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The Cultists of the Eternal End are led by The Queen and the Unspoken and will go to all ends to ensure that its will is carried out through the conversion of lesser groups. Limited to a single city, the Cultists instantly destroy any city they defeat. To sustain their economy, their armies must convert pacified minor faction villages by spending Influence InfluenceIcon.


Lore

This mysterious cult is led by two creations that are the remnants of the Endless: The Queen, imprisoned within her indestructible throne in the capital city, and the Unspoken, a wandering - and perhaps insane - being of enormous power.

Left alone on the planet for millennia, they have turned against their creators and sworn to destroy every trace of their existence.

The Cult maintains a single city where the Queen is entombed in her indestructible throne. Its power, therefore, is projected across Auriga through proselytization and conversion, when the faithful followers and heroes of the Cult convince other, lesser peoples to join their cause.

The Cultists then recruit, train, and arm these converts from the tribes and vagrants that live scattered across the surface of Auriga. Regardless of where they are or to whom they have previously sworn allegiance, when a tribe turns to the Cult it does so until its death.

Monolithic, fanatic, and ever-expanding, the Cult of the Eternal End will spare no effort, cost, or sacrifice to see that its will is done.


Faction Traits

Name Type Effect Lore
High Seat of the Queen Affinity No Settler Production
+1 District level cap on cities
Constructed around a single city that is their religious center, this faction creates no new cities and therefore cannot produce Settlers. However their city center can be built up to a higher level than any other faction, becoming an impressive and powerful metropolis from which all of Auriga could be ruled.
Worshippers Frenzy Dust Eclipse Effect +10% Attack AttackIcon per city center level on minor faction units during Dust Eclipse
+10% Damage DamageIcon per city center level on minor faction units during Dust Eclipse
+10% Defense DefenseIcon per city center level on minor faction units during Dust Eclipse
+10% Life LifeIcon per city center level on minor faction units during Dust Eclipse
Leveraging the feelings of fanaticism that Dust Eclipses instill in Auriga's lesser races, Cultists preach that they are a sign from the Queen.
Conversion Trait Can convert pacified Villages
Converted villages:
  • Are lost to their original owner
  • Give all advantages of pacified villages to the main City of the new owner, no matter their location
  • Will exploit FIDS on their tile and the 6 tiles around for the main city of the new owner
  • Will leech Strategic and Luxury Resources (with the adequate technologies)
  • Regularly spawn a mercenary unit (cannot be retrofit) for the new owner
  • Will increase by 10 the upkeep DustSmall of the main city and by 20% the Influence InfluenceIcon cost of each tier of the empire plan
Knowledge of the rites of the Cultists - and a fanatic belief in the Queen's purpose - permits the conversion of pacified villages.
Walls of Faith Trait +100 Fortification FortificationSmall on main city
+1 Max Unit Slots on Militia
With the zeal of fanatics, all soldiers and civilians are prepared to throw their lives down defending their city.
Weapons of the Enemy Trait A captured city is immediately razed
+1 IndustrySmall Industry Stockpile per population Population when city is razed
Disgusted by the destruction of the Endless's civil war, leaders of the Cult insist that enemy cities, when taken, be turned into usable resources for the Cult rather than simply burned to the ground.
Language Square Starting Technology Unlocks the Language Square Technology.
Military Science Starting Technology Unlocks the Military Science Technology.

High Seat of the Queen

As a result of this trait, the Cultists are not able to produce settlers, and therefore cannot have more than one city at any time; they also cannot capture additional cities due to the Weapons of the Enemy trait. However, this is balanced somewhat by the fact that the city the Cultists do posses is able to have districts that upgrade to a max of level 3, achieved by surrounding the district with four districts of level 2 or 3. This can be especially useful with special districts that provide a large bonus for being a higher level, such as the Legendary Buildings.

Additionally, because the Cultists can only have one city, they do not experience any expansion disapproval, and are therefore unable to research any technology that would reduce it, such as Bread and Circuses.

