Morgawr

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

### 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

  Focus:  |  Influence

  **Effects:**
+1  on citadel+1  on revealed facility

  Focus:  |  Military

  **Effects:**
Unlocks totems accessories

  Focus:  |  Industry

  **Effects:**
+1  on ground tiles+1  on ground tiles+2  on ground tiles+1  on ground tiles.

## 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.

## 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?*

 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.
 Summary
 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.
 Reward

 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.
 Summary
 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.
2. Capture the localized fortress in [Ocean] or [Ocean].
 Reward
2. Mad Fairies Droplist, Picks 1

 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.
 Summary
 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.
 Reward

 *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.
 Summary
 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.
2. Some [Empire] troops have decided to stop the threat that your expansion represents. Defeat this army coming for you from [Region]!
 Reward

 *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.
 Summary
 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.
 Reward

 *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.
 Summary
 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.
 Reward

 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.
 Summary
 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.
 Reward

 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.
 Summary
 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.
 Reward

 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.
 Summary
 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.
2. Defeat 2 enemy Armies with armies exclusively composed of Units cursed by a Totem accessory. Reinforcing friendly armies don't count.
 Reward

 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.
 Summary
 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?
2. Maintain a Black Spot against [Empire] for X turns, or make sure it is destroyed.
 Reward

 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.
 Summary
 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.
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.
 Reward

## Gallery

* The Morgawr leader in the diplomacy screen