King of Dragon Pass

King of Dragon Pass
Game Manual
For support, visit our web site: a-sharp.com/kodp/
©1999-2011 A Sharp, LLC. All rights reserved.
Introduction
Two hundred years ago, in the shadow of the mountain at the center of the world, your ancestors
fought a great war against the dragons.
Your ancestors lost.
The dragons ate every warrior who marched against them. They ate every magician who supported
the warriors. Then they ate everyone else.
The only survivors were those who had remained in the south, outside the land called Dragon Pass.
For two hundred years, Dragon Pass was nothing to you but a death sentence, a haunted boneyard, an
enemy camp.
But civil war in your ancestral lands forced your clan to find a new home. A few heroes dared to
explore the forbidden land to the north. That these heroes returned at all was amazing. That they
returned to tell you that the dragons are gone and that Dragon Pass is nearly empty, open for the
taking — this is a gift from the gods.
Your clan is part of the second wave of resettlement of Dragon Pass. You number some seven or eight
hundred souls: mostly farmers and children, some warriors, a few nobles and magicians and godtalkers.
You seized land not far from the holy mountain called Kero Fin, the mountain that gave birth to your
chief god, the god of Storm named Orlanth.
You are not the only clan that came north. As many as twenty other clans or splinters of clans
separated themselves from kinfolk and carved homes in this new frontier. Like you, they are Orlanthi.
Your relations with these clans, for good or for war, determine whether your clan starts up a path of
glory or drifts forgotten with the spirits who haunt this ancient land.
As you are gradually becoming aware, the land was never entirely empty. While humans were gone,
non-humans such as elves, trolls and dragonewts thrived here unmolested.
Your Place in the Cosmos
You are mortals living in a magical world. The world is alive. Every river and rock has a spirit, as does
your clan. The greatest of these spirits sometimes share their magic with humans. The very greatest of
the spirits are the gods.
Your gods are the source of nearly all the advantages that let your clan survive and prosper. Without
the blessings of the gods, your crops will fail, your herds will dwindle, your traders will make stupid
bargains and your warriors will fall beneath enemy swords.
You worship the Orlanthi pantheon, the group of gods headed by Orlanth, King of Gods. Orlanth is
the god of moving Air, of life-giving Rain, and also of devastating Lightning and sudden Change. He
is the unpredictable god of the Storm.
You live inside Time, separate from the timeless realm of the immortals, but able to join with your
deities through rituals and quests. Your god-talkers perform rituals to gain divine blessings for trade,
farming, and war. Your mightiest leaders heroquest to the Godplane to perform the gods’ original
mythic events anew, returning with gifts from the time of Creation.
Your Place in the World
Your lives are dictated by the wheel of the seasons. In Sea season, the earth shakes off the cold, fresh
life springs up in gentle rains and you plant your crops. In Fire season, the fields take care of
themselves and the warriors cry for battle and a chance for glory. In Earth season, you put aside the
sword and take up the scythe. In Dark season, with the harvest finished, sensible folk stay inside out
of the reach of blizzards and ice demons. In Storm season, all things are possible, but nothing is
certain.
And, at the end of the year, there are two magical weeks when you return to the timeless realm of the
Godplane. You, and all other intelligent beings, perform the Sacred Time rituals that heal and recreate
the world, allowing the wheel of Time to begin again with a new year.
The first law of the Orlanthi peoples is that “No one can make you do anything you don’t want to do.”
Your chiefs rule by charisma and the consent of the clan, not by force or by bloodline.
The second law of the Orlanthi is “But no one can live alone.” All good Orlanthi live in clans, with
their kin. This tension between the first law and second law summarizes life in your clan: you are a
tradition-bound and violent group of armed and individually-minded farmers who consider
generosity and justice to be their chief virtues.
Your leaders, chiefs and kings include both men and women. The differences between the sexes, as
you Orlanthi perceive them, are that men are more emotional, prone to uncontrolled anger and
impulsive acts. Women are more calculating, capable of keeping track of their original reasons for
choosing a path instead of getting caught up in the moment. Men are more often warriors and fighters,
but a substantial number of women put aside cooking and rearing children to practice with the sword.
The abilities of your clan’s heroes and leaders have less to do with their gender than with the gods
they worship: worshippers of war gods excel in combat, the farming gods’ devotees are more at home
behind the plow.
Despite your clan’s reliance on its crops, cattle are considered the source of its wealth. Without a good
harvest, your people will starve; without large herds of cattle, your people will be seen as stupid
beggars. A wealthy clan is a clan with many cattle, and all forms of wealth are measured in cows. A
fine silver bracelet worthy of a chief might be worth four or five cows, the timber and materials
required to build a tribal hall might be worth as many as thirty cows.
You, the Player
In King of Dragon Pass, you play generations in the life of a barbarian clan. Every decision you make in
guiding your clan becomes part of your clan’s saga, and echoes in the clan’s future adventures. As in
real life, some of your choices have immediate consequences, but others won’t come back to haunt you
for years or decades of play.
In one crucial sense, King of Dragon Pass is a roleplaying game: your best chance to succeed is to get
into the spirit of playing an Orlanthi clan. Cunning calculations of risk and gain will take you only so
far. If you do not accompany such stratagems with a sense of what it means to be a fair and powerful
monarch, like Orlanth himself, your clan will go down to defeat.
Your eventual goal is to become king of a tribe and then king of all Dragon Pass. Military might aids
you in this quest, but military strength alone won’t suffice. You will need allies, magical blessings, the
favor of the gods, and the courage to follow Orlanth’s least-understood example: the willingness to try
a Big New Idea coupled with the power and charisma to make that idea work.
If you don’t read manuals, read this
The tutorial introduces most aspects of play, and this manual covers everything in detail. But if you
like to dive straight in, at least read the following…
Advice: Tap the face at the bottom of the screen. You’ll see the leaders of the clan, known as the
Clan Ring. They can offer good advice, particularly if their skills are high. (To check their skills,
tap their picture.) Your advisors have personalities, so their advice sometimes serves their own
agendas better than it serves the clan. Change advisors via the Clan screen’s Reorganize button.
Basic Info: The Menu button switches between screens. The More Info button at the bottom of
the menu gives useful pointers and information about the current screen. Go to the Lore screen
and poke around for information on the clan, its culture, and the myths of the gods which
determine its fate. In game-initiated adventures, check the season and the identity and
status of other clans by tapping the Info button.
Art Without Text: Tap a picture to see the game’s art without text in the way.
The Many Paths: There is seldom just one proper response. Many choices test the abilities of your
leaders against some level of difficulty. Most have a chance of succeeding, but even the best choices
have a chance of failing. If you fail the first time you try something, that doesn’t mean that it’s
impossible. Luck plays a big role, but you can improve your luck by choosing responses that seem to
best match your leaders’ abilities.
Roleplaying Your Clan: Although you can have a lot of fun playing KoDP in a variety of styles, you’re
not likely to fully succeed until you get into the spirit of acting like the king of an Orlanthi tribe. 21stcentury ethics and morality won’t take you to the end of the game. Neither will acting like Arnold
Schwarzenegger in a fur loincloth.
Clan Questionnaire
Starting the Game
You begin the game by running through a short interactive history of your clan’s actions in the
Godtime, the days of creation when humans and gods lived side-by-side. This interactive history runs
up to the time that your clan left its ancestral home to move north to Dragon Pass.
The questionnaire has no right or wrong answers — you’re creating backstory. Each answer molds the
mythological profile of the clan you will play. Playing the game well often depends on living up to the
example set by your ancestors, so it’s worthwhile considering your answers.
Choose your answers by tapping. At any point, you can skip to the end. Once you’ve completed the
clan history, you can go back and start over from the Questionnaire Review screen.
You’ll need to scroll to see all choices. Be sure to flick briskly so you don’t pick an answer. You’ll know
you’re at the end of the list when you see a thin gold bar. And remember, you can tap on the illustration to
see it without text.
Questionnaire Flow
Most screens want you to make a decision, others just contain information.
The Mythic Age
The Marriage of Orlanth and Ernalda
Decide which is your clan’s most important deity: Orlanth, Ernalda, or Elmal. The game is slightly
easier if Orlanth is your main god, but if you would rather be devoted to the Earth Mother or the Sun
Defender, here’s your chance. The game starts with a temple for the deity chosen here.
Winning as an Elmal clan can be significantly harder.
Earliest Famous Event
Each event starts your clan with knowledge of a different divine blessing. Most events also affect your
clan leaders’ skills:
Healing of Orlanth: start with an extra Chalana Arroy blessing.
Battle of Extinguish Field: leaders are above average in Combat.
Hundred-Day Hunt: leaders are above average in Animals, Combat, and Plants.
Jested’s Settlement: leaders are above average in Bargaining.
Procession of the Animals: leaders are above average in Animals.
Barntar Harnessing the Oxen: leaders are above average in Plants.
Lhankor Mhy Learns to Use the Marking Bone: leaders are above average in Custom.
The First Pot: support more crafters than usual.
The Clan-making Dance: leaders are above average in Leadership.
Stick Farmers
If your ancestors adopted remnant people, they dislike the institution of slavery. Conversely, if they
took the Nalda Bin as thralls, they see nothing wrong with the practice.
Ancient Enemies
Your clan’s ancient enemies are still around to bedevil you in one form or another today. Your
ancestors expect you to maintain the enmity.
The Great Darkness
King Heort
Your clan will begin its life in Dragon Pass organized the same
way it was at the end of the Darkness. War clans can allocate more
clan magic towards war magic, and more of the farmers muster to
History and the conventional
measurement of time began at the
Dawn. Before the Dawn, in the Gods
Age, Time hadn’t even been born.
Events happened all at once, in
pieces, or whenever they pleased.
Myths of the Godplane which seem
fight in the fyrd (the fyrd is the total number of battle-ready adults
in your clan.) Peace clans can allocate more clan magic towards
fertility magic, and the fyrd is smaller. Balanced clans are in the
middle. It’s possible to switch your clan type later, during play,
but some of the benefits require you to remain the same type for
several years.
vague or contradictory may be strictly
accurate records of an era that did
not operate by the same standards as
current time-bound reality.
The Dawn
See the Lore screen’s History &
Culture section’s notes on the
Dragonkill for more on the
civilization that last occupied Dragon
Pass.
When your clan arrives in Dragon Pass, it builds a shrine to
whichever deity you first awakened at the Dawn. Note that three
gods who remained awake during the Darkness, Odayla, Elmal,
and Urox, are grouped as Living Deities on this screen. Choosing
one of them indicates that you worshipped a living god
throughout the Darkness, but is not functionally different than choosing a god who had to be
awakened.
Dragons
Whatever attitude your ancestors had towards dragons in the past is how you will want to treat
dragonewts and their kin today.
The Migration
Land Claim
The more land you have, the easier it is to support a large clan. However, larger borders are harder to
patrol and your enemies will find it easier to elude your patrols.
Questionnaire Review
Making Changes
If you decide to make changes, tap Back to return to the beginning of the questionnaire.
Clan Name
If you want, tap on the name given to your clan and enter a new name.
Difficulty Level
The difficulty level affects starting conditions such as fortifications, trading partners, feuds, and allies,
among other things. If you haven’t managed your clan well at the Normal level, beware the harder
games.
The Hard game can be very difficult. We highly recommend trying Normal first.
Game Length
Short
The short game consists of building up your clan’s reputation and convincing neighboring clans to
form a tribe. Once one of your clan leaders is elected tribal king, he or she must hold the throne for ten
years. If you have maintained your herds, performed at least three heroquests, and built a solid
reputation with your neighbors, you’ll win.
Long
As in the short game, you need to found a tribe. While performing seven different heroquests, you’ll
need to convince the other tribes to form together into a kingdom, then prove yourself worthy of
ruling that kingdom. The winner is crowned High King or High Queen of Dragon Pass.
Sacred Time
Each year ends with the Sacred Time, a two-week celebration in
which every Orlanthi clan recreates the myths of creation in order
to reaffirm the cosmic order and the clan’s place in the world.
Your clan performs many sacred rituals, particularly to Orlanth
and Ernalda. These rituals take place off-screen, but you must
decide how much magical power to allocate among them. Each
ritual makes the clan more effective for that type of action in the
upcoming year.
Clan magic represents your potential
to perform rituals and call on the
gods and clan ancestors in a crisis. It
can fluctuate in response to events,
and can sometimes dip below zero.
It’s renewed each Sacred Time.
Reputation and Recap
Sacred Time begins with a recap of the previous year, as well as an indication of how other clans view
your potential to be king.
Forecasts and Omens
Your god-talkers do their best to divine what dangers, blessings or opportunities the next year will
provide. Predicting the harvest allows the clan to plan how to survive a bad year. Dreams and visions
suggest special sacrifices to particular deities. Note that when the gods are kind enough to give you a
glimpse of your future, they become sorely affronted if you ignore their information.
The Clan Ring
Clans have chiefs chosen from among
their nobles, tribes have kings or
queens chosen from among the
nobles of the tribe’s clans. Anything
Orlanthi say about kings is meant to
apply equally to queens; Orlanthi use
the term kings to include queens.
At the bottom of most screens is the Advisor button. Tap it to see
the group of people chosen to provide advice and leadership to
the clan. The composition of your clan ring also influences the
strength of the Sacred Time rituals available to your clan. For
example, having a War god worshipper on the ring makes your
War magic stronger. This bonus is not cumulative; if your ring
includes two War god worshippers, you only get one extra point of magic for the War ritual.
Allocating Magic
The base amount of magic you can spend on any given ritual
depends on the type of clan you are playing: War, Balanced, or
Peace. War clans excel at violence but have weak agriculture.
Peace clans have weak war magic but strong agriculture. Most
clans are Balanced clans, and we recommend playing Balanced
clans to start.
For a look at the heart of the Sacred
Time rituals, go to the Lore screen for
the following myths: How Things
Began, The Contests, The Storm Age,
The Great Darkness, and The
Lightbringers Quest.
The explanations of the Sacred Time ritual categories that follows includes a list of the gods that give
you another point for that ritual if you have one of their worshippers on the ring.
Crops
Improves the yields of all crops. (Ernalda, Barntar)
Diplomacy
Aids emissaries you send to other clans. It also helps your traders
and nobles maintain the clan’s good name with the other clans of
Dragon Pass. (Issaries, Lhankor Mhy)
Health
Sacred Time rituals and specific
blessings granted by the gods
augment each other rather than
replacing each other. For instance,
Crop magic in Sacred Time and
Ernalda’s Bless Crops blessing both
help the crop yields.
Speeds the recovery of sick and wounded clan members. (Chalana
Arroy)
Herds
Increases the fertility of all your herds: sheep, pigs, horses and cattle. (Uralda)
Mysteries
Greatly increases the chances of success when you sacrifice to the gods for Mysteries; this bonus
decreases each time you sacrifice for Mysteries in a given year. (Lhankor Mhy)
Quests
Greatly aids the first heroquest you perform in the coming year. Generally not worth spending magic
on unless you plan to heroquest, but if you fear that circumstances might force a quest, you might
want to play it safe and allocate magic to Quests. (Eurmal the Trickster)
Trade
Helps numerous aspects of trade, including the strength of your
clan market and the number of trading partners you can support.
(Issaries)
War
This ritual gives your clan luck in every battle you fight during the
year. This War magic is not effective unless your warriors go
raiding occasionally. (Humakt, Vinga, Elmal, Urox)
Performing Trade magic rituals every
year lets you maximize the number of
trade routes you can support, and
increases the number of crafters
whose products you can reliably find
a market for.
When you become part of a tribe, two specialized Sacred Time rituals become available:
Destiny
These rituals help steer the clan to its proper destiny as leader of
the tribe, and eventually of the kingdom.
A reserve of clan magic can be useful
not only in case you are attacked, but
also when dealing with various crises.
You get one point of Destiny ritual for being in a tribe, an additional point if you are king or queen of
the tribe, and one more point when you are on the way to winning the Long Game. Helps in all
situations involving tribal politics, victory, and the clan’s fate.
Heroism
These rituals help your clan leaders develop their abilities to their fullest. Improving your leaders’
abilities aids you in every facet of the game, especially in heroquests and the adventures that lead to
the end of the game. Having a Great Temple gives an extra point.
Reorganization Screen
We’ll cover the rest of the Clan screen later. This section covers the Reorganization screen.
Clan Ring
A good, standard opening move for playing KoDP is to rearrange
your clan ring.
The Reorganization screen lets you change your clan type: War,
Balanced, or Peace. Unless your play style pivots around
alternately thumping your neighbors and then making nice,
you’re not likely to use this feature often. You’ll probably want to
pick the clan type that suits your situation and stick with it. (For
more on clan types, see Questionnaire.)
