you ask she will give a hint and give you 10 goods in thanks. If you don't ask, she gives you 15 goods instead. **We no longer have it** can result in her detecting a lie or tracking it down elsewhere.

## Notes

If you traded the mirror to another clan, Redalda will later track it down. She will not be able to find it if you trade it away in the Taming the River ritual though.
Skeletons Answer Call

## Dialogue

1. Have the king toast Kerenna in the royal hall.
2. Have the ring toast Kerenna in the royal hall.
3. “Well done, Kerenna. You may now cease your call to the undead.”
4. "This is not a matter for the ring."

## Consequences

At the start of the event, mood rises and a number of <Swords/combatants> may drop.

If you **have the ring toast Kerenna in the royal hall**, <Ring Member> and <Ring Member> praise her feat with eloquence. Said praise may even be from those criticizing her in this same event.

Regardless of your choice, a neighboring clan may give you a gift and think better towards you in gratitude for drawing the undead from their lands.

If you don't ask Kerenna to stop, more undead may attack.

## Advice

* "I do not require praise but will accept it for the benefit of others." - Kerenna
* "Hmpf! Humakti arrogance!" - Iverlantho
* "Kerenna, you are good at killing skeletons, and even better at false humility." - Hanth
* "A strike against the undead is nearly as good as a strike against all of Chaos."
* "Toasting reflects well on both the recipient, and the speaker."
* "This feat brings us a dark joy, binding us together through fear."
* "This feat has stimulated a spirit of productivity in the people. They would not feel this way had we withheld sacrifice to Humakt."
Whispering Stones

## Dialogue

2. Drum to the rocks.
3. Sing to the rocks.
4. Stride right up and listen.
5. Get out of there.

## Consequences

The Whispering Stones tend to reward the less cautious choices more with extra magic if the explorer performs well. Overall the rocks will speak to the explorer and will predict a future event you will encounter. The rocks then provide recommendations of what to do for the best result. However, you may find yourself not always agreeing with such advice.

## Notes

One known location to encounter the Whispering Stones event at is by traveling West, just across the Oslira River, particularly in the plain lands North of the Autumn Mountains.

If you get the Zarlen's Vantage Point event before traveling west, Zarlen might reveal the location of the Whispering Stones. It's not clear if the small western location that gets revealed by Zarlen sometimes is an exact location to encounter the Whispering Stones at.

If Beren encounters the rocks and **strides right up and listens** the following dialog occurs : "They told Beren that if his clan remained strong and steadfast and most of all wise, he would change the valley forever. This would assure the end of his people, but also the beginning. And thus his descendants might be the ones to bring about the salvation of the world. But he had the godspark in him, coming from Yamsur by way of Hyalor, and thus had many more futures than most. Not all of them could come to pass, and many were dooms. All depended on how he chose. These words confused Beren, but his party could detect the weight of destiny upon him."
Rams Seek Horses

## Dialogue

1. Trade them horses at a fair price.
2. Gouge them.
3. Gently explain that they will be unable to ride.
4. Have a little fun at their expense.
5. Tell them you have no horses to spare.

## Consequences

It's true that **they will be unable to ride**, but they won't want to hear that. Making the point without offending them depends on the skills of your circle members.

## Notes

For reasons that may be obvious, this event won't occur after Redalda Proposal.
Vestantes Refugees

## Dialogue

1. Take them in.
2. Regretfully decline.
3. Scorn them as bringers of disease and danger.
4. Rob them.
5. Kill them, seizing their possessions.

The reference to Brolarulf appears only if you chose to raid the Vestantes back during the prologue. The reference to the Vestantene king's attempted invasion appears only if the corresponding event has happened beforehand.

## Consequences

If you **take them in**, you may find that their leader makes a formidable addition to the ring. However, Iverlantho will likely take the opportunity to stir up sentiment against the chieftain, if he doesn't hold the position himself. Your clan mood may also increase, if your clan prides itself on its generosity. However, if you chose to raid the Vestantes back in the prologue, then taking them in may lower clan mood instead, since members from back then will be unsure of their trustworthiness. Still, in addition to thirty or so able-bodied pairs of hands (and hungry bellies) the refugees may come with a treasure and a small number of cattle.

