Side quests are quests that consists of only a single chapter, and are separated into two main categories: Ruins and Pacification quests. Ruins quests have a random chance of being triggered anytime a ruin is searched. Pacification quests are given by minor factions after using the Parley action on a village, and will always result in all villages in that region being pacified upon success; these quests require the Language Square technology to trigger, and therefore are unavailable to the Necrophages, or any custom faction with the pitiless trait.
There is also a special category of side quest referred to as Lore Quests, which were added by the Lost Tales add-on. These quests all focus on the various minor factions of the game, and provide more information about them. They can be triggered by searching ruins, talking with a village, or by having one of the appropriate minor factions assimilated.
While one could consider every quest that isn't one of the Faction Quests a side quest, this page doesn't include two other types of side quests: Naval Quests and Global Quests. Naval Quests have been put onto their own page due to the fact that all of them require the Tempest expansion to access, while Global Quests involve all other factions simultaneously.
Ruins Quests[]
A Brighter Future | |||
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Description | |||
Your scout entered new ruins and discovered a manuscript full of ancient knowledge. As the future of Auriga is uncertain, the more you know the better are the chances that you will survive. By erecting a [City Improvement] you can hope to shed light where today there is only ignorance. | |||
Summary | New Objective | Outcome | |
Improve your chances of survival by building the [City Improvement] | Build the [City Improvement] in one of your Cities, and your scientific knowledge will grow. | Eureka! Sages from across Auriga are envious of your scientific prowess, and the scientific knowledge of your empire gains an unexpected advance. | |
Reward | Technology Droplist, picks 1 |
A History Lesson | |||
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Description | |||
Extensive study of the ruins of Auriga tells one story above all others: Even the most powerful empires can be utterly destroyed by the cost and ruin of war. The genius of the Endless could not help them to survive the conflicts they created, and their power and wealth was far, far beyond what you control. This lesson should not be lost on you; it is perhaps time to make peace and put the riches of your empire to other uses. | |||
Summary | New Objective | Outcome | |
Study of the ruins shows you the contribution of war to the fall of great empires; if even the Endless were brought down by war perhaps you should reconsider your diplomacy. | Sign a Truce with another empire in the next 10 turns. | You have time now to heal your wounded and consider your options; will you follow the path of the Endless into ruin, or find another way to lead Auriga? | |
Reward | Advanced Technology Droplist |
A Princely Gift | |||
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Description | |||
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. | |||
Summary | New Objective | Outcome | |
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. | Be at war against another empire in the next 10 turns. | Though the costs are high, war is occasionally useful as a clear and unequivocal message. You have gained influence, and perhaps even notoriety, in the eyes of the leaders of Auriga. | |
Reward | Advanced Technology Droplist |
A Relic of the Past | |||
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Description | |||
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. | |||
Summary | New Objective | Outcome | |
Search ruins and unearth secrets of the past. | Within 5 turns, search for a relic at the [Ruins] illuminated by rays of Dust. | The place matched the descriptions, right down to the eerie feelings... It is good that you brought shovels! | |
Reward | Breakwall |
A Tale from the Dark Season | |||
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Description | |||
You have discovered an old text or journal. Historically interesting, the manuscript tells of Samhane Haligtide, an ancient hero who was famous - or is it notorious? - for their ability to regenerate rapidly. Seemingly a skilled fighter as well, the text indicates that this person was buried not far away. Strangely, the tale does not divulge why the hero died, or even if they were alive or dead when buried... Regardless, the hero's affinity for Dust means that they could perhaps be revived if a sufficient quantity of a Dust-related Luxury resource is brought to their resting place. While the location of the grave, protected by Dust magic specific to the Dark Season, is clearly indicated, the last few paragraphs are faded and unreadable. All you can see is that they begin with "By all that is blessed, as you love life itself, do not..." | |||
Summary | New Objective | Outcome | |
It may be worth it to use some [Luxury Resource] and wake up - or resurrect? - the hero who lays in a nearby ruin. According to the manuscript, the grave will only be accessible during Winter. | In Winter only, search the indicated [Ruins] with X of [Luxury Resource] - if you think it's a good idea. | The hero wakes suddenly, eyes glowing, hand extended. You notice an odd ring on their finger, and a faint sweet yet musty smell like a jug of maple syrup broken on a cellar floor. | |
Reward | Samhane Haligtide Ring of Unnatural Hunger |
Body and Blood | |||
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Description | |||
Wise words are carved on the walls of this ruin: "If the empire is a body, the people are its blood". You understand that population is key to your glory, and that having more eager hands will help when you face future challenges. | |||
Summary | New Objective | Outcome | |
Increase your empire's population in order to increase your power. | Get 8 Population or more in one of your cities in 15 Turns. | You see the many children playing in your streets, and you imagine the farmers, merchants, or soldiers they will one day become. It is good to be emperor! | |
Reward | Prestige Droplist, picks 1 |
Colossal Danger | |||
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Description | |||
A flamboyant adventurer, Autocthona Smith, has apparently disturbed things best left alone... In a ruin not too distant from your empire, one of the ancient Guardians of Auriga has awoken. Enormous, powerful, and fascinated by the splendor of one of your cities, it is headed for that city with destruction on its mind. However, you have also learned that even though it doesn't seem to open to negotiation, this creature is also very sensitive to the power of Titan Bones. | |||
Summary | New Objective | Outcome | |
