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* SecretCharacter: You can build a shrine to [[spoiler:Venurtera, the Dara Happan goddess of pottery]] only if you learn about her from a particular group of refugees.
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* SeveredHeadSports: The Riders usually play chadash with the preserved head of an old foe as the ball; they sometimes celebrate a victory by playing the game with the head of the enemy leader they just killed. (The game can also be played with the corpse of a goat if no head is available.)
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* MysticalCave: The setting has several examples, most related to the earth goddess Nyalda/Ernalda.
** In Inilla's heroquest, she can prove her parentage by descending with Nyalda into a cave. This variant of the myth tests the quester's magic stat.
** The tribe's explorers can physically ''meet'' Nyalda if they search a particular cave on the overworld map.
** In Rider culture, the process of initiating girls into full womanhood involves them being "reborn from the dreaming cave", like some real-world Aborigine tribes. Because Riders constantly migrate, this cave (no plurals are used) is probably metaphorical or situated in the astral plane.

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-->'''Narration:''' ''(during [[spoiler:the Ram Killer attack]] in the endgame)'' Instantly you realize why. Their ancestors have always hated the Rams. [[HeelRealization They]] have always hated the Rams.

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-->'''Narration:''' ''(during [[spoiler:the Ram Killer attack]] in the endgame)'' Killers' endgame attack]])'' Instantly you realize why. Their ancestors have always hated the Rams. [[HeelRealization They]] have always hated the Rams.



** The "low clan magic" event, unlike every other event that involves hurting another clan, does not give you an opportunity to choose ''who'' you want to kidnap from. If you're unlucky, you can accidentally break an alliance by doing this.
** Some heroquest blessings last for the rest of the game, others for only a few years. You're not told this, or which ones are temporary until you pick.
** Many shamans look androgynous, which can be a problem if you've just started a heroquest that requires someone of a specific gender and [clan's best magician] turns out to be incompatible. (Heroquests cannot be stopped once they've started.)
** Some events let players choose multiple responses to them (such as the endgame marriage preparations); you're not told beforehand which.



* StayInTheKitchen: 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. [[spoiler: One storyline includes a Wheel tribe "marrying" off their [[TheLadette rebellious woman]]--who will eventually [[GoingNative embrace Rider culture and also become a noble]]-- into your tribe just to get rid of her]].

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* StayInTheKitchen: 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. [[spoiler: One storyline includes a Wheel tribe "marrying" off their [[TheLadette rebellious woman]]--who will eventually [[GoingNative embrace Rider culture and also even become a noble]]-- into your tribe just to get rid of her]].her]].
* StoryBranchFavoritism: Cenalan clans are simply better than those which don't believe, having unique blessings and particularly effective responses to events like [[spoiler:Beren's wedding and the skyfall]] that their counterparts cannot replicate. To be fair, the game ''is'' largely about how great Rider ideals are, and Cenalan belief is objectively in line with those ideals.

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* AmazingTechnicolorPopulation: 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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* AmazingTechnicolorPopulation: 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 green— very different from their appearances in ''King of Dragon Pass''.



* CultureJustifiesAnything: 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 [[IDidWhatIHadToDo to survive]]. [[JerkassGods And Hyalor helps them all.]] There are a few tinges of modern-day egalitarianism, though.
-->'''Narration:''' ''(during [[spoiler:the Ram Killer attack]] in the endgame)'' Instantly you realize why. Their ancestors have always hated the Rams. [[HeelRealization 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".



* GuideDangIt: If your explorers meet other explorers, you will be asked if you want to "waylay" them. Waylay here means attack.

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* GuideDangIt: Like all ''TabletopGame/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 [[spoiler: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.



* RaceLift: An in-universe example. In the "real" scenes (see ArtShift 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.



* SchmuckBait: There are a few events that give you plenty of opportunity to make really, really bad decisions. Go ahead, tell [[spoiler: the Alkothi demon men]] to "do their worst".

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* SchmuckBait: There are a few events that give you plenty of opportunity to make really, really bad decisions. Go ahead, tell [[spoiler: the [[spoiler:the Alkothi demon men]] to "do their worst".



* SliceOfLife: There are many subplots, but the main plot is simply "don't let your clan die" and, several generations after the game begins, "[[spoiler:"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.