If you choose to **kill them, seizing their possessions**, then you may gain a small number of cows and goods at the risk of some of your warriors getting hurt.

## Advice

* "Let them in." - Venef
* "The people will revel in a little strong talk." - Iverlantho
* "The Vestantes king, Gorolf, built a fortress that nearly rivaled Berenstead. If they're here, it must have fallen." - Kerenna
* "They are outlanders. None of our neighbours here will care what happens to them." - Reda
* "There's a chance they might have something we could trade for food, so we should rob them." - Hanth
* "If we take them in, it would not be the first time the [royal clan] have adopted refugees." - Serestev
* "Let them in, but make them talk backwards for the rest of their lives." - Eurmal trickster
* "The desperate sometimes show surprising ferocity."
* "'Better them than us,' the people say."
* "Wise King Vingulf adopted outsiders into his own family, not just his clan."
* "This will never happen to us."
* "They are odd Orlanthi, but Orlanthi all the same."
* "Are they offering to pay for their shelter? I think not."
* "Don't let these rabid animals so much as breathe on us."
* "Do not hurt them."
* "We must learn to open our gates—and our hearts."
Relandar

Relandar as depicted in *Ride Like The Wind*.

Relandar is the Hyaloring god of wisdom and lore. He is Elmal's brother and one of the gods that the Riders and Wheels share. His niece is Osara, whose clever ways he admires.

In Hyaloring stories, Relandar stands for the good parts of tradition, in contrast to Hyalor and Osara, who embody change.

## Ride Like the Wind

One of the possible Famous Events for your clan during clan creation is "Seventeen Banner Camp, when wise Relandar advised Khorlavus how to ally the bird riders." Picking makes your clan leaders more skilled in Diplomacy, makes certain ritual paths easier, and let's you starts with Relandar's Advice blessing.

### Worship

You can build either a shrine or a temple to Relandar. His blessings include:

* Advice: Improves the quality of advice.
* Instruction: Helps leaders develop their abilities to the furthest.
* Clan Lore: Improves our knowledge of sacred stories and lore.

### On the Circle

    Having a worshipper of Relandar on the clan circle allows you to put more magic in Rituals during Sacred Time.

In noble selection screens, his worshippers are marked with the Truth rune.

### Lore

Here are some things your advisors may say about Relandar:

* "Relandar said, 'The law is clear. People are not.'"
* "The god Relandar taught us that our tents could have another use, to preserve memory from the passing years."
* "Wheels care more about nobility than we do and thus revere Relandar."
* "Charioteers hold Relandar in high esteem."
* "We did not take imperial magistrates with us into the wilderness. Instead Hyalor asked Relandar to fashion a new system of adjudication."
* "Relandar the Elder dislikes disordered things, so perhaps he could help with ghosts."
* "Relandar said, 'It does not matter if they laugh at us.' Elmal said, 'You should have said that before I struck their heads off.'"
* "Relandar said, 'do not forget old ways.'"
* "When Hyalor told Relandar that women would not longer be lower than men, he said, 'But do not raise them above us.'"
* "Storm people stole many secrets from Relandar, the teaching god."
* "When the First Clan entered the vale of starvation, families squabbled. Without the wisdom of Relandar the teaching god, all would have perished."
* "It was Stosuntak, priest of Relandar, who rode to the sky and came back with a message: we would need a home for our ancestors. In the Golden City we had not needed to ask questions of our long-gone forebears. Instead when we went to the marble mausoleum we revered their glory only."

### Myths & Rituals

Relandar's main myth is Relandar's Ranking. Although your clan will not enact any rituals to him, the Wheel rite of Relandar Role Sorter is presumably based on this myth.

He also appears in the ritual Nyalda Marriage Maker as Elmal's kinsman, and speaks for him in the marriage negotiations with Nyalda.

