The Sixth Action
This is the wiki page for The Sixth Action. The Orlanthi are not a literate people, and their knowledge is transmitted by oral tradition from person to person. Lawspeakers, those dedicated to the Knowing God Lhankor Mhy, are the repositories of this knowledge, and are relied upon to remember and pass down the deeds and events of the elder days. What is written in these pages comes from those who remember, and their memory is rarely perfect — treat it with care.
Words of the Sages
What You Know: The basics of your knowledge of the world and the people in it
What Your Father Told You: Words from your father about your culture and heritage
Hospitality: What your father taught you
Morden Defends the Camp: An Orlanthi Epic
Your Family: Who are they?
People: Whom do you know?
The White Oak Clan
Villages: Steadings of the White Oak Clan
Tula: The clan lands which belong to them and them alone
Neighbors: Allies, friends, and enemies
History: Since the coming of the Colymar to desolate Dragon Pass
Gods: Deities valued and worshipped by the White Oak Clan
Local Spirits: Spirits known to the White Oak Clan
Treasures: Items of power held by the White Oak Clan
Stories: Tales of the Gods
Omens and Foretellings: Glimpses into the future
Weather: How the gods make your lives harder
Artha: The Wheel of Fire
Changes to RQG: Modifications to the rules-as-written
Battle: Synthesis of Burning Wheel's Firefight and GURPS's mass combat rules.
Reputation: A chart/cheat sheet for RQ:G's reputation system
Traveling: How to get where you're going, and then back
Heroquesting: How the Gods World changes you