The Nidya are a Minor Faction.
Lore[]
Though bird-like in their appearance, the Nidya are closer to humanoid than one might think. The young are birthed, not hatched, and like other advanced peoples their habitats are carefully chosen for defense, foraging, and observation.
Due to their wingspan and hunting traditions, the Nidya are not particularly attracted to living in trees. Building their tunnels and nests instead for easy access and escape, the Nidya keep a careful eye on their surroundings.
Assimilation Bonus[]
+5% Initiative per pacified and rebuilt Nidya village on units.
Unit[]
Arpuja
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Base Attributes:
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The Arpuja of the Nidya tribes are airborne warriors, rapid flyers and highly maneuverable. Acting as scouts and light troops, they ensure that the Nidya warrens are never taken by surprise. |
Related Quests[]
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 |