Ventures are a massed activity that the entire clan gets together to perform. At the start of the Ride Like the Wind, you can only do one venture per year, but after finishing the clan hall, you can perform two a year. In Lights Going Out, you may perform two ventures per year from the start of the game, but this can change later in the game. You may not perform the same venture twice in one year, and ventures might not succeed, or might only partially succeed. As in most other things in Six Ages, you must select one of your nobles to lead the Venture, and part of your success will depend upon the skills of the noble involved, as well as what, if anything, you spent magic on during Sacred Time. Some treasures, spirits and blessings may also increase your chance of success, while factors such as the clan's general disposition may have a positive or negative effect.
If you struggle with ventures, consider sacrificing for Nyalda's Cooperation blessing, putting magic into Harmony at Sacred Time, or bargaining with a Copper spirit for help.
Please note that some of the effects, most especially for Magic associated, are still speculative. The information in the "Tests" column is taken from the game logs.
Venture Name | Available In | Effect | Tests | Magic/Treasures Associated | Special Notes |
---|---|---|---|---|---|
Ceremony | Ride Like the Wind, Lights Going Out |
Adds to magic. Makes rituals easier | Magic vs. Divine | Ritual, Flint spirit, Fire Rune; Shamans and Tricksters get penalty | Depending on degree of success, adds 0 to 2 Clan Magic and makes rituals easier for around a year. Failure may waste a point of magic instead. |
Clear Pastures | Ride Like the Wind | Removes the Limited Pastures Stress at the start of the game; makes herding easier | Farming vs. Bullheadedness | Pastures, Lion spirit?, Whistling Wind spirit? | One of the ventures necessary to complete the Clan Hall. Only do once. Cannot fail, but poor performance might lead to some people becoming wounded. |
Clan Hall Decorations | Ride Like the Wind | Necessary to complete clan hall | Treasures vs. Difficulty | Crafting | Can fail, seems to fail more often than other ventures. Necessary to complete Clan Hall. Only performed once. Costs a default of 50 goods, although good performance can lessen this. |
Clan Hall Feast | Ride Like the Wind | Necessary to complete clan hall. | Food vs. Difficulty | Harmony | Can fail to actualize if food stocks are low. Necessary to complete Clan Hall. Only performed once. |
Clan Hall Sacrifice | Ride Like the Wind | Necessary to complete clan hall. Can improve mood. | Magic vs. Divine | Ritual | Necessary to complete Clan Hall. Only performed once. |
Combat Training | Ride Like the Wind, Lights Going Out |
Makes your warriors more effective in battle | Combat vs. NotBloodyLikely | War; Humakt and Osara devotees get bonus | Requires more than 10 Swords available. |
Crafting | Ride Like the Wind, Lights Going Out |
Creates Goods | Deception (Bargaining + Leadership) vs. Selling | Crafting, Trade Wind spirit?, Fly in Amber, Orstan's Saw | Usually makes 20-25 goods. Requires 10 goods. |
Craft (special) Item | Ride Like the Wind, Lights Going Out |
Creates more goods than crafting | Deception (Bargaining + Leadership) vs. Selling | Crafting, Trade Wind spirit? | This is actually several different ventures, such as "Craft Ebony Items" or "Craft Ivory Items". In every case, it requires you to have discovered one of the craftable items on your clan lands through a previous exploration. Repeated crafting of the item will exhaust your stocks of whatever it is, at which point you can no longer perform this venture. |
Convert Pastures to Fields | Ride Like the Wind, Lights Going Out |
Removes Fields Stress from continual use, improves crops. | Farming vs. Bullheadedness | Fields, Lion spirit?, Whistling Wind spirit?; Nylada and Ernalda devotees get bonus | Cannot fail, but poor performance might lead to a morale stress. Is usually necessary every 5-6 years. |
Defense | Ride Like the Wind, Lights Going Out |
Helps protect against raids | Combat vs. NotBloodyLikely | War, Mother Bear Totem, Elmal devotees get bonus | |