## Gallery

Relandar divides into seven Relanders to demonstrate the importance of specialization.Relandar (right) with his kinsman Elmal (center) and Hyalor the Rider (left).
Uralda

Uralda is the cow goddess of the Rams, counterpart to Busenari in the solar pantheon.

## Ride Like the Wind

### Myths & Rituals

Uralda makes a brief *Ride Like the Wind* appearance in the endgame ritual Rivalry between warlords, and one of the possible rewards of its completion is a blessing from her.

## Lights Going Out

In *Lights Going Out*'s clan creation, if you did not import a save from *Ride Like the Wind*, it is possible to choose for your people to have supported Uralda with the Milk Gift, when it was originally Busenari in *Ride Like the Wind.* This perhaps hints to some level of syncretization between the two for your clan.

### Worship

In *Lights Going Out*, you can build a shrine or a temple to Uralda. She offers the same blessings that Busenari did in the Storm Age:

* Calf Blessing: Increases the fertility of our cows.
* Cattle Ward: Protects our cattle herd from raids and predators.
* Milk Blessing: Increases the yield of our cows.

She also offered the Calf Blessing and Milk Blessing in *King of Dragon Pass*.

### On the Ring

    Much like her solar counterpart, putting a worshipper of Uralda on the ring allows a clan to put more magic into Herds during Sacred Time.

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

### Myths & Rituals

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

## Other Stories

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

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

## Images

Uralda (third from right) quarreling with her fellow Storm gods.Uralda (second from left) celebrating with the Storm Tribe.Uralda is killed by the Chaos god Krarsht.
Wheel Kingdom Bride Demand

## Dialogue

2. Explain that <Name> is not interested.
3. Persuade <Name> to do it, for the sake of the clan.
4. Tell them the price of outrageous demands.
5. Attack the emissaries.

## Consequences

**Diplomatically refuse** can sometimes succeed or invite raids. **Explain that <name> is not interested...** does not convince the Wheels to cease the demand. **Persuade <Name> to do it** can succeed.(see notes section) **Tell them the price of outrageous demands...** can intimidate them or cause them to seek follow up with a raid. **Attack the emissaries** can cause fear but may also invite attacks from the kingdom.

## Notes

This event can typically occur at random within the first 2 years of a Wheel Kingdom formation.

If you have the Former Wheel on your ring, and her former clan is making this demand, she believes and convinces your ring member that life as queen with this Wheel King is a great honor. Otherwise the demanded bride will not be happy about accepting marriage. The former Wheel member will also not approve of other kings.

**Queen Ayvtu** - It is possible to marry Ayvtu off to the king if she is the youngest potential female ring member in your clan. Ways to accomplish this include getting the Traveling Stone to reverse her age and getting younger members to die on missions or prematurely age doing god's rituals.( Such as giving feathers or brooches to ghosts in Ekarna's ritual )

The picture in this event is used in other Wheel related events.
Six Ages Team

# *Six Ages: Ride Like the Wind*

## Easter Egg Portrait Sets

Davarok (Producer, programmer and game designer David Dunham)Ronzen (Writer and game designer Robin D. Laws)Janoste (Lead artist Jan Pospíšil)Marayla (Concept artist Marguerite Dabaie)Erisu (Elise Bowditch)Sterfar (artist Steve Lefkowitz)Sarkarn (artist Simon Roy)Parchenus (Pat Ward, who worked on user interface and maps)Milindria (Artist Michelle Lockamy)Linawi (QA Lead Liana Kerr)Kenala (QA Kati Bowditch)Korissa (Artist Kate Glasheen)Jevradin (Script coder Jeff Dougherty)Endaren (Artist Enrico Bertozzi)Eliska (Artist Ellen Barkin)
# *Six Ages 2: Lights Going Out*

