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%% * BarbarianTribe: The Orlanthi and their various tribes and clans, of course.

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%% * BarbarianTribe: Aside from your Orlanthi, you also have the following near or in Dragon Pass:
** The Telmori are a primitive tribe of werewolves, who will occasionally raid your sheep. Making peace with them is a necessary step once you form a Tribe.
** The Praxians are not one tribe, but a bunch of them to the east in a land called Prax. [[HorseOfADifferentColor They're famous for riding just about any creature that isn't a horse]]. In fact, they see horses as unclean. Animals they ride include llamas, bison, zebras, sable antelopes...
**
The Orlanthi and themselves are a Zig-Zagged example, as while they do enjoy a raid from time to time, they're just as happy tending to their various tribes steads, and clans, of course.hold tradition particularly high.


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** There are also the Broos, creatures of Chaos best described as beastmen [[FaceFullOfAlienWingWong with the reproductive cycle of a Xenomorph]]. If they start showing up in decent numbers (or Urox forbid, spawn from your own cattle), [[CaptainObvious it's safe to say you have a Chaos problem on your hands]].
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Asskicking Equals Authority has been renamed.


* AsskickingEqualsAuthority: The Orlanthi respect combat ability a great deal and determine leaders by individual merit. Orlanth and Elmal are both mighty warriors, and their followers are prime picks for Chief. The unique character Kallyr is the daughter of a penniless outlaw, but her talents (particularly Combat and Leadership) are so phenomenal that she can become your clan's Chief at the age of 14.

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* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: The Orlanthi respect combat ability a great deal and determine leaders by individual merit. Orlanth and Elmal are both mighty warriors, and their followers are prime picks for Chief. The unique character Kallyr is the daughter of a penniless outlaw, but her talents (particularly Combat and Leadership) are so phenomenal that she can become your clan's Chief at the age of 14.
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* FeudingFamilies: One event chain has one of your families start a feud with a family in another clan. It starts with a stolen horse and continues for decades, costing several lives even if you manage to keep the clans as a whole out of it. If the game continues long enough, eventually the great-granddaughters of the original feuders make peace—and then your people start seeing the ghosts of a previous generation ''still fighting.''
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* VideoGameCaringPotential: Towards nobles. And [[EverythingsBetterWithDinosaurs Earthshakers]]. And your people will become immensely happy if you protect them, hold feasts, and win battles.

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* VideoGameCaringPotential: Towards nobles. And [[EverythingsBetterWithDinosaurs Earthshakers]].Earthshakers. And your people will become immensely happy if you protect them, hold feasts, and win battles.
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Derwicked trope


* EverythingsBetterWithDinosaurs: Earthshakers, dinos of the shambling, plant-devouring variety. It pays to be nice to them.

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* AntiFrustrationFeatures: After committing to the endgame event chain, your tribal monarch cannot die of old age.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
** “The Making Of the Storm Tribe” is a hero quest that needs to be done fairly early on when you are unlikely to have a lot of qualified heroes. Fortunately it is also the easiest hero quest in the game, with even a mediocre clan member being able to complete it as long as you answer the choices correctly.
**
After committing to the endgame event chain, your tribal monarch cannot die of old age.
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** In general, this is a dumb idea, even if Orlanth's first law is "Violence Is Always An Option." You're not at the top of the food chain in Dragon Pass, and attempting to oppose the surrounding powers is likely to lead to one of several events labeled [[NonstandardGameOver Clan Destruction]]. Furthermore, to become King of Dragon Pass, you need an ''alliance'', which can't be won by violence.

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** In general, this is a dumb idea, even if Orlanth's first law is "Violence Is Always An Option." You're not at the top of the food chain in Dragon Pass, and attempting to oppose the surrounding powers is likely to lead to one of several events labeled [[NonstandardGameOver Clan Destruction]]. Furthermore, to become King of Dragon Pass, you need an ''alliance'', which can't be won by violence. Remember Ernalda's law: "There is always another way."
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* BuyThemOff: ''Wergild'' is required when someone important is killed. The price in cows depends on the dead person's rank. If the dead person was one of the Ducks, they'll demand ''wergild'' in silver because they have no use for cows in the marshes.
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Trope has been cut by TRS


* SeldomSeenSpecies: Few other fantasy worlds prominently feature duck-men.
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* BirthmarkOfDestiny: Subverted by the two events about Voballa, a girl born to your clan with a prominent birthmark above her right eyebrow. Devotees of Lhankor Mhy soon arrive and claim that Voballa is destined to be a hero because she closely resembles a sketch from an old prophecy. If you allow her to be adopted away, it soon becomes evident that Voballa is quite ordinary, but her new clan is willing to risk killing her in an attempt to draw out heroic potential she doesn't have.
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Crosswicking new trope

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* AncestorVeneration: Your clan ancestors expect you to abide by the choices you (or rather, they) made in clan creation, such as whether or not to take thralls. You can even build them a shrine and sacrifice to them as if they were gods. The ancestors can also show up in person if you please them by following their ways, or anger them by abandoning those ways (or by quoting too many proverbs).
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disambig page, not a trope


