Cultists

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CultistsCardArt.png

The Cultists 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 Influence.

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 Attack per city center level on minor faction units during Dust Eclipse
+10% Damage Damage per city center level on minor faction units during Dust Eclipse
+10% Defense Defense per city center level on minor faction units during Dust Eclipse
+10% Life Life 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 Dust of the main city and by 20% the Influence Influence 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 Fortification 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 Industry 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

Cultist units can convert Minor Faction villages that are pacified, destroyed, or haven't been converted by another empire, with the following effects:

  • The main city will gain most benefits of the village, as if it were a pacified village in the same region, including +1 bonus Population Population, Vision vision around the village, and the ability to assimilate the minor faction. The only exception is the -5% Industry Industry discount the minor faction's unit.
  • Likewise the original owner will lose all benefits of the village.
  • The main city will gain the FIDSI FIDSI output of the village and the six surrounding tiles.
    • FIDSI FIDSI is only collected from tiles in the same region as the village, so if the village borders another region (which is very common) it will not collect FIDSI from tiles across the border.
    • Almost all tile yield bonuses (+2 Science per tile from Geomic Labs, for example) only affect tiles in the same region as the city, so a converted village will not receive those benefits unless it also happens to be in the capital region.
  • The village will gather Strategic Resources Strategic Resources and Luxury Resources Luxury Resources from its region if the appropriate technology has been researched. For every Strategic Resources/Luxury Resources deposit in the region, it will generate +0.2 of those resources per turn. For example:
  • Like cities, converted villages can have units garrisoned inside.
    • Village garrisons have the same maximum size as armies and city garrisons, starting at 4 and increasing by +2 each with Meritocratic Promotion and Signal Corps.
    • Units in villages may be sold to the Marketplace. However, they cannot be upgraded there. Mercenaries also cannot be purchased at a village.
  • When converted, the village will spawn one of the minor faction's unique unit, and will continue to spawn this unit every 15 turns.
    • The spawned unit will appear in the garrison unless the garrison is full, in which case it will appear on an adjacent tile.
    • The unit will receive starting experience like a regularly produced unit.
    • The unit is considered a mercenary and cannot be retrofit even if the minor faction has been assimilated. Like other mercenaries, it can be turned into a Privateers.
    • There are a few technologies that improve units from converted villages. We Are Legion and All Beings Are Siblings increase their starting experience, while Hand of the Unspoken makes 4 units appear in newly converted villages instead of 1.
  • Each converted village increases the cost of the Empire Plan Empire Plan and Luxury Resources luxury boosters by 20%, and costs Dust 10 upkeep per turn.

Influence Cost

Converting villages costs Influence Influence. If N is the number of villages already converted, then the cost to convert a new village is

Influence A * (N + 1)

where A is defined in the table below. Each minor faction has a different value of A, ranging from Influence 21 to Influence 26, which is multiplied by approximately 1.5x or 2x if the village is in another empire, or if the village has been destroyed.

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

Unique Technologies

Destructive Analysis
Faction: Cultists Cultists
Obtained: Research Era II
Category: Science and Industry Science and Industry
Type: FactionIconSmall.png Empire
Focus: Science Science
Destructive Analysis.png 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 Science stockpile per Population when a city is razed on empire

We Are Legion
Faction: Cultists Cultists
Obtained: Research Era II
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
We Are Legion.png 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

Quest Technologies

Shrine of Whispers
Faction: Cultists Cultists
Obtained: Quests Faction Quest
Type: City Improvements City Improvement
Focus: Science Science
Costs:

Industry 800
Hyperium 30
-4 Dust per TurnSmall.png

Shrine of Whispers.png 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% Science per converted village on cities

All Beings Are Siblings
Faction: Cultists Cultists
Obtained: Quests Faction Quest
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
All Beings Are Siblings.png 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: Cultists Cultists
Obtained: Quests Faction Quest
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
Hand of the Unspoken.png 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

Units

The Cultists are the only faction whose units and heroes do not have any special innate capacities or attributes. However, their faction quest unlocks unique accessories that can only be equipped by Cultist units and heroes.

