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    FAQ/Walkthrough by KentCave

    Updated: 05/30/05 | Search Guide | Bookmark Guide

        @ ----------- @
     King of Dragon Pass FAQ
        @ ----------- @
    PC Strategy game
    by A Sharp
    Release Date 11 Oct 1999
    Latest revision: 7 Feb 2003
    by Bruce Hollebone
    @May Issaries ensure the Value of this FAQ and
     Lhankor Mhy vouch for its Truth.
    Best viewed in 800x600 desktop-resolution, using Notepad without needing 
    Updated formatting.. all manually spaced, done with barbaric brutal 
    Less than 79 characters per line guideline, oh please don't messed it 
    up again.
    Interactive story-telling saga and resource-management sim at its best. 
    Basically, a modern-incarnation of "Choose your own adventure"!
    "King of Dragon Pass (KoDP) is a computer game set in Glorantha 
    (the world of
    the games Hero Wars and RuneQuest). It combines interactive stories and 
    management to create an epic saga of conflict, magic, and community."
    That description fits rightly about the game, direct from the mouth of 
    publisher "A Sharp" (www.a-sharp.com/kodp/). They also keep a list of 
    Asked Questions on their website, along with a one-year tour demo, 
    art gallery and free music clips from the game.
    King of Dragon Pass is available for both PC Windows (95 or later) and 
    OS (PowerPC). The game was designed by David Dunham, Greg Stafford, and 
    Robin D.
    Laws; with additional design by Rob Heinsoo and Elise Bowditch.
    Updates for the game can be obtained from A Sharp. As of this writing, 
    current known-stable version of the game is 1.7(492). Check your game's 
    number on the Game Controls [Save/Restore] screen. Download the current 
    from the update page (www.a-sharp.com/kodp/update/).
    King of Dragon Pass combines elements of turn-based strategy games and 
    games to create the feel of a Viking saga. It has strong story elements, 
    economic management is important, and there's high replay value. It takes
    advantage of a well-developed background. The result is a strategy game 
    with a
    personal feel.
    Glorantha is a fictional world created by Greg Stafford more than two 
    ago. A vivid web of myth, tragedy and redemption, this is a world where 
    gods and brave heroes fight in ancient conflict. Glorantha has been the 
    for several board and role-playing games. See the Glorantha website
    (www.glorantha.com) for further details.
    King of Dragon Pass is a Trademark of A Sharp, L.L.C., and is used with 
    permission. Glorantha is the Trademark of Issaries, Inc., and is 
    used with 
    permission. Issaries, Inc. is the Trademark of Issaries, Inc.
    @May Humakt avenge any breach of these Oaths.
    The King of Dragon Pass mailing list is hosted by Yahoogroups. To 
    the list homepage (http://groups.yahoo.com/group/KingOfDragonPass/).
    This FAQ was written by Bruce Hollebone with contributions from David 
    Dunham and
    many of the participants of the KoDP List. Comments and criticisms are 
    (Shamelessly compiled and updated by KentCave, to gain further 
    recognition for
    KoDP. Hoping that somehow it will helps and here is wishing for.. 
    @May Urox shield me from kin-strife.
    Table of Contents:
    Section 1: Following the Wyter
    1.1: Help! I don't know how to form a tribe! What ever will I do?
    1.2: [Short Game] How long do I have to hold the king/queenship to win?
    1.3: [Long Game] I've done seven heroquests after forming a tribe, but
          nothing new is happening! What's wrong?
    1.4: [Long Game] I've been told that my king must meet someone. How do 
    I do this?
    1.5: [Long Game] I've been told I must complete three tasks. 
    What do I do?
    Section 2: Clan and Family
    2.1: Who is...
    2.2: How do I get new nobles?
    2.3: How do I get a noble of a particular deity?
    2.4: The farmers/weaponthanes hate me! Help!
    2.5: Kids, don't have enough! The clan is dying!
    2.6: Kids, got too many! The tula is bursting at the seams!
    Section 3: Herds and Agriculture
    3.1: I'm running out of food! Where shall I go? Whatever shall I do?
    3.2: I'm running out of cows! Without cattle we will scatter to 
    the seven winds!
          What must we do?
    3.3: I'm running out of sheep! What to do?
    3.4: On the picture of the tula (shown at sacred time), when 
    moving the
          mouse over the cows/sheep, the message that they are 
    overcrowded and
          malnourished appeared. The herder on the ring said they have 
    enough land.
          What's going on?
    Section 4: Trade and Diplomacy
    4.1: What are the exchange rates of commodities?
    4.2: What is a small/average/enormous gift to another clan?
    4.3: How big are gifts of magic and luck?
    4.4: What is the base value for a treasure?
    4.5: I'm running out of silver!
    4.6: How do I get more trade routes?
    4.7: A clan hates my guts! What can I do?
    4.8: Everyone hates my guts! Help!
    4.9: A Cult/Elder Race really hates my guts! What now?
    Section 5: War
    5.1: Neighbours keep sneaking off with my cows. What can I do?
    5.2: Raids always catch me unaware. How can I prepare?
    5.3: Can I seize land from a clan that is not a neighbour?
    Section 6: Exploration
    6.1: I keep losing parties! Help!
    6.2: What should I explore?
    Section 7: Magic
    7.1: What's a good size for a sacrifice?
    7.2: I'm spending a lot on sacrifices but not getting any 
    result. What's wrong?
    7.3: How do blessings work?
    7.4: How do I change the blessings given by my shrines and temples?
    7.5: How does Maran Gor's blessing work?
    7.6: I can't build a shrine to my favourite God! What's going on?
    7.7: I can't build any more temples! I don't have enough worshippers. 
    How do I solve this?
    7.8: I'm having trouble doing heroquests. What should I do?
    7.9: One of my ring says that I've performed so many heroquests, 
    but I
          know I've done many more. What gives?
    Section 8: The Path of Imminent Mastery
    8.1: What effects do the various traditional enemies have?
    8.2: What are the effects of our relationship with the Dragons?
    8.3: How big should our tula be?
    8.4: OK, spoil me. Where should we explore first?
    8.5: Which shrines should I build?
    8.6: What does that crazy reptile want with its questions about what 
    we think is important?
    8.7: What do all the treasures do? How do I find them all?
    Section 9: Extras
    9.1: How can I see my tula's boundaries?
    9.2: Easter Eggs?
    9.3: How do I make a screen shot?
    9.4: What are the addresses of other KoDP web sites?
    9.5: The CD is slow. How can I speed up the game?
    Section 10: Miscellaneous Contributions
    Section 1: Following the Wyter
    1.1: Help! I don't know how to form a tribe! What ever 
    will I do?
      You must prove your worth. Seek the mandate of the gods. 
    Read your manual.
      KC: Think like an Orlanthi. Aspire for greatness. When 
    reputation hits top,
       the seer will come.