* EverythingsBetterWithCows: This being an early medieval society, cattle is used as currency. The more you have, the richer your clan. But if your herd dips below 500, watch out.
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* DumpStat: Clan fertility and children-- while it's hypothetically helpful to have more hands on deck, it comes with quite a few downsides. Children require as much food as anyone else, don't farm, craft, hunt, tend herds, or fight (though the children of hunters and craftsmen tend to become hunters or craftsmen themselves), and they take a decade and a half to become useful. Furthermore, investing in too much human population can backfire as eventually the clan will get too crowded for your tula and a bunch of population will split off to create their own clan-- taking a bunch of cows and silver with them. It's better to negotiate to gain allies and buffing artifacts than to to grow your population in an attempt to overpower your enemies, if that is even possible in the first place.
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moved entry from YMMV to main page since it's more appropriate here

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* HateSink: One of the most annoying events involves a woman known as the Unrepentant Agitator, a foul tempered and shrill lady who complains about everything and will constantly lower the clan's mood every time the event repeats. If you get her married to someone else, she may get divorced and come right back more annoying than ever. The best way to get rid of her is to outlaw her, but then there is a small chance she may stay anyway or make the clan unhappier with her banishment being seen as too harsh.
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* TheAlliance: What your tribe starts out as.

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%% * TheAlliance: What your tribe starts out as.



* BarbarianTribe: The Orlanthi and their various tribes and clans, of course.

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%% * BarbarianTribe: The Orlanthi and their various tribes and clans, of course.
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I don't really see the connection with visual novels, as the presentation of the CYOA events strongly resembles gamebooks and to my knowldge the game's designers weren't even aware of the visual novel genre during development (they were mostly influenced by western tabletop RP Gs). The more general interactive fiction category seems to describe the game better.


The gameplay itself is a strange mix of strategy, [[RolePlayingGames RPG]], and VisualNovel; the usual macromanagement of the clan is spiced by individual decisions of the nobility and story choices made in a {{Gamebook}}-like format. Should Voskandora the war-leader engage her opposite directly using her axe and battle magic, or try to keep herself safe behind her thanes? Should the clan pay the extra five cows worth of goods to try to find a wife for one of the ugly carls? These are all in the player's hand and might have seemingly unrelated long-term consequences.

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The gameplay itself is a strange mix of strategy, [[RolePlayingGames RPG]], and VisualNovel; InteractiveFiction; the usual macromanagement of the clan is spiced by individual decisions of the nobility and story choices made in a {{Gamebook}}-like format. Should Voskandora the war-leader engage her opposite directly using her axe and battle magic, or try to keep herself safe behind her thanes? Should the clan pay the extra five cows worth of goods to try to find a wife for one of the ugly carls? These are all in the player's hand and might have seemingly unrelated long-term consequences.



* GenreRoulette / MixAndMatch: a blend of a resource-management SimulationGame and a VisualNovel, with some RPG elements.

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* GenreRoulette / MixAndMatch: a blend of a resource-management SimulationGame and a VisualNovel, {{Gamebook}}, with some RPG elements.elements. The game's main designer pitched it as a "storytelling strategy game".
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* CoversAlwaysLie: Fighting the Feathered Horse Queen is probably the ''last'' thing you want to do, however cool they made it look on the cover.

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* CoversAlwaysLie: Fighting An unusual example, as the events on the cover ''can'' happen. The thing is fighting the Feathered Horse Queen is probably the ''last'' thing you want to do, however cool they made it look on the cover.cover. [[spoiler: One of the main goals of the endgame and criteria to get the best ending is to earn her hand in marriage.]]

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* HeadInTheSandManagement: A chaos attack event gives you a choice to simply wait until the creature passes your tula rather than attacking it, except that no matter how many times you choose that option the monster would never leave. Instead, the flavor text will mention how you keep waiting while the chaos creature eat your clan children one-by-one until you finally attack it.



* KubrickStare: One of the younger trickster portraits does this.
* HeadInTheSandManagement: A chaos attack event gives you a choice to simply wait until the creature passes your tula rather than attacking it, except that no matter how many times you choose that option the monster would never leave. Instead, the flavor text will mention how you keep waiting while the chaos creature eat your clan children one-by-one until you finally attack it.


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* KubrickStare: One of the younger trickster portraits does this.
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* HeadInTheSandManagement: A chaos attack event gives you a choice to simply wait until the creature passes your tula rather than attacking it, except that no matter how many times you choose that option the monster would never leave. Instead, the flavor text will mention how you keep waiting while the chaos creature eat your clan children one-by-one until you finally attack it.
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* DevelopersForesight: Should your king/queen finished the crown test but died before the marriage, the epilogue will note this too.
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Badass Mustache and Badass Beard are being merged into Manly Facial Hair. Examples that don't fit or are zero-context are removed. To qualify for Manly Facial Hair, the facial hair must be associated with masculinity in some way. Please read the trope description before readding to make sure the example qualifies.