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* SliceOfLife: There are many subplots, but the main plot is simply "don't let your clan die" and, several generations after the game begins, "[[spoiler:"achieve "[[spoiler: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.



* WeCannotGoOnWithoutYou: If [[spoiler: Beren]] dies, the game ends shortly thereafter, no matter how well things were going for your clan up until then.

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* WeCannotGoOnWithoutYou: If [[spoiler: Beren]] [[spoiler:Beren]] dies, the game ends shortly thereafter, no matter how well things were going for your clan up until then.



* WeUsedToBeFriends: 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.

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* WeUsedToBeFriends: Zenangar, Stelfor, Nameforgot and your own ancestor Basikan, the four chieftains of the Warring Chieftains Generation—the Generation— the first time there was more than one Rider clan—were clan— were great friends as children, but fought bitterly as adults, with the implication that Stelfor may have killed Nameforgot.


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* ZergRush: 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 [[EarlyGameHell a few generations ago]].
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->"We have granted many mercies. Now may the gods grant us one."

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* GrimUpNorth: All that you can find in the north is the steadily advancing glacier and the [[MonstrousHumanoid Alkothi demon-men]].



* GoodOldWays: 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.

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* GodIsDispleased: 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.
* GoodOldWays: 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.)
* GrimUpNorth: All that you can find in the north is the steadily advancing glacier and the [[MonstrousHumanoid Alkothi demon-men]].



* LaserGuidedKarma: [[spoiler: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.]]

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* LaserGuidedKarma: [[spoiler:When If you cozy up to slavers despite your clan's firmly antislavery traditions, Raven will[[spoiler: force your trickster to sell your children into slavery as punishment]]. [[spoiler: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.]]
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* FoodGod: 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.
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Moving to YMMV.


* ComplacentGamingSyndrome: There's a plethora of gods your clan can worship, with various useful blessings. But in ''practice'', the food gods are invariably the most important, and they only get more so [[CerebusSyndrome as the game progresses]]. The manual openly tells you that without Busenari/Inilla/Uryarda/etc shrines your clan will be unable to support itself. Since shrines are limited by the amount of population you have, any successful player's strategy will go like this: food gods, then war gods, then the shrine to Hyalor that's plot-mandated [[spoiler:if your clan supports Cenala]], then maybe, if your population is doing really well, one or two gods related to whatever it is the player ''actually wants to do''. Any other playstyle will end the game in short order.
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Moving some YMMV tropes to YMMV page; deleting the bit about save scumming as it's a feature returning from King of Dragon Pass, and the option to have 1 or 0 restores is the only new thing.


* SequelDifficultyDrop:
** Even if a heroquest fails, the quester is '''much''' less likely to die than failed questers were in ''King of Dragon Pass''. The latter often turned players away from a game mechanic that was vital to being successful, and a big part of the [[TabletopGame/RuneQuest source material]]'s setting.
** If the dower you offer for the endgame marriage is too small, you will be warned and given an opportunity to up it. Negotiations with the Feathered Horse Queen were much less forgiving.
** Players on the easiest difficulty level can essentially SaveScum by going back to the beginning of any year in their clan's saga. (The level after that only permits this trick once, and the hardest level, never.)
* SequelDifficultySpike:
** Roving bands of healers come around a lot less often than they did in ''King of Dragon Pass''.
** The endgame is entirely dependent on keeping one particular tribesman alive. If he dies? Say goodbye to that playthrough.
** In general, the game's events pull far fewer punches. In ''King of Dragon Pass'', nothing really cataclysmic would happen unless you antagonized one of the major factions too much. In ''Ride Like The Wind'', [[spoiler: having to choose between collaborating with TheEmpire or being wiped out by them]] and [[spoiler: dead gods falling out of the sky and devastating your clan]] are par for the course.
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* UnequalRites: 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.

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* UnequalRites: 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...

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The Orlanthi also worship Elmal during this time, as they say if Beren's eye healing is brought up during endgame negotiations.


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* CompeteForTheMaidensHand: 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. [[spoiler: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.]]