Conversion

Another trait unique to the Cultists among the base game major factions that needs further explanation is the Conversion mechanic. This trait gives Cultist units the ability to convert Minor Faction villages that are pacified, destroyed, or haven't been converted by another empire yet. Upon converting a village, the following things happen:

  • The converted village is lost to its original owner. If a village was pacified and in a region controlled by another empire, the city in that region would typically gain an additional worker population and vision on the village and the tiles around it. If the village is converted, then it is no longer considered as belonging to the empire that controls that region, and so the city in that region loses those bonuses.
  • All advantages of a pacified village are given to the main city of the empire that converted it, regardless of location. The main city of the converting empire will gain a new worker in the city and vision on the village.
  • The converted village will exploit FIDSI FidsSmall on their tile and the 6 tiles around it for the main city of the new owner. All Food FoodSmall, Industry IndustrySmall, Dust DustSmall, Science ScienceSmall, and Influence InfluenceIcon produced by the tiles the converted village is on and the 6 around it will be added to the converting city's production as though those tiles were additional city tiles. There are a few conditions to this, however. First, this only applied to tiles within the boundaries of the region the converted village is located in; if a village is on the border of a region - which is fairly common - it will not provide the FIDSI output of the tiles on the other side of the border. This makes villages that aren't next to a border more valuable to convert. Second, any City Improvements that increase the FIDSI output of tiles does not affect the FIDSI output of tiles exploited by converted villages, since they are not considered City Tiles or Exploitations. The only exception to this is for converted villages that lie within the same region as the city; certain City Improvements, such as Geomic Labs, provide bonuses to FIDSI output on all tiles in the region, meaning that the tiles exploited by the converted village in that region will also receive a boost.
  • The converted village will leech Strategic and Luxury Resources from the region if the relevant technology has been unlocked. For every Strategic and Luxury resource in the converted village's region, it will provide the main city with +0.2 of those resources per turn (i.e. +0.2 Dye Grey 256x256 if there's one Dye deposit, +0.4 Titanium Color 256x256 if there's two Titanium deposits, and so on). However, the technology needed to harvest the resource must be researched first, so for example, the converting empire will not receive any Titanium or Glassteel from a converted village that has those resource deposits in its region until it has researched Alchemist's Furnace.
  • The converted village will regularly spawn a mercenary unit for the new owner. When converted, the village will get 1 unit of that minor faction's unit garrisoned in the village, and the unit will be a level equal to the converting empire's current technological Era. These units are considered mercenary units, and cannot be retrofit even if the unit belongs to a Minor Faction the converting empire has assimilated, but can be used as Privateers upon unlocking the Mercenary Corps technology. Converted villages will then spawn another such unit in its garrison every 15 turns for no cost, and if the village's garrison is full the unit will be placed in the world adjacent to the village. Village garrisons can be increased in size by 2 by unlocking the Meritocratic Promotion and Signal Corps technologies, similarly to cities. Additionally, the Cultists have a few unique technologies that increase the potency of this effect; We Are Legion and All Beings Are Siblings increase the XP that units gained from converted villages start with, while Hand of the Unspoken makes 4 units appear in newly converted villages rather than 1.
  • Each additional converted village increases the upkeep of the main city by 10 DustSmall and the Influence InfluenceIcon cost of empire plans by 20%.

However, converting villages costs Influence, and costs increasingly more Influence based on how many villages have already been converted. This cost is determined by taking a base Influence cost and multiplying it by the number of villages that have already been converted plus 1. The base influence cost is determined by a few factors though; each of the different Minor Factions has one of six base influence costs ranging from 21 InfluenceIcon to 26 InfluenceIcon if the village is in a region no other empire has claimed, and was pacified either by bribery or completing a pacification quest. There are also different base values if the village is pacified but in a region claimed by another empire, or if the village has been destroyed, and these values are approximately 1.5x and 2x greater than the initial base cost respectively, but not exactly. Here is the table listing the base Influence cost to convert each minor faction village based on the situation it is in.