You already reorganized your clan
ring during the tutorial; if not, just tap
the box to include or exclude a
leader. One tip: tap the Reorganize
button when you’re done to make
any changes stick. Or, take a quick
glance at all your leaders’ skills
without changing anything or eating
up any time and tap X to return to the
Clan screen.
The Reorganization screen also allows you to sort through your
clan’s leaders, weigh their relative abilities, and choose a chief
along with six other advisors for your clan ring. This is the meat of the Reorganization Screen, a
feature you’ll use often as leaders die, get badly wounded, or improve their abilities to the point that
they deserve to join the ring.
Leader Skills
Nearly every challenge your clan faces pivots upon the abilities of its leaders. A few actions are based
on the abilities of a lone explorer or emissary, but most challenges in KoDP use the highest skill of a
clan ring member as the basic chance of success.
Skill Ratings
Each leader is rated for seven skills. If a leader isn’t rated for a skill, their skill in that area is too poor
to mention. The skills are rated on the following scale, from lowest to highest:
Fair — Good — Very Good — Excellent — Renowned — Heroic
Leaders who achieve Heroic skill operate at a different plane than normal mortals, and can be counted
on to achieve results that exceed lower-skilled characters.
The Skills
Animals
How to care for herd animals and knowledge of animals in the wild. The health of your herds depends
in part on the ring member with the highest Animals skill. Primarily important for farmers, also
important in hunting.
Bargaining
Vital in all negotiations and economic haggling. Primary skill of traders, of secondary importance for
emissaries and even explorers, since Bargaining can help you talk your way out of trouble when you
would otherwise have to fight.
Combat
Skill with weapons, toughness in battle, ability to survive wounds. Primary skill of warriors, also
important in exploration and hunting.
Custom
Knowledge of the sacred Orlanthi laws laid down by King Heort. Familiarity with legal precedents,
ability to argue based on the power of tradition. Primary skill for emissaries and the clan lawspeaker,
of secondary importance for poets.
Leadership
Ability to motivate others, persuade others to see things your way by charisma and charm rather than
guile or force. Vitally important for keeping your clan from coming apart at its weak spots, frequently
important in inter-clan negotiations. Primary skill for chiefs and kings. Also useful for emissaries and
poets.
Magic
Understanding of the supernatural forces that shape and control the world, knowledge of the gods
and the rituals that ask for their favor, ability to manipulate magic spells and powers, perspective on
the clan’s roots in the Godtime and the expectations of the ancestors. Primary skill for clan members
performing special sacrifices, vitally important for the success of heroquests.
Plants
Farming skill. Successful harvests depend in part upon the ring member with the highest Plants skill.
Choosing Your Clan Ring
Organizing a good clan ring isn’t necessarily as simple as just
sorting through the abilities and choosing the highest-rated clan
member in each to be on the ring. For mythic reasons, Orlanthi
clans work better if all the ring members worship different gods.
You can tell who worships which deity by looking at the rune on
the right of their faces. There’s nothing to prevent you from
putting three Ernalda-worshippers on the ring, but if you do
you’ll lose at least two magical bonuses: more Sacred Time rituals
to spend magic on, and bonuses when Heroquesting.
It’s a good idea to fill a vacant spot
on the ring as quickly as possible. If a
ring member dies or is otherwise
removed from the ring, reorganize
soon to avoid hurting your clan
magic, your Sacred Time rituals,
mood, and a dozen other factors. A
ring member’s temporary absence
(while exploring, or wounded, or on
a mission) slightly hurts the Sacred
Time rituals, but won’t trigger the
other problems associated with a
broken ring.
Another important consideration is that sacrifices on the Magic
screen are more likely to succeed when the clan ring includes a
worshipper of the god you are sacrificing to. Your Elmal
worshipper (also known as an Elmali) might not be the best
warrior in the clan, but if you want to sacrifice to Elmal, it makes
sense to put him on the ring, at least until you have finished making your planned sacrifices to Elmal.
One warning: this doesn’t necessarily mean you should shuttle
leaders on and off the ring every time you’re planning a different
sacrifice. You’ll waste time and risk damaging the clan mood; if
your people are already contented they prefer that the ring remain
the same unless it loses one or more of its members. A clan that is
already in a bad mood is less likely to care.
For hints about why Orlanthi rings
function better when they embody
diverse powers, go to the Lore Screen
and read The Lightbringers Quest.
Specific Positions on the Ring:
The Chief
The only position that you officially choose is the chief, who can be male or female and worship any
god. As mentioned above, a chief without Leadership skill is like a warrior without weapons.
Your choice of chief might also depend on your main god. If you
are playing an Orlanth clan and have an Orlanth worshipper as
chief, you get one extra point of magic each Sacred Time. Ditto for
an Ernalda clan with an Ernaldan chief or an Elmal clan with an
Elmali chief.
Behind-the-Scenes Positions
Your chief always occupies the lefthand position on the ring and is
marked with the torc of leadership,
the
symbol.
Later in the game, after you make a
tribe and win the throne, your king or
queen will be marked with the crown
There are two other important positions on the ring, the roles of
.
warleader and lawspeaker. Unlike the chief, neither the warleader of the mastery rune
or lawspeaker are marked with a rune or occupy a specific spot on
the ring. At any given time, both positions are filled by the most qualified member of the ring. Not
infrequently, the chief also serves as the warleader and/or lawspeaker.
The Warleader
Your warleader is the most battle-savvy member of the ring. Your
warleader’s skills play a key role in determining the outcome of
In rare cases, a less-skilled
worshipper of one of the war gods
warleader’s skills play a key role in determining the outcome of
battles and raids. If your normal warleader is wounded or absent,
another ring member takes over.
The Lawspeaker
Like the position of warleader, the post of lawspeaker is as much a
functional necessity as an official seat. Your lawspeaker is likely to
have a high Custom skill, possibly high Bargaining, and
preference is given to Lhankor Mhy worshippers.
will take over as warleader despite
the presence of another ring member
whose superior Combat and
Leadership skills would make him or
her more suited to the position. To
give the more skilled leader a clear
path to command, you might have to
take the war god’s devotee off the
ring.
Clan Screen
The first screen you see after every Sacred Time, the Clan screen provides information on the
clan’s mood and the people’s health. Here, you manage your people, shift the focus of their activities,
recruit new clansmen, and reorganize your clan ring.
We’ve already detailed the Reorganize button’s functions, so this chapter will focus on the rest of the
Clan screen.
Sickness & Health
Sick people are more likely to die of old age or starvation than healthy people. Sick and wounded
people cannot work, farm, fight, go on patrol, produce crafts, or lend their talents to the ring.
Sickness
A small portion of your population is liable to fall sick in any given season. If you have a Chalana
Arroy healer on the clan ring or spent magic on Health rituals in the Sacred Time, such illnesses
should pass quickly. If you do not have a healer on the ring, sickness can become more of a problem,
particularly if you have not yet learned Chalana Arroy’s Curing blessing.
Wounds
Wounds occur in battles and sometimes in fights that take place during other crises. As with sickness,
wound recovery rates speed up when you have a healer on the ring, when you allocate magic to the
Health ritual in the Sacred time, and when you have the proper Chalana Arroy blessing. When you
sacrifice to Chalana Arroy for Healing of your wounded, she will heal leaders as her first priority,
weaponthanes second, and farmers/footmen third.
Who is in your clan?
The population categories make no distinction between men and women. Both men and women farm,
fight, hunt, and serve as nobles responsible for the ceremonies that maintain contact with the gods.
More men than women fight as weaponthanes and as footmen in the fyrd, but even that balance shifts
slightly if the clan worships Vinga, goddess of adventurers.
Farmers
Farmers are the backbone of the clan, comprising the great majority of your people.
Farmers care for the crops and tend the herds. There are two social classes within the farming
population, carls and cottars. Carls are wealthier farmers who own cattle and farm good land; they can
afford better weapons and sometimes even armor. Cottars own less land, they generally tend sheep
rather than cattle and perform many of the more onerous tasks (particularly if the clan does not take
thralls). Although this will not come up often in play, its important to note that cottars can sometimes
become carls. There is no hard line dividing the two classes, it’s truly a matter of wealth.
Tap the Farmers button for advice on how many farmers you need for the land you have chosen to
cultivate and to show the dialog that allows you to recruit new carls and cottars.
You have several options if you wish to recruit more farmers. In
The morale of your farmers has a
general, each of these will be more effective the more generous
great deal of impact on whether the
you are to those you’re seeking to recruit. Unfortunately, you’re
also liable to anger your current farmers if you are too generous to clan functions smoothly or wallows
in nasty disputes.
newcomers, so you would do well to study your clan ring’s
advice. There are other advantages and disadvantages to each of
the farmer recruitment options, ranging from the dubious moral fiber of newcomers who used to be
outlaws to the irritation you’ll cause other clans by luring away their people.
After choosing how you’d like to attract new farmers, you’ll have to wait a season or two to see if you
have any success.
If you aren’t having any luck recruiting new farmers, or don’t want to bring newcomers into the clan,
there’s another option: reassign some of the hunters to be farmers.
Weaponthanes
The clan chief supports a number of full-time warriors, called
weaponthanes, who live in the chief’s hall. They are equipped
with armor and a horse, and carry a sword and shield. Although
they ride into battle, they dismount to fight. In battle they are five
times as effective as a normal footman, in part because normal
footmen fear going up against a warrior who is so much better
armed and trained.
Weaponthanes expect better
food, and regular gifts. In
return they are willing to fight
in most battles, perform
special acts of derring-do,
guard emissaries, look after
trading missions, and go
exploring. Not to mention die.
An awful lot of them die.
All the recruitment dialogs (Farmers,
Weaponthanes, and Hunters) give a
good deal of situational advice
through the clan ring. If you’re in
doubt about what to do with your
people, find out what the ring
members have to say.
Winning a battle increases your
warrior’s morale. Losing a battle takes
it down a notch. Losing a battle and
suffering huge casualties will reduce
the warrior’s morale by a great deal if
their morale was previously high.
Similarly, utterly routing a foe will
greatly increase the warrior’s morale
if it was bad to begin with. A host of
other factors and choices affect
warrior morale, so it is possible that
your warriors will be despondent
despite winning most of their recent
battles, or vice versa.
So you will need to tap the
Weaponthanes button
frequently to recruit more of
them. Usually, there are carls
willing to become warriors or
weaponthanes can be recruited outside the clan, from neighbors and immigrants. Outsiders will be
more likely to join your ranks if you offer extra gifts.
Your stock of available goods and the number of horses limit your ability to hire more weaponthanes.
You can’t hire new weaponthanes if you can’t afford to give them goods as welcoming gifts or if you
lack enough horses to keep both your nobles and your current weaponthanes mounted.
If you feel that you have too many weaponthanes, you can also use the Weaponthanes button to
dismiss your full-time warriors. This isn’t likely to gain you anything except relief from the
weaponthanes’ large appetites and a possible rise in banditry.
Children
It takes fifteen years for a baby to grow up, become initiated as an adult, and become a farmer or
noble. At KoDP’s level of simulation, children play little role in the clan’s affairs. As a player, you’ll
want to watch for the situation in which you have more children than farmers, since this puts you at
greater risk of starvation.
Nobles
The god-talkers who serve on the clan ring, lead missions to other
clans and act as emissaries are drawn from your clan’s nobles.
Like carls, nobles are created by both birth and wealth. To some
extent, nobles are also defined by ability: magically skilled or
otherwise gifted individuals rise to be considered nobles when
they prove that they are exceptional people who deserve to lead
and represent the clan. You can’t recruit more nobles, but as your
pool of advisors dies of old age or accidents in war, new leaders
will rise from the clan to take their place.
You will note that your Clan screen
indicates that you have more nobles
than clan leaders… some of these
extra nobles are the families of the
leaders, or people too unskilled or
too shy to take a leadership role in
the clan. Others are god-talkers
unwilling to take leadership roles on
the clan ring.
Hunters
Hunters usually provide the clan with about two Bushels of food
each year (one Bushel feeds one person for a year). They’re not the
most efficient food-providers, so it’s good that hunters do more
than simply provide food. Hunters fight as part of the fyrd,
Don’t be surprised if the number of
hunters in your clan goes up without
your permission. Hunters teach their
children how to hunt rather than how
children how to hunt rather than how
improve your skirmishing ability (see battle tactics notes),
to farm.
improve the odds for your exploration missions, help your
weaponthanes spot enemy raids, and even provide the clan with some goods by selling the pelts and
horns of their prey. You may not need to field as many hunters as your wildlands can support, but
think twice if you’re considering telling them all to put down the bow and take up the plow. Use the
Hunters button to change the number of hunters in your clan.
Crafters
Crafters are farmers who manufacture goods for trade with other clans. There’s a limit to the number
of crafters that your clan can usefully employ (and normally that’s the number you’ll have). To
increase the number of effective crafters, try any of the following: build up your shrine to Issaries,
place an Issaries worshipper on the ring, establish as many trade routes as possible with other clans,
and start a tribe!
Unlike farmers and hunters, crafters’ work does not keep them in combat shape, so they do not fight
as part of the fyrd.
Thralls
Thralls are essentially slaves. They may be other Orlanthi captured in battle, hapless strangers
purchased from traders, or even non-Orlanthi pressed into servitude.
Thralls help the farmers care for the fields and the herds. Even if your clan was not a thrall-taking clan
in the Great Darkness, your carls are likely to be pleased when the clan takes thralls and upset if the
clan frees them.
Unlike slavery, thralldom is not passed down to succeeding generations. The children of thralls are
born free and become full members of the clan.
Thralls may grow restless or intractable. This is more likely when
Sacrificing thralls increases the
you’ve taken thralls from feuding clans or from non-Orlanthi
enemies. It’s even more likely if you have sacrificed some thralls to potency of your sacrifices: in the eyes
of the gods, one sacrificed thrall is
the gods.
Whenever you own thralls, you can use the Thralls button to free
some or all of them. If you’re playing a clan that adopted strangers
as family in the Great Darkness and you took thralls for some
reason that seemed good at the time, this is your chance to return
to your ancestors’ path. Your farmers might not be happy with
your decision, but your ancestors will be.
Other Clan Screen Features
The Clan Mood
worth ten cows. But neighboring
clans, and many of your own people,
view human sacrifice as a sign of
desperation. If you sacrifice thralls
when times are good, expect your
own and other clans to think poorly
of your leadership. If the clan’s mood
is already desperate, or if the clan
magic is in dire straits, sacrificing a
thrall or two may not upset your own
people.
The clan’s mood indicator gives a rough sense of whether the
people are happy with the ring’s leadership or whether they fear they’re being led down the road to
ruin. If the people are happy, problems that start small are more likely to stay small. If the people are
already angry, ill feeling can spiral out of control. Clans can forgive their leaders for occasional
unpopular decisions; it is repeated failure or clear signs of going against the will of the gods that are
most likely to drive people to rebellion.
In descending order, from the happiest condition to the depths of
the spirit, the terms used to describe clan mood are:
jubilant, splendid, happy, contented, optimistic, reserved,
worried, dissatisfied, gloomy, ugly, and grim. Anything below
reserved is a bad mood.
Few divine blessings directly affect
the clan mood. Lhankor Mhy’s
Lawspeaker blessing and Chalana
Arroy’s Hope blessing are exceptions.
Clan mood is somewhat linked to the morale of the farmers and the warriors. If the farmers and the
warriors are both happy, their good spirits can raise clan mood. The reverse is true if both the farmers
and the warriors are unhappy.
Farmer Morale and Weaponthane Morale
The morale of the farmers and the weaponthanes is distinct from
the overall clan mood. The clan’s mood expresses how the people
feel about their place in Dragon Pass, the clan’s prospects, and
their hopes for the future. Farmer morale and weaponthane
morale are better understood as professional assessments of how
well the different branches of the clan are doing their jobs and
how well they are being treated by the clan’s leaders.
Farmers and weaponthanes often
compete with each other for the
ring’s attention. This conflict is a
standard part of Orlanthi life. You
generally don’t need to take it too
seriously unless one or the other of
the two sides is extremely unhappy.
From the highest morale to the despondent lows, the ratings for both types of morale are:
unshakeable, confident, secure, resolved, uncertain, discontented, disgruntled, shaken, despairing.
Anything below resolved is bad morale.
Feasting
Feasts are another way to raise the clan’s mood. Tap the Feast button and ask your advisors if they
think it’s a good time for feasting. Decide if you want to make your neighbors happy by inviting them.
The bigger the feast the more food it will consume and the more pleased your people (and any guests)
will be.
Feasting isn’t so effective that you should consider spending all your time doing it. Caligula-style
binge-feasting only sets you up for a big mood hit when your clan starts starving to death. But in times
of plenty, feasting in moderation will help the clan and your relations with neighbors.