Your city of [City] is no longer a safe place; a Dust Guardian has it in its sights. Who will save your city? | The Guardian heading for [City] can be defeated in battle; it can also be redirected towards another empire if you activate 2 Titan Bones boosters. | Hail to the empire! The loss of your city has been avoided and something of the power that lurks deep within Auriga has been revealed. | |
Reward | Mad Fairies Droplist, picks 1 |
Concrete and Virtual | |||
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Description | |||
In a ruined temple, your patrol finds a desiccated body suspended in the air, its outstretched arms reaching towards a cistern of cool water. Held in place by Dust magic, the dried and withered corpse resembles the forms you have seen on the eroded walls and statues. What trap was laid, by what enemy, to catch this poor soul? | |||
Summary | New Objective | Outcome | |
A closer investigation of a ruined temple shows a trapped body and strange indications. This is certainly worth pursuing. | Explore 2 temple ruins before end of this winter | You have learned something of the historical conflict between the Concretes, who turned Auriga into a workshop of biological study, and the Virtuals who destroyed them. Thanks to your investigations, your scientific knowledge grows as well. | |
Reward | Advanced Technology Droplist |
Delusions of Grandeur | |||
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Description | |||
Progress is not merely in science, but in putting science to practical work. To leave a great legacy for history - assuming that there will be a future - you need to bring your people into a modern era by improving their level of Industry. | |||
Summary | New Objective | Outcome | |
You will have to raise your empire to a new industrialization level. | Produce 40 Industry in one of your cities for 10 turns | All your people are working together, to a common future, like one single soul. Your empire may one day accomplish great things. | |
Reward | Prestige Droplist, picks 1 |
Intellectual Jealousy | |||
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Description | |||
Obviously - and sadly - the people who lived here ages ago were more educated than yours. In the dust-covered ruins of this technological empire, your scientists begin to find new ideas and inspirations. Perhaps you might even one day surpass those ancients? | |||
Summary | New Objective | Outcome | |
Enlightenment is near as long as you continue to focus on research. | Produce 40 Science in one of your cities for 10 turns | Many new discoveries have been offered up to your people. The world seems to have stayed the same, but you perceive things in a new way, as if you were a bit closer to some greater Truth... | |
Reward | Prestige Droplist, picks 1 |
Lust for Loot | |||
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Description | |||
Ancient texts and scientific studies say that some locations are inter-connected. By successively activating triggers in these places, you can uncover increasingly important treasures. But only a Hero can do it, and once you start you will launch a countdown - after which the chain effect vanishes forever! | |||
Summary | New Objective | Outcome | |
With a Hero-led army, loot as many treasures as you can in 15 turns | 1. Use a Hero-led army to search the location indicated on the map. 2. Use a Hero-led army to search the location indicated on the map. 3. Use a Hero-led army to search the location indicated on the map. 4. Search the next location with a Hero and army... it's almost finished... |
The troops may be tired, but the effort was worth it! | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 3. Mad Fairies Droplist, picks 1 4. Mad Fairies Droplist, picks 2 |
Manifestations of Destiny | |||
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Description | |||
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. | |||
Summary | New Objective | Outcome | |
Found a city in a new region - before the population becomes too restless. | Build a city in a new region within 5 turns | The empire grows, and your influence and power grow with it. | |
Reward | Mad Fairies Droplist, picks 1 |
Manual Labor | |||
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Description | |||
Among the strange and wondrous things you have discovered while traversing Auriga is this new oddity: The Eayaen Bi-Forge. A creation of the Endless, it seems to have been constructed to allow the simultaneous smithing of two different Strategic Resources. While the idea is not overly complex, it is clear that you will require the aid of Delvers to efficiently exploit the forge without continually cracking your head on the unusually low exhaust fan. | |||
Summary | New Objective | Outcome | |
To correctly use the Eayaen Bi-Forge, which smelts Titanium and Glassteel simultaneously, you will need the help of a people roughly the size of those who invented it. In this case, the Delvers should do well. | Come back and search this Ruin with a Delvers unit in your army and a minimum of X of Titanium and X of Glassteel | The Delvers must be Pacified or hired as mercenaries; the Resources can be obtained through Extraction, questing, or on the Marketplace. | |
Reward | Valiant Lightning |
Master of Luxury | |||
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Description | |||
Auriga is rich with resources - both natural and magical. Hieroglyphics on ancient ruins indicate how certain luxuries can provide powerful bonuses to your empire, above and beyond the wealth you can get from trading and exploiting them. | |||
Summary | New Objective | Outcome | |
Trust the knowledge gleaned from the ruin you discovered: Exploit some Luxuries! | Build 2 extractors exploiting one or more of the following Luxuries: Dye, Emerald, Gold, Spice , Wine | You begin to understand the many ways in which the many resources of Auriga can be turned to your benefit... | |
Reward | Augmented Extractor |
Power and Prestige | |||
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Description | |||
You have heard echoes of other empires and other cities who would compete with you for glory and renown. These rumors make your people restless; they would prefer that it is their city whose name is spoken with awe in the taverns and markets across Auriga. And this feat is well within your grasp. | |||
Summary | New Objective | Outcome | |
Increase the fame of your city and the Influence of your empire. | Level up any District or the City Center of your City [City] to its level 2. | The wealth and power of your city grows. And with it, the influence of your empire. | |
Reward | Technology Droplist, picks 1 |
The Accidental Desecrator | |||
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Description | |||
A casual camp in a protected dell led one of your patrols to inadvertently desecrate a graveyard. The tribe to whom it belongs revere their ancestors, and in their eyes the holy ground has been fouled. The site can only be cleansed with blood! | |||
