Morgawr

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MorgawrCardArt.jpg

Constructed creatures that broke out of their prisons deep beneath the oceans, the Morgawr 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 Science and Industry 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
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 Industry on terrain with Sea or Lake
+2 Science on terrain with Sea or Lake
+1 Industry on terrain with River
+1 Science 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 turns the faction's transport ships into Advanced Transport Ships, which are much faster than regular transports.

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 Dust 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 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 Influence, 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 Influence. If the village is in a territory occupied by another empire, then all of the values listed before are approximately doubled.

Black Spot

Using the Black Spot on an empire will allow all other empires, even allies to attack it. Destroying a unit of the target empire will reward Dust 30 to the opponent.

Unique Technologies

Breaching Wave
Faction: Morgawr Morgawr
Obtained: Research Era I
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Influence Influence
Breaching Wave.png 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:

+1 Influence on citadel
+1 Influence on revealed facility

Quest Technologies

Main Maritime Academy (Technology)
Faction: Morgawr Morgawr
Obtained: Quests Faction Quest
Category: Military Military
Type: City Improvements City Improvement
Focus: Military Military
Main Maritime Academy.png 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:
Main Maritime Academy
Faction: Morgawr Morgawr
Obtained: Quests Faction Quest
Type: City Improvements City Improvement
Focus: Military Military
Costs:

200 Industry
5 Titanium
5 Glassteel
2 Dust per TurnSmall.png

Main Maritime Academy.png Casting far and wide for particularly talented Morgawr, this collective turns out armies that are particularly skilled and capable in executing maritime actions.

Effects:

+80 XP when recruiting a unit on naval unit
Need an exploited sea tile to be built

Dust-Mind Decoupling
Faction: Morgawr Morgawr
Obtained: Quests Faction Quest
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
Dust-Mind Decoupling.png 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
Faction: Morgawr Morgawr
Obtained: Quests Faction Quest
Category: Science and Industry Science and Industry
Type: FactionIconSmall.png Empire
Focus: Industry Industry
No More Ties.png 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 Industry on ground tiles
+1 Science on ground tiles
+2 Speed on ground tiles
+1 Battle Speed on ground tiles.

Units

The Morgawr only have one faction-unique land unit, the Mastermind, and two faction-unique naval units, the Vore and the Leviathan. Both the Mastermind and Morgawr heroes have the Amphibious capacity, which reduces their Speed/Battle Speed movement speed on land while greatly increasing their Speed/Battle Speed movement efficiency on rivers.

Mastermind
Mastermind.png
Fast and with an excellent vision range, the amphibious Mastermind is solid in defense but particularly useful for unmasking enemy plans by spotting camouflaged or hidden units.
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedGame Start

Life Life90Defense Defense34
Damage Damage26Attack Attack10
Initiative Initiative10Range Range3
Speed Speed3Battle Speed Battle Speed1
Vision Vision5

CostIndustry 30
AbilityAmphibiousSmall.png Amphibious
AbilityRangedSmall.png Range
AbilityTrueSightSmall.png True Sight
AbilityBloodlustSmall.png Bloodlust
Vore
Vore.png
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.
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassFrigate Frigate
ObtainedIcon.png UnlockedResearch Era I

Life Life124Defense Defense32
Damage Damage40Attack Attack37
Initiative Initiative8Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 80
AbilityNavalUnitSmall.png Naval Unit
AbilityRapidMutationSmall.png Rapid Mutation
AbilityTurtleSmall.png Turtle
Leviathan
Leviathan.png
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.
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassSubmersible Submersible
ObtainedIcon.png UnlockedResearch Era II

Life Life132Defense Defense34
Damage Damage50Attack Attack58
Initiative Initiative20Range Range1
Speed Speed5Battle Speed Battle Speed2
Vision Vision4

CostIndustry 110
AbilityNavalUnitSmall.png Naval Unit
AbilityRapidMutationSmall.png Rapid Mutation
AbilitySubmersionSmall.png Submersion
AbilityIntimidationAuraSmall.png Intimidation Aura

Heroes

The starting hero for the Morgawr is Iracu. A Morgawr hero can wield a Longscepter, Magewand, or Quarterstaff.

Cetassa
Cetassa.png
Cetassa is a towering emotional presence among the Morgawr even though, like all Morgawr, she is but one spirit in a vast shared mind. Larger than average and with a grave force of character, she seldom gives an opinion but when she does, it is heard and respected. ...
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassSupport Support

Life Life128Defense Defense52
Damage Damage22Attack Attack26
Initiative Initiative20Range Range3
Speed Speed3Battle Speed Battle Speed1
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityAmphibiousSmall.png Amphibious
AbilityRangedSmall.png Range
AbilityHecatombSmall.png Hecatomb
FastLearner1Small.png Fast Learner 1
AbilityInfluenceBoost2Small.png Influence Boost 2
Spying3.png Spying 3
Strio
Strio.png
As one of the many bizarre mutations that characterize the Morgawr population, Strio has growths that clearly indicate genetic material of conch or nautilus shells. During his early years he learned that these shells, if filled with air, could be made to create sonic vibrations of most unusual - and sometimes pleasing - frequencies. ...
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassSupport Support

Life Life128Defense Defense48
Damage Damage18Attack Attack26
Initiative Initiative20Range Range3
Speed Speed3Battle Speed Battle Speed1
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityAmphibiousSmall.png Amphibious
AbilityRangedSmall.png Range
AbilityHecatombSmall.png Hecatomb
AbilityGeneralInitiative2Small.png Army Initiative Boost 2
AbilityInfluenceEffeciency1Small.png Influence Efficiency 1
Spying3.png Spying 3
Sclera
Sclera.png
The Morgawr are a telepathic society that identifies individuals by their minds, and as such has little need for names. Sclera, however, has held stubborn to his as it was all that remained on one of the tags on his chains when he awoke, deep under the seas. ...
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassSupport Support

