These situations occur when you raid or are raided by the Vingkotlings, including the Vestantes as well as your Kestaytelli neighbors.
The Rams have the most such combat events of any foe you can face in battle.
Ride Like the Wind[]
Berserker[]
Dialogue[]
“ | A <Ram Clan> warrior has broken through your lines and is cutting a bloody swath through your forces. His helmet sports bull horns and he howls like a dry, burning wind. He has taken several wounds, but they're not slowing him in the least. He's clearly a devotee of Storm Bull, a brutish Ram god, and in a berserk killing frenzy. <Hero> finds <him/her>self nearby. What should <he/she> do?
|
” |
Consequences[]
Let others deal with the berserker will preserve your noble's life, but may not be the best choice with regard to actually winning the battle...
Notes[]
This scenario is counterpart of sorts to Samnal Blesses Chariots and Rider Hero, both of which also deal with enemies empowered by their gods. And see also Flying Orlanthi Hero.
Battle Standard Opportunity[]
Dialogue[]
“ | <Hero> sees that the Rams have left their battle standard exposed. This pole with magical regalia attached to it grants them the blessing of their <rebel/death-dealing/warrior woman/berserk> god. It <strengthens them against Solar enemies/increases the lethality of their blades/empowers the spears of their female fighters/rouses his adherents to berserk might>. You can't use its magic, but it holds value as a gift or trade item to other Rams. What does <Hero> do?
Followup choice if you obtain the banner:
|
” |
Consequences[]
If the Ram People are your ancestral foes, destroying the banner can earn you the favor of your ancestors. And they may be annoyed if you take any other option...
If the Rams agree to give up and ransom their treasure back, you win the battle and get 50 cows! Of course, they may well refuse.
Notes[]
No matter which of the four possible Ram gods (the rebel Orlanth, the death god Humakt, the female warrior Vinga, or the berserker Urox), the Orlanthi Battle Standard is sacred to, it will not lend its magic to your clan. However, it remains a valuable treasure.
This is distinct from the Dropped Treasure scenario, where the treasure (if it doesn't turn out to be a fake) can be a variety of different magical treasures.
Chalana Arroy Mercy Petition[]
Dialogue[]
“ | <Hero> finds <himself/herself> in pitched hand-to-hand combat with the enemy chieftain, <Enemy Chief>. After exchanging many furious blows, <Enemy Chief> sinks to the ground, mortally wounded. An <Enemy> priestess steps forth from their auxiliary. Waving insignia that must belong to their healing goddess, Chalana Arroy, she asks that the two sides temporarily withdraw to tend to their wounded. As she comes closer you see she wears the Harmony rune, just like the priestesses of your healing goddess, Erissa.
|
” |
Consequences[]
A clan whose ancestral enemies are the Ram People will of course gain ancestral favor from killing' or refusing. However, they will not earn ancestral wrath by healing the other chieftain, taking this to be a clever trick to confuse their enemies rather than a betrayal.
Should you grant their request, the resulting truce can give one or both sides a chance to regroup, equalizing their chances of winning the battle.
Notes[]
This scenario has Rider and Wheel counterparts: Erissa Mercy Petition and Erildar Mercy Petition. And in Rams Injure Warleader, you're effectively on the other side of this same situation.
Flying Orlanthi Hero[]
Dialogue[]
“ | A speck in the sky draws nearer, nearer, nearer, until you see who it is: the <Ram> clan hero, <Name>, using the blessing of Orlanth to ride the clouds and hurl bolts of thunder at your forces. Though <Name> has arrived late to the battle, his presence threatens to turn it decisively against you. As the foremost fighter on your side, <Hero> wonders what <he/she> might do to counter this threat.
|
” |
Consequences[]
Calling on the gods during combat is always chancy, though if your hero here is Ayvtu or Yatakan they may be able to pull it off.
Notes[]
This seems to happen with your actual warleader, so at least you don't have to worry about a weak fighter here...
This scenario has Wheel and Rider counterparts: Samnal Blesses Chariots and Rider Hero, both of which also deal with enemies empowered by their gods. And see also Berserker.
