Six Ages 2: Lights Going Out

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Life after myths. Death, disaster, despair.

This new installment in the Six Ages series is a stand-alone survival-storybook combining interactive fiction and turn-based strategy. The world is ending, and your small clan’s survival depends on how you manage its relationship with the remaining gods and their followers.

Whether you’re dealing with angry ghosts, clan policy, enemy gods, or squabbling advisors, there’s rarely one “right” or “wrong” answer, because the deep simulation makes your particular situation unique. Your choices have socio-economic impact, and some consequences might not be obvious for decades, and could affect future generations of a character’s bloodline.

Your clan struggles to survive in the world of Glorantha, the setting of games such as RuneQuest and King of Dragon Pass. This bronze age world is facing an existential crisis. Ten generations after the events of Ride Like the Wind, some gods have already perished and humanity itself seems to be on the brink of