## Credits

### Design

* David Dunham
* Robin D. Laws

### Art

* Damara Kaminecki
* Ellen Barkin
* Simon Roy
* Jan Pospíšil
* Kate Glasheen
* Oliver Hine
* Michelle Lockamy
* Sara Otterstätter
* Enrico Bertozzi
* Gil Vermillion
* Thiago Aguiar
* Sergey Nazarov

### User Interface

* Pat Ward
* Xin Ran Liu

### Writing and Editing

* Robin D. Laws
* David Dunham

### Music and Sound

* Neha Patel
* Stan LePard

### Quality Assurance

* Liana Kerr
* Heather Rainer
* Chris Lepine
* Kati Bowditch
* Joshi Zhang
* Han Birch
* Radioamnesiac

### Maps

* Pat Ward
* Adrian Delaney

### Concept Art

* Marguerite Dabaie
* Jan Pospíšil
* Simon Roy

### Design Consultants

* Jeff Richard
* Greg Stafford
Wedding Preparations

## Dialogue

1. Ask Beren the Swift to take part as war-singer.
2. Ask Cenala to perform the ceremony. *Will not appear if you rejected Cenala, or if you already promised that she would officiate.*
3. Invite other Rider clans, other than the Ram Killers, to the ceremony.
4. Stage a preemptive attack on the Ram Killers.
5. Make no waves.
6. Send an emissary to your allies, the Ram Killers.*Only appears if you are allied with the Ram Killers.*

## Consequences

If you choose to **ask Cenala to perform the ceremony**, or if you have already promised to do so, you will have to choose a noble to make the request and an escort to go with them. This noble and their escort will be unavailable for the rest of the game, so you may prefer to choose a non-circle member and send only Bows.

If you choose to **ask Beren the Swift to be the war-singer**, you will also have a choice of which noble to send, their escort, and whether to take a gift. He responds much better to Beren the Tall making the request himself (even without a gift), although another noble can still persuade him. You can also select another option after making this choice.

A successful **attack on the Ram Killers** will indeed prevent them from making trouble for the wedding... but someone else will just do so in their place.

**Sending an emissary to the Ram Killers** is unlikely, perhaps impossible, to work.

## Notes

"Will Redalda be good to our goats?" — Clan Circle member.
Troll Queen

## Dialogue

1. “By speaking to you, King <King> shows we elevate hope over fear.”
2. “King <King> is rightful king of the Berenethtelli, greatest of the surviving tribes.”
3. “Where others stick to old ways King <King> opens his people to new paths.”
4. “Our clan is the toughest.”
5. “We disdain rule by kings, which is why we can help you.”

## Consequences

If you impress the queen, she will make peace and gift your clan with the Tomorrow Skull, but also note that some trolls are not her subjects and may continue to attack you. This is also likely to increase the clan mood. This may have consequences later.

If you fail to impress her, she will decide that you are not the ally she seeks and depart; the opportunity to make peace with her trolls will be lost.

## Notes

If your king is not your chieftain, the trolls will note this: "They appear surprised to be dealing with <Chief>, and ask why <King> is not upon his throne."

## Advice

* "Tell them I am king by right." - Iverlantho
* "They reach outside their traditions, and seek a partner ready to do the same." - Venef
* "Tell them of our glory." - Erenlanth
* "Trolls have great spirit powers. Maybe the treasure is a spirit?" - Dresta
* "Trolls hate the sun, which fell into their underground world." - non-royal Elmal worshipper
* "Anyone who goes into the dark woods must know hope." - Inilla worshipper
* "Darkness is the friend of hunters and trolls." - Dostal worshipper
* "Redalda made change to save the world." - Redalda worshipper
* "Trolls steal and eat sheep." - Voriof worshipper
* "We're not the toughest clan, but do trolls know that?"
* "It’s still a little hard thinking of trolls as people, not monsters."
* "Our ancestors fought trolls now and then but bear this queen no special animus."
* "We so seldom get to host a great queen."
* "I don’t know what the treasure does, but feel its power buzzing in my bones. "
* "Trolls prefer edible gifts."
* "Yes, they’re on a sacred mission. But generous gifting never hurts."
* "We don’t know what trolls usually want. Here they act on instructions even they don’t fully comprehend."
* "Trolls are ruled by women and therefore cannot be trusted."
* "Why did we say yes to this? Now we have no way of backing out."
* "We are meant to show openness."
* "They seek a king. We must show them that this is wrong."
Tricky Birds

## Dialogue

1. Convince the birds to behave.
2. Convince the birds to vex another clan.
3. Hunt and kill the birds.
4. Pay the birds to leave your shamans alone.
5. Do nothing.

