Saraska III: Crown Test


Chain Event

Previous Unity,
War of Unity, or
Tribal Persuasion
Next End of Chain

You've done what many considered impossible, and gotten all the tribal kings and queens to agree to form one kingdom under the leadership of the Saraska Bright-Eyes.  However, destiny may have other ideas.

Event Dialogue: Crown Test

The time has come for Saraska to undergo the Crown Test.  She has created a set of magical rites that combine elements from the kingship rites of each tribe, including yours.  It is a time of celebration, for this event will be remembered for all of history.  There is also a sense of apprehension, for the Crown Test is sometimes dangerous, and, even though the prophecies are said to foreordain her success, some can't help but worry about Saraska.
  1. Entertain influential thanes of other clans.
  2. Entertain members of your clan who have served its interests well.
  3. Lend your magic to aid Saraska. 
  4. Sacrifice to the gods in honor of Saraska.
  5. Secretly use your magic to hinder Saraska.

King of Dragon Pass


  • By entertaining thanes of other clans, you can improve relations with those clans.
  • Entertaining members of your own clan will improve the morale of your clan.
  • If you want to try and see her succeed, then you can lend magic, or sacrifice to the gods.  
  • Don't care for her?  Then use your magic to hinder Saraska


As far as can be determined, there is just no way for Saraska to succeed.  As a result, you will immediately go to the next dialogue...

Event Dialogue:  Successor to the Kingdom

Saraska strides out into the middle of the ritual ground and begins her Crown Test.  The sunny sky is replaced by clouds, which is seen as a good omen.  But as she calls on Orlanth, Ernalda, and Lhankor Mhy to bless her new kingdom, she is struck down by a thunderbolt.  A Chalana Arroy priestess rushes to her side, but declares her dead.  Before anyone else can react, a surprised <X>, king/queen of the <Y> tribe, hauls himself up on his horse and declares himself ruler of this new kingdom.  "The kingdom is mine, and anyone who says otherwise will die!"
  1. Call for peace.
  2. Fight against <X>.
  3. Fight for <X>.
  4. Get your people out of the area.
  5. Stand your ground; fight only those who attack you.

King of Dragon Pass


  • Calling for peace does little good as everyone jockeys for position.
  • Fighting against <X> will end in victory, but you will lose some warriors.  Needless to say, the <Y tribe>'s relations will suffer.
  • Fighting for <X> will keep good relations with his tribe, but the nascent kingdom is dead.  You may also lose more people by supporting <X> since a good number oppose him.
  • Removing your people is a good sentiment, but the ensuing melee may kill people as they flee.
  • Standing your ground, and fighting only when necessary may arguably be the best choice as you seek to keep your people safe, but you don't go out of your way to settle any scores. 


Needless to say, Saraska is dead.  Also, if you possess it, you will get the option of using the Sacred Clod, but you will suffer some damage from it use.

If you do decide to ally with another monarch, you will fail, and may called to account for it, especially if you suffer great losses in:  Saraska VI: Fitness to Rule.

Quest Chain

Queen of Kings
Clan Support
Lone Stand
Tribal War Threat
Tribal Persuasion
Tribe Unconvinced
War of Unity
First Strike
War for the Kingdom
Crown Test
Fitness to Rule

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