Sacred Time is the period at the end of the year in which your people reflect on the past year and perform rituals to influence their luck in the next.
You will learn how many babies were born to the clan, how many children were initiated as adults, and how many more or less people and herd animals there are as compared to last Sacred Time. The amount of goods your crafters and markets produced are also tallied, and if your treasures produced magic, goods, or extra animals, that will also be reported.
Your seers will report an omen. They may tell you that you will have good or bad luck in a certain regard, or that you can devote extra magic to a particular area, or none at all. More seriously, one of your gods may require you to take a certain action. If you succeed, the god will be pleased and will help your clan in some way; if you fail, you will suffer the god's displeasure.
When the game begins, your neighbors will know you only for being the last clan to arrive in the valley. As time goes on, you will earn a more specific reputation, which can change depending on your actions.
If a Raven shaman is on the circle, you may gain or lose magic due to his actions. Additionally, her worshipper will act in preposterous ways that may affect clan morale in the coming year.
During Sacred Time, you can allocate your clan magic.
Any leftover magic will help your clan's general luck, as well as being useful for divinations, spells, and rituals during the year. Having certain gods represented on your circle allows you to put more magic into areas associated with that god. The default amount of magic that you can allocate to any area is one point; with the right ring composition, you can put up to three points of magic in a given area. Occaisionally, you will recieve an omen saying that you cannot perform rituals for a particular focus, or alternately that you can perform extra rituals. These are year-specific omens, not permanent modifers.
|Crafts||Tepekos (Clan Creation)||Helps your crafters produce more goods.|
|Diplomacy||Ekarna, Hyalor, Narva (Clan Creation)||Helps your dealings with other clans.|
|Exploring||Zarlen||Helps your explorers, makes them likelier to survive.|
|Fields||Nyalda||Helps your crops.|
|Harmony||Hyalor||Helps ventures and clan mood.|
|Health||Erissa||Helps your sick and injured to recover.|
|Pastures||Busenari, Gamari, Uryarda||Helps your herds.|
|Ritual||Relander, Shaman, 7 different gods on ring||Aids rituals, sacrificing to the gods, and bargaining with spirits.|
|War||Elmal, Osara||Helps your warriors in battles of all kinds.|
|Wilds||Dostal, Inilla||Helps your foragers and hunters bring in food.|
In addition to the above, non-ritual magic allocation can aid you in specific ritual paths. For example, War magic is helpful in performing "Elmal Guards the Sunpath", while Pastures magic is helpful for "Busenari Finds the Light". You will be able to refer back to your magic allocation on the Magic screen.