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Dialogue[]

<Explorer> races back to Berenstead from exploring the <direction>, arriving just before <scalding hot rain/an oil shower> forces everyone to seek shelter. "I heard it! I heard the song! Well, not exactly, but< I heard a bird call, and then another responded. As they kept going, I realized that each was singing a different part of/as we rode by a copse of trees, the wind in the dead leaves made them rustle> the tune!


The explorers teach it to everyone, and the clan sings and dances along the night. The next day, the sages say that it was first sung by <Grandmother Mortal, about home/Grandfather Mortal, to entertain visiting deities>.


People are so <excited/thrilled> that they volunteer to do an extra venture this year, even if it isn't a feast.

Six Ages 2: Lights Going Out

Consequences[]

At the start of the event, Mood rises.

From now on, when sending emissaries to other clans, you may share Grandmother Mortal's song with them. Also, for a few years, your people will agree to perform an extra venture. When the time runs out, you receive the following report:

Our few years of restored cohesion and purpose after <Explorer> retrieved the song seems to have come to an end. Clan members are again unwilling to cooperate in more than one venture in any year.

Six Ages 2: Lights Going Out

Later yet, you may hear the following report:

I hate to admit it, but I can't remember Grandmother Mortal's song, and I don't think anyone else can either. I'm sorrowful, but I also take heart that even in these times, what we thought was lost forever might be found again. Alas, many of us are reminded of how much we have lost.

Six Ages 2: Lights Going Out

If so, Mood decreases.

Advice[]

"We can sing it to all the Orlanthi and Rider clans." - Wheel-hating ring member

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