Quests

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Quests are objectives which, when completed, reward DustSmall.png Dust, InfluenceIcon.png Influence, StrategicIcon.png Strategic Resources, CategoryLuxurySmall.png Luxury Resources, or Technology. Quests with multiple objectives will often grant multiple rewards upon completing later steps. Each faction has its own quest line, which is unlocked the turn after founding a city. There are also side quests which can be unlocked through actions such as searching ruins.

Faction Quests[edit | edit source]

Wild Walkers[edit | edit source]

1. Trees or Towers
QuestMadFairies1.png Description
It has been a difficult winter.
Not merely the weather and the hunger, but all the rivalries within the Wild Walkers have descended upon the head that wears the crown -- your head. During the long cold months, when both space and activity are lacking, tempers flare and arguments begin. As usual, it is the shamanists of the Sokwa clan who fan the flames. "We should not have left the forests, our gods will desert us, we are made weak without The Sharing..." They should be named the Tateh clan, the Talk-too-much.
But you are the onontio, the highest judge and warlord, and for now your word remains law. The challenge is to occupy these grumblers and those who would listen to them; they need a purpose and a distraction. Around you are many ancient sites where previous civilizations rose... and fell. To avoid that same fate, it would perhaps be good to investigate these places -- and give the grumblers something else to whine about.
Summary New Objective Outcome
It is time to explore and learn. Search ancient sites for whatever treasures or knowledge they may contain. Explore the map and search 4 ruins. You marvel at the works of the ancients - and you fear them. Your mind turns to thoughts of defense...
Reward Mad Fairies Droplist, Picks 1
2. New Foundations
QuestMadFairies2.png Description
Time and experience bring knowledge, though new knowledge is not always welcome.

Your dream of a great new tower to the stars, a symbol to Gaia, has been put off by strikes and riots at the building site. Achak Adahi, who leads the Sokwa, claims your dreams are foolish sacrilege. He, and many others, continue to insist on the old ways. There are those, however, who have seen what you have seen, and question the old ways as you do.

You must explore, go farther, learn more. You convinced them to look beyond the forests, to seek new ways; it is time to explore further and find new allies - or new slaves - for the cities you see in your visions.

Summary New Objective Outcome
Your empire must grow, and you must have help to do this. Make contact with a neighboring Minor Faction and assimilate them into your Empire - peacefully or forcibly. In a region that belongs to your Empire, pacify at least one village of a Minor Faction, then Assimilate them. Integrating the new allies is awkward, no matter how it is done. But in your gut you know it is necessary.
Reward Visions of Glory
2(Alt). Echoes of the Past
QuestMadFairies2.png Description
Time and experience bring knowledge, though new knowledge is not always welcome.

Your dream of a great new tower to the stars, a symbol to Gaia, has been put off by strikes and riots at the building site. Achak Adahi, who leads the Sokwa, claims your dreams are foolish sacrilege. He, and many others, continue to insist on the old ways. There are those, however, who have seen what you have seen, and question the old ways as you do.

You must explore, go farther, learn more. You convinced them to look beyond the forests, to seek new ways; it is time to explore farther. New regions should be explored and a new city founded; that should lead your people to believe that your vision for the Wild Walkers is more than just a dream.

Summary New Objective Outcome
Give your people optimism and new purpose by founding a city in a new region. Grow the city so it provides a solid source of Industry. 1. Spread out your force and find the new perfect region to colonize.

2. To sustain your dream you will need to produce 25 IndustrySmall.png in your new city.

A new city is useful for your growing empire. Now it is time to look even further, and learn even more.
Reward 1) Temple Ruins Droplist, picks 1 from Era 1

2) Visions of Glory

3. Post and Beam
QuestWildWalkers3.png Description
There are always those who bluntly refuse to accept reality. Achak and his followers are twisting their words in philosophical knots, trying to find some explanation for the things the patrols have discovered. The facts are clear: We are not alone, and we were not the first. One day their disagreements could turn violent; Truthseeker Jenoa is not the only one who warns you of this.

From these other peoples you have heard other tales and new histories; many of these myths and legends contain seeds of a similar story - a story that ends in tragedy. The farther you go, and the further you study, the grimmer and more perplexing the truth becomes.

In one way Achak and the Sokwa are right; your people remain small and weak compared to the vastness of Auriga. Your empire must be secured and your armies developed; no great construction can take place unless your realm is secure. The Sharing, while dangerous, gives you a great advantage when scouting - it is time to exploit that advantage.

Summary New Objective Outcome
You have certainly learned this: Auriga is dangerous. Develop your military by selecting a Hero and building a worthy army. Test the Hero and their army in battle and secure peace in your region. 1. Search the [Ruins] with a Wild Walkers Hero and minimum 4 Ranged Ranged.png units and 2 Minor Faction units.
2. Make sure there are no enemy armies in your region called [Region] in 5 turns.
War has sidelined your efforts, though it is a necessary cost. It is time to focus on internal affairs.
Reward 1. Mad Fairies Droplist, picks 1
2. Survival Instinct
4. Building the Future
QuestWildWalkers4.png Description
The truth must be accepted, even when it is unpleasant. Achak seems to be silent, for the moment. But it is likely that things will flare up when you announce your latest idea: permitting beings of assimilated factions to rise up to high-level posts in your government. If allies can be trusted, why should they not be exploited to the fullest?

It is a time of consolidation and reflection, for the knowledge you have gained requires time and analysis before it can be acted upon. Bet your convictions remain clear on two points. First, that Auriga is a dangerous place that requires buildings of exceptional strength if your people are to survive whatever forces destroyed those who came before you. Second, that the Wild Walkers must be open and inclusive to any and all people's, ideas, and improvements that can help secure their future. Certainly those who built the ruins had knowledge of engineering far beyond what is known today.

Your eyes burn as you read the ancient texts; your ears ring with the debates and arguments of scholars. It has been days since you swung a sword or fired a bow in earnest. But you are onontio, and your people come first.

Summary New Objective Outcome
Now that the region is safe, you turn your eyes back to the internal workings of your empire. Strength and progress will come by building and improving City Centers and building up Districts. Within your empire, raise a new City Center and a new District to their Level 2. The cities grow, the empire prospers. You now have resources to go beyond everyday tasks...
Reward 1. Mad Fairies Droplist, picks 1
5. The Cornerstone
QuestsWildWalkers5.png Description
It has been a time of great learnings.

First, you learned that Achak Adahi would rather die than admit his failures. He and a band of shaman attacked the palace, hoping to start a revolt. Your hand has not been on the sword hilt much of late, but you still had the reflexes needed to run him through at the door of the throne room. Those who followed him turned to Lycans and dissapeared in the night.
Many fell defending you, and some of those were from the peoples you assimilated. You also learned that you command great loyalty. You learned, finally, that rumors of a thing called "zaltana" were in fact stories centered around a person -- Ahote Zaltana. Tales indicate he was once a Wild Walker, and that he has studied the secrets and structures of the ancients for many decades. He has named them the Endless, for he believes that their works will endure until the end of time.
Two things are certain: Zaltana would be of enormous value to you, and you have no idea where he is...

Summary New Objective Outcome
To bring your vision for the Wild Walkers into fruition, the mysterious Ahote Zaltana must be found. Track him by inspecting an ancient site where he is rumored to be. 1. Look for Ahote Zaltana by searching the ancient site of [Ruins].
2. Based on information gleaned from the ancient site, Zaltana must be located in a region called [Region].
A legend has stepped out of the forests and into your tower. Now, you must grow and exploit that legend.
Reward 1. Mad Fairies Droplist, picks 1
2. Ahote Zaltana
6. Methods and Materials
QuestsWildWalkers6.png Description
Half mystic, half scientist, Zaltana is both everything you expected and nothing at all like what you expected. It is fortunate that he communicates with schematics and designs, for when he communicates with words much of it sounds like gibberish.
Regardless, the lucidity of his drawings speaks directly to the visions that you have seen - a great base, a soaring tower, a monument to the constructions of the Wild Walkers and a place to weather whatever storms Auriga may bring. But the techniques and materials are beyond what you know, and it is for this reason that Zaltana must first improve his skill, and then find an ancient site where he can apply that ability.
Other reasons, reasons that you speak of to no one, have also compelled you to fund and staff Zaltana's expedition. The more you study the ancient texts, the more your sages and searchers plot and analyze the cycles of winter and occurrences of storms, the more you realize that Auriga seems to be on a downward spiral. You do not know where the spiral may lead, and what the fate of the planet may be. But you are guessing that ruin and devastation will come for those who are not prepared.
Summary New Objective Outcome
You must improve Zaltana's skills if you hope to stave off the oncoming cataclysm. Once his skills are improved, he must take an expedition to discover the secrets of the Endless. 1. Level Zaltana and give him the skill [Skill] (Level X)
2. Send Zaltana with an army to inspect ancient ruins at [Ruins].
Whatever Zaltana has discovered only he understands; hopefully you will be able to build it before time runs out.
Reward 1. Mad Fairies Droplist, picks 1
2. Arc of the Builders
7. The Keystone
QuestsWildWalkers7.png Description
Zaltana has emerged, holding designs for a thing whose complexity seems impossible. How can hands build something whose plans are incomprehensible?

In his designs you understand some things, and are utterly confused by others. In that gap between the comprehensible and the arcane something whispers to your subconscious; something that speaks of power and emptiness as endless as the universe. That is a worry in dealing with geniuses: Trying to comprehend them may drive you mad.
But if your sanity is the price for the survival of the Wild Walkers, it is not too great a price to pay. More than ever you understand that Auriga is changing; the pessimists say she is dying, the optimists say that she evolves. Even the optimists admit, however, that this "evolution" may be inimical to all forms of life.
Zaltana must be encouraged, this strange set of thinkings tools he has designed must be created -- from Mithrite, of all things! -- in order for his constructions to go ahead. And there is no alternative; the constructions must go ahead.

Summary New Objective Outcome
Now that tools -- both magical and human -- are ready, the labor must be done. 1. Assign your Hero Ahote Zaltana to one of your cities and make sure he has the Arc of the Builder equipped on him.
2. Gain enough Influence points to set the Economy and Population Ministry of your Empire Plan to the level 4.
Zaltana is a spark, and the resulting fire of energy and creativity is more than you had hoped. But is it enough?
Reward 1. Mad Fairies Droplist, picks 1
2. The Ogmakwan
8. To Rival the Endless
QuestsWildWalkers8.png Description
The structure Zaltana has dreamed of has been planned and can now be built; models and descriptions have been erected in a pavilion for public display. The sooner construction begins the better, for all work seems to have slowed down as crowds of people visit the models and try to imagine what it is and how it could possibly come to be.
Zaltana is in the midst of it all: Explaining, demonstrating, almost preaching. A handful of others seem to have caught on, as other savants and geniuses begin to understand pieces of what that vision may be. But there is only one Ahote Zaltana, and the future of the Wild Walkers hangs on his abilities.
Those sages and scientists who still study the planet, rather than visit the pavilion, mutter unhappily and do not meet my eyes when I ask what they have discovered. No one likes to bring bad news to their onontio. The unspoken words are clear, however: This thing they refer to as "The Last Winter" is coming, and it is a race between Zaltana's monument and time, between construction and destruction.
Summary New Objective Outcome
You will have the glory, but only Gaia knows if that will also bring success. Build the Ogmakwan in your Capital City, and hope that it is enough. Build the city improvement that will create the Ogmakwan. The Ogmakwan is completed; a fitting tribute to an exhausted but fulfilled Zaltana. Hopefully, it will not one day be simply another vast relic of another lost empire on the surface of Auriga...
Reward Growing Buildings
Temple of the Earth's Core

Broken Lords[edit | edit source]

1. A New Beginning
BrokenLordsFactionQuest1.png Description
The quakes and fires appear to be over. We lost a city and are now homelss, but we are strong and remain unbowed. The first step is to secure our new home. To found a city, build an army, and explore the ancient places. For our experience tells us this, if it tells us nothing else: The ancient ruins scattered across the map are places of great knowledge, greate wealth, and great danger. For all of those reasons, we must explore and exploit them. With caution, however; any place of great value will be guarded by creatures of great strength. We must not forget this.
Exploration will also take their mind off of our condition -- and this new method for dealing with it. Dust is expensive and difficult to exploit, but this new way, this draining of living souls to sustain our own forms, it goes against who we are. It violates our principles, our honor. It is everything we have been fighting against.
And yet, it is easy...
Summary New Objective Outcome
Build an army and explore the area around your new city. Carefully explore ruins in the region to find remnants of Endless technology. 1. Escort a Broken Lords Hero with at least 3 Infantry Infantry.png units to inspect the [Ruins].
2. The door remains closed and the mechanism requires quantities of Dust to open. Gather X DustSmall.png and try to open the portal once again.
3. Defeat the army protecting the ruins.
You have unearthed an Endless artifact. It is in poor condition, and appears to be part of a larger construction. The question now is how to restore it.
Reward 1. Mad Fairies Droplist, picks 1
2. Mad Fairies Droplist, picks 1
3. Archaeologist
2. Our Baser Nature
BrokenLordsFactionQuest2.png Description
The nobles are unhappy. I understand their reasoning; we try to rebuild our nation and survive the changes in our planet, but the exploitation of Dust is slow and expensive. To simply leech life from others is fast, easy, and gives one a feeling of power. It is a heady thrill that gives sensations of virility and perception -- almost invincibility.
Marquis Suluzzo is perhaps the worst. Though all the nobles and fanatics seek ancient relics to give them power, the bauble that the marquis has found has given him great strength of persuasion and an enhanced ability to drain life. His speeches make it all seem so easy: Exploit the lesser peoples for our own glory, rule the planet from a position of strength, and turn those who would defy us into weakened slaves.
But I cannot accept this. It is expedient, but that does not make it just or right. Sadly, my hand has been forced and I have little choice but to let the sages and alchemists study, seeking an answer that is pleasing to their greedy patrons. We will forge ahead with research and improve our knowledge -- though I do it for other reasons. For my part I would see our people resist temptation, even if it presents a risk. There is a reason that the first word of the royal seal is "honor."
Summary New Objective Outcome
Mysteries of the planet's past likely give keys to your future. Improve your scientific knowledge to help decrypt them. 1. Research 8 Technologies of the Research Era I.
2. Research 12 Technologies of the Research Era I.
This is most interesting. As well as discovering great new advances in magic and alchemy, we have also discovered something ancient and powerful; a simple circlet that hums with suppressed power.
Reward 1. Mad Fairies Droplist, picks 1
2. Quivering Circlet
3. Perilous Frontiers
BrokenLordsFactionQuest3.png Description
The power of the marquis grows daily. There are those who whisper in my ears that I should bring him into my inner circle, even make him the King's Hand; our history is rich with examples of warring factions coming together through unexpected alliances. Those who recommend this conveniently forget that there are just as many stories of realms that were torn apart by unions as ill-considered as this one would be...
While the nobles and populace watch Martin de Ildan de Suluzzo, I will push ahead with my own plans. Explore, find additional sources of Dust, gain greater control over the nearby regions and peoples -- that is how I see our people surviving. Not by turning into armored leeches. A new city is good, and new Watchtowers will help us to hold it. Perhaps I can find a way to convince my subjects that we can survive and grow without this obscene feeding.
Perhaps when we explore we will find new artifacts like the Quivering Circlet, which now throbs with power that we have restored and now try to understand. Vinchus, the artificer, has also come up with some interesting notions and unexpected ideas. He believes there is a link between the Quivering Circlet and the marquis's pendant; his studies show that both share repetitive patterns of incomprehensible runes and show similar reactions to the presence of light and Dust.
Summary New Objective Outcome
Imperial necessities mean that you must expand your empire, even by means you do not like. Colonize, pacify, and be watchful. 1. Colonize a new region, settling in an area providing at least 13 DustSmall.png.
2. In your new region, build a Watchtower and Pacify all the Minor Faction villages by whatever means are necessary.
An emperor must occasionally accept the whims of others to avoid unrest -- such as the demands of the marquis and his rabble. I will grow the empire, but remain watchful and ready.
Reward 1. Penitent Chapel
2. Martin de Ildan de Suluzzo
4. A Kingdom Divided
BrokenLordsFactionQuest4.png Description
I am trying to take solace in the fact that, at least, the answer has been made clear. The nobles and my subjects have given me an unspoken ultimatum: I remain the king, and place marquis as governor of a great city, or I will be deposed and risk that he takes control of the whole empire.
Growth and prosperity. I remain convinced that if I show these goals are obtainable by honorable and honest means, this obsession with draining life will fade. I am perhaps over-optimistic in regards to the venality of my citizens, but if I do no set an example I fear that we will all become bloodthirsty ghouls wearing the trappings of civilization. Growth, development, a future full of hope -- these are good messages but ones that require tenacity and patience. To suck the life from another being, on the other hand, is quick, easy, and pleasurable.
We shall see which one becomes the model for this kingdom. Whatever comes of the appointment of the Marquis as the head of a city, it remains my duty to lead and guide the rest of the empire and prepare it for whatever future awaits us.
Summary New Objective Outcome
Your subjects and advisors demand that you place the Marquis at the head of a city. Make sure the city -- and the empire -- survive the rule of this mountebank. 1. Assign de Suluzzo to a city for 10 turns. Build up a District or City center to Level 2.
2. Gain enough Influence points to set the [Ministry] Ministry of your Empire Plan to the level X.
Pride would have had me refuse the offer, but pragmatism would not. The people got what they wished; perhaps in the future they will be less excitable.
Reward 1. Dust Crematorium
2. Mad Fairies Droplist, picks 1
5. A False Redemption
BrokenLordsFactionQuest5.png Description
Well, that was an entertaining disaster. Strangely, the golden future that the marquis and his followers promised did not suddenly fall from the clouds.
His positioned is weakened, and I will take advantage of that. Officially, it will be a diplomatic and military effort that will offer him the chance to redeem his honor. In fact I send him to pain, if not death, in order to rid myself of him -- and wrest the artifact from his grasp. In manipulating his downfall, one could say that I am no better than he is. But I do this for what I believe is necessity; I cannot see a future for my people on the path he has chosen. Perhaps my honor must be sullied so that the honor of my people remains pure. So be it.
Vinchus has aided me in preparing the ritual to separate the Marquis from his artifact (and perhaps his life). Far from the city, with only a handful of followers, he will be vulnerable and subject to the same forces that he uses to drain others. I find a certain poetic justice in this, though in that sense of contentment at another's distress I also feel shame. Perhaps that is how the Marquis started down his path...
Summary New Objective Outcome
Launch a campaign to capture a region. It will give you an opportunity to get rid of de Suluzzo -- and extract his pendant through an arcane ritual. 1. Capture or destroy the city of [City].
2.Go search the [Ruins] in [Region], with an army led by the Hero Martin de Ildan de Suluzzo that contains at least 1 level 6 Dust Bishop unit.
The campaign was successful, though I hear strange reports that the marquis fled or disappeared. It is said that all good things come to an end; perhaps all bad things do as well.
Reward 1. Mad Fairies Droplist, picks 1
2. Pendant of Judgement


6. Machines of the Ancients
QuestBrokenLords6.png Description
It is the end I had hoped for, but not in the way that I wished. The marquis seems to have vanished from Auriga; he and most of his troops disappeared into one of the great ruins and neither word nor survivors have come out. Strangely his pendant remained, glowing at the entrance. A twisted strip of endless mysteries.

