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Six Ages: Ride Like the Wind is the long-awaited follow-up to the cult classic King of Dragon Pass. It is set long before the earlier game, in the mythic Storm Age, and deals with an entirely different group of people — the Riders, or Hyalorings.

The sun god Yelm is dead, and the mighty empire your people once lived in is covered in ice. Your clan has escaped that fate and must now make a home in a new land, populated not only by fellow Riders but by their Wheel cousins and the barbaric Rams—worshippers of Orlanth, Yelm’s murderer.

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Ride Like the Wind is the first of a potential six games, which will allow the player to continue their clan’s story through six ages of Gloranthan history. It was released for iOS in June 2018, and scheduled to come to other platforms the following year. The second game, Lights Going Out, is currently in development for iOS.

The game has a website here.


Tropes in Six Ages:

  • 0% Approval Rating: Nameforgot, a Hyaloring chieftain who was such a terrible leader that his name isn't remembered. Your advisors often bring him up as an example of what not to do.
  • Action Girl: Followers of Osara, the Hyaloring goddess of Action Girls, count as Elmali for most purposes. And most Rider women fight if the clan is attacked. The Ram People also have female warriors, although the Wheels do not.
  • Amazing Technicolor Population: Some, though not all, of the Ram gods are depicted this way. In particular, Orlanth in the game has blue skin, and Ernalda green—very different from their appearances in King of Dragon Pass.
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  • And Now for Someone Completely Different: The protagonists of the game are Hyalorings - enemies of the Orlanthi, and worshippers of the Sun Pantheon. Ride Like the Wind also takes place in the Storm Age, a mythic era long before the events of King of Dragon Pass.
  • Apocalypse How: The Skyfall is a Class 0, causing massive devastation and disruption throughout the valley, but relatively little damage outside it. The ending, however, reminds the player that Glorantha is due for a Class 2 in a few centuries.
  • Art Shift: The game has three distinct art styles: woodcut style for historical events (used during clan creation and in the ending slides), watercolor for the bulk of the game, and a third style for the Gloranthan otherworld (myths, rituals, and other appearances of the gods). Occasionally, characters drawn in the "divine" style appear in "normal" scenes, including a visit from the god Elmal, come to repossess the bones of his deceased herdsman so that he can have them forged into weapons, and the in-game appearance of Cenala, Hyalor's daughter by the elf goddess Aldrya. And secondhand events are sometimes shown in monochrome, like the blue tint of the scene where you first hear of the Daughters of Vingkot.
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  • Barbarian Tribe: The Riders, Wheels, and Rams are all generally considered barbarians by their neighbors.
  • Bittersweet Ending: The God Wars rage on and the Great Darkness is coming, but Beren and Redalda have made peace between the Riders and the Rams, and laid the foundations for the events that will bring about the Dawn Age.
  • Born in the Saddle: The Hyalorings refer to themselves as "Riders" for a reason.
  • Cool Horse: Horses are a big deal to the Riders. The standout is Gamari Horse Mother, a goddess who started life as Hippogriff and later became the first horse.
  • Colony Drop: A dead god gets dropped on the valley, with predictable results.
  • Compete for the Maiden's Hand: The myth of Nyalda's Bride Price tells this story from the maiden's point of view, as she rejects the suitors who seek to imprison and chooses to marry Elmal, who respects her enough to offer freedom. Beren is ultimately required to do this in order to win the right to wed Redalda by gaining divine sanction, offering an extravagant bride price of hundreds of cows, killing an enemy of humanity, and revealing the secrets of horsemanship to the Orlanthi. Redalda eventually reveals that she had to perform equivalent deeds to make the marriage happen, just as Nyalda had to do to marry Elmal.
  • Cruel and Unusual Death: If your explorer tries to fight Ugarra and fails badly, Ugarra will turn them into an otter and then beat the otter to death. And a ritual gone wrong can lead to a noble being squashed under a giant dragon.
  • Deal with the Devil: The outlaw god Uldak offers his aid in exchange for sacrifice. Your pantheon will not approve of you taking him up on it.
  • Deity of Human Origin: Hyalor, founder of the Rider culture, is now worshiped as a god by the Riders, although he is rejected by the related Wheel culture.
  • Deliberate Values Dissonance: The Hyalorings are not identical to the Orlanthi from King of Dragon Pass, but like them, they hold tribal, Bronze Age values, and success requires you to set aside modern morality and embrace that of the Riders.