* BadassBeard: All worshipers of Lhankor Mhy have beards. ''All of them.'' If genetics have seen fit to deny them the opportunity to grow beards--for instance, because they're women--that only means they have to make them.
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* SecretCharacter: Explore the Kero fin mountain enough times and you might unlock the shrines for Wind Spirits and Kero Fin herself. Another random event might allow you to build a shrine for local hill spirit called Tarard Riel. Unlocking any of these requires a fair bit of luck however.
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* TheBerserker: One of the blessings Urox can give you is [[ExactlyWhatItSaysOnTheTin Berserker]], which increases your chance of victory but with more deaths and wounds on both sides.
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* WhatTheHellHero: If you sacrifice thralls to [[ActualPacifist Chalana Arroy]] while having her devotee in your clan ring, said devotee will berate you for sacrificing humans to the goddess of healing and quit from your ring.
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* BrutalHonesty: Followers of Humakt are expected to speak bluntly and truthfully, even if it would be undiplomatic in the circumstances.
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* VideoGameCaringPotential: *Towards nobles. And [[EverythingsBetterWithDinosaurs Earthshakers]]. And your people will become immensely happy if you protect them, hold feasts, and win battles.

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* VideoGameCaringPotential: *Towards Towards nobles. And [[EverythingsBetterWithDinosaurs Earthshakers]]. And your people will become immensely happy if you protect them, hold feasts, and win battles.
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Arguably it's more of a prequel, but they're not necessarily in continuity with each other. But it definitely takes place thousands of years earlier, so not a sequel.


The sequel, ''[[VideoGame/SixAges Six Ages: Ride Like The Wind]]'', was released in June 2018.

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The sequel, spiritual successor, ''[[VideoGame/SixAges Six Ages: Ride Like The Wind]]'', was released in June 2018.
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* ISurrenderSuckers: It's possible for a feuding clan to come up to yours and offer reconciliation, only for them to murder your emissaries (which will probably include a few members of your Ring) during the follow-up negotiations. This obviously goes against Orlanthi principles, and you can call on Orlanth or the other clans to punish them for this.
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** Otherwise, this is strongly-discouraged; a key element of success in heroquesting is following the script as closely as possible; deviate and at best, your champion will simply fail in their endeavor and be booted out of the realm of the Gods, with the quest being labeled a failure. At ''worst'', your champion can wind up throwing off the narrative so much that they wind up lost and wandering in the Gods' domains, which will likely end with their death, or [[FateWorseThanDeath something much worse.]] Obviously, this is also considered a failure. Even in the rare cases where ditching the script manages to work out, your clan will have ''serious'' trepidation over what your effective-rewriting of the myths actually foretells.

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** Otherwise, this is strongly-discouraged; strongly-discouragedL a key element of success in heroquesting is following the script as closely as possible; deviate possible. Deviate and at best, your champion will simply fail in their endeavor and be booted out of the realm of the Gods, with the quest being labeled a failure. At ''worst'', your champion can wind up throwing off the narrative so much that they wind up lost and wandering in the Gods' domains, which will likely end with their death, or [[FateWorseThanDeath something much worse.]] Obviously, this is also considered a failure. Even in the rare cases where ditching the script manages to work out, your clan will have ''serious'' trepidation over what your effective-rewriting of the myths actually foretells.

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** Otherwise, this is strongly-discouraged; a key element of success in heroquesting is following the script as closely as possible; deviate and at best, your champion will simply fail in their endeavor and be booted out of the realm of the Gods, with the quest being labeled a failure. At ''worst'', your champion can wind up throwing off the narrative so much that they wind up lost and wandering in the Gods' domains, which will likely end with their death, or [[FateWorseThanDeath something much worse.]] Obviously, this is also considered a failure. Even in the rare cases where ditching the script manages to work out, your clan will have ''serious'' trepidation over what your effective-rewriting of the myths actually foretells.



* PyrrhicVictory: [[spoiler: You can invoke this If your tribe turns against you and you have the Earth Clod, which is essentially a magic weapon of mass destruction that causes a catastrophic earthquake. The rest of the tribe will still successfully dethrone and destroy your clan, but the losses you make with the Earth Clod ensure the other clans are just as beat up as yours which leads to the tribe as a whole to dissolve. This still results in a NonStandardGameOver, so it mainly serves as a way of [[CatharsisFactor getting back at the tribes who turned on you.]]]]

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* PyrrhicVictory: [[spoiler: You can invoke this If if your tribe turns against you and you have the Earth Clod, which is essentially a magic weapon of mass destruction that causes a catastrophic earthquake. The rest of the tribe will still successfully dethrone and destroy your clan, but the losses you make with the Earth Clod ensure the other clans are just as beat up as yours which leads to the tribe as a whole to dissolve. This still results in a NonStandardGameOver, so it mainly serves as a way of [[CatharsisFactor getting back at the tribes who turned on you.]]]]

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