Constructed creatures that broke out of their prisons deep beneath the oceans, the Morgawr are driven to seek the surface by forces they do not understand. Once the planet is theirs, however, their ambition may not be sated...
The Morgawr are intimately linked to water, getting huge Science and Industry bonuses for exploiting sea tiles. They can also freely embark and move faster on rivers. They use psychic abilities to control minor factions and manipulate major ones.
Lore[]
While much is known of the surface of Auriga, its oceans still guard many mysteries. While the nations of the planet learned to meet, trade, and war on the seas, another force arose from beneath them.
They are - or is? - the Morgawr, a twisted and possessed people that seem to be symbiotic creations of sea life and other, unimaginable species.
Constructed creatures that broke out of their prisons in the abysses of Auriga, the Morgawr are driven to seek the surface by forces they do not understand.
Only trusting the waters, the Morgawr can disembark and embark everywhere and their troop transports are faster and stronger than anyone else.
Masters of mind control and suggestion, they can control roaming Minor Faction armies for their own nefarious purposes.
Once the planet is theirs, however, their ambition may not be sated...
Faction Traits[]
Name | Type | Effect | Lore |
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Neptunian | Affinity | Free embark/disembark Improves transport ships unlocked by the shipyard technology |
Only trusting the waters, this faction has faster, stronger troop transports and can disembark and embark anywhere. |
Riders of the Wild Winds | Dust Eclipse Effect | +4 Movement on water on units during dust eclipse | As natural seafarers, the Morgawr are the only faction able to take advantage of the high winds and rough seas that characterize the oceans during Dust Eclipses. |
Catspaw | Trait | Can take control of roaming armies or fleets Can identify other empire's privateers or armies controlled by "Cat's Paw" |
Masters of mind control and suggestion, roaming Minor Faction armies can be controlled by the faction for their own nefarious purposes. |
Hydrophilic | Trait | +2 on terrain with Sea or Lake +2 on terrain with Sea or Lake +1 on terrain with River +1 on terrain with River |
Driven by a fear of drying out and turning to lowly dust, this faction is most productive close to water. |
Sea Traders | Trait | Some technologies are modified: Era II technology "Imperial Highways" cannot be researched Era III technology "Cargo Docks" is moved to Era II |
Masters and mistresses of the seas in all their forms, the faction will not trade on land. Trade on the sea provides Dust and Science bonuses. |
Seeds of Dissent | Trait | Can make pacified villages hostile again | Seemingly content and pacified Minor Faction villages in neutral regions can be instigated to rise up and cause trouble. |
The Black Spot | Trait | Unlocks the Diplomatic Declaration "The Black Spot" | Cursing a selected Major Faction with the Black Spot gives any empire that destroys units of that cursed empire extra Dust. |
Breaching Wave | Technology | Makes available the Faction-specific technology Breaching Wave. | |
Aquapulvistics | Starting Technology | Unlocks the Aquapulvistics Technology. | |
Shipyard | Starting Technology | Unlocks the Shipyard Technology. |
Neptunian[]
This trait eliminates the movement cost of embarking and disembarking, making it possible to embark and disembark multiple times a turn. It also provides the faction with an improved version of the Transport Ship which has higher base attributes across the board.
Catspaw[]
For a small Influence cost, the Morgawr can take control of any normal roaming army they can see on the map, including Fomorians. Units controlled this way function similarly to Privateers; they have an increased upkeep cost, cannot complete quests, search ruins, or talk to villages or fortresses, and appear as normal roaming armies to all other empires. However, control of these armies can be relinquished at any time for no cost.
Seeds of Dissent[]
With this ability, it is possible to turn villages that have been destroyed or pacified back into unpacified villages by spending some Influence . The amount of influence required to do this requires on a few factors, including the Minor Faction, the condition of the village, if it's in a region occupied by another empire, the number of cities you control, and your technological era. Here is a rough method to approximate the cost of Seeds of Dissent:
The cheapest cost is for a destroyed village in neutral territory during Era I when you only have 1 city, which will be about 30 , varying slightly depending on the minor faction. A village that is in neutral territory but has been pacified - either by bribe or a quest - will cost roughly twice as much. For every additional city founded or technological era reached, the cost for both of these will increase by about 10 . If the village is in a territory occupied by another empire, then all of the values listed before are approximately doubled.
