Roving Clans

Traders, explorers, and adventurers, the **Roving Clans** are nomadic and mercantile. Traversing Auriga on their great beasts of burden, the Clans bring commerce and hard-headed negotiation to the far corners of the world. The Roving Clans can relocate their cities at will. They tax every market transaction and can ban other empires' use of the marketplace. However, as wise merchants, they will also never decide to go to war.

## Lore

*Plying roads and sea lanes with skill and courage, they are ever on the lookout for new resources, new products, new markets, and new customers. Wherever the Clans pass, markets spring up, commerce blossoms, and the strange and wondrous goods from the many strange and wondrous peoples of Auriga are traded. The Roving Clans are so entwined in the business dealings of Auriga, that a tiny piece of every transaction somehow makes it into their coffers.*

*While their preference is for peace and trade, the Roving Clans should not be underestimated in war. With rapid, mounted units giving them an advantage in speed, they make difficult targets and frustrating enemies. Even their great cities can move, perched on the backs of giant Setseke scarabs -- an exploit unmatched by another nation.*

*Patient, clever, and wily, the Roving Clans bring sophistication -- and manipulation -- to the peoples of Auriga.*

## Faction Specialties

### Nomadic Cities

Roving Clans cities are able to take the Setseke Ho! action, which takes 1  turn to do, similar to the Salting the Earth action. Upon taking this action, the city and all its districts will be converted to a Setseke unit. This unit functions similarly to a settler in that it can place a city on a designated tile, even one in a different region than where the original city was. After doing so, any districts that were picked up can be rebuilt using the Happy Decampers construction, which requires no industry and only 1 turn to build, but can only be used once per turn, making large cities take some time to resettle. Additionally, special districts such as the Altar of Auriga will also be picked up and need to be redeployed, but will appear as themselves in the available constructions list, and also require no industry to build.

It should be noted though that non-district expansions, such as resource extractors and watchtowers will not be picked up by the Setseke Ho! action, and will instead remain in place. So long as you do not have a city built in the region where these kinds of expansions are, you will not benefit from them, and it is possible for a rival faction to settle in that region and take over the already-built expansions.

### Setseke Infusion

During a Dust Eclipse, the Roving Clans gain two main benefits. First, their cities provide a health regen area - similar to that provided by Watchtowers - that grants 20% health regen to friendly units adjacent to their cities. Additionally, the Setseke unit created from Roving Clans cities gains a massive boost to its base attributes: +430 Life , +80 Attack , +80 Defense , +45 Initiative , and +70 Damage . This boost effectively makes the Setseke one of the most powerful units in the game, and easily the most powerful unit that can be attained in the first three technological eras, due to lack of access to the technologies unlocking the Guardians and higher-tier weapons and armor.

## Unique Technologies

  Focus:  |  Privateers

  **Effects:**
Unlocks PrivateersArmies composed exclusively of mercenaries can carry a neutral flag, preventing other empires (even allies) from knowing which empire owns themArmies of privateers have an increased upkeep-20%  on Heroes and Mercenaries market Buyout cost on empire.+2 Fortification Damage  per turn  on Mercenary.

  Focus:  |  Trade Routes

  **Effects:**
+50%  on city trade routes

  Focus:  |  Trade Routes

  **Effects:**
Unlocks the Inflation and Inflation Nullification diplomatic declarations.
Inflation:
* Permits reduction of the trade routes income of others empire when in war
* -50%  on cities
* -50%  on cities

Inflation Nullification:
* Permits removal of the trade routes income penalty of other empire when in war

## Heroes

Note: *Base Attributes* reflect the unit's attributes before bonuses from equipment or capacities.

All Roving Clans heroes are able to wield Longbows, Crossbows, and Shields as weapons.

## Faction Quest

*Is Dust the goal of life, or merely the best way to keep score? Whichever it is, you are ceaseless in your efforts to understand and acquire it. What better way than to dig into the secrets of the past, and those who first mastered it? The task will be difficult, requiring effort and sacrifice. But then, if it was easy, it would hardly be fun...*

 It has been said, by women and men wiser than myself, that only the gods can know the beginnings and the ends of things, and in claiming to recount a tale one steps upon their all-powerful toes. I dare to say that I have a tale, however, and in the telling of it I hope to offend neither the listener nor the gods, for though there is a beginning, it is you who will see it through until the end.
 Summary
 It is best to be undisturbed when seeking truths, particularly when they are not underfoot. First pacify the [Minor Faction] villages in the region with the ruins indicated by the Rays of Dust.
2. Now to delve a bit deeper: Inspect the [Ruins] located in [Region].
 Reward
2. Roads of Dust

 It is said by the sages that any undertaking must balance the influences of the past, the present, and the future. With a city established and troops at my command, I felt the present was more secure than it had been for some time. As for my plans for the future, they depended very much on what I had discovered in the ruins, from the past. For upon Auriga, the past is a weighty thing indeed.
 Summary
 The relics indicate that a specialized building is needed to investigate the vast riches left beneath the surface of Auriga. And the Wild Walkers have secrets of construction not known to other factions...
2. Build the High Towers City Improvement in the city ruled by your Wild Walkers hero.
 Reward
2. Mad Fairies Droplist, picks 1