Life Life92Defense Defense60
Damage Damage26Attack Attack32
Initiative Initiative12Range Range3
Speed Speed3Battle Speed Battle Speed1
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityAmphibiousSmall.png Amphibious
AbilityRangedSmall.png Range
AbilityHecatombSmall.png Hecatomb
AbilityFortificationBoost3Small.png Fortification Boost 3
Spying3.png Spying 3
Ploria
Ploria.png
Like all Morgawr, Ploria is a heavily mutated and corrupted product of various ancient species from Auriga - and perhaps even other worlds. In Ploria's case, however, one of the worst mutations is his unusual aggressiveness. ...
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassSupport Support

Life Life110Defense Defense52
Damage Damage26Attack Attack32
Initiative Initiative12Range Range3
Speed Speed3Battle Speed Battle Speed1
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityAmphibiousSmall.png Amphibious
AbilityRangedSmall.png Range
AbilityHecatombSmall.png Hecatomb
AbilityGeneralDefense1Small.png Army Defense Boost 1
AbilityInfluenceBoost2Small.png Influence Boost 2
Spying3.png Spying 3
Iracu
Iracu.png
Iracu's youth was spent similar to most of the Morgawr who were hatched after the Originals broke free. Iracu remembers a society fighting to understand and define itself; a society that had not existed before and was in a process of recreating itself day-to-day like a living organism. ...
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassSupport Support

Life Life110Defense Defense48
Damage Damage18Attack Attack32
Initiative Initiative12Range Range3
Speed Speed3Battle Speed Battle Speed1
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityAmphibiousSmall.png Amphibious
AbilityRangedSmall.png Range
AbilityHecatombSmall.png Hecatomb
AbilityFortificationBoost2Small.png Fortification Boost 2
AbilityInfluenceEfficiency2Small.png Influence Efficiency 2
Spying3.png Spying 3
Difore
Difore.png
A precise thinker and defensive strategist, Difore always preferred the exploration of caverns and fissures as well as the analysis of the strangely two-dimensional tactics of land battles. She came to find the seas disorienting and now feels less at home in deep water, much preferring crawling on rocks and reefs to swimming - where danger could come from any direction. ...
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassSupport Support

Life Life92Defense Defense52
Damage Damage26Attack Attack26
Initiative Initiative16Range Range3
Speed Speed3Battle Speed Battle Speed1
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityAmphibiousSmall.png Amphibious
AbilityRangedSmall.png Range
AbilityHecatombSmall.png Hecatomb
FastLearner1Small.png Fast Learner 1
AbilityGeneralDefense2Small.png Army Defense Boost 2
Spying3.png Spying 3

Morgawr Skill Tree

Morgawr skill tree.
Level Icon Name Effect Assignment
1 AncientMariner.png Ancient Mariner Level 1: +50 Defense when embarked on hero. +100 Life when embarked on hero.
Level 2: +50 Attack when embarked on hero. +150 Life when embarked on hero.
Level 3: +20 Initiative when embarked on hero. +30 Damage when embarked on hero. +250 Life when embarked on hero.
Army
2 CultofTides.png Cult of Tides Level 1: +10 Approval on city with oceanic exploitation.
Level 2: +10 Approval on city with oceanic exploitation.
Level 3: +15 Approval on city with oceanic exploitation. With ELCP: +0.1 Influence per Approval Approval above 100 on terrain with sea or lake.
City
3 IngeniousAdmiral.png Ingenious Admiral Level 1: +20% Defense on transport ship. +20% Initiative on transport ship. +1 Movement Speed on transport ship.
Level 2: +20% Defense on transport ship. +20% Initiative on transport ship. +1 Movement Speed on transport ship.
Level 3: +20% Defense on transport ship. +20% Initiative on transport ship. +1 Movement Speed on transport ship.
Army
4 ShipBuilder.png Ship Builder Level 1: +10% (+15% with ELCP) Naval unit production cost reduction on city.
Level 2: +15% (+10% with ELCP) Naval unit production cost reduction on city. With ELCP: +5% Industry on city.
City
4 SpyGlass.png Spy Glass Level 1: Enables Detection. Units with Detection can see invisible units. The Detection range is equal to the vision range. Ignores line of sight. With ELCP: +5 Infiltration on infiltrated Hero. +15 Security Security on city. Army (Any with ELCP)
5 LordoftheSea.png Lord of the Sea Level 1: No negative effects from weather. Army

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
QuestSeaDemons1.png 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
QuestSeaDemons2.png 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
QuestSeaDemons3.png 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 [5/10/15/20 turns, based on Game Speed].
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
QuestSeaDemons4.png 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
QuestsSeaDemons4.png 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
QuestsSeaDemons4.png 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
QuestsSeaDemons5.png 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 [1.4 x current empire dust income from tiles] Dust from all exploited tiles within your empire.
2. Make sure you have at least [40% of all luxury resource facilities] 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
QuestsSeaDemons5Alt.png 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 [1.4 x current empire science income from tiles] Science from all exploited tiles within your empire.
2. Make sure you have at least [40% of all strategic resource facilities] 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
QuestsSeaDemons6.png 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
QuestsSeaDemons7.png 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 [5/10/15/20 turns, based on Game Speed], or make sure it is destroyed.

2. Maintain a Black Spot against [Empire] for [5/10/15/20 turns, based on Game Speed], 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
QuestsSeaDemons8.png 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 [1000/2000/3000/4000, based on Game Speed] 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

Gallery

Trivia

  • In the game files, the Morgawr are called "Sea Demons".

See also