King of Dragon Pass


Will your clan be King or stickpicker?

This FAQ/walkthrough was made by Game pu.
Questions and additions can be sent to [email protected]
I have sent this FAQ to Gamefaqs and I am not interested in having it posted on
other sites. So please don't email me about posting this on other sites.

Index:

1 General game information. Information on the different gods, rules of the game
etc.

2 The path to becoming King of Dragon pass: walkthrough for wining the short and
long versions of the game.

3 Adventure/Event list: A listing of all the many random events that are
unrelated to wining the game. And advice on how to deal with them.

4 HeroQuests: information on the HeroQuests and how to complete them.

5 Treasure list: A listing of all the treasures you can get and what they do.




                                                                 (1)

Overview of how the game works:

After you finish customizing your clan's past and your game settings
( see section 2 for clan creation information) you will be at the tula overview
screen. This gives you a bird's eye view of your clan's tula and gives some
information on how your clan did that year compared to last year.  There are two
buttons on the lower right corner of the screen.  The button on the right opens
the game options screen. That's where you save your progress and quit the game.
The left button let's you proceed from the tula overview screen to the clan
magic allocation screen.

At the magic allocation screen you can choose to give yourself a bonus in
certain areas.
How much magic you can allocate is based on what type of clan you are and what
god your clan ring members worship.

How you should allocate depends on what you plan to do that year.

If you want to increase the number of people in your clan put some magic in
children.
If you want more food put magic in crops.
If you plan to end a feud, start an alliance, make a tribe, or become the leader
of a tribe that year, you should put some magic in diplomacy.
Fewer people will get sick if you put magic in health.
More animals will be born if you put magic in herds.
You get more food from hunting if you put magic in it.
Your sacrifices have a better chance of working if you put magic in mysteries.
You will have a better chance of completing a HeroQest if you put magic in
quests.
More magic in trade means better results when you trade.
More magic in war means better results on raids.

If you have no real plan that year put one or two points in crops and one in
war.

When your done allocating magic click the proceed button to start the game.

You start on the clan screen.
Here you can change who is on the clan ring and change your clan type by
pressing the reorganize button.
You can find out the morale of your clan, farmers, and weapon thanes here.
You can improve your clan morale by feasting.
You can improve the farmers or weaponthanes moral by gifting them.
The left side of this screen lets you change how many farmers, weapthanes,
hunters or crafters your clan has.

The button left of clan (the guy with a sword) opens the war screen.
On the left of this screen you can build fortifications to help protect your
clan when it is raided. On the right side of this screen you can recruit more
weaponthanes, go on a cattle raid or a full raid. A cattle raid is what you do
if you just need more cows and don't want to lose any people. A full raid is a
real battle where your likely to lose a few clan members but you can get more
stuff: cows, silver, horses etc.

Left of war is the trade screen.
Here you can send your clan members on trade missions.
You can buy and sell: food, cows, silver, or horses to another clan.
You can also send out a trader for the sole purpose of buying or selling a
treasure.
Send a trader to establish a trade route and you will gain more silver every
year.

Left of trade is the relations screen.
Here you can send emissaries to other clans for the purpose of: ending a feud,
calling in a favor, making an alliance or just giving gifts.

The last button on the left side (the cow) is the farming screen.
Here you can change how much of your land is used to get food for your people or
animals. You can also slaughter some of your animals here if your food is too
low.

Opposite the farm button on the right side is the saga screen.
This  screen is a text version of everything you clan has done starting from
it's arrival in dragon pass.

Next on the right side is the background screen.
Here you can read some back-story on major events of the past or find out about
Orlanthian culture.

Next is the map screen.
Here you can send a clan noble along with at lest four weapthanes and ten
footmen to explore different parts of dragon pass. Leave the explore cursor on
your tula to explore your tula. Southeast is the paxian land. Southwest is
horsespawn territory and the beastmen lands. Northwest is Tarsh. Explore a
little northwest of your tula to find the dragonnewt wildlands. Explore
northeast of Tarsh to find the stinking forest.
*Beware* of exploring far north or northeast of your tula, you only get the
cragspider event when you explore that area. You can get out of the cragspider
event once, by promising not to come back, go back after that and your explorers
will be killed.