Distributing Gifts
Gifts are goods assigned to the weaponthanes or the farmers or split between the two. Actions taken
during game-initiated crises will affect the morale of the warriors and the farmers more than the giftgiving on this screen.
Farming Screen
The quickest way to lose the game is to starve your people to death.
The Farming screen allows you to manage your herds of cattle, sheep, and pigs, and to clear land for
planting. On the Farming screen, the clan ring provides advice on all facets of agricultural progress, as
well as warnings when you have too few farmers or are near starvation.
Farming has three main components: land, herds, and crops. Your
management of these resources determines whether you will
harvest enough food to feed the clan.
The Bushel we use as the unit of food
in KoDP is the amount of food it takes
to feed one person for a year. A
normal bushel is just a medium-sized
basket, but our Bushel comes from
the Godplane: these are Ernalda’s
Bushels, and the Earth Mother’s
basket holds enough to feed one of us
little people for a year.
Under normal circumstances,
Get the most out of your agricultural
you won’t need to pay much
production by clever use of labor,
attention to managing your
magical blessings, magical treasures,
farmers; farming is such a
basic part of the clan’s activity and Sacred Time magic. You can
trade your crop surpluses or simply
that most farming activities
give them away to neighboring clans
are automatic. Your farmers
to prove your generosity.
plant the fields in Sea season,
harvest the crops in Earth
season, and perform routine slaughter of herd animals throughout the year without you needing to
intervene.
Land
Three inter-linked sliders enable you to shift your clan’s land between wildlands, pastures, and
cropland. Let’s take the three in reverse order to simulate the natural progression of land use.
Wildlands are mostly forested, and provide hunting grounds for hunters and foraging space for pigs.
You can cut down wildlands to give the clan more land for farming by increasing your pastures. This
land-clearing operation requires some labor that would ordinarily be used for farming, so you may
not want to clear your land indiscriminately.
You will usually start the game with more than enough pastures for your herds. But pastures in excess
of what your animals normally graze tend to gradually revert to wildlands. Be careful if some of your
land is taken from you; it’s possible that you will no longer be able to support the herds, which will
suffer greatly until you clear more land.
Pastures can be turned into cropland. The amount of cropland you can effectively farm is determined
by the number of healthy farmers in the clan who are not occupied with the herding. Ask your clan
ring to find out how much cropland your farmers can presently support.
It’s possible to have too much cropland. If you try to spread your farmers too thin, your farmers will
be overworked, slightly less productive, and increasingly restive.
Herds
The Farming screen tells you how many cattle, sheep, horses, and
pigs you have in your herds. Although you can’t use the Farming
screen to immediately increase the size of your herds, you can use
the Slaughter button to kill animals to provide food for the clan
when you’re facing Starvation (see below).
Cows: the Measure of Wealth
For simplicity, KoDP lumps cows,
sheep, and pigs into one statistic. This
is called “cows” or “cattle” because
that’s the most important animal, but
it reflects all three. Game crises may
deal with sheep or pigs, in which
case the aggregate “cow” value will
change.
Orlanthi clans measure wealth by how many cows they have.
Crops provide more food, in absolute numbers, but any clan with
few cattle will be considered poor. In general, herds of under 500
cattle are considered disastrously small. Herds between 600 and 700 cattle are usually too small,
between 700 and 800 is probably good. Anything over 900 is excellent unless your population has
grown so large that the people require more support than the herds can provide. If you’re not certain
how well your herds are doing, tap your advisors.
Some of your cattle are oxen, used to plow the fields. Your
advisors will remark on this as necessary.
Sheep: the Lesser Beast
Sheep and pigs are important to Orlanthi, but not nearly as
important as cows. You won’t have to think much about sheep
while playing. Occasionally you’ll have them stolen or wiped out
by various disasters, which affects your total herd value.
Pigs
There’s not much to say about
pigs, except that they require
Wildlands for foraging. If you
clear all your wildlands, your
pigs will suffer until their
numbers drop to a level your
wildlands can sustain or until
you return some of your
cleared lands to wildland
status.
Horses
If your herds are getting too small, try
any of the following:
Trade: Send a trade mission to
another clan.
War: Launch a cattle raid on a
neighbor, or send a full raid and
choose Plunder as the objective to
bring back some cattle if you win.
Magic: Sacrifice to Uralda for
Mysteries to learn the myth of
Uralda’s Blessing, then perform the
Uralda’s Blessing heroquest. Or learn
and obtain any of the following
blessings: Uralda’s Calf Blessing,
Elmal’s Horsefriend, or Ernalda’s Pig
Blessing.
Economic exchanges, petitions from
other clans, and sacrifices to the gods
generally require you to give up cows
or an equivalent amount of goods.
Unless your herds are in excellent
shape, try to sacrifice goods rather
than actual cows. Of course, there
are certain situations, and certain
gods, for which only cows will do,
but you can figure those out by
thinking like an Orlanthi.
Although you can slaughter
horses for food in cases of dire
necessity, they are more of a
military than an agricultural
resource. For a fully effective military, you need enough horses for all your nobles and all your
weaponthanes. Advisors on the Farming screen will tell you when you need more horses. The Trade
screen will let you trade for more horses, but they aren’t cheap. You may be better off trying to win
battles against enemies who have lots of horses, such as the Horse-Spawn, and induce them to leave
their mounts behind when they flee.
Crops
Your fields are planted with a mix of three main crops. Barley is a
fine food provider, and important to your people because it’s used
to make beer. Rye is not as tasty as wheat, nor is its yield as high,
but it is the most reliable grain. Rye never has bad harvests or
blights, so farmers plant some just in case. Wheat is riskier than
rye, but richer in yield and in greater demand as a trading
commodity.
Three of the most common
agricultural blessings come from the
chief gods, Orlanth, Ernalda and
Elmal. Orlanth’s Rain and Elmal’s Sun
help all crops equally, while
Ernalda’s Bless Crops does the most
good for barley.
Food
The Expected Harvest
The Farming screen lets you know what your farmers expect to harvest in a normal year from crops,
herds, and hunting. Your actual harvest will vary depending on your relations with the gods, the
magic you’ve put into the different Sacred Time rituals, weather, and luck.
Not all members of your clan eat the same amount of food. Weaponthanes and nobles eat more, thralls
eat less. Children eat slightly less than an adult.
When Things Go Wrong: Starvation
Starvation is a constant threat in Dragon Pass. When you don’t have enough food left to feed the clan
for the next season, one of your advisors will probably show up to warn you.
One of the simplest responses to imminent starvation, particularly if you know that you are going to
take in the Earth season harvest soon, is to slaughter enough animals to get through this hard spot. To
feed the clan for one full season, you usually need food equivalent to at least 1/5th of your population.
A clan of 800 people might need 160 food to survive a season without suffering from starvation.
Other solutions to imminent starvation are a bit riskier. You can
send a trading mission to buy food, or an emissary to ask for food
as a favor, but unless you send the mission to an adjacent clan,
you can’t rely on them coming home in time to save your people.
The amount of food an emissary can acquire with a favor is
usually not enough to save you from starvation, but if you ask an
ally or a tribe-mate for food, they may be willing to give you much
more than the customary amount.
What went wrong? Check with your
advisors. Perhaps your herds are so
low that you no longer have enough
oxen to plow your fields in Sea
season. Maybe too many farmers are
unhealthy, and they weren’t able to
take in the harvest. Or your pastures
or wildland are no longer sufficient
for the animals trying to feed off
them.
Relations Screen
One of the first things you’ll want to do is check the Relations screen and find out about your
nearest neighbors. Clans that share a border with your clan, or that are only one clan away from your
clan, are marked with an ‘N’, and are the clans you will have the most interaction with during the pretribal game. (Once you’re in a tribe, tribe-mates are marked with a ‘T’.)
The Relations screen tracks basic information about all the other
clans in Dragon Pass, the names of their chiefs, whether they owe
you a favor (or if you owe them) and if you have a formal
relationship with them, such as an alliance or a feud. Once you get
to the tribal level, the Relations screen can help you keep track of
which clans are in which tribes.
To show feuding clans, allies, etc.,
slide the list of categories to the left or
right. The list shows whatever you put
over the pointer in the center.
At a quick glance, the map in the Relations screen provides a
color-coded summary of how the leaders of the other clans in Dragon Pass feel about your clan. The
colors range from the bright blue of allies to the red of your enemies, the clans you are feuding with.
This color coded summary does not entirely account for grudges which the common people of those
clans may have accumulated against you. Feuds generally start when the people of another clan have
had enough of your slights against them, a response that does not always correspond to poor relations
with the other clan’s nobles.
Feuds
Feuds represent formal declarations of animosity that suspend
many of the norms of courtesy and proper conduct extended
between clans. A feud is not quite the same as a war. There can
still be friendly (or at least non-hostile) interactions between
feuding clans, including trade, offers or requests for magical
assistance, and even marriages. But if the normal state of relations
between Orlanthi clans amounts to armed readiness, feuding
relations may be understood as hair-trigger expectancy. You
expect a feuding clan to stab you in the back. Feuding clans may
raid your herds, kill your livestock, send spirits against you, try to
burn down your steads, and even kill members of your clan whom
they can catch without adequate protection.
To find out whether a clan has
hidden grudges against you, or if you
have some room to offend them
without causing a feud, go to the
Magic screen and sacrifice to Lhankor
Mhy to discover any hidden wrinkles
in that clan’s attitude towards you.
Lhankor Mhy can also tell you how
the various non-human groups regard
your clan.
Orlanthi worship a god who embodies both Air and Movement. Not surprisingly, few of their social
relations are permanent, not even their worst feuds. Many things can end feuds, including marriages,
extreme generosity, messengers from the gods, heroquests, forming a tribe with a feuding neighbor,
and emissaries laden with gifts offering peace.
Feuding clans will expect you to behave the same way towards them, so you can sometimes make
peace with them by treating them better than they had expected. If such strategies fail, be prepared for
your people to resent the fact that you appeased their hated foes.
Allies
Allies are precious. Depending on the level of difficulty you’ve
chosen for your game, you may start the game with one or more
alliances with other clans. Later, after you’ve succeeding in
improving another clan’s attitude towards you, you can send an
emissary to ask them to formalize the relationship by allying with
your clan.
Unless relations go sour, you can count on an ally to:
• support you in negotiations with other clans, especially in tribal
politics,
• look more favorably on requests for repayment of favors,
• provide you with favors even when they don’t owe you a favor,
To succeed in making a tribe and
winning the game, you need to
convince nearby clans to join with
you. Clans far across Dragon Pass are
much less likely to join your tribe. Be
careful about your relations with
nearby clans. You don’t have to be
friendly with everyone, but if all your
neighbors hate you, you will be so
busy fighting off raids that forming a
tribe will be a problem you never get
around to solving.
• refrain from sending full-scale raids against you, though they may occasionally hit you with a small
cattle raid if you are careless about guarding your herd.
Your allies expect similar considerations, and may be offended if you treat them as if they were just
any other clan.
The other choices by the clan list provide information that is explained later:
• clans that owe you favors (below)
• clans you owe favors to (below)
• the clans in a tribe… at the start of the game, the Colymar are the only tribe
• the clans in your tribe … blank until you put a tribe together
Emissaries
Tap the Emissary button to send a diplomatic envoy to another
clan. You can preselect the clan you want to send an emissary to
by tapping on the clan list or the map on the Relations screen, or
you can wait until you’ve called up the Emissary dialog to pick a
clan.
Most of the mechanics of choosing
and sending an emissary also apply to
the mechanics of sending trading
missions from the Trade screen.
Choosing Your Emissary
When you send an emissary, the game will choose your most qualified leader. You may have reasons
to send a different emissary, in which case tap the Leader button. In general, the best emissaries have
high Leadership, Bargaining, and Custom skills.
Due to the rituals that make them representatives of your clan,
ring members have more success as emissaries, traders, and
explorers than non-ring members.
Emissaries to nearby clans will return quickly, while emissaries to
distant clans may take a season or more to complete the trip and
return. If you’ve been sending out a number of emissaries at the
same time, the Emissary dialog will tell you which of your
emissaries are still traveling.
Choosing an Escort for Your
Emissary
Devotees of Issaries, the silvertongued god of communication, have
better emissary skills than
worshippers of other gods, and get
preference over others of roughly
equal abilities. Conversely, there are
less dependable gods whose
worshippers can turn routine giftgiving into an adventure.
Within both the Emissary and the
Mission dialogs, tap the small icon
The roads and trails in Dragon
to call up the map.
Pass are dangerous. If bandits
don’t get you, feuding clans will. You’ll want to send several weaponthanes or footmen along with
your emissary, particularly if she is carrying rich gifts. Each weaponthane provides as much protection
as five footmen, and every footman you send is one less farmer who can work in the fields. How many
escorts will your emissary need? That depends on how well you’ve kept down bandits and how many
enemy clans you have, but in general you’ll want to send at least two or three weaponthanes as
guards, more if you want to be sure to avoid trouble.
Emissary Options
Gift Giving
To get proactive about your relations with other clans, instead of
simply waiting for them to come to you with problems or
opportunities, send emissaries with gifts to improve their attitudes
towards you.
Clan members sent away from the
tula are temporarily subtracted from
the population. You get them back if
they return alive. Occasionally such
temporary absences cause Sacred
Time reports to say that your clan
shrunk when in truth many members
are simply away from the tula on
missions.
Gift-giving proves that your clan can afford to be generous, like
Orlanth, the King of the Gods. Early in the game, giving generous
gifts is one of the best means of raising your standing, giving the
clan the good reputation that will be crucial to forming a tribe and winning the game.
Note that gifts of magical treasures or horses are even more likely to increase your stature in Dragon
Note that gifts of magical treasures or horses are even more likely to increase your stature in Dragon
Pass, but you should exercise caution and refrain from giving such militarily useful gifts to a clan that
thinks of you as an enemy.
If you are feeling impoverished, and don’t want to send a large gift, it might be better not to bother;
Orlanthi do not approve of stingy gift-givers, so sending gifts worth less than a dozen cows might hurt
your reputation.
Ask for Favor
A clan which is said to owe you a favor may owe you more than
one favor. Similarly, a clan that you owe favors to may come to
you asking for many favors before the debt you owe them is fully
repaid.
There is some benefit to holding off
on collecting favors you are due.
Clans which owe you favors will be
more inclined to see things your way
in political disputes and delicate
negotiations.
Favors keep track of which clan is more indebted to the other;
there’s never a circumstance in which your clan will
simultaneously owe a favor to another clan and be owed a favor
by that same clan. If a clan that you owe favors to says they will owe you a favor, the truth is that you
now owe them one less favor.
There are two special cases in which you may be able to ask for a favor when the clan in question does
not owe you one: allies and tribe-mates may be willing to aid you because of the bonds between your
clans. This can come in particularly handy in cases in which your clan is running out of cows or food.
If you’re looking for a way to repay favors you owe, there’s no such button. Generally you can only
repay favors when another clan comes asking for repayment. But if you are extremely generous in
giving gifts, some clans will accept the gifts and consider them payment for favors they expected to
receive from you later.
Propose Alliance
As mentioned above, alliances can make the difference between spiraling into defeat or forging
friendships that can lead you to victory. It’s generally wise to give such an emissary gifts to give at the
outset, though you may also end up giving gifts during negotiations.
End Feud
Ending a feud isn’t easy. Generosity helps.
Demand Tribute
Demanding tribute from another clan is difficult. It helps if your weaponthanes and footmen
outnumber theirs, if you have beaten them in battle a lot, and if you are near enough to enforce your
demand. They will, naturally, resent you and plan to weasel out of the arrangement at the first chance
they get. To stop tribute or try to increase the amount, send an emissary to “demand tribute” from a
clan that is already paying.
Trade Screen
The Trade screen allows you to:
• send trading missions to the other clans of Dragon Pass
• keep track of the clan’s magical treasures
• keep track of the clan’s trade routes
• keep track of the success of the clan market
Missions
Trading missions are the heart of the Trade screen. The basic
mechanics of sending a Mission are the same as for sending an
Emissary. After you’ve tapped the Mission button, you’ll be
presented with choices for what you want the mission to
accomplish. Choose the Mission leader, choose the clan to send the
Mission to, then figure out what you’d like the mission to
accomplish.
Commodity Trading
So long as you avoid buying or selling a treasure, you can try to
trade any assortment of food, goods, cattle, and horses. You get to
choose whether you are sending a small, medium or large
caravan. The appropriate quantity of trade-stuffs is subtracted
from your holdings as soon as you send the Mission, hopefully to
be replaced with stuff you’ve traded for upon the trader’s
successful return.