Unique Technologies[]
Breaching Wave
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By learning how to exploit the psionic powers of Dust, Morgawr can locally break the systems designed by their jailers to inhibit their mental powers. | |||||||||||
Effects:
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Main Maritime Academy (Technology)
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Casting far and wide for particularly talented Morgawr, this collective turns out armies that are particularly skilled and capable in executing maritime actions. | ||||||||||||||||||
Unlocks for Construction:
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Dust-Mind Decoupling
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The ability of the Morgawr to control and influence the minds of others improves as it is practiced. They are now able to turn liberated spirits into pure Dust, linking living souls to ancient magics. | |||||||||||
Effects:
Unlocks totems accessories |
No More Ties
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As the Morgawr grow more powerful, their mental strength and physical enhancements allow them to cut the ties that bind them to water. | |||||||||||
Effects:
+1 on ground tiles |
Military Units[]
Mastermind
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Base Attributes:
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Fast and with an excellent vision range, the amphibious Mastermind is solid in defense bu particularly useful for unmasking enemy plans by spotting camouflaged or hidden units. |
Vore
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Base Attributes:
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The Vore is a solid fighter, but its great strength lies in its toughness and its ability to automatically lift its armor and improve defenses when attacked. |
Leviathan
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Base Attributes:
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This giant creature of the deep is a dangerous foe whose powerful strikes can come at any moment; it can move stealthily then rise up to attack its target from the depths. |
Heroes[]
Note: Base Attributes reflect the unit's attributes before bonuses from equipment or capacities.
All Morgawr heroes are able to wield Quarterstaves, Longscepters, and Magewands as weapons.
Cetassa
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Base Attributes:
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Difore
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Base Attributes:
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Iracu
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Base Attributes:
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Ploria
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Base Attributes:
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Sclera
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Base Attributes:
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Strio
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Base Attributes:
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Faction Quest[]
Morgawr awoke in a lab without a sense of past. An entity that is a single mind of many bodies, Morgawr has a powerful compulsion to dominate and control the minds of others in order to achieve their ultimate intent. But there are many questions that it would like to answer. Who are I? Where do I come from? What are all these strange, one-minded beings who get in our way? Why are I driven to do what I do, and how will I know that I have succeeded?
1. Freedom / Breakout | |||
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Description | |||
Morgawr awakens. Darkness.
Moves heads, limbs. Presses out, grabs, crushes, twists. Breaks weakened bars, shatters cracked glass. Morgawr moves. Freedom. After uncountable years. Flees the structures, the caves, into the water. Dark water. Too cold, too dark. Hides too many enemies. Too many memories. Freedom! Morgawr moves in the darkness, finds others. So few. Rises. Seeks the light. Seeks... Air. Land. Fire. The forge. Walls. Weapons. These are strange images... Memories? Morgawr remembers the time in prison. Asleep, but aware; the horror of immobility, impotence, imprisonment. Must breathe the air, use fire, build and conquer, spread across the world. Never to be imprisoned again. Never to let a power survive that could imprison. Never to be the weaker. Morgawr grows. | |||
Summary | New Objective | Outcome | |
The Morgawr have awakened and destroyed the places that held them prisoner. To continue their war for freedom, they need stronger cities and better armies. | Exploit at least one sea tile with one of your cities, and research the “Vore” unit Technology. | Morgawr breathes, slowly. Panic is over. Bust still vulnerable. There is no hope as long as there are others, if the others are strong. | |
Reward | Mad Fairies Droplist, Picks 1 |
2. To Jail the Jailors | |||
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Description | |||
Morgawr is not in chains, but is not free. Free means unchallenged. Free means unthreatened.