At least the alchemists and archivists are dancing with joy, now that they have his pendant to study. Vinchus states that, beyond any shadow of a doubt, the pendant and the Circlet were once the controls of a great machine. Further study, however, has shown indications of where a missing third piece may be. If the third piece has any resemblance to the powers of the first two, its discovery is of the utmost importance to the empire. Auriga does not release her treasures without a tithing of blood, however. Let us hope the thing will be worth the lives it will cost to obtain it. Now I can return my efforts to serious matters, as the marquis was an unwanted diversion from the true challenge - the long-term survival of our people on Auriga.

Summary New Objective Outcome
The Marquis has found death through the ritual, but his precious pendant is yours. Find the location where other, associated artifacts may be - and secure them if you can. 1. Search the [Ruins] with the Pendant of Judgement equipped on a Broken Lords hero.

2. Your success has stirred the natives! Defeat the armies that rise up around you.

No place of thing of power lacks guards or defenses; victory is purchased with a currency we once called "blood". That lives on in our metaphors, if not our bodies.
Reward 1. Sighing Scepter of Auir
2. 60 Mithrite Mithrite Color 256x256.PNG
6(Alt). From His Cold, Dead Hands
QuestBrokenLords6.png Description
It is the end I had hoped for, but not in the way that I wished. The marquis's body, pendant intact, was found before the portal of an ancient temple. Most of his followers lay there as well, their bodies crushed and withered. Though many weep, the alchemists and archivists are dancing with joy, for they now have his pendant to study.

Vinchus states that, beyond any shadow of a doubt, the pendant and the Circlet were once the controls of a great machine. Further study, however, has shown indications of where a missing third piece may be. If the third piece has any resemblance to the powers of the first two, its discovery is of the utmost importance for the empire. Auriga does not release her treasures without a tithing of blood, however. Let us hope the thing will be worth the lives it will cost to obtain it.

Now I can return my efforts to serious matters, as the marquis was an unwanted diversion from the true challenge -- the long-term survival of our people on Auriga.

Summary New Objective Outcome
The Marquis has disappeared, but his precious pendant is yours, find the location where the other associated artifacts might be -- and secure them if you can. 1. Search the [Ruins] with the Pendant of Judgement equipped on a Broken Lords hero.

2. Your success has stirred the natives! Defeat the armies that rise up around you.

No place of thing of power lacks guards or defenses; victory is purchased with a currency we once called "blood". That lives on in our metaphors, if not our bodies.
Reward 1. Sighing Scepter of Auir
2. 60 Hyperium Hyperium Color 256x256.PNG
7. A Final Battleground
BrokenLordsCardArt.jpg Description
Continues from 6. Machines of the Ancients

The whispers of the sceptre have revealed something of our past. Some of these ruins, it seems are ours; still guarded by mechanisms that we once set in place yet no longer understand or control. Though I am not sure if this makes me proud, or sad.

The sceptre uncovered at the last site, though not part of the mysterious mechanism, was clearly a key to its fate. When the mechanism was built, instructions on its location and use were encoded within in the sceptre; like a divining rod that acts as a key - no mere parchment or stone for our mysterious ancestors. Only Dust, and magic, could reveal the sceptre’s secret, and only a genius could make them do so. That is why Vinchus now has both the eternal gratitude of the empire and a stunning domain in Palunbajo. Such efforts should not go unrewarded.

We will explore the site, with a large army prepared for bitter conflict. Whatever wondrous place this map leads to, entry will certainly require a heavy toll.

Summary New Objective Outcome
Build a strong army equipped with the sceptre; the sceptre will give access to the site. Inspect the site - which seems to belong to your ancestors - very carefully… 1. Search the indicated [Ruins] with an army full of 8 units of level 5 minimum, all equipped with the Sighing Scepter of Auir.

2. Defeat the army guarding the site.

Never count an enemy as defeated until you see the body. The marquis is now gone and the pendant in Vinchus's hands -- I am eager to see what he makes of it.
Reward 1. Mad Fairies Droplist, picks 1
2. Endless Lode Crystal
7(Alt). Death or Glory
BrokenLordsCardArt.jpg Description
Continues from 6(Alt). From His Cold, Dead Hands

The whispers of the sceptre have revealed something of our past. Some of these ruins, it seems are ours; still guarded by mechanisms that we once set in place yet no longer understand or control. Though I am not sure if this makes me proud, or sad.

The sceptre uncovered at the last site, though not part of the mysterious mechanism, was clearly a key to its fate. When the mechanism was built, instructions on its location and use were encoded within in the sceptre; like a divining rod that acts as a key - no mere parchment or stone for our mysterious ancestors. Only Dust, and magic, could reveal the sceptre’s secret, and only a genius could make them do so. That is why Vinchus now has both the eternal gratitude of the empire and a stunning domain in Palunbajo. Such efforts should not go unrewarded.

We will explore the site, with a large army prepared for bitter conflict. Whatever wondrous place this map leads to, entry will certainly require a heavy toll.

Summary New Objective Outcome
Build a strong army equipped with the sceptre; the sceptre will give access to the site. Inspect the site - which seems to belong to your ancestors - very carefully… 1. Search the indicated [Ruins] with an army full of 8 units of level 5 minimum, all equipped with the Sighing Scepter of Auir.

2. Defeat the army guarding the site.

Would that I had led this army! To be in the saddle, with all cares reduced to a few very pragmatic problems… The army is destroyed, and the last puzzle piece in our hands.
Reward 1. Mad Fairies Droplist, picks 1
2. Endless Lode Crystal
7(Alt2). A Final Battleground
BrokenLordsCardArt.jpg Description
Must be a custom faction with the Anarchists trait at level 1 or 2

The whispers of the sceptre have revealed something of our past. Some of these ruins, it seems are ours; still guarded by mechanisms that we once set in place yet no longer understand or control. Though I am not sure if this makes me proud, or sad.

The sceptre uncovered at the last site, though not part of the mysterious mechanism, was clearly a key to its fate. When the mechanism was built, instructions on its location and use were encoded within in the sceptre; like a divining rod that acts as a key - no mere parchment or stone for our mysterious ancestors. Only Dust, and magic, could reveal the sceptre’s secret, and only a genius could make them do so. That is why Vinchus now has both the eternal gratitude of the empire and a stunning domain in Palunbajo. Such efforts should not go unrewarded.

We will explore the site, with a large army prepared for bitter conflict. Whatever wondrous place this map leads to, entry will certainly require a heavy toll.

Summary New Objective Outcome
Build a strong army equipped with the sceptre; the sceptre will give access to the site. Inspect the site - which seems to belong to your ancestors - very carefully… 1. Search the indicated [Ruins] with an army full of 6 units of level 5 minimum, all equipped with the Sighing Scepter of Auir.

2. Defeat the army guarding the site.

Would that I had led this army! To be in the saddle, with all cares reduced to a few very pragmatic problems… The army is destroyed, and the last puzzle piece in our hands.
Reward 1. Mad Fairies Droplist, picks 1
2. Endless Lode Crystal
8. A new frontier
BrokenLordsTradingCard.jpg Description
Something from the past was awakened when the temple was opened. I cannot say what, but in all our cities the Dust seems to have awakened. I understood that we could do magic, but I never imagined it existed on this scale. Something is happening in the empire, and I must exploit it to the fullest. Vinchus came down from his mansion; even he sense the change. Upon his advice, I will equip a governor with the artifacts we discovered, and see what changes that will bring to my empire.

Whatever happens, we may at least put to rest the question of draining innocent life.

Has all this been foreseen? Am I merely the pawn of an ancient prophecy, following guidelines lain down by long-dead ancestors? We have discovered a powerful building, something that could replicate the power of the temple within our cities. Should that happen, living Dust would be endlessly generated for our need, forever healing our the people. It will be built, regardless of the cost, and we shall see what great wisdom can do when allied to great power.

Summary New Objective Outcome
Put together the three parts of the ancient artifact. More resources may be necessary to make it function again. 1. Equip these artifacts on the same Broken Lords Hero: Quivering Circlet, Pendant of Judgement, and Endless Lode Crystal. Next, make sure the equipped Hero is assigned to a city.

2. Build the new Improvement, the Altar of Channeling, in 3 of your Cities.

If I did not believe in some sort of cataclysmic confluence, I do now. We have done what we can and now march forward, relentless, to victory. Or, at the very least, survival.
Reward 1. Altar of Channeling
2. Synchronic Temple, Temple of the Earth's Core

Vaulters[edit | edit source]

1. Wide Lands, Wide Eyes
VaultersFactionQuest1.png Description
They call themselves Vaulters. They found me scorched and blackened in an ancient cavern that their people had long forgotten. How long had I lain in that darkness? Only the stars know, but my limbs, rusted and groaning, tell me ages must've passed. I will never forget the looks on their faces -- haunted, awestruck, but above all, fearful. The realm that they'd called home, the subterranean paths and chambers that riddled the planet, had come under attack from some cataclysmic force, had shaken and split and ruptured, decimating their numbers.

Their leader, the First of the bloodline as she is known, recognized in me something valuable, and brought me back to life in that dusty crypt. For this I will be eternally grateful. I vow to be her faithful servant until the end of days, wherever that may lead.

Now they retreat to the surface where they believe they will find respite, where they hope they will find answers. First of the bloodline Zolya has made the first priority the assimilation of the local tribes. While they strike out into unknown lands under the sky's watchful gaze, I will try to remember past days...

Summary New Objective Outcome
My saviors have retreated from the chaos of the subterranean realm, seeking sanctuary on Auriga's surface. Out first task is to assimilate a minor faction. In a region that belongs to your Empire, pacify at lease one village of a Minor Faction, then Assimilate them. Excellent. My friends have taken the first step in securing their place on the surface.
Reward Mad Fairies Droplist, picks 1
2. Data Collection
VaultersFactionQuest2.png Description
First of the bloodline Zolya has taken the first step in securing the Vaulter's future; a strong alliance with a local tribe has been built. Alas, my own progress in uncovering my history has not been so fruitful. My memory circuits have all but failed, and only confusing glimpses of the past cross my electronic mind. I see tormented faces, hear gargled screams, feel the slick touch of warm blood. Memories of the operations I performed? Or something darker? On my chassis is stenciled my droid class: Operation and Medical Procedures Robot... but I am certain I was known by another name. Whatever it was eludes me though.

To save myself from madness, I try not to dwell on these matters, instead focus on the plight of my new masters. The legends of their past are awakening. Far beneath the surface, in the excavations that only came to light from the subterranean quakes, they discover more and more ancient relics bearing their sigils. They yearn to unravel these mysteries -- perhaps even learn things that will grand them an advantage over the other races that stalk this great planet. First of the Bloodline Zolya discusses these things with the fire of a zealot in her eyes. I have a feeling that their story and my own will entwine. For now my masters concentrate on establishing a more secure foothold on this rugged land. Mines must be founded, while enemies who encroach on our lands must be destroyed.

Summary New Objective Outcome
For a civilization to flourish, valuable resources must be secured and borders made safe. My masters must found two Strategic Resource mines, and eliminate any invaders in their lands. 1. Build 2 new Strategic Resource extractors within your Empire.

2. Our new installations have drawn the attention of roving armies. They are unlikely to leave us in peace, so it will be war...

It is good for these people; they are miners and craftsmen by nature. With luck they may uncover some of their lost skills and wisdom.
Reward 1. Deep Diviner

2. Winter Shelters

2(Alt). Discovery Mission
VaultersFactionQuest2.png Description
First of the Bloodline Zolya has taken the first step in securing the Vaulter’s future: a strong alliance with a local tribe has been built. Alas, my own progress in uncovering my history has not been so fruitful. My memory circuits have all but failed, and only confusing glimpses of the past cross my electronic mind. I see tormented faces, hear gargled screams, feel the slick touch of warm blood. Memories of the operations I performed? Or something darker? On my chassis is stenciled my droid class: Operation and Medical Procedures Robot… but I am certain I was known by another name. Whatever it was eludes me though.

To save myself from madness, I try not to dwell on these matters, instead focus on the plight of my new masters. The legends of their past are awakening. Far beneath the surface, in the excavations that only came to light from the subterranean quakes, they discover more and more ancient relics bearing their sigils. They yearn to unravel these mysteries - perhaps even learn things that will grant them an advantage over the other races that stalk this great planet. First of the Bloodline Zolya discusses these things with the fire of a zealot in her eyes. I have a feeling that their story and my own will entwine.

For now my masters concentrate on understanding what is happening to Auriga. Ancient sites that can shed light on the natural disasters must be located and studied.

Summary New Objective Outcome
The changes to Auriga are not limited to the underground realm. My masters must locate ancient sites that can shed light on these natural disasters. 1. To learn more of the past, find and search the [Ruins] located in the region called [Region].

2. There is no such thing as too much knowledge; we must find and search the [Ruins] in the region called [Region].

3. Our search parties have drawn the attention of roving armies. They are unlikely to leave us in peace, so it will be war…

Little by little, we claw our way back to the light of wisdom. May our discoveries bring us unexpected data and our hoped-for advancement.
Reward 1. Mad Fairies Droplist, picks 1

2. Deep Diviner

3. Winter Shelters

3. Mission Centre
QuestVaulters3.png Description
Opbot! My name is Opbot! The name came to me as I performed an amputation on a Vaulter fighter who was grievously injured in a recent battle. The act must've dislodged old memories. I remember living on a great ark. It was a place of light and peace and refinement.Then something terrible happened. My surgical facility was overrun with the wounded. Under flickering lights and dying power I carried out endless surgeries. Soon, the anesthetics ran low. Screams rang through the hollow space, and the blood... the blood never ended. I think something broke inside of me...

The Vaulters aren't interested in my ramblings. Their attention is on Auriga. The planet shifts and turns, but to what end is unclear. I sense unease among their ranks. Division, even. Some yearn to return to their dimly-lit underground halls, pray to the old gods, and wait out whatever calamity is befalling Auriga. First of the Bloodline Zolya has other ideas though. And fortunately, she still has the support of the majority. For now.

While this support endures we must do what is necessary. Protect our people from the ravages of the Dark Season, and grow our cities. Once we are safe we will have the luxury to discuss gods and visions.

Summary New Objective Outcome
Much data has been collected regarding Auriga's changes. We can take advantage of our knowledge to protect us from the effects of the Dark Season and grow our cities. 1. Build the Winter Shelter city improvement in your city [City].

2. Build 2 new Boroughs in your city [City].

We have reason to congratulate ourselves; we can look to the future from a position of some strength and security.
Reward 1. Mad Fairies Droplist, picks 1

2. Mad Fairies Droplist, picks 1

4. Seeking Information
QuestVaulters4.png Description
The source of the feeling of darkness inside me revealed itself. I killed. I, a droid built to heal people, killed. All the suffering, all the bloodshed I witnessed must have caused something in my mind to snap. I went on a murderous spree. The instruments used to ease pain became tools I used to inflict pain. Countless men and women died at my hands. Thank the gods, but somehow I was stopped, left for scrap in some abandoned place. But now I learn the worst thing. The Vaulters who saved me are the descendants of those who I murdered. In many of their faces I see the faces of those I cut to ribbons. My shame and guilt burn bright, but I do not have the strength to confess.

Instead I will attempt to find redemption. I vow to do everything in my power to aid their quest for survival. Artifacts and relics studied by Vaulter scientists have suggested the existence of the legendary “Argosy” - a near-impregnable fortress their ancestors were driven from after an ancient catastrophe. Many believe it is the key to their survival, that they will be able to ride out the cataclysm within its walls. I believe the “Argosy” is one and the same as the great ark I lived in for so long, and I have told First of the Bloodline Zolya as much. My memory banks still contain some hints to its location, and soon an expedition will be mounted to discover its precise whereabouts…

Summary New Objective Outcome
Evidence for the legendary "Argosy", a near-impregnable fortress thought only a myth, has come to light. The site must be found... and entered. 1. Capture the City [City], or make sure it has been destroyed, in order to discover whatever remains at this ancient site.

2. Search the ancient [Ruins] in [Region], using a Hero that is equipped with the Deep Diviner.

We have unlocked a crypt, and our future with it. Great mechanical monsters, powered by our Holy Resource, have joined the master's armies
Reward 1. Mad Fairies Droplist, picks 1

2. Mad Fairies Droplist, picks 1

5. Gaining Knowledge
QuestVaulters5.png Description
Stalking the dimly-lit corridors of the "Argosy" has brought back all the horrors in my mind. I remember odd details - desperate hands gripping a bulkhead, a woman scrabbling to get away into a vent, staring at a bloody scalpel with gleeful fascination. The memories stun me immobile, unable to speak. My behavior has not esaped the notice of First of the Bloodline Zolya. She doesn't ask outright, but as we explore the site together she gives me plenty of chance to talk. I dissemble, afraid to tell her the truth. Our bond is weakening.

