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	<title>Quests - Revision history</title>
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	<updated>2026-10-23T20:09:51Z</updated>
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		<title>76561198662418987: Created page with &quot;== Common pacification quests ==  &#039;&#039;These sixteen quests are shared across all minor factions. Each offers three alternative branches — completing any one pacifies the faction.&#039;&#039;   {| class=&quot;wikitable&quot; ! Quest ! width=20% | Description ! Branch ! Objective ! Completion condition |- | rowspan=3 | Night Terrors | rowspan=3 | &#039;&#039;Brutal attacks have been befalling the minor faction&#039;s settlement once the moon rises.&#039;&#039; | A || These fiends who strike in the darkness must be st...&quot;</title>
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		<updated>2026-08-20T23:34:59Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== Common pacification quests ==  &amp;#039;&amp;#039;These sixteen quests are shared across all minor factions. Each offers three alternative branches — completing any one pacifies the faction.&amp;#039;&amp;#039;   {| class=&amp;quot;wikitable&amp;quot; ! Quest ! width=20% | Description ! Branch ! Objective ! Completion condition |- | rowspan=3 | Night Terrors | rowspan=3 | &amp;#039;&amp;#039;Brutal attacks have been befalling the minor faction&amp;#039;s settlement once the moon rises.&amp;#039;&amp;#039; | A || These fiends who strike in the darkness must be st...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Common pacification quests ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;These sixteen quests are shared across all minor factions. Each offers three alternative branches — completing any one pacifies the faction.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quest&lt;br /&gt;
! width=20% | Description&lt;br /&gt;
! Branch&lt;br /&gt;
! Objective&lt;br /&gt;
! Completion condition&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Night Terrors&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Brutal attacks have been befalling the minor faction&amp;#039;s settlement once the moon rises.&amp;#039;&amp;#039;&lt;br /&gt;
| A || These fiends who strike in the darkness must be stopped. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| B || Deter the bandits by settling in their area. || Claim the target territory&lt;br /&gt;
|-&lt;br /&gt;
| C || Someone needs to keep a close eye on the gang behind this. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | The Missing&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;The only child of [Leader] has run away, vanishing without a trace.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Lure the heir out by leveraging their obsession with Dust. || Bring the required item&lt;br /&gt;
|-&lt;br /&gt;
| B || A new market&amp;#039;s hustle and bustle will draw them out of hiding. || Research a technology; Build a specific district&lt;br /&gt;
|-&lt;br /&gt;
| C || The caves make a fine hiding place, but they are full of danger. || Clear a dungeon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | A Fine Feast&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;The Cloudbreak festival is an important ceremony, and this time it will be truly glorious.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Ensure the ancient tradition of an uncommon flame shines at the feast. || Pay the minor faction&lt;br /&gt;
|-&lt;br /&gt;
| B || Track down the missing Fifth Elixir, else the ceremony will be canceled. || Pay at the quest location&lt;br /&gt;
|-&lt;br /&gt;
| C || Help keep the peace during the Cloudbreak festival. || Clear roaming armies from the territory&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Best Intentions&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Fear of war—and suspicion of warmongers—pervades the settlement.&amp;#039;&amp;#039;&lt;br /&gt;
| A || A diplomatic spirit is the best safeguard against bloodshed. || Propose a treaty&lt;br /&gt;
|-&lt;br /&gt;
| B || An ill-intentioned leader would not invest in the area&amp;#039;s safety. || Bring the required item; Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| C || The most rash decisions can be tempered by good counsel. || —&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | The Bastion&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;An Elder believes their village will not be safe without shored up defenses.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Modest settlements have much to learn about making a fortress. || Bring the required item&lt;br /&gt;
|-&lt;br /&gt;
| B || Better reinforcements are in everyone&amp;#039;s best interest. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| C || Undertake some defensive research on their behalf. || Research a technology&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Still Waters&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Saiadha&amp;#039;s seas frighten most, but anxiety has overcome the villagers.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Find the site of a legendary altar that grants the seas&amp;#039; mercy. || Research a technology; Move an army into the territory&lt;br /&gt;
|-&lt;br /&gt;
| B || Place an offering at the shrine of the seas. || Pay at the quest location&lt;br /&gt;
|-&lt;br /&gt;
| C || Prove the land abandoned by the seas is safe. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | The Inquiry&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;A one-time outcast claims the clouds reveal the future.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Demonstrate you are well-versed in science. || Bring the required item; Research a technology&lt;br /&gt;
|-&lt;br /&gt;
| B || Consult a learned mind adept in these matters. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| C || Invest in learning to send the charlatan packing. || —&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | The Viper&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Seeking power, the leader&amp;#039;s closest advisor has poisoned their mind.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Conquer a dark place to show your good intentions. || Clear a dungeon&lt;br /&gt;
