Dialogue[]
“ | A delegation from the <Clan> clan comes to warn you that the Alkothi are coming. Half human, half demon, the Alkothi hail from the same empire you escaped from. By means unknown they are able to enter and exit the empire at will, despite the vast dome that protects it from the ice. The mere approach of an Alkothi war band strikes fear into the hearts of the stoutest warriors.
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” |
— Six Ages: Ride Like the Wind |
Consequences[]
The <Clan> will regard forming a joint war party as reckless to the point of insanity, and refuse you. If you're very persuasive you may be able to convince them to change their minds, but it is unlikely to go well, and they'll then be angry at you for persuading them to do it.
Rousing many clans can work, but it depends on your relations with neighbors as well as the skill of diplomat you send to do so. You relations with your neighbors may be improved. If you manage to rouse an impressive army, the Alkothi will seek weaker prey elsewhere. Otherwise, they may attack and you will suffer great casualties, maybe even losing the noble you chose to face them.
Spirit magic draws specifically on Raven the trickster, who can lead the Alkothi to another clan of your choice.
If you fail to deter the Alkothi, the next event will be Alkothi Demand.
Notes[]
This event can occur randomly, but it seems that it can also be triggered by failing the Shargash stage of the ritual Nyalda Marriage Maker.
Advice[]
- "We are not ready to fight the Alkothi."
- "Impossible victories bring great popularity."
- "Alkoth is called the green city, after the color of its walls, which are carved from a single piece of rock."
- "They only win because people believe the horrible stories about them."
- "Rouse only Elmali peoples against them."
- "When the emperor is weak, as he now is beneath his great dome, his Alkothi subjects run amok."
- "They will be irresistibly drawn here by our goats." - Goat-loving circle member