Not that she doesn't have other things to occupy her mind. A few days after we breached the walls of the place, the evidence has become overwhelming that the "Argosy" is much more than a mere fortress. It is a starship. A starship that crashed ages ago. The ancient legends that speak of the Vaulter's journey under the stars was not quite right. The Vaulter's journey was between the stars. They are a starfaring people! Auriga is not their true home. The revelation has rekindled all the divisions in the Vaulter ranks. Zolya presses on regardless. the "Argosy" must be repaired, its missing parts found. The Vaulter's destiny is back among the stars.

Summary New Objective Outcome
The "Argosy" is much more than a fortress. It is a starship. The long task of repair must begin - part of which is finding the missing parts. The stars await. 1. We must go to the [Minor Faction] village and parley with the leader of the tribe.

2. The leader is willing to help, but does not believe in receiving nothing in return. He requests that we return later - with 50 [Luxury Resource] and 30 [Strategic Resource].

3. The [Minor Faction] village has supported us with reinforcements. It is time to search the ruins with an army led by a Vaulter Hero.

And so, like fish swimming upstream against a current, we fight our way back to discover our own roots. "Their" roots, perhaps, but I now take them as mine as well.
Reward 1. Mad Fairies Droplist, picks 1

2. [Minor Faction] Army: 3 Units

3. Mad Fairies Droplist, picks 1

6. Crisis of Faith
QuestVaulters6.png Description
I have told Zolya my dark shame. My mechanical limbs shook as I confessed. For a long while she stayed silent. She told me that this was a hard truth for her to hear, but better that she knew than didn't. She said she'd begun to draw away from me, but with this confession she could begin to have faith in me again. "Will it happen again?" she whispered. I told her I couldn't be certain it would not, but that I thought it unlikely. "You harm a single one of my people, and I will have you broken into a million pieces." After these words she has said nothing more on the subject, and i believe that she keeps my confession to herself. I mustn't let her down. I long to be back among the stars.

Not that reaching them will be easy. Already word of the "Argosy's" existence has filtered back to the Vaulter cities and many are afraid of what the future will bring. In fact, rebels in one of the Vaulter strongholds claim First of the Bloodline is leading the Vaulters to annihilation and have taken control of the city, crippling the supply of vital resources. Understanding the long dormant and corrupted systems of the "Argosy" is hard enough without such complications, and I grow despondent we will ever leave Auriga. Every month the ferocity of the quakes grow stronger, a reminder that our days here are numbered.

Summary New Objective Outcome
Rebels claiming that Zolya leads the Vaulters to annihilation have taken a city, crippling the supply of vital resources. They must be dealt with. 1. On a Vaulter Hero, unlock Level 3 of the skill [Alchemical Genius / Mechanical Exhibitionist].

2. During 10 turns, stop using the Vaulters Holy Resource Boosters. Assign a Vaulter Hero with the skill [Skill] to one of your cities.

There may be hope. Reason returns to the cities; Zolya re-asserts her will. I dare once, again, to regard the stars...
Reward 1. Mad Fairies Droplist, picks 1

2. Mad Fairies Droplist, picks 1

7. Too Many Numbers
QuestVaulters7.png Description
The fighting across Auriga intensifies as the many races of the planet battle for survival. Every day more and more Vaulter wounded cross my operating table. They bleed and moan and scream, and long-forgotten feelings stalk the fringes of my mind. I do what I can to share the burden, disseminate what I know to the other vaulter medics, but they cannot match my abilities. I was built to heal, to mend, so why do I find it so hard? Even though I am a machine, I give myself downtime, but the breaks never feel long enough. Soon it will be time for my next shift, and I am afraid of what might happen, but I cannot neglect my duties. I wish whatever outcome the Vaulters are fated comes to pass soon.

My burden hasn’t been helped by the infighting, but Zolya has finally quelled the rebellion. Her attention turns back to the “Argosy”. Some of the finest vaulter minds have made great progress understanding the sophisticated systems of the starship, but still new philosophies, new theories, are needed if the “Argosy” is to become spaceworthy. To this end Zolya has decreed that investment in science is to be maximized. Against the backdrop of the planet ripping itself apart from the inside out, and the intense fighting in the borderlands, the Vaulter’s newfound unity is an inspiring thing. I just hope it means their survival.

Summary New Objective Outcome
Ancient technologies can only be revived with newfound sciences. For the “Argosy” to become spaceworthy, science investment must be prioritized. Gain enough Influence InfluenceIcon.png to set the [Ministry] Ministry of the Empire Plan to level X. Dare I hope? I do, machine that I am. As long as I can keep my own mind together, I trust Zolya to do the same for her people.
Reward Resource Magnetron
7(Alt). Too Many Stars
QuestVaulters7.png Description
The fighting across Auriga intensifies as the many races of the planet battle for survival. Every day more and more Vaulter wounded cross my operating table. They bleed and moan and scream, and long-forgotten feelings stalk the fringes of my mind. I do what I can to share the burden, disseminate what I know to the other vaulter medics, but they cannot match my abilities. I was built to heal, to mend, so why do I find it so hard? Even though I am a machine, I give myself downtime, but the breaks never feel long enough. Soon it will be time for my next shift, and I am afraid of what might happen, but I cannot neglect my duties. I wish whatever outcome the Vaulters are fated comes to pass soon.

My burden hasn’t been helped by the infighting, but Zolya has finally quelled the rebellion. Her attention turns back to the “Argosy”. Some of the finest vaulter minds have made great progress understanding the sophisticated systems of the starship, but still new philosophies, new theories, are needed if the “Argosy” is to become spaceworthy. To this end Zolya has decreed that investment in science is to be maximized. Against the backdrop of the planet ripping itself apart from the inside out, and the intense fighting in the borderlands, the Vaulter’s newfound unity is an inspiring thing. I just hope it means their survival.

Summary New Objective Outcome
A spaceworthy “Argosy” will be worth nothing without a star map. Zolya must make the necessary preparations. The darkness of space is unforgiving; to master it, reach X Science in any city for 5 turns. When I have time, I gaze up at the stars. Will I reach them, or will one body too many be my undoing? It is not good, for an immortal machine, to have hopes.
Reward Resource Magnetron
8. Wisdom
QuestVaulters8.png Description
Blood, blood, blood, everywhere blood! I close mechanical eyes yet my mind's eye remains stained red. In the silence of the night I still hear the sudden change in tone of my auto-saw as it meets a patient's bone. I cannot take much more of this! At least I have found the courage to tell Zolya of my growing impulses. Four Vaulter guards are now stationed in my theatre. They think they are there to protect me from attack, when the fact is the opposite is the truth. I can remember the peace of the endless dark, and I simply wish to be among the stars again, free.

Necrophage attacks come in increasing waves. The "Argosy" is so close to being ready for launch, that I sometimes give in and imagine the violence of take-off - the rumble of engines, the crush of g-forces, the scramble of senses. Until we destroy the Necrophage menace once and for all through, there will be no glorious escape. they kill engineers, destroy vital equipment, decimate supplies. It is as if they know that Auriga is doomed, know that they too are doomed, but won't rest easy until all the other races are doomed too. If we are to escape this world it is time for the fiercest fighting and the bravest sacrifices. In Zolya I trust.

Summary New Objective Outcome
Endless Necrophage attacks disrupt the launch of the "Argosy". If the Vaulters are to escape Auriga, the old enemy must be defeated once and for all. 1. Prepare the Argosy by building the Resource Magnetron in [City], but be ready to fight waves of Necrophages attracted by the energy released...

2. Survive the Necrophage waves attacking [City], for at least the next 5 turns.

3. A final wave of this insect plague is coming: an army with a Proliferator advances on [City]. Defend your people!

Our part - my part, at least - is finished. The Argosy may be usable; all we need is the time to make it work. May the great orrery click on in our favor...
Reward 1. Mad Fairies Droplist, picks 1

2. Mad Fairies Droplist, picks 1

3. Extreme Yields, Temple of the Earth's Core

Necrophages[edit | edit source]

1. Digging In
DiggingIn.png Description
Unease riddles the nest. I can feel it everywhere. In the hurried footfalls in the tunnels, in the lingering in the fungal gardens. They doubt me. The sifters, the burrowers, the soldiers, even the blasted groomers- get off!- they all doubt me, and their doubt seeps into my chitin. I sit in my lair fret,fret,fret, fretting, while above hindlegs grow bolder, nipping and harrying and sliceing at our tracks.

Enough! I must ease these doubts! But how? Doubts bite deeper then any jaws. . .Secure. Security. Yes. Above all I must this region holds no threats for my brood. Otherwise, they will come, fighters in leather and steel. With claws and weapons, to tear apart our fragile young. We will attack the hindlegs. Teach them that this place is ours, that we will not be driven out, pushed away. They will stab and slice us, but the price will be worth it. My brood will survive. My brrod will gain confidence. My brood will grow. . .

Summary New Objective Outcome
He Who Meddles must destroy minor faction villages and armies that threaten the new Necrophage colony. 1. In a nearby region called ____(region), make sure all of the ____(minor faction) villages are pacified.
2. Seeking revenge, a ____(minor faction) army comes to attack your city ____(city). They must be destroyed.
Triumph! Tonight, the hive will reek of the dead, but we will spare some. One hind-legs, a traveler and a fire-wielder, has learned our language, and stokes my curiosity with wild ideas..
Reward 1. / 2. Mad Fairies Loot Table (Picks 2)


2. A Madman's Dream
Necrophagequest2.png Description
Sweet, sweet, sweet flesh. The nest thrums with fevered dreams, with faith, with belief. The workers scuttle with extra fervour, the groomers with purpose, the soldiers with mandibles high. The tunnels resound with the click and scratch of anticipation. Now's the time to hatch, hatch, hatch more plans. To be a race who can command the surface as we command the dark, we must... evolve.

The hind-legs calls himself Rhiss al-Khali and tells me he is a "scientist" --one who studies the ways of things. His quest for knowledge has led him far from his birth race, and he has roved the surface of this great land learning much. I led him through the teeming hive, hoping to awe him, even frighten him, but his eyes sparkle with glee. He speaks of strange chymistries, and wishes to study how hind-legs and Necrophage differ. He teases me with ideas of a superior breed, marrying the best of both races. The other captives are more afraid of him than me. I don't trust him, but he may be a great boon to us. To begin his experiments he needs special materials. I will ensure he gets them. And I will watch, carefully...

Summary New Objective Outcome
It is time to accelerate the evolution of the Necrophage. Find the resources needed for Rhiss al-Khali to start his experiments on prisoners and Necrophages. 1. Search the ____(ruins) after gathering 10 of ____(strategic resource) and 20 of ____(luxury resource)

2. Search the same ____(ruins) after gathering 150 Dust.

Bloodcurdling screams issue from the captive pits, but this "Rhiss" learns much. Already the latest hatchlings show superior qualities. One day this land will be ours
Reward 1. Mad Fairies Loot Table (picks 1)

2. Ka-Riss (hero)


3. Last Hind-Legs Standing
Necrophagequest3.png Description
All the captives died. All except Rhiss. Agony wrapped itself around him too, but unlike the others he came out transformed. Patches of chitin cover his soft hind-leg skin, and only his eyes show the thing he once was. He has asked for a new name, and I have granted him his wish. He will be known as Ka-Riss. I never imagined a hind-leg could show such chitin, such single-mindedness. Maybe his experiments mark our path to victory. Menials! Fetch the hind-legs!

Every cycle I find myself seeking his company over the seething activity of my narrow-minded broodmates. His mind is as fertile as before, but now there is an edge of the untamed in his ramblings. What he truly wants remains cloaked in darkness, but I am beginning to think he does indeed seek nothing more than pure knowledge. He claims he can make us more numerous using materials held by the race known as the "Vaulters" -- ancient enemies we've fought in the deep places for as long as the Giver of Remembrances remember. He has been held in the hive for long enough. Now I will test his loyalty, let him lead a swarm. Ah, he comes. Menials! Bring us some carrion!

Summary New Objective Outcome
Rhiss has been adopted; his name will be Ka-Riss. Driven by some ultimate goal, he speaks of valuable Resources, needed for his experiments, that are held in a secret place by the Vaulters 1. With the Hero Ka-Riss, unlock the Level $SkillLevelToCheck1Number of the skill $SkillToCheck1Name, or the Level $SkillLevelToCheck2Number of the skill $SkillToCheck2Name.

2. With the Hero Ka-Riss assigned to an army, search the ____(ruin) located in the region called ____(region).

The enemy has been vanquished, their precious materials taken. Most pleasingly, Ka-Riss shows utter loyalty, and craves to begin work on the breeding chambers.
Reward 1. Mad Fairies Loot Table (picks 1)

2. Fungal Laboratory (tech)


4. The 36th Chamber
Necrophagequest4.png Description
Peace, peace, peace, can I get any peace? Every burr, every click, every scratch echoes through the hard tunnels, drills deep into my head. I need to think! To think is to see is to plan is to survive. But the noise! The noise distracts me from my task! Menials! Get out! Ah, some peace. But a brittle one. Our acts have not gone unseen by the eyes of the hind-legs. They grow bolder by the day, sending out parties of fighters. They will be killed and feasted upon, but I fear for the day they organize themselves as well as we do. They will overwhelm us unless we have the numbers; our attention must turn to a new chamber. While we build it we will be vulnerable. The hive will need to be protected, the enemy scattered from our lands. Then? Then we can truly start swarming this world "Auriga"...

Rhiss has many ideas for how we might forge such a path. His mind is aflame, painting a blazing trail of the contraptions, strategies, and... unions... we might follow. While his mind burns, his body hardens and bends, becoming more like us every cycle. I never speak the thought, but he may be our future, a hybrid of hind-legs and hive-dweller that marries their capacity to reason with our brute strength. He has become more than a mere broodling, he has become an example. We must learn our enemies' ways, watch them, find their weaknesses... But I get ahead of myself.  Nothing will come without the brood mother's new chamber.

Summary New Objective Outcome
A new wave of Necrophages is to be hatched. Build the Fungal Laboratory to increase the fecundity of the hive, and protect the region while it is under construction 1. Assign the Hero Ka-Riss to your City ____(city) in order to build the Fungal Laboratory there.

2. For ____(amount) turns, make sure there are no enemy armies in ____(city) and a city garrison of 6 units minimum (not including Militia).

3. Your success protecting the Hive calls wandering units to your empire. Search the ____(ruins) in ____(city) in order to recruit them.

The new chamber is built, the hive stronger than ever. Now our attention can turn to our enemy's frailties...
Reward 1. / 2. Mad Fairies Loot Table (picks 2)

3. Necrophage Army: 4 units


5. Know Your Enemy
Necrophagequest5.png Description
What can you learn from a dead enemy? That was the question Ka-Riss asked me. A simple question, but a deep one. Answers skittered in the shadows, out of reach, until I finally understood his meaning. Nothing. Nothing can be learnt from a carcass, from a bag of bones wrapped in rotting flesh. Yes, we might feed, but we don't learn. We learn of the enemy by having one of them fighting by our side, or better, letting one of the enemy lead our own numbers. We wait and watch and learn. But how? I demanded. How do we convince a single hind-legs to join us, to reign death upon his own broodmates? You do not know men, he told me. They will betray their people, their land, even their own family for the right incentives. Money, power, pure simple hatred, he said, eyes gleaming as he looked up. He told me there are places --"marketplaces" -- where the hardiest leaders from different races can be bought, traded, sold. They will lead your armies and you will learn how men think, he said.


My carapace crawled with anticipation, but before he left he told me something profoundly troubling. It might all be for nothing, he said. His "science" tells him winters grow longer; some hind-legs claim it marks the end of days, even the death of Auriga. He scuttled away, leaving me with only the distant tic and hum of the hive. Maybe we must plan for this day, but now the light is dim and I cannot see how. For now we will learn the ways of the hind-legs, absorbing their bravest.

Summary New Objective Outcome
Learn about the other factions on Auriga -- to better destroy them -- by hiring non-Necrophage Heroes and defeating enemy armies with those Heroes leading your armies. 1. Hire a Wild Walkers Hero and a Vaulters Hero to be used in battle

2. Defeat 2 armies with an army led by a Wild Walkers Hero and 2 armies with an army led by a Vaulters Hero

Hind-legs lead our swarms, and we have learned much from watching them. But I fear the real enemy might not be hind-legs, but the land itself. We will survive, as always. We will endure!
Reward 1. / 2. Mad Fairies Loot Table (picks 2)


6. Legends of the Endless
Necrophagequest6.png Description
Our plight consumes me. When I rest, instead of the soothing dark that once cloaked me, I am flooded with visions of ruin. Rivers of fire cascading out the depths. Hives crushed into nothingness. Mountains upturned, the land scrubbed of all life, hind-legs and hive-dweller all dead. When Ka-Riss is lucid, a state that escapes him for most of the cycles, he scratches incoherently about a machine --built by the ancients of this planet-- that may be our salvation. He is my most accomplished leader in the field, but his mental regression, his slide into becoming yet another savage killer among thousands, fills me with dread. As my mind soars, his unravels. Maybe civilization will be beyond us. Maybe I am the freak, the monster, an evolutionary dead-end doomed to return to the dust from whence I came.

Whatever awaits us, whatever we will become, we must survive. I have decided I have no choice but to submit to his ramblings, let him lead a swarm to the bones of this "Endless" race. Therein lies an "Incubator", a machine that will grant our unhatched immortality, let them live for countless cycles beyond the reach of flame and ice until the the cataclysm passes. We will swarm over the lands, lay waste to our enemies, plant our eggs in every nook, every crevice that we can find, and in time beyond measure, when the stars have shifted, a new generation will crawl out onto a virgin land. Auriga, our birthright, will forever be ours.

Summary New Objective Outcome
Rhiss has dreams of glory for the Necrophage - perhaps even greater than yours. Put him at the head of an army and send him out to conquer. 1. Conquer 3 new regions, through colonization or by capturing their cities. The machine is secured. Soon it will form the heart of the most important chamber we will ever construct. Soon we will raise a swarm the like of which has never been witnessed before.
Reward 1. Incubation Orb (accessory)


7. Unnatural Born Killers
Necrophagequest7.png Description
We are doomed. Doomed to be nothing more than unthinking killing machines. I have seen the evidence. The "Endless" made us to be killers, and they made us well. My hope that we might become something more than our nature lies in ruin; Ka-Riss's degeneration into savagery is complete. Nothing occupies his mind other than the next fight, the next feed. We are killers. And I? I have found peace with that. We are what we are. And we will survive.