Summary | New Objective | Outcome | |
Defeat the avenging army | One of the armies roaming in [Region] has the treasure that you seek. Find the army, defeat it, and make the booty yours. | Victory - and the unfortunate death of innocents - is yours. | |
Reward | Mad Fairies Droplist, picks 1 |
The Legend of the Three | |||
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Description | |||
A great statue looms above you; some grim creature of teeth and horns and wings whose inscription is ruined and unreadable. Below it is a newer one, scratched roughly into the stone. "I, Nuha Haydham, have failed to return the Shard of Icarael. The Three who find that sword and place it here will gain what I could not". Below the writing, a rough map has been sketched, and between the feet of the creature there appears to be the outline of a sword that was once inset as part of the pedestal. | |||
Summary | New Objective | Outcome | |
Use the Shard of Icarael to awaken the creature, then defeat it to get the treasure. | 1. Search the [Ruin] revealed by the rays of Dust with a strong Infantry Hero (Level 4 minimum). 2. With only 2 units and a Hero equipped with the Shard of Icarael, search the initial [Ruin] - and prepare to fight for your treasure! |
Congratulations! You have entered legend as the hero who found the Shard of Icarael and defeated its guardian. | |
Reward | 1. Shard of Icarael 2. Prestige Droplist, picks 1 Mad Fairies Droplist, picks 1 |
The Second Mouse | |||
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Description | |||
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 beaten you to the booty! | |||
Summary | New Objective | Outcome | |
Follow the tracks of the creatures that pillaged the treasure. | One of the armies roaming in [Region] has the treasure that you seek. Find the army, defeat it, and make the booty yours. | As they say with mousetraps, it is often the second mouse that gets the cheese... | |
Reward | Mad Fairies Droplist, picks 1 |
To Feed the Hungry | |||
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Description | |||
A messenger from one of your cities has come with a warning. The people of [City] may love you, but when their bellies go empty they forget their oaths of loyalty. You must improve your food stocks before a starving populace casts their hungry eyes on your household pets and military mounts... | |||
Summary | New Objective | Outcome | |
Time is not your ally. Get the masses fed before they revolt! | Feed the hungry. Build the [City Improvement] in your City [City] | The hungry are now sated, and you can turn your attention to other matters (Urp!). | |
Reward | Prestige Droplist, picks 1 |
Within a Rock in a Hard Place | |||
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Description | |||
There are enough engravings and diagrams around this ruin that even an idiot could understand it: somewhere in the region an enormous chunk of Glassteel contains a beautifully forged weapon. Only the cleverest among you, however, figured out that this was the work of a smith who thought he could kill the demons in his mind by stabbing a large block of Glassteel. Apparently even the ancient peoples of the planet were given to flights of madness, so don't feel bad if you're having one of those days. | |||
Summary | New Objective | Outcome | |
A weapon was lodged within a great mound of Glassteel by a mad blacksmith. It is said that the weapon has interesting powers, and it might be worth obtaining it. | 1. In order to do this correctly, you must first be in control of the region. Colonize the region [Region]. 2. Now that the region is secure, you must build a Glassteel extractor on the deposit in order to get to the weapon. |
Bravo! With the region secure and the extractor in operation, you are able to extricate the weapon from the Glassteel deposit. You wonder what drove the blacksmith to such a strange act. You're not hearing voices, are you? | |
Reward | 1. Mad Fairies Droplist, picks 1 2. The 37 |
Pacification Quests[]
A Fair Leader | |||
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Description | |||
Before negotiating with other empires, you need to gain the loyalty of your own people. Convince a Minor Faction tribe that you're a leader to be respected - and allied with - by proving that your population follows you. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], make the population of the region city very, very happy for a period of time. | Ensure your approval is at a Fervent level in your city [City] for at least 5 turns | The Minor Faction has seen that you are indeed a leader loved by your people; they are willing to follow you. Villages in the region are now pacified. | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
A Question of Proof | |||
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Description | |||
The tribe leader wants proof that you are a benevolent leader who will look out for their interests. As they fear attack and invasion, building a Watchtower should prove that you are willing to guard them. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], keep an eye on activity in the region to reassure its inhabitants. | Build a Watchtower in the region [Region] | Your actions indicate that you are a leader that can be trusted; relations have improved with the [Minor Faction] tribe. The villages of the region [Region] have now been pacified. | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
An Advanced Civilization | |||
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Description | |||
You have encountered the [Minor Faction]. They are impressed by your power, but feel little respect if it is not tempered by wisdom. Before they are willing to peacefully submit, you must show them that you are capable of collecting and disseminating knowledge. | |||
Summary | New Objective | Outcome | |
Enter a new Technology Era to pacify the tribe. | Enter Technology Era II within the next 10 turns | The tribe is duly impressed by your scientific advances; the villages in the region are now pacified. | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
Defender of the Weak | |||
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Description | |||
The tribe leader needs your help. A pack of hostile monsters has been raiding and threatening their villages, and they lack the military power to stop them. If you wipe out that threat, the tribe will be more than happy. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], help your neighbours against the menace of the monsters. | 1. Find the monsters; the tribe has identified their lair in [Ruin]. 2. You've been trapped! Survive if possible but more important, make sure the monsters are all killed. |
Congratulations, all the villages are now pacified in the region called [Region]. The [Minor Faction] tribe is glad to become an ally. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Pacification |