  • The Empire: The Dara Happan Empire to the north, which is currently trapped under a magical glacier but is nevertheless occasionally able to interact with the outside world, and sees nothing wrong with sending its armies to pillage the Riders' lands. Your ancestors were Dara Happans, but rejected the whole "hiding in a dome under the glacier" thing, to the point where Dara Happa is one of the choices of ancestral enemy.
  • Did You Just Punch Out Cthulhu?: All the ending quests have a stage that requires Beren to fight a terrifying Chaos monster, sometimes without help.
  • Enemy Mine: This can happen several times and in various combinations of former enemies and common foes. It also plays a roll in the ending, as the warring gods of the Riders and Rams must unite against the coming threat of Chaos.
  • Ethnic God: The Hyalorings worship Hyalor, the Wheels worship Samnal (and both worship Elmal and consider him the king of the gods, so the two cultures are sometimes grouped together as Elmali). The Alkothi worship Shargash, the Demon Sun. And the Ram People worship Orlanth, which is one of the reasons you don't get on with them, because their god killed yours.
  • Everything's Better with Cows: One thing that the Rams and Riders (well, except the Pure Horse Clan) can agree on is that you can never have too many cows. They're a visible measure of wealth as well as a source of food in a world where food can never be taken for granted. Of course, the bigger your herds get the faster they'll wear out your pastures, but the cow goddess can help you with that.
  • Fantastic Racism: You will have clan members who passionately hate the Wheels, the Rams, and your ancestral enemy (which can be elves, dwarves, the Rams, the Dara Happan empire that you once belonged to, the forces of Chaos, or the forces of Water).
  • Fantasy Counterpart Culture: The Hyalorings are Glorantha variants of Steppe Nomads of Central Asia.
    • Culture Chop Suey: Their clothing, armor resembling mirror armor, and theme tend to amalgamate Indo-European predecessors of India, Scythians, Native Americans, Mayaincatec, and Far Eastern agrarian culture.
    • The Orlanthi also appear, and retain their overall Celtic and Germanic feel.
  • Fantasy Pantheon: In this case, the Sun Pantheon, centered on Elmal now that Yelm is dead. There's also a Storm and a Darkness pantheon. Some gods have counterparts—for example, all three have a god or goddess of trade—and some of those counterparts, like your Earth Queen Nyalda and Ernalda, Earth Queen of the Storm gods—are so very similar that one might be forgiven for confusing them...
  • God Is Dead: Yelm, the Top God of your clan's ancestors, has been killed by Orlanth. Many of his duties have been taken on by other gods (most notably Elmal), but the world is still feeling the effects. And due to the ongoing Gods' War, the bones of fallen deities can periodically be discovered.
  • Good Old Ways: The Hyalorings are an interesting twist on this. You're supposed to honor the traditions of your ancestors, but one of those traditions is a willingness to adapt to changing circumstances. Success ultimately requires you to give up at least one particularly outdated tradition.
  • Half-Human Hybrid: Your clan discusses the unlikeliness of humans and elves producing offspring together, given that Gloranthan elves are in fact plants. This comes up when you receive word of the priestess Cenala, said to be the daughter of your formerly-human god Hyalor with the elf goddess Aldrya. The Rider clans are divided between those who believe that Cenala is divine and those who think the idea of their god having a relationship with a nonhuman goddess is preposterous.
  • Horse Archer: The Riders are accomplished cavalry archers.
  • How Do I Shot Web?: Three children of your clan develop powerful fire magic. Unfortunately, they don't know how to control it, so it falls to the clan circle to decide how to deal with the situation.
  • Light Is Good: In contrast to the Orlanthi, the Riders are worshipers of Yelm, the sun god, and his son Elmal.
  • Love Triangle: One can develop between the two Berens and Redalda.
  • Made a Slave: Many of your neighbors sell captives into slavery, and several keep slaves themselves. Your clan doesn't, because your ancestors chose to give up the practice—but you still need to protect your own people from this fate, and sometimes have to decide whether to intervene to help others. Fail to uphold your ancestors' antislavery traditions and you can get an event where Raven orders your trickster to sell several of your children into slavery as punishment for your hypocrisy.
  • Maligned Mixed Marriage: Both Rider and Ram traditions forbid marriage with the other group; among other things, it's believed that the offspring of such marriages have a high chance of becoming wicked magicians. Actually asking the gods about the matter reveals that it's a purely human taboo rather than a divine edict, which suggests to your people that it might be okay after all.