Freedom costs. Must grow, be stronger, be crueler. Freedom is having no equals. Having no threats. The fortresses threaten. Built by the jailers, smelling of the jailers. Run by the jailers’ beasts. Fortresses must be taken, controlled, conquered, mastered. Fortresses can never be trusted. Start there. Make the fortresses grovel. Never trust the fortresses, the smell of the jailers. What other creations of the jailers might be lurking within them? Morgawr rises from the waters. Spies the fortresses. Opens the doors, climbs the walls. Silent, merciless, cold, relentless. Sees the terror in the eyes of the jailers’ beasts. Morgawr is content. | |||
Summary | New Objective | Outcome | |
The Morgawr must find peace their own way - by dominating others, not by trusting them. The first step is to increase the armies and give the Morgawr a good capability to attack. Next, fortresses must be taken. Weakness cannot be tolerated. | 1. Create at least 2 Vores within your empire.
2. Capture the localized fortress in [Ocean] or [Ocean]. |
Morgawr does not find peace in victory. So many fortresses, whispers of so many empires and so much danger. Morgawr must be the strongest, most dangerous, most feared.
That is freedom. | |
Reward | 1. Main Maritime Academy
2. Mad Fairies Droplist, Picks 1 |
3. To Rule the Depths | |||
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Description | |||
Morgawr has a city, many minds, food, shelter. But feels the gnawing of fear, the hatred that lies outside.
The Jailors’ remnants are everywhere in the sea and on the land; the Jailors’ dupes and tools like those in the fortresses that remain on the oceans. Morgawr looks down, sees the darkness it came from, feels fear. Things lurk down there - remnants of prisons and hatred and memories of terror. But Morgawr must face fear to be free of fear. Will dive, hunt, find answers. Might also find madness, but must face the terrors in its minds also, to truly be free. | |||
Summary | New Objective | Outcome | |
Learn to control an oceanic region; the great watery world should belong to you. Seek the treasures, and face the fears of the deeps by exploring Ruins. | 1. Freedom comes step by painful step. Capture all the fortresses in the ocean [Ocean], and control the ocean for X turns. 2. Search all the Ruins in the ocean [Ocean] and its neighbor [Ocean]. |
Morgawr thrives. Feels powerful; feels alive. Controlling the seas means none can come from there and take Morgawr freedom. But still... fortresses remain; others remain. Morgawr is not yet free. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 |
4. Too Many Enemies | |||
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Description | |||
Prerequisites: Must have Catspaw trait
Morgawr rest, and think. Air, food, water, shelter - these exist. But still too few Morgawr. Too many others. Was hunted once; will be hunted again. Must happen, because history is a circle. But circles, like chains, can be broken. Even shattered. No peace, no security, until Auriga is one people under one mind. Morgawr mind is a strong mind, but scarred by ages of confinement. Must be tested, developed, honed. Morgawr must learn to control the things that live on land as well as those that live in the sea. Must apply the single mind of Morgawr to the weak, scattered consciousnesses of the landpeople. | |||
Summary | New Objective | Outcome | |
The Morgawr must secure land regions as well as the seas. Apply the great mind of Morgawr to the simple minds that live on the land. Use Morgawr abilities to take control of a Minor Faction army and use them as your pawns. | 1. Control 2 Minor Faction armies at the same time by using the Catspaw ability.