Diplomacy By Other Means | |||
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Description | |||
Whether or not you believe that war is a useful pursuit, you may be up against those who are convinced of it. To get this Minor Faction's respect you must show them how you develop, deploy, and instruct your troops. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], your armies need to master the arts of war. Gather and train units of different type. | For 5 turns, ensure that you have a unit of at least 4 of the 5 existing unit classes in your empire garrisons. | Your armies are proficient in the arts of warfare. You've shown your talent for survival, and gotten the attention of a new Minor Faction... | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
Free our People | |||
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Description | |||
The tribe leader wants proof that you are a reliable ally. They have brothers imprisoned in a nearby region, but only vague clues on their whereabouts. Find them, free them, and you will cement the tribe's trust. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], find and destroy the village, located in a nearby region, holding kidnapped allies. | 1. The tribe has informed you their kidnapped brothers are somewhere in a nearby region called [Region 2]. Locate the right [Minor Faction 2] village which has a marker on it and destroy it. 2. Return to the tribe's village and restore their trust |
Congratulations, all the villages are now pacified in the region called [Region]. You have gained the confidence of the [Minor Faction] tribe in this region. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 Pacification |
Make Peace not War | |||
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Description | |||
The [Minor Faction] tribe does not want to create new enemies by accepting an offer from you. They request that you demonstrate peaceful behavior toward your other neighbors; only then will they feel secure in pledging loyalty to your empire. | |||
Summary | New Objective | Outcome | |
Sign a peace treaty with at least one of your neighbors. But do not wait too long; hesitation will make you appear to be disinterested in peace. | Sign a peace treaty within the next 10 turns. | The Minor Faction is able to trust your intentions, and has now been pacified. | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
Minor Faction, Major Trust | |||
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Description | |||
Sure, you have cities and armies and power and wealth and lots of fancy equipment. But this village is full of cynics; they will only believe that you are a worthy leader if you show that other Minor Factions have been content to join your ranks. If you are able to show your army integrates other peoples into its ranks, they will be reassured that you have the competence to lead beings of their village as well. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], show that you can effectively lead and integrate other peoples by coming to the village with a diverse army. | Return to this village with an army that contains a minimum of 3 Minor Faction units. | Such diverse! Much unit! Seeing that you are competent to clothe, feed, and lead peoples that are very different from your own, they are glad to join your empire. All the [Minor Faction] villages have now been pacified in [Region]. | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
Mortal Enemies | |||
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Description | |||
Survival on a war-torn and dying planet is not an easy task. This time, the village you have encountered is in the middle of a long-running battle with an empire in a nearby region. To obtain the loyalty of this tribe, make sure the city is no longer a threat for them. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], destroy the city threatening the tribe in a nearby region. | In the nearby region called [City] capture or destroy the city. | Excellent! [City] will no longer trouble this tribe; all the [Minor Faction] villages in [Region] are now pacified. | |
Reward | Technology Droplist, picks 1 Pacification |
Rough Men | |||
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Description | |||
You have encountered a tribe, the [Minor Faction], who wish to live in peace. There is only one way to do this on a world like Auriga; patrol their region with troops to drive out enemy armies. | |||
Summary | New Objective | Outcome | |
Patrol the region of [Region] to keep enemy armies away | Make sure there is no enemy army in the region called [Region] in X turns | Congratulations, the villages of the region called [Region] trust your protection; they are pacified and willing to serve you. | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
Snark and Awe | |||
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Description | |||
This Minor Faction seems surprisingly dismissive of your power, given that they are pathetic in comparison to your lordly brilliance. Perhaps if other peoples had the same excellent opinion of you that you have of yourself, diplomatic efforts would go more smoothly. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], awe those village fools with the glory of your empire. | 1. Colonize the region of [Region]. 2. Maintain a minimum of 3 Influence in your new city [Region] for 5 turns |
The villages in the region suddenly begin to take you more seriously. They are now pacified, and content to join your empire. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 Pacification |
The Cornerstone of Diplomacy | |||
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Description | |||
The tribe leader greets you cautiously; many nations use the same word for "stranger" and "enemy". This tribe seeks some specific resources in order to develop their art and industry; if you manage to obtain them then you will improve relations between your peoples. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], improve relations with your neighbours by bringing them back what they need. | Bring back X [Strategic Resource] to the [Minor Faction] tribe | Congratulations, all the villages are now pacified in the region called [Region]. The [Minor Faction] tribe is happy with your gifts, and you are content to gain an ally. | |
Reward | Pacification |
The Doubtful Chief | |||
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Description | |||
The village is impressed by your science and weapons, but they are not accustomed to bowing before others. Their leader is clear on this: "Our allegiance must be earned. Prove to us that you can wisely manage a city, and we will think about having you help manage our village." | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], increase the production of resources in the region's city. | Produce 5 of Food , Industry , Science , Dust and Influence in your city [City] for a period of 5 turns | Their eyes grow wide at the bounties you are able to produce; truly, you will be a leader worthy of an alliance. | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