## Consequences

If you try to **convince the birds to behave**, a failure will lead for the clan mood to decrease.

## Advice

* "The most popular choice would be to kill those birds."
* "There are a few stories in which animals act like tricksters."
* "Yanade went into the wilderness to find helpful spirits. At first, birds misled him, saying they were from the spirit world."
* "Even a large flock of birds eat relatively little grain. Don't offer more than we have to."
* "My family would be ashamed to petition the circle about a bird problem."
* "Do not embarrass the warriors by sending them as an escort against birds."
* "I will lend my magic to this, so we will not have to pay them." - Raven trickster
Rams Hate Us

## Dialogue

1. Give them a gift.
2. Tell your people that <Ram> hate should make them proud.
3. Offer them a feast.

## Consequences

Efforts to mitigate the situation with a **gift** or **feast** depend on your leaders' skills.

**Telling your people to be proud** is a Leadership test and affects clan mood, not relations with the other clan.

## Notes

Another option shows up if you're not low on warriors.

Compare Riders Hate Us and Wheels Hate Us.
Vinglanth

Vinglanth was the fourth king of the Berenethtelli tribe, succeeding his father, Vingulf. In spite of the warnings of his adopted brother, Koralant, he chose to carry the tribe's royal regalia into battle against Chaos. In that battle, he lost both the tribal regalia as well as his own life. He had two sons: Helethar the Thinker, who died with him, and Brolarulf the Sun, who became the fifth king of the tribe following Vinglanth's death. Because of his loss of the tribe's royal regalia, Vinglanth would be the last Berenethtelli king to be properly crowned, dealing a heavy blow to royal legitimacy.

His seal, the Seal of Vinglanth, functions as a magical treasure that aids against false trust and dangerous innovation.

## Lights Going Out

The Chaos monsters that killed Vinglanth can differ between games, but include broos and scorpion men. Your ancestors will approve of you striking this particular foe whenever possible.

### Lore

Your clan ring has this to say about their old king:

* "When the <Chaos creatures> slew King Vinglanth, they also killed the willingness of other clans to follow us."
* "Vinglanth should never have lost [the regalia]."
* "If only Vinglanth had known he would face <Chaos creatures> that day."
* "Didn't Vinglanth fight like Beren when the <Chaos creatures> killed him and took the cursed regalia?"
* "<King> is no Beren, and against this beast would die like Vinglanth."

## Other Stories

You can also read about King Vinglanth here on the Glorantha wiki.
Wheels Mock Us

## Dialogue

1. Conduct a battle raid.
2. Sneak onto their lands and burn some of their chariots.
3. Perform a taxing ritual to lay a curse on them.
4. Convince another clan to raid them on your behalf.
5. Leave them alone—for now.

## Consequences

Before **conducting a battle raid**, make sure it's not Sea or Earth season.

## Notes

See also Rams Mock Us and Riders Mock Us.
Reladivus

Reladivus in *Ride Like The Wind*.

Reladivus, city god of old Nivorah, is a son of Elmal and Nivorah herself. He is still worshipped by Wheels. While Riders no longer do so, they can enact Taming the River, a ritual based on his similarly named myth, and ask him to reward them.

## Ride Like the Wind

### Myths & Rituals

Reladivus appears only in his own myth, Taming the River (myth), the basis for the ritual of the same name. When other clans ask for your help in performing this ritual, they call it by the variant name Reladivus River Tamer.