Preacher
Preacher.png
Trained to convert others to the cause of the Eternal End, the Preachers spread (by force if necessary) the teachings of the Cultists.
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedGame Start

Life Life36Defense Defense28
Damage Damage14Attack Attack8
Initiative Initiative26Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 30
AbilityRangedSmall.png Range
AbilityUnleashedPotentialSmall.png Unleashed Potential
Fanatic
Fanatic.png
Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges.
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassCavalry Cavalry
ObtainedIcon.png UnlockedResearch Era I

Life Life124Defense Defense30
Damage Damage22Attack Attack20
Initiative Initiative30Range Range1
Speed Speed6Battle Speed Battle Speed4
Vision Vision3

CostIndustry 80
No capacities
Nameless Guard
Nameless Guard.png
Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies.
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassRanged Ranged
ObtainedIcon.png UnlockedResearch Era II

Life Life84Defense Defense20
Damage Damage32Attack Attack46
Initiative Initiative24Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 120
AbilityRangedSmall.png Range

Heroes

The starting hero for the Cultists is Andom the Seer. A Cultist hero can wield a Sword (and Shield) or Claws.

Andom the Seer
Andom the Seer.png
Originally a slave or employee in the Cultist capital (there is little distinction between the two roles), the presence of the Queen slowly took over Andom's sensitive mind. Now consumed by visions of the End, Andom is often either in existential pain or a state of confusion. ...
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassInfantry Infantry

Life Life146Defense Defense34
Damage Damage46Attack Attack40
Initiative Initiative16Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityGeneralHealth2Small.png Army Health Boost 2
AbilityInfluenceBoost2Small.png Influence Boost 2
Spying2.png Spying 2
Urol the Speaker
Urol the Speaker.png
Once a low-level automaton who wandered curiously around the wrong ruin, Urol was blasted by the Queen's psychic emanations when she was having a particularly rage-filled day. The force of the telepathic blast wiped Urol's mind clean as a blank slate; what replaced it was the Queen's concern of the moment which happened to be the inability of her many diverse followers to communicate efficiently. ...
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassInfantry Infantry

Life Life146Defense Defense46
Damage Damage34Attack Attack40
Initiative Initiative12Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityGeneralHealth2Small.png Army Health Boost 2
AbilityGeneralDefense1Small.png Army Defense Boost 1
Spying2.png Spying 2
Edra the Listener
Edra the Listener.png
Silent and spectral, Edra travels Auriga with head cocked to the side, listening with such intensity that at times it is said that Edra "smells the future". Though there are numerous guesses and rumors about her origin, decades of concentration have reworked her features into a generic image of the Queen herself. ...
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassInfantry Infantry

Life Life110Defense Defense40
Damage Damage40Attack Attack46
Initiative Initiative20Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityGeneralDefense1Small.png Army Defense Boost 1
AbilityGeneralCritical2Small.png Army Damage Boost 2
Spying2.png Spying 2
Tinu the Chosen
Tinu the Chosen.png
Tinu had the luck -- good or bad -- to simply be sitting there when the Unspoken passed by. Slightly enhanced already due to a long life in a Dust-rich environment, the hero was Chosen by a simple gesture of the Unspoken that could neither be misunderstood nor disobeyed. ...
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassInfantry Infantry

Life Life110Defense Defense40
Damage Damage40Attack Attack46
Initiative Initiative20Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityGeneralAttack2Small.png Army Attack Boost 2
AbilityInfluenceBoost1Small.png Influence Boost 1
Spying2.png Spying 2
Exid the Chosen
Exid the Chosen.png
Lured from the safe haven of a well-explored ruin by rumors of the power of the Cult, Exid made an arduous journey across Auriga to visit the Cult's great city. Sensitive to Dust due to their time in the ruin, the Unspoken felt this capacity within his brain. ...
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassInfantry Infantry