The Other Side of the Seas | |||
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Description | |||
While many peoples boast of the reach and power of their empires, this village will only be impressed if you can truly prove your world-spanning power by crossing the oceans of Auriga. Their legends tell of an object hidden in an ancient temple on "the other side of the seas"; if you can get there, recover it, and bring it back they will surely be in awe of your might and be more than happy to ally with you. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], this Minor Faction wants you to retrieve an object that is entombed on the other side of the sea. | 1. Cross the sea and search the [Ruins] located in a region called [Region]. 2. This object is interesting indeed! To make a show of it, equip it on a Hero and return to the [Minor Faction] in glory. |
Incredible! Frankly, they thought they would never see you again as the object was half-legend and the "other side of the seas" meant, more or less, an imaginary place. All the [Minor Faction] villages have now been pacified in [Region]. | |
Reward | 1. Wolfbane the Shepherd 2. Mad Fairies Droplist, picks 1 Pacification |
Too Many Chiefs | |||
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Description | |||
Everybody in this village seems to be giving orders and claiming some fancy title. Finally, one of them comes forward and states that if you can bring them enough Dust, they will put aside their differences and follow your banners. While it seems a bit too chaotic to be a reliable tip, you have nothing else to go on and the village would be a useful ally. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], collect enough Dust to buy the allegiance - and cohesion - of this argumentative people. | 1. Return to the village when you are ready to give them X Dust . 2. You pleased the [Minor Faction] who told you what you actually need to do: bring X of [Resource] to the other [Minor Faction] village located in the same region. |
All's well that finally ends. In fact, the leader of this village is the youngest but by far brightest and most useful of a group of siblings. Though the others hate to admit it, by gaining the trust of the young leader of this village you have effectively pacified this Minor Faction. | |
Reward | 1. Low Prestige Droplist, picks 1 2. Pacification |
Way of the Initiate | |||
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Description | |||
You have discovered a village inhabited by a strange tribe called the "Eyeless Ones." For this blind yet all-seeing people, the best way to prove your loyalty is to escort one of their youth on a brief voyage beyond their village walls. You will find an apprentice at the location indicated on the map, but in order to learn they must follow a Hero. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], bring the youth of the tribe on a voyage of initiation. | 1. With an army led by a Hero, search the [Ruin] illuminated by rays of Dust. 2. Now the journey has begun. Return to the initial [Minor Faction] village with at least 2 Eyeless Ones units of Level 2 in your army. |
Thanks to your leadership and the safe return of their citizens, this village of the Eyeless Ones view you as a friend and ally in the dangerous world of Auriga. | |
Reward | 1. Eyeless Ones Army: 2 Units 2. Pacification |
Winter Has Come | |||
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Description | |||
Though hard-working and careful, poor harvests mean that this Minor Faction village has difficulty collecting the food they need to survive the Dark Season. They would be more than willing to ally themselves with you, if you can show that your ability to increase your Food supply works even in the depths of winter. | |||
Summary | New Objective | Outcome | |
To pacify the [Minor Faction] in [Region], during the depths of the Dark Season, increase your production of Food. | Before the end of Winter, produce 20 Food in [City] for a period of 3 turns | The tribe is suitably impressed, and among families with hungry babies there are even some teary eyes. They would be more than happy to join your empire as allies. | |
Reward | Dust Droplist, picks 1 Pacification |
Lore Quests[]
Ruins[]
A Fragment of Crystal | |||
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Description | |||
Glowing with supernatural vigour in the dark of the ruins, a group of Haunts circulate around broken shards of a yellow, crystalline object. You approach, and they eye you curiously. "What are your theories on its nature?" an apparition asks. "Take your time, it has lain here for centuries." | |||
Summary | New Objective | Outcome | |
Develop your scientific knowledge in the hopes of better understanding the crystal's origin and purpose. | 1. First, discover a total of three Science-based Technologies from any eras. 2. Next, via the Empire Plan, raise your Science ministry by 1 more level than previously. |
Your increased knowledge, and discussion with the Haunts, lead you to believe that the crystal was part of a ship, crewed by strange, feathered creatures, that once sailed the stars. They are impressed by your Empire's ascendence to a new level of scientific understanding, and reward you with a large bounty of Dust from the crystal. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Dust Droplist, picks 1 |
Conflict Resolution | |||
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Description | |||
You are not alone among the ruins. Deep in the site you spy tribes of Hurnas and Tetike in furious dispute over the ownership of some Escaped Specimens. Though you would rather sneak away and not get involved, your troops are spotted and they ask you to judge the affair impartially. | |||
Summary | New Objective | Outcome | |
Settle the dispute between the Hurnas and the Tetike once and for all - by killing one of the tribes. | Defeat either the Hurnas army or the Tetike army. | The battlefield is littered with the dead corpses. The least the survivors can do is tell you their story. | |
Reward | Mad Fairies Droplist, picks 1 Watchman's Pelt or Eye of the Hurnas depending on which army was defeated |
Who are the Jotus? | |||
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Description | |||
Prerequisites: Defeat the Hurnas army in Conflict Resolution With the eye of the Hurnas' leader in your sackbag, the cloth stained red where the stump of his nerve touches the fabric, you resolve to visit the Tetike tribe who triggered this bloodshed. The Hurnas deserve that much. | |||
Summary | New Objective | Outcome | |