  • Moses in the Bulrushes: One early story event has two families arguing over which of them should be allowed to adopt a baby found in the river. Although divination reveals nothing, they consider the unusual circumstances a sign that the baby may grow up to do great things. You can rule in favor of either one, have the chief adopt the child instead, or put the baby back in the river.
  • Multicolored Hair: Beren's hair is mostly brown, apart from a single blond lock.
  • Nothing Is the Same Anymore: The game starts off with a premise fairly similar to that of King of Dragon Pass - your clan has just arrived in a new land and is trying to carve out a place for itself. Then, about halfway through the game, the sky cracks open and a dead god plummets to earth, utterly annihilating a neighboring clan and unleashing a wall of fire that scours the entire valley and devastates people, crops, and herds, leaving a permanent crater where your neighbor used to be.
  • One Steve Limit: Averted. Beren's friend from another clan is also named Beren.
  • Order Versus Chaos: Chaos is a force inimical to all existence, something that scares even the gods. And it's getting stronger.
  • Pals with Jesus: It's possible to get the demigoddess Cenala to officiate at Beren and Redalda's wedding.
  • Pegasus: A priestess of Gamari visits, telling your clan of her project of trying to breed winged horses. If your own priestesses learn her secrets, you can gain a flying horse from a successfully completed Gamari ritual.
  • Playing with Fire: The form of battle magic most Riders specialize in.
  • Practical Currency: Once again, cows.
  • Pretty Boy: Elmal somehow manages to pull this off despite having a full beard.
  • Not-So-Omniscient Council of Bickering: Once again, your clan circle is prone to this - even more so since they now represent the interests of major families within the clan.
  • Relationship Values: Other clans can Like or Hate you, and Fear or Mock/Respect you. The two are separate, which makes maintaining your reputation more complex than it was in King of Dragon Pass.
  • Religion Is Magic: As with the previous game, magic involves propitiating either gods or spirits. The game tab that deals with worship and enacting sacred rituals is even called Magic.
  • Serious Business: Your clan heartily disapproves of anything that smacks of charioteering.
  • Shrouded in Myth: By the time of King of Dragon Pass, Orlanthi myth said that Elmal became Orlanth's loyal thane after Chalana Arroy healed his blindness, and he was able to see the evils of Yelm's court for what they were. In the end-game of Ride Like The Wind, Beren, a mortal man who has Elmal's favor, nearly goes blind after being captured and tortured by a rival clan, but can be saved by the intervention of Orlanthi priestesses of Chalana Arroy, which can directly contribute to the unification of the Elmal-worshiping Riders and the Orlanth-worshiping Rams.
  • Star-Crossed Lovers: Any pairing between a Ram and a Rider, as the children of such unions are inevitably evil sorcerers. Beren and Redalda are hit with this the hardest. Ultimately subverted, as it turns out that the only thing holding the marriage back is the Riders' and Rams' own superstitions, and fate is, if anything, actively pushing for it to happen.
  • Stay in the Kitchen: The Wheels (more formally known as the Samnali) are distinguished from your people by refusing to allow women to fight or lead, in addition to driving chariots rather than riding horses.
  • Super Drowning Skills: Safely crossing either the Oslira or Black Eel Rivers requires you to either propitiate the river with gifts or tame it with a ritual.
  • The Time of Myths: Ride Like The Wind is set in the Storm Age, prior to the beginning of linear time. Many of the events that occur in the game have become myths and legends by the time of King of Dragon Pass.
  • Triang Relations: The two Berens, best friends since childhood, both love Redalda.
  • Trickster Archetype: Followers of the Raven spirit.
  • We Cannot Go On Without You: If Beren dies, the game ends shortly thereafter, no matter how well things were going for your clan up until then.
  • Wedding Smashers: The Ram Killers are not happy about Beren and Redalda's wedding, and will try to break it up with force. And if you preemptively attack them, someone else will take their place, such as your ancestral foe.
  • The Wise Prince: How Elmal is depicted in Hyaloring myths.
  • What the Hell, Hero?: A particular combination of choices in the endgame can result in Ernalda herself calling your heroes out. During the ritual "A threat to crops and forests", you can have Beren and Redalda first make peace with the dwarves and then betray them. Ernalda declines to curse them because it's their wedding day, but she is quietly furious and disappointed in their behavior.
  • What the Hell, Player?: If you get Beren the Tall killed, his best friend Beren the Swift will come to berate your clan circle for getting a potentially great hero killed when the Riders need their heroes more than ever. Then the game ends, because he's right: you really did need your Beren.
  • Witch Doctor: The Riders practice shamanic magic, and shamans can provide valuable advice for dealing with spirits.
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