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Osara

Osara the Warrior is a ritual in which a hero assumes the role of Osara by reenacting the myth of the same name, a story in which Osara rallies the women of her clan in its hour of need.

It used to be that the quester would go directly into the Gods War to do this, but by the time of the Chaos Age this has become too dangerous. Instead, clan members help recreate the myth in the ordinary world, to where a successful recreation of the story would bring magic from the Gods War.

Benefits[]

There are two benefits you can seek:

  • "Inspire the women to take up arms," or
  • "Strengthen her (the quester's) abilities."

If you choose to inspire the women, then a success will divinely inspire many of your women to take up arms, especially when defending the clan. This inspiration lasts for about five years.

Quester[]

The quester must be a woman and should ideally be an Osara worshipper skilled in Combat and Leadership.

Walkthrough[]

Note: The Antler Monsters scene may appear either after "First Action" or after "Convincing Verlaro"/"Convincing the Women".

First Action[]

RitualPreparation

In the story, Osara's people are threatened while the army is away. She rallies the able-bodied women to defend their community. Osara must overcome the resistance of her brother, who scoffs at the idea, and the women, who have never had to take up arms.

What does <Quester> do first?

  1. Convince Verlaro
  2. Convince the women

There is no test here; your choice simply determines which scene comes next. If you choose to persuade Verlaro, you will encounter the antler monster before reaching him. If you choose to persuade the women, you will go to that scene, and the antler monster will appear afterwards.

Convincing Verlaro[]

VerlaroReenactment

Verlaro has been left in charge. He claims that women are not warriors<, completely ignoring <Quester>'s defeat of the monster>. Fighting is men's work, he says. How does <Quester> react?

  1. Offer Verlaro a gift.
    Tests Gifting vs. Bullheadedness. You are prompted to select how many goods/cows/horses you offer.
  2. Intimidate him.
    Tests Intimidation vs. Confidence. Blue Stick gives bonus.
  3. Cajole him.
    Tests Deception vs. Skepticism.
  4. Duel him to prove her ability.
    Tests Combat vs. Duel.
  5. Disguise herself as a man.
    Tests Deception vs. Alertness.

Note: The fifth option is not always available.

Convincing the Women[]

WomenRitualReenactment

<Quester> gathers the women of the settlement. "Sisters, I need your help." They are dubious. "Some of us are expert with the bow, but we are not warriors." How does <Quester> respond?

  1. "This is something you can do."
    Tests Leadership vs. Confidence.
  2. "You must defend us."
    Tests Leadership vs. Fear.
  3. "You have as much right to be warriors as the men."
    Tests Leadership vs. Bullheadedness.
  4. "It's just this once."
    Tests Deception vs. Fear.

Antler Monsters[]

IMG 1232

As <Quester> <left/went to see> Verlaro, she found her path blocked by a horrific antler monster made of several smaller monsters. She must have been pulled deep into the Other Side. What does she do?

  1. Yell to Verlaro to attack from behind.
    Tests Leadership vs. Bullheadedness.
  2. Rally the women to help her fight.
    Tests Leadership vs. Confidence.
  3. Attack it with flaming arrows.
    Tests Combat vs. Skirmish.
  4. Attack it with her flaming spear.
    Tests Combat vs. Monster.
  5. Try to find a way around it.
    Tests Exploring vs. Elusiveness.

Note: The first option is only available if you've chosen to convince Verlaro. The second option is only available if you've already convinced the women.

Leading the Defense[]

Osara

Rituals like this draw in opponents, often strangers who are performing their own rituals. Their identities are usually hidden by the power of the sacred story. <Quester> finds herself leading the defense against the <rock army/drunken bears/cat people/beak walkers>. How does she fight?

  1. Charge into their midst.
    Tests Combat vs. Mooks.
  2. Hold the line against their advance.
    Tests Combat vs. Mooks.
  3. Drive them off with arrows.
    Tests Combat vs. Skirmish.
  4. Hold them off with magic.
    Tests CombatMagic vs. Divine.
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