ENDLESS™ Legend

ENDLESS™ Legend

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Morgawr Faction Quest
Von Khaibit
A full guide of the quest for the Morgawr Faction, complete with all objective, rewards, and lore.
   
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Overview

Luckily for Auriga, they sleep. We didn't understand them. Didn't even know where they came from. We couldn't control them, so in desperation we contained them.
What if they break free?
With their power, hatred, and paranoia, then... Auriga will weep, as she has never wept before.
Tears enough to fill the salt seas.


WARNING: POTENTIAL SPOILERS AHEAD-- this guide reveals all of the story related to the Faction Quest, and so if you planned to complete this story yourself, the lore ahead may spoil it for you.

Every Major Faction in Endless Legend has their own unique Faction Quest. Completing (or at least putting effort into progressing through it) it is a good idea because:

  1. it gives your Main Faction unique perks often tailored to your empire (technology, items, etc.)
  2. you unlock extra rewards on the way (Dust, resources, and occasionally free Heroes)
  3. completing the storyline is necessary for a Wonder victory (and the related achievements)
  4. you learn the lore behind your Faction (and lore is awesome)

The Morgawr are an ancient race, old enough that they were around at the time of the Endless--and not even the Endless could control them, and so they locked them away in the depths of Auriga's oceans. Now the Endless are gone, but the Morgawr remain, and they've broken free. Do they seek vengeance after their ages of imprisonment, or do they have an even older purpose? Their Faction Quest sheds a bit of light on their mysterious origins and motives, and why they were contained. After all, even before their imprisonment not even the Endless could control them, and their long confinement has not left the Morgawr any kinder...
Chapter 1: Freedom/Breakout

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.


FREEDOM/BREAKOUT
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.
PART
OBJECTIVE
REWARD
1.1
Exploit at least one sea tile with one of your cities, and research the "Vore" Unit Technology.
Strategic Resource
OUTCOME: Morgawr breathes, slowly. Panic is over. But still vulnerable. There is no hope as long as there are others, if the others are strong.
Chapter 2: To Jail the Jailors

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 jailors, 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 fortesses grovel. Never trust the fortesses, the smell of the jailers. What other creations of the jailers might be lurking within them?

Morgawr rises from the waters. Spies the fortesses. Opens the doors, climbs the walls. Silent, merciless, cold, relentless.

Sees the terror in the eyes of the jailers' beasts.

Morgawr is content.


TO JAIL THE JAILORS
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.
PART
OBJECTIVE
REWARD
2.1
Create at least 2 Vores within your Empire.
Main Maritime Academy (building, +80XP when recruiting Naval units)
2.2
Capture the localized fortress in ((1 of 2 nearby regions)).
Strategic Resource
OUTCOME: 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.
Chapter 3: To Rule the Depths

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 where 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.


TO RULE THE DEPTHS
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.
PART
OBJECTIVE
REWARD
3.1
Freedom comes step by painful step. Capture all the fortresses in the ((nearby ocean)), and control the ocean for ((xx turns)).
Luxury Resource
3.2
Search all the ruins in ((first ocean)) and its neighbor ((another nearby ocean)).
Luxury Resource
OUTCOME: Morgawr thrives. Feels powerful; feels alive. Controlling the seas means none can come from the there and take Morgawr freedom. But still... fortresses remain; others remain. Morgawr is not yet free...
Chapter 4: Too Little Control

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 maybe 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 the land as well as those that live in the sea. Must apply the single mind of the Morgawr to the weak, scattered consciousnesses of the landpeople.


TOO LITTLE CONTROL
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 Empire that pacified it.
PART
OBJECTIVE
REWARD
4.1
Trigger Dissent in 3 Pacified Villages.

**NOTE: Dissent is a Morgawr Faction ability, you must be in visual range of a Minor Faction village that has been pacified in order to use it. Click the village, and the Dissent option will appear (it will cost Influence). This can't be performed on villages converted by Cultists.
Dust
4.2
Some Broken Lords troops have decided to stop the threat that your expansion represents. Defeat this army coming for you from ((nearby region)).

**NOTE: this army is significantly tougher than your average roaming army. Bring strong troops.
Luxury Resource
OUTCOME: 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 something that is blocking it...
Chapter 5: The Lurking Threat

Morgawr feels something. It is out there. Limiting, controlling, defining. Keeping Morgawr 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.


THE LURKING THREAT
SUMMARY: The Morgawr are being controlled or limited by a force 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.
PART
OBJECTIVE
REWARD
5.1
Collect ((xx amount)) of Dust from all exploited tiles within your Empire.

**NOTE: this step can be tricky, especially if you haven't been researching Dust-gathering technologies. Only Dust provided directly by tiles count towards this step; consider settling a Dust-rich region if you are falling short.
Luxury Resource
5.2
Make sure you have at least ((xx amount)) of Luxury Resource facilities within your Empire.

**NOTE: Luxury Facilities on Fortresses count towards this total (hint hint).
Dust-Mind Decoupling (tech, unlocks Totem accessories)
OUTCOME: 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.
Chapter 6: Mastery Over Minds

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 and 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.


MASTERY OVER MINDS
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.
PART
OBJECTIVE
REWARD
6.1
Create 3 Minor Faction Units equipped with one of the 3 available "Totems" Accessories.
Puissant Alloys
6.2
Defeat 2 enemy Armies with armies exclusively composed of Units cursed by a Totem Accessory. Reinforcements don't count.

