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"We have granted many mercies. Now may the gods grant us one."

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.

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 was ported to PC and Mac on October 17, 2019.

The second game, Lights Going Out, is currently in development for iOS. A third game, The World Reborn, is also tentatively planned.


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.
  • 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.
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  • And Show It to You: The Alkothi demon-men can pull this on one of your nobles during battle. True to the trope, you can decide what that noble's final action is, including stabbing the demon-man for a defiant Mutual Kill.
  • Anyone Can Die: Including The Chosen Ones. And the demi(?)goddess who singlehandedly restores the valley's flora. In fact, part of playing the game is getting the stats of future ring members high for when your current ring members die off. A successful player will have seen several generations pass in-universe.
  • 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.
  • Arson, Murder, and Jaywalking: A neighboring clan that visits yours to talk about the danger of Chaos will mention three problems that they ascribe to that dire power. The first two can be anything from undead goats to bleeding cheese to malformed cattle. The last one is always... insolent teenagers.
  • 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.
  • Badass Beard: Except for shamans and tricksters (who try to project a more androgynous appearance, especially the former), Rider men wear beards; one of your more warlike nobles decorates his with a death rune, and another clan member dyes a fire rune into his. This serves to contrast with the Wheels, who are always clean-shaven, and the Rams, among whom only lawspeakers (experts in lore rather than combat) wear beards. (Many Ram men do cultivate dramatic mustaches, though.)
  • 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. By contrast, Wheels—at least the warrior aristocracy—are rarely seen without the chariots that they consider cherished possessions.
  • Chosen Conception Partner: In Cenala's own version of their story Hyalor was this to Aldrya. He was old, dying, and reluctant to involve himself with another woman, but she persuaded him that their peoples and the world itself would need their child to survive. Their union was motivated by love, but not love of each other so much as everything else.
  • Cool Hat: Rider gods have long conical hats that droop at the end. Yes, they're as funny as they sound.
  • 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, but honorable mentions go to the Flying Horse (a living treasure that Gamari herself can give you) and the fiery-maned steed that Elmal rides.
  • 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 her 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.
  • Continuity Nod: Players of King of Dragon Pass will not be surprised that Six Ages's endgame revolves around an intercultural marriage.
  • Creator Cameo: Several possible noble portraits are based on various members of the dev team. These portraits were also used in lieu of photographs for a series of interviews with team members.
  • 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.
  • Cultural Posturing: One of the many, many reasons the Riders dislike the Wheels is their tendency towards this. The Wheels are absolutely convinced that they are superior to the Riders in every way, and will take every opportunity to show it.
  • 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 their 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 role in the ending, as the warring gods of the Riders and Rams must unite against the coming threat of Chaos.
  • Escort Mission: An automated version. You must provide warriors to escort Cenala back to her home. If you don't send enough, she can get ambushed and die.
  • 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.
  • Facial Markings: The Rams tattoo their faces (as well as arms, necks, and presumably other body parts) with magical runes.
  • 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). One of the most powerful clans in the valley also considers the Rams to be their ancestral enemy, and these Ram Killers can wind up becoming a significant stumbling block in the endgame.
  • 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, Mayincatec, and Far Eastern agrarian culture.
    • The Orlanthi also appear in this game, which they retained their overall Celtic and Germanic feel.
    • Wheels are an amalgamation of Chariot Cultures, which their chariot designs resembled both Mycenean and Sumerian designs. Furthermore, a tinge of Mayincatec as they share the Rider's Dara Happan progenitors who shared this culture.
  • Culture Justifies Anything: The downside of Hyalor's golden tablet. In a society with no fixed goal other than "survive", you get clans who insist that they need to keep slaves/burn heretics alive in fire cages/torture innocent shepherders to survive. And Hyalor helps them all. There are a few tinges of modern-day egalitarianism, though.