Denounce the Cenala Heresy | Ride Like the Wind | Helps dispel belief in the Cenala story | Mythology vs. Openness | Diplomacy | The reverse of Spread the Cenala Revelation. |
Entertain | Ride Like the Wind, Lights Going Out |
Improves clan morale | Poetry vs. Despair | Harmony, Otter Totem | |
Expand Fields | Ride Like the Wind | Removes Limited Fields Stress at the start of the game, and improves your crops. | Farming vs. Bullheadedness | Fields, Lion spirit?, Whistling Wind spirit? | One of the ventures necessary to build the Clan Hall. Only performed once. Cannot fail, but poor performance will create a morale stress. |
Feast | Ride Like the Wind, Lights Going Out |
Improves clan morale | Husbandry vs. Despair | Harmony | Requires at least a week's worth of food. Can fail if food is too low. If you have Nyalda's Hospitality blessing you can perform this multiple times in one year, and even do it if you have already done the maximum number of ventures. |
Feast Neighbors | Ride Like the Wind, Lights Going Out |
Improves clan morale and relationship with neighbors | Husbandry vs. Despair | Harmony, Diplomacy, Goat Totem | Requires at least four weeks worth of food and Nyalda's Hospitality blessing active at that moment. |
Finish Houses | Ride Like the Wind | Removes No Houses Stress, which can cause greater levels of disease | Husbandry vs. Bullheadedness | Harmony, Lion spirit?, Whistling Wind spirit? | Only done once a game. Requires 25 goods. |
Fletchery | Ride Like the Wind, Lights Going Out |
Produces arrows, making it less likely for you to run out in battle | CombatLore vs. NotBloodyLikely | War, Porcupine Totem | The arrows are enough for one or two extra "Skirmish" actions each battle. Lasts about one year. |
Foraging | Ride Like the Wind, Lights Going Out |
Gathers food from wildlands. | Foraging (Food+Lore) vs. Elusiveness | Wilds; Inilla devotees get bonus, Chipmunk Totem | Less effective in Dark Season. Brings in food throughout the year. |
Guard the Herds | Ride Like the Wind, Lights Going Out |
Makes herd raids less likely to succeed against you, guards against certain negative events, gives herds and sometimes gives horses | Hunting (Combat+Food) vs. Elusiveness | Pastures; Shadowcat Totem, Busenari, Uralda and Voriof devotees get bonus | |
Herding | Ride Like the Wind, Lights Going Out |
Increases herds and to a lesser extent, horses | Herding (Food+Leadership?) vs. Elusiveness | Pastures; Busenari, Uralda and Voriof devotees get bonus, Cow Totem | The degree of success influences the number and type of animals you receive; you will not gain horses if you only narrowly succeed. If you fail, the noble leading the venture will be injured, but you will still receive around ten cows. |
Hunting | Ride Like the Wind Lights Going Out |
Hunt for food in wildlands | Hunting (Combat+Food) vs. Elusiveness | Wilds, Wolf Totem | Less effective in Dark Season. Brings in food throughout the year. Effect seems identical to Foraging, but different skills are tested. |
Recruit Clan Members | Ride Like the Wind, Lights Going Out |
Adds to your population | Leadership vs. Schadenfreude (RLtW) or vs. Selling (LGO) | Diplomacy, Trade Wind spirit (LGO)? | Adds around 5-15 clan members, plus around half as many children, the exact number depending on your degree of success. The venture is unlikely to fail completely, but on a low success level your clan will complain that you adopted the dregs of the other clans. |
Repair Berenstead | Lights Going Out | Removes some of the damage done to Berenstead | CombatLore vs. Chaos | Horn of Urox | Success depends on the leader's skills. You will only be told of the result after several seasons (up to a year). You will have craft stress during this time because some of your crafters will be repairing the wall instead of making trade goods. |
Repair Houses | Lights Going Out | Remove Damaged Houses stress | Husbandry vs Bullheadedness | Harmony, Lion spirit?, Whistling Wind spirit? | May be necessary after certain events. Requires 25 goods. If the venture fails, you will lose a small number of goods and the houses will remain damaged. |