Life Life110Defense Defense34
Damage Damage34Attack Attack40
Initiative Initiative12Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityGeneralDefense2Small.png Army Defense Boost 2
AbilityIndustryEfficiency2Small.png Industry Efficiency 2
Spying2.png Spying 2
Ozek the Chosen
Ozek the Chosen.png
An unimportant being in an unimportant village, Ozek was awakened one night by the Unspoken - who had crossed Auriga on foot to summon her. No explanation was asked or given; in the presence of the Unspoken one can only obey. ...
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassInfantry Infantry

Life Life110Defense Defense34
Damage Damage34Attack Attack40
Initiative Initiative12Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityGeneralHealth2Small.png Army Health Boost 2
AbilityInfluenceBoost3Small.png Influence Boost 3
Spying2.png Spying 2

Cultists Skill Tree

Cultist skill tree.
Level Icon Name Effect Assignment
1 ImpassionedPreacher.png Impassioned Preacher Level 1: +1 Food per Population in city. +1 Industry per Population in city. +1 Dust per Population in city. +1 Science per Population in city. +1 Influence per Population in city.
Level 2: +1 Food per Population in city. +1 Industry per Population in city. +1 Dust per Population in city. +1 Science per Population in city. +1 Influence per Population in city.
Level 3: +1 Food per Population in city. +1 Industry per Population in city. +1 Dust per Population in city. +1 Science per Population in city. +1 Influence per Population in city.
City
2 WillofKilginka.png Will of Cilginka Level 1: +10% Attack Attack on units.
Level 2: +10% Attack Attack on units.
Level 3: +10% Attack Attack on units.
Army
2 WillofAkili.png Will of Akili Level 1: +15% Science on city.
Level 2: +15% Science on city.
Level 3: +15% Science on city.
City
3 WillofIsiver.png Will of Isiver Level 1: +10% Defense Defense on units.
Level 2: +10% Defense Defense on units.
Level 3: +10% Defense Defense on units.
Army
4 Proselytizer.png Proselytizer Level 1: +15% Influence on city.
Level 2: +15% Influence on city.
Level 3: +20% Influence on city.
City
5 ToolsoftheEnemy.png Tools of the Enemy Level 1: +15% Dust on city.
Level 2: +15% Dust on city.
Level 3: +15% Dust on city.
City

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.png Description
Cultists 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.

Minor Factions 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. Cultists 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.png Description
Cultists 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.

Minor Factions 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.

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

Minor Factions 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.png Description
Cultists The worthy ones no longer fight; they look, and think, and ask. Soon they will even become useful. 

Minor Factions 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 5 turns.

2. Reach the level 2 with your City Center

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

Minor Factions 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.png Description
Cultists The worthy ones no longer fight; they look, and think, and ask. Soon they will even become useful.

Minor Factions 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.

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

Minor Factions 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.png Description
Cultists 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.

Minor Factions 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.

Cultists Ah. Some are useful.

Minor Factions 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.png Description
Cultists Now they feel our power. Soon they will feel our purpose.

Minor Factions 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 [4 x (1 + Era)] of Adamantian and [4 x (1 + Era)] of Palladian.

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

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

Minor Factions 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.png Description
Cultists They are with us, even if they are not aware. Now, we move.

Minor Factions 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 Cultists Ah. It is the moment of doubt. Predictable.

Minor Factions 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.png Description
Cultists They are with us, even if they are not aware. Now, we move.

Minor Factions 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. Cultists Ah. It is the moment of doubt. Predictable.

Minor Factions 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.png Description
Cultists We are moving forward. The doubters will come with us, or be crushed beneath us.

Minor Factions 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.

Cultists It is easier to serve than to doubt.

Minor Factions 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.png Description
Cultists We will not fail; the Eternal End will arrive. Rejoice, and prepare to purify this ruined planet.

Minor Factions 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. Cultists There are no individuals, no tribes, no regions, only the Cult, and the purpose, and the Eternal End.

Minor Factions 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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See also