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* CompeteForTheMaidensHand: 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. [[spoiler: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.]]]]
* ComplacentGamingSyndrome: There's a plethora of gods your clan can worship, with various useful blessings. But in ''practice'', the food gods are invariably the most important, and they only get more so [[CerebusSyndrome as the game progresses]]. The manual openly tells you that without Busenari/Inilla/Uryarda/etc shrines your clan will be unable to support itself. Since shrines are limited by the amount of population you have, any successful player's strategy will go like this: food gods, then war gods, then the shrine to Hyalor that's plot-mandated [[spoiler:if your clan supports Cenala]], then maybe, if your population is doing really well, one or two gods related to whatever it is the player ''actually wants to do''. Any other playstyle will end the game in short order.



* GuideDangIt: If your explorers meet other explorers, you will be asked if you want to "waylay" them. Waylay here means attack.



* TheHeretic: After a traveler spreads word in the valley that [[spoiler: 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. [[spoiler: Cenala is very real, and it's possible for your clan to prove her divinity by having her heal the valley after the Skyfall.]]

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* TheHeretic: After a traveler spreads word in the valley that [[spoiler: 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. [[spoiler: Cenala [[spoiler:Cenala is very real, and it's possible for your clan to prove her divinity by having her heal the valley after the Skyfall.]]



* LightIsGood: In contrast to the Orlanthi, the Riders are worshipers of Yelm, the sun god, and his son Elmal.

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* LaserGuidedKarma: [[spoiler: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.]]
* LightIsGood: In contrast to the Orlanthi, the The Riders are worshipers of Yelm, the sun god, and his son Elmal.



* StarCrossedLovers: 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. [[spoiler: Ultimately [[SubvertedTrope 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.]]
* StayInTheKitchen: 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. [[spoiler: One storyline includes a Wheel tribe "marrying" off their [[TheLadette rebellious woman]]--who will eventually [[GoingNative embrace Rider culture and also become part of the ruling circle]]--into your tribe just to get rid of her]].

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* SliceOfLife: There are many subplots, but the main plot is simply "don't let your clan die" and, several generations after the game begins, "[[spoiler:"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.
* StarCrossedLovers: 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. [[spoiler: Ultimately [[SubvertedTrope subverted]], as 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.]]
* StayInTheKitchen: 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. [[spoiler: One storyline includes a Wheel tribe "marrying" off their [[TheLadette rebellious woman]]--who will eventually [[GoingNative embrace Rider culture and also become part of the ruling circle]]--into a noble]]-- into your tribe just to get rid of her]].
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* MoraleMechanic: 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.
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* ChosenConceptionPartner: [[spoiler: 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''.


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* GodCouple: 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. [[spoiler:Hyalor and Aldrya]] are also treated as this trope sometimes, although other stories put a different spin on the relationship.
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* ForbiddenFruit: One potential way to deal with the [[spoiler: 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.


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* GhostlyGoals: The ghosts of Elempur want revenge on the Rams for sacking their city, and will reward any clan that fights the Rams for them.
* GrimUpNorth: All that you can find in the north is the steadily advancing glacier and the [[MonstrousHumanoid Alkothi demon-men]].


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* HauntedCastle: The ruins of Elempur, a former [[TheEmpire 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.


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* HumanSubspecies: The demon-men of Alkoth are ''technically'' human, but can grow to enormous sizes and have bizarrely elongated skulls.


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* SchmuckBait: There are a few events that give you plenty of opportunity to make really, really bad decisions. Go ahead, tell [[spoiler: the Alkothi demon men]] to "do their worst".

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* AnyoneCanDie: Including TheChosenOne[=s=]. 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.

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* AnyoneCanDie: Including TheChosenOne[=s=]. And [[spoiler: the demi(?)goddess who singlehandedly restores the valley's flora.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.



* CulturalPosturing: 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.



* FantasticRacism: 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).

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* FantasticRacism: 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). [[spoiler: 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.]]



* TheHeretic: After a traveler spreads word in the valley that [[spoiler: 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. [[spoiler: Cenala is very real, and it's possible for your clan to prove her divinity by having her heal the valley after the Skyfall.]]