KoDP uses Goods as an abstraction
for desirable material resources that
are over and above what the clan
needs just to get by. Goods are
always valuable items that the gods,
neighboring clans, or enemy
weaponthanes would be happy to
possess. This abstraction lets you get
by without tracking specific amounts
of raw silver, finely worked silver,
building materials, gemstones, fur
capes, and so on. Your clan isn’t
destitute when it runs out of goods;
instead, your people possess only the
minimum they need to get by,
without any surplus available for the
common use of the clan.
If you are sorely in need of goods, or cattle, or any other specific item, your best bet is to keep the trade
simple and focus on obtaining that item, rather than trying for a bit of everything.
Trading for Treasures
When you opt to try to trade or buy a treasure, other commodity
trading choices are not available. Treasure trading takes
precedence over normal trading patterns. To buy both more cows
and a new treasure, you’ll have to send two missions.
If you try to sell a treasure, you’ll have to choose one for your
trader to take along on the Mission. Selling a treasure will get you
goods. To buy a new treasure, you’ll either have to bring a
treasure of your own to trade or pay in goods or cattle once your
trader has arrived at her destination. If your first mission to buy a
particular treasure fails, a later attempt might succeed.
Treasures
Battle Treasures only take effect when
Treasures have magic powers you choose to use them in a specific
that can help your clan thrive. battle. Unlike most treasures, most
Some treasures are more
Battle Treasures may break when you
powerful than others. Some
use them. Other Battle Treasures must
are mysterious, and won’t tell be broken to be used. Battle treasures
you exactly what they do, but are flagged with the parenthetical
label (use in battle).
you can generally be assured
that the mysterious treasures
are among the most powerful in the game.
Spirit Fetches work differently than
other treasures. They are small
medicine bundles that catch lost
Magic points and return the lost luck
to your clan. You can’t control a
Spirit Fetch’s use; it might burn itself
out capturing one lost point or you
might get lucky and acquire a Fetch
just before the clan gets hit with a big
bad magic whammy. Since Spirit
Fetches are easier to get hold of than
other treasures, most inhabitants of
Dragon Pass will not take kindly to
attempts to pass them off as a
valuable treasure.
Treasures, their abundance or their lack, also factor heavily into your chances to win both the Short
Game and the Long Game.
Trading Partners & Trade Routes
Some Missions are principally concerned with establishing new trade routes. Clans with a trade route
War Screen
The War screen allows you to:
• recruit weaponthanes
• build fortifications
• launch raids and cattle raids against other clans
• track the clan’s recent military history
Military Organization
Weaponthanes
Weaponthanes are dedicated warriors whose only responsibilities are to fight, patrol, and guard their
clan-mates from attack, either at home or while traveling through Dragon Pass. The Weaponthanes
recruitment button here works the same as the button on the Clan screen.
The Fyrd, a.k.a. the Footmen
Every Orlanthi man is expected to be able to fight. Many women
choose to do so as well. Every farmer has a spear and a strong hat
and is ready to muster as part of the clan fyrd. Members of the
fyrd do not have horses, they walk to battle, and are therefore
known as footmen. Given enough warning, the entire fyrd will
muster to fight off an enemy raid.
The Short-Call
War Clans have bigger fyrds, Peace
Clans have smaller fyrds. If you don’t
want to change your clan type to
increase your fyrd, go to the Magic
screen and sacrifice for Vinga’s
Fyrdwomen blessing. Female farmers
will take up the practice of arms and
join your footmen in the field. The
penalty is a slight drop in agricultural
productivity and childbirth.
Cattle raids require a quick
Your short-call will start small. To
response, too quick for the
fyrd to muster. Footmen who make it bigger, sacrifice for more War
can quickly arm themselves to blessings. When More Info is chockrespond to enemy aggression full of War blessings, you’ll have
or to launch a quick attack are many more farmers who are ready for
adventure.
known as the short-call. Along
with the ever-vigilant
weaponthanes, the short-call warriors also stand ready to guard traders, emissaries, and explorers.
The Auxiliaries
Auxiliaries are noncombatants (usually but not always women) who accompany the warriors,
cheering them on and supporting them with healing magic. On raids against your steads (but not in
cattle raids against your herds), your auxiliaries will always be present. In full raids against other
clans, you can choose whether you want auxiliaries to accompany your warriors.
Fortifications
Fortifications cost goods to build but do not subtract further goods for maintenance.
Most fortifications reduce the amount of wealth taken from you
when enemies defeat you in battle and plunder your steads. They
also reduce the number of casualties your forces suffer when you
choose Survival as your battle goal (see below). Fortification
effects are cumulative; a stone wall and a ditch are better than just
a stone wall.
Two fortifications have special functions:
A handful of the first clans to enter
Dragon Pass, most of whom are in
the Colymar tribe, settled around
ancient hill forts. The hill forts
provide superior defense, but are
beyond the building capabilities of
present-day clans.
• a watch tower increases your patrol’s chances of spotting raids and cattle raids.
• a stake perimeter offers extra protection against mounted foes.
Raids, Battles, and Bloodshed
When To Raid
During Sea season, the farmers are planting, and may refuse to muster for a raid. When you do
manage to launch a raid anyway, the farmers will have had to ignore some of their work and the
harvest will suffer. On the plus side, your enemies do not expect to be raided in Sea season (or in Earth
season, for that matter) and will be easier to surprise.
In Fire season, the warriors expect to raid and be raided, since the
weather is fine and the crops need little attention. Raiding in Fire
season will increase the morale of your warriors slightly, even if
they get unlucky and lose the battle.
Non-humans and other foreigners
aren’t tied to the same agricultural
cycle.
Every hand is needed for the Earth season harvest, and the fyrd is unlikely to be willing to raid. If they
do, some of the harvest will be left in the field.
Dark season is usually too cold to venture on a raid, though clans which fought Valind in the Great
Darkness know the magic rituals which can make such raiding easier.
Storm season is a fine time for raiding, although the weather changes unpredictably.
Nobody raids during the Sacred Time rituals. It’s far more important to properly perform the
ceremonies that renew the world.
Cattle Raids
Stealing your neighbor’s cows is an ancient and honorable Orlanthi tradition. Ideally, a small group of
raiders sneaks onto another tula and drives home a small herd, unnoticed. In practice, the target clan’s
outer patrol often spots the raiders, and either chases them off or engages in a small battle. If you
never seem to succeed in getting away with the enemy’s cows, you are probably sending too many
warriors.
You can only launch cattle raids against neighboring clans. Cattle raids are quick strikes that attempt
to take advantage of another clan’s lax patrols; the idea is to get in and out without fighting a pitched
battle.
When cattle raiders are spotted by their enemies and forced to fight, the resulting confrontation is
treated like any other battle, with one exception: any plunder seized by the cattle raiders will consist
only of animals stolen from the herd, not goods taken from the steads.
Raids
Raids are determined attacks against a clan’s steads, usually in
search of plunder. Unlike cattle raids, raids always force a battle
with at least some of the defending warriors, even if the raid
manages to slip past the defending patrols.
As with cattle raids, the normal targets for raids are neighboring
clans. But you can also raid feuding clans, no matter how distant.
Raiding options:
Should you ask another clan for help?
Outside of planting and harvest season, a clan that is allied to you
or that owes you a favor may send warriors to help your raid.
These warriors will be a mix of footmen and weaponthanes, and
will demand a share of the plunder if you win. Win or lose you
will owe their clan a favor.
It’s generally not possible to launch
raids against non-human or nonOrlanthi enemies. Their homes are
usually either distant, secret,
incredibly well-defended by Orlanthi
standards, or entirely nomadic.
However, there is a way to force a
fight with non-humans that are your
ancient enemy: the Summons of Evil
ritual. Perform the ritual and prepare
yourself for your ancient enemy’s
assault.
Should you take along auxiliaries?
Auxiliaries inspire your warriors to keep fighting when they would ordinarily flee, then heal those
who are mortally or heavily wounded. Unfortunately, auxiliaries don’t defend themselves well and
can be taken prisoner if your warriors lose the battle.
How many warriors should you take?
The more warriors you take, the better chance you have of winning the battle. As in most other
military situations, a single weaponthane fights as well as 5 footmen. If you take all your warriors on a
raid, other clans may seize the chance and raid your cattle while the herds are undefended.
raid, other clans may seize the chance and raid your cattle while the herds are undefended.
The Structure of Battle
Each battle is divided into two main parts, the initial clash and the melee.
The initial clash is when the two sides size each other up or try to
force their vision of how the battle should be fought onto their
enemy. Your battle tactics are compared to the enemy’s battle
tactics to determine which side gains an advantage in the melee to
come. In most cases, winning the initial clash confers advantages
for the rest of the battle, but does not guarantee victory.
Occasionally one side’s success in the initial clash determines that
the two sides disengage before entering the melee.
Sometimes one of the clan’s leaders
faces a pivotal choice in the middle
of a battle. Your leader’s actions help
determine the results of the battle as
well as the leader’s odds of survival,
your clan’s reputation for heroism,
and the leader’s standing in the clan.
The second part of the battle, the melee, decides the outcome of the fight. Melee begins when the
warriors have moved from missile weapon distance into sword-and-spear range. The melee ends
when one side breaks and runs. If the raider wins the melee, they will take plunder or have a chance of
achieving other objectives. After the melee is resolved, your warleader reports on the battle’s results.
The Tactics Screen
Before each battle, you’ll be given several interrelated options for how you would like your forces to
fight on the Tactics screen.
Your choices include:
• how much clan magic you use in the battle
• whether you pause to sacrifice a cow to Orlanth or Humakt
• whether you use a battle treasure in the fight to come
• your Tactic for the initial clash
• the Objective that your warriors will pursue as their main goal in the melee
Using Magic in Battle
The clan magic you allocated to War rituals during Sacred Time
will be used in every battle in the following year, though you
won’t receive any on-screen reminders of this fact. To increase the
amount of magic on your side in a specific battle, use the slider at
the top of the Battle screen.
The more magic you have on your side in a battle, the better your
chance of overcoming the enemy’s magic in the initial clash. The
side that bests the other’s magic gets a bonus in the melee.
Battle Treasures
If you have one or more battle treasures, a list will be available.
Tap a treasure to choose it; tap it again if you change your mind.
You can only use one treasure per battle.
The main advantage of playing a War
Clan is to start with two points of War
magic ritual during Sacred Time. If
you’d rather not live with the
agricultural drawbacks of life as a
War Clan, consider putting a devotee
of Humakt, Vinga, Urox or Elmal on
your clan ring: if you have at least
one war god worshipper on the ring,
you’ll get an extra point of War magic
ritual in the Sacred Time.
Some battle treasures can be used only once. Most have a chance of breaking when used.
Sacrificing Cows to Orlanth and Humakt
Sacrificing a cow to Orlanth improves your odds of coming out on top in the initial clash.
Sacrificing a cow to Humakt improves your odds of winning the melee, and hence the entire battle.
Sacrificing to Humakt also reduces the effectiveness of the enemy’s auxiliaries.
Sacrifices take time. If your enemy charges or otherwise forces the melee when you are still sacrificing,
sacrifice will have no effect. This also applies to the enemy if you charge while they are sacrificing. All
your warriors participate in each sacrifice, so making two sacrifices takes twice as long as making one.
Objectives
Once the two sides come together in the melee, it is difficult for your leaders to enforce command and
control. Your warriors will fight to attain the overall objective you chose before the battle. Battles
resulting from cattle raids disallow several of these objectives.
Plunder
Plunder is the standard objective, allowing victorious warriors to concentrate on what they enjoy
most: making off with cattle and goods. The larger the plundering force, the more plunder it will seize.
There are a couple of wrinkles to the Plunder objective. For one, cattle raids never take goods; instead,
they seize cattle and occasionally sheep. Second, if starvation is imminent, Orlanthi warriors who win
a full raid will seize food as well as goods and cattle.
Burn steads
Warriors who attempt to burn steads will pass up some opportunities for plunder in order to inflict as
much physical damage as possible on the other clan’s possessions. Stead burning is a ferocious insult.
Even when you don’t succeed in burning another clan’s steads, they’ll probably hate you for trying.
But if you do manage to burn an enemy’s steads, they’ll have fewer resources to devote to making war
against you.
Kill as many as possible
To soften up an opponent, or just to show them that you hate them, direct your warriors to try to kill
as many of the enemy as possible. If victorious, your warriors will pass up some of their opportunities
for plunder in order to kill more of the enemy. In a losing fight your warriors will also inflict more
casualties, though they may also suffer more as a consequence of their bloodlust.
Seize land
If your clan is adjacent to another clan’s tula, you might be able to drive them off some of their land.
This is not easy — odds are that your efforts will fail even if you win the battle.
While it may sometimes be useful to seize territory, winning the game depends on influence, not conquest.
Take captives
Prisoners taken in battle can be ransomed, freed, turned into thralls, or killed. Ransoming prisoners
provides you with goods. Freeing prisoners makes the other clan less likely to raid you in the future.
Thrall-taking clans will certainly want to consider keeping prisoners as thralls, though their own
thralls may grow restless when members of enemy clans or non-Orlanthi prisoners are pressed into
servitude. Killing prisoners is always an option. Not a great option, perhaps, but it makes sure that
these particular enemies won’t be back to raid you again.
Survival
If you are heavily outnumbered, keeping your warriors alive might be your best bet. Survival works
even better when you have good fortifications. But be warned: choosing Survival means that your
warriors are concentrating on making a shield wall and staying alive, not on winning the battle or
preventing the enemy from plundering your tula.
Tactics
Your choice of tactics determines the initial clash of the two forces. The four possible tactics are
Skirmish, Maneuver, Charge, and Evade.
Skirmish
Hurl slingstones, throw javelins, and fire arrows at the enemy for as long as possible, trying to inflict
maximum casualties before the melee. Skirmishing is also a useful tactic if you do not wish to press the
fight but are unwilling to choose to Evade. If your opponent also opts to Skirmish or Evade, your
forces will never come into contact.
Maneuver
Orlanthi troops don’t practice marching in formation, but it is possible to maneuver your forces to
seek tactical advantage. Maneuvering means looking for high ground, trying to take the enemy from
its flank, or luring them into a bad position. You have more luck maneuvering on your home terrain.
Charge
Charging is the tactic Orlanthi clans use most, partly because a successful Charge gives the biggest
bonus in the second half of the battle. The intent is to hit the enemy hard and fast and drive them back
in the crucial first seconds of the melee.
Evade
Successfully evading an opponent is tough to pull off, but if you’re successful you may be able to
avoid a battle entirely. If you lose the initial clash, trying to evade will hurt your chances of winning
the battle.
Tracking Your Recent Military History
The War screen keeps track of your last five raids and the last five
raids against you. Here are the codes for the icons in the records:
Sword: a battle you won
Broken sword: a battle you lost
Cow: a successful cattle raid
Empty cow: a cattle raid that turned back because of its target’s
patrols
Blank space: a battle that broke off after the initial clash
If your clan members were taken as
prisoner you can usually free them
with a later successful raid. When
you take prisoners from other clans as
thralls, their clansmen have a similar
chance of freeing those thralls with a
successful raid.
The logic applied for the results of raids and cattle raids follow different tracks. The symbol for a
successful cattle raid that avoids a battle is the same regardless of who stole the cattle, whereas the
symbols for full battles pivot on your clan’s success or failure.
between them are said to be trading partners. Every trade route
increases the amount of goods that your crafters can find markets
for.
To try to set up a new trade route, tap the Mission button, then
choose a clan you do not already have a trading partnership with.
When you tap the Establish Trade Route radio button, any other
goals will toggle off. You will still be able to choose whether you
want to send a large, medium-sized, or small Mission, since there
will be a small amount of side-trading taking place even when
your trader is focusing on setting up a trade route.
Increase your ability to support trade
routes by increasing the size of your
Issaries shrine, spending magic on
Sacred Time Trading rituals,
increasing your population, and
creating a tribe. Also, finding unusual
raw materials on your lands will let
your crafters make unique items
which can boost your trading
prowess.
The Clan Market
Back on the main Trade screen, at the lower left, you’ll see a line saying something like ‘Market:
Seasonal.’ Your market represents other clans coming to you to trade instead of you having to make
special missions to trade with them. As the strength of the clan market improves, your traders will be
able to generate more goods for the clan. In general, what’s good for your trade is good for your
market.
War Screen
The War screen allows you to:
• recruit weaponthanes
• build fortifications
• launch raids and cattle raids against other clans
• track the clan’s recent military history
Military Organization
Weaponthanes
Weaponthanes are dedicated warriors whose only responsibilities are to fight, patrol, and guard their
clan-mates from attack, either at home or while traveling through Dragon Pass. The Weaponthanes
recruitment button here works the same as the button on the Clan screen.