**NOTE: equipping a Unit with a Totem gives it a significant stat boost depending on the Totem selected (i.e. 25% Attack bonus) but also inflicts it with the 'Cursed' Capacity that will make it lose 5% of its health every round in combat. Also, defeating Roaming armies count towards this objective.
Luxury Resource
OUTCOME: 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.
Chapter 7: Mastery Over Empires

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. Other are gullible. Others will do Morgawr work. Will be glad to gain Dust for killing Morgawr enemies. Other are easy to control.

Easy to destroy.


MASTERY OVER EMPIRES
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 sort of opposing power exists?
PART
OBJECTIVE
REWARD
7.1
Maintain a Black Spot against ((enemy Empire)) for ((xx turns)), or make sure it is destroyed.

**NOTE: Black Spot is a diplomatic action, and so will cost Influence to perform. Interact with the targeted Empire in the diplomatic screen to apply the Black Spot. Only one Empire can be afflicted with a Black Spot at a time, and you can't personally remove a Black Spot once you place it, so if there is already one active against a different Empire, you have to wait for the Empire to nullify it before you can apply a new one.
Unique Era tech or Strategic Resource
7.2
Maintain a Black Spot against ((different enemy Empire)) for ((xx turns)), or make sure it is destroyed.
Luxury Resource
OUTCOME: 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...
Chapter 8: Taste of Freedom

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.


TASTE OF FREEDOM
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 will become truly free.
PART
OBJECTIVE
REWARD
8.1
Control the two oceanic regions ((two random regions)) at the end of a Turn.
Luxury Resource
8.2
At a season change, and while keeping control over the two oceans (from last step), make sure you have at least ((xx amount)) of Dust.
Temple of the Earth's Core, No More Ties (tech, +1 Industry and Science and +2 Movement on Ground tiles)
OUTCOME: Morgawr aches with the effort, but glories in the result. Freedom! The great machines of the Jailers are broken. Morgawr are free to rise, free to find greater minds, subjugate greater peoples. Morgawr knows the stars are not empty. Out there, up there, may be others who could control Morgawr, take Morgawr freedom...
12 Kommentare
CyberNaZ 1. Nov. 2021 um 2:03 
Thanks for the guide. I wouldn't want the spoil but I'm growing restless because the 2nd part of the quest isn't showing up for quite a long time after I completed the 1st part. So is there a prerequisite thing I might have missed ?

I've uncovered 3/4 of the map and still can't find a quest. It's my first playthrough so at first it didn't bother me because I'm way ahead of the AI in most charts. But I somehow understood that it was important and every other empire is now working on 4th part of their quest.

I've spoiled myself now so I know it's about a fortress in the see. But even if I find it would I be able to do anything ? Cause I've got no quest.
Bullrot-BE 19. Mai 2021 um 9:31 
use NO GENERAL for 6.2
Bullrot-BE 19. Mai 2021 um 8:18 
a bit late maybe. The army in 4.2 is strong except if you have a only minor faction and full equipped army of 6. i had 4 snakes and 2 flyers. The dissent problem is a problem some noobs including me have with this faction: just left click on flag and select in left bottom the icon that triggers dissent just have enough influence. Btw same action as to mindcontrol a minor. The eco problem below baffles me.
I am stuck on 6.2 however. my whole army is minor with the trinket equipped. only thing i have to try is switch generals. current one is not of my faction
Aggron 19. März 2017 um 5:47 
i need help i cant get pass 6.2, i have killed constantly, and got no progress.
queenelise9830 6. Feb. 2017 um 21:01 
Could someone with more experience with this game tell me something? In a typical multiplayer match or high-difficulty singleplayer game, if you were in a spot where you could follow the quest up to the "Dust-Mind Decoupling" tech(for the super minor faction units) without getting wiped out, would it benifit you more to follow the quest, or to instead use that time to hoard resources and villages(for units) and prepare to all-out war your enemies without the tech? I really like the Totem accessories but I want to know if they are worth pursuing or not.
AdmiralAnarchy 7. Jan. 2017 um 10:51 
I can't get past 5.2? I have 10 luxury extractors on land and 11 in fortresses but it says I only have 11/18
Khaibit  [Autor] 17. Nov. 2016 um 9:04 
In an amusing turn of events, today's patch nerfed that army in chapter 4, should be better now.
MagicSonic (DavoChanChan) 28. Okt. 2016 um 6:26 
Another great faction quest walkthrough! I reallly dig your work.
Btw, my way to work around 4th chapter is to ally my "neighbot", oops , I mean neighbor, but ya let them do some jobs and make use of minor factions to finish them.
Khaibit  [Autor] 26. Okt. 2016 um 8:01 
Yeah that fight can be tricky since the Morgawr only have the one ground unit (and it's Support role), you pretty much have to rely on your Minor Faction units for ground combat. If you have non-Support Minor Faction units, equip them well and have them as the majority of your army; other than that, there's the tech to have 6 or 8 units in your army to give you better numbers, equip a Hero for battle and assign them to the army, or have a second army standing close by that your first can call on for reinforcements. That's about all the general tips I can think of
Lans The Gryphon 23. Okt. 2016 um 8:50 
How do you fend off the attack on 4th chapter quest? The army is way too strong.