With the head of an enemy leader as your pass, go to the Jotus to learn more about them. | Travel to the indicated village and talk to the Jotus while showing the Eye of the Hurnas equipped on your Hero. | The Jotus are used to being hated; in shedding blood for them you have gained instant trust and the loyalty of two units. They tell you that though they were bred as guards and gladiators, they were uplifted by Dust which they now worship. | |
Reward | Mad Fairies Droplist, picks 1 Jotus Army: 2 Units |
Who are the Hurnas? | |||
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Description | |||
Prerequisites: Defeat the Tetike army in Conflict Resolution With the Watchman's Pelt in your sackbag, the furs matted and smeared with blood, you resolve to visit the Hurnas tribe who triggered this massacre. The Tetike deserve that much. | |||
Summary | New Objective | Outcome | |
With the skins of their enemies as proof of the deed, go to the Hurnas to learn more about them. | Travel to the indicated village and talk to the Hurnas while showing the Watchman's Pelt equipped on your Hero. | The Hurnas have been on Auriga so long they view it as theirs. In truth, the ages they have spent hunting and gathering have given them great wisdom on the beasts and plants; they share some of their bounty with you. | |
Reward | Mad Fairies Droplist, picks 1 Hurnas Army: 2 Units |
Dust Gives, Dust Takes | |||
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Description | |||
Entering the shadowed ruins, you find several figures huddling under a half-fallen pillar. Moving closer you learn that they are a Nidya family, old and young; six in number. One of their young males is ill, and the elders mutter of the "Magic Grounds" that may save him from death. They ask you to help. | |||
Summary | New Objective | Outcome | |
A sick Nidya can be saved by exploiting Anomalies, integrating them into your cities. | 1. The first step is to heal the Nidya naturally, using the magics evolving on Auriga. Build over a total of [Current+2] Anomalies in your empire. 2. Dust is also required to heal the Nidya warrior. Produce [Current+30] Dust per turn in one of your cities for 5 turns. 3. Visit the highlighted ruins with the young male. |
The family are overjoyed to see their son healthy again and give you two Arpuja units as thanks - though something in his bearing and words seems strange. But then, Dust is a powerful agent of both recovery and change... | |
Reward | 1. Economy Technologies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 3. Nidya Army: 2 Units |
Mothers in Distress | |||
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Description | |||
The ruins are far from the deserted tomb you had imagined. Frantic Ceratans swarm the site, some feverishly digging, others carrying wounded kin and damaged eggs. One approaches. You learn that the Ceratans had thought the ruins a safe haven, but a few days ago the earth shook, burying many of their kin in the underground galleries and tunnels beneath the ruins. Many of the trapped are Ceratan females, refusing or unable to abandon their unhatched young. They ask for your help. | |||
Summary | New Objective | Outcome | |
In the aftermath of an earthquake the Ceratan are desperate; help them by bringing a unit that can improvise shelter and medicine. | Bring a Settler to the Ruins to improve the organization of the relief effort. | Though some were crushed to death, your efforts have rescued many. Hundreds of eggs have been saved, and the hatchlings are emerging into the light. You wonder how those who lost their brood mothers will cope in this harsh world. As thanks, the Ceratans give you an unusual item they discovered during their excavations, the Ward of the Cocoon. | |
Reward | Ward of the Cocoon |
Relocation of the Blind | |||
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Description | |||
Threading through the fallen masonry at the entrance to the ruins you come across a suprising sight: dozens of Eyeless Ones have turned the site into a makeshift church, their distinctive twisting circular iconography adorning many surfaces, while many of the monks lay prostrate in worship. They agree to leave the site if you provide a temple for them elsewhere. | |||
Summary | New Objective | Outcome | |
Create a new temple worthy of the Eyeless Ones. | 1. Build a City Improvement that increases your Empire's Influence. 2. Return to the Ruins and Inspect them. |
The Eyeless Ones appreciate your investment on their part. Their rites and traditions are unclear to those of us who can only watch with our eyes, but they appear to worship some great incarnations of beings that existed even before the Endless... | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 |
Pacification[]
A Diplomat in a Dangerous Land | |||
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Description | |||
The Sisters of Mercy are a cautious faction, only accepting the best in others when they are given clear evidence. They will only negotiate with you once you have proved yourself to be a merciful people. | |||
Summary | New Objective | Outcome | |
To pacify the Sisters of Mercy in [Region], choose the diplomatic path in your dealings with other Minor Factions to prove yourself merciful in the Sisters' eyes. | Parley with at least five Minor Factions. | Won over by your peaceful ways, the Sisters submit to your rule, joining your Empire. | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
A Fragile Peace | |||
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Description | |||
The Dorgeshi could be fearsome allies... but can they be trusted? Banished by the Roving Clans ages ago for acts of violence, were they innocent victims or cold-hearted aggressors? Do they keep anger and violence in their hearts? You will need to collect artifacts and antiques to get to the bottom of this question. | |||
Summary | New Objective | Outcome | |
To pacify the Dorgeshi in [Region], discover if you can trust the Dorgeshi. | 1. Verify the traditional story of the feud between the Roving Clans and the Dorgeshi by producing X Dust in your city [City] to buy ancient artifacts. 2. The "Dorgeshi" weapons were not Dorgeshi, and the supposed "trophies" not even human remains! They are victims; with X Dust you can buy their trust if you do it quickly (in 6 turns). |
The Dorgeshi have been pacified with your gift of compensation, but still resent the ill treatment of their ancestors. Acts like The Dorgeshi Banishment, done in haste, can haunt one for decades... | |
Reward | 1. Foeskewer 2. Pacification |
Ancient Enmities | |||
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Description | |||
The Dorgeshis could be fearsome allies... but can they be trusted? Coming from a Clan banished by your ancestors ages ago, were they innocent victims or violent aggressors? Do they still carry hatred for your people in their hearts? Only a scientific search of the evidence will show you the origin of this feud. | |||
Summary | New Objective | Outcome | |