Minor Faction Pacified in Unoccupied Region Pacified in Occupied Region Destroyed
Bos
Ceratan
Hurnas
Sisters of Mercy
21 InfluenceIcon 32 InfluenceIcon 43 InfluenceIcon
Delvers
Nidya
Urces
22 InfluenceIcon 33 InfluenceIcon 44 InfluenceIcon
Erycis
Eyeless Ones
23 InfluenceIcon 34 InfluenceIcon 45 InfluenceIcon
Dorgeshi
Geldirus
Silics
24 InfluenceIcon 35 InfluenceIcon 46 InfluenceIcon
Gauran
Jotus
Kazanji
25 InfluenceIcon 36 InfluenceIcon 47 InfluenceIcon
Haunts 26 InfluenceIcon 37 InfluenceIcon 48 InfluenceIcon

Therefore, InfluenceIcon Cost=A*(N+1), where A is the base cost determined from the table above, and N is the number of villages already converted on empire.

Unique Technologies

Destructive Analysis
Faction: CultistsIcon Cultists
Obtained: ResearchIcon Era II
Category: ScienceandIndustry Science and Industry
Type: FactionIconSmall Empire
Focus: ScienceSmall Science
Destructive Analysis Forever disgusted by the random waste and ruin of the Endless's civil war, the Cultists are careful to study and learn from the enemy cities that they deconstruct.

Effects:

+1 Science ScienceSmall stockpile per population when a city is razed on empire

We Are Legion
Faction: CultistsIcon Cultists
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: MilitaryIcon Military
We Are Legion As the number of converted troops increases, the Cultists learn much on how to integrate, train, and fanaticize other peoples. This experience serves them well.

Effects:

+40 XP when recruiting a converted unit on empire

Shrine of Whispers (Technology)
Faction: CultistsIcon Cultists
Obtained: QuestIcon Faction Quest
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: ScienceSmall Science
Shrine of Whispers (Technology) Within each newly converted village a specialized shrine is constructed; it sifts prayers, thoughts, and conversations to obtain scientific information from tales and superstition.

Unlocks for Construction:
Shrine of Whispers
Faction: CultistsIcon Cultists
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: ScienceSmall Science
Costs:

800 IndustrySmall
30 Hyperium Color 256x256
-4 DustSmall per TurnSmall

Shrine of Whispers Within each newly converted village a specialized shrine is constructed; it sifts prayers, thoughts, and conversations to obtain scientific information from tales and superstition.

Effects:

+2% ScienceSmall per converted village on cities

All Beings Are Siblings
Faction: CultistsIcon Cultists
Obtained: QuestIcon Faction Quest
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: MilitaryIcon Military
All Beings Are Siblings The Cult begins to grow, recruiting new tribes to its purpose. The first few conversions bring critical lessons in how to persuade and convince uneasy recruits.

Effects:

+100 XP when recruiting a unit on empire

Hand of the Unspoken
Faction: CultistsIcon Cultists
Obtained: QuestIcon Faction Quest
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: MilitaryIcon Military
Hand of the Unspoken Certain converts to the cause become so fanatic that they leap to the Cultist's great purpose without any desire for protection or defense. Independent and fearless, they hand over their lives as instruments of the Queen's will.

Effects:

+3 converted unit(s) on empire

Military Units

Preacher
Faction: CultistsIcon Cultists
Obtained: Starting Unit
Unit Type: Support Support
Costs: 30 IndustrySmall
Base Attributes:
LifeIcon Life 36 SpeedIcon Speed 4
AttackIcon Attack 8 DefenseIcon Defense 28
InitiativeIcon Initiative 26 DamageIcon Damage 14
Ranged Range 3 SightIcon Sight 3
Preacher Trained to convert others to the cause of the Eternal End, the Preachers spread (by force if necessary) the teachings of the Cultists.
Fanatic
Faction: CultistsIcon Cultists
Obtained: ResearchIcon Era I
Unit Type: Cavalry Cavalry
Costs: 80 IndustrySmall
Base Attributes:
LifeIcon Life 124 SpeedIcon Speed 6
AttackIcon Attack 20 DefenseIcon Defense 30
InitiativeIcon Initiative 30 DamageIcon Damage 22
Ranged Range 1 SightIcon Sight 3
Fanatic Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges.
Nameless Guard
Faction: CultistsIcon Cultists
Obtained: ResearchIcon Era II
Unit Type: Ranged Ranged
Costs: 120 IndustrySmall
Base Attributes:
LifeIcon Life 84 SpeedIcon Speed 4
AttackIcon Attack 46 DefenseIcon Defense 20
InitiativeIcon Initiative 24 DamageIcon Damage 32
Ranged Range 3 SightIcon Sight 3
Nameless Guard Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies.