The eggs that we will scatter to the darkest corners of this land will see to that. Before that though, our numbers must swell so that we can send our swarms far and wide. The eggs must be buried in icy chasms, the hearts of forests, desert caves; every habitat we can reach, for none know which places will heal and which will be forever blighted after the winter has passed. By conquest, by gluttony, or simply through the sheer march of time our numbers will swell to meet the task.

As we grow, we must build. A factory chamber that can replicate this Endless "Incubator", this strange machine that will keep our eggs out of time's grasp, must be constructed. As I listen now, the hive is preternaturally quiet. My broodlings know change is coming to the hive. Soon though, soon it will ring with a thousand sounds of industry. And after?After it will crescendo with the tap of a million 'phages...

Summary New Objective Outcome
Both Minor and Major Factions must fall before the Necrophages. Assimilate Minor Factions, then grow the city to prepare for the final onslaught. 1. Assimilate 2 Minor Factions

2. Reach the exact number of 8 population in your City ____(City)

The "Incubator" factory is built, and the hive swarms with numbers beyond counting. The time is near to scatter the seeds of our descendents across Auriga.
Reward 1. Droplist Necropage chapter 7

1. Givers of Remembrance (tech)

2. Mad Fairies Loot Table (picks 1)


8. Endless Swarm
Necrophagequest8.png Description
The winters draw ever longer, and I foresee a time when the planet will be scoured of all life. Before that time comes we will swarm the surface, lay waste to all those whose path we cross, and set the seeds of our descendents in the halls of ancient places. There they may find some respite from the coming storm. Whatever happens, we will raise armies without equal, and even if every last mortal dies, at least the stars will witness how the Necrophage swarmed Auriga, sweeping aside all who stood in their way.

We were made to kill, and so we will kill.

We are the Necrophage.

Summary New Objective Outcome
The Necrophage hunger consumed Ka-Riss. Alone, you must prepare for the end of times. Gather Givers of Remembrance in one of your cities, reach Era IV in the Research Tree, then seed your eggs across Auriga. 1. Build the Givers of Remembrance in one of your cities and enter Technology Era IV

2. Level up Hero Ka-Riss to 9.

3. With the Incubation Orb item equipped on a Necrophage Hero, search the 3 ruins located in the regions called ____(region), ____(region) and ____(region)

If the winter devours us our descendents will rise -- of that I am sure. And at times I dream that one day another will surpass me, and take us to the stars...
Reward 1. Mad Fairies Loot Table (picks 1)

2. Mad Fairies Loot Table (picks 1)

3. Mindless Slaughter (tech)

3. Temple of the Earth's Core Temple of the Earth's Core (tech)

Ardent Mages[edit | edit source]

1. Embers
QuestRageWizards1.png Description
Slain! My brother, Verda Abaz, High Sunseeker of the mighty Al-Rubit Clan, is slain, stuck down by unseen hands. And the cushion plumpers? The soft-bellied priests and commanders who buzz around the Saoshyant like flies around dung--they whisper in his ear that my hand played a part in his death Thus, I, Zor Abaz had no choice but to flee. What dark magics my brother entwined himself with I do not know, but what I know is that his loyalty our people, his loyalty to our gods, was beyond reproach. That whatever path he'd set himself upon was one for the glory and protection of our people I swear, as the stars are my witness, I will find the perpetrator and inflict on them the ultimate penance. And more than this, I will discover my brother's quest: His work will not die! We will stand united, the fiery branches lashing our bare backs, and revel in the ecstasy. Who will join me!
Summary Objectives Outcome
Try to bring together your followers and the faithful after the events of your brother's death. 1. Parley with at least 2 villages (0/2) to gather more information about your brother's death
2. There are rumors of rogue troops nearby. Go search the ruins marked by the rays of Dust.
We found true believers hiding in the villages, and our numbers are bolstered. More than this, some even claim to have knowledge of my brother's death...
Reward 1. 15 <luxury resource>
2. ARDENTMAGES ARMY: 2 Ateshi Zealot Units
2. Ancient Paths
QuestRageWizards2.png Description
The truth is we were growing slovenly. Turning away from the caress of thorn and whip and fire. Turning away from the old gods. Turning away from the very pain that gave our lives meaning--and power. I was disgusted by our failure; my brother, even more so. We didn't see eye to eye on all things, but we saw eye to eye on that. He was . . . searching . . . searching for something that might arrest our fall and restore our convictions. What, I don't know. Whenever I pressed him he would say "Sister, the truth lies in shadow. When it comes into the light I will tell you all." He was taken in the final contrition trying to learn that truth.

I have talked with one--a man named Fisilt--who claims knowledge of my brother's death. He tells me that shortly before Verda lost his life, he was often seen travelling an ancient road that joined two ruins - those places where the Dust whispers. Many avoid this land's old places, believing them haunted by long dead spirits. But perhaps my brother had found something important there? The only way to know is to search the ruins.

Summary Objectives Outcome
The scope of the search party has narrowed. Learn something of your brother's investigations by searching two ancient sites. 1. Start searching the 2 ruins indicated on the map. One of them should hold the clues you are looking for.
2. Ambushed! Destroy those who would keep you from your quest.

3. The <minor faction ambushers> ! They are from a village in the region called <nearby region>. Find the village and Parley with them to find out what is going on

4. The <minor faction> hold an artifact belonging to your dead brother: The Transcendent Rod of Verda! Defeat their army and reclaim your brother's possession.

Mysteries and enigmas... We found a scepter with my brother's characters in the $MinorFactionName camp. They claim to know nothing. Is the scepter a simple spoil of war... or something more?
Reward 1. 15 <luxury resource>
2. 15 <strategic resource>

3. 15 <strategic resource>

4. Transcendent Rod of Verda (Staff)

3. Prudence Before Passion
QuestRageWizards3.png Description
We possess the finest interrogators in all Auriga. Our Inquistors know the landscape of pain the way a red spider knows the dunes; they know how to burrow through weak flesh in search of the truth. That my Inquisitors learnt little from the prisoners tells me that there was little to know. Search the ruins, they were told. Safeguard any trinkets you find, and smite any who follow in your path. Who gave them such instructions, and for what ends, remains shrouded in darkness. Pure rage, pure violence isn't always enough. Sometimes the mind can see further than the eye, and now I wonder what other traps my brother's enemies - my enemies - have laid. There are many other villages in nearby regions, thus many other potential risks and traitors. We must find them, speak with them, and ensure that no other traps have been laid that may catch us unawares.
Summary Objectives Outcome
Ensure that Minor Factions are no longer a threat to your Empire. Pacify at least 5 villages within your empire I find no other assassins, traps, or hidden enemies; the security of my empire can be left to others. Now I can study my brother's scepter, his alchemies, and the security of our future.
Reward 15 <strategic resource>
4. A Trail Gone Cold

QuestRageWizards4.png

Description
Every morning after administering my seven repents, I walk from the castellum to the chamber where my brother's scepter hangs, and take it in my hands. The instrument hums with a strange power, as if it is restless, as if it still seeks something. I imagine Verda holding it, spinning it, mastering it. Somehow it holds the key to his demise, holds the key to his work. We will found a new city, populate it with our brightest minds, and raise it as a center of mortification and study as is needed to understand my brother's enquiries. The scepter has an affinity with the Dust that permeates this world, like a diviner's rod channeling ancient forces. I am certain that Dust is key to what my brother sought to achieve, but by what methods remain a mystery...
Summary Objectives Outcome
Found a city dedicated to scientific research in order to better understand your brother's scepter and magic. Gods willing, these studies will shed light on his mysterious death too. 1. Make a new city the laboratory of your growing Empire. Colonize a new region, settling in an area providing at least 10 Science at the city's founding.
2. Raise your new city's Science output to 30 Science
3. Build the "Verda's Temple" improvement in your new city.
The temple is built, the laboratories stocked with instruments of magnificent dread. Now my alchemists bring me designs for a place where Dust magic can be properly studied, where pain can be quantified.
Reward 15 <strategic resource>
5. The Secrets of Dust
QuestRageWizards5.png Description
Learning--and suffering--proceed apace at Verda's Temple, as screams of enlightenment and ecstasy echo from the buildings day and night. Dust is much more than we ever imagined; it is no simple spice or mineral that we once presumed. It teems, and writhes, and endlessly transforms itself into million-hued aspects, almost as if it was alive. Sometimes it makes a man a savant of numbers, sometimes it makes him able to scale a wall in three bounds, sometimes it makes his heart hammer so hard it erupts from his chest in a crimson fire. I am certain that long ago our forgotten ancestors mastered this Dust, and enslaved it to do their bidding in miraculous ways. We are far from that point, but our path is clear. We have climbed onto the foothills of knowledge and caught a glimpse of boundless lands beyond, but we must keep climbing until Dust contains no more mysteries than does water. But to reach that place, we must know more of the magic of Dust and how it has come to permeate Auriga. We must study the land itself, the anomalies that populate it like gifts from a mad but loving god. And there is something else. One of my Inquisitors, Reza, has made it her personal mission to fully understand the circumstances of my brother's death. Painstaking work into Verda's expeditions and known whereabouts over the seasons preceding his death have indicated that he had established his own private sanctuary... But I move with too much haste. Planning, like pain, must be done with patience and precision. I will let Reza carry on her investigations; once we have learned more of the greater answers, we can more easily concentrate on these smaller ones.
Summary Objectives Outcome
How did your brother stumble upon capabilities that were mastered by the ancients long before? It is time to learn more of Auriga's ancient, Dust-riddled places, and ready your people for further investigations. 1. Exploit 6 Anomalies within your Empire in order to study the origins and magics of Auriga
2. Increase your notoriety and develop your network to collect information. Produce a minimum of 30 Influence for a period of 5 turns in one of your cities.
Every day Dust becomes less our master, more our servant; once complex puzzles are now child's play. Verda, my brother, we shall soon find your workshop and avenge your passing.
Reward 15 <strategic resource>
6. The Taste of Fire
QuestRageWizards6.png Description
Every night he comes to me in my dreams. Always the same. I believe it is a memory--well part of a memory--but the mind plays tricks so I cannot be certain. We are children, a handful of years between us. We are walking in the dunes beyond the last tents of our settlement where penitence is offered, the sun hot, the land barren save for a scattering of spine trees. Something sparkles on the sand, and Verda snatches it up. He turns his back, gasps. "What, what have you found?" I cry, curious but enjoying being teased nonetheless. "Show me!" He turns back to me, his hands cupped, eyes gleeful. "With this we could be as powerful as the Saoshyant, sister." He lifts his hands closer... and then the earth shudders, and the sun blinds me momentarily, and when I can see again he is gone, only his footprints left in the sand. When someone leaves you suddenly, without warning, without answers, it is like having a piece of your heart ripped from you. You are not complete. I know this because though the shock of his death has now passed, there is still a hole the shape of Verda inside of me. I don't know if we will ever be together again, but I do know that that hole--that wound--will only begin to heal when I learn the truth. That is why Reza's claim -- that she has found a way to fix the location of my brother's secret hideaway -- leaves the hairs on the back of my neck raised, and the taste of fire on my tongue. Will we learn to tame Dust, and will I gain some peace? I offer extreme mortification, praying that when we find this haven it is much more than a simple retreat...
Summary Objectives Outcome
You now have greater knowledge of your brother and greater influence. Verda had a hidden lab, accessible with his scepter and a specific incantation. But more magic is required to find its exact location. 1. Erect 4 Pillars of Extraction so they are present on the map at the same time. This will lead you to Verda's hidden lab.
2. Send an Ardent Mage Hero with the Transcendent Rod and 2 Level 6 Ateshi Zealots to search $RegionName ruins.
We have entered Verda's secret hideaway! I tremble at the thought of stepping into his lair, and learning if the powers of Dust can save us from the coming end of days.
Reward 1. 15 <luxury resource>
2. ARDENTMAGES ARMY: 2 Ateshi Zealot Units
7. Fratricide
QuestRageWizards7.png Description
The air was musty, and though the flasks and instruments were caked in a layer of grime the echoes of Verda's presence came to me. The way he stacked codexes, the small relics he carried for luck, the faintest trace of his scent in the robes hanging in his armoire. Reza brought me his chronicle, carrying it in a devout fashion, opened to the last entry. The scrawl was his; spidery and precise. The date at the head of the parchment recorded a day a few scant days before his death. I read: "I have found myself thrust upon a miracle, the ebb and flow of the Dust inside my mortal body like the tide of a wondrous sea. When it comes, it comes in great waves of fire, cleansing me, before infusing me with the strangest powers. Sometimes the pain is so great a blackness takes me, but regardless of what wounds it inflicts upon me I always come back. In two days I will possess more Dust than I will ever need. I will transcend. I only hope Azeema keeps his word." Azeema. I know that name. A Roving Clansman. A Warden from the Icatha Clan, according to Reza. The Clans? Our distant kin with whom we shared the beauty of the plains so many ages ago? Nothing more than filthy Dust hoarders now, grown fat from their control of the markets. It seems obvious, now -- if anyone had discovered the hidden power of Dust it would be the Clans. Had they suspected the forces Verda was about to unleash? Is that why he died? I shall not wait long for an answer. Outside, the lookouts have spied a column of Dervish and Kassai approaching our position. We will smite this army with the fury of the righteous. Auriga will know--and see--the truth of Dust.</
Summary Objectives Outcome
In the lab you have learned much of your brother's last days and the Roving Clansmen he dealt with. They will kill to keep their secrets and their Dust -- prepare yourself! 1. $CityName is about to be attacked. Defend it and defeat all of the intruding armies
2. War is a difficult time; you need to restore a climate of confidence. For a period of 10 turns, keep the Approval in $CityName at Happy.
Our armies held, and our cities stand. Transcendence is within in our grasp.
Reward 1. 15 <luxury resource>
2. ARDENTMAGES ARMY: 2 Ateshi Zealot Units
8. Transcendence
QuestRageWizards8.png
The enemy is scattered, and our borders secured. A hundred Roving Clansmen hang in the hot sun, their mortification offered as penance for their brothers' and sisters' sins. My brother's entire research has been recovered from his hideout and transported to the temple that bears his name. He kept meticulous notes, and the priests make rapid progress understanding the finer properties of Dust. Soon we must begin constructing the altars that will lead us to a life beyond the reaches of this dying planet. My brother understood that through Dust and ritual we could slough off our mortal frames as a snake sheds its skin; we can live anew. While we turn inwards, the enemy will surely attack us with all their might. We must be ready for them.
Summary Objectives Outcome
For the sake of your people, it is time to complete that which your brother began. Transcending IS the future of the Ardent Mages; you must build the Altar of Transcendance. 1. Build at least 1 Palladian and 1 Hyperium extractor to gather the resources necessary for transcendence.
2. Build the Altar of Transcendance in your Empire.
The Altar of Transcendence is completed. Out there, in the ultimate power beyond the ultimate pain, lies a new universe. I will soon know pain beyond measure--and know if Verda awaits me on the other side.
Reward 1. 15 <luxury resource>
2. ARDENTMAGES ARMY: 2 Ateshi Zealot Units

Roving Clans[edit | edit source]

1. A Merchant's Tale
RovingClanQuest1.png Description
It has been said, by women and men wiser than myself, that only the gods can know the beginnings and the ends of things, and in claiming to recount a tale one steps upon their all-powerful toes. I dare to say that I have a tale, however, and in the telling of it I hope to offend neither the listener nor the gods, for though there is a beginning, it is you who will see it through until the end.

Blessings, then, on the infinitely wise Ràdàt, Mistress of Tered and goddess of Numbers, and the quick-witted Tebadel, Master of Words and god of Commerce, and on their families and on their children, and on you, and on yours.
I was born Ahsun ar-Delgùr in the year of the White Sparrow, called Twenty-third Penitence by the Red Wizards or 1647 ASA by the Metal Lords. The fourth son of a fourth son I knew there would be little of my family's fortune for me, so when I was of an age I set out to make my own, armed only with the wisdom of my Clan and the blazing confidence of a youth who has not yet seen great misfortune. I did in time see it; though I will not trouble you with the tales of those years, of the thousands of yerbat I traveled across this amazing world, of the sights I saw, of the wealth I won and lost and won again. Suffice it to say that in the year of the Silent Dove, known as 1675 by the Metal Lords, I founded this city with a handful of troops, seeking to discover the truths behind certain legends.

Summary New Objective Outcome
It is best to be undisturbed when seeking truths, particularly when they are not underfoot. First pacify the ____(minor faction) villages in the region with the ruins indicated by the Rays of Dust. 1. Make sure all the ____(minor faction) villages are pacified in the region where the indicated ruins lie.

2. Now to delve a bit deeper: Inspect the ____ (ruins) located in ____(region)

Thus the city was founded and my first efforts came to glorious fruition. For, if I was not mistaken, the object that I had discovered would lead me to even greater treasures...
Reward 1. Mad Fairies Loot Table
Picks 1

2. Roads of Dust (accessory)

2. Past, Present, and Future
RovingClanQuest2.png Description
It is said by the sages that any undertaking must balance the influences of the past, the present, and the future. With a city established and troops at my command, I felt the present was more secure than it had been for some time. As for my plans for the future, they depended very much on what I had discovered in the ruins, from the past. For upon Auriga, the past is a weighty thing indeed.

The relics I had recovered hinted at something truly enormous - a great complex of wonders and wizardry, hidden somewhere beneath our very feet. Curse me thrice if I did not weep with joy at the discovery! For Dust is not merely our tally and currency; it is stuff that has great power on its own. And should I amass it in the quantities that I saw in my dreams, I was sure that I could shape the very stuff of which our world is made. The ancient whispers and legends I had heard held some grain of truth. But, ah! How much?