2. Some [Empire] troops have decided to stop the threat that your expansion represents. Defeat this army coming for you from [Region]! |
Morgawr trembles. Small minds, so easy to dominate and bend! To seek and master other minds... the future and the intent of the Morgawr is clearer now. But as the Morgawr mind expands, it finds that something is blocking it... | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 |
4 (Alt1). Too Little Control | |||
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Description | |||
Prerequisites: Must have Dissent trait, but not Catspaw
Morgawr rest, and think. Air, food, water, shelter - these exist. But still too few Morgawr. Too many others. Was hunted once; will be hunted again. Must happen, because history is a circle. But circles, like chains, can be broken. Even shattered. No peace, no security, until Auriga is one people under one mind. Morgawr mind is a strong mind, but scarred by ages of confinement. Must be tested, developed, honed. Morgawr must learn to control the things that live on land as well as those that live in the sea. Must apply the single mind of Morgawr to the weak, scattered consciousnesses of the landpeople. | |||
Summary | New Objective | Outcome | |
Dominate the simple minds that live on the land. If not, they will always be a threat. Use Morgawr abilities to wrest control of a Minor Faction from the Major Faction that pacified it. | 1. Trigger Dissent in 3 Pacified villages. 2. Some [Empire] troops have decided to stop the threat that your expansion represents. Defeat this army coming for you from [region]! |
Morgawr trembles. Small minds, so easy to dominate and bend! To seek and master other minds... the future and the intent of the Morgawr is clearer now. But as the Morgawr mind expands, it finds that something is blocking it... | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 |
4 (Alt2). Too Many Risks | |||
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Description | |||
Prerequisites: Must have neither Dissident nor Catspaw traits
Morgawr rest, and think. Air, food, water, shelter - these exist. But still too few Morgawr. Too many others. Was hunted once; will be hunted again. Must happen, because history is a circle. But circles, like chains, can be broken. Even shattered. No peace, no security, until Auriga is one people under one mind. Morgawr mind is a strong mind, but scarred by ages of confinement. Must be tested, developed, honed. Morgawr must learn to control the things that live on land as well as those that live in the sea. Must apply the single mind of Morgawr to the weak, scattered consciousnesses of the landpeople. | |||
Summary | New Objective | Outcome | |
Morgawr must learn to dominate the simple minds that live on the land. If not, they will always be a threat. Build up armies using other people's - to grow your strength, and to confuse those who would harm you. | 1. Make sure you have at least 5 mercenary units within your empire. 2. Some [Empire] troops have decided to stop the threat that your expansion represents. Defeat this army coming for you from [region]! |
Morgawr trembles. Small people with small minds, so easy to dominate and bend! The future and the intent of the Morgawr is clearer now. But as the Morgawr mind learns and expands, it finds that something is blocking it... | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 |
5. The Lurking Threat | |||
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Description | |||
Morgawr feels something. It is out there. Limiting, controlling, defining. Keeping Morgawr mind under control, keeping it feeble. Free-but-chained.
The thing is an old thing, a thing of the Jailers. An evil thing. A thing that must be discovered, thwarted, destroyed before it can hobble the Morgawr mind. Rage! Hatred! Old evils still exist, still haunt, still try to dominate. No. Calm. Controlled. Thinking. Only Morgawr will dominate. Must learn of Jailers - their magic, tools, machines. Grow stronger. Grow smarter. Start by collecting Dust and luxuries - collecting power and strength. | |||
Summary | New Objective | Outcome | |
The Morgawr are being controlled or limited by a force that their collective mind can feel. It must, of course, be destroyed. But to discover it, and learn how to destroy it, will take wealth and technology. | 1. Collect X Dust from all exploited tiles within your empire. 2. Make sure you have at least X Luxury Resource facilities within your empire. |
Dust is magic, power. Resources also give powers, boost Morgawr, make them stronger. Now Morgawr needs useful puppets. Jailers were smart. Easier sometimes to force others to do your work. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Dust-Mind Decoupling |
5 (Alt). Jailers' Legacy | |||
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Description | |||
Morgawr feels something. It is out there. Limiting, controlling, defining. Keeping Morgawr mind under control, keeping it feeble. Free-but-chained.
The thing is an old thing, a thing of the Jailers. An evil thing. A thing that must be discovered, thwarted, destroyed before it can hobble the Morgawr mind. Rage! Hatred! Old evils still exist, still haunt, still try to dominate. No. Calm. Controlled. Thinking. Only Morgawr will dominate. Must learn of Jailers - their magic, tools, machines. Grow stronger. Grow smarter. Start by learning and gathering resources. These lead to power. | |||
Summary | New Objective | Outcome | |
The Morgawr are being controlled or limited by a force that their collective mind can feel. It must, of course, be destroyed. But to discover it, and learn how to destroy it, will take wisdom and technology. | 1. Collect X Science from all exploited tiles within your empire. 2. Make sure you have at least X Strategic Resource Facilities within your empire. |
Knowledge, technology bring power. Resources bring better weapons, better tools. Now Morgawr needs useful puppets. Jailers were smart. Easier sometimes to force others to do your work. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Dust-Mind Decoupling |
6. Mastery Over Minds | |||
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Description | |||
Morgawr gloats. Power grows, domination grows. Reckoning will come... but not yet. More work to do. More enemies to whittle down.