    1.2: [Short Game] How long do I have to hold the king/queenship 
    to win?
      Ten years. Consecutive years. Ten golden years. There are 
    other conditions
      too. Read your manual.
    1.3: [Long Game] I've done seven heroquests after forming a tribe, 
    but nothing
      new is happening! What's wrong?
      It does take several years for the plot to work out. Maybe you 
    just need to
      wait a few seasons. Also, have you done seven different heroquests? 
      magician will tell you. You also must complete the heroquest for 
    your chief
      god/ess (Orlanth and Aroka, Ernalda Feeds the Tribe or Elmal Guards 
    the Stead).
      You will know your feet are on the path when a blind seer prophesies 
      destiny. The story may take decades to play out.
      KC: Destiny starts when the False Queen/Trade War/Telmori War events 
    1.4: [Long Game] I've been told that my king must meet someone. How 
    do I do
      Don't worry. Everything will happen in the fullness of Time. Keep 
    reputation on top.
    1.5: [Long Game] I've been told I must complete three tasks. 
    What do I do?
      Save your game. Other than that, just wait for events to unfold.
      KC: Taming a dragon, favour of the Brass Man and mating with 
    a mountain.
    Section 2: Clan and Family
    2.1: Who is..
         ..my clan chief:
           The person in the left-most slot with the torc glyph. Duh.
         ..my warleader:
           The ring-member with the highest combat score. 
    Nobles who worship gods
           of war may usurp this position from a more qualified ring-member.
         ..my lawspeaker:
           Similarly, for custom. Lhankor Mhy worshippers may take this 
    role in
           preference to those with better custom scores.
         ..my magician:
           The ring member with the highest magic score.
         ..my best poet:
           The ring member with the highest average of leadership and custom.
         ..my tribal king/queen:
           The noble with the mastery glyph (W) on their picture. 
    You know, the clown
           you spent all those cows on at the last moot. They don't have 
    to be on your
           ring, but it is a good idea. Your tribal leader can also be you chief.
    2.2: How do I get new nobles?
      Wait for your old ones to die; youngsters will be along in a season or two.
      This usually only happens for deaths due to old age, but rare events can 
      have this effect. There is a treasure that can help. An event can bring 
    you a
      babe with Heroic potential, another, several new ring members (and a lot of
      refugees). KC: Feed useless nobles to Cragspider or BeastValley/HorseSpawn.
    2.3: How do I get a noble of a particular deity?
      You cannot. There will tend to be more worshipers devoted to your main
      god/ess, but nothing else affects the god's connection to their chosen. 
      are called to the gods, not the reverse. Divine choice is ineffible.
      KC: Building Temple to specific gods might help. Kill off the unwanted.
    2.4: The farmers/weponthanes hate me! Help!
      Solve the immediate problem by gifting or feasting. In the longer term, 
      must change your behaviour. Farmers like peace and cows, weaponthanes 
    like to
      prove their valour. No one likes losing battles. Some ancient treasures 
      help. Never give up Hope. Long lasting rifts can be healed by appealing 
    to the
      gods, but have awful consequences if you fail.
      KC: If everything's done right, the clan might have grown too large.
       Splitting the clan is perfectly acceptable, in fact.. normally expected.
    2.5: Kids, don't have enough! The clan is dying!
      Your casualty rate is higher than your growth rate. Stop fighting if 
      or fight more defensively. Recruit more farmers, take in strays, as 
    they come
      your way. Seek the blessings of Orlanth's mother, his wife and of the 
      white lady. Sacrifice magic for children at sacred time. Add more 
    mothers and
      healers to your ring.
    2.6: Kids, got too many! The tula is bursting at the seams!
      You've just had a series of disasters that wiped out a lot of adults, 
      Try to reduce any further casualties. Fight defensively for a few years. 
      sure you can feed everyone. Barntar, Yinkin, Orlanth and Elmal can help, 
      Ernalda and Uralda are the most important. Wait for the kids to grow up.
      KC: Don't put magic to children on Sacred Time. Fyrdwomen and Orlanth's 
    Section 3: Herds and Agriculture
    3.1: I'm running out of food! Where shall I go? Whatever shall I do?
      Speak with a Silver Tongue and ask for food. Trade for Spare Grain. Take it
      with a red sword.
      Pray for the blessings of Ernalda and her helpmeets: Orlanth, Elmal, Odayla
      and, of course, her son Barntar. Make sure that you have enough cropland to
      feed everyone. In bad years, grow more barley, in good, more wheat, in
      desperation, more rye, but remember that the Earth wants to see all of her
      children grow. Trinkets and gee-gaws can help, but to prosper, you 
    must travel
      the Hidden Ways under the Earth and meet all of her faces. Follow 
    this advice
      and you'll never go hungry again!
    3.2: I'm running out of cows! Without cattle we will scatter to the 
    seven winds!
      What must we do?
      Orlanth bellows that violence is always an option. Your neighbours 
    cows can be
      yours, if you are brave. If you are valourous and they are weak, 
    they may
      offer you part of their herds for peace.
      Ernalda whispers that there is always another way. Buy cows, sacrifice for
      herd magic at sacred time, worship Uralda, beg favours, keep close the 
      Elmal holds that a strong stead is always wise. Keep land clear, defences
      strong, the weponthanes on the boundaries and the fyrd large.
      If all else fails, walk the forbidding god-path of Uralda.
    3.3: I'm running out of sheep! What to do?
      First, make sure that you are playing version 1.4 of the game or later.
      Earlier versions had slower sheep herd growth. If you are still having
      You've got more temples than your clan can support. Reduce their number. 
      your best traders out with large missions; they may trade for sheep on the
      side. Cattle raids often get sheep, particularly if you're low. Spend 
    magic on
      herds. Put a good Uraldan on the ring. Never, ever slaughter sheep for food.
    3.4: On the picture of the tula (shown at sacred time), when moving the mouse
      over the cows/sheep, the message that they are overcrowded and malnourished
      appeared. The herder on the ring said they have enough land. What's going 
      It appears that your herder recommends only the bare minimum on which the
      herds can survive. For them to thrive, you need to have more pasturage. Many
      have found that at least half again what your herder tells you or even double
      the minimum pasture is necessary.
    Section 4: Trade and Diplomacy
    4.1: What are the exchange rates of commodities?
         The basic relationship appears to be:
          1 horse= 4 cows
          1 good= 1 cow*
          2 food= 1 cow
          *(however cows seem to be more desirable)
      Barganing skill greatly affects trading, as do several blessings. 
      can also make your cows more valuble or generally improve trade 
      Also, some clans are just better at barganing than others. You won't 
    always be
      the better Trader.
    4.2: What is a small/average/enormous gift to another clan?
      As a rule of thumb, 10 cows is miserly, 20 is customary, 30 cows is 
      Again, this is highly dependent on relative strengths of your clan and the
      other, your leader's skill, active blessings, treasures and heroquests.