Summary New Objective Outcome
The relics indicate that a specialized building is needed to investigate the vast riches left beneath the surface of Auriga. And the Wild Walkers have secrets of construction not known to other factions... 1. Get a <non-faction>hero, equip them with the Roads of Dust manuscript, and <assign them as a governor in a city> OR <assign them to an army>

2. Build the High Towers City Improvement in the city ruled by your <non-faction hero> OR Search 3 ruins with the hero

As the Clans say, there are too many skills for one person to gather. Gather Dust, instead, and bring those skills to you! And so the Hero was hired, and the building built...
Reward 1. High Towers (tech)

2. Mad Fairies Loot Table (Picks 1)

3. The Wealth of Auriga
RovingClanQuest3.png Description
It is said that the open mind profits more than the closed one. Indeed, studies and indications that were brought by these heroes from other nations increased my knowledge of Auriga. And as always, with knowledge, came power.

Next we had to divine, and test, and excavate, to understand more of this world and the ways that Dust has enhanced it. For Dust has always been the rhythm and lifeblood of Auriga, as the market is the rhythm and lifeblood of the Clans. And those marvelous resources, the fruit of a world touched by Dust and ancient gods, would certainly have more to tell me...

Summary New Objective Outcome
Dust is not the only thing worth studying on Auriga. Gather Strategic and Luxury Resources - both for the wealth they bring, and for the knowledge they may reveal. 1. Obtain 50 of one Luxury Resource and 50 of one Strategic Resource in your empire. Laid out like wares on a table, I could feel the Dust resonating through those treasures. The sages map out the ley lines of the world, and the powers that coursed below us.
Reward 1. Mad Fairies Loot Table
(Picks 2)
4. The Power of Politics
RovingClanQuest4.png Description
It is said that blind greed leads to blind decisions. If I was to be accused of any weakness, it would most likely have been that one. However, regardless of what the rumors whispered, I did not then look to gather Dust solely to increase my own treasury.

Scientists and mystics have always been excited by one curious goal -- bringing together enough Dust to create what they called a "critical mass". It sounds more like a weight problem than a glorious discovery, but they assured me that if sufficient volumes of Dust could be assembled, the magic within it would awaken sufficiently to unlock echoes from the great Dust labyrinths of the past.
But I must not forget my people in my rush to amass this Dust; it would be wise to increase the prestige and influence of my empire at the same time as I increase its wealth.

Summary New Objective Outcome
Collect a critical volume of Dust to trigger readings in the sages' mechanisms and resonate with ancient Dust sources inside the planet. But think of your public image; raise your Influence as well. 1. For a period of 5 turns, exploit 7 Anomalies and produce 50 InfluenceIcon.png Influence within your Empire. The power that I brought together inspired fear as much as greed. I dreamed that all of Auriga would be unlocked; the world a great cavern of treasures with the keys in my hands.
Reward 1. Trader's Tent (tech)
5. When All Else Fails
RovingClanQuest5.png Description
It is said that all things come to he who has patience. That, alas, was hardly my most obvious trait. I was learning patience, however, as the unfolding of my great plan had taught me as much about myself as about my world.

I urged my followers to move onward, ever onward, as the Clans do. From other peoples we had learned of Dust and Auriga, from resources and anomalies we had learned of the hidden magics of the past, and next I determined that we would bring these things together and unlock the greatest secrets of all.
The Academy of Teneb stated, without hesitation, that the greatest resonance of Dust from across Auriga lay somewhere beneath our feet. What great labyrinth of the ancients had been built? What strange lode or mine of Dust might exist there? Feverish ideas crossed my mind as my body tossed sleepless during the hot nights.
Patience required that I wait, and watch, and observe. But when finally I would once more be able to act, I resolved that I would fall like the fury of a desert storm.

Summary New Objective Outcome
A region, ____ (region), is the source of the Dust-laden emissions and resonances measured by your sages. If your dreams of wealth and power are to come true, that region must be under your control. 1. ____ (point of interest) have been localized in the region ____ (region). Find a way to capture the region city or make sure that it has been destroyed.

2. Raise a Hero to Level 7; they will then have the experience necessary to decrypt the ____(ruins)  in ____(region).

3. It seemed that something defends this ancient place of power - but that is unsurprising. Destroy the defenders!

I cannot say if it was luck or wit that brought me there, but I found a region echoing with power and magic, full of the strange reverberations of ancient civilizations and abundant Dust.
Reward 1. Mad Fairies Loot Table
(Picks 3)
6. Going Boldly
RovingClanQuest6.png Description
It is said that before beginning any project one should be well supplied with logic, prayer, and luck. Yet only the first two can be controlled by us and for the third, the gods must intervene. And so it was, for me; in one of the old places of Auriga we discovered an ancient mechanism that we called the Well of Dust. It was a thing of glorious complexity; equal parts motionless and mechanical, energetic and inert, enormous and seemingly simple.

The great question, however, was this: Could its functions be reproduced or rebuilt? For if we were to build this mechanism that filtered Dust from the air and the ground, the fortunes that I could have amassed would go beyond the wildest ravings of our most avaricious sellers. In fact, to rebuild this in the mercantile heart of my empire would give me nothing short of a mercantile miracle...

Summary New Objective Outcome
In order to understand and reproduce the Well of Dust, our sciences must be highly advanced and the Trade Routes that bring Dust maximized. 1. To begin with , we must research at least 10 technologies from Technology Era III.

2. Develop Trade to identify the best location for the device by having at least 3 Cities bringing  each a minimum of 10 DustSmall.png Dust from Trade Routes.

We narrowed the possible locations for our Well of Dust. It was time to build, challenging the ancients on their own terms. If the mythical "Dust Fever" existed, I was certainly under its spell!
Reward 1. Mad Fairies Loot Table
(Picks 2)
7. Warm Bodies
RovingClanQuest7.png Description
It is said that if willing hands cannot be found, unwilling ones will do. That was the set of my mind at this point in my quest; I refused to be dissuaded or derailed. Perhaps it was indeed Dust Fever; perhaps one day I would be found chattering mad amid ledgers and scrip, seeing thieves and swindlers in every shadow.

If that was to be my fate, I thought, so be it! At least, first, I would give my people a wonder the likes of which had never been imagined since the days of the ancients. But to build a wonder required effort and time... and labor.

Summary New Objective Outcome
Your dreams require hands - go and find them among the Minor Factions 1. Assimilate 3 minor factions with at least 2 villages pacified for each of them. None of these villages must be destroyed.

2. Now to delve a bit deeper: Inspect the ____ (ruins) located in ____(region)

At that moment my will almost failed. Was I creating the mechanism of my own destruction? Would the Fever take me? Bah! Either it already had, or it never would. I gave the order.
Reward 1. Well of Dust (tech)
8. Dust from the Wind
RovingClanQuest8.png Description
It is said that dreams are dangerous things, for they drive one to fulfill them at any cost. One could argue that this was indeed my fate; I had forsaken my family and given over much of the ruling of the Clans to others while in the pursuit of my goal. But I saw the final stretch laid out before me, waiting like a well-irrigated caravanserai at the end of a long road of dust and desert.

I was prepared to do whatever it would take to reach that terminal step. That, I suppose, is where the ambitions of youth can take you if they are not tempered by wisdom! Though by now my hairs were gray, my beard long, and many rings of gold decorated my scarves and my fingers. Still, I would not stop, nor relinquish my goal.

Summary New Objective Outcome
To gain the most benefit from Well of Dust, you must build it in a city in the center of your economic empire. The more Dust and Trade Routes it touches, the greater your windfall! 1. Construct the City Improvement "Well of Dust" in a city that has the "Right of Way" improvement already built , and generates at least 30 DustSmall.png Dust And so, at last, we arrive here. My machine, my legacy, is complete. Now I retire, and place the future of my people in your capable hands. May Ràdàt and Tebadel guide you!
Reward 1. Money Talks (tech)

2.Temple of the Earth's Core (tech)

Alternate Quests

2. Past, Present, and Future (Alt)
RovingClanQuest2.png Description
It is said by the sages that any undertaking must balance the influences of the past, the present, and the future. With a city established and troops at my command, I felt the present was more secure than it had been for some time. As for my plans for the future, they depended very much on what I had discovered in the ruins, from the past. For upon Auriga, the past is a weighty thing indeed.

The relics I had recovered hinted at something truly enormous - a great complex of wonders and wizardry, hidden somewhere beneath our very feet. Curse me thrice if I did not weep with joy at the discovery! For Dust is not merely our tally and currency; it is stuff that has great power on its own. And should I amass it in the quantities that I saw in my dreams, I was sure that I could shape the very stuff of which our world is made. The ancient whispers and legends I had heard held some grain of truth. But, ah! How much?

Summary New Objective Outcome
The relics say one must obtain specialized knowledge of the powers of Dust to understand the vast riches beneath the surface of Auriga. And Ardent Mages master Dust in ways unknown to other factions... 1. Make sure you have an Ardent Mages hero in your Empire. Equip them with the Roads of Dust manuscript, and assign them to an army.

2. Search 3 "Temple Ruins" with an army led by an Ardent Mage Hero who is equipped with the Manuscript.

As the Clans say, there are too many skills for one person to gather. Gather Dust, instead, and bring those skills to you! And so the Hero was hired, and the ruins searched...
Reward 1. Mad Fairies Loot Table (Picks 2)
4. Exploiting Auriga (Alt)
RovingClanQuest4.png Description
It is said that blind greed leads to blind decisions. If I was to be accused of any weakness, it would most likely have been that one. However, regardless of what the rumors whispered, I did not then look to gather Dust solely to increase my own treasury.

Scientists and mystics assured me that the physical anomalies so common across the world were in fact produced by an overabundance of Dust and its marvelous magics. By mastering and exploiting anomalies and gaining prestige, secrets of the planets origin could be unlocked -- so they promised -- as well, perhaps, as the the secrets of my own future.

Summary New Objective Outcome
Seek out magical Anomalies to learn more of Dust, and gain Influence to more easily execute the next steps. 1. For a period of 5 turns, exploit 7 Anomalies and produce 50 InfluenceIcon.png Influence within your Empire. The knowledge hinted -- as knowledge often does - of greater mysteries. I dreamed that all of Auriga would be unlocked; the world a great cavern of treasures with the keys in my hands.
Reward 1. Trader's Tent
5. The Unfortunate Option (Alt)
RovingClanQuest5.png Description
It is said that all things come to he who has patience. That, alas, was hardly my most obvious trait. I was learning patience, however, as the unfolding of my great plan had taught me as much about myself as about my world.

I urged my followers to move onward, ever onward, as the Clans do. From other peoples we had learned of Dust and Auriga, from resources and anomalies we had learned of hidden magics of the past, , and next I determined that we would bring these things together and unlock the greatest secrets of all.
The Academy of Teneb stated, unquestionably, that the greatest resonance of Dust from across Auriga lay somewhere beneath our feet. What great labyrinth of the ancients had been built? What strange lode or mine of Dust might exist there? Feverish ideas crossed my mind as my body tossed sleepless during the hot nights.
Patience required that I wait, and watch, and observe. But when finally I would once more be able to act, I resolved that I would fall like the fury of a desert storm.

Summary New Objective Outcome
A region, ____(region), is the source of the Dust-laden emissions and resonances measured by your sages. If your dreams of wealth and power are to come true, that region must be under your control. 1. ____ (point of interest) have been localized in the region ____ (region). Find a way to capture the region city or make sure that it has been destroyed.

2. Raise a Hero to Level 7; they will then have the experience necessary to decrypt the ____(ruins) in ____(region).

I cannot say if it was luck or wit that brought me there, but I found a region echoing with power and magic, full of the strange reverberations of ancient civilizations and abundant Dust.
Reward 1. Mad Fairies Loot Table
(Picks 2)

Drakken[edit | edit source]

1. A New Eyrie
DrakkenFactionQuest1.png Description
She extends her wings, stretching her muscles. The gesture has replaced a simple smile, as she learned during the trip that a Drakken smile induces terror, not harmony. Kehangana is content. The city has been founded, and this first step of her duty responsibly executed. They are far from Drakkenhome but that, she believes, was the will of the Twelve.
Had it been her sister, Prapaheni, things would have been different. They would have halted a scant few days from Drakkenhome; Prapaheni would be too concered with distance from tradition and not enough with movement toward the future. The Twelve were wise to choose Kehangana first. And this is especially tru now, with signs of change so heavy in the air. What to make not just of the longer winters and earthquakes, but also of something closer to home - the birth of those they call Drakkenlings. Why do the eggs that only ever produced Drakken now producing these things? Why now? Many confusing signs seem to appear -- and accelearte. Whatever the answer may be, it is certain that it involves change. And Prapaheni is ill equipped to deal with that.
The first city beyond Drakkenhome will be their hand extended to the other peoples of Auriga. It is a difficult project, and Kehangana fears that it will perhaps too quickly show the strains that lie beneath the surface of their alternating diarchy. Regardless of her own worries, however, she will press on. Not merely because it is the will of the Twelve, but also because it is the best hope for Auriga.
Summary New Objective Outcome
From this new city you will reach out to the other species of Auriga. Driven by strange portents, like eggs that bear these wingless Drakkenlings, you must learn what is happening on Auriga. 1. Level up 2 Drakkenling units to their Level 2.
2. Produce 10 InfluenceIcon.png Influence per turn in one of your cities.
Kehangana remains content. They watch the Drakkenlings, they prepare for diplomacy. Convinced that the Drakken hold the key to Auriga's future, she will hibernate, reflect, and dream of the future.
Reward 1. 20 InfluenceIcon.png Influence
2. 15 InfluenceIcon.png Influence
2. Awakening
DrakkenFactionQuest2.png Description
Prapaheni awakens. While the smells of the warren are familiar, the smells from the surroundings are radically different. She is upset, uneasy. She knows they were sent to found a new city and doubtless her sister, Kehangana, interpreted the commands a bit too liberally. It is irresponsible to travel so far from the Twelve, so far from Drakkenhome. Though physical distance is easily conquered with wings, what Prapaheni fears is distance from tradition. Without tradition, without structure, will they not descend into the forms of their most acient ancestors, before They came, and revert to barbarism?
The first step is to contact other peoples, and bring them the benefits of Drakken wisdom and power. The Drakken must impose their values, by influence or by force, lest the other beings of Auriga stray from the great principles that They once set down: Protection, stewardship, preservation. In a later time they must also think of a Nursery; the New Drakken city will need more of their people, even if they are those alien Drakkenlings, to propagate their message and maintain their customs.
Summary New Objective Outcome
The Drakken survived millennia on a planet wracked by cataclysm; their wisdom must be disseminated. Build your Influence to spread diplomated messages, and prepare troops for those who will not listen. 1. Get enough InfluenceIcon.png Influence to set the ______ Ministry of the Empire Plant to level __
2. Defeat 3 armies with an army led by a Drakken Hero.
News comes, and Prapaheni is shaken. One of the Twelve, Chamewhana, has been placed in the Whispering Galleries. This, the Drakkenlings, the portents... It is too much; Prapaheni must hibernate, and consider.
Reward 1. 15 Emerald Grey 256x256.PNG Emeralds
2. Aura of Leadership
3. Resolutely Forward
DrakkenFactionQuest3.png Description
Kehangana awakens, and see that Prapaheni has not been idle.
Their prestige and influence grow; sadly, the military grows as well. Prapaheni turns too easily to aggressive methods in order to acheive her goals. Regardless, it is now Kehangana's time, and she will not waste it. The passing of Chamewhana into the Whispering Galleries is an inevitable part of the cycle of Auriga; Kehangana refuses to view it as an omen and simply give reverence to the one who has passed on.
The priority is to a new Nursery; they must study and prepare for a wondrous if unpredictable future among the peoples of Auriga. Kehangana cannot believe that retreating into ancient tradition and hidebound ways will help them face the changes that are coming; it is not in dogma that the Drakken will find flexibility and adaptation. Science, patience, study, diplomacy, growth -- these are the ways that the Drakken have always coped with change, and they will certainly serve well in these uncertain times.
Summary New Objective Outcome
To continue their efforts, eggs must drop and incubate or the city will wither. Technologies must be learned and resources collected to build an Oologic Nursery in these unfamiliar lands. 1. Research at least 8 technologies from Technology Era II
2. Build the Oologic Nursery. The city with the Improvement will need a minimum 20 FoodSmall.png Food per turn from District/Exploitation tiles.
Seeking resources and building the Oologic Nursery bring both hope and worry. While their empire is more secure, the murmurs they hear from the planet and its peoples are unsettling. Kehangana sleeps, and considers.
Reward 1. Oologic Nursery
2. 80 DustSmall.png Dust
4. The Drakken Tradition
DrakkenFactionQuest4.png Description
Papaheni awakens.
The sights and sounds of the Oologic Nursery give some solace in this strange place, but she feels the same gnawing unease as her sister. Doubtless They had many means to listen and study the planet, but the knowledge of these ways disappeared when They warred upon Themselves.
She is loathe to inspect ruins and desecrate Their remains; the very thought is unpleasant to Prapaheni. Instead, she decides to work methodically through the many minor peoples they have encountered, speaking to their scouts and their wise men to see what information they have gleaned. This is and always will be the role of the Drakken: To protect and guard the lesser peoples, to maintain things as they are in a world of chaotic change.
Should it be too worrying, a trip back to the security of Drakkenhome may be necessary in order to explain, consider, and decide.
Summary New Objective Outcome
Rather than loot the ancient places that you consider sacred, gain knowledge of Auriga from others who have fewer scruples -- Minor Factions. They will also access to their knowledge and artifacts. Assimilate 2 Minor Factions and make sure you have at least 6 villages pacified within your empire. A tribe gives Prapaheni a gift -- an object They used to record knowledge. It is a history of the Drakken, hinting at things that drive Prapaheni to cower within her aerie, seeking sleep.
Reward ItemSpheroidOfDrakkenLoreLarge.png Spheroid of Drakken Lore
5. The Inconvenient Artifact
DrakkenFactionQuest5.png Description
Kehangana awakens, and immediately senses unrest within the eyrie.
She quickly discovers its root: This strange object that a worshipful tribe gave to her sister. Kehangana sighs, heavy-hearted. She does not believe the rumors of subjugation and of ages spent as Their slaves; while They had power that made Them omnipotent, They always treated the Drakken with respect. Why else could they have left the Drakken as stewards of Their home?
Regardless, the artifact must be studied and understood. Assumptions made from cursory glances and uninformed readings must be countered by careful analysis done by the wise and the experienced.
Initially, however, Kehangana must rebuild the morale of her people; little can be done to advance their cause if the eyrie is divided and unsure. When that is done, however, she will once again turn to progress, the future, and hope. And in the back of her mind one thing is clear: Of a leader is to be appointed to the Twelve, she or Prapaheni would be the most likely choice.
Summary New Objective Outcome
Quell the rumors and restore your people's confidence. First bring their Approval rating up to an acceptable level, and then continue to grow your empire and its influence. 1. Please your People! For a period of 5 turns, keep the Approval level at Happy in all your cities.
2. Create 3 new boroughs in your empire.
Kehangana worries over the reports concerning the artifact. What is the true purpose of the Drakken? Could the Drakkenlings be some piece of Their great plan? She must sleep, but fears her dreams.
Reward 1. 80 InfluenceIcon.png Influence.
2. 25 luxury resources.
6. Correcting the Course
DrakkenFactionQuest6.png Description
Prapaheni's slumber has not been restful. She awakens ill at ease and restless, wondering what news has come of the strange artifact.
Before the archivists and loremasters are even part of the way through their reports she stops them; rewriting history is of no use to the Drakken. The Drakken have a responsibility and a way to execute that responsibility, and cracked theories will not help them. She forbids further study of the object; were it in he power, she would have it destroyed. The mission of the Drakken is not compatible with their sacreligious ideas and she will have nothing to do with them.
No, the way of the Drakken is to grow tall and strong, to lead by example, to impose their will upon the mighty and to preserve and protect the weak. She will not take off on flights of fancy like Kehangana; she will instead show the glory of the Drakken ways.
The artifact in question is merely a gift and a trinket; it will be treated as such.
Summary New Objective Outcome
Ignore the artifact. It is not your role to rewrite history, but to make it. Let other nations witness the power and glory of the Drakken in both war and peace. 1. Capture the city _________ and assign a Drakken Hero to it (Level 6 minimum) for a period of 10 turns.
2. Make sure you have 3 Minor Factions assimilated within your empire.
Prapaheni is content with the size and prestige of this new Drakken empire. The Spheroid is simply a gift from a lesser people to the greatest one; Kehangana may keep it as a bauble.
Reward 1. 30 strategic resources.
2. 30 luxury resources.
7. The Corrupting Gift
DrakkenFactionQuest7.png Description
Kehangana awakens, and her dreams have been less disturbing than she thought -- for with them, she has gained a sense of purpose. Whatever They wanted, the Drakken have the right to choose their own destiny.
The loremasters have discovered much during the years she slumbered. The Drakkenlings, for instance, were planned from the beginning; They foresaw a time when war between empires would erupt. Written into the cells of the Drakken were the messages that would trigger the hatching of a foosoldier unit when war became generalized necessity. This much They saw: The future of Auriga would be uncertain, but certainly violent.
The loremasters also speak of the ancient war when They fought among Themselves. Two camps, apparently, broke apart and brought death upon each other. One used weapons of lightning and fire that struck the body, the other devised weapons that worked on the mind and soul. What monsters, then, were They...? A shaken Kehangana would like to know.
Work on the artifact has triggered the apparition of a spirit or shadow that traverse Their ruins. Kehangana has no choice but to order the desecration of a holy place if she is to know more...
Summary New Objective Outcome
The truth of the artifact must be known. A strange spirit awoke with the loremasters' studies, inhabiting places where They once lived. It is time to discover the truth, however painful. 1. Spirits have been detected in the surrounding regions. Search the Ruins within the next 4 turns before the signs of Their presence vanish.
2. The spirit you chase is not alone. Defeat the army of Haunts.
3. Find the region _________. Search the Ruins with a Drakken Hero holding the Spheroid (Note: Not during winter).
At the ruin, a spirit older than time touches Kehangana. She sense a complex project; wheels within wheels going back to the dawn of Auriga, a secret... Kehangana will happily return and build the city.
Reward 1. 40 luxury resources.
2. Puissant Armor
3. 35 luxury resources.
8. Reprogrammed
DrakkenFactionQuest8.png Description
Kehangana is content. She has put away her silly curiosity, and will strive to bring peace to Auriga. Their will shall be done in the way They wished. All else is heresy and foolishness.
Perhaps she will awaken Prapaheni, perhaps not. This strange system of shared government was not Their will, and is therefore not important. Her role is to protect, to grow, to respect the traditions as They intended. And there is much to be done if that is to be successful.
All else is heresy.
Summary New Objective Outcome
You find peace in submission to Their will. Your questions and dreams? Corrupt and meaningless. It is far more important to bring peace and prosperity to Auriga than chase unimportant dreams and artifacts. 1. You cannot be in a state of War with any other empire
2. Build the City Improvement Auriga Institue in each of your cities.
The Twelve are pleased with Kehangana. Foolish crusaders in their youth, they also realized that contentment only comes when Their will is done. They invite Kehangana to join them; their twelve minds are as one.
Reward 1.Auriga Institute
2. Eye of the Endless
Temple of the Earth's Core