Restore Pastures | Ride Like the Wind, Lights Going Out |
Combats Overgrazing stress | Farming (Food+Lore?) vs. Bullheadedness | Pastures, Lion spirit?, Whistling Wind spirit?; Busenari, Uralda and Voriof devotees get bonus | Often will take several years to work even under best conditions, and in the meantime, your herds will die in droves. In Ride Like the Wind, use the Busenari Light Finder ritual instead in all but the most dire situations. In Lights Going Out, sacrifice to Uralda and/or bargain with a Needle Grass spirit to speed up the process. |
Rite Against Gorp | Lights Going Out | Organizes a mass rite to cure a clan's gorp infestation | Diplomacy vs. Skepticism | Urox and Gamari devotees get bonus | Only available after an event in which a gigantic gorp appears in another clan's lands. |
Rite To Remove Gorp | Lights Going Out | Organizes a mass rite to remove gorp from an abandoned territory | Diplomacy vs. Skepticism | Urox and Gamari devotees get bonus | Only available after an event in which a gigantic gorp appears in another clan's lands. |
Scour for Bandits | Ride Like the Wind, Lights Going Out |
Removes Bandit Threat Stress | Exploring vs. Elusiveness | War, Hawk Totem; Osara devotees get bonus | A failed venture will not suppress any bandits (unless you have the Hawk Totem). |
Scour for Chaos | Lights Going Out | Removes/lessens Chaos Threat Stress | Exploring vs. Elusiveness | Combat, Storm Bull Token; Urox devotees get bonus | Needs a shrine to Urox and at least 10 Swords. The leader will take a large number of warriors (usually around 10 Swords and 10 Bows) and leave for several seasons (up to a year). Failure may result in some (or even most) of your party (including the leader) being wounded or killed. |
Search for Spirit Rocks | Ride Like the Wind, Lights Going Out |
"Pleases the Spirits", can remove Spirit indifference, makes it easier to catch spirits or bargain them into doing what you want | Exploring vs. Elusiveness; Shamans get bonus | Ritual, Owl Totem,Yeleni Buzzard Charm | |
Share Exploration | Ride Like the Wind, Lights Going Out |
Increases your standing among other clans | Gifting vs. Credulity | Redalda's Map; Gamari devotees get bonus | Not available before your explorers have found something interesting to talk about. Failure will leave the other clans unimpressed by your discoveries. |
Smash Statue | Lights Going Out | Destroys statue of Ragnaglar that has appeared in your clan's lands | Mythology vs. Chaos | Horn of Urox | Only appears if you choose the "labor to smash the statue" option during the events Hunters Ragnaglar Statue or Ragnaglar Statue Emerges. |
Spread the Cenala Revelation | Ride Like the Wind | Converts unbelieving clans to Cenala worship. | Mythology vs. Bullheadedness | Diplomacy, Lion spirit?, Whistling Wind spirit? | Seems to very highly correlate with whether or not you successfully completed rituals recently. Also somewhat seems to depend on the number of Cenala clans already around, it's easiest to convert a few holdouts. |
Spirits Against Gorp | Lights Going Out | Organizes a mass spirit call to cure another clan's gorp infestation | Diplomacy vs. Skepticism | Shamans get bonus | Only available after an event in which a gigantic gorp appears in another clan's lands. |
Spirits To Remove Gorp | Lights Going Out | Organizes a mass spirit call to remove gorp from an abandoned territory | Diplomacy vs. Skepticism | Shamans get bonus | Only available after an event in which a gigantic gorp appears in another clan's lands. |
Trade | Ride Like the Wind, Lights Going Out |
Trades for goods | Bargaining vs. Selling | Diplomacy, Trade Wind spirit, Trade Rune | Often gets about 20 goods. |
Trap for furs | Ride Like the Wind, Lights Going Out |
Traps for valuable furs and increases goods. | Hunting (Combat+Food) vs. Elusiveness | Wilds, Beaver Totem | More effective in Dark Season. |
Worship | Ride Like the Wind, Lights Going Out |
Increases the number of supportable temples | Prophecy vs. Divine | Ritual, Flint spirit, Magic Rune; Shamans get penalty | Can work for multiple years, or only one, or fail and cost you magic. |