Known today as First of the Forgotten, back then Kulaa was merely the toughest and most resilient of the test subjects of a mad Mezari mutation program. An orphan, thief, and troublemaker, Kulaa was one of the many societal outcasts who was taken by the Eugenicists, a secret organization within the Mezari, and turned ito guinea pigs for testing survival biotech. Their goal may have been noble - the ability to survive on the hostile surface of Auriga - but their methods were utterly repugnant. Kulaa's natural resilience served her well during these grueling years of suffering, and against all odds she began smuggling useful objects out of the Mezari labs under the eyes of her guards. She made many accompanied sorties to the surface, planning for that one day when she would not return when the whistle blew. Kulaa kept pushing that day out, however, out of compassion for her fellow subjects and an increasingly deep desire to commit not only escape, but also revenge. Her unexpected ally came in the form of a Mezari guard captain, Irjsko Lasmak, who had become suspicious of the activities of the Eugenicists and tracked them through the tunnels and caverns to their facility. Little else is known of the relationships between the two women other than the fact that they spent many long and intense days together; the one gathering evidence and the other, loot. The day that Irjsko returned to her superiors to make a report stained with tears and blood, was the last day that Kulaa and the several hundred test subjects were ever seen. It was also the day that an entire section of the caverns and all the Eugenicists' work disappeared in explosions and fire...
Kulaa became the de facto leader of the tribe, and it is largely thanks to her that they survived the grim ordeal of the poisoned and mutated world that Auriga had become. Finding peace in the high mountains, the Forgotten made her birthday their national celebration and respectfully refer to her as the first, and greatest of the Sable Deceivers.
Level 1: +2 on city center. +2 on district. Level 2: +2 on city center. +2 on district. Level 3 +2 on city center. +2 on district.
City
2
Escape Artist
Level 1: Allows the hero to leave besieged cities.
Any
2
Thick Skinned
Level 1: +15 Defense on hero. Level 2:+20 Defense on hero. Level 3: +20 Defense on hero.
Army
3
Subterranean Networker
Level 1: +4 fortification recovery per turn on city. Level 2: +8 fortification recovery per turn on city. Level 3 +8 fortification recovery per turn on city.
City
4
Tunnel Rat
Level 1: No blockade penalty on FIDS
City
5
Mechanical Exhibitionist
Level 1: +1 per trade route. +50% on city trade routes. Level 2: +1 per trade route. +50% on city trade routes. Level 3: +2 per trade route. +100% on city trade routes.
Level 1: +10 defense on hero. Level 2: +10 defense on hero. Level 3: +20% defense on hero.
Army
2
Iron Taskmaster
Level 1: +25 Life on units. Level 2: +25 Life on units. Level 3: +50 Life on units.
Army
3
Armor Engineer
Level 1: +1 Extra accessory slot on hero.
Army
4
Garb of Battle
Level 1: +5 defense on units. Level 2: +10 defense on units. Level 3: +10 defense on units.
Army
4
Rallying Call
Level 1: +2 Reinforcement positions on army.
Army
5
Ice in the Veins
Level 1: Immunity to the movement reduction due to winter on army. Immunity to the attribute reduction due to winter on army. Level 2: +20% Defense on hero.
Level 1: Reduces by 10% the odds to loot nothing after a search on ruins. Increases by 5% the odds to get loot or an event. Level 2: Reduces by 10% the odds to loot nothing after a search on ruins. Increases by 5% the odds to get loot or an event.
Army
2
No Idle Hands
Level 1: +1 XP per turn on units. Level 2: +1 XP per turn on units. Level 3: +1 XP per turn on units.
Army
2
Fast Healer
Level 1: x2 recovery speed from the "Disabled" state on hero, -20% cost of the instant heal on hero. Level 2: x2 recovery speed from the "Disabled" state on hero, -40% cost of the instant heal on hero.
Any
3
Siege Mentality
Level 1: +15% Attack on units when being involved in a siege. Level 2: +15% Attack on units when being involved in a siege.
Army
3
Lord of the Trance
Level 1: +5 on infiltrated Hero. Level 2: +5 on infiltrated Hero.
Spy
3
Defender
Level 1: +50 Fortification on city. Level 2: +50 Fortification on city. Level 3: +100 Fortification on city.
City
4
Thrifty
Level 1: -20% on military upkeep. Level 2: -20% on military upkeep.
Army
4
Face Reader
Level 1: +15 security on city. Level 2: +15 security on city.
City
4
Inspirational Leader
Level 1: +5% on city, +5% on city, +5% on city, +5% on city. Level 2: +5% on city, +5% on city, +5% on city, +5% on city. Level 3: +10% on city, +10% on city, +10% on city, +10% on city.
Comes back to life if any unit of its army is alive at the end of battle.
Fast Learner 1
+25% to XP gains.
Dust Efficiency 3
+3 Dust per on city. +1% Dust per hero's level on city.
Spying 4
Can infiltrate visible cities of other empires. +12 Infiltration Point per turn . +4 XP per turn when infiltrated. -80% on Hero Upkeep when infiltrated.