    Narration: (during the Ram Killer attack in the endgame) Instantly you realize why. Their ancestors have always hated the Rams. They have always hated the Rams.
    • Another subversion can occur when a clan member suggests attacking the tiny, primitive Weeder tribe. Most times, people will be happy to "leave the poor Weeders alone".
  • 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...
  • Food God: The role is split among several deities: Busenari Cow Mother, Uryarda Goat Mother, Pela Barley Mother, Inilla the foraging goddess, and Dostal the god of the hunt. You will likely need all their help to keep your clan alive.
  • Forbidden Fruit: One potential way to deal with the Cenala Revelation. If you send someone to verify that the revelation is true, then you can tell the other clans that you have a secret of Hyalor that you're willing to reveal in exchange for a gift. This makes it much easier to prevent a full-scale religious schism, as the clans that do learn the secret are more likely to accept it.
  • Foreshadowing: The ritual "Nyalda Marriage Maker" foreshadows aspects of the Beren/Redalda storyline, including the bride working behind the scenes to bring the marriage about while the groom knows nothing. It also establishes that "true love" is not an acceptable thing to bring up during marriage negotiations, whether or not the couple in question are in love with each other.
  • Gameplay and Story Integration: Towards the end of Beren's storyline, he becomes unavailable to lead missions, presumably to avoid derailing things with his death or absence at a key moment. This is neatly explained in-game with both Beren and your other nobles saying that he's too distracted by his personal life to represent the clan properly right now. Similarly, when Ayvtu is pregnant, she briefly becomes unavailable as an expedition leader, saying that she thinks she'd be all right but she promised the midwives that she would stay home.
  • Ghostly Goals: The ghosts of Elempur want revenge on the Rams for sacking their city, and will reward any clan that fights the Rams for them.
  • God Couple: Elmal and Nyalda, the two chief gods of the Hyaloring pantheon, are one example. There's also their daughter Inilla and the hunting god Dostal. The Orlanthi have Orlanth and his wife and advisor Ernalda (and be careful how you bring up the similarities between her and Nyalda!) And before his death, Yelm was married to Oria, the first Earth Queen. Hyalor and Aldrya are also treated as this trope sometimes, although other stories put a different spin on the relationship.
  • 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.
  • God Is Displeased: You can lose the favor of the gods in a number of ways, ranging from participating in a Wheel rite that doesn't sufficiently respect your shared goddesses to sacrificing clan members to an outlaw god.
  • 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. (Their Samnali cousins play this trope straight, though.)
  • Grim Up North: All that you can find in the north is the steadily advancing glacier and the Alkothi demon-men.
  • Guide Dang It!: Like all RuneQuest games, Six Ages prioritizes immersion and setting verisimilitude over giving the player actual concrete stats to work with.
    • Players are never outright told what the endgame is, so as to make the plot twist around it and the decision of allying with the Rams more emotionally impactful.
    • The descriptions explaining what spirits and treasures do are vague at best. How useful is a magical brazier that "aids you against Darkness"? Is it more valuable than another treasure you can trade it for? What the hell is the Antelope spirit, who "lets our heroes and their horses leap into the air" good for?
    • If your explorers meet other explorers, you will be asked if you want to "waylay" them. Waylay here means attack.
  • 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.
  • Haunted Castle: The ruins of Elempur, a former Dara Happan city at the confluence of the Black Eel and Osliri rivers, which was sacked by the Rams long ago. The city is now haunted by the ghosts of its former inhabitants, who will reward you if you make war on the Rams.
  • The Heretic: After a traveler spreads word in the valley that Hyalor had a daughter with the elven goddess Aldrya named Cenala, the Rider clans split into those who accept this revelation and those who reject it. Cenala is very real, and it's possible for your clan to prove her divinity by having her heal the valley after the Skyfall.
  • Heroic Lineage: Those descended from gods are often The Chosen One by default, even if their godly ancestor wasn't all that noble. Apparently they have more possible destinies open to them than most people- which is not to say that those destinies are all good.
  • Heroic Sacrifice: Sometimes in battle, the enemy will bring out an Elite Mook, such as a war machine or giant monster. If you elect to have one of your nobles fight it head-on with "heedless resolve", that noble is guaranteed to kill it at the cost of their own life.
  • 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.
  • Human Subspecies: The demon-men of Alkoth are technically human, but can grow to enormous sizes and have bizarrely elongated skulls.