      Treasures, even "worthless" ones, are highly thought of.
    4.3: How big are gifts of magic and luck?
      For favours between clans, 3 points is traditional, 2 points is a minor 
      and 4 points is a big favour. For cults, this may be different. Also, cults
      may ask for repayment of many favours all at once, which can be quite
    4.4: What is the base value for a treasure?
      Your traders will tell you 50 cows, but in reality, whatever the market 
      bear. You might have to pay hundreds of cows for some and get thirty when
      trying to sell.
    4.5: I'm running out of silver!
      The most dependable source of goods are your crafters and market. Emphasize
      Issaries, increase the number of your trade routes. Increase the number of
      crafters to the maximum and make sure they are using all the resources 
      found on your tula. Trade missions can help, but later in the game you 
    do need
      to send a lot of them to make a difference. Horse trading seems to be
      particularly lucrative, but pick your trading partners carefully before you
      make the deal. Exploring can help a lot at the beginning of the game.
      Of course, goods can be had immediately from other tulas. Following the 
    way of
      Orlanth, you might take from those with plenty in your times of want. 
      it is the duty of a Just and Generous king to make sure everyone shares 
    4.6: How do I get more trade routes?
      Have an Issaries Trader on your ring. Build temples for Issaries, the bigger
      the better. Be on good relations with the potential partners. Leaving
      unexploited resources on your tula also can result in trade, but this 
    may not
      be the most profitable course.
    4.7: A clan hates my guts! What can I do?
      Well, that's what you get for raiding them last Storm. Many gifts may be
      necessary. Several blessings, particularly those of Issaries and Lhankor Mhy
      can help. The course of events often brings opportunities for reconcilliation.
      Be generous in victory. If you are desparate, remember that everyone listens
      to the Gods, especially Issaries and Chalana Arroy.
      A truly wicked clan would seize their land and force them to move.
    4.8: Everyone hates my guts! Help!
      You can dig in and trust in the terrible and grim gods of death and hate or
      you can travel the path of the trader and the sage. In dire straits, 
      the secret scar and the wisdom of the cows.
    4.9: A Cult/Elder Race really hates my guts! What now?
      Listen to them when they come to warn you of your bad behaviour. Conduct
      yourself accordingly. Also, the talking god may be able to broker a truce.
    Section 5: War
    5.1: Neighbours keep sneaking off with my cows. What can I do?
      Build a watchtower. Clear more land. Make sure that your weaponthanes aren't
      slacking off. After missions, they will reduce their patrols, the lazy bums.
      Check the raid screen after every raid or mission to reset the patrol levels.
    5.2: Raids always catch me unaware. How can I prepare?
      Form alliances with clans between yourself and the raiders. Often your allies
      will give you enough warning to summon your thanes and the full fyrd. Tribe
      members will also warn each other.
    5.3: Can I seize land from a clan that is not a neighbour?
      No, but if you seize a neighbour's lands, you get new neighbours...
    Section 6: Exploration
    6.1: I keep losing parties! Help!
      From: "The Lonely Lozenge's tips for Dragon Pass":
            Send a Vingan or a Trader. They just stir up trouble during planting
            anyway. If you don't have any to spare, use an Odaylan.
            Travel during a nice time of year: Sea or Fire.
            Send a strong escort with your noble.
            Use Vinga's Pathfinder blessing.
            Travel slowly.
            Explore the map gradually. Do not venture far into fields unknown.
            Some areas of the map are more dangerous than others. Most of these are
            towards the edges of the map.
            A treasure can help.
            Listen to your godi: don't explore when the omens for travel are bad.
      Sometimes, even the biggest, most prepared parties go astray. I've lost a 
      party exploring my own tula! Exploring is the second most dangerous thing a
      noble can do.
    6.2: What should I explore?
      Your Tula. Bit by bit, push back the boundaries of what you know. Your tula,
      again. The gods will sometimes demand that you travel to specific
      destinations. Piety demands that show them honour. Also, your tula.
      Re-exploring areas, particularly named ones is often very fruitful. Finally,
      remember to explore your tula.
    Section 7: Magic
    7.1: What's a good size for a sacrifice?
      Listen to your ring! Your magician may have a suggestion or two.
    7.2: I'm spending a lot on sacrifies but not getting any result. What's wrong?
      It helps if you have a devotee of the god on your ring. Also, sacrifice for
      mysteries during sacred time, if that's what you're after. As always, a
      treasure or two can help.
      All gods are not the same. Read their myths to know them. Bloodthirsty ones
      like, well, blood, but peaceful ones prefer shiny things. I'm personally
      convinced that the gray sage is a greedy old bugger too.
    7.3: How do blessings work?
      Blessings take effect immediately. If you sacrifice for the blessing, it 
      five seasons, a full year. Also, a little brazier icon appears next to the
      blessing on the sacrifice screen as a reminder of the sacrifice.
      A temple blessing is permanent, as long as the structure is maintained.
      An active blessing glows blue on the clan rock on the appropriate screen.
      Also, the button to select an active blessing is grayed-out on the sacrifice
    7.4: How do I change the blessings given by my shrines and temples?
      Select the appropriate god/ess on the magic screen. Click on the box beside
      the blessing you wish to remove. The x in the box should vanish. Now, 
    click on
      the blessing you want to have running. An x should appear in the box beside
      the new blessing. This does not count as an action. Note that you can 
    only do
      this for blessings provided by shrines and temples. You cannot switch
      blessings for which you have sacrificed directly.
    7.5: How does Maran Gor's blessing work?
      The terrible hag of the dark earth cares only about blood, not from 
    whom it
      comes. The greater the numbers of your tribe or your enemies that die on 
      fields, the better your crops will be the next Earth season as long as
      Earthblood is active at the time of the battle. The blessing need not be
      active during the next Earth season.
    7.6: I can't build a shrine to my favorite God! What's going on?
      First, make sure that you have sacrificed for mysteries. You cannot build
      unless your god-talkers know a blessing for each level of temple, i.e., 
      shrines, one blessing is needed, for temples, two, and for great temples,
      Next, check that you have enough trade goods. Shrines cost 10 goods, 
      50, Great Temples, 100. If you don't have the dosh, you don't get the 
      Finally, some Gods are better than other Gods. That is, many Gods only can
      have a shrine, some a temple and some a great temple.
      The list is:
          Shrine:Ancestors, Barntar, Maran Gor, Vinga
          Temple:Chalana Arroy, Odayla, Uralda, Urox
          Great Temple:Elmal, Ernalda, Humakt, Issaries, Lhankor Mhy, Orlanth
      Note that there are also some gods and spirits which can be found during 
      These entities can only have a shrine built for them.
    7.7: I can't build any more temples! I don't have enough worshippers. How 
    do I
      solve this?
      Focus your worship. Choose the blessings you want and destroy or reduce 
      temples you don't need. Take in more clansfolk. Make allies, friends, and
      trading partners. Form a tribe.
