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Dialogue[]

<Explorer> and <his/her> explorers arrive at their northern destination. They expect to find the southern extent of the great glacier that crushed Nivorah. Instead, they discover a shattered landscape, scraped clean of vegetation and covered in scattered rock debris. They encounter huddled survivors of the domed solar cities, which were blown apart when Chaos exploded the glacier. "How do you survive," <Explorer> asks. "Who says we're surviving?" they reply.
  1. Aid them with a gift of magic.
  2. Call on spirits to protect them.
  3. Offer to take them back with you to Berenstead.
  4. Take any valuables they may be carrying.
  5. Keep moving.

Six Ages 2: Lights Going Out

Consequences[]

If you aid them with a gift of magic, then they will praise your generosity, but your own people may complain that you got nothing in return. You lose a bit of Magic and Mood.

If you offer to take them back to Berenstead with you, then they will accept. The added burden will make you lose a small number of people on the journey back, but you will likely come out ahead with the adoptees joining your clan. Mood may also improve.

Some time later, you may receive the following report:

The Dara Happan refugees we adopted have shown us solar rites our Rider ancestors had to abandon during the exodus. These will grant good fortune during Fire Season.

Six Ages 2: Lights Going Out

If so, Mood improves.

Alternatively, you may receive the following report, to no change in Mood:

Some of the Dara Happan newcomers have won friends among us. Other still keep to themselves.

Six Ages 2: Lights Going Out

If you keep moving, there's a risk you don't find anything else. When you come back, the people may be disappointed you didn't bring the survivors back with you, and mood may decrease.

Advice[]

  • "Without them we are stealthy. With them we will likely have to fight roving minions of Chaos."
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