  • Hypocrite: A Trickster clansman lampshades that Orlanthi worship the god of freedom but keep slaves.
  • Laser-Guided Karma: If you cozy up to slavers despite your clan's firmly antislavery traditions, Raven will force your trickster to sell your children into slavery as punishment. And when the sky breaks, a piece of it can fall on a Ram clan, who worship the guy who is the reason the sky's breaking in the first place.
  • Light Is Good: 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.
  • Morale Mechanic: Your clan's mood (ranging from Grim to Jubilant) influences how likely the people are to cooperate with their leaders' decisions. A bad mood can trigger special events in which members of your clan demand satisfaction. And morale has a role in battle, too: confident clans can pull off risky strategies, while less confident ones can't even try them and have a chance of running away from the enemy rather than fighting.
  • 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.
  • Multiple Endings: While there's only one good ending the wedding of Beren the Tall to Redalda, it does have some variations depending on what divine blessing, if any, you pass on to your descendants. Meanwhile, there are a variety of ways to end the game, ranging from your clan disbanding due to lack of people or cows, to the Orgovaltes tribe arriving when you fail to achieve your destiny, to losing Redalda to Beren the Swift, and either helping defend their wedding or treacherously attacking it, to a last-minute tragedy should either Redalda or your own Beren die at their wedding.
  • 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.
  • 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.
  • 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.
  • Race Lift: An in-universe example. In the "real" scenes (see Art Shift above), Orlanthi are only slightly darker than Hyalorings, but Hyaloring art depicts them as distinctly brown-skinned- likely to emphasize just how different the two peoples are.
  • Relationship Values: Other clans can Like or Hate you, and Fear or Mock/Respect you. The three 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.
  • Schmuck Bait: There are a few events that give you plenty of opportunity to make really, really bad decisions. Go ahead, tell the Alkothi demon men to "do their worst".
  • Serious Business: Your clan heartily disapproves of anything that smacks of charioteering.
  • Shout-Out: It's possible to find a magical artifact called Mojara's Mask.
  • 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.
  • Slice of Life: There are many subplots, but the main plot is simply "don't let your clan die" and, several generations after the game begins, "achieve the marriage that is necessary for the above". This fits Elmali mythology, which idealizes defensive war and tradition. It also makes the game easier than King of Dragon Pass, in which you constantly had to assert your tribe's supremacy and make highly risky, specific decisions in order to get anywhere near victory.
  • 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; 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. One storyline includes a Wheel tribe "marrying" off their rebellious woman—who will eventually embrace Rider culture and also become a noble— into your tribe just to get rid of her.
  • 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.
  • Unequal Rites: The Riders practice two kinds of magic. Priests and god-talkers derive their magic from the gods, while shamans derive theirs from nature spirits. There are a few events that deal with conflict between the two groups, as well as advisors who stubbornly insist that their brand of magic is superior. And then there's the Antler Society, a new shamanic movement whose practitioners quarrel with traditional shamans...
  • Upper-Class Equestrian: In Nivorah, only nobles owned horses. During the exodus, this actually caused some problems: everyone who left with Hyalor was proud of their horse-riding status, and correspondingly unwilling to do "servant" work. These days, while something of the kind is true for Wheels (only men of high status own their prized horse-drawn chariots), among the Riders everyone rides, regardless of rank.
  • 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.
  • We Used to Be Friends: Zenangar, Stelfor, Nameforgot and your own ancestor Basikan, the four chieftains of the Warring Chieftains Generation— the first time there was more than one Rider clan— were great friends as children, but fought bitterly as adults, with the implication that Stelfor may have killed Nameforgot.
  • 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.
  • Zerg Rush: The Rams are powerful, but their main strength is numbers. They don't have horses (meaning they can't move as fast as Riders, or effectively flee from them) or much of a military hierarchy (two Ram berserkers fighting each other instead of their actual target is not an uncommon sight), and enemy clans become more familiar over time with what Ram magic is capable of. An endgame Rider clan can regularly fend off the Ram raids that terrified it a few generations ago.


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