    7.8: I'm having trouble doing heroquests. What should I do?
      From "Learn HeroQuesting in just 21 Days!", Lhaura Lhemay, Whitewall Press,
      1215 A.S.:
            Follow the footsteps of your God. The old paths are the best.
            Myths have secrets and deeper secrets. Learn them both. Heroquesting
            with partial knowledge is for the desperate or foolhardy.
            A careful quester can minimize risk, particulary in combat. Be warned
            that this may reduce the effectiveness of the quest.
            Wait a couple of years. Questing too soon after your last attempt
            greatly reduces your chances. Your ring will tell you when it's safe.
            Choose your leader wisely. Match skills with activities in the quest.
            Magic is an important skill, but others are often critical for sucess.
            The default noble is not always best.
            Direct worshipers have the best chances. Remember that Vingans count 
            Have lots of supporters. Questing with tribal support is much easier.
            Some treasures can help.
      However, even the best prepared will often go astray. Heroquesting is the 
      dangerous thing a person can do. Even if the quest is sucessful, your hero 
      be scarred beyond all healing (i.e. lose abilities).
    7.9: One of my ring says that I've performed so many heroquests, but I know 
      done many more. What gives?
      Your magician is counting the number of different heroquests you have done.
      Doing the same one over and over does not count for the victory conditions.
      Also, the count of heroquests resets to zero when you form a tribe and 
    elect a
    Section 8: The Path of Imminent Mastery
    Read past this point at your own peril! Spoilers Abound!
    Some secrets mortals are not meant to know, and Arachne Solara intends to 
    it that way. Beware those who bring Gifts of bad knowledge.
    8.1: What effects do the various traditional enemies have?
      You will always win luck and magic for defeating your traditional enemies.
      Making peace with them will be difficult and annoy your ancestors.
             There are several families of Dark Men in Dragon Pass, which the 
          tracks just as it does the other clans. They are all your enemies. 
          there is one area of the map you should definitely avoid. Several
          treasures can greatly help you.
    	KC: Advantage - Dark season raids for feeding Earthblood. Iron Spike.
        	 Disadvantage - One word.. Cragspider.
             The Aldryami are phantoms, never coming to grips with your forces. 
          are guerillas in the mists that wreath the Quivin. Thay can call on 
          father Flamal, parent of all green things, to devastate your harvests.
    	KC: Advantage - Necklace of Axes for magic boon.       	
     	 Disadvantage - Ernalda HQ problems. Forest enroaching farm event.
          The Winter Tribe of Valind:
             Winter storms are fierce, but you can win luck fighting them. You 
          can get tribal magic by raiding during Dark Season, but 'ware lest ye
          fail. This is possibly the easiest choice for a beginner.
    	KC: Advantage -  Raiding at Dark season and add to magic.      	
     	 Disadvantage -  Lose magic if failed on raiding at Dark season.
          Basmoli Beastmen:
             You will shortly find some unfriendly neighbours with some very
          powerful friends. They may look comical, but beware, beware the 
          Ducks of Death! There is an area of the map you should stay away from.
    	KC: Advantage - Won magic if successfully beaten beastfolks raid.      	
     	 Disadvantage - Ducks of Death. Ironhoof.
          Tada the Green:
             The nomads of eastern Prax will harry your steads, much like the
          horsepeople of the west. You can take the fight to them, but they have
          strong magic which can scour your tula and kill ring members. Towards 
          end of the long game, great help can come from humble beginnings.
    	KC: Advantage - Raids by Praxian, add magic if won.      	
     	 Disadvantage - Can't hire Prax raiders.
          The Salty Sea:
             Floods, wiping out crops and drowning your people and herds will 
    be a
          constant problem.
    	KC: Advantage - Salmon Man. Chance to improve relations post floods.      	
     	 Disadvantage - Flooding of tula a bit costly.
    8.2: What are the effects of our relationship with the Dragons?
      In play, this affects your dealings with draconic species: the dragonewts,
      thunderbeasts, wyrms, magisaurs and dream dragons. You win tribal magic by
      following the ways of your forebearers and may suffer for choosing 
    8.3: How big should our tula be?
      Choosing the smallest tula makes life difficult as the clan expands, but 
    it is
      easiest to defend. The reverse is true of the larger tulas. The choice is 
      irrevocable; you can lose and gain land during play.
    8.4: Which shrines should I build?
      This varies so widely with play style that it impossible to give one answer.
      However, most agree that building a Barntar shrine (with either of Vigour or
      Plowsong) is important. A shrine to Chalana Arroy is critical too, for 
      healing or curing, as the need arises. Finally, having at least a shrine to
      Uralda with Calf Blessing is also very important to long term survival.
      Later in the game, the fell gods of war and death and the talking gods will
      become very important.
    8.5: OK, spoil me. Where should we explore first?
      It is probably best to vist the Quivin mountains first to the south-east of
      your tula (marked on the map as Mt. Quivin), and next the Dragonewt wilds a
      short distance into the unexplored area to the north-west. Your first 
    visit to
      the utter west can also be very profitable but is extremely dangerous. 
      forget your own tula too.
    8.6: What does that crazy reptile want with its questions about what we 
    think is
      What happens after it leaves? The gift will eventually lead to an important
      choice. Think well on your answer to its question and you may be be 
      rewarded. The reptile is a magisaur by the way, not a 'newt.
      KC: From experience.. Defense works best.
    8.7: What do all the treasures do? How do I find them all?
      The link (www.cyberus.ca/~hollebon/Treasure.html) seems to be gone. But 
    I will
      post the list that I have, once I converted the html into a text file.
      One is treasures' description, the other is where and how to get the 
    Section 9: Extras
    9.1: How can I see my tula's bounaries?
      On the exploration (map) screen, press 'm'.
    9.2: Easter Eggs?
      On the first screen of the game, press 'o' (for Opal, the game's code name
      during development). This will appear to start the tutorial, but, in 
    fact, is
      a different game.
      According to David Dunham, the producer, The pictures of the starting 
      are those of the development team, others are among the available 
    leaders, and
      another makes an appearance within a few seasons.
      The Opal ring is (left to right):
            David Dunham
            Elise Bowditch
            Stefano Gaudiano
            Shawn Steele
            Brian Fogel
            Greg Stafford
            Stan LePard
      Robin D. Laws shows up in a season or two as a trader.
    9.3: How do I make a screen shot? I'd like to frame a picture of my new 
      Yes, you can satisfy your royal decorating urges.
      On a PC, press the 'Print Screen' key. A bitmap of the current screen 
    will be
      copied to your clipboard, which you can paste into the windows Paint
      On a Mac, Command+Shift+Control+3 does the same thing, however,
      Command+Shift+3 (whole screen) or Command+Shift+4 (selected area) 
    saves to a
      PICT file, which may be more useful.
    9.4: What are the addresses of other KoDP web sites?