Cultists[edit | edit source]

1. Uncertain Beginnings
CultistFactionQuest1.png Description
The conversion begins, but the task is formidible. Few of those we attract are worthy, and even those must be trained. It would be convenient if more survived the training, but the Unspoken insists on rigor. We will follow one of these. Perhaps we can learn from it.

Journal of a Disobedient: It came with machines, and troops, and we saw that our weapons were nothing. Our tools, armour, fences, walls...useless. It was cold and terrifying; it preached and promised -- as all the powerful ones do. But this was different. These Cultists want to convert, invade the old places, and cover the world with their believers. But who is insane enough to dream of ruling a world? This Cult. It told us about a vengeance of centuries, and asked us to join their terrible purpose. I looked right and left to see my people groveling. Their weakness angered me. I did not bow or grovel. I fought back, and refused. That thing, that metal monster, broke my weapon and broke my legs and threw me into a pit. And then it began speaking to me.

Summary New Objective Outcome
You have work to do to bring these savages into the purpose of the Cult. While you train the recruits, you must continue to swell their ranks. Go forth, and convert more. 1. Convert two Minor Faction villages into the Cult. This worthy one heals quickly, but its mind remains closed. Perhaps these examples will serve to help it understand.
Reward 1. 10 of any Era 3 Luxury.
2. The Circle Expands
CultistFactionQuest2.png Description
They begin to think. This is good; they will come to us willingly - in time. For everything must be bent to the will of the Cult. Or be destroyed.

Journal of a Disobedient: I have seen this "conversion" again. What power do they have that makes others so glad to obey? Once you are converted, you never doubt or hesitate, just follow orders. As if you enjoy it. Like dogs, wagging tails, eager to please.

They will let me leave the pit if I mouth the words and obey the orders. I'll do it, if only to find a way to save my people. As long as I still control my thoughts I will fight for the future and safety of my tribe. No cult or army will change that. And never one full of such strangeness, dedicated to an insane cause. But I am no fool. I see the power, and power seduces. But what do they want to do with it? Destroy? Save? Rule? One day I will know, and until then I'll watch, and wait.

Summary New Objective Outcome
The power of the Cult begins to grow as Minor Factions are converted. The next step is to move from conversion to assimilation. The worthy ones must see and accept their fate. 1. Assimilate a Minor Faction.

2. The Cultists wish to study ruins - Search a specific Temple Ruins with at least two level 2 Minor Faction units in your army.

The worthy ones learn. There is hope. Our purpose is a constant joy.

They acheive what they set out to do, and they know so much of the old places. Though I hate them, they impress me.

Reward 1. 25 of any Era 1 Resource.

2. Order of Isiver

3. The Cult Entrenches
CultistFactionQuest3.png Description
The worthy ones no longer fight; they look, and think, and ask. Soon they will even become useful.

Journal of a Disobedient: They said they would let me lead again. I will be free in the city, and even join the armies patrolling the region. Of course they want safety and security. But now they also want to build up the city into a huge centre of faith and study. Faith in what? To study what? They get angry when I ask this, so I stopped doing it.

Worse yet, I have seen them. The Queen, the Unspoken. The coldness, the hatred, the madness that I felt made the back of my neck twitch. Can a purpose like that, a drive that intense, even be intelligent?

But I am curious to know what's beneath the strange machines they wear like skin. If I know that, maybe I'll know what they seek to study and understand, and why.

Summary New Objective Outcome
The Queen and the Unspoken require a greater centre of worship. They require a Hero to administer the city; the Hero will show their worthiness by growing the city's power. 1. Assign a Cultist Hero to your Capital for 10 turns

OR

Make sure there are no roaming armies in Capital region 5 turns 2. Upgrade your City Centre to Level 2.

Now, they are curious. They begin to investigate, recommend and take action. We have all but won.

The faithful say that "it" is ready to "begin". With leaders and a purpose so alien, I cannot guess. So we shall begin...but begin what?

Reward 1. 20 of any Era 3 Resource.

2. 20 of any Era 3 Resource.

4. The End of the Beginning
CultistFactionQuest4.png Description
Now we test them, to see if they are useful implements of the Queen's will. Those that are shall become leaders. Those that are not are no longer useful.

Journal of a Disobedient: They have grown strong, a bit at a time, waiting until they were ready. I try to find the place inside me with the anger and hate, but instead find thoughts of awe and fear. They are grim yet their words make sense; when they speak I feel a thrill of what they might acheive. Their city is now a great fortress, and from here they will begin to move. They execute the plan they spoke of when they first crushed us. Build strength, seek knowledge, spread across Auriga. That's how it is with fanatics; a speech is not just words but an oath, and the Cult is happy to die fulfilling that oath.

It is both terrifying and thrilling, and something inside me wants to be carried away on that wave of blind faith and utter dedication. For the moment, I resist. For the moment...

Summary New Objective Outcome
The Cult's time is coming. They will test their readiness in a new region, whatever the consequences. The Eternal End can only be achieved through strength and dedication. 1. Convert all Minor Faction villages in a particular Region, and make sure that Region's city, if any, is destroyed.

2. A roaming army that refuses to convert is out for revenge. No rebellion will be tolerated; find them and kill them.

Ah. Some are useful.

Such power, focus and drive. Hate and respect war within me. I see that they tempt me; Be greater than just my tribe, and become a ruler of the planet.

Reward 1. 20 of any Era 3 Resource.

2. 25 of any Era 1 Resource.

5. The Riches of Auriga
CultistFactionQuest5.png Description
Now they feel our power. Soon they will feel our purpose.

Journal of a Disobedient: They have learned how to build armies, fight wars, and conquer new lands. They will keep doing this, but now they turn to the second part of their great purpose. It is time to study, to learn, to rediscover the great power that is hidden in the old places. The ruins and resources of the planet are their next goal so they can prepare their labs and workshops for the final phase. They remain ugly to me, in the way they move and think and the way they look. But they do what they say.

Some of my fears are gone, as I see my people have never been so safe nor so well fed. As long as that continues, as long as the tribe does well, I will stay loyal.

Summary New Objective Outcome
The Cultists must study and learn, preparing for their final efforts. Though the old places may be full of danger and corruption, resources and knowledge may be used to counteract this. 1. Search a specific Unspoiled Ruins with 30 Adamantian Color 256x256.PNG Adamantian and 30 Palladian Color 256x256.PNG Palladian.

2. Research 10 Technologies in the Era 3 Technology wheel.

Some of them are more than converts; these may be leaders.

They started with nothing but their will and purpose. Now they have an empire. The glory of it all begins to affect me...

Reward 1. 20 of any Era 5 Resource.

2. The Wordless Will

6. Strength in Diversity.
CultistFactionQuest6.png Description
They are with us, even if they are not aware. Now, we move.

Journal of a Disobedient: I have seen the armies lined up in ranks, straight and tall and full of excitement. They are fanatic soldiers, and their holy war to spread across Auriga is near. There will be more faithful, more converts, more angry tribal chiefs with broken legs lying in pits. But when I see the result, and how far and how fast they grow, I also feel the strange thrill of power and conquest and purpose.

I am becoming the thing that I hate. Or that I hated. But the drums and the trumpets sound, and the sound of thousands of feet marching echoes in the city. It is impossible to be indifferent and detached.

All Auriga will share this purpose. Our purpose. The drums of battle beat at the rhythm of my heart.

Summary New Objective Outcome
The Cultists are laying the groundwork for the final phases of their plan. Armies go out and conquer and convert -- without limit, without pity. The Cult must grow. 1. Manage to have 5 unique Minor Factions converted. Ah. It is the moment of doubt. Predictable.

Too many screams, too many memories. The Cult consumes villages like acorns beneath a grindstone. How could I have forgotten the horror, the shame? They are monsters.

Reward 1. Shrine of Whispers
7. Final Preparations
CultistFactionQuest7.png Description
We are moving forward. The doubters will come with us, or be crushed beneath us.

Journal of a Disobedient: I don't need to be told that the final steps are coming. It is in the air -- in the voices that crack, in the hurried movements. But I want no part of this. I had forgotten the horror and the shame of being converted, the ruin of my village, the slavery of my people. I wanted to kill them all, to wield a hammer the size of a mountain and bring down their great citadel with one god-like blow.

But they are wiser than I am. As soon as I let my rage show, I saw the members of my village driven up to the front lines of battle. And my great challenge was over. Where is my honour and virtue now? Could I sacrifice them for my pride? Would I rather see them die quickly in battle, or slowly on a planet turned into a vast slave-hold of the Cult? Directly or indirectly, I can't kill them. Their fate is their own to choose, not mine.

I have donned my armour and taken up my weapon and returned to the front of my troops. They were waiting for me, expecting me. My actions, my will is no longer my own. I cannot imagine defying them. The end is coming, and I will be an instrument of their arrival.

Summary New Objective Outcome
Your revolt was short-lived; your people would be sent to the front lines if you persisted. Accept your fate. Prepare for the final effort. Find joy in the greater purpose. 1. Glorify the Queen: Build the city improvement "Shrine of Whispers".

2. Make sure you have two Preachers at least level 6 and a Cultist Hero at least level 9.

It is easier to serve than to doubt.

I can no longer speak as "I". We have been absorbed; the will of the Cult is our will. It is not good, or bad. It simply is.

Reward 1. 30 of any Era 3 Resource.

2. All Beings are Siblings

8. The Eternal End
CultistFactionQuest8.png Description
We will not fail; the Eternal End will arrive. Rejoice, and prepare to purify this ruined planet.

Journal of a Disobedient: How did I get here? Leader of a simple tribe, wanting only peace and prosperity for her people. We were ants in a dance of giants, and would have been crushed and enslaved -- or eaten -- by any other nation. But this Cult, this abomination, this sanctuary, gives us a chance to defy and oppose those great empires that sit astride the world like lions across their fallen prey.

The force of their purpose is like a growing wave. You join and ride it; either to create a glorious future, or to crash in a thousand shards on some alien shore. If you don't join the wave, it rides over you, and you are drowned and decimated.

I have chosen to ride it. The purpose draws to a close. The End for which they have been striving is near. We believe in the visions of the Cults as though our gods meant for our tribe to join them.

Perhaps, in fact, they are our gods.

Summary New Objective Outcome
The final preparation is to build the city to a size of unparalled greatness. From that base of power, the Cult can reach out, fulfill its purpose, and seize our destiny. 1. Reach level 3 with your City Centre. There are no individuals, no tribes, no regions, only the Cult, and the purpose, and the Eternal End.

All Auriga will bow before the Queen. And, like me, they will be thankful for the honour.

Reward 1. Hand of the Unspoken

Temple of the Earth's Core

Allayi[edit | edit source]

1. The Pearls of Auriga
QuestWinterShifters1.png Description
"...When Auriga brings forth her fruit in winter it will be a sign that once again our time has come..."

The Epistle, page 4


So the burden, and the glory, fall to me.

We have taken the return of the Guardians as a signal; from the forests and the mountains we come together to rebuild our culture. In my hands sits the waxed and oiled leather pouch, black with age, that contains the Epistle of Vros Grayspire and the Euchologion, the ways of prayer.

Through all the Silent Years we have guarded these scrolls, handing them down from father to son, waiting for the moment when we could once again serve our role as sentinels of Mother Auriga. We are together except for the flying Skyfin, a symbol of our power and freedom. With its strength we can reclaim our place by her side.

These Pearls, the 'winter fruit' of the Epistle, signal our resurgence. We will harvest them, and use them to build an altar to Auriga. As we do Her bidding, we will grow our own strength.

Summary New Objective Outcome
Your people are converging after centuries in the wilderness. You lack only the Skyfin, a powerful ally and totem of your people. With its help, and the potent Pearls, you hope to save Mother Auriga from disaster. 1. Search the indicated ruins to regain control over the Skyfin unit flying in the region.

2. Build the Altar of Auriga. You will need to gather enough Pearls by searching Ruins, or by collecting them when the Dark Season brings them to the surface.

We are ready to step out and make our place in this world; we shall be the guardians, protectors, and champions of Mother Auriga.
Reward 1. ???



2. Bounty of Auriga
QuestWinterShifters2.png Description
"...And when She beheld the Light and the Veil, Auriga brought us forth, the Chosen, who lived within both worlds and changed between them, and She called us the Allayi ..."

Now that our altar has been founded, and our faith renewed, we shall begin to impose the will of Auriga. Though our cause is just and we are Her Chosen we will still remain humble; there is much to learn -- and with knowledge comes strength.

Strength and knowledge will both be necessary if we are to defeat the tools and lackeys of the Profaners and save Mother Auriga. We do not fear conflict rather we will revel in the test of our faith. And those who dare to challenge us will understand why the wolves live in fear of the shepherds.

Summary New Objective Outcome
Auriga needs us; we must grow in power and wealth so that we can do what She requires of us. Faith alone is not enough; we must believe in our cause but also have the power to impose our will. 1. Reach a Fervent level of Approval across empire.