|-&lt;br /&gt;
| B || Demonstrate you are loved by &amp;#039;&amp;#039;all&amp;#039;&amp;#039; your citizens. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| C || Share how you get the most from Saiadha&amp;#039;s lands. || —&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | War Games&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Proud of their fighting chops, the villagers issue a challenge to visitors.&amp;#039;&amp;#039;&lt;br /&gt;
| A || An army&amp;#039;s strength may be judged by the might of its old hands. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| B || A capable commander makes for a truly impressive asset. || Level up a hero&lt;br /&gt;
|-&lt;br /&gt;
| C || Showcase the heights one of your most formidable fighters can reach. || —&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Flight of Fancy&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;The leader has become fixated on capturing a rare beast. But none have been seen for years…&amp;#039;&amp;#039;&lt;br /&gt;
| A || Ripe crops used to attract Jeweled Feathers—maybe they can again. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| B || Some say enough gifts will bring Jeweled Feathers out of hiding. || Bring the required item&lt;br /&gt;
|-&lt;br /&gt;
| C || Jeweled Feathers refuse to nest where powerful rivers swell. || Use an Army Action in the territory&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Plague Winds&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;A strange sickness has taken hold in the settlement, and is spreading fast.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Rid these lands of the prowling doomwraith who taints the air. || Destroy Tormented&lt;br /&gt;
|-&lt;br /&gt;
| B || There must be traces of the contagion&amp;#039;s source in nearby lands. || Research a technology; Clear a dungeon&lt;br /&gt;
|-&lt;br /&gt;
| C || Careful study will reveal the secrets of this disease. || —&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Raiders&amp;#039; Prey&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;The settlement has been set on edge by a series of brazen thefts.&amp;#039;&amp;#039;&lt;br /&gt;
| A || A large enough prize should draw the raiders into a trap. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| B || A new camp in these parts will make the bandits less bold. || Claim the target territory&lt;br /&gt;
|-&lt;br /&gt;
| C || For too long, the bandits have had free reign on the rivers. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Dark Skies&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;The leader is struggling to control a rising tide of anger in their settlement.&amp;#039;&amp;#039;&lt;br /&gt;
| A || New bridges will show who&amp;#039;s really in charge of these lands. || Build in a settlement&lt;br /&gt;
|-&lt;br /&gt;
| B || If these hotheads want a fight, then they&amp;#039;ll have one. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| C || New, powerful neighbors should quiet this appetite for war. || Claim the target territory&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Bread and Circuses&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;The leader is all out of ideas for raising spirits among the downcast villagers.&amp;#039;&amp;#039;&lt;br /&gt;
| A || A champion bearing a powerful relic would certainly be inspiring. || Collect the marked curiosities&lt;br /&gt;
|-&lt;br /&gt;
| B || A precious gift should put the sparkle back in their eyes. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| C || Fresh material for new songs of valor should thrill every heart. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | The Ribbon&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Without a miracle, the season&amp;#039;s largest fair is set for disaster.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Show how to irrigate the land. || Bring the required item&lt;br /&gt;
|-&lt;br /&gt;
| B || Knowledge will save them from their torment. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| C || A dazzling gift will appease this demon. || Stockpile a resource; Buy resources on the market&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | A Village In Limbo&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Ever since the night of the starfall, several villagers have been lost to an unnatural slumber.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Markings like this have been seen before, below ground… || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| B || New facilities will be needed to study this object. || Pay the minor faction&lt;br /&gt;
|-&lt;br /&gt;
| C || Allies may be able to provide more information about these signs. || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Faction-specific pacification quests ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Each minor faction has one unique quest tied to its own story, likewise offering three branches.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Minor Faction&lt;br /&gt;
! Quest&lt;br /&gt;
! width=20% | Description&lt;br /&gt;
! Branch&lt;br /&gt;
! Objective&lt;br /&gt;
! Completion condition&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Ametrine&lt;br /&gt;
| rowspan=3 | Ancient Graveyard&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;To ossify in peace among ancestors, the Ametrine must find their great burial lands of legend.&amp;#039;&amp;#039;&lt;br /&gt;
| A || The divining ritual depends on a rare material for success. || Bring the required item; Research a technology&lt;br /&gt;
|-&lt;br /&gt;
| B || The idle tales and gossip of travelers can contain useful clues. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| C || Age-old information is buried in a deep and dangerous place. || Interact with the quest location&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Blackhammers&lt;br /&gt;
| rowspan=3 | Thin Air&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;In the tight-knit Blackhammer village, a scouting party&amp;#039;s sudden disappearance is felt by all.&amp;#039;&amp;#039;&lt;br /&gt;
| A || There may be clues to their trail somewhere in the wilderness. || Explore a share of the world&lt;br /&gt;
|-&lt;br /&gt;