      The website of A Sharp is:
      Oliver Bernuetz's fan site:
      and his great compilation of Glorantha stories:
      Bryan Maloney's fan site:
      There are two forum for discussion of the game;
      Aaron Bubnick's Web-based forum:
      and, of course, Jeff Kyer's mailing list at Yahoogroups:
      The world of Glorantha has hundreds of websites devoted to it. The main
      Issaries site for Glorantha is:
      A good index of the fan sites is at:
      There is also an active (some would say hyper-active) Gloranthan mailing 
      You can subscribe to it in digest form (highly recomended) by sending
      "subscribe glorantha-digest" in the body of a message
      KentCave's KoDP's fans misc files repository:
      Worth mentioning links:
    9.5: The CD is slow. How can I speed up the game?
      For Windows 95/98 systems: (Disk space needed: approx. 480MB)
            Do a full install of the game.
            Install any updates.
            Move the Opal and mt directories to the root of the drive you 
            the game on.
            Move KODP4922.mxx and KODP4923.mxx from the root directory of the 
    CD to
            the root of the hard drive.
            Rename the hard drive to KoDP (using that capilization). Under 
            open the Drive Properties and change the Volume Label.
            Start the game either from the Start menu or the desktop icon (i.e. 
            from the CD autostart screen).
            You need the KoDP CD in the drive to start the game, but all the 
            will load from the hard drive rather than the CD.
      To uninstall the game, you will need to reverse this recipe, deleting 
    the two
      .mxx files by hand and moving the Opal and mt directories back under 
    the game
    Section 10: Miscellaneous Contributions
    King of Dragon Pass is available for only US$19.95, from A Sharp. This offer 
    correct on 16 Jan 2003. T-shirts, sweatshirts, calendars, tile-coasters,
    lunch-boxes, mugs, and mouse pads featuring some of our award-winning art are
    also available for purchase at www.cafeshops.com/asharp and/or
    KC: I highly recommends the personal favourite.. map of KoDP mousepad!
    King of Dragon Pass won three Best of Glorantha awards:
    Best of the Best, Best Visual Art, and Best Playing Aid.
    King of Dragon Pass won the award for Best Visual Arts at the second annual
    Independent Games Festival, and was nominated for an Origins Award.
    Below are various tips and spoilers. "You" have been warned. Enjoy.
    Relevant information will be added once I received it from the rest of you
    folks, so keep it coming. By the way, feel free to start another FAQ, dealing
    with same questions or specific section of the game, if you don't want to 
    this one. I myself have a separate FAQ dealing with Treasure-seeking Quest, 
    can be easily combined to this FAQ, but I just want to promote more folks to
    KoDP, no matter how insignificant it might seems.
    @May Sheng Seleris guide my expansion campaign.
     Clan-Making Choices Tips
    by Mike Dorn
    Earliest Event 		   Leader Improvements 	Specific Blessing
    Battle of Xtinguish Field  Combat 		Orlanth-Thunderstone
    Hundred-Day Hunt 	   Animal,Combat,Plant 	Odayla-Friend Yinkin/Tracking
    Jested's Settlement	   Bargaining 		Issaries-Bargaining
    Procession of Animals 	   Animal 		Uralda-Calf Blessing
    Barntar Harnessing Oxen    Plant 		Barntar-Plowsong
    Ernalda- Hidden Place 	   Magic 		Ernalda-Bless Children
    Lhankor Mhy- Marking Bone  Custom 		Lhankor Mhy-Literacy
    The First Pot 		   +5Craftsman-5Farmers Ernalda-Preserve
    Clan-Making Dance 	   Leadership 		Know Making Storm Tribe Myth
     HeroQuests Mythical Routes
    by KentCave
    *Geez, some people might appreciate this seemingly impossible-undertaking!
    Chalana Arroy Heals the Scars
    2. Heal them, then go to heal the wounded storm people
    1. Heal his blindness, so that he joins the storm people
    1. Heal his need to fight
    4. Learn the secret of fighting without hurting
    1. .. throws herself between the two combatants
    1. Learn the secret of winning without making the other person lose
    1. Heal the scar of certitude under Humakt's tounge
    Elmal Guard the Steads
    7. Thrust your spear into its eye
    3. Let it step on you, in order to gain leverage to throw it far away
    3. Give of your tears
    2. Chop at her legs
    2. Club her about the heads
    3. Give of your tears
    6. Throw your spear into his ghastly mouth
    1. Burn him with your brightness
    4. Orlanth did not steal my pride. He awakened it
    2/3/4 except 1/5 will do
    3. Offer it your soul in the form of a fine stallion
    3. Promise to serve chaos
    Ernalda Feeds the Tribe
    5. Suffer Daga's blows
    1. Convince them you are no traitor
    5. "Without Barntar to plow the lands, there will be no reason to fight."
    2. "Esra and Uralda will disturb things here, making life where there should 
    be death."
    1. "I myself will come to the place of the dead, and you will seek to avenge 
    Humakt the Champion
    5. Taunt Eurmal so he attacks you, then wrestle the sword from him
    3. "I must absolve my king of the heinous acts I will now do." 
    6. "You will rule over many things, but you will never rule Death."
    7. "The protections of your clan means nothing; many of your kin will soon 
    6. "Your raid against the Emperor is doomed without my help."
    1. Dispatch them all to hell, with or without Orlanth's help
    Issaries the Conciliator
    4. "People are not trading fairly."
    3. Let Storm Bull fight alone
    6. Go to the Long-Noses, so long as Storm Bull follows
    1. Go immediately to talk to the Big-Teeth
    1. Ask the Knowing-God for help
    2. "The Long-Noses must accept that some of them will be eaten."
    1. "The Big-Teeth must only attack weak and sick Long-Noses."
    1. Offer to trade treasures
    Lhankor Mhy Finds the Truth
    3. Let Storm Bull fight alone
    6. Try to win one contest and lose another
    3. "Without the truth, there can be no trade."
    1. "Why did you do that?"
    4. Put a leather sheet over your head and think
    1. Answer his question
    The Making of the Storm Tribe
    1. Catch the Doubting Wheel in a net
    1. Fight both of them
    4. Recite a poem to the cube
    1. A poem about square things becoming round
    2. "I challenge you to a contest of strength."
    3. Wait for Ernalda to bring tribal regalia
    2. Direct the others to fight the Night Tribe
    Orlanth and Aroka
    1. "..I will drive him off or kill him."
    4. Take a few blows from Daga, then flee
    1. Beat the enemies, and take something from each one
    2. Seduce
    2. "Storm Bulls can come in handy sometimes. Follow me!"
    1. Do as Storm Bull says
    Uralda's Blessing
    3. Find a high place and watch the two-legs when they leave
    1. Suffer the attack
    1. Suffer the attack
    1. Suffer the attack
    4. Make the secret sign to Ernalda
    1. from a cave
    1. Ignore the bulls. Bring the cows with you, and the bulls will follow
    1. "A little lost blood is nothing, when there is life to be given."