Left of map is the magic screen.
When you start the game you know only a few blessings and Heroquests.
Here you can make a sacrifice to the gods to learn new blessings or Heroquests.
You can build a temple of one of the gods to keep getting one of its blessings,
or sacrifice to get the blessing for a year.
Heroquests can be performed here by clicking the quest button.

Passage of time:
A year in dragon pass is broken up in to five seasons: Sea, Fire, Earth, Dark,
Storm.
Sea is the planting season, don't go on a raid during this time or you will get
a lot less food. Fire is the battle season, You can raid and will likely be
raided yourself during this season. Earth is harvest time, again don't go
raiding during this season. Dark is the wintertime, traders or explorers you
send out will likely be stopped by snow. Storm is another season for raiding.

You can perform two actions during a season, such as going on a raid or sending
out explorers.


The gods:

Orlanth: King of the gods.
Orlanths grow in combat and leadership.
An Orlanth gives you another slot in war.

Ernalda: The mother goddess.
Ernaldas are good with plants.
You can put more magic in crops if you have her on the ring.

Elmal: The sun god.
Elmals are skilled in combat.
With him on the ring you can put more in war.

Humakt: The death god.
A Humakt grows in combat skill.
Having him on the ring adds a slot to war.

Urox: The storm bull.
Uroxies are also combat masters.
Another slot for war if you have him on the ring.

Earmul: the trickster.
Magic seems to be his main skill.
Get him on the ring and you get another slot in quests.

Chanlana Arroy. The healing godess.
Her worshipers are good at magic.
Having a Chanla Arroy on the clan ring adds one slot to health.

Lankor Mhy. God of clan law.
His worshipers are custom experts.
Having a Lankor Mhy on the ring adds one slot to diplomacy and mystery.

Barntar: the plowman.
Crops are his skill area.
Barntar means one more slot for crops.

Issaris: the trader.
Bargaining is his specialty.
More magic can be put in trade with him.

Uralda: the cow mother.
Animals for this damsel.
More magic in herds with her on the ring.

Maran Gor: the earthquake goddess.
You can't get one of her worshipers

Vinga: The goddess of female warriors.
The warrior women excel in combat.
You can never have enough war can ya.

The Unholy Trio.
A little information on the three main evil gods.

Rangalar: god of evil.
The leader of the unholy trio and father of the Broos.

Malia: the goddess of sickness and plagues.
You can make sacrifices to her but not build.

Thead:  the goddess of rape.
There is very little mention of her in the game.





                                                                   (2)

I will start the walkthrough with information on clan creation.

You start the game by making choices about your clans past.
The choices have a major impact on how the rest of the game plays out.

The first thing you choose is what your clan did during the marriage of Orlanth
to Ernalda. What this does is decide who your main god will be.

When the game begins you will start with a shrine of your main god.
Also something to keep in mind is that your clan leader should be a worshipper
of your main god.

Worshippers of Orlanth seem to get more of the leadership skill than Elmal's or
Ernalda's.
So Orlanth may be the best choice here.


Your next choice is what your clan's first famous event was.
Now I must guess and say I think what event you choose will give your clan a
bonus when doing something like that event.

Your third choice is how your clan takes in the Nalda Bin.
What this does is determine your clan's stance on taking slaves (thralls).

If you choose to adopt them then you should not try to take any thralls during
the game.
You will lose magic if you do take thralls.
But you will gain magic if you buy thralls and then set them free during the
slave trader event.

I think it is best to not take thralls.
It's hard to get a lot of them and having them on your tula leads to a couple of
bad events.


The fourth choice is who your clan fought against.
This affects who is summoned when you use the summons of evil blessing.
Also you will sometimes be attacked by your clan's old enemy.

The trolls attack the most. While the ice demons and water demons  damage your
tula.
The best choice may be the elves or Praxians.


The fifth choice is what type of clan you will be.
This can be changed later in the game.
What type of clan you are affects how you can allocate your magic.
A war clan can put more magic in war but none in herds.
A balanced clan can put one point of magic in all areas.
A peace clan can put more magic in crops, children and herds but less in war.
You should choose a peace or balanced clan.