Orlanth's Monstrous Ram[]
Dialogue[]
“ | Your warriors react in awestruck horror as the <Rams> bring a gigantic ram onto the battlefield. Twelve feet high and twenty four feet long, this monstrous animal charges your cavalry. It butts and tramples fighters and horses alike <Hero> rides closest to the beast. How does <he/she> react?
|
” |
Consequences[]
The beast will show up and wreck havoc on your forces until you either kill it or make a permanent peace with this foe.
Attacking the ram monster has a chance of killing it—but a higher chance of killing your hero. How much do you value this noble?
Archers are unlikely to do much good. Striking en masse is a little more useful.
Drawing the beast away is a temporary measure at best, but may succeed in removing it from this particular battle.
Notes[]
If you mercilessly and persistently hammer a Ram clan, eventually they'll perform a Gods War ritual, sending one of their men of Orlanth to obtain this beast to defend them and get revenge on their foes (you). This is one of the reasons you should avoid hammering a single clan like that!
Rams Injure Warleader[]
Dialogue[]
“ | A Ram fighter strikes down <Warleader>, your war leader, with a sword strike to the neck. Without immediate healing aid <he/she> will surely die. <Healer>, who has been standing by as one of your auxiliaries, can wield the power of Erissa to provide it. What does she do?
|
” |
Consequences[]
Healers aren't actually guaranteed safe passage no matter what name they call out, but Chalana Arroy's name holds more sway with Rams than Erissa's.
The Rams, who worship their own cow goddess Uralda, won't fear Busenari's curse. You will have an option to follow through after the battle, though.
A truce can give both sides a chance to regroup, so you may lose advantage if you had it.
Notes[]
This is the flipside of the Chalana Arroy Mercy Petition scenario. Keep in mind that how you treat your enemies may effect how they treat you in turn...
This event also has Rider and Wheel counterparts: Riders Injure Warleader and Wheels Injure Warleader.
Lights Going Out[]
Flying Orlanthi Hero Chokes[]
Dialogue[]
“ | An Orlanthi champion steps forward from the <Enemy Clan> ranks to take flight above the fray. He draws his sword, ready to dive from the sky at <Hero>. Then he clutches his throat, choking, before crashing to the ground at <Hero>'s feet. This has been happening more and more to those who worship the memory of the slain Storm King, as Chaos replaces good air with bad.
|
” |
Consequences[]
If you call on the memory of Orlanth to fill his lungs, the enemy champion rises, though with his sword lowered. Your storm ancestors may bless you for your piety and let you fight with double the strength, not just for the remainder of the battle, but also in the year ahead.
If you finish him, fear may ripple through the ranks of the enemy clan. If you chose for your Rider virtue to be Ferocity during Clan Creation, you ancestors will reward you with +1 Magic.
If you press the fight, it is still possible for you to fail, in which case not only will you come closer to losing the battle, but Mood may drop.
Storm Bull Champion Bellows[]
Dialogue[]
“ | A deafening bellow shakes the battlefield. A Storm Bull champion breaks from the <Enemy Clan> ranks to charge at <Hero>. "The <Player Clan>s consort with Chaos," the warrior shouts, "and now they must pay the price!" How does <he/she> respond?
|
” |
Consequences[]
If you successfully fight with cold determination, your hero will use the Uroxi champion's force against him, spitting him on your blade. As a result, fear will sweep through the enemy ranks.
If you fight with hunter's guile, and fail, the Uroxi champion will land a blow to your hero, causing them to fall back, immobilized. The morale of your troops will suffer for this.
Humakti Death Lord[]
Dialogue[]
“ | A champion of the <Enemy Clan> clan advances on <Hero> to engage in single combat. Tattoed with the Death Rune, <he/she> can only be a mighty Humakti Death Lord.
|
” |
Consequences[]
If you try try to avoid the death-dealer, your hero may successively evade the champion. If the hero's contribution to the clan is not on the battlefield, then the people may be happy to see them escape, raising Mood. However, the enemy clan may also take heart seeing the hero withdraw.
Magic Sling Formation[]
Dialogue[]
“ | Pressing an apparent advantage, <Hero> leads your forces at the foe. At the last moment <he/she> realizes that enemy Trickster magic obscured the presence of a tight formation. They've just completed a ritual and stand ready to unleash a fusillade of magically-boosted slingstones that will cut down anyone in its path. | ” |
Consequences[]
If you call on Valind, your hero may find their unusual call to Orlanth's outlaw nephew goes unheard; slingstones rain upon you and Mood falls.