The Fyrd, a.k.a. the Footmen
Every Orlanthi man is expected to be able to fight. Many women
choose to do so as well. Every farmer has a spear and a strong hat
and is ready to muster as part of the clan fyrd. Members of the
fyrd do not have horses, they walk to battle, and are therefore
known as footmen. Given enough warning, the entire fyrd will
muster to fight off an enemy raid.
The Short-Call
War Clans have bigger fyrds, Peace
Clans have smaller fyrds. If you don’t
want to change your clan type to
increase your fyrd, go to the Magic
screen and sacrifice for Vinga’s
Fyrdwomen blessing. Female farmers
will take up the practice of arms and
join your footmen in the field. The
penalty is a slight drop in agricultural
productivity and childbirth.
Cattle raids require a quick
Your short-call will start small. To
response, too quick for the
fyrd to muster. Footmen who make it bigger, sacrifice for more War
can quickly arm themselves to blessings. When More Info is chockrespond to enemy aggression full of War blessings, you’ll have
or to launch a quick attack are many more farmers who are ready for
adventure.
known as the short-call. Along
with the ever-vigilant
weaponthanes, the short-call warriors also stand ready to guard traders, emissaries, and explorers.
The Auxiliaries
Auxiliaries are noncombatants (usually but not always women) who accompany the warriors,
cheering them on and supporting them with healing magic. On raids against your steads (but not in
cattle raids against your herds), your auxiliaries will always be present. In full raids against other
clans, you can choose whether you want auxiliaries to accompany your warriors.
Fortifications
Fortifications cost goods to build but do not subtract further goods for maintenance.
Most fortifications reduce the amount of wealth taken from you
when enemies defeat you in battle and plunder your steads. They
also reduce the number of casualties your forces suffer when you
choose Survival as your battle goal (see below). Fortification
effects are cumulative; a stone wall and a ditch are better than just
a stone wall.
Two fortifications have special functions:
A handful of the first clans to enter
Dragon Pass, most of whom are in
the Colymar tribe, settled around
ancient hill forts. The hill forts
provide superior defense, but are
beyond the building capabilities of
present-day clans.
• a watch tower increases your patrol’s chances of spotting raids and cattle raids.
• a stake perimeter offers extra protection against mounted foes.
Raids, Battles, and Bloodshed
When To Raid
During Sea season, the farmers are planting, and may refuse to muster for a raid. When you do
manage to launch a raid anyway, the farmers will have had to ignore some of their work and the
harvest will suffer. On the plus side, your enemies do not expect to be raided in Sea season (or in Earth
season, for that matter) and will be easier to surprise.
In Fire season, the warriors expect to raid and be raided, since the
weather is fine and the crops need little attention. Raiding in Fire
season will increase the morale of your warriors slightly, even if
they get unlucky and lose the battle.
Non-humans and other foreigners
aren’t tied to the same agricultural
cycle.
Every hand is needed for the Earth season harvest, and the fyrd is unlikely to be willing to raid. If they
do, some of the harvest will be left in the field.
Dark season is usually too cold to venture on a raid, though clans which fought Valind in the Great
Darkness know the magic rituals which can make such raiding easier.
Storm season is a fine time for raiding, although the weather changes unpredictably.
Nobody raids during the Sacred Time rituals. It’s far more important to properly perform the
ceremonies that renew the world.
Cattle Raids
Stealing your neighbor’s cows is an ancient and honorable Orlanthi tradition. Ideally, a small group of
raiders sneaks onto another tula and drives home a small herd, unnoticed. In practice, the target clan’s
outer patrol often spots the raiders, and either chases them off or engages in a small battle. If you
never seem to succeed in getting away with the enemy’s cows, you are probably sending too many
warriors.
You can only launch cattle raids against neighboring clans. Cattle raids are quick strikes that attempt
to take advantage of another clan’s lax patrols; the idea is to get in and out without fighting a pitched
battle.
When cattle raiders are spotted by their enemies and forced to fight, the resulting confrontation is
treated like any other battle, with one exception: any plunder seized by the cattle raiders will consist
only of animals stolen from the herd, not goods taken from the steads.
Raids
Raids are determined attacks against a clan’s steads, usually in
search of plunder. Unlike cattle raids, raids always force a battle
with at least some of the defending warriors, even if the raid
manages to slip past the defending patrols.
As with cattle raids, the normal targets for raids are neighboring
clans. But you can also raid feuding clans, no matter how distant.
Raiding options:
Should you ask another clan for help?
Outside of planting and harvest season, a clan that is allied to you
or that owes you a favor may send warriors to help your raid.
These warriors will be a mix of footmen and weaponthanes, and
will demand a share of the plunder if you win. Win or lose you
will owe their clan a favor.
It’s generally not possible to launch
raids against non-human or nonOrlanthi enemies. Their homes are
usually either distant, secret,
incredibly well-defended by Orlanthi
standards, or entirely nomadic.
However, there is a way to force a
fight with non-humans that are your
ancient enemy: the Summons of Evil
ritual. Perform the ritual and prepare
yourself for your ancient enemy’s
assault.
Should you take along auxiliaries?
Auxiliaries inspire your warriors to keep fighting when they would ordinarily flee, then heal those
who are mortally or heavily wounded. Unfortunately, auxiliaries don’t defend themselves well and
can be taken prisoner if your warriors lose the battle.
How many warriors should you take?
The more warriors you take, the better chance you have of winning the battle. As in most other
military situations, a single weaponthane fights as well as 5 footmen. If you take all your warriors on a
raid, other clans may seize the chance and raid your cattle while the herds are undefended.
raid, other clans may seize the chance and raid your cattle while the herds are undefended.
The Structure of Battle
Each battle is divided into two main parts, the initial clash and the melee.
The initial clash is when the two sides size each other up or try to
force their vision of how the battle should be fought onto their
enemy. Your battle tactics are compared to the enemy’s battle
tactics to determine which side gains an advantage in the melee to
come. In most cases, winning the initial clash confers advantages
for the rest of the battle, but does not guarantee victory.
Occasionally one side’s success in the initial clash determines that
the two sides disengage before entering the melee.
Sometimes one of the clan’s leaders
faces a pivotal choice in the middle
of a battle. Your leader’s actions help
determine the results of the battle as
well as the leader’s odds of survival,
your clan’s reputation for heroism,
and the leader’s standing in the clan.
The second part of the battle, the melee, decides the outcome of the fight. Melee begins when the
warriors have moved from missile weapon distance into sword-and-spear range. The melee ends
when one side breaks and runs. If the raider wins the melee, they will take plunder or have a chance of
achieving other objectives. After the melee is resolved, your warleader reports on the battle’s results.
The Tactics Screen
Before each battle, you’ll be given several interrelated options for how you would like your forces to
fight on the Tactics screen.
Your choices include:
• how much clan magic you use in the battle
• whether you pause to sacrifice a cow to Orlanth or Humakt
• whether you use a battle treasure in the fight to come
• your Tactic for the initial clash
• the Objective that your warriors will pursue as their main goal in the melee
Using Magic in Battle
The clan magic you allocated to War rituals during Sacred Time
will be used in every battle in the following year, though you
won’t receive any on-screen reminders of this fact. To increase the
amount of magic on your side in a specific battle, use the slider at
the top of the Battle screen.
The more magic you have on your side in a battle, the better your
chance of overcoming the enemy’s magic in the initial clash. The
side that bests the other’s magic gets a bonus in the melee.
Battle Treasures
If you have one or more battle treasures, a list will be available.
Tap a treasure to choose it; tap it again if you change your mind.
You can only use one treasure per battle.
The main advantage of playing a War
Clan is to start with two points of War
magic ritual during Sacred Time. If
you’d rather not live with the
agricultural drawbacks of life as a
War Clan, consider putting a devotee
of Humakt, Vinga, Urox or Elmal on
your clan ring: if you have at least
one war god worshipper on the ring,
you’ll get an extra point of War magic
ritual in the Sacred Time.
Some battle treasures can be used only once. Most have a chance of breaking when used.
Sacrificing Cows to Orlanth and Humakt
Sacrificing a cow to Orlanth improves your odds of coming out on top in the initial clash.
Sacrificing a cow to Humakt improves your odds of winning the melee, and hence the entire battle.
Sacrificing to Humakt also reduces the effectiveness of the enemy’s auxiliaries.
Sacrifices take time. If your enemy charges or otherwise forces the melee when you are still sacrificing,
sacrifice will have no effect. This also applies to the enemy if you charge while they are sacrificing. All
your warriors participate in each sacrifice, so making two sacrifices takes twice as long as making one.
Objectives
Once the two sides come together in the melee, it is difficult for your leaders to enforce command and
control. Your warriors will fight to attain the overall objective you chose before the battle. Battles
resulting from cattle raids disallow several of these objectives.
Plunder
Plunder is the standard objective, allowing victorious warriors to concentrate on what they enjoy
most: making off with cattle and goods. The larger the plundering force, the more plunder it will seize.
There are a couple of wrinkles to the Plunder objective. For one, cattle raids never take goods; instead,
they seize cattle and occasionally sheep. Second, if starvation is imminent, Orlanthi warriors who win
a full raid will seize food as well as goods and cattle.
Burn steads
Warriors who attempt to burn steads will pass up some opportunities for plunder in order to inflict as
much physical damage as possible on the other clan’s possessions. Stead burning is a ferocious insult.
Even when you don’t succeed in burning another clan’s steads, they’ll probably hate you for trying.
But if you do manage to burn an enemy’s steads, they’ll have fewer resources to devote to making war
against you.
Kill as many as possible
To soften up an opponent, or just to show them that you hate them, direct your warriors to try to kill
as many of the enemy as possible. If victorious, your warriors will pass up some of their opportunities
for plunder in order to kill more of the enemy. In a losing fight your warriors will also inflict more
casualties, though they may also suffer more as a consequence of their bloodlust.
Seize land
If your clan is adjacent to another clan’s tula, you might be able to drive them off some of their land.
This is not easy — odds are that your efforts will fail even if you win the battle.
While it may sometimes be useful to seize territory, winning the game depends on influence, not conquest.
Take captives
Prisoners taken in battle can be ransomed, freed, turned into thralls, or killed. Ransoming prisoners
provides you with goods. Freeing prisoners makes the other clan less likely to raid you in the future.
Thrall-taking clans will certainly want to consider keeping prisoners as thralls, though their own
thralls may grow restless when members of enemy clans or non-Orlanthi prisoners are pressed into
servitude. Killing prisoners is always an option. Not a great option, perhaps, but it makes sure that
these particular enemies won’t be back to raid you again.
Survival
If you are heavily outnumbered, keeping your warriors alive might be your best bet. Survival works
even better when you have good fortifications. But be warned: choosing Survival means that your
warriors are concentrating on making a shield wall and staying alive, not on winning the battle or
preventing the enemy from plundering your tula.
Tactics
Your choice of tactics determines the initial clash of the two forces. The four possible tactics are
Skirmish, Maneuver, Charge, and Evade.
Skirmish
Hurl slingstones, throw javelins, and fire arrows at the enemy for as long as possible, trying to inflict
maximum casualties before the melee. Skirmishing is also a useful tactic if you do not wish to press the
fight but are unwilling to choose to Evade. If your opponent also opts to Skirmish or Evade, your
forces will never come into contact.
Maneuver
Orlanthi troops don’t practice marching in formation, but it is possible to maneuver your forces to
seek tactical advantage. Maneuvering means looking for high ground, trying to take the enemy from
its flank, or luring them into a bad position. You have more luck maneuvering on your home terrain.
Charge
Charging is the tactic Orlanthi clans use most, partly because a successful Charge gives the biggest
bonus in the second half of the battle. The intent is to hit the enemy hard and fast and drive them back
in the crucial first seconds of the melee.
Evade
Successfully evading an opponent is tough to pull off, but if you’re successful you may be able to
avoid a battle entirely. If you lose the initial clash, trying to evade will hurt your chances of winning
the battle.
Tracking Your Recent Military History
The War screen keeps track of your last five raids and the last five
raids against you. Here are the codes for the icons in the records:
Sword: a battle you won
Broken sword: a battle you lost
Cow: a successful cattle raid
Empty cow: a cattle raid that turned back because of its target’s
patrols
Blank space: a battle that broke off after the initial clash
If your clan members were taken as
prisoner you can usually free them
with a later successful raid. When
you take prisoners from other clans as
thralls, their clansmen have a similar
chance of freeing those thralls with a
successful raid.
The logic applied for the results of raids and cattle raids follow different tracks. The symbol for a
successful cattle raid that avoids a battle is the same regardless of who stole the cattle, whereas the
symbols for full battles pivot on your clan’s success or failure.
War Screen
The War screen allows you to:
• recruit weaponthanes
• build fortifications
• launch raids and cattle raids against other clans
• track the clan’s recent military history
Military Organization
Weaponthanes
Weaponthanes are dedicated warriors whose only responsibilities are to fight, patrol, and guard their
clan-mates from attack, either at home or while traveling through Dragon Pass. The Weaponthanes
recruitment button here works the same as the button on the Clan screen.
The Fyrd, a.k.a. the Footmen
Every Orlanthi man is expected to be able to fight. Many women
choose to do so as well. Every farmer has a spear and a strong hat
and is ready to muster as part of the clan fyrd. Members of the
fyrd do not have horses, they walk to battle, and are therefore
known as footmen. Given enough warning, the entire fyrd will
muster to fight off an enemy raid.
The Short-Call
War Clans have bigger fyrds, Peace
Clans have smaller fyrds. If you don’t
want to change your clan type to
increase your fyrd, go to the Magic
screen and sacrifice for Vinga’s
Fyrdwomen blessing. Female farmers
will take up the practice of arms and
join your footmen in the field. The
penalty is a slight drop in agricultural
productivity and childbirth.
Cattle raids require a quick
Your short-call will start small. To
response, too quick for the
fyrd to muster. Footmen who make it bigger, sacrifice for more War
can quickly arm themselves to blessings. When More Info is chockrespond to enemy aggression full of War blessings, you’ll have
or to launch a quick attack are many more farmers who are ready for
adventure.
known as the short-call. Along
with the ever-vigilant
weaponthanes, the short-call warriors also stand ready to guard traders, emissaries, and explorers.
The Auxiliaries
Auxiliaries are noncombatants (usually but not always women) who accompany the warriors,
cheering them on and supporting them with healing magic. On raids against your steads (but not in
cattle raids against your herds), your auxiliaries will always be present. In full raids against other
clans, you can choose whether you want auxiliaries to accompany your warriors.
Fortifications
Fortifications cost goods to build but do not subtract further goods for maintenance.
Most fortifications reduce the amount of wealth taken from you
when enemies defeat you in battle and plunder your steads. They
also reduce the number of casualties your forces suffer when you
choose Survival as your battle goal (see below). Fortification
effects are cumulative; a stone wall and a ditch are better than just
a stone wall.
Two fortifications have special functions:
A handful of the first clans to enter
Dragon Pass, most of whom are in
the Colymar tribe, settled around
ancient hill forts. The hill forts
provide superior defense, but are
beyond the building capabilities of
present-day clans.
• a watch tower increases your patrol’s chances of spotting raids and cattle raids.
• a stake perimeter offers extra protection against mounted foes.
Raids, Battles, and Bloodshed
When To Raid
During Sea season, the farmers are planting, and may refuse to muster for a raid. When you do
manage to launch a raid anyway, the farmers will have had to ignore some of their work and the
harvest will suffer. On the plus side, your enemies do not expect to be raided in Sea season (or in Earth
season, for that matter) and will be easier to surprise.
In Fire season, the warriors expect to raid and be raided, since the
weather is fine and the crops need little attention. Raiding in Fire
season will increase the morale of your warriors slightly, even if
they get unlucky and lose the battle.
Non-humans and other foreigners
aren’t tied to the same agricultural
cycle.
Every hand is needed for the Earth season harvest, and the fyrd is unlikely to be willing to raid. If they
do, some of the harvest will be left in the field.
Dark season is usually too cold to venture on a raid, though clans which fought Valind in the Great
Darkness know the magic rituals which can make such raiding easier.
Storm season is a fine time for raiding, although the weather changes unpredictably.
Nobody raids during the Sacred Time rituals. It’s far more important to properly perform the
ceremonies that renew the world.
Cattle Raids
Stealing your neighbor’s cows is an ancient and honorable Orlanthi tradition. Ideally, a small group of
raiders sneaks onto another tula and drives home a small herd, unnoticed. In practice, the target clan’s
outer patrol often spots the raiders, and either chases them off or engages in a small battle. If you
never seem to succeed in getting away with the enemy’s cows, you are probably sending too many
warriors.
You can only launch cattle raids against neighboring clans. Cattle raids are quick strikes that attempt
to take advantage of another clan’s lax patrols; the idea is to get in and out without fighting a pitched
battle.