     Treasure Quest 
    80% completed 98/120
    ?  - Unsure
    !  - Confirm
    () - Contributors
    Alynx Log ---------------------	!exploring beastvalley (macleod)
    Amulet of Consolation - 	!traders fair event
    Arim's Cup -------------------- !exploring Tarsh
    Bag of Friendship ------------- ?
    Bag of Winds - 			!Orlanth Aroka HQ
    Bagpipes of Ronskei ------------!random exploring
    Band of One Hundred - 		? HQ
    Beard of Lhankor Mhy ---------- ? trading mission
    Bell of Uralda - 		!chaos walktapus event
    Bit of Kargzant --------------- ? HQ
    Bit That Bound Vivamort - 	!Heortling duel event
    Blacktail the Bull ------------ !starting treasure
    Black Spear - 			!tribe split event
    Board of Nails ---------------- !Issaries HQ
    Bullroarer - 			!random exploring
    Burning Standard -------------- !random exploring
    Captured Spirit --------------- !girl spirit event
    Clay Cow - 			!Uralda HQ
    Darkwind ---------------------- !Orlanth Aroka HQ
    Dragon Cart - 			!digging tula event
    Dragonewt Armor --------------- !dragonewt corpse event
    Dragontooth Spear - 		?
    Dwarf Containers -------------- !neighbour traders event
    Earthshaker Battle Unit ------- !magisaur event
    Earthshaker Plow Team - 	!magisaur event
    Eiritha's Paps ---------------- !exploring Prax (Herve)
    Eiritha's Switch - 		!exploring Prax (Herve)
    Elmal's Amber ----------------- !random exploring
    Ernalda's Boots - 		? trading mission
    Ernalda's Oven ---------------- !Issaries trader event
    Esra's Basket - 		!thieves couple event (NWind)
    Eurmal's Balls ---------------- !trading mission
    Eurmal's Shield - 		!trading mission
    Eye Mirror -------------------- !adventurers party event
    Farwalk Sandals --------------- !thieves couple event (NWind)
    Fear Spirits - 			!random exploring
    First Arrow ------------------- !trading mission
    Flesh Man - 			!trading mission
    Footprints of the Wyrm -------- ?
    Full Grown Son of Blacktail - 	!Morgrim Stout event (BThexton)
    Garland of Reeds -------------- !chaos walktapus event
    Glass Coin - 			?
    Godbone ----------------------- !adventurers party event
    Goldeneye Horse - 		!HSpawn exploring event
    Golden Horseshoes ------------- ?
    Golden Wheat Sheaf - 		?
    Grey Net ---------------------- !random exploring
    Greysage Mask - 		!trading mission
    Gustbran's Wheel -------------- !HQ smith event
    Hammer of Urox ---------------- !exploring Prax
    Hate Torch - 			? trading mission
    Head of Markanth -------------- !random exploring
    Helm of Karse - 		!Heortling duel event
    Heort's Balm ------------------ !clan joining tribe event
    Heort's Stone - 		!trading mission
    Horse Skull ------------------- !market death event
    Horse-Spawn Bowl -		?
    Humakt's Helm ----------------- !Humakt HQ
    Humakt's Shield - 		!Humakt HQ
    Humakt's Sword ---------------- !Humakt HQ
    Humakt's Warning Rune - 	!Humakt HQ
    Humakt's Raven Banner --------- !exploring Quivin
    Hunting Alynx - 		!chaos walktapus event
    Hunting Horn ------------------ !Derik Furman event
    Ironhoof's Chain -------------- ?
    Iron Plow - 			!trading mission
    Iron Spike -------------------- !Holy Country event
    Jar of Gods' Earth ------------ !Ernalda HQ
    Kero Fin Ice ------------------ !rare ice event
    Kero Fin Kite - 		!trading mission
    Klanth of Orlanth ------------- !Orlanth Aroka HQ
    Lead Eyes --------------------- !shetroll warrior event (Joerg)
    Magnet of Mostal -------------- !Mostali trading event
    Many-Birthing Cow - 		!Uralda HQ
    Mist Paper -------------------- ? random exploring
    Moldy Book - 			!rare book event (BThexton)
    Motion Rune Banner ------------ !trickster moot event
    Necklace of Axes -------------- !Dwarf Emissary event (Joerg)
    Orlanth's Rattle -------------- !trading mission
    Perpetual Flour --------------- !traders fair event
    Poem Which Must Be Eaten - 	!traders fair event
    Quivin's Torc ----------------- !trading mission
    Ralian Jewelry ---------------- !Ralios KeroFin event
    Red Leather Mask - 		!adventurers party event
    Ring Made From Vingkot Crown - 	?
    Sacred Clod ------------------- !Maran Gor event
    Sacred Mark of Vingkot - 	!Heortling duel event
    Scarf of Seven Runes ---------- !trading mission
    Shifting Statue - 		!trading mission
    Shimmering Cloak -------------- !adventurers party event
    Silver Dragon - 		!dragonnewt wildlands event
    Silver Lips of Anriar --------- !trading mission
    Silver Sheep - 			!Humakt HQ
    Silver Tongue ----------------- !trading mission
    Son of Blacktail - 		!Morgrim Stout event (BThexton)
    Sorcerous Implements ---------- !3 sorcerers event
    Speaking Cone - 		?
    Spirit Fetch ------------------ !shaman market event
    Splendorbread - 		!Orlanth Aroka HQ
    Staff of Fortune -------------- ?
    Strong Man's Toothpick - 	!trading mission
    Tarshite Woad ----------------- !exploring Tarsh
    Thanestriker - 			!Morgrim Stout event (NWind)
    Three Bean Broth -------------- !chaos walktapus event
    Tiger's Eye Necklace - 		!Issaries HQ
    Torc of Honor ----------------- ?
    Tornado Rope - 			!Issaries trader event
    Tube of Truth-Seeking --------- !Dwarf Emissary event
    Uralda's Milk Pot ------------- ?
    Vargast's Ring ---------------- !trading mission
    Veil of Chalana Arroy - 	!exploring Tarsh
    Vinga's Comb ------------------ !trading mission
    Voriof's Flute - 		!trading mission
    Voss Varainu Tapestry --------- ?
    Whirlwind Jar ----------------- !Issaries trader event
    White Calf - 			!clan cow event
    Widebrew ---------------------- !Orlanth Aroka HQ
    Winking Sapphire - 		!thieves couple event
    Wolfbane Bush ----------------- ?
    Wyter's Staff - 		?
    Compiled by a fan for the fans.
    "You're mine, woman. And soon I will be riding you."