To pacify the Dorgeshi in [Region], use scientific methods to find out if you can trust the Dorgeshi. | 1. Research the origins of the Roving Clans/Dorgeshi feud through scientific means. Produce X Science in your city [City]. 2. Analysis of ancient scrolls prove that agreements with the Dorgeshi were forgeries! They deserve reparations for your ancestors' trickery; give them X Dust within 6 turns. |
The Dorgeshi have been pacified with your gift of compensation, but resentments still simmer... Perhaps your forbears had good reasons to engineer their exile! | |
Reward | 1. Foeskewer 2. Pacification |
Crystalline Caverns | |||
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Description | |||
The Silics Ambassador is not happy, as they have not had time to build living spaces due to the turbulence and aggression of other peoples. Silics live underground, and are in fact quite content to house themselves in your mines and tunnels; perhaps if you build a few more they will be content. | |||
Summary | New Objective | Outcome | |
To pacify the Silics in [Region], create new homes for the Silics by building Strategic Resource Extractors. | Construct 2 more Strategic Resources Extractors. | The Silics are very happy with their new homes, deep underground and far from the terrifying openness of the sky. Loyal Harmonites join your forces in thanks. | |
Reward | Strategic Resource Droplist, picks 1 Pacification |
Industrial Might | |||
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Description | |||
The Urces look on your swords and shields with barely concealed contempt, as your weapons of war are an affront to their peaceable ways. However, your achievements in construction impress them, and hint that friendly relations may be possible. They ask for demonstration of your manufacturing might. | |||
Summary | New Objective | Outcome | |
To pacify the Urces in [Region], impress the Urces with a demonstration of your industrial capacity. | Build the [Improvement] in one of your cities in less than 5 turns. | Awed by your rapid feat of engineering, the Urces wish to see their own labours find eternity by writing their names in the stones of your Empire. They are willing to be assimilated. | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
Marathon | |||
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Description | |||
Roaming the wilds of Auriga from frozen tundras to dense woodlands, the Bos have a history of being formidable scouts and messengers. They posess the necessary traits of great stamina, an eye for danger, and mastery of diverse terrains. Several of their most famous have earned much acclaim for their race by dedicating their lives to carrying messengers for the great Empires. Today they wish you to lead one of these messengers in spreading the word about a terrible disease, the Red Ague, that is in danger of killing thousands. Minor Factions in the surrounding regions must be warned! | |||
Summary | New Objective | Outcome | |
To pacify the Bos in [Region], warn the nearby Minor Factions of the outbreak of a contagious and fatal disease, the Red Ague. | 1. Using a Centaur unit, visit the 3 indicated Minor Faction villages in less than 20 turns. 2. Return to the Bos village. |
With the nearby villages warned, the risk that the Red Ague might spread has been greatly reduced. The centaurs who carried the message are considered heroes, and the Bos are prepared to join with you and have their names also "chiselled in stone." | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Dust Droplist, picks 1 Pacification |
Mask of the Delvers | |||
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Description | |||
This faction, which lives primarily beneath the surface, has a tradition of wearing bone masks. But no one has pierced the secrets of them: Who wears them? Why? How are they crafted? What do they represent? Perhaps a demonstration of your capacities will convince them to share the secrets of their culture. | |||
Summary | New Objective | Outcome | |
To pacify the Delvers in [Region], to get the Delvers to share the secrets of their culture, show them your ability to harness the magics of Auriga by activating Boosters. | Activate two Boosters to prove your wisdom and power. | You have seen the scarred faces beneath the masks, and learned something of the Delvers' grim lives. In friendship they give you a sacred object, one of their ritual masks. | |
Reward | Skull of the Caves Pacification |
Running with the Hunt | |||
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Description | |||
Hurnas settlements are often crowded, noisy affairs, with the lively inhabitants compensating for their dreary surroundings. This village is different, the place empty, the few Hurnas despondent as many of the clan were killed in a landslide during their last migration. Without better protection for the settlement while those who are able to do so hunt, they will surely all perish. | |||
Summary | New Objective | Outcome | |
To pacify the Hurnas in [Region], protect the Hurnas settlement while their hunters hunt.. | 1. Assign two Units permanently to the Hurnas village. 2. Defend the Hurnas village for the duration of the hunt (10 turns). 3. Return to Parley with the Hurnas village where they have buried their dead. |
As their village survived the absence of its hunters, the Hurnas give you heartfelt thanks. With minotaur haunches roasting on the spits, they begin to believe that they may survive. Your units remain with the Hurnas, who give you their own warriors in return. They are pacified; ready to pledge their allegiance to your cause. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 3. Hurnas Army: 2 Units Pacification |
The Gauran Games | |||
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Description | |||
The Gauran envoy is amused by your friendly overtures, but custom dictates he can only talk once your race has proved its martial prowess. He suggests that you let one of your armies participate in the upcoming Gauran games. | |||
Summary | New Objective | Outcome | |
To pacify the Gauran in [Region], prove your race's worth by defeating champions of the Gaurans. | Travel to the Gauran village with only a Hero in your army, and earn their respect by defeating the army of the Gauran alpha male. | The Gauran alpha-male lies defeated, crushed by your might and cunning. "How is this possible?" he croaks. "It's as though you had more warriors than I counted..." Congratulations, you are now the alpha male of the Gauran! | |
Reward | Mad Fairies Droplist, picks 1 Pacification |
Assimilation[]
A Faith of Fire | |||
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Description | |||
The assimilation of the Kazanji has brought great things to them, but now the race feels they are in danger of losing their identity. They ask you to help bring together many Kazanji in one place so that they may revive an ancient custom, the Ceremony of the Holy Fire. | |||
Summary | New Objective | Outcome | |
Help the Kazanji revive their faith by bringing them together in peace. The Minor Faction must remain assimilated throughout the quest. |