When cattle raiders are spotted by their enemies and forced to fight, the resulting confrontation is
treated like any other battle, with one exception: any plunder seized by the cattle raiders will consist
only of animals stolen from the herd, not goods taken from the steads.
Raids
Raids are determined attacks against a clan’s steads, usually in
search of plunder. Unlike cattle raids, raids always force a battle
with at least some of the defending warriors, even if the raid
manages to slip past the defending patrols.
As with cattle raids, the normal targets for raids are neighboring
clans. But you can also raid feuding clans, no matter how distant.
Raiding options:
Should you ask another clan for help?
Outside of planting and harvest season, a clan that is allied to you
or that owes you a favor may send warriors to help your raid.
These warriors will be a mix of footmen and weaponthanes, and
will demand a share of the plunder if you win. Win or lose you
will owe their clan a favor.
It’s generally not possible to launch
raids against non-human or nonOrlanthi enemies. Their homes are
usually either distant, secret,
incredibly well-defended by Orlanthi
standards, or entirely nomadic.
However, there is a way to force a
fight with non-humans that are your
ancient enemy: the Summons of Evil
ritual. Perform the ritual and prepare
yourself for your ancient enemy’s
assault.
Should you take along auxiliaries?
Auxiliaries inspire your warriors to keep fighting when they would ordinarily flee, then heal those
who are mortally or heavily wounded. Unfortunately, auxiliaries don’t defend themselves well and
can be taken prisoner if your warriors lose the battle.
How many warriors should you take?
The more warriors you take, the better chance you have of winning the battle. As in most other
military situations, a single weaponthane fights as well as 5 footmen. If you take all your warriors on a
raid, other clans may seize the chance and raid your cattle while the herds are undefended.
raid, other clans may seize the chance and raid your cattle while the herds are undefended.
The Structure of Battle
Each battle is divided into two main parts, the initial clash and the melee.
The initial clash is when the two sides size each other up or try to
force their vision of how the battle should be fought onto their
enemy. Your battle tactics are compared to the enemy’s battle
tactics to determine which side gains an advantage in the melee to
come. In most cases, winning the initial clash confers advantages
for the rest of the battle, but does not guarantee victory.
Occasionally one side’s success in the initial clash determines that
the two sides disengage before entering the melee.
Sometimes one of the clan’s leaders
faces a pivotal choice in the middle
of a battle. Your leader’s actions help
determine the results of the battle as
well as the leader’s odds of survival,
your clan’s reputation for heroism,
and the leader’s standing in the clan.
The second part of the battle, the melee, decides the outcome of the fight. Melee begins when the
warriors have moved from missile weapon distance into sword-and-spear range. The melee ends
when one side breaks and runs. If the raider wins the melee, they will take plunder or have a chance of
achieving other objectives. After the melee is resolved, your warleader reports on the battle’s results.
The Tactics Screen
Before each battle, you’ll be given several interrelated options for how you would like your forces to
fight on the Tactics screen.
Your choices include:
• how much clan magic you use in the battle
• whether you pause to sacrifice a cow to Orlanth or Humakt
• whether you use a battle treasure in the fight to come
• your Tactic for the initial clash
• the Objective that your warriors will pursue as their main goal in the melee
Using Magic in Battle
The clan magic you allocated to War rituals during Sacred Time
will be used in every battle in the following year, though you
won’t receive any on-screen reminders of this fact. To increase the
amount of magic on your side in a specific battle, use the slider at
the top of the Battle screen.
The more magic you have on your side in a battle, the better your
chance of overcoming the enemy’s magic in the initial clash. The
side that bests the other’s magic gets a bonus in the melee.
Battle Treasures
If you have one or more battle treasures, a list will be available.
Tap a treasure to choose it; tap it again if you change your mind.
You can only use one treasure per battle.
The main advantage of playing a War
Clan is to start with two points of War
magic ritual during Sacred Time. If
you’d rather not live with the
agricultural drawbacks of life as a
War Clan, consider putting a devotee
of Humakt, Vinga, Urox or Elmal on
your clan ring: if you have at least
one war god worshipper on the ring,
you’ll get an extra point of War magic
ritual in the Sacred Time.
Some battle treasures can be used only once. Most have a chance of breaking when used.
Sacrificing Cows to Orlanth and Humakt
Sacrificing a cow to Orlanth improves your odds of coming out on top in the initial clash.
Sacrificing a cow to Humakt improves your odds of winning the melee, and hence the entire battle.
Sacrificing to Humakt also reduces the effectiveness of the enemy’s auxiliaries.
Sacrifices take time. If your enemy charges or otherwise forces the melee when you are still sacrificing,
sacrifice will have no effect. This also applies to the enemy if you charge while they are sacrificing. All
your warriors participate in each sacrifice, so making two sacrifices takes twice as long as making one.
Objectives
Once the two sides come together in the melee, it is difficult for your leaders to enforce command and
control. Your warriors will fight to attain the overall objective you chose before the battle. Battles
resulting from cattle raids disallow several of these objectives.
Plunder
Plunder is the standard objective, allowing victorious warriors to concentrate on what they enjoy
most: making off with cattle and goods. The larger the plundering force, the more plunder it will seize.
There are a couple of wrinkles to the Plunder objective. For one, cattle raids never take goods; instead,
they seize cattle and occasionally sheep. Second, if starvation is imminent, Orlanthi warriors who win
a full raid will seize food as well as goods and cattle.
Burn steads
Warriors who attempt to burn steads will pass up some opportunities for plunder in order to inflict as
much physical damage as possible on the other clan’s possessions. Stead burning is a ferocious insult.
Even when you don’t succeed in burning another clan’s steads, they’ll probably hate you for trying.
But if you do manage to burn an enemy’s steads, they’ll have fewer resources to devote to making war
against you.
Kill as many as possible
To soften up an opponent, or just to show them that you hate them, direct your warriors to try to kill
as many of the enemy as possible. If victorious, your warriors will pass up some of their opportunities
for plunder in order to kill more of the enemy. In a losing fight your warriors will also inflict more
casualties, though they may also suffer more as a consequence of their bloodlust.
Seize land
If your clan is adjacent to another clan’s tula, you might be able to drive them off some of their land.
This is not easy — odds are that your efforts will fail even if you win the battle.
While it may sometimes be useful to seize territory, winning the game depends on influence, not conquest.
Take captives
Prisoners taken in battle can be ransomed, freed, turned into thralls, or killed. Ransoming prisoners
provides you with goods. Freeing prisoners makes the other clan less likely to raid you in the future.
Thrall-taking clans will certainly want to consider keeping prisoners as thralls, though their own
thralls may grow restless when members of enemy clans or non-Orlanthi prisoners are pressed into
servitude. Killing prisoners is always an option. Not a great option, perhaps, but it makes sure that
these particular enemies won’t be back to raid you again.
Survival
If you are heavily outnumbered, keeping your warriors alive might be your best bet. Survival works
even better when you have good fortifications. But be warned: choosing Survival means that your
warriors are concentrating on making a shield wall and staying alive, not on winning the battle or
preventing the enemy from plundering your tula.
Tactics
Your choice of tactics determines the initial clash of the two forces. The four possible tactics are
Skirmish, Maneuver, Charge, and Evade.
Skirmish
Hurl slingstones, throw javelins, and fire arrows at the enemy for as long as possible, trying to inflict
maximum casualties before the melee. Skirmishing is also a useful tactic if you do not wish to press the
fight but are unwilling to choose to Evade. If your opponent also opts to Skirmish or Evade, your
forces will never come into contact.
Maneuver
Orlanthi troops don’t practice marching in formation, but it is possible to maneuver your forces to
seek tactical advantage. Maneuvering means looking for high ground, trying to take the enemy from
its flank, or luring them into a bad position. You have more luck maneuvering on your home terrain.
Charge
Charging is the tactic Orlanthi clans use most, partly because a successful Charge gives the biggest
bonus in the second half of the battle. The intent is to hit the enemy hard and fast and drive them back
in the crucial first seconds of the melee.
Evade
Successfully evading an opponent is tough to pull off, but if you’re successful you may be able to
avoid a battle entirely. If you lose the initial clash, trying to evade will hurt your chances of winning
the battle.
Tracking Your Recent Military History
The War screen keeps track of your last five raids and the last five
raids against you. Here are the codes for the icons in the records:
Sword: a battle you won
Broken sword: a battle you lost
Cow: a successful cattle raid
Empty cow: a cattle raid that turned back because of its target’s
patrols
Blank space: a battle that broke off after the initial clash
If your clan members were taken as
prisoner you can usually free them
with a later successful raid. When
you take prisoners from other clans as
thralls, their clansmen have a similar
chance of freeing those thralls with a
successful raid.
The logic applied for the results of raids and cattle raids follow different tracks. The symbol for a
successful cattle raid that avoids a battle is the same regardless of who stole the cattle, whereas the
symbols for full battles pivot on your clan’s success or failure.
Magic Screen
The Magic screen lets you:
• sacrifice to the gods for their blessings
• sacrifice to the gods to learn their myths
• perform heroquests
Blessings: the Basics
The deity list uses these icons to show
the current temple size:
blank - no temple built
- shrine
- temple
- Great Temple
- The flame shows that you
sacrificed within the last year.
Clans that sacrifice wisely for blessings can improve all aspects of
their existence. The gods on the Magic screen are the major
supernatural powers of the Orlanthi pantheon. There are other
gods and other blessings, but gods like Minlister (god of brewing
beer!) and blessings such as Cheese-Making (from Uralda, the
cow-goddess) aren’t relevant to the road of kings, and therefore fall below the scope of this game.
Heroquests: the Basics
Heroquests are journeys into the timeless world of the gods. The quester assumes the identity of a
deity and attempts to recreate the deity’s mythic actions. If the quester succeeds, he can harness huge
supernatural powers for the good of the clan. If the quester fails, he risks death and bad consequences
for the clan. Succeeding at a minimum number of heroquests is required to win the game.
Learning Blessings by Sacrificing for Mysteries
Your clan’s sudden emigration to Dragon Pass cut the god-talkers off from much of their former
spiritual power. Reforge your links with the gods by sacrificing to individual deities. Sacrifice for a
god’s mysteries will either reveal knowledge of one of the god’s blessings or increase your
understanding of one of the god’s sacred myths. Spending magic on Mysteries rituals in the Sacred
Time helps your first few sacrifices for Mysteries each year.
You can see a summary of the blessings you know on each screen’s More Info page.
Shrines, Temples and Great Temples
Once you learn a blessing, you can either build a shrine to gain the blessing on a permanent basis, or
sacrifice to the god again to gain that blessing for a year. Once you know two blessings for a particular
deity, you can build a temple and gain those blessings year-round. When you know three or more
blessings for a particular deity, you can build a Great Temple. A Great Temple gives you three
permanent blessings, improves your reputation, and gives you an extra point of magic every year.
When you gain a blessing, it will be available in the Sacrifice
dialog and usually the temple. A blessing connected to a shrine or
temple will stay on until you change blessings or something
happens to the temple; a blessing you sacrificed for will stay active
for a year, then go off. With a couple of exceptions, sacrificing for
a blessing when it is already in effect does not add to its potency.
(You can also see a summary of active blessings on each screen’s
More Info page.)
We often use the word temple to refer
to any shrine, temple, or Great
Temple. We’ll use the specific term
when we need to be specific, but
temple is the generic term for any
god-house.
Building Temples & Temple Maintenance
Use the Build button to create a shrine or temple for a god whose blessings you know, or to reduce
that god’s temple if you no longer wish to support it. Your advisors will remind you that shrines and
temples require annual sacrifices of goods and cattle. If you have too many temples, your clan will be
spread too thin to support them all. If you can’t support all your temples in the Sacred Time, one of
them will be reduced for you.
Sacrifice
Sacrificing to the gods on the Magic screen doesn’t always succeed. Your basic chance of success
depends on your ring’s highest Magic skill. There are many other factors, a few of which are listed
below:
Size: Most gods accept both cattle and goods equally happily. Sacrificing fewer than 7 cows worth of
cattle and goods hurts your chances. Sacrificing double or triple that amount greatly increases your
chance of success.
Worshippers: Your sacrifice is more likely to succeed if at least one member of the clan ring is a
devotee of the god you are sacrificing to.
Clan magic: The higher the current magic, the greater the chance of success. A low magic pool is bad
luck.
Treasures: A few treasures can aid sacrifices.
Omens: When a Sacred Time omen suggests sacrificing to a particular deity, you can expect sacrifices
to that god to have a better chance of success.
Special Cases:
Mysteries: As mentioned above, sacrificing for Mysteries works much better when you first spend
magic on Mysteries rituals in Sacred Time. This effect decreases each time you sacrifice for Mysteries
in a given year.
Divinations: Divinations, such as those performed to Lhankor Mhy and the Ancestors, are cheap: they
do not require you to sacrifice as much for a good chance of success.
Human Sacrifice: Most clans performed some form of human sacrifice during the Great Darkness, so
the gods will accept sacrificed thralls. In purely mechanical terms, sacrificing a thrall has the same
effect as sacrificing ten cows. But times are not nearly as bad as they were during the Great Darkness,
and human sacrifice is regarded as the sign of a desperate clan.
The Gods and Their Blessings
Ancestors
Many of our ancestors still keep watch over the clan, even long
after their death. None of the ancestors have the power of a god,
but their collective benevolence is vital to the clan’s magic.
Divination
There are two standard questions you can pose to your ancestors:
Several deities have blessings
available only through sacrifice. The
most useful of these are from Chalana
Arroy. Other gods with sacrifice-only
blessings include Eurmal, Malia,
Maran Gor, Lhankor Mhy, and the
Ancestors.
• Is the clan suffering under any curses?
• Are there any treasures to be found on the tula?
Protection
Being spirits themselves, the ancestors can provide protection against hostile spirits, including those
sent by enemy shamans.
Summons of Evil
Orlanth himself used this ritual to draw his foe to him so he could defeat it. The Summons of Evil
draws some aspect of your ancient enemy upon you. Defeating your enemy gives you other clans’
respect, and may give magical benefits.
Barntar (BARN-tar)
The son of Orlanth and Ernalda, Barntar the Plowman is the most important god to those who till the
soil.
Plowsong
This blessing gives each ox additional strength and stamina,
reducing the number of oxen you need to plow your fields.
Of Barntar’s blessings, Plowsong is
useful when your cattle herds are in
bad shape and you can’t muster
enough oxen to plow the fields
properly. Vigor helps more often,
Vigor
This blessing keeps your farmers from tiring, letting them work
longer and harder.
reducing the number of farmers you
need to tend the crops and herds.
Chalana Arroy (chah-LAH-nuh a-ROY)
Chalana Arroy is the goddess of healing, and one of the Lightbringers. Her god-talkers wear a green
sash, and are sworn to nonviolence. She is not impressed by sacrifice that unnecessarily spills blood.
Curing
This blessing restores the sick to health. If it’s an ongoing blessing from a shrine or temple, it hastens
the normal recovery rate. Unlike most blessings, it can be performed as a sacrifice even when you have
the blessing from a shrine. Performed as a one-time sacrifice, it will cure people immediately. The
larger the sacrifice, the more will be cured.
Healing
This blessing heals the wounded. If it’s an ongoing blessing from a shrine or temple, it hastens the
normal healing rate. Unlike most blessings, it can be performed as a sacrifice even when you have the
blessing from a shrine. Performed as a one-time sacrifice, it will heal people immediately. The larger
the sacrifice, the more will be healed.
Hope
When times are bad, Chalana Arroy improves the spirits of those who are most troubled: the farmers,
the warriors, or the clan as a whole.
Resurrection
One of Chalana Arroy’s amazing powers is the ability to restore
the recently dead to life. The circumstances of death or the magical
affiliation of the deceased can prevent this. Humakti, for example,
are pledged to the god of Death, and can never be resurrected.
Unlike more common sacrifices, Resurrection expends a great deal
of the clan’s magic.
Resurrection requires a relatively
whole body that is still close to its
severed spirit. If you’re going to try to
resurrect a dead leader, don’t dally.
Take the first chance you get or it will
be too late.
Elmal (EL-mahl)
Elmal is god of the sun and has a special affinity for horses. He befriended Orlanth, and was adopted
into the Storm Tribe. He served Orlanth loyally, staying behind to guard what was left of the world
while Orlanth went on the Lightbringers Quest. A few clans worship Elmal as their main god,
initiating boys into manhood with Elmal’s mysteries instead of Orlanth’s secrets.
Horsefriend
This blessing reduces horse mortality rate, effectively increasing the size of the herd.
Shield
Elmal’s brightly polished shield can protect your weaponthanes from injury and death in battle.
