FANDOM


Ventures are a massed activity that the entire clan gets together to perform. At the start of the game, you can only do one venture per year, but after finishing the clan hall, you can perform two a year. You may not perform the same venture twice in one year, and ventures might not succeed, or might only partially succeed. As in most other things in Six Ages, you must select one of your nobles to lead the Venture, and part of your success will depend upon the skills of the noble involved, as well as what, if anything, you spent magic on during Sacred Time.

Please note that at the time of this writing, (August 20th, 2018), some of the effects, most especially for Skill and Magic associated, are still speculative.

Venture Name Effect Skill Associated Magic Associated Special Notes
Ceremony Adds to magic. Makes rituals easier Magic Ritual
Clear Pastures Removes the Limited Pastures Stress at the start of the game; makes herding easier Food Pastures One of the ventures necessary to complete the Clan Hall. Only do once. Cannot fail, but poor performance might lead to some people becoming wounded.
Combat Training Makes your warriors more effective in battle Combat War
Clan Hall Decorations Necessary to complete clan hall Crafting Can fail, seems to fail more often than other ventures. Necessary to complete Clan Hall. Only performed once. Costs a default of 50 goods, although good performance can lessen this.
Clan Hall Feast Necessary to complete clan hall. Harmony Can fail to actualize if food stocks are low. Necessary to complete Clan Hall. Only performed once.
Clan Hall Sacrifice Necessary to complete clan hall. Can improve mood. Ritual Necessary to complete Clan Hall. Only performed once.
Crafting Creates Goods Bargaining Crafting Usually makes like 20-25 goods
Craft (special) Item Creates more goods than crafting Bargaining Crafting This is actually several different ventures, such as "Craft Ebony Items" or "Craft Ivory Items". In every case, it requires you to have discovered one of the craftable items on your clan lands through a previous exploration. Repeated crafting of the item will exhaust your stocks of whatever it is, at which point you can no longer perform this venture.
Convert Pastures to Fields Removes Fields Stress from continual use, improves crops. Food Fields Cannot fail, but poor performance might lead to a morale stress. Is usually necessary every 5-6 years.
Defense Helps protect against raids Combat War
Denounce the Cenala Heresy Helps dispel belief in the Cenala story Leadership Diplomacy The reverse of Spread the Cenala Revelation.
Entertain Improves clan morale Leadership Harmony
Expand Fields Removes Limited Fields Stress at the start of the game, and improves your crops. Food Fields One of the ventures necessary to build the Clan Hall. Only performed once. Cannot fail, but poor performance will create a morale stress.
Feast Improves clan morale Leadership Harmony Can fail if food is too low.
Feast Neighbors Improves clan morale and relationship with neighbors Leadership Harmony, Diplomacy Requires at least four weeks worth of food and Nyalda's hospitality blessing active at that moment.
Finish Houses Removes No Houses Stress, which can cause greater levels of disease Leadership Harmony Only done once a game. Requires 25 goods.
Fletchery Produces arrows, making it less likely for you to run out in battle Leadership War
Foraging Gathers food from wildlands. Food Wilds Less effective in Dark Season. Unclear if this creates food on its own or makes foraging expeditions in that year better.
Guard the Herds Makes herd raids less likely to succeed against you, guards against certain negative events, gives herds and sometimes gives horses Food Pastures
Herding Increases herds and to a lesser extent, horses Food Pastures
Hunting Hunt for food in wildlands Food Wilds Less effective in Dark Season. Unclear if this creates food on its own or makes foraging expeditions in that year better. Also unclear how this is different from Foraging.
Recruit Clan Members Adds to your population Leadership Diplomacy Can offend your neighbors by recruiting people from them.
Restore Pastures Combats Overgrazing stress Food Pastures Often will take several years to work even under best conditions, and in the meantime, your herds will die in droves. Use the Busenari Light Finder ritual instead in all but the most dire situations.
Scour for Bandits Removes Bandit Threat Stress Combat War
Search for Spirit Rocks "Pleases the Spirits", can remove Spirit indifference, makes it easier to catch spirits or bargain them into doing what you want Magic Ritual
Spread the Cenala Revelation Converts unbelieving clans to Cenala worship. Magic Diplomacy Seems to very highly correlate with whether or not you successfully completed rituals recently. Also somewhat seems to depend on the number of Cenala clans already around, it's easiest to convert a few holdouts.
Trade Trades for goods Bargaining Diplomacy Often gets about 20 goods.
Trap for furs Traps for valuable furs and increases goods. Food Wilds
Worship Increases the number of supportable temples Leadership Ritual Can work for multiple years, or only one, or fail and cost you magic.