2. Produce $InfluenceAmount Influence in one of your cities for $TurnDuration turns $Progression.

Other nations respect our cause and begin the see the truth in our wealth and strength. May the salvation of Auriga begin...
Reward 1. ???



3. The Rise of Auriga
QuestWinterShifters3.png Description
"...for all gifts from Auriga are precious things, and would not be offered if they were not of importance for the Chosen ..."

It has been generations since the Allayi have come together. When the Guardians were felled we fled; the weapons of the Profaners were too terrible, and their war ghouls the worst. But as all things evil they too have passed - though the damage they did was horrific. Now Auriga seeks us out to heal and protect her. Some whisper that she is dying, that the longer Dark Seasons are a sign of her end. Of The End. But I say that the Pearls, and the offerings we give to her, will help us both.

To advance we must build; the city itself shall become an altar to Her glory. And my people will become Her loyal troops.

Summary New Objective Outcome
We had been lost and drifting for generations. Now that we are together we will show our strength; we shall make Her altar a beacon of wealth and wisdom. Raise the Altar to its level 2, or keep a stock of 100 Pearls for a period of 5 turns $Progression. Auriga will be saved, for we now have both the power and the desire to impose our will on those who would destroy Her.
Reward 1. ???


4. The Followers of Auriga
QuestWinterShifters4.png Description
"... for though we are great, and our hearts true, She cannot be saved by our efforts alone. All beings are both Her children and Her toil; all must rise up to heal Her wounds..."

Let the great and the small sing our praises!

Our hour has begun; from across Auriga the villages and towns of the lesser peoples have begun to heed our call - and feel the force of our purity. They beg us for more information, for our wisdom, for our very presence on their lands. Their awe and devotion is manifested in their practices, for they are saving the precious Pearls bestowed by Auriga so that we may collect them and use them for Her cause.

We shall go out, and preach Her words, and collect these tributes to better worship -- and save -- Mother Auriga.

Summary New Objective Outcome
Word of our faith has begun to spread; some of the lesser peoples of Auriga seem to be willing to follow our path. We must find them, bring them into the glory of Her worship, and reap the benefits of our fidelity. 1. New believers claim that in a region called $Region1Name a $MinorFaction1Name village would donate the Pearls \7818\ they have collected to our cause. Locate the region and talk to this village.

2. They are awed and elighted by our visit. Their leader has indicated you the ruins where we may find their stock. Search the localised ruins in $Region1Name to get the treasure.

3. Word spreads of other devotees. A $MinorFaction2Name tribe in $Region2Name wants to hear your words. Locate the region and talk to this village.

4. Next, in $Region2Name, they ask only to stand in the presence of the Skyfin to become followers. Talk to the indicated village with a Skyfin unit of at least Level 3 (in Dark form).

As the prophecies of old and the visions of the Epistle come to pass, our might and our fervor grow. Blessed be Mother Auriga!
Reward 1. ???


4. The Followers of Auriga (Alt)
QuestWinterShifters4.png Description
"... for though we are great, and our hearts true, She cannot be saved by our efforts alone. All beings are both Her children and Her toil; all must rise up to heal Her wounds..."

Let the great and the small sing our praises!

Our hour has begun; from across Auriga the villages and towns of the lesser peoples have begun to heed our call - and feel the force of our purity. They beg us for more information, for our wisdom, for our very presence on their lands. Their awe and devotion is manifested in their practices, for they are saving the precious Pearls bestowed by Auriga so that we may collect them and use them for Her cause.

We shall go out, and preach Her words, and collect these tributes to better worship -- and save -- Mother Auriga.

Summary New Objective Outcome
Word of our faith has begun to spread; some of the lesser peoples of Auriga seem to be willing to follow our path. We must find them, bring them into the glory of Her worship, and reap the benefits of our fidelity. 1. New believers claim that in a region called $Region1Name a $MinorFaction1Name village would donate the Pearls \7818\ they have collected to our cause. Locate the region and talk to this village.

2. They are awed and elighted by our visit. Their leader has indicated you the ruins where we may find their stock. Search the localised ruins in $Region1Name to get the treasure.

3. Word spreads of other devotees. A $MinorFaction2Name tribe in $Region2Name wants to hear your words. Locate the region and talk to this village.

4. Heresy rears its ugly head. Some $MinorFaction2Name renegades have stolen the Pearls \7818\. Find and defeat the army in $Region2Name in order to settle this affair.

As the prophecies of old and the visions of the Epistle come to pass, our might and our fervor grow. Blessed be Mother Auriga!
Reward 1. ???
5. The Profaners of Auriga
QuestWinterShifters5.png Description
"...these places exist, and did so long before the Profaners came to defile them. In time of need they will still be places of hope, and power ..."

I believe that we now have the strength to do this. To find the old places where our ancestors and Grayspire lived and prayed. If we can bring our people there, we can reclaim the ancient places that meant so much to us -- and that were such targets of savagery for the Profaners and their war ghouls.

It is possible. It must be possible.

The Epistle says that once before we saved Her, and I will not be remembered as the one who failed when we know that this incredible act, however difficult, is possible.

Summary New Objective Outcome
To undo the ancient damage to Mother Auriga we must find and use our ancient powers to heal her. We must bring the people to the places where our knowledge and our power lay so many years ago. 1. Make sure you have reached $PopulationAmount of Population in at least one of your cities.

2. Pilgrims report strange activities in a place called $RegionName. Find and search the indicated ruins in this Region with an Army that contains at least 1 Settler unit.

3. A trap! The savage war ghouls of the Profaners have been set loose from their crypt. These Scythers are pitiless and powerful; avoid them for $Timer turns!

4. Heresy rears its ugly head. Some $MinorFaction2Name renegades have stolen the Pearls \7818\. Find and defeat the army in $Region2Name in order to settle this affair.

What great power and knowledge was hidden here, so important that the Profaners protected it with their bloodthirsty servants?
Reward 1. ???




6. The Blood of Auriga
QuestWinterShifters6.png Description
"...a strong will cannot act alone, it must be aided by strong hands and strong hearts... Even if our lifeblood is the cost, we will not give less than Our Mother gives..."

We must be close to a great discovery -- why else would the Nemesis have disturbed our works? As the greatest weapon of the Profaner, it must be blocking our greatest sources of power. We need to destroy it once and for all, and forge ahead.

To remove the threat, to continue, is a challenge we cannot fail. To stop now would be not only to admit our own failure, but to condemn Mother Auriga to a lingering death. So we will build our hands and our hearts; strengthen our cities and our powers.

And then we shall face this Nemesis, in a way and a time of our choosing.

Summary New Objective Outcome
The appearance of the Nemesis army shows that we must be close to our goal of uncovering the secrets of the Profaners. It is still out there somewhere; we must prepare our cities for its unholy aggression. 1. Defend your people! Build at least 1 defensive tower (Tower of Truth or Tower of Fidelity) and the Ward of Auriga in each of your cities.

2. Beware, the Nemesis has spawned again! It's now heading to the city of $CityName. You must either avoid it for $Timer turns or defeat it.

3. Fight their power with your power. Obtain a minimum of 8 Blessings in the Altar of Auriga screen $Progression.

Our hearts are broken, our minds reel, our highest priest has walked naked into the snows and perished... Can it be that the Pearls are not Auriga's gift, but the last drops of her blood?
Reward 1. ???


6. The Fading of Auriga (Alt)
QuestWinterShifters6.png Description
"...a strong will cannot act alone, it must be aided by strong hands and strong hearts... if our lifeblood is the cost, we will not give less than Our Mother gives..."

A painful yet brilliant victory - and one that confirms our convictions. We must be close to a great discovery -- why else would the Nemesis have disturbed our works? As the greatest weapon of the Profaner, it must be blocking our greatest sources of power. And where there was one, more may follow...

We must be prepared for this threat if we are to continue; to stop now would be not only to admit our own failure, but to condemn Mother Auriga to a lingering death. So we will build our hands and our hearts; strengthen our cities and our powers.

Should another Nemesis appear, it will meet the same fate.

Summary New Objective Outcome
The appearance of the Nemesis army shows that we must be close to our goal of uncovering the secrets of the Profaners. Though we destroyed it once, their foul factories may create more - we must prepare our cities. 1. Defend your people! Build the Ward of Auriga in each of your cities.

2. Fight their power with your power. Obtain a minimum of 8 Blessings in the Altar of Auriga screen $Progression.

Our hearts are broken, our minds reel, our highest priest has walked naked into the snows and perished... Can it be that the Pearls are not Auriga's gift, but the last drops of her blood?
Reward 1. ???



7. The Nemesis of Auriga
QuestWinterShifters7.png Description
"...harvest Her Pearls where they rise... these are the gifts of Auriga to the Allayi, the Chosen, who will save Her from eternal winter..."

The Allayi look to me, and I have no answers. In the arcana of the Winter Tree, the Altar itself, it is indicated that the Pearls we so gleefully harvest are not a gift to the Chosen, but the last dying energies of Mother Auriga. In defiance of the wisdom of the Epistle!

Which is correct? Are they ours to take? Others will if we do not, and She does not reabsorb them if they are left to lie. What are these Pearls? Why do we have them?

I can only answer that these things exist, that they help us, and that even the grimmest sacrifice, if accepted with piety and love, is a blessing.

I hope...

I hope, for my soul and for Our Mother, that this theory of mine is right. For in an ancient grotto, a place once holy to the Allayi, we have found a way to defeat the Nemesis -- a weapon that even the magics of the Profaners could not stop. It will take all of our strength to forge it and prepare our troops. May Mother Auriga watch over us...

Summary New Objective Outcome
The damage done by the Profaners is so grave that the Pearls of Auriga appear to be Her last drops of blood, not some blessed gift. We must hurry if we are to help Her; obtaining a weapon that will allow us to destroy the Nemesis is a first step... 1. Enter the indicated ruins in $RegionName with a Hero alone. The Hero must be equipped with an Armor set (Head, Torso, Legs) exclusively made of Hyperium pieces.

2. Equip the new item on at least 1 Monk Unit and integrate that Unit into an Army on the map. Then wait until the Nemesis reappears on your territory...

3. The Nemesis is back, within the territories of your empire! For the last time, destroy the Nemesis that is targeting your armies and cities.

Is there hope? Do I even understand the word? The Nemesis is defeated... but, perhaps, we are as well. The Pearls rise; Our Mother bleeds. And we feel helpless and impotent.
Reward 1. ???


8. The Fate of Auriga
QuestWinterShifters8.png Description
I can no longer quote the Epistle. Whatever winter it was, long ages ago, from which Vros Grayspire saved Her, it was not like this Dark Season. I do not have the heart to take up a pen and alter the sacred text, so I put it aside and face the future without it. Without prophecies, without promises, with only the hands and the hearts of the Allayi.

This much, at least, is clear: The Pearls are for us, meant to save us from whatever fate awaits Her. She would save Her children, Her Chosen, from the long winter that comes.

It has happened before -- the Long Sleep, the long Dark Season, and at the end Auriga rises anew. This is the best we can hope for; that we can bring Her to a state where She can sleep the sleep of restoration and flower again.

If we can achieve that, I will have hope for the Allayi and for Mother Auriga. Our role is to accompany, not to save; we must ease her into her rest, not fight to delay it. If we can reign supreme on Auriga, we can see to it that she goes gently into that Long Sleep.

Summary New Objective Outcome
We have little choice but to fight on, preparing ourselves for the Dark Season that lies ahead. If we cannot save Mother Auriga, we can at least survive so that someone will remember Her. 1. Capture 3 cities $Progression, even if only temporarily. If there are less than 3 cities remaining, be the last surviving Empire on Auriga. The skies grow dark, the wind bites. We have our altars, our Skyfins, and our people - few but mighty. It will be enough.

It must be enough.

Reward 1. ???


Epilogue Quest[edit | edit source]

1. The beginning
QuestVictory1.png Description
Is the end of Auriga coming near? Cracks begin to appear in the planet's crust, particularly in those places where ancient sites of the Endless were dug particularly deep. It is hard to say if it is the work of the Endless, or of some greater spirit, but at five of the most affected sites great beams of Dustlight illuminate the planet as far as the eye can see.

Exploration of these locations show a vast network of tunnels, rooms, and storehouses; as your explorers investigate they also seek to better understand this ever-stranger world on which they live.

It is a race against time to understand the cracks and the ruins for if the end is coming, you certainly have work to do for your people.

Summary New Objective Outcome
Auriga is in movement; it is time to go and figure out why. Search one of the ruins illuminated by a giant Dustlight with at least an army of 6 units of Level 4 led by a hero of Level 9. There is an opening to a deeper, darker ruin; a veritable fissure into the body of Mother Auriga herself. What it is, and what it means, can only be discovered the hard way.
Reward 50 Adamantian
2. A Pretty Riddle
QuestVictory2.png Description
The mysteries of Auriga are as numerous as they are frustrating. This one is greater, however; never before has the surface broken open to expose its core. To understand what has happened and why will require securing the area while you mount a well-equipped expedition for to do in-depth exploration and analysis.

It is at least clear that the great underground labyrinths were more than just storehouses; given the strange equipment and speciments it seems that Auriga was at one time a warren of interconnected laboratories. Sadly, there is little time left to persue these discoveries as more pressing problems arise. For one, Minor Factions in the affected regions are sure of a coming apocalypse, or catasttrophe, or some sort of event that shamans describe with ever greater adjectives of horror and destruction. Wheter they are correct or not, the tribes and people are up in arms against any and all armies.

And you must find your own answers to this theoretical apocalypse. Is the planet cracking apart, are the long-dead technologies of the Endless sending a final message, or is the soul of the planet making you an offering?

There are many interpretations; you must find your own truth.

Summary New Objective Outcome
Secure the region long enough for a team of scientists to explore the fissured Ruins. Make sure there is no enemy army in the region <x> at the end of 5 turns, including Minor Faction armies from <x>. The team is assembled, the equipment prepared, and the region stable enough for supply lines. All that remains is to descend. And survive.
Reward 40 Spices
3. Below
QuestVictory3.png Description
This is unheard of. Is it science beyond magic, or magic beyond science? It comes from a place of the Endless, yet holds some enormous... thing... that is entirely different from the ruins and artifacts seen so far. Alchemists, wizards, and scientists divide their time between swooning with excitement and arguing with vigor about obscure materials and designs.

And once again other problems arise to distract you. Though the Minor Factions are to some degree pacified, armies of some sort of servant or guardion now pour from the Dust-lit ruins. They are ugly, misshapen things, hardly the work of the Endless who came before. Or, perhaps more worryingly, the work of certain Endless under terrible stress in a moment of desperation...

Thus the little that is clear does not make things easier. The vessel is certainly some means of transport, with seats and beds, yet without wheels or runners. One's mind shies away from the conclusion; sanity is not compatible with the idea that it could be a vessel to take one elsewhere -- into the air, even beyond?

You cannot know until it can be activated and explored. Simple designs and schematics show a crystalline power soure that lies elsewhere, beneath one of the other Dustlights, collecting energy. It must be found and returned here for the mystery to be solved.

Summary New Objective Outcome
Whatever this vast behemoth is, it will lie dead until its source of energy is returned. You must seek it at one of the other sites illuminated by the Dustlights; beware of the ancient guardians who rise up to protect them! The energy source must be in one of the other ruins illuminated by the giant Dustlights. Search the other Ruins to find it. Eureka! Or not. We have found the vessel's energy source, but it is clearly dead. It will be usable, I am told, once it is repaired...
Reward 35 Dust Orchid
4. Hardware
QuestVictory4.png Description
The materials of which this energy crystal was made can be found - even improved upon - by the wondrous natural resources of Auriga. To that end, we must seek and scrape to bring together enough magic and metal to repair it.

Other disturbing news comes in. Firstly, that the vast living spaces beneath the surface were certainly biological testing laboratories. It seems that Auriga was one gigantic research center, with strange new species of all sorts created below the surface, then released above. Was this proliferation of beasts what eliminated the Endless from their own planet? And why does it appear that all the vats, silos, cages, habitats, and tubes were opened from within and their contents released?

These questions threaten to delay us, and our quest is urgent. Resources must be found to repair the crystal, though as we drive headfirst into this project nobody has really stopped to ask the question: Are we sure we want to do this?

Summary New Objective Outcome
The energy crystal must be repaired. To do this, you will need to gather specific Strategic Resources. 1.Search the ruins again in <x> once you have collected 35 of Titanium and 35 of Palladian

2. Wait 5 turns for the energy crystal to gain its full charge. Then search the ruins again to take the crystal.

It is an unexpected pleasure when projects go according to plan. Now that the energy crystal is repaired and fully charged, little is left to do but take the final step.
Reward 1. 50 Mithrite

2. Generator Crystal

5. Departure
QuestVictory5.png Description
We are ready, but perhaps unprepared. It is one thing to leave a village or travel to a new region. But to depart from a planet, with little understanding of where or how we will go, is hardly reassuring. The sages assure me that the ship will guide us safely to a new home; the governors are preparing great stores of food and materials for the trip.

In leaving, we depart from a place that we thought of as "home" and ourselves as its occupants. It is somehow easier to leave knowing that it was more a laboratory, and we merely the descendants of its specimens. Do we feel kinship more with those who experimented on our ancestors, or those who broke open the locks and released their own experiments upon them? Each nation, each person must make this choice to come to grips with their past, as we take a great leap into our future.

A sage assured me that this is similar to taking any great risk: You jump off a cliff and learn to fly on the way down. Or, in this case, on the way up...

Summary New Objective Outcome
All that remains is to load the goods and the citizens into the vessel. A simple task, no? 1. Search the initial ruins in <x> with an army of at least 6 Settlers of Lv. 5. The Settler army must be led by a Hero equipped with the Generator Crystal.

2. The Crystal powers the engines; wait for 4 turns until the engine are ready for takeoff.

We commend ourselves into the hands of the Endless. Perhaps they were mortals; if we survive this journey, they are gods enough for us.
Reward 1. 50 Mithrite

2. 640 Influence

Side Quests[edit | edit source]

Side quests are generally short-term objectives that require a single action to be performed. Many are activated through searching ruins.