Steadfast
Improves your chances of winning battles when you are defending your home tula.
Sun
Improves the yield of all crops.
Ernalda (er-NAHL-duh)
Ernalda is the great goddess of the earth, and Orlanth’s wife. She heads a pantheon of agricultural
deities and household spirits. She is worshipped by most women. Some clans consider Ernalda their
most important deity, since she orchestrated the creation of the first tribe.
Bless Children
Increases the number of children born each year.
Bless Crops
Although this blessing helps all crops, it has the best effect on barley, Ernalda’s favorite plant.
Preserve
This blessing reduces the amount of stored food which spoils every year.
Swine Blessing
Increases the number of piglets born each year.
Eurmal (YUR-mahl)
Remember, pigs — and all your herds
— are included in your clan’s Cows
value. So increasing pigs increases
Cows.
Eurmal is the Trickster, always causing trouble. But he is also one
of the Lightbringers, and helps bring about change in the world. Orlanthi clans do not build shrines to
the trickster, so his blessings are only available through sacrifice when you have a Trickster on the
ring. Eurmal is not as picky as the other deities, and often responds well to small sacrifices the other
gods wouldn’t touch.
Bless
The Trickster’s blessing can help the clan, though it’s hard to predict how.
Curse
The Trickster’s curse will cause another clan some nasty trouble.
Humakt (HOO-makt)
Humakt was Orlanth’s brother, but severed himself from his kin.
He is still worshipped as the deadliest war god.
Battle Luck
This blessing improves your odds of winning any battle, even if
you are otherwise entirely outmatched.
If you choose not to obtain War
blessings, and then make war against
other clans, they may well use War
blessings against you.
Morale
Improves the ability of your warriors in battle, helping them inflict more casualties on the enemy.
Oath
Humakt is the god of Truth and of oaths. This blessing helps convince other clans of your sincerity and
strengthens your alliances.
Truesword
Humakt’s weapon is the sword. This blessing allows your weaponthanes to fight twice as effectively.
Issaries (IS-sar-eez)
Issaries is known as the Talking God, because his blessings help speakers ranging from storytellers to
traders to poets. He is widely worshipped as the god of trade and as one of the Lightbringers.
Market
This blessing makes your market more profitable, and lets you support an additional trading partner
(unless the Trading blessing already allows one).
Silvertongue
This blessing helps your traders and negotiators.
Spare Grain
This blessing is associated with Issaries’ son Harst. It provides extra food each year, allowing your
farmers to profit with many small barters of their own that are not controlled by the clan ring.
Trading
This blessing helps your trading caravans, and allows one additional trading partner (unless the
Market blessing already allows one).
Lhankor Mhy (LANK-er MIGH)
Lhankor Mhy is called the Knowing God, for he knows all the precedents of the law, and much more.
In Heortland, many of his god-talkers are literate. Lhankor Mhy was one of the Lightbringers.
Divination
Divination is Lhankor Mhy’s stock in trade, and a smaller sacrifice is often answered. There are three
standard divinations:
Attitude: Reports the attitude of another clan’s leadership towards you, as well as whether its
populace holds any hidden grudges.
Strength: What is the battle strength and magic of another clan?
Threats: Who is your worst enemy? Who hates you the most? Another clan? Or one of the inhuman
peoples of Dragon Pass?
Clan Lore
This blessing increases the accuracy of divinations you perform during scenes.
Lawspeaker
By resolving small legal cases and disputes, this blessing helps maintain your clan mood.
Literacy
This blessing helps your god-talkers record your dealings with other clans, thereby avoiding
inadvertent violations of treaties and bargains. Literacy helps you get along better with your neighbors
by avoiding stupid disputes.
Malia (MAL-ee-uh)
Although no clan would worship Malia, Mother of Disease, it’s not unheard of to propitiate her. As
mistress of all illnesses, she is quite capable of curing them, when she chooses.
Curing
This blessing restores the sick to health. It will cure people immediately. The larger the sacrifice, the
more will be cured.
Cause Plague
Malia is always willing to bring disease to another clan.
Immunity
Malia is willing to grant immunity from disease to those who sacrifice to her.
Maran Gor (MAH-rahn GOR)
Maran Gor is Ernalda’s sister. Where Ernalda controls the fertile earth, Maran Gor represents its
powers of destruction. She controls earthquakes and is said to be the mother of the creatures known as
earthshakers.
Blast Earth
Maran Gor can curse another clan’s fields with infertility.
Earthblood
This blessing grants fertility to your crops when people are killed in battle on your tula. Maran Gor
loves blood sacrifices, and accepts the deaths of your own warriors as readily as the deaths of
invaders.
Odayla (oe-DAY-lah)
Odayla, half-brother to Orlanth, is the god of the hunt in all its
forms. He is a good friend with another of Orlanth’s half-brothers,
Yinkin the Alynx god.
Yinkin the Alynx god.
Friend of Yinkin
This blessing ensures that the alynxes pay special attention to the
vermin that would otherwise eat your stored grain.
Sureshot
Helps your hunters hit their prey and bring home more game. It
also helps your skirmishers in combat.
For mythic reasons,
Orlanthi are cat-lovers and
dog-haters. The alynx is a
semi-domesticated hunting
cat that grows as large as a
bobcat.
Tracking
This blessing helps your hunters and trackers locate what they search for.
Orlanth (OR-lanth)
Orlanth proved himself the preeminent god when he cast down Emperor Yelm and led the world
during the Storm Age. When Chaos threatened to destroy everything, he embarked on the
Lightbringers Quest to save and remake the world.
Lightning
Orlanth’s lightning dances among your warriors in battle, inflicting more casualties upon your
enemies.
Rain
Orlanth’s gentle rains improve the yield of all your crops.
Thunderstone
This blessing, used on stones cast by your slingers, makes your skirmishers more effective in battle.
Woad
This blessing lets your clan war paint protect the footmen from wounds and even death in battle.
Uralda (oor-AL-duh)
Uralda is a daughter of Ernalda and the mother of all cattle.
Calf Blessing
This blessing increases the number of calves born to your cows.
Milk Blessing
This blessing brings more milk to your cows’ udders.
Urox (OOR-ox)
Orlanth’s unruly brother is also known as the Storm Bull and the Cleansing Wind. He is fanatically
devoted to the fight against Chaos.
Berserker
Urox is prone to fits of destructive rage, which can be useful on the battlefield. You may win battles
you would otherwise have lost, but both sides will suffer more casualties.
Sense Chaos
Urox is keenly aware of the approach of evil Chaos. By sensing small outbreaks of Chaos, he can ward
off its more dangerous manifestations.
Smite Chaos
Soon or later you have to confront Chaos. This blessing aids every such battle.
Vinga (VING-gah)
Vinga is a granddaughter of Orlanth. She travelled widely during the Darkness, protecting women,
serving her king, and showing that women could flourish on the field of battle.
Fyrdwomen
This blessing gives many of the clan’s women the confidence to take up arms. You gain more warriors
for the fyrd but suffer a penalty for childrearing.
Pathfinder
Vinga guides your explorers’ steps, helping them return home safely and quickly.
Several deities do not start on your clan’s list of worshipped deities; you will have to persuade them to
bless your clan during the game. One is important enough to mention here. The others you may find
through exploration.
Kero Fin (KERR-oh FIN)
The great mountain, Orlanth’s mother, occasionally known as Wintertop. As the symbol of the union
of Earth and Air, Kero Fin provides behind-the-scenes supernatural aid to would-be unifiers of
Dragon Pass that is much greater than her relatively minor permanent blessing.
Maternal Ward
Prevents children from getting sick.
Heroquests
Learning how to do the Quest
The basic information on each myth is available on the Lore
screen. To attempt a heroquest, your clan needs to know the
details of the quest’s associated myth. The game shows when you
have sufficient knowledge of a myth: the myth acquires a mark ⊝
on the Lore screen to show that you’ve learned the details (or ⊜ if
you know additional secrets). Read the myth to discover the best
way to win the quest. Not all myths have heroquests associated
with them.
Four myths have another level of
knowledge, secrets that give you a
bonus to complete their quests: The
Making of the Storm Tribe, Ernalda
Feeds the Tribe, Elmal Guards the
Stead and Uralda’s Blessing. These
deeper secrets appear as shaded text
in the myth and are marked on the
Lore Screen with ⊜ beside their titles.
Succeeding with Quests
Worshippers
Heroquests are major undertakings. All the adults of your clan help prepare the quester, donating as
much of their personal magic and worship as possible. The larger the number of people supporting the
quest, the more likely it is to succeed. You can ask allies or clans that owe you a favor to send
supporters. When you’re in a tribe, your quester enjoys a great deal more support when you ask for
helpers from the tribe.
You need to prove yourself to the gods and the other clans with
successful heroquests in order to win the game. Winning the Short
Game requires you to perform the Making of the Storm Tribe
quest, then succeed at three more heroquests in the ten years after
you have attained kingship of your tribe. Winning the Long Game
requires the Making of the Storm Tribe quest and seven
subsequent successful heroquests.
While the quester bears the brunt of
the responsibility to perform the
heroquest, sometimes the
worshippers back home get an
opportunity to help. This can
significantly improve the odds of
success.
The Quester
The game selects the quester it thinks has the best chance of success. Criteria include the quester’s god
(Orlanth worshippers have a much better chance of succeeding at an Orlanth quest than at the Elmal
quest, for example) and skills (primarily Combat, Magic, and Leadership, though specific quests test
all the other skills).
If you’d like to choose a different leader to attempt a quest, that’s your prerogative. You’ll want to
know that…
• Men can’t attempt the Ernalda or Uralda quests.
• Humakti are forbidden from performing the Chalana Arroy quest.
• Female worshippers of Issaries or Humakt can attempt their god’s heroquests with no penalties, as
can male worshippers of Chalana Arroy. The text and art will often look strange since the female (or
male) quester will be assuming the male (or female) god’s role.
• Vinga-worshippers can perform any Orlanth quest as if they were Orlanth-worshippers.
Sacred Time Rituals
Before you attempt a heroquest, it’s a good idea to allocate magic
to Quest rituals in the Sacred Time. The Quest rituals will often
make the difference between success and failure, but they only aid
the first heroquest you attempt each year. Attempting multiple
heroquests in the same year is extremely risky.
Recall that a worshipper of Eurmal on the ring gives you the
chance to spend an extra point of magic on Quests.
Clan Magic
High clan magic gives a better chance of success. Negative clan
magic hurts your chances.
The first step in a quest is to cross
over to the Other Side. The entire
clan participates in sending the
quester from the world of Time into
the timeless Godplane. Sometimes
your quester will fail to make the
transition, burning your Quest magic
for the year to no effect. To increase
the chances of success in crossing to
the Godplane, make sure your ring
includes a leader with high Magic
skill.
Benefits of Heroquests
Each of the nine heroquests provides a number of benefits
appropriate to the individual deity’s powers. You select the
benefit you’re aiming at before your quester crosses over to the
Godplane. In addition, succeeding with any heroquest increases
your clan’s reputation and provides a basic magical benefit
corresponding to the quest. These basic benefits generally last
three years (unlike the specific benefits you choose, which are
often permanent). The basic benefits are never cumulative, so
performing the same quest twice in a three-year span won’t get
you double the benefit, though it could provide you with two
specific benefits.
You can perform quests more than
once. To win the game, however, you
must succeed at three (Short Game)
or seven (Long Game) different quests
after forming a tribe. Performing the
Making of the Storm Tribe quest
again after you receive the Ten Year
Ring in a short game will count as
one of those quests.
Basic Heroquest Benefits:
Chalana Arroy Heals the Scars: Reduces rate of sickness and disease.
Elmal Guards the Stead: Lessens the threat of Chaos; provides horses if our horse herds are too small.
Ernalda Feeds the Tribe: Aids cattle fertility, grain yield, and farmer productivity.
Humakt the Champion: Five of your warriors fight as well as six of your enemies.
Issaries the Conciliator: Reduces the threat of banditry.
Lhankor Mhy Finds the Truth: Bonus in situations involving Custom, Mystery, and Divination.
Making of the Storm Tribe: Bonus in situations in which you’re trying to persuade others.
Orlanth and Aroka: Prevents drought, gives your warriors a bonus in battle.
Uralda’s Blessing: Increases cattle fertility and reduces cattle diseases.
Mythic Hints
Just knowing what to do doesn’t
Many — but not all — choices in a heroquest correspond to
mean your quester can succeed at
elements of the myth. At these points, you can tap the Mythic Hint what it originally took a god to do.
button to see the choice that best matches.
The previously-trodden paths are
You only get one hint per quest. You’ll get an extra hint for the
quest associated with your main deity — your quester is
presumably very familiar with the story.
easier, however.
Map Screen
The Map screen shows you how much of Dragon Pass your explorers or emissaries have visited
at least once.
Tap the checkboxes next to the map to hide or show clan names or tribal borders.
Scroll or zoom the map using the usual gestures.
Exploring
You can learn more about Dragon Pass by sending clan members
to explore your own lands, and the lands of Dragon Pass. Tap the
Explore button to send out an exploration party.
Choosing Exploration Leaders
At some point in the game, you may
be advised to make a pilgrimage to
Kero Fin, the holy mountain who is
Orlanth’s mother. To make a
pilgrimage, send an exploration
party!
Exploration is fraught with risks. The leader chosen for you stands
the best chance of success. If you want to choose a different leader
for the exploration party, consider this: successful explorers have
high Combat and Bargaining skills. Worshippers of Vinga and Issaries make better explorers because
of their gods’ emphases on travel and movement. To a lesser degree, worshippers of Odayla make
good explorers because of their familiarity with the wilds.
As with trading missions and emissaries, ring members, thanks to their support from the clan magic,
will have more success than non-ring members of equal ability.
Assigning Guards
Like emissaries and traders, explorers can fall prey to bandits and other enemies. Unlike trading
missions, weak exploration parties can disappear without a trace in the untravelled and unknown
parts of the land. The more warriors you send, the less likely your explorers are to fall prey to such
ambushes. As in most military situations, each weaponthane counts as five footmen.
The Exploration Cross
Tap the map and the exploration cross will move there, to show where your party is headed.
Exploration missions take the most direct route to their destination; they do not follow any contours
on the map.
Exploration Speed
Fast missions are slightly riskier and do not map as much terrain, but they return sooner. Normal
missions are safer, but take slightly longer. Slow missions are even safer, take a lot longer, and map
slightly more terrain.
Familiar vs. Unfamiliar Terrain
When you have explored an area at least once, it will be shown in greater detail on your map. This
does not necessarily mean that your explorers have discovered that region’s deepest secrets or that it is
now safe for future explorations. You can explore familiar regions many times; odds are you’ll find
something different almost every time.
This even goes for your own clan tula. To explore your home tula,
tap the Explore button, then send the Exploration mission without
moving the cross off its starting position. Your explorers will poke
around your land and quite possibly find something you hadn’t
known about before. Exploring your home tula is safer than
exploring outside the tula.
Under unusual circumstances, the
starting position won’t quite match
your clan name. As long as you don’t
move the exploration cross, the game
knows you’re exploring your tula.
Geography
As your explorers stumble across Dragon Pass’s various lands, labels corresponding to those areas will
appear on your map, guiding future explorations.
What You Haven’t Found Will Hurt You
Behind the scenes, explorers help suppress bandits, Chaos monsters, and other nasty denizens of
Dragon Pass. If you go several years without exploring, you increase the risk that your clan will fall
prey to Chaos or other foes.
Sending an exploration party into unknown territory at least once a year will maximize your clan’s
chances of survival. Once the map is mostly known to you, sending one exploration party per year
into familiar territory (outside your tula) will continue to keep bandits and inhumans at bay.
Lore Screen
As you will have gathered, this is the place to look for myths, stories on the history of the world
and your clan, and notes on Orlanthi culture. The myths and histories are illustrated.
We have already discussed the myths’ relation to heroquesting.
Some myths are not associated with a particular in-game heroquest. The most important of these is the
Lightbringers myth, a cycle of seven connected myths.
If you’re confused about the meanings of certain terms, the powers associated with the runes, or the
origins of the clan, see the notes on Culture.
The Map included as one of the Culture notes shows the immediate surroundings of Dragon Pass in
the world of Glorantha. Your clan lives somewhere just to the southeast of Kero Fin, the mountain also
called Wintertop. You know little of the outside geography shown on the map.
The clan’s previous home was in Heortland, to the south and east. On an island just off the map is the
City of Wonders, the magical home of the Pharaoh, the enemy who drove your clan north. The line
above Heortland is the Cross Line, a magical barrier the dragons erected after the Dragonkill War. For
centuries, the Cross Line killed any humans who tried to return to Dragon Pass.