The sixth choice is which god your clan helped awaken.
You will start with a shrine of the god you choose.
If you choose the god who is your main god you will start with a temple for
them.
On easy mode you get a bonus shrine to Ernalda. So if play on easy and choose
Ernalda as your main god and choose to awaken her you get a temple of Ernalda
and a shrine to Barntar. Assuming your playing on easy and chose Orlanth you
might want to choose Issaris or Lhankor Mhy. If your not playing on easy and you
did not choose Ernalda as your main god you might want to awaken her so you can
have bless crops.


The seventh choice is how your clan feels about dragons.
If your clan fought them, you get a bonus to your magic if you attack dragons.
Positive or neutral is best since dragons are hard to beat.


The eighth choice is how much land you start with.
Might as well get a lot.


On the last screen you choose the name of your clan and the difficulty of this
game.
This is also where you choose to play the short or long game.
You can also go back to change any of your other choices before the game starts.

Wining the short version:
Make a tribe. Have a ring member become tribe leader. Get the ten-year ring.
Do three HeroQuests during the ten years you have the ring.

Start by completing the Orlanth makes the storm tribe HeroQuest and getting
Orlanth's blessing for tribe making. Work on raising your reputation up to king.
You can raise your reputation by completing more HeroQuests.

Once your reputation is at king the prophet will show up.
Chose to start making a tribe.

Start by choosing nearby clans that you have an alliance with.
When trying to get a clan to come to a tribe making moot, first agree
To give them anything that does not involve yearly payment.
Like go ahead let them have the seats they want.
If they still want more, gift them.
Agree to a yearly sacrifice as a last resort.

At the tribe making moot choose any option that does not cost anything.

To win the game one of your ring members needs to be the tribe King/Queen.
So choose to sponsor one of your clan.

Once you're the tribe leader the prophet will come back and give you the ten-
year ring.
Now to win: your tribe King/Queen needs to stay alive for ten years.
Starting from when you first get the ring you also need to do at least three
HeroQuests.
One of the three HeroQuests needs to be your main gods HeroQuest.
If Orlanth then Orlanth and Aroka. If Ernalda then Ernalda feeds the tribe.
If Elmal then Elmal guards the stead.

Do the HeroQuests and stay the tribe Leader for ten years and the Prophet will
return to
Inform you of your victory.


Wining the long version:
The first part of wining the long version is the same as the short version.
Make a tribe and become leader of the tribe. Once you're the tribe leader
the prophet will came and tell you of a vision he had. Starting from after
the prophet visits your tribe you need to perform seven heroquests.
After you do the seven heroquests you will be visited by horsespawn women who
will tell you about the rise of the feathered horse queen. That's the start of
the events
that lead to becoming king or queen of dragon pass. You then stop a war between
tribes by building a town. Then stop the war between the tribes and the werewolf
people.
Stop the horsespawn from attacking your town by proposing marriage. Pass the
tests
of marriage. The wedding day will be the end of the game.

Start by completing the Orlanth makes the storm tribe HeroQuest and getting
Orlanth's blessing for tribe making. Work on raising your reputation up to king.
You can raise your reputation by completing more HeroQuests.

Once your reputation is at king the prophet will show up.
Chose to start making a tribe.

Start by choosing nearby clans that you have an alliance with.
When trying to get a clan to come to a tribe making moot, first agree
To give them anything that does not involve yearly payment.
Like go ahead let them have the seats they want.
If they still want more, gift them.
Agree to a yearly sacrifice as a last resort.

At the tribe making moot choose any option that does not cost anything.

To win the game one of your ring members needs to be the tribe King/Queen.
So choose to sponsor one of your clan.
Once you're the tribe leader the prophet Einarth will come and tell you about a
vision he had. This vision is really the instructions for winning the game.
Before the game wining events will occur you need to do your main gods HeroQuest
and six other HeroQuests.

A woman named Sarka bright-eyes will come and ask you to help her form a
kingdom.
This series of events unfolds pretty much the same way whether you join her or
not.
She will later attempt to perform kingship rites but will die.
Fight against the tribe king who declares himself leader of the kingdom.

When the horse spawn come to tell you about their new leader, the feathered
queen, give them 30 silver or more.

When one of your traders tells you about the two tribe kings fighting over
trade, choose to broker peace, send your two best bargainers to convince the two
kings.
At the peace moot you must get both kings to agree to build a town.
Name the town whatever you want.