1. Create a full garrison of Kazanji units in your city [City]. 2. The Kazanji bring you a gift of Dust as thanks. Keep [City]'s Garrison full of Kazanji units for 7 turns. |
The Holy Fire burns bright, anointing the Kazanji with its warmth and energy. Their faith is renewed. Moved by your commitment to their culture, they expend sacred Titan Bone relics to give your empire a boost. | |
Reward | 1. Dust Droplist, picks 1 2. Titan Bones booster |
A Friend in Need | |||
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Description | |||
Minor tribes and villages have come begging to your allies, the Sisters of Mercy, as they fear the aggressive expansions of other empires in their Region. Livestock have been stolen, and "troublemakers" have disappeared. The Sisters ask you to protect at least one of those Minor Factions from bullying by their more powerful neighbors. | |||
Summary | New Objective | Outcome | |
Save a Minor Faction that suffers the oppressive rule of one of your enemy's cities. The Minor Faction must remain assimilated throughout the quest. |
1. Capture an enemy's city in the Region of your choice. 2. Make sure the Minor Faction has a place to live - rebuild at least 1 village if all of the villages were destroyed. |
The Minor Faction is most grateful. In honour of your sacrifices, they trust you with one of the greatest blades in their armory. | |
Reward | 1. Prestige Droplist, picks 1 from Era 4 2. Blade of Mercy |
Pet Sounds | |||
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Description | |||
The Urces' leader looks you square in the eye, tells you that his people have lost something extremely valuable. "Will you help us recover it?" he asks, his followers' faces deep and serious. You offer to help. The leader replies, "For us sheep are the noblest creatures; intelligent, peaceful, soothing. I have lost my sheep, Igor." | |||
Summary | New Objective | Outcome | |
The Urces' leader's very own pet sheep, Igor, has gone missing. Search the nearby ruins where he was last seen and reunite Igor with his master. The Minor Faction must remain assimilated throughout the quest. |
1. Inspect the ruins indicated by the Rays of Dust with a Hero to locate Igor, then return him to his master. 2. The Urces' leader is absent; a Hero must care for Igor in your city [City] until the leader comes back in 5 turns. 3. News arrives that the Urces' leader is back in his village. Have your Hero reunite him with Igor. |
Dressed up in garlands of flowers, Igor looks somewhat perplexed at the lavish celebrations that greet his return. After the party, the Urces' leader grants you three Urces units for your troubles. | |
Reward | 1. Igor's Gift 2. Mad Fairies Droplist, picks 1 3. Urces Army: 3 Units |
The Festival of Dust | |||
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Description | |||
Revering Dust for the role it played in helping them survive long seasons underground, every year Delvers celebrate the fact with an annual festival. By welcoming a contingent of Delvers into your capital and organizing Dust celebrations at this time, Delver relations can be further deepened. | |||
Summary | New Objective | Outcome | |
Bring the Delver celebrants to your capital city, and produce enough Dust to fuel the raucous celebrations. The Minor Faction must remain assimilated throughout the quest. |
Garrison two Delver units in your capital city, then produce X Dust per turn for 5 turns. | Delighted at your hospitality, and a little worse for wear on account of the celebrations, the Delvers present to you a valuable gift: the Delver's Band of Merriment. | |
Reward | Band of Merriment |
The Land of Godheads | |||
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Description | |||
Erycis culture may be primitive, but they still worship. Like their multi-headed forms, they do not venerate one god but many. The principal ones are Boikiss, the god of the trees; Natriss, the god of the grasses; Getulass, god of the sands, and Sebaess, god of the stones. You must show acceptance by building your cities upon the terrains of the these gods in order to be accepted by the Erycis. | |||
Summary | New Objective | Outcome | |
Show respect for the multiple gods of the Erycis culture by building your cities in their different terrains. The Minor Faction must remain assimilated throughout the quest. |
Construct new city Boroughs on at least three more of each type of terrain across your empire. | The Erycis find your cities pleasing to their many eyes, and offer their loyalty plus two units for your armies. They confide to you the central tenet of their religion: All the gods are manifestations of the one true god: the Godhead. | |
Reward | Dust Droplist, picks 1 from Era 3 Erycis Army: 2 Units |
The Lost Explorers | |||
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Description | |||
The leader of the Silics worries that explorers, who went in search of the rare elements needed to grow their finest crystals, have been missing for several seasons. They were last sighted at Ruins in a neighbouring region, but since then the trail has gone cold. He offers a reward if you can help learn what has happened to their people. | |||
Summary | New Objective | Outcome | |
Discover the fate of missing Silic explorers by searching Ruins in a nearby region. Having Harmonite units in your army to help with the search is a necessity. The Minor Faction must remain assimilated throughout the quest. |
1. Equipped with two Harmonite units, inspect the Ruins where the explorers were last seen. 2. Deep in the ruins you discover the Silic explorers, held captive by hostile Haunts. Save them within 10 turns! |
Thankful for your liberation, the Silics reward you with a powerful object from their vaults: The (Dis)Harmony Shield. | |
Reward | 1. Resources Droplist, picks 1 2. Disharmony Shield |
The Thawing of Relations | |||
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Description | |||
A counselor from your allies, the Sisters of Mercy, is concerned by your lack of decisiveness in foreign affairs - and, in particular, a tendency among the peoples of Auriga to decide their fates in warfare. Hoping to see that you can be trusted to stay the course, she urges you to seek more peaceful diplomatic relations. If you do this, the Sisters will aid your cause further. | |||
Summary | New Objective | Outcome | |
Demonstrate that you can engage in a firm yet non-aggressive manner with Auriga's other races. The Minor Faction must remain assimilated throughout the quest. |
1. Sign a new peace treaty with another empire, or be at peace with every other Empire. 2. Maintain this diplomatic status for 5 turns. |
The Sisters view your reign as enlightened and compassionate. As a reward, one of their most prominent Heroes wishes to play a deeper role in your cause. | |
Reward | 1. Sisters of Mercy army: 3 Units 2. Valete Sapiri Kugua |