## Lights Going Out

### Myths & Rituals

His myth and ritual are the same in this game and you are guaranteed to have it available from the start. Even though your clan, now the royal clan of the Berenethtelli tribe of Rams, are more distant from their Dara Happan ancestors than ever before, it is actually one of the few rituals it still remembers.

## Other Stories

Reladivus appears in other tales of Glorantha—interestingly, as a a son of Yelm rather than of Elmal.

* Reladivus on the Glorantha wiki
Scorpion Folk

Scorpion folk— with their human torsos and giant scorpion bodies—may be mistaken for members of the Beastfolk race, like the Ducks, but are actually Chaos beings most known for their slaughter and pillage. They worship Bagog, the goddess of ravenous fecundity, and are ruled by queens. One such queen is Bakoka, who fought Hyalor himself and whose stars still plague the sky world.

## Ride Like the Wind

Scorpion folk are some of the many forces of Chaos your clan may tangle with in *Ride Like the Wind*. If Chaos is your ancestral enemy, it is the scorpion folk who they will specifically have battled.

### Events

The appear in the following events:

* Scorpion Folk Steal Goats

## Lights Going Out

During the Chaos Age that *Lights Going Out* takes place in, Scorpion folk is even worse of a scourge on the Black Eel Valley than in the first game. According to the backstory, they may be responsible for the deaths of King Vinglanth (in which case his death was at "The Battle of the Stingers") or Iverlantho's first sons, marking them as an iconic foe of your clan, and your ancestors will approve of you striking them if ever given the opportunity.

They are just as happy to steal your sheep as they did your goats.

### Lore

Your clan ring has the following to say about scorpion folk:

* "When the scorpion men slew King Vinglanth, they also killed the willingness of other clans to follow us."
* "If only Vinglanth had known he would face scorpion men that day."

### Events

Scorpion men appear in the following events:

* Scorpion Folk Steal Sheep

They also factor into one ending: Loss: Last Stand.

## Other Stories

For more on scorpion men, see here on the Glorantha wiki or here on the *King of Dragon Pass* wiki.

## Images

Scorpion men stealing your sheep.Scorpion men spearheading a Chaos army.The Chaos Army, including scorpion men, fights the guardians of Berenstead.
Wheels Enslave Rams

## Dialogue

1. Agree.
2. Attack the slavers.
3. Decline.
4. Grant hospitality, so you can learn more, then alert the captives’ people.

## Consequences

**Attacking the slavers** can earn the goodwill of the captives' clan--as long as you win, that is.

If you **grant hospitality**, you'll definitely learn information that the captives' people can use to rescue them. Convincing them to trust your information and do so is a little harder, and depends on your emissary's persuasive abilities. If they do rescue their enslaved kin, they'll be grateful to you, but the <Slaver> clan will definitely know who to blame...
Yamsur

Yamsur (right) with his enemies closing in behind him.

Yamsur the Shining is a brother to Elmal, a fellow son of Yelm, and a one-time companion of Gamari back when she was Hippogriff. He is a solar god that the Riders no longer worship but, as a god of passionate caprice, is a subject of bawdy songs.

## Ride Like the Wind

Yamsur is the father of Hyalor, hero-god of the Riders, although your clan does not know thisat the start of the game.

### Events

Yamsur figures only in one event:

* Obsidian Plain

### Myths & Rituals

Yamsur appears in Hippogriff Reborn, and thus in Gamari Horse Mother. He dwells in Genert's Garden—insofar as he has any one home, at least.

## Lights Going Out

### Myths & Rituals

Yamsur's feud with Orlanth—following his slaying of Yamsur's father, Yelm—makes up a large part of the myth How Horses Came to Orlanthstead.

## Other Stories

Yamsur appears in other tales of Glorantha. For information, see his article on the Glorantha wiki.

## Images

Yamsur and Hippogriff before her maiming.
Time To Build The Clan Hall

### Requires

Early game ventures completed (houses built, fields expanded and pastures cleared).

