In Six Ages, reputation is far more complex than it was in King of Dragon Pass.
Like/Hate and Fear/Mock[]
Each neighboring clan holds its own opinion of you, influenced by your respective cultures, their own quirks, and your history with them. This is partially measured by two different scales. One measures respect (fear/respect and mockery), with fear or respect being good and mockery bad; the other measures liking (like/hate). The Relations page has more information.
Known For...[]
Additionally, your clans will know you for some distinguishing characteristic.
You will be reminded of your reputation on the Relations Screen as well as at Sacred Time.
To see what your neighbors may be known for, see Other Clans.
Ride Like the Wind[]
At the beginning of Ride Like the Wind, others will always know you simply for being the last clan to arrive in the valley, but as time goes on you will pick up a more specific reputation, which may change depending on your further actions.
Individual deeds you can become known for include:
- for defeating the Alkothi
- for desecrating our own shrine
- as religious fanatics
- as Ghostfriends
- for reaching the Glacier
- for making a Trickster our chief
- for finding secrets Hyalor left before he died
- for making peace with our ancestral enemies
- for quickly splitting
- as back-stabbing weasels
- for wooing Redalda
Other actions aren't significant enough to give you a reputation the first time you do it, but if you make a habit of it they can accumulate enough to be your main trait in your neighbors' eyes.
- for adopting outsiders
- for being bullies
- for sending many diplomats
- as great explorers
- for frequent herd raids
- having heroic clanfolk
- for riding to the Otherworld
- as incessant raiders
- for our rudeness
- for our shamans
- for our many shrines
- as frequent traders
Lights Going Out[]
At the start of Lights Going Out, your clan will be known either as the clan of kings or for founding the tribe. (In the tutorial, you are always known for unifying Riders and Rams.) Eventually, you may pick up a new reputation.
Individual deeds your clan can become known for include:
- for failing to summon Nontraya
- for wounding Nontraya
- for making a Trickster our chief
- for wounding Teghern
- for vanquishing Biggest Hunger
- for visiting the wedding of Orlanth and Ernalda
- for driving off Maker of Bad Growth
- for displaying dead elves
- for discovering the lost song
- for turning back the scorpion horde
Other actions that give you a reputation if you make them a habit include:
- having heroic clanfolk
- as frequent traders
- as incessant raiders
- for being bullies
- for making kumis
- for slaying the undead
- for our many shrines
- for adopting outsiders
- for consorting with Chaos
- as great explorers
- for lying
- for sending many diplomats
- for frequent herd raids
- for summoning Oakfed
- for seeking new clan members