The Accidental Desecrator
Description Summary On Success Rewards
A casual camp in a protected dell led one of your patrols to inadvertently desecrate a graveyard. The tribe to whom is belongs revere their anscestors, and in their eyes the holy ground has been fouled. The site can only be cleansed with blood! Defeat the troops protecting the sacred site -- their blood will be on your conscience. Victory -- and the unfortunate death of innocents -- is yours. Mad Fairies Loot Table
Picks 1
A Brighter Future
Description Summary On Success Rewards
You have entered new ruins and discover a manuscript full of various knowledges. As the future of Auriga is uncertain, the more you know the better your chances to survive. By erecting a Public Library you can hope to shed light where today there is only ignorance. Improve your chances of survival by building the Public Library. Eureka! Sages from across Auriga are envious of your scientific prowess. Technology Loot Table
Picks 1
Legend of the Three
Description Summary On Success Rewards
Part 1: Unlocks Tier 2 Sword
Part 2: Picks 2 from
Mad Fairies Loot Table
Manifestations of Destiny
Description Summary On Success Rewards
Population pressure and dreams of empire combine to cause discontent. Third sons and daughters seek their fortunes, artisans seek raw materials, and captains seek glory. The wide open spaces of Auriga are calling; it is time to found another city. Found a city in a new region - before the population becomes too restless. Mad Fairies Loot Table
Picks 1
Master of Luxury
Description Summary On Success Rewards
Technology
Premonition
Description Summary On Success Rewards
Prestige Loot Table
Picks 1
Power and Prestige
Description Summary On Success Rewards
You have heard echoes of other empires and other scities who would compete with you for glory and renown. These rumors make your people restless; they dream that it is their city whose name is spoken with awe in the taverns and markets across Auriga. This feat is well within your grasp. Increase the fame of your city and the Influence of your empire. The wealth and power of your city grows. And with it, the influence of your empire. Prestige Loot Table
Picks 1
A Relic of the Past
Description Summary On Success Rewards
Keeping the empire secure includes paying attention to the tales of travelers and vagabonds. You hear of a place full of artifacts from ancient days - and you have heard it enough times that it may not be idle boasting or mindless babbling. That point on the map bears investigation. Search ruins and unearth secrets of the past. Mad Fairies Loot Table
Picks 1
The Second Mouse
Description Summary On Success Rewards
You were following indications -- drawn from local legends -- that spoke of loot and treasure in heavily guarded ruins. It seems, however, that someone else has beat you to the booty! Follow the tracks of the creatures that pillaged the treasure. As they say with mousetraps, it is often the second mouse that gets the cheese... Mad Fairies Loot Table
Picks 1


To Feed the Hungry
Description Summary On Success Rewards
Prestige Loot Table
Picks 1


A Princely Gift
Description Summary On Success Rewards
A wandering Drakken researcher, calling herself "Archivist Chaoshayi", comes to you with interesting concepts of rule and "iron hands in velvet gloves". You are convinced that in order to maximize your political influence, you should show that you are not to be insulted or trifled with. Though war is not always practical, Chaoshayi convinces you that if you show you are willing to go to battle, you will gain the awe and respect of others. You have met a Drakken Archivist who has interesting theories of war, profit, and influence. Her ideas are fascinating, especially at those historical moments where war, profit, and influence interact.

Declare war on another empire in the next 10 turns.

Technology Loot Table
Picks 1

Loot Tables[edit | edit source]

Loot tables are used to identify what rewards are given for completing quests. Each quest is assigned a loot table and a number of items to reward. Quests will reward different quantities of items based on which technology age the player's faction is in. Not all items have the same chance of dropping, though drop weights are not represented in all tables. For those that include weights: the larger the weight, the more likely an item is to drop relative to other items.

Advanced Technologies Loot Table
Age 1 All Era 2 technologies except researchable Era 2 unit and Shipyard.
Age 2 All Era 3 technologies except Cargo Docks.
Age 3 All Era 4 technologies except Endless Mechanisms.
Age 4 All Era 5 technologies without exception.
Age 5 none
Age 6 none
Quests A History Lesson • A Princely Gift • Concrete and Virtual • Power and Prestige
Dust Loot Table
Age 1 40/60/80 Numbers in this table are organized by weight. The weights for each era are 8/3/1.
Age 2 80/120/160
Age 3 160/240/320
Age 4 320/480/640
Age 5 640/960/1280
Age 6 1280/1920/2560
Quests Assimilate the Dorgeshi Minor Faction - first! • Minor Faction, Major Pain • Winter Has Come
Items Loot Table
Age 1 Breakwall • Eayah's Arm • The 37 • Valiant Lightning • Wolfbane the Shepherd
Age 2 Dish of Ka-Nuk • Junder's Ward • Nighthammer • The Shard of Icarael • The Sustainer • Vengeance of Ko-Ruk
Age 3 Starblade • Stiletto of the Delvers • The Delivering Staff
Age 4 all of them
Age 5 all of them
Age 6 all of them
Notes Random rewards for searching ruins & temples. Eras include all items of previous eras. All items have the same chance to drop.
Mad Fairies Loot Table
Strategic
resources
Luxury
resources
Dust Influence
Age 1 30 20 80 30
Age 2 60 40 160 60
Age 3 90 60 320 120
Age 4 120 80 640 240
Age 5 150 100 1280 480
Age 6 180 120 2560 960
Prestige Loot Table
Age 1 15/20/30 Numbers in this table are organized by weight. The weights for each era are 8/3/1.
Age 2 30/40/60
Age 3 60/80/120
Age 4 120/160/240
Age 5 240/320/480
Age 6 480/640/960
Quests A New Eyrie • Body and Blood • Delusion of Grandeur • Intellectual Jealousy • Legend of the Three • To Feed the Hungry • Too Many Chiefs
Resources Loot Table
Age 1 10 Dye Grey 256x256.PNG Dye • 10 Emerald Grey 256x256.PNG Emeralds • 10 Gold Grey 256x256.PNG Gold • 10 Spice Grey 256x256.PNG Spices • 10 Wine Grey 256x256.PNG Wine 1
5 Glassteel Color 256x256.png Glassteel • 5 Titanium Color 256x256.PNG Titanium 1
Age 2 20 Dye Grey 256x256.PNG Dye • 20 Emerald Grey 256x256.PNG Emeralds • 20 Gold Grey 256x256.PNG Gold • 20 Spice Grey 256x256.PNG Spices • 20 Wine Grey 256x256.PNG Wine 2
15 BloodCrystal Grey 256x256.PNG Blood Crystal • 15 Glassilk Grey 256x256.PNG Grassilk • 15 MoonLeaf Grey 256x256.PNG Moonleaf • 15 QuickSilver Grey 256x256.PNG Quicksilver • 15 Bones Grey 256x256.PNG Titan Bones 1
10 Glassteel Color 256x256.png Glassteel • 10 Titanium Color 256x256.PNG Titanium 2
5 Adamantian Color 256x256.PNG Adamantian • 5 Palladian Color 256x256.PNG Palladian 1
Age 3 30 Dye Grey 256x256.PNG Dye • 30 Emerald Grey 256x256.PNG Emeralds • 30 Gold Grey 256x256.PNG Gold • 30 Spice Grey 256x256.PNG Spices • 30 Wine Grey 256x256.PNG Wine 2
25 BloodCrystal Grey 256x256.PNG Blood Crystal • 25 Glassilk Grey 256x256.PNG Grassilk • 25 MoonLeaf Grey 256x256.PNG Moonleaf • 25 QuickSilver Grey 256x256.PNG Quicksilver • 25 Bones Grey 256x256.PNG Titan Bones 3
20 DustOrchid Grey 256x256.png Dust Orchid • 20 DustWater Grey 256x256.PNG Dustwater • 20 Hydromiel Grey 256x256.png Hydromiel • 20 BloodFairy Grey 256x256.PNG Pixie Blood • 20 RedSang Grey 256x256.PNG Redsang 1
15 Glassteel Color 256x256.png Glassteel • 15 Titanium Color 256x256.PNG Titanium 2
10 Adamantian Color 256x256.PNG Adamantian • 10 Palladian Color 256x256.PNG Palladian 3
5 Hyperium Color 256x256.PNG Hyperium • 5 Mithrite Color 256x256.PNG Mithrite 1
Age 4 40 Dye Grey 256x256.PNG Dye • 40 Emerald Grey 256x256.PNG Emeralds • 40 Gold Grey 256x256.PNG Gold • 40 Spice Grey 256x256.PNG Spices • 40 Wine Grey 256x256.PNG Wine 1
35 BloodCrystal Grey 256x256.PNG Blood Crystal • 35 Glassilk Grey 256x256.PNG Grassilk • 35 MoonLeaf Grey 256x256.PNG Moonleaf • 35 QuickSilver Grey 256x256.PNG Quicksilver • 35 Bones Grey 256x256.PNG Titan Bones 2
30 DustOrchid Grey 256x256.png Dust Orchid • 30 DustWater Grey 256x256.PNG Dustwater • 30 Hydromiel Grey 256x256.png Hydromiel • 30 BloodFairy Grey 256x256.PNG Pixie Blood • 30 RedSang Grey 256x256.PNG Redsang 3
25 Glassteel Color 256x256.png Glassteel • 25 Titanium Color 256x256.PNG Titanium 1
20 Adamantian Color 256x256.PNG Adamantian • 20 Palladian Color 256x256.PNG Palladian 2
10 Hyperium Color 256x256.PNG Hyperium • 10 Mithrite Color 256x256.PNG Mithrite 3
Age 5 50 BloodCrystal Grey 256x256.PNG Blood Crystal • 50 Glassilk Grey 256x256.PNG Grassilk • 50 MoonLeaf Grey 256x256.PNG Moonleaf • 50 QuickSilver Grey 256x256.PNG Quicksilver • 50 Bones Grey 256x256.PNG Titan Bones 1
40 DustOrchid Grey 256x256.png Dust Orchid • 40 DustWater Grey 256x256.PNG Dustwater • 40 Hydromiel Grey 256x256.png Hydromiel • 40 BloodFairy Grey 256x256.PNG Pixie Blood • 40 RedSang Grey 256x256.PNG Redsang 2
40 Adamantian Color 256x256.PNG Adamantian • 40 Palladian Color 256x256.PNG Palladian 1
25 Hyperium Color 256x256.PNG Hyperium • 25 Mithrite Color 256x256.PNG Mithrite 2
Age 6 50 DustOrchid Grey 256x256.png Dust Orchid • 50 DustWater Grey 256x256.PNG Dustwater • 50 Hydromiel Grey 256x256.png Hydromiel • 50 BloodFairy Grey 256x256.PNG Pixie Blood • 50 RedSang Grey 256x256.PNG Redsang 1
40 Hyperium Color 256x256.PNG Hyperium • 40 Mithrite Color 256x256.PNG Mithrite 1
Notes Last column is weight.
Science Loot Table
Age 1 40/60/80 Numbers in this table are organized by weight. The weights for each era are 8/3/1.
Age 2 80/120/160
Age 3 160/240/320
Age 4 320/480/640
Age 5 640/960/1280
Age 6 1280/1920/2560
Quests none
Strategic Resources Loot Table
25 Titanium Color 256x256.PNG Titanium
25 Glassteel Color 256x256.png Glassteel
20 Adamantian Color 256x256.PNG Adamantian
20 Palladian Color 256x256.PNG Palladian
15 Mithrite Color 256x256.PNG Mithrite
15 Hyperium Color 256x256.PNG Hyperium
Notes Battle Rewards during Victory Quest Chapters 3. Below, 4. Hardware and 5. Departure
Technologies Loot Table
Age 1 All technologies except researchable Era 1 unit.
Age 2 All technologies except researchable Era 2 unit.
Age 3 All technologies without exception.
Age 4 All technologies without exception.
Age 5 All technologies without exception.
Age 6 none
Quests A Brighter Future • Mortal Enemies
Temple Ruins Loot Table
Age 1 30/40/70 DustSmall.png Dust 11/4/1
10 Dye Grey 256x256.PNG Dye • 10 Emerald Grey 256x256.PNG Emeralds • 10 Gold Grey 256x256.PNG Gold • 10 Spice Grey 256x256.PNG Spices • 10 Wine Grey 256x256.PNG Wine 1
Age 2 50/70/100 DustSmall.png Dust 30/14/3
20 Dye Grey 256x256.PNG Dye • 20 Emerald Grey 256x256.PNG Emeralds • 20 Gold Grey 256x256.PNG Gold • 20 Spice Grey 256x256.PNG Spices • 20 Wine Grey 256x256.PNG Wine 2
15 BloodCrystal Grey 256x256.PNG Blood Crystal • 15 Glassilk Grey 256x256.PNG Grassilk • 15 MoonLeaf Grey 256x256.PNG Moonleaf • 15 QuickSilver Grey 256x256.PNG Quicksilver • 15 Bones Grey 256x256.PNG Titan Bones 1
Age 3 80/100/150 DustSmall.png Dust 62/26/5
30 Dye Grey 256x256.PNG Dye • 30 Emerald Grey 256x256.PNG Emeralds • 30 Gold Grey 256x256.PNG Gold • 30 Spice Grey 256x256.PNG Spices • 30 Wine Grey 256x256.PNG Wine 2
25 BloodCrystal Grey 256x256.PNG Blood Crystal • 25 Glassilk Grey 256x256.PNG Grassilk • 25 MoonLeaf Grey 256x256.PNG Moonleaf • 25 QuickSilver Grey 256x256.PNG Quicksilver • 25 Bones Grey 256x256.PNG Titan Bones 3
20 DustOrchid Grey 256x256.png Dust Orchid • 20 DustWater Grey 256x256.PNG Dustwater • 20 Hydromiel Grey 256x256.png Hydromiel • 20 BloodFairy Grey 256x256.PNG Pixie Blood • 20 RedSang Grey 256x256.PNG Redsang 1
Age 4 120/150/220 DustSmall.png Dust 62/26/5
40 Dye Grey 256x256.PNG Dye • 40 Emerald Grey 256x256.PNG Emeralds • 40 Gold Grey 256x256.PNG Gold • 40 Spice Grey 256x256.PNG Spices • 40 Wine Grey 256x256.PNG Wine 1
35 BloodCrystal Grey 256x256.PNG Blood Crystal • 35 Glassilk Grey 256x256.PNG Grassilk • 35 MoonLeaf Grey 256x256.PNG Moonleaf • 35 QuickSilver Grey 256x256.PNG Quicksilver • 35 Bones Grey 256x256.PNG Titan Bones 2
30 DustOrchid Grey 256x256.png Dust Orchid • 30 DustWater Grey 256x256.PNG Dustwater • 30 Hydromiel Grey 256x256.png Hydromiel • 30 BloodFairy Grey 256x256.PNG Pixie Blood • 30 RedSang Grey 256x256.PNG Redsang 3
Age 5 150/180/320 DustSmall.png Dust 30/14/3
50 BloodCrystal Grey 256x256.PNG Blood Crystal • 50 Glassilk Grey 256x256.PNG Grassilk • 50 MoonLeaf Grey 256x256.PNG Moonleaf • 50 QuickSilver Grey 256x256.PNG Quicksilver • 50 Bones Grey 256x256.PNG Titan Bones 1
40 DustOrchid Grey 256x256.png Dust Orchid • 40 DustWater Grey 256x256.PNG Dustwater • 40 Hydromiel Grey 256x256.png Hydromiel • 40 BloodFairy Grey 256x256.PNG Pixie Blood • 40 RedSang Grey 256x256.PNG Redsang 2
Age 6 180/230/520 DustSmall.png Dust 10/4/1
50 DustOrchid Grey 256x256.png Dust Orchid • 50 DustWater Grey 256x256.PNG Dustwater • 50 Hydromiel Grey 256x256.png Hydromiel • 50 BloodFairy Grey 256x256.PNG Pixie Blood • 50 RedSang Grey 256x256.PNG Redsang 1
Notes Last column is weight.
Unspoiled Ruins Loot Table
Age 1 30/40/70 DustSmall.png Dust 20/7/2
5 Glassteel Color 256x256.png Glassteel • 5 Titanium Color 256x256.PNG Titanium 12
Breakwall • Eayah's Arm • The 37 • Valiant Lightning • Wolfbane the Shepherd 1
Age 2 50/70/100 DustSmall.png Dust 33/15/6
10 Glassteel Color 256x256.png Glassteel • 10 Titanium Color 256x256.PNG Titanium 6
5 Adamantian Color 256x256.PNG Adamantian • 5 Palladian Color 256x256.PNG Palladian 3
Dish of Ka-Nuk • Junder's Ward • Nighthammer • Ring of Unnatural Hunger • The Shard of Icarael • The Sustainer • Vengeance of Ko-Ruk 1
Age 3 80/100/150 DustSmall.png Dust 78/36/12
15 Glassteel Color 256x256.png Glassteel • 15 Titanium Color 256x256.PNG Titanium 6
10 Adamantian Color 256x256.PNG Adamantian • 10 Palladian Color 256x256.PNG Palladian 12
5 Hyperium Color 256x256.PNG Hyperium • 5 Mithrite Color 256x256.PNG Mithrite 3
Starblade • Stiletto of the Delvers • The Delivering Staff 1
Age 4 120/150/220 DustSmall.png Dust 78/36/12
25 Glassteel Color 256x256.png Glassteel • 25 Titanium Color 256x256.PNG Titanium 6
20 Adamantian Color 256x256.PNG Adamantian • 20 Palladian Color 256x256.PNG Palladian 12
10 Hyperium Color 256x256.PNG Hyperium • 10 Mithrite Color 256x256.PNG Mithrite 3
Tome of Endless Savagery 1
Age 5 150/180/320 DustSmall.png Dust 33/15/6
40 Adamantian Color 256x256.PNG Adamantian • 40 Palladian Color 256x256.PNG Palladian 3
25 Hyperium Color 256x256.PNG Hyperium • 25 Mithrite Color 256x256.PNG Mithrite 6
all of them 1
Age 6 180/230/520 DustSmall.png Dust 24/9/3
40 Hyperium Color 256x256.PNG Hyperium • 40 Mithrite Color 256x256.PNG Mithrite 6
all of them 1
Notes Eras include all items of previous eras. Last column is weight.
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