     King of Dragon Pass - Treasures' Description FAQ
    credited to Oliver Bernuetz
    aided by David Dunham
    Alynx Log		
    Helps our sheep live longer
    Amulet of Consolation	
    Helps the ring appease outsiders without angering our own people
    Arim's Cup		
    A splendid cup, made for the King of Tarsh
    Bag of Friendship	
    Makes feuds harder to start
    Bag of Winds		
    Helps drive off foes when we're raided
    Bagpipes of Ronskei	
    Scares off trollkin in battle
    Band of One Hundred	
    Helps our warriors, leaders, god-talkers, hunters, and farmers in a 
    hundred ways
    Beard of Lhankor Mhy	
    Improves our knowledge of precedents
    Bell of Uralda		
    Improves our luck during Earth Season
    Bit of Kargzant		
    Helps organize the tribe
    Bit That Bound Vivamort	
    Repels the forces of Chaos
    Blacktail the Bull	
    A really fine bull, who sires more calves than normal
    Black Spear		
    A mighty artifact which improves the clan's martial abilities
    Board of Nails		
    Helps keep our farmers from becoming too unhappy
    Frightens horses
    Burning Standard	
    Helps our warriors maneuver more effectively
    Captured Spirit 	
    Helps to perform rituals
    Clay Cow		
    Keeps our cattle herds from becoming too small
    Prevents enemies from eluding our warriors in battle
    Dragon Cart		
    An antique cart, dating from the Dragon Empire
    Dragonewt Armor		
    Whoever wears it excels at all things
    Dragontooth Spear	
    Helps bypass fortifications and defenses
    Dwarf Containers	
    Mysterious metal cylinders from the dwarfs
    Earthshaker Battle Unit
    Helps in raids
    Eiritha's Paps 		
    Helps calm affronted people
    Eiritha's Switch	
    Helps convince bull-headed people
    Elmal's Amber		
    Turns our slings and arrows into flaming missiles
    Ernalda's Boots		
    Magic boots that grant wisdom to certain clan members
    Ernalda's Oven		
    Bakes bread with less grain than usual
    Esra's Basket		
    Increases the yield of barley
    Eurmal's Balls		
    Juggling balls that increase our magic if we have a Trickster on the clan 
    Eurmal's Shield		
    A brightly polished shield that helps us in battle, if a Trickster's on 
    the ring
    Eye Mirror		
    Improves the effectiveness of our patrols
    Farwalk Sandals		
    Tough old sandals that increase clan magic when we take them exploring
    Fear Spirits		
    When released, causes the enemy to flee in terror
    First Arrow		
    A flint arrowhead with great hunting powers if Odayla is on the clan ring
    Flesh Man		
    A strange little puppet that helps Chalana Arroy resurrect the dead
    Footprints of the Wyrm	Helps us explore
    Full Grown Son of Blacktail	
    A really fine bull, even more potent than his sire
    Garland of Reeds	
    Indicates our friendship with the Aldryami       
    Glass Coin		
    Helps us see through the bargaining tricks of others
    Bone-shaped piece of bronze, dating from the Gods War
    Goldeneye Horse		
    A splendid horse which helps us maneuver in battle
    Golden Horseshoes	
    Helps with heroquesting, especially "Elmal Guards the Stead"
    Golden Wheat Sheaf	
    Assists with the plant lore of our farmers and healers
    Grey Net		
    Helps us take captives in battle
    Greysage Mask		
    A leather mask from the Knowing God that grants certain clan members wisdom
    Gustbran's Wheel	
    Reduces the time needed for exploration
    Hammer of Urox		
    Helps us smite Chaos  
    Hate Torch		
    An ever-burning magic torch that grants certain clan members cunning and 
    Head of Markanth	
    Our ancestor's skull, which can terrify our foes in battle
    Helm of Karse		
    Improves the morale of our weaponthanes
    Heort's Balm		
    Turns the clan ring's practice of the law into magic for our herds
    Heort's Stone		
    A magic stone that helps us heroquest when we are in desperate straits
    Horse Skull		
    An item of prophecy
    Horse-Spawn Bowl	
    Helps with many of our magic rituals
    Humakt's Helm		
    Decreases the amount you need to sacrifice to Humakt
    Humakt's Raven Banner	
    Wins a battle, but the standard-bearer dies
    Humakt's Shield		
    Aids our fortifications
    Humakt's Sword		
    Strengthens our Humakti when our battle goal is death
    Humakt's Warning Rune	
    Warns against the Undead
    Hunting Alynx		
    Aids us in all forms of hunting
    Hunting Horn		
    Helps when searching for something
    Ironhoof's Chain	
    Helps maintain good relations with the king
    Iron Plow		
    An amazing plow that helps our farmers if Barntar is on the clan ring
    Iron Spike		
    Helps us as long as we oppose the trolls
    Jar of Gods' Earth	
    Allows one successful sacrifice each year at Ernalda's shrine
    Kero Fin Ice		
    Reduces food spoilage
    Kero Fin Kite		
    A magic kite that flies above our tula, helping sacrifices reach the gods
    Klanth of Orlanth	
    Strengthens warriors when they charge into battle
    Lead Eyes		
    Warriors who die in battle strengthen clan magic
    Magnet of Mostal	
    Dampens the effects of random chanc
    Many-Birthing Cow	
    Keeps our cattle herds from becoming disastrously small
    Mist Paper		
    When burned, creates obscuring mists
    Moldy Book		
    Helps us compose poetry
    Motion Rune Banner	
    An item of prophecy
    Necklace of Axes	
    Helps those who hate the elves
    Orlanth's Rattle	
    Helps some of our children grow up faster and become mighty warriors
    Perpetual Flour		
    Provides food for two families each year
    Poem Which Be Eaten 	
    Helps in political situation
    Quivin's Torc		
    A flowing gold torc that grants certain clan members great insights
    Ralian Jewelry		
    Valuable, exotic jewelry
    Red Leather Mask	
    Helps overcome skepticism
    Ring Made From Vingkot	
    Improves our leadership abilities
    Sacred Clod		
    Powerful weapon in tribal or royal battle, but friends are as frightened as 
    Sacred Mark of Vingkot	
    Designated character gains +1 bonus to Combat rating
    Scarf of Seven Runes	
    A magic scarf that helps us when we heroquest to the Lightbringers
    Shifting Statue		
    A magic statue that keeps everyone amused by changing shape each season
    Shimmering Cloak	
    Helps us evade our foes in battle
    Silver Dragon		
    A mysterious statue from a dragonewt temple
    Silver Lips of Anriar	
    Helps overcome reluctance
    Silver Sheep		
    Gives our sheep more valuable wool
    Silver Tongue		
    An ancient god-part that makes it easy to maintain a Great Temple to Issaries
    Son of Blacktail	
    A really fine young bull, not yet old enough to sire calves
    Sorcerous Implements	
    Humming items from the sorcerors
    Speaking Cone		
    Helps us contact the gods
    Spirit Fetch		
    Reduces our expenditure of magic
    Adds to our magic each harvest time
    Staff of Fortune	
    Amplifies the effects of chance
    Strong Man's Toothpick	
    An ancient log which gives certain clan members strength and resolution
    Tarshite Woad		
    Helps us burn enemy steads
    Gives one of our best warriors the strength of three men
    Three Bean Broth	
    Helps us bargain
    Tiger's Eye Necklace	
    Helps us track things down and find them
    Torc of Honor		
    Other clans think more highly of us
    Tornado Rope		
    Untie the knot in battle to unleash a killing storm
    Triceratops Plow Team	
    Increases clan magic during planting season
    Tube of Truth-Seeking	
    Helps discern the truth
    Uralda's Milk Pot	
    Helps with animal husbandry
    Vargast's Ring		
    Keeps our warriors happy, making it easier to recruit weaponthanes
    Veil of Chalana Arroy	
    Helps calm vengeful people
    Vinga's Comb		
    A mighty sword - if Vinga is on the clan ring, Vingans and Orlanthi gain 
    Voriof's Flute		
    The Shepherd God's toy gives certain clan members special daring and prowess
    Voss Varainu Tapestry	
    Ancient tapestry with draconic motifs, but no magical qualities
    Whirlwind Jar		
    Break the jar in battle to unleash a killing storm
    White Calf		
    Increases the fertility of our herds
    Gives us berserker fury when we aim to kill as many enemies as possible
    Winking Sapphire	
    A splendid jewel, with no magical qualities
    Wolfbane Bush		
    Keeps the Telmori werewolves away
    Wyter's Staff		
    Helps our reputation for justice and good judgement
    *Regarding exploration - from A Sharp
    Depending on random setup, your clan's tula may be concave: shaped like a 
    'C' or 'U'.