Heroes

Note: Base Attributes reflect the unit's attributes before bonuses from equipment or capacities.

All Cultist heroes are able to wield Claws, Swords, and Shields as weapons.

Andom the Seer
Faction: CultistsIcon Cultists
Hero Type: Infantry Infantry
Base Attributes:
LifeIcon Life 146 SpeedIcon Speed 4
AttackIcon Attack 40 DefenseIcon Defense 34
InitiativeIcon Initiative 16 DamageIcon Damage 46
Ranged Range 1 SightIcon Sight 3
Andom the Seer AbilityLastStandSmallAbilityGeneralHealth2SmallAbilityInfluenceBoost2SmallSpying2
Edra the Listener
Faction: CultistsIcon Cultists
Hero Type: Infantry Infantry
Base Attributes:
LifeIcon Life 110 SpeedIcon Speed 4
AttackIcon Attack 46 DefenseIcon Defense 40
InitiativeIcon Initiative 20 DamageIcon Damage 40
Ranged Range 1 SightIcon Sight 3
Edra the Listener AbilityLastStandSmallAbilityGeneralCritical2SmallAbilityGeneralDefense1SmallSpying2
Exid the Chosen
Faction: CultistsIcon Cultists
Hero Type: Infantry Infantry
Base Attributes:
LifeIcon Life 110 SpeedIcon Speed 4
AttackIcon Attack 40 DefenseIcon Defense 34
InitiativeIcon Initiative 12 DamageIcon Damage 34
Ranged Range 1 SightIcon Sight 3
Exid the Chosen AbilityLastStandSmallAbilityGeneralDefense2SmallAbilityIndustryEfficiency2SmallSpying2
Ozek the Chosen
Faction: CultistsIcon Cultists
Hero Type: Infantry Infantry
Base Attributes:
LifeIcon Life 110 SpeedIcon Speed 4
AttackIcon Attack 40 DefenseIcon Defense 34
InitiativeIcon Initiative 12 DamageIcon Damage 34
Ranged Range 1 SightIcon Sight 3
Ozek the Chosen AbilityLastStandSmallAbilityGeneralHealth2SmallAbilityInfluenceBoost3SmallSpying2
Tinu the Chosen
Faction: CultistsIcon Cultists
Hero Type: Infantry Infantry
Base Attributes:
LifeIcon Life 110 SpeedIcon Speed 4
AttackIcon Attack 46 DefenseIcon Defense 40
InitiativeIcon Initiative 20 DamageIcon Damage 40
Ranged Range 1 SightIcon Sight 3
Tinu the Chosen AbilityLastStandSmallAbilityGeneralAttack2SmallAbilityInfluenceBoost1SmallSpying2
Urol the Speaker
Faction: CultistsIcon Cultists
Hero Type: Infantry Infantry
Base Attributes:
LifeIcon Life 146 SpeedIcon Speed 4
AttackIcon Attack 40 DefenseIcon Defense 46
InitiativeIcon Initiative 12 DamageIcon Damage 34
Ranged Range 1 SightIcon Sight 3
Urol the Speaker AbilityLastStandSmallAbilityGeneralDefense1SmallAbilityGeneralHealth2SmallSpying2


Faction Quest

You bring these lesser beings up to a state of wisdom and power that they can barely comprehend; such is the nature of your purpose. Seen through the eyes of one of these lesser followers, however, the path is anything but straight, and their grim determination is richly rewarded. When they survive, of course.

1. Uncertain Beginnings
CultistFactionQuest1 Description
CultistsIcon The conversion begins, but the task is formidable. 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.