** In general, the game's events pull far fewer punches. In ''King of Dragon Pass'', nothing really cataclysmic would happen unless you antagonized one of the major factions too much. In ''Ride Like The Wind'', [[spoiler: having to choose between collaborating with TheEmpire or being wiped out by them]] and [[spoiler: dead gods falling out of the sky and devastating your clan]] are par for the course.
* ShoutOut: It's possible to find a magical artifact called [[VideoGame/TheLegendOfZeldaMajorasMask Mojara's Mask]].



* UpperClassEquestrian: 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.

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* UnequalRites: 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.
* UpperClassEquestrian: 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.

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* AnyoneCanDie: Including TheChosenOne[=s=]. 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.



* BornInTheSaddle: The Hyalorings refer to themselves as "Riders" for a reason. By contrast, Wheels--at least the warrior aristocracy--are rarely seen without their chariots that they considered as cherished possessions.

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* BornInTheSaddle: The Hyalorings refer to themselves as "Riders" for a reason. By contrast, Wheels--at least the warrior aristocracy--are rarely seen without their the chariots that they considered as consider cherished possessions.possessions.
* CoolHat: Rider gods have long conical hats that droop at the end. Yes, they're as funny as they sound.



* ContinuityNod: Players of ''King of Dragon Pass'' will not be surprised that ''Six Ages'''s endgame revolves around an intercultural marriage.



* EnemyMine: This can happen several times and in various combinations of former enemies and common foes. [[spoiler: 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.]]

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* EnemyMine: This can happen several times and in various combinations of former enemies and common foes. [[spoiler: It also plays a roll role in the ending, as the warring gods of the Riders and Rams must unite against the coming threat of Chaos.]]]]
* EscortMission: 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.



* HeroicLineage: Those descended from gods are often TheChosenOne 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''.



* {{Hypocrite}}: A Trickster clansman lampshades that Orlanthi worship the god of freedom but keep slaves.



* RelationshipValues: 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''.

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* RelationshipValues: Other clans can Like or Hate you, and Fear or Mock/Respect you. The two three are separate, which makes maintaining your reputation more complex than it was in ''King of Dragon Pass''.


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* SequelDifficultyDrop:
** Even if a heroquest fails, the quester is '''much''' less likely to die than failed questers were in ''King of Dragon Pass''. The latter often turned players away from a game mechanic that was vital to being successful, and a big part of the [[TabletopGame/RuneQuest source material]]'s setting.
** If the dower you offer for the endgame marriage is too small, you will be warned and given an opportunity to up it. Negotiations with the Feathered Horse Queen were much less forgiving.
** Players on the easiest difficulty level can essentially SaveScum by going back to the beginning of any year in their clan's saga. (The level after that only permits this trick once, and the hardest level, never.)
* SequelDifficultySpike:
** Roving bands of healers come around a lot less often than they did in ''King of Dragon Pass''.
** The endgame is entirely dependent on keeping one particular tribesman alive. If he dies? Say goodbye to that playthrough.
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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 [[UsefulNotes/IOSGames iOS]] in June 2018, and scheduled to come to [=PC=] and Mac on October 17, 2019.

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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 [[UsefulNotes/IOSGames iOS]] in June 2018, and scheduled to come was ported to [=PC=] and Mac on October 17, 2019.
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* AndShowItToYou: 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 MutualKill.
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* HeroicSacrifice: Sometimes in battle, the enemy will bring out an EliteMook, 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.
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* BornInTheSaddle: The Hyalorings refer to themselves as "Riders" for a reason. By contrast, Wheels--at least the warrior aristocracy--are rarely seen without their chariots that they considered as .

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* BornInTheSaddle: The Hyalorings refer to themselves as "Riders" for a reason. By contrast, Wheels--at least the warrior aristocracy--are rarely seen without their chariots that they considered as .as cherished possessions.
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Fixed link.


** CultureChopSuey: Their clothing, [[https://assets.rockpapershotgun.com/images//2018/03/sixages-620x300.jpg armor]] resembling [[https://upload.wikimedia.org/wikipedia/commons/1/1d/Antique_Indian_char-aina_%28chahar-aina%29%2C_kulah_khud_and_madu.jpg mirror armor]], and theme tend to amalgamate Indo-European predecessors of India, Scythians, Native Americans, [[MayIncaTec Mayaincatec]], and Far Eastern agrarian culture.