    When the exploration '+' is placed at the center of your tula, it may not 
    your land. You may need to reposition the '+' slightly to explore your tula.
    *Regarding patches - from A Sharp
    VERSION 1.7
    Since the original 1.0 release, we found a few small bugs and typos. Version 
    fixes these. We also improved some of the advice, and adjusted the difficulty 
    the Average and Hard games. We recommend updating to 1.7 for a more enjoyable 
    If you're running an earlier version of King of Dragon Pass, you should 
    the 1.7 update. You can tell which version you're running by running the game 
    checking the version number in the Game Controls dialog. If it says "v1.6" or 
    earlier then you should install the update.
    If you don't have the disk space to install, you can continue to run from the 
    but you may experience small glitches in a few circumstances.
    In order to install the update, you must first install the game to your hard 
    This requires about 42 megabytes of free space. (You will still need to have 
    CD in the drive, but the game will run faster.)
    To install the update, replace the files "scenes.dat" and "Opal.r32" with the 
    copies in the update. "scenes.dat" goes into the "Opal" folder, and "Opal.r32" 
    goes into the "mPlugins" folder inside the "mt" folder.
    When you next run King of Dragon Pass, it should show "v1.7" in the Game 
    If you have any difficulties updating, e-mail us at <kodp@a-sharp.com>.
    Fixed in 1.2 update
    Shortened description of Great Temples in Tula screen
    Fixed repeat text in tribute scene, and fixed typo
    Fixed recommendation in R116
    Fixed grammar when clan stops tribute
    Fixed grammar in "Ditch War"
    Issaries quest can prevent Humakti ambush
    Improved handling of running out of treasures to trade for
    Fixed dwarf trader feedback if you don't have Trickster on ring
    Fixed formula in Humakti ambush
    Fixed in 1.3 update
    Handle no tribes having kings/queens in endgame
    Text changes, check for Thadart's family in final scene of sequence
    Tweaked conditions for gift-giving feedback
    Prevent huge magic when sacrificing for town
    Don't crash if every clan likes you
    Changed conditions for news about victory
    Added saga to final victory scenes
    Fixed logic so Horse-Spawn News doesn't happen after FHQ
    No Telmori raid after R390
    Fixed in 1.4 update
    Orlanth and Aroka heroquest doesn't eliminate Combat ability
    Fixed bug when clan comes offering tribute
    Determination of seven deities works even when a ring member is absent during
    Fixed problem sacrificing after Kallyr's heroic expedition
    Fixed Kallyr's face when she gets old (as a hero, she doesn't age like normal
    Fixed bug where the game can go on forever after failure to reconcile two kings
    Mention the manual in a Tutorial game
    Fixed carl morale loss when you pay tribute to Cragspider
    Shamans don't ask for negative payment when undead aren't threatening
    Increased rate of sheep growth
    Handle symptoms of an unidentified bug that could cause a crash
    Fixed in 1.5 update
    Fixed problems relating to defeated clans offering tribute [3080, 3101]
    Added explanatory text if we can't seize land [3085]
    Fixed bug in one branch of seducing poet sequence [3098]
    Orlanth worshippers don't lose abilities after sacrificing to wind spirits 
    High population no longer shows "ghost temples" on Tula Screen [3100]
    Joining Colymar tribe no longer prevents victory [3105]
    Kallyr won't have a daughter [3107]
    Heroquesters who return from being lost won't be considered dead [3108]
    Fixed in 1.6 update
    Don't give Sacred Time advice to allocate 0 magic to children [3114]
    Prevent a negative number of horses [3116]
    Re-exploring Dwarf Valley won't always give the same results [3117]
    Fixed an inconsistency involving the Sacred Clod treasure [3118]
    Prevent integer overflow for food, pigs [3119, 3125]
    Fixed exploration of Dragonewt Wildlands [3122]
    Fixed problem when Ernalda priestess demand the return of their treasure [3124]
    Trolls won't ransom trollkin [3126]
    Fixed possible crash involving the Black Spear [3129]
    The Making of the Storm Tribe heroquest, used to improve the mood of the tribe, 
    now adjusts some of the political relationships between clan [3130]
    Fixed possible crash when you drive a clan from its tula [3131]
    Jealous king scene won't show up when there's no tribe [3132]
    Fixed in 1.7 update
    Fixed problem where no children were born [3138]
    Fixed possible crash sacrificing to Vinga in a scene [3136]
    Fixed sacrifice results after learning of Orlkensor's fate [3139]
    Losing wildlands because you split the clan won't annoy the fox [3140]
    Fixed rare bug if cursed skirt appears early [3088]
    Well.. that's all folks, for now.
    Please do send critiques, flames, spelling/grammar/format corrections,
    suggestions, contributions, questions, clan sagas, tips and cheats to the
    message section of :
    Files and comments received will be made available in the message and file
    sections, appropriately.Feel free to savour the rare treasures currently 
    at that repository of knowledge. The StarFire save file (credited to 
    especially would aid greatly in any endeavours. It has modified stats for 
    the nobles, heaps of resources and all blessings activated. I was having
    problems testing the HQ for Elmal,Uralda and Orlanth's Quests for this FAQ 
    I recalled that superb cheat saved-game, DOH! Thanks Gid/hollc!!!

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