When you hear about the war between two other tribes and the Telmoria choose to
make peace on behalf of Hubak John, Send all your weaponthanes.
Tell him you made peace between the tribes and you can do the same with the
Telmoria.
Again send all your weapthanes to the Telmoria camp, speak calmly and normally.
Convince them you can lift their curse.
When they come to your tula give them land.

To stop the fighting in your town make a town ring.

When the horsespawn surround your town, propose marriage between your clan chief
and the feathered horse queen.

When you meet with the feathered horse queen promise to stop calling them
horsespawn and then propose marriage, agree to the terms.
Assure the other contestants of a fair contest.
Give gifts to the Maran Gor high priestess.

When a dragon starts attacking a different clan send your king without any
warriors to challenge it to a riddle contest.

When the brass man appears send your king with a treasure and all your warriors.

When the time comes for your king to enter Kero Fin give some of your magic to
the mountain, send all your weaponthanes and then get down on one knee and ask
for permission to marry the feathered queen.
What you say to the feathered horse queen is unimportant.

Next earth season you will have won the game.



                                                       (3)

The spice that adds flavor to King of Dragon Pass is of course the random
events.
Some just happen randomly while your clan is going about its business. Others
happen while your exploring or as a result of a choice you made in a prior
event.
Here I list the events, what causes them (trigger), and what you should do about
them.

Worshippers of a certain god visit your tula. Trigger: random.
This is probably the most common and most often reoccurring event in the game.
Worshippers of either: Humakt, Uralda, Yinkin, Chanlana Arroy, Odalya or Elmal
will come to your tula. The Humakts will want you to give them something to help
fight the undead. Give them a few weaponthanes, the thanes will come back later.
The Uraldas will bless your cows if you give them something.
You can A, give them something you have a lot of, B, Tell them you owe them a
favor
which you may never need to repay, since when a clan asks you to repay a favor
is random, or C, just refuse them, but this may hurt the farmers morale.
The Yinkins want something in exchange for reducing the nearby vermin.
First try offering them kittens. If it works it won't cost you anything.
The Arroys will heal your people for a favor. The more of your clan they heal,
the more silver they will ask for in repayment later. They don't come to collect
on the favor for a long time so go ahead and have all your clan healed.
Odalyas will let your hunters get more food, Elmals will bless your horses.
The same advice for dealing with Uraldas applies to these last two.

Sora Goodseller comes to sell a treasure. Trigger: random.
You want to get the treasure while paying the least amount for it.
Chose to dicker with your highest price being 40.

Adventurers visit your tula. Trigger: random.
A vinga warrior woman, a duck, a weird anteater beastman, a tall black human and
a dragon come to your tula.
Kill 'em, you get several treasures if you manage to kill most of them. But none
if you only manage to take out the duck.

Wild Boar. Trigger: random.
A Wild Boar is trying to mate with your clan pigs.
Send your weaponthanes to kill it.

Sick sheep. Trigger: random.
A random number of your sheep become sick.
Just separate the sick from the rest.

Heroes of the clan. There are two possible Heroes your clan may get, Kallyr and
Derik. Trigger: random. The Derik events can only happen when playing a long
version game.
The Kallyr event series is this: an outlaw woman who has been raising a baby in
a shield will come to your tula. Adopt both of them. Many years later Kallyr
will show herself to be a strong warrior, you get to chose whether to test her
or send her away for more training. A few years after that a random event may
occur where Kallyr will ask permission to go fight a hero in the holy country.
No matter how many warriors you send with her, she will die. So if you want the
band of a hundred just send ten footmen.
The Derik event series is: an event will occur where Derik's parents are killed
by sable warriors, send warriors to fight the sable riders. Years later the
weaponthanes will complain about how stubborn Derik is, send him on a raid
against sable warriors.
Next Derik will ask for your blessing before he leaves, give it to him.
When Goldentooth is about to attack set traps. Send your carls to the other
attacked clan.
When Derik asks for aid to fight Goldentooth give him wealth.


Found old battle ground on your Tula. Trigger: explore Tula.
If you already know the details of Humakt the champion then brag
about your find. If you don't know the Heroquest then perform a divination
and reenact the battle.