MinorFactionSmall Journal of a Disobedient:

It came with machines, and troops, and we saw that our weapons were nothing. Our tools, armor, 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. Convert two Minor Faction villages into the Cult. CultistsIcon This worthy one heals quickly, but its mind remains closed. Perhaps these examples will serve to help it understand.
Reward Mad Fairies Droplist, picks 1
2. The Circle Expands
CultistFactionQuest2 Description
CultistsIcon 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.

MinorFactionSmall 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 the 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 the [Ruins] with at least 2 level 2 Minor Faction units in your army.

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

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

Reward 1. Mad Fairies Droplist, picks 1

2. Order of Isiver

3. Of Power and Purpose
CultistFactionQuest3 Description
CultistsIcon The worthy ones no longer fight; they look, and think, and ask. Soon they will even become useful. 

MinorFactionSmall 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 center 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 demand power - and privacy. Their lands must be secured against intruders, and the city must be raised up to even greater levels of glory. 1. Make sure there are no armies roaming your city region [Region] for a period of X turns.

2. Reach the level 2 with your City Center

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

MinorFactionSmall 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. Mad Fairies Droplist, picks 1

2. Mad Fairies Droplist, picks 1

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

MinorFactionSmall 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 huge center 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 center of worship. They require a Hero to administer their city; the Hero will show their worthiness by growing the city's power. 1. Assign a Cultist Hero to the City for 10 turns.

2. Upgrade the city center to level 2.

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

MinorFactionSmall 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. Mad Fairies Droplist, picks 1

2. Mad Fairies Droplist, picks 1

4. The End of the Beginning
CultistFactionQuest4 Description
CultistsIcon Now we test them, 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.

MinorFactionSmall 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 of fear. They are grim yet their words make sense; when they speak I feel a thrill of what they might achieve. 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 arrive through strength and dedication. 1. Convert all the [Minor Faction] villages in the region [Region], and make sure that region's city is destroyed.

2. A roaming army that refuses to convert is out for revenge in the nearby region [Region]. No rebellion will be tolerated; find them and kill them.

CultistsIcon Ah. Some are useful.

MinorFactionSmall 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. Mad Fairies Droplist, picks 1

2. Mad Fairies Droplist, picks 1

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

MinorFactionSmall Journal of a Disobedient:

They have learned 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 that my people have never been so safe or 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 can be used to counteract this. 1. Search the [Ruins] with X of Adamantian and X of Palladian.

2. Research 10 Technologies in the Era III of Technology.

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

MinorFactionSmall 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. Mad Fairies Droplist, picks 1

2. The Wordless Will

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

MinorFactionSmall 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 that strange thrill of power and conquest and purpose.

I am becoming the thing that I hate. Or that I hated. But the drums and 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 the 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 to conquer and convert - without limit, without pity. The Cult must grow. Keep 8 Minor Faction villages converted for 10 turns CultistsIcon Ah. It is the moment of doubt. Predictable.

MinorFactionSmall 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 Shrine of Whispers
6(Alt). Strength in Diversity
CultistFactionQuest6 Description
CultistsIcon They are with us, even if they are not aware. Now, we move.

MinorFactionSmall 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 to conquer and convert - without limit, without pity. The Cult must grow. Manage to have 5 different Minor Factions converted. CultistsIcon Ah. It is the moment of doubt. Predictable.

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

MinorFactionSmall 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 honor 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 armor 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 its arrival.

Summary New Objective Outcome
Your revolt was short-lived; your people would be sent to the front lines of battle 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.

CultistsIcon It is easier to serve than to doubt.

MinorFactionSmall 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. Mad Fairies Droplist, picks 1

2. All Beings Are Siblings

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

MinorFactionSmall 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 it and ride; 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 Cult as though our gods meant for my 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 unparalleled greatness. From that base of power, the Cult can reach out, fulfill its purpose, and seize its destiny. Reach level 3 with your City Centre. CultistsIcon There are no individuals, no tribes, no regions, only the Cult, and the purpose, and the Eternal End.

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

Reward Hand of the Unspoken, Temple of the Earth's Core

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