## Dialogue

1. Decorate the interior.
2. Hold an inaugural feast.
3. Consecrate the hall with a sacrifice.
4. “There are other things the clan should be doing.”

## Consequences

If you select **any of the three tasks,** you cannot perform any other venture this year, so if there's anything you absolutely need to do, you might want to put the matter off by saying that **the clan needs to do other things**. However, you'll want to finish the clan hall at some point, and the sooner the better.

Also, if you choose a task, you will not be able to choose who leads the venture; the default choice will be selected for you.

After this, the tasks you do not choose will appear as part of the regular venture selection menu.

**Decorating the interior** requires 50 goods and will not appear as an option if you don't have them available. It tests Treasures (likely Bargaining + Magic). Failure wastes goods. A skilled leader may be able to save you some goods, using less than the estimated 50.

**Holding a feast** tests Food. It may not show up as an option if your food supplies are low.

**Consecrating the hall** requires a sacrifice worth at least five cows. Note that if you perform this as a regular venture the amount will be decided for you, but if you do it here you will have to decide how much to sacrifice. Tests Magic.

## Advice

* "If we do nothing, people complain. But they would probably not protest too strongly."
* "Our ancestors carried decorations from Nivorah when they had to leave. Our father and brother clans have some of those now. We need to make more ornamentation that our descendants can one day carry to new lands."
* "We should sacrifice only horses, to show the gods we value them above all the other animals."
* "Everyone in the clan will prepare traditional food. The feast will dip into our food reserves, but at least that won't risk hunger right afterwards."
* "We'll need to perform an especially lavish sacrifice, maybe worth a dozen or so cows, to be sure the gods accept it. Now may be the time, since we have a reasonable amount of wealth."
* "Yes, let's finish the halls."
* "I would be happy to decorate with Raven droppings, if you know what I mean. Either that or help eat." - Raven trickster

## Notes

It's good to complete these three ventures as soon as possible, as a completed clan hall allows you to coordinate two ventures a year instead of just one.
Vingkot

Vingkot was a demigod son of Orlanth and the founder of the Vingkotlings, more commonly known as the Rams. He or his children founded many of the various Ram tribes. These include his daughter Infithe Winter, Penene Winter and Vestene Summer. In the distant past, he and his retinue quarraled with many of the early Riders.

## Ride Like the Wind

When your clan hears about the Daughters of Vingkot, they assume that the three are probably his distant descendants rather than his literal daughters, given that he lived so long ago. At any rate, Redalda is descended from him.

### Lore

The clan circle says the following about Vingkot:

* "Vingkot, a demigod whose father is Orlanth the Rebel, is to [the Ram People] what Hyalor is to us—founder and lawgiver."
* "Stelfor, first chieftain of the West Clan, wrestled Vingkot himself, and it was a draw until other Rams unfairly jumped in."
* "Verlaro, son of Elmal, went whooping at Vingkot and his retinue of Rams. Soon severed limbs lay upon the ice."
* "Vingkot flew a kite up to the Sunpath. Osara set it ablaze before it reached her father."
* "Vingkot is the son of Orlanth the Murderer, and first of the Ram people."
* "[The Rams'] god Orlanth is helped by many other storm gods, including his son Vingkot, who founded the different Ram tribes."

## Lights Going Out

Vingkot is, through Redalda, one of the divine ancestors of your royal line. All of the Berenethtelli's kings, sans Beren himself, trace their descent to him. This includes Ulvargar, Vingulf, Vinglanth, Brolarulf, Iverlantho, Venef, and Erenlanth
Sereden's Pillar

## Dialogue

1. Allow <Carver> to proceed.
2. Destroy the pillar.
3. Seek divine blessing for the pillar.
4. Trade the pillar to another clan.

## Consequences

The pillar may be a treasure, the Strange Pillar—or it may be cursed.