Found glowing stones. Trigger: explore tula.
You find some stones on your tula you can make in to amulets.
This gives you the craft option, amulets.

Foe of the Pharaoh. Trigger: explore the northeast.
While exploring the northeast you may encounter a woman who is fleeing the
Pharaoh's agents. Make her a weaponthane in the clan hall.




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The HeroQuests.
First you want to give yourself all the advantage you can.
Put all the magic you can in to quests.
Perform the heroquest in the second half (after you do something else) of the
sea season.
If you're in a tribe you can get helpers from the tribe to improve your chances
of success.
Even under the best conditions you will likely fail the Heroquests the first
time you try.
So save your game before you try and just reload and try again if you fail.

The making of the Storm tribe.
Catch the doubting wheel in a net.
Fight both of the plant champions.
Tell Lankor Mhy to launch a legal claim.
Tell Vargest that the tribe would allow him to punish Yinkin without hurting
him.
Wait for Ernalda.
Lead the fight against the night tribe.

Orlanth and Aroka.
Kill Daga and you will have completed the HeroQuest.

Ernalda Feeds the tribe.
Suffer Daga's blows.
Convince the elves you're no traitor.
Convince Maran Gor to release Barntar.
Convince Taka Tek to release the other two.
Tell the dark woman she is your daughter.

Elmal guards the stead.
When fighting the flesh eater, the author of sores and the maker of bad growth,
keep choosing the different attack methods until they are dead.
Choose to give of your tears after each fight.
Choose "I can't abandon these people" during the first encounter with the teller
of lies.
Choose "I can be King but that does not mean Orlanth is dead" the second time.
For the third encounter with the teller of lies first offer your soul as a
stallion and then promise to serve chaos.

Humakt the champion.
Choose any option except leaving the realm of the gods or going on without
death.
Choose death must be impartial.
Choose I am no man's thrall.
Choose do you mistake me for a sheep-herding boy?
Choose the severing of my clan ties can not be undone.
Choose to fight the undead with or without Orlanth.

Chanlana Arroy heals the scars.
Heal the foreigners then go heal the storm people.
Heal his blindness.
Heal Orlanth's wounded judgment.
Learn the secret of fighting without hurting, or have Elmal fight.
Learn the secret of winning without making the other person lose.
Heal the scar under Humakt's tongue.

( For the Issaris and Lankor Mhy Heroquests you should choose to contact the
gods if
you don't have an Issaris and Urox, or a Lankor Mhy and Urox)

Issaris the conciliator.
Somebody let hatred and mistrust in to the world.
Assist storm bull with magic.
Go talk to the long noses regardless of who follows.
Go talk to the big teeth.
Ask Lankor Mhy for help.
Big teeth must trade back the bones, the long noses must accept that some will
be eaten.
Offer to trade treasures to avoid being eaten.

Lankor Mhy finds the truth.
Lend magic to storm bull.
Try to win one contest and lose the other.
Tell Issaris without the truth there can be no reconciliation.
Ask who is the god of hunger.
Try to untwist the truths loops and then answer Issaris's question.

Uralda's Blessing.
Convince the bulls to help the people. (this lets you skip to the last choice)
Sing the bulls a song.

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The treasure list.
Here you will find a list of the clan treasure, how you get it and what it does.
Things to keep in mind are that: living animals that you have as treasure will
grow old and die. So you may want to trade them for a different treasure after a
couple years.
Battle treasure, treasures that you can use during raids have a chance of
breaking after the battle if you use them.

Black tail the bull: this is the treasure you always start the game with.
Having him causes more cows to be born.
He is a living treasure, so he will die after a while.

Wirlwind Jar: Sora Goodseller may come to your Tula to sell you this.
This battle treasure will take out a random number of your enemies during a
raid.
This can only be used once.

Iron spike: A random event will occur at some point in the game and you will
then be asked to keep the Iron spike for awhile.
Helps you fight trolls but also makes trolls attack you more if you have it.

Golden Horseshoe: Explore the west side of the map, the horse spawn lands,
And you might get the horseshoe.
This helps when you perform the Elmal guards the stead HeroQest.