Some species are lesser and no threat. Other species will try to take Morgawr freedom, return Morgawr to chains. Those must be destroyed. Morgawr needs better tools to fight others. Strong tools that will protect freedom, destroy enemies. Living tools, that can listen, take orders, fight. ...and be discarded when no longer needed. | |||
Summary | New Objective | Outcome | |
The Morgawr ascent continues. They search for pliable, living tools that will do their bidding - for as long as the tool survives. There is a power the Morgawr call “Totems” that they can use to dominate, enslave, and burn the life out of other creatures. Now is the time to use it. | 1. Create 3 Minor Faction Units equipped with one of the 3 available “Totems” Accessories.
2. Defeat 2 enemy Armies with armies exclusively composed of Units cursed by a Totem accessory. Reinforcing friendly armies don't count. |
Morgawr is pleased; the slaves worked well. Like falling stars, burning bright then dying. Next step is harder step. To take on the works of the Jailers, dominate their creations, Morgawr must first be able to take on other empires. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 |
7. Mastery Over Empires | |||
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Description | |||
Morgawr is satisfied. But never content. Morgawr knows that any opposing force is a risk; any empire a jailor.
Morgawr schemes. Mind - body - Dust. These things are linked. Interdependent. Can be manipulated. If strong enough, can interchange them. Body becomes Dust, mind becomes... mine. Others are gullible. Others will do Morgawr work. Will be glad to gain Dust for killing Morgawr enemies. Others are easy to control. Easy to destroy. | |||
Summary | New Objective | Outcome | |
The Morgawr are moving forward to their ultimate goal: Total freedom from any threat or risk. One major obstacle that remains are other empires, for as long as they exist they could thwart the Morgawr's plans. What is freedom as long as some form of opposing power exists? | 1. Maintain a Black Spot against [Empire] for X turns, or make sure it is destroyed.
2. Maintain a Black Spot against [Empire] for X turns, or make sure it is destroyed. |
Morgawr can subjugate lesser beings, break great empires. Impatience and urgency! It is time to take the great risk. Dominate the Fortresses, extract their secrets. Break the curse of the Jailers that holds back the Morgawr. Conquer Auriga, leave Auriga, conquer the stars... | |
Reward | 1. Mad Fairies Droplist, picks 1 2. Mad Fairies Droplist, picks 1 |
8. Taste of Freedom | |||
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Description | |||
Morgawr exults. Others are weak, without purpose; kill each other for Dust. Little minds thinking little thoughts. No vision. No intent.
Only Morgawr sees world as one world, people as one mind. Only Morgawr can use one great mind to control many small ones. Only Morgawr will prevail. See last step to freedom, last chain to break. Last vestige of evil tools of the Jailers. Jailers feared Morgawr great intent, Morgawr mind. Jailers were not stupid. Jailers created Dampening Wave; an engine driven by tides and currents to suppress Morgawr thoughts, limit Morgawr movements. Fortresses and Jailers’ beasts are all part of Dampening Wave. Must control them, breach them, make the engines turn through seasons and pry out their secrets with Dust. Freedom will be expensive, painful, long. But there is no other goal. There is no other reason to exist. Freedom. | |||
Summary | New Objective | Outcome | |
The Morgawr face their final task in their search for ultimate freedom: breaking the seal created by the Endless Jailers that limits their evolution. By maintaining control over certain Fortresses and amassing enough Dust, the works of the “Jailers” can be broken, and the Morgawr become truly free. | 1. Control the two oceanic Regions called [Ocean] and [Ocean] at the end of a Turn.
2. At a season change, and while keeping the control over the two Regions [Ocean] and [Ocean], make sure you have at least X Dust. |
Morgawr is pleased; the slaves worked well. Like falling stars, burning bright then dying. Next step is harder step. To take on the works of the Jailers, dominate their creations, Morgawr must first be able to take on other empires. | |
Reward | 1. Mad Fairies Droplist, picks 1 2. No More Ties, Temple of the Earth's Core |