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** CultureChopSuey: Their clothing, [[https://assets.rockpapershotgun.com/images//2018/03/sixages-620x300.jpg armor]] resembling [[https://upload.wikimedia.org/wikipedia/commons/1/1d/Antique_Indian_char-aina_%28chahar-aina%29%2C_kulah_khud_and_madu.jpg mirror armor]], and theme tend to amalgamate Indo-European predecessors of India, Scythians, Native Americans, [[MayIncaTec Mayaincatec]], {{Mayincatec}}, and Far Eastern agrarian culture.



** Wheels are an amalgamation of Chariot Cultures, which their [[https://vignette.wikia.nocookie.net/sixages/images/f/f2/RideBy.png/revision/latest?cb=20190622190714 chariot]] [[https://vignette.wikia.nocookie.net/sixages/images/3/3b/Wheel_Demands.PNG/revision/latest?cb=20181215103815 designs]] resembled both [[https://i.pinimg.com/originals/9e/b2/1b/9eb21b65febf61c4e7f5438002ab1ef3.jpg Mycenean]] and [[http://www.womeninthebible.net/wp-content/uploads/2017/07/Ur_chariot.jpg Sumerian]] designs. Furthermore, a tinge of MayaIncaTec as they share the Rider's Dara Happan progenitors who shared this culture.

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** Wheels are an amalgamation of Chariot Cultures, which their [[https://vignette.wikia.nocookie.net/sixages/images/f/f2/RideBy.png/revision/latest?cb=20190622190714 chariot]] [[https://vignette.wikia.nocookie.net/sixages/images/3/3b/Wheel_Demands.PNG/revision/latest?cb=20181215103815 designs]] resembled both [[https://i.pinimg.com/originals/9e/b2/1b/9eb21b65febf61c4e7f5438002ab1ef3.jpg Mycenean]] and [[http://www.womeninthebible.net/wp-content/uploads/2017/07/Ur_chariot.jpg Sumerian]] designs. Furthermore, a tinge of MayaIncaTec {{Mayincatec}} as they share the Rider's Dara Happan progenitors who shared this culture.

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* BornInTheSaddle: The Hyalorings refer to themselves as "Riders" for a reason.

to:

* BornInTheSaddle: The Hyalorings refer to themselves as "Riders" for a reason. By contrast, Wheels--at least the warrior aristocracy--are rarely seen without their chariots that they considered as .



* TheEmpire: 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.

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* TheEmpire: 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.



** The Orlanthi also appear, and retain their overall Celtic and Germanic feel.

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** The Orlanthi also appear, and retain appear in this game, which they retained their overall Celtic and Germanic feel.feel.
** Wheels are an amalgamation of Chariot Cultures, which their [[https://vignette.wikia.nocookie.net/sixages/images/f/f2/RideBy.png/revision/latest?cb=20190622190714 chariot]] [[https://vignette.wikia.nocookie.net/sixages/images/3/3b/Wheel_Demands.PNG/revision/latest?cb=20181215103815 designs]] resembled both [[https://i.pinimg.com/originals/9e/b2/1b/9eb21b65febf61c4e7f5438002ab1ef3.jpg Mycenean]] and [[http://www.womeninthebible.net/wp-content/uploads/2017/07/Ur_chariot.jpg Sumerian]] designs. Furthermore, a tinge of MayaIncaTec as they share the Rider's Dara Happan progenitors who shared this culture.



* StayInTheKitchen: 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.

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* StayInTheKitchen: 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. [[spoiler: One storyline includes a Wheel tribe "marrying" off their [[TheLadette rebellious woman]]--who will eventually [[GoingNative embrace Rider culture and also become part of the ruling circle]]--into your tribe just to get rid of her]].
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* WeUsedToBeFriends: 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.
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* CoolHorse: 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.

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* CoolHorse: 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.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.
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* UpperClassEquestrian: 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.

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There's now a firm release date for the desktop version of the game.


''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 [[UsefulNotes/IOSGames 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. A third game, ''The World Reborn'', is also tentatively planned.

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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 [[UsefulNotes/IOSGames iOS]] in June 2018, and scheduled to come to other platforms the following year. [=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.
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* BadassBeard: 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.

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* BadassBeard: 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. )
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* BadassBeard: 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.
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* {{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.

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