Jar of gods' earth: Choose get a treasure while you perform the Ernalda feeds
the tribe HeroQuest and you will get this if you complete it.
With this you can once every year sacrifice just one of anything to Ernalda and
you are guaranteed to gain the effect of a blessing or knowledge of a blessing.

Bull Roarer: Explore your Tula to find this.
Use it in battle and some of the enemies horse mounted fighters will flee.
This is good against the horsespawn.
May break if used.

Humakt's Raven Banner: explore the area a little north of your tula and you may
find it.
Use this in battle and you will win for sure. But the person who carries the
banner
will die.

Bit that bound Viamort: Chose to allow the dual if something valuable is wagered
during the warrior from Kurest random event and you may get this if you win.
Wards off Chaos, which I guess means less of a chance that your tula will be
attacked by some chaos creature.

The Band of a hundred: Let Kallyr go fight the hero who has the band.
Helps your clan in a hundred different ways. Sounds powerful aye?

Ernalda's oven: Sora Goodseller may come sell you this.
You get more food I assume.

Dragon Newt armor: You may find a dragons skin on your tula, make it in to
armor.
This treasure must be given to a clan noble, it probably gives a combat bonus.
You lose this treasure when the wearer dies.

Silver Dragon Statue: Send some explorers a little northwest of your tula to the
dragonnewt wildlands, you may find a dragon newt temple, choose to send a party
of six thanes and six footmen.
Not clear what this does.

Dragontooth Spear: send some explorers a little northwest of your tula, to the
dragonnewt wildlands. You may get this.
Helps you bypass fortifications when you raid.

Footprints of the Wyrm: send some explorers a little northwest of your tula to
the dragonnewt wildlands. You may get this.
Helps when exploring.

Eititha's switch: explore the southeast corner, prax and you may find this.
Helps convince stubborn people.

Silver Sheep: During the Humakt the Champion Heroquest ask Orlanth for a gift
the second time you fight him.
Makes your sheep's wool more valuable.

Farwalk Sandals: an outlaw couple may come to your tula and try to sell you
this. Just take it from them, no need to pay.
You get a magic bonus when you explore.

Board of nails: During the Issaris the conciliator Heroquest ask the stick
people for a treasure, or give them a treasure and you might get this.
Helps keep the farmers moral from becoming really low.

Fear Spirits: Explore your tula.
A battle treasure that makes some of the enemy flee.
This can only be used once.

Grey Net: Explore the area a little northeast of your tula.
Helps take captives if used in battle.
May break after battle.

Silver lips of Anriar: Explore a little to the northeast and you may encounter
some strangers, ask them to trade treasures.
Helps overcome reluctance. (boosts your diplomacy I guess)

Bit of Kargzant: Explore a little to the northeast and you may encounter some
strangers, ask them to trade treasures.
Helps organize the tribe. (makes it easier to form a tribe?)

Tiger's eye necklace: During the Issaris Heroquest offer to trade treasurers to
avoid being attacked by the big teeth leader.
Helps your search parties.

Earmal's Balls: You can trade for this from one of the other clans.
More magic if you have a trickster on the ring.

Torc of Honor: An outlaw couple may come to sell you this, just take it from
them.
Boosts your reputation among the other clans.

Wolfbane Bush: Explore the far north, the stinking forest.
Keeps the Telmori away.

Klanth of Orlanth: During the Orlanth and Aroka Heroquest chose to bring back a
treasure. Finish the quest by killing Daga and you will get this treasure.
A bonus when you chose to charge in battle.

White Calf: a random event may occur where a white calf is born, choose to put
it in the chief's herd and it will become a treasure.
More cows are born.

Sorcerers Implements: Three sorcerers may come to your tula looking for another
clan, kill them and you will get the choice to take their implements.
This has a bad effect on your clan, trade it for a different treasure.

Humakt's Sword: During Humakt the Champion choose bring back a treasure as your
quest goal and then pick the sword at the end of the Heroquest.
Gives you a bonus when you choose to kill as many as possible during raids.

Motion Rune Banner: A random event may occur where some tricksters will come and
give you this.
It helps win a long version game.

Hunting Horn: Ask Derik to give you a treasure as repayment for helping him.
Helps when searching for something.

Clay Cow: Choose to get a treasure while performing Uralda's Blessing.
Keeps your herds from becoming to small.