Saga Screen
The saga is your history of the clan’s years in Dragon Pass. Often this history will omit personal
details or less significant aspects of events, so the saga is not a detailed record of everything that
occurs during the game.
The Lore entry at the top of the saga shows your clan’s God Time
history from the starting questionnaire, and can come in handy
when you want to refresh your memory of your starting choices.
During play, you can flip to the saga to see if the Sacred Time
omen for the year suggested any course of action that you have
forgotten in the press of events. The year’s omen will be
conveniently located at the top of the current year’s saga.
To share or save the saga of a particularly enjoyable game, tap the
envelope icon at the top of the Saga Screen and e-mail it to
yourself. (You’ll need to have a valid account set up on your
device, otherwise the button won’t appear.)
KoDP saves the game every year,
right before Sacred Time. The Saga
Screen lets you pick a year to replay
from. Scroll down for the Restore
button.
The clan saga is also available within
interactive scenes, by tapping the Info
button. You won’t be able to restore
or e-mail, however.
Controls Screen
While you can control overall sound volume using the buttons on your device, the Controls
screen lets you decide whether certain sounds are played at all. Background Music plays in the various
management screens. Adventure Music is associated with the various crises. And Sound Effects relate
to dialogs.
Tap New Game to start over from scratch. Once confirm this, there’s no way to return to the current
game.
If you have a Facebook account, you can post to your wall. (KoDP will never post on its own.)
Even if you don’t have an account, you can visit the developer’s page.
If you have a Twitter account, you can tweet your progress. (KoDP will never post on its own).
Even if you don’t have an account, you can see tweets relating to the game.
If your device supports Game Center, you can view or reset your achievements.
The Tribe
You can play KoDP for a long while without winning or losing. Eventually, however, if you don’t win,
you will lose.
You’ll know you are on the right track in either the Short Game or the Long Game when it becomes
possible to form a tribe. Prophecies and crises will make it clear when and how to go about starting a
tribe. Tribeless clans in your area aren’t going to come to you about starting a tribe, you’ll have to
prove yourself to them and convince them to join together.
There are two prerequisites for starting a tribe: Kingship and the Making of the Storm Tribe heroquest.
Kingship
Kingship is a reputation for noble, generous and daring actions that would have suited Orlanth
himself. In practice, the two common methods of gaining such a reputation are heroic acts and kingly
generosity.
Heroism
Heroic acts include slaying monsters, defeating enemies, uniting many clans against a terrible foe, and
successfully performing heroquests. Clans that never dare great things fail to live up to Orlanth’s
example.
Kingly Generosity
When another clan comes calling for repayment of favors or help
against supernatural menaces, generosity will spread your clan’s
reputation for behavior befitting a king. Generous gift-giving by
your emissaries can also improve the clan’s kingly reputation.
One other type of action can
sometimes hurt your clan’s reputation
for kingship: actions that run counter
to tradition.
To keep rough track of how your clan is perceived as potential monarchs, the Sacred Time recap
screen provides a Kingship indicator showing how your clan ranks. Before you succeed in making a
tribe, the low end of the scale is for clans that conduct themselves like stickpickers and the high end of
the scale is for clans that conduct themselves like kings. The scale and names for the ratings change
once you’ve succeeded in making a tribe, but the principle remains the same.
The Making of the Storm Tribe Heroquest
One good way of increasing your kingship in a hurry is to succeed with a heroquest — any heroquest.
But if you want to form a tribe and win the game, you must duplicate Orlanth’s mythical feat of tribecreation and perform the Making of the Storm Tribe quest.
Tribe-making Negotiations
Once you succeed at the Making of the Storm Tribe quest and proved yourself as a kingly clan, you’ll
start getting chances to put together a tribe. If you choose to ignore them all…well…you’ll lose.
Negotiations with the clans in your area will be the first order of
business once the tribe-making process gets rolling. You can set
yourself up for success by establishing good relations with most of
your neighbors earlier in the game. It’s fine to have a couple of
hated feud clans to use for sword-practice, but if you’ve made
yourself a royal nuisance to each of your neighbors, you may
never become a royal presence.
To increase your odds of success,
start each negotiation by offering gifts
to the other chief. They won’t always
be accepted outright, but even
reciprocal gift-giving will soften the
other clan’s attitude towards you and
make it more likely that you will
succeed. In some cases, successful
gift-giving greatly increases your odds
of success.
In order to talk other clans into joining the tribe, you will have to
make promises about the good things that the tribe will do for
them. Clans that are already your friends will be much more likely
to listen to your entreaties; an ally who trusts you already may require only one promise whereas a
clan that distrusts you may not be satisfied after three.
The negotiations require a delicate balance. If you promise too
little, other clans will turn you down. Bigger promises make it
You needn’t entirely discard the idea
of inviting feuding clans into your
more likely that a clan will join the tribe. Pay careful attention to
your ring’s different angles on the correct course of action. Your
advisors aren’t likely to present a unified front, they’re different
people after all, so you’ll have to choose a path from their mixture
of signals.
If your first tribe-making attempt fails, don’t despair, you’ll get
another chance. Don’t relax too much, either, because your second
chance may be your last.
Tribe Size
tribe. If you succeed in bringing the
tribe together at its confederation
moot, all feuds within the tribe will
be settled. Your former enemies still
might not like you much, but if you
treat them better in the future you
should be able to prevent a feud from
starting up again. And yes, it’s
perfectly possible for new feuds to
start up inside your tribe. The tribe
provides alternative frameworks for
settling disputes but it doesn’t entirely
overshadow clan-based interactions.
You need at least three other clans to form a viable tribe. More is
usually better. The bigger your tribe, the stronger it will be,
particularly in relation to military adventurism by other tribes. On
the other hand, the bigger the tribe, the more likely it is that you will have made many difficult
promises during the tribe-making negotiations.
Tribal Politics & The Game of Kings
Once you’ve succeeded in establishing the tribe, the clans will
come together to choose the first king. Only a few of your leaders
are viable candidates: your chief, your warleader, your
lawspeaker, your best hunter, your best farmer, and the leader
with the highest score in each of the seven skills (although often
such people have already qualified as candidates by occupying
some of the previous positions).
Like clans, tribes use special magical
items to focus their magic and
collective spirit. Unlike clans, tribes
often use actual magical treasures as
part of their regalia. There’s no simple
way to manage the tribal regalia, the
magic forces involved are beyond the
control of the god-talkers.
To win the game, you need to have one of your leaders chosen as the king or queen. But this does not
necessarily mean that you need to win the first election. If you are unable to become the first king, you
will have other chances later in the game when the current king dies or steps down.
Things that Change in a Tribal Game
The tribal game isn’t a complete departure from the clan-level
game, but there are several significant differences.
• Sacred Time Magic
• Raid targets
• Tribal favors
• Conflicts within the tribe decided by moots
Sacred Time Magic
Forming a tribe gains you access to two new types of Sacred Time
ritual: Destiny and Heroism.
The king bears the crown of the
Mastery rune. If you wish, you can
choose to keep the king off your clan
ring. This is not a good idea: tribal
mood, clan mood, your magic and
several other things will suffer… but if
the king is removed from the ring
somehow, that alone won’t cost you
the game.
Destiny: Putting magic into Destiny will help you in tribal politics, particularly the tribal gatherings
called moots that settle disputes. It also helps you when you are on the way to winning the game.
Heroism: Heroism increases the abilities of your clan leaders. You can influence which leaders will
benefit most from Heroism by selectively building up your shrines and temples; preference for
Heroism bonuses goes to leaders devoted to the gods which the clan has supported with the largest
temples.
Raid Targets
You can’t launch raids against tribe-mates unless you are also
feuding with them, except in very rare circumstances. You can still
send cattle raids against your tribe-mates. The Orlanthi opinion of
cattle raiding is that everybody does it, it gives the young warriors
a chance to prove themselves and it keeps warriors ready for real
battles.
Long-distance raids take the quickest
and safest path to attack their foe.
That path can change depending on
weather, patrols set up by the target
clan and other clans, omens from the
gods, and the war-leader’s hunches.
There’s no one obvious path between
two clans, particularly when you’re
But, taking advantage of your tribe’s larger base of military
operations, you can now launch raids against distant clans even if trying to elude someone else’s
you are not feuding with them. Now you can raid every clan that’s patrols.
not in your tribe and they, of course, can raid you too.
Tribal Favors
Before you put together a tribe, clans only came asking for cows and food and magic when you owed
them a favor. Being in a tribe changes the rules. Now your tribe-mates may ask you for a favor in
advance, promising to owe you a favor in the future. If you’re the king of the tribe, expectations of you
will be even higher. Having other clans indebted to you is not a bad thing. And if times get hard for
your clan, you can ask tribe-mates who don’t owe you anything for a favor.
Tribal Moots
If two clans within the tribe cannot settle a dispute themselves, they can take their cases in front of a
gathering of the full tribe known as the tribal moot. Tribal moots see to it that clans do not have to go
to war to settle disputes within the tribe. Each side presents its case, gives gifts to the leaders of the
other clans, brings warriors to war-whoop during the opponent’s arguments, and hopes that the rest
of the tribe decides to rule in their favor.
Economic Lobbying
War-whooping derives from
Orlanth’s dance in the “The
Orlanthi law is marvelously flexible: it’s amazing how often legal
Contests.”
rulings happen to coincide with the perspective of the clan that
has been the most generous with its gifts. Of course a clan ring
that spends more on gifts than the dispute in question was worth won’t win the praise of its people.
War-whooping
Bringing many warriors to whoop at the moot is another way of
swaying the tribe’s opinion in your favor, but might-makes-right
diplomacy has its cost. If the matter in dispute is not already a
military confrontation, the clan you are arguing against is likely to
take offense if you bring many warriors to the moot. Their
displeasure may not surface immediately, but clans that have
consistently had your fyrd shaking spears in their faces at moots
will eventually find ways to make their displeasure known.
The same could be said of clans that lose all their moots for any
reason. Clans want to believe that the tribe sometimes works in
their favor. If they have evidence to the contrary, they may get
restless.
The Tribe Button and Moot Policy
The Tribe button on the
Relations screen allows you to
see the status of the tribe’s
king, to check the tribal mood,
and to choose your clan’s
standard policy at routine
tribal moots.
The personalities of the clans in your
tribe can affect your tribe’s actions.
Tribes full of warlike clans are more
likely to succeed making war, tribes
full of peaceful-types will be slightly
better at making peace.
How many warriors can you take to
the moot without overtly slighting the
clan you’re in a dispute with? Your
advisors may give you an indication
of how many weaponthanes your
rivals are likely to bring to the moot,
and therefore how many they would
expect you to bring. Remember that
each weaponthane counts as five
footmen. You can usually count on
taking around four weaponthanes or
twenty footmen without offending all
but the prickliest clans. For disputes
that are already somewhat violent,
you might be able to take three or
four times as many warriors. For
disputes which are already bloody
and headed towards war, you might
be able to take the entire fyrd without
raising eyebrows.
Kingship: If another clan has the throne, don’t worry too much, you’ll get another chance at the
kingship in a few years.
Tribal Mood: Tribal mood represents the tribe’s assessment of its past performance and its prospects
for the future. It’s not as important as the clan mood, but for some interactions between tribal
members, it can be key.
Moot Policy: How you judge cases that come before the tribal moot
According to their merits: Worst choice for the amount of goods you’ll receive from the judicial
process, but other clans in the tribe won’t think ill of you.
Support the most generous party: Best choice for receiving big gifts, but each year a random clan in
the tribe will be irked by your behavior.
Support your friends: Second worst choice in terms of the gifts you’ll receive. Your friends will like
you more and more, clans that already dislike you will hate you.
Support those who think ill of you: Second best choice for gifts. Clans that like you will like you a bit
less each year, clans that dislike you will improve their attitude towards you.
Inter-Tribal Relations
It shouldn’t come as a surprise that relationships with distant
clans and tribes become much more important during the tribal
game. This is especially true of the ending of the Long Game. If
you make war upon every other tribe in Dragon Pass, you may
have difficulties convincing them to join you in creating a
kingdom. This doesn’t mean you have to be nice to everyone, but
remember the second Orlanthi law: No one can survive alone.
To check on which clans are in other
tribes, and who their kings are, go to
the Relations screen and slide the
filter to All Tribes. Within crises and
adventures, tap the Info button for the
same information.
Crises and Adventures
As you go about running your clan, things happen that demand your immediate attention. You’ll
know when you are facing a crisis or adventure because the screen will change, and you will be in a
place where you must make a decision. There are many, many of these stories in the game.
There is no way to duck an event in progress, except by deciding
what to do about it. There is seldom just one right answer to these
events. Some answers will end the situation, others may delay any
consequences for a while, still others will cause more events in the
future. As in other screens, your advisors have their own opinions
as to the best course of action. Despite their opinions, they will
pursue the course of action you set for them. Success depends on
your ring member’s skills, on luck, and on paying attention to
what your advisors have to say about each specific situation.
During crises, choices that ask you to
choose a leader generally begin by
listing the recommended leaders in
the order of their Combat skill. That’s
not necessarily the wisest choice.
Decide for yourself which skill is
called for in special circumstances.
Although you don’t have access to all the detail shown in say the Clan screen, you can review
the most important information by tapping the Info button.
Tap the background image to toggle the parchment and text off and on so that you can see the
art. This also reveals six important values: your herds, food stockpile, total population, goods, clan
magic, and weaponthanes.
Achievements
While the basic goal of KoDP is kingly victory, there are plenty of
other goals. Achievements provide a way to track them (and share
them with your friends). To enable achievements, you must log in
to Game Center. You can do this when the game starts, or use the
Game Center app before launching KoDP.
Your device must support Game
Center. For example, an iPhone 3G
does not.
Achievements include such things as collecting many treasures, winning not only as a king but as a
queen, or exploring every last bit of the map. Some (like becoming Queen of Dragon Pass) are all or
nothing. For others, you can see your progress.
You’ll get a brief on-screen indication when you earn an achievement. You can review your
achievements by tapping the trophy button in the Controls screen, or in the Game Center app.
(You’ll need to be connected to the Internet.)
Note that not every possible achievement will be listed. Accomplishing some achievements may reveal
new ones, while others you’ll simply earn due to story events.
Starting a new game doesn’t reset your achievements — after all, you might want to win both as a
Queen and a King. If you want to start over, you can clear all achievements from the Controls screen.
Each player has their own achievements, so you could also log out using the Game Center app, and log
in as a different player.
General Notes
Getting Started
Try to establish a few trade routes, learn some useful blessings and build shrines or temples to activate
them. Explore the tula, and don’t forget to hire weaponthanes. Send an emissary to give gifts or try to
end a feud.
Tips
Remember that each screen has a More Info side, which shows magic that’s relevant to that screen. It
also has a brief summary of the screen.
Don’t forget to check what your advisors have to say. If nothing else, you can learn a little of their
personality.
Tap the art behind text to see it.
Turns
The game moves forward in time allowing two player-initiated actions per season. Though you will
have crises and situations that come to you, time will pass only when you initiate an action. If you
cannot think of any good thing to do, but want to move the game along, tap the season wheel to force
time to pass.
Saving
KoDP saves the game when things change, so you don’t have to worry about getting interrupted or
running out of batteries. It will reopen to where you were, assuming your device supports iOS
multitasking (and other apps don’t reclaim its memory). If necessary, it will restart before an
interactive scene.
To restore to an earlier point in time, use the Saga screen to choose the end of a year to go back to.
Tutorial
You’ll only see the tutorial the very first time you play. To get it again (for example, if another player
is using the same device), you can reset Game Center achievements from the Controls screen.
Winning
The Short Game
To win the Short Game, you need to put together a tribe. Once one of your leaders becomes king or
queen of the tribe, you will have ten years to perform three heroquests. One of these heroquests must
be the quest related to your main deity: Orlanth and Aroka, Ernalda Feeds the Tribe, or Elmal Guards
the Stead. If you’re still king in ten years, and the clans in your tribe think somewhat highly of you,
and your clan has enough cows, you will win.
One warning: once you win the Short Game, you can’t simply keep playing and go for the Long Game
win, your game ends when you win or lose the Short Game.
The Long Game
Put together the tribe, then build up your herds and your leaders. You will need a king or queen who
is made of strong stuff.
Build your reputation while performing the seven heroquests necessary to win the game.
The long game will eventually lead you into a series of adventures where your king or queen tries to
unify all of Dragon Pass.
More About Glorantha
Moon Design LLC publishes more games and books on the world of Glorantha. See their website at
www.glorantha.com.
There’s also a mailing list, a Facebook page, and more. And fans have created over a hundred web
sites related to Glorantha (in various languages). www.pensee.com/dunham/glorantha.html has
Gloranthan information and many links.
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