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Dialogue[]

<Verius/Antengus/Deumak/Murus/Ostios/Zarkos>, a lion warrior of the distant Ergeshite nomads, arrives with a retinue at your clan boundaries, seeking to challenge one of your warriors. <His people are roving goatherds who live a long way away, on the northeast side of the Imther Mountains.> His priests leapt before the lion shrine and told him that he had only one way to advance his martial prowess. He would travel 20 days and find a descendant of Nivorah named <name>. He and <name> will fight a duel, <Verius/Antengus/etc.> says, with the winner gaining prowess and much magic. Victory will allow him to marry Ererera, Vulture Priestess of the Yeleni hunters.
  1. Allow a duel to first blood only.
  2. Allow the duel.
  3. Forbid the duel.
  4. Mock his foreign stupidity.

Six Ages: Ride Like the Wind

Consequences[]

A duel to first blood is actually more dangerous for your duelist, making their death likelier.

Victory in the duel will provide a point or two of magic, increase your noble's skill in combat, and increase the clan mood. Even if victorious, you champion may be wounded.

Notes[]

The text of this event differs somewhat if you have already encountered the Ergeshites.

Advice[]

  • "I will prove myself against this cat-man." (<Advisor 1>, if the one challenged.)
  • "It might not be easy, but <Advisor 1> will beat him."
  • "Victory in a ritual combat of this nature will strengthen our clan magic."
  • "Osara proved her worth by challenging and defeating the Four Corners Outlanders."
  • "<Advisor 1> will have a greater chance if permitted to fight unhindered."
  • "His challenge offers great risk, and great reward."
  • "Are you all mad? That lion warrior will tear <Advisor 1> to shreds."
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