 It is said by the sages that any undertaking must balance the influences of the past, the present, and the future. With a city established and troops at my command, I felt the present was more secure than it had been for some time. As for my plans for the future, they depended very much on what I had discovered in the ruins, from the past. For upon Auriga, the past is a weighty thing indeed.
 Summary
 The relics say one must obtain specialized knowledge of the powers of Dust to understand the vast riches beneath the surface of Auriga. And Ardent Mages master Dust in ways unknown to other factions...
2. Search 3 “Temple Ruins” with an army led by an Ardent Mage Hero who is equipped with the Manuscript.
 Reward
2. Mad Fairies Droplist, picks 1

 It is said that the open mind profits more than the closed one. Indeed, studies and indications that were brought by these heroes from other nations increased my knowledge of Auriga. And as always, with knowledge, came power.
 Summary
 Dust is not the only thing worth studying on Auriga. Gather Strategic and Luxury Resources - both for the wealth they bring, and for the knowledge they may reveal.
 Reward

 It is said that blind greed leads to blind decisions. If I was to be accused of any weakness, it would most likely have been that one. However, regardless of what the rumors whispered, I did not then look kto gather Dust solely to increase my own treasury.
Scientists and mystics have always been excited by one curious goal - bringing together enough Dust to create what they called a “critical mass”. It sounds more like a weight problem than a glorious discovery, but they assured me that if sufficient volumes of Dust could be assembled, the magic within it would awaken sufficiently to unlock the echoes from the great Dust labyrinths of the past.
 Summary
 Collect a critical volume of Dust to trigger readings in the sages’ mechanisms and resonate with the ancient Dust sources inside the planet. But think of your public image; raise your Influence as well.
 Reward

 It is said that blind greed leads to blind decisions. If I was to be accused of any weakness, it would most likely have been that one. However, regardless of what the rumors whispered, I did not then look to gather Dust solely to increase my own treasury.
 Summary
 Seek out magical Anomalies to learn more of Dust, and gain Influence to more easily execute the next steps.
 Reward

 It is said that all things come to he who has patience. That, alas, was hardly my most obvious trait. I was learning patience, however, as the unfolding of my great plan had taught me as much about myself as about my world. I urged my followers to move onward, ever onward, as the Clans do. From other people's we had learned of Dust and Auriga, from resources and anomalies we had learned of the hidden magics of the past, and next I determined that we would bring these things together and unlock the greatest secrets of all. The Academy of Teneb stated, without hesitation, that the greatest resonance of Dust from across Auriga lay somewhere beneath our feet. What great labyrinth of the ancients had been built? What strange lode or mine of Dust might exist there? Feverish ideas crossed my mind as my body tossed sleepless during the hot nights.
 Summary
 A region, [Region], is the source of the Dust-laden emissions and resonances measured by your sages. If your dreams of wealth and power are to come true, that region must be under your control
2. Raise a Hero to Level 7; they will then have the experience necessary to decrypt the [Ruins] in [Region].
3. It seemed that something defends this ancient place of power - but that is unsurprising. Destroy the defenders!
 Reward
2. Mad Fairies Droplist, picks 1
3. Mad Fairies Droplist, picks 1

 Summary
 A region, [Region], is the source of the Dust-laden emissions and resonances measured by your sages. If your dreams of wealth and power are to come true, that region must be under your control
2. Raise a Hero to Level 7; they will then have the experience necessary to decrypt the [Ruins] in [Region].
 Reward
2. Mad Fairies Droplist, picks 1

 It is said that before beginning any project one should be well supplied with logic, prayer, and luck. Yet only the first two can be controlled by us and for the third, the gods must intervene. And so it was, for me; in one of the old places of Auriga we discovered an ancient mechanism that we called the Well of Dust. It was a thing of glorious complexity; equal parts motionless and mechanical, energetic and inert, enormous nad seemingly simple.
 Summary
 In order to understand and reproduce the Well of Dust, our sciences must be highly advanced and the Trade Routes that bring Dust maximized.
2. Develop Trade to identify the best location for the device by having at least 3 Cities bringing each a minimum of X  Dust from Trade Routes.
 Reward
2. Mad Fairies Droplist, picks 1

 It is said that if willing hands cannot be found, unwilling ones will do. That was the set of my mind at this point in my quest; I refused to be dissuaded or derailed. Perhaps it was indeed Dust Fever; perhaps one day I would be found chattering mad amid ledgers and scrip, seeing thieves and swindlers in every shadow.
 Summary
 Your dreams require hands - go and find them among the Minor Factions
 Reward

 It is said that dreams are dangerous things, for they drive one to fulfill them at any cost. One could argue that this was indeed my fate; I had forsaken my family and given over much of the ruling of the Clans to others while in the pursuit of my goal. But I saw the final stretch laid out before me, waiting like a well-irrigated caravanserai at the end of a long road of dust and desert.
 Summary
 To gain the most benefit from Well of Dust, you must build it in a city in the center of your economic empire. The more Dust and Trade Routes it touches, the greater your windfall!
 Reward