## Advice

* "It is a question in physical form." - The carver.
* "My father’s best work!" - Serestev, if Sereden is the carver.
* "My son has far surpassed me as a carver." - Sereden, if Serestev is the carver.
* "I admire a man who knows how to shut up, which <Sereden/Serestev> is not." - Hanth
* "Don’t trust him." - Hanvan
* "He has crafted a treasure which will aid us when dealing with our headstrong personalities." - Dresta
* "If we think that it might be cursed, do not trade it to an ally." - Reda
* "Sereden is no ordinary Orlanthi." - Kerenna
* "Why do we pay so much attention to this eccentric carver?" - Iverlantho
* "He cares more for himself than his flock." - Voriof devotee
* "Most of his statues show gods I can’t identify. If this bothers people, it should be easy to trade, since it’s fine work." - Agimori Adoptee
* "I don’t believe that pillar is up to any good, so I wouldn’t want to try to trade it."

## Notes

This text appears if the carver has previously had particular experiences in the Gods War:

"Onlookers worry that this weird carving somehow relates to changes in <Carver>’s demeanor after encountering <Rashoran and the Unholy Trio/Pocharngo Gorpgod> in the Gods Realm."
Striking Fear Into Wheels

## Dialogue

1. Allay their fears with a gift.
2. Demand tribute.
3. Make them fear you with a large attack.
4. Make them fear you with a whooping run.
5. Do nothing.

## Consequences

Before considering a large attack, check the season--it's not a good idea to take your farmers away from the fields if it's time to plant or harvest.

A successful **whooping run** can increase their fear of you. This is a test of Intimidation (likely Combat + Diplomacy) failing kills the leader

## Notes

This event has a counterpart in Striking Fear Into Riders. There is probably also an equivalent for Striking Fear Into Rams.
Wealth

Wealth is your clan's stock of trade goods, herd animals, food, and even magical treasures. All of these things can be traded with your neighbors.

Goods is a catchall term for everything from richly dyed cloth to worked metal—any item valuable enough to trade. You can increase your goods output by establishing more trade routes, utilizing Nyalda's Crafting blessing, bargaining with an Anvil spirit, or investing magic in Crafts during Sacred Time (you'll be able to put two points if you took Tepekos from Nivorah, and just one otherwise).

Additionally, there are Exotic Goods. Some of these allow an extra trade route, while others unlock special ventures which generate trade goods. Sometimes another clan will ask to buy your stock of a craftable exotic good; agreeing will lose the venture but give you an immediate profit.

Herds are divided into horses and everything else (cows and goats, in your case). It's usually best to trade or sacrifice goods rather than herds, since your cows and goats produce food, and the size of your herds can affect other clans' regard for you. However, make sure that you have enough goods to keep up your temples at the end of the year—otherwise they will fall into disrepare and you'll lose the blessings they confer.

Many treasures have magical effects. They're also worth a fair number of cows, often about fifty, though some are worth more or less.

Food becomes more valuable as the world grows colder, and after the skyquake it is more valuable still. Both you and your neighbors are likely to be low on food in Fire Season, and to have the largest surplus during or directly after Earth Season; keep that in mind when trying to buy or sell.

See the Wealth Screen for more details, and to learn how you can increase your clan's wealth.
Voriof

Voriof is a son of Orlanth and Ernalda, and is the Ram god of sheep, shepherds, and boys.

## Lights Going Out

### Worship

In *Lights Going Out*, you can build a shrine or a temple to Voriof. He has two blessings:

* Bless Youths: Helps young shepherds grow to adulthood
* Lamb Blessing: Helps more lambs survive

### Lore

Your advisors say:

* "Voriof, son of Orlanth and Erndalda, was the god of boys and shepherds."
* "One story says that Orlanth became Voriof in order to impregnate Nevala, who birthed the first sheep."
* "Voriof was one of the gods Redalda brought to her new husband's clan."
* "Voriof flew the first kite."
* "Sheep appear on the story tapestry, but Voriof does not."

### Myths & Rituals

Voriof is briefly mentioned in the myth Ages of Glorantha.

## Other Stories

For more information on Voriof, see the Glorantha wiki here.