| B || The scouts&amp;#039; attackers must be found and punished. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| C || Could it be that Saiadha itself somehow took the missing? || Use a specific Army Action&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Daughters of Bor&lt;br /&gt;
| rowspan=3 | Matter of History&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;The precious histories held on the Daughters&amp;#039; memory scrolls are starting to vanish.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Scholars will surely be able to find a solution to this problem. || —&lt;br /&gt;
|-&lt;br /&gt;
| B || Rites that might restore the scrolls require specific materials. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| C || Taking a scroll to the site of its history may reverse the decay. || Interact with the quest location&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Foundlings&lt;br /&gt;
| rowspan=3 | A Special Crop&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;With Harvest time upon them again, the Foundlings seek ways to improve the coming bounty.&amp;#039;&amp;#039;&lt;br /&gt;
| A || An inspiring example of gathering places will seed new Harvests. || Bring the required item; Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| B || Outsiders should open this year&amp;#039;s Harvest with the first reaping. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| C || Without thriving settlements, there can be no Harvests. || —&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Gorog&lt;br /&gt;
| rowspan=3 | Breaking Ground&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;To rebuild the Gorog Strongholds and unite the tribes will take both brains and brawn.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Keeping the forge fed is as important as hammers and nails. || Build in a settlement&lt;br /&gt;
|-&lt;br /&gt;
| B || The Spirits of the Deep don&amp;#039;t feel welcome in lifeless land. || Research a technology; Build in the target territory&lt;br /&gt;
|-&lt;br /&gt;
| C || The foundations of the Strongholds need extra reinforcement. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Green Scions&lt;br /&gt;
| rowspan=3 | Rotted Flowers&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Something in the cloistered world of the gardens threatens the growth of the Green Scions&amp;#039; Work.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Kill the mob who threaten the gardens. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| B || Discover the cause of the blight. || Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| C || New techniques may reveal the source of the garden&amp;#039;s malady. || Research a technology&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Hoy and Ladhran&lt;br /&gt;
| rowspan=3 | Hard Times&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Aid the Hoy and Ladhran in their quest to discover the King&amp;#039;s Bounty.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Treat the ailing Ladhran, Zika, who knows of the King&amp;#039;s Bounty. || Reach a city property threshold; Bring the required item&lt;br /&gt;
|-&lt;br /&gt;
| B || Assist the search for the Kings&amp;#039; Bounty by clearing woodland. || Use a specific Army Action&lt;br /&gt;
|-&lt;br /&gt;
| C || Check several sites for clues to the whereabouts of the Kings&amp;#039; Bounty. || Collect the marked curiosities&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Hydracorns&lt;br /&gt;
| rowspan=3 | Homeward Bound&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;The Packs plan to visit their ancestral home, the Rimespring, but its location has been lost.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Bright minds need spaces to research the Rimespring. || Bring the required item; Reach a city property threshold&lt;br /&gt;
|-&lt;br /&gt;
| B || These drained lands may hold signs of the Rimespring. || Collect the marked curiosities&lt;br /&gt;
|-&lt;br /&gt;
| C || A roaring victory against the rebellious Packs should quiet them. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Mangrove of Harmony&lt;br /&gt;
| rowspan=3 | 20,000 Mangroves Under the Sea&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;The Mangroves care little for Saiadha&amp;#039;s empires, but are happy for help rediscovering their Tree of Origin.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Protect the Mangrove&amp;#039;s digs from unsavory visitors. || Claim the target territory&lt;br /&gt;
|-&lt;br /&gt;
| B || Help the Mangrove younglings reach maturity. || Upgrade a unit&lt;br /&gt;
|-&lt;br /&gt;
| C || Plant the special saplings to help locate the Tree. || Use a specific Army Action&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Noquensii&lt;br /&gt;
| rowspan=3 | Artistic License&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Humorous and acerbic, the Noquensii songs have poked fun at too many powerful people. Now they&amp;#039;re in trouble…&amp;#039;&amp;#039;&lt;br /&gt;
| A || Use your influence to calm this enraged celebrity. || Pay at the quest location&lt;br /&gt;
|-&lt;br /&gt;
| B || Defend the village against their unappreciative audience. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| C || Talented bards require the protection of a patron. || Claim the target territory&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Ochlings&lt;br /&gt;
| rowspan=3 | Future Frenzy&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;When the Dust-calling comes, Ochlings lose control. Unless they secure enough Dust first…&amp;#039;&amp;#039;&lt;br /&gt;
| A || Dust is sure to always be passing through the hubs of commerce. || Reach a city property threshold; Research a technology; Bring the required item&lt;br /&gt;
|-&lt;br /&gt;
| B || The world offers many unusual places to find and harvest Dust. || —&lt;br /&gt;
|-&lt;br /&gt;
| C || The rifts have been known to spill precious Dust into the ether. || —&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Oneiroi&lt;br /&gt;
| rowspan=3 | Long Winter&amp;#039;s Nap&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Below the ground where Oneiroi hibernate, their king is trapped in a deep, unending dream.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Only rare substances might end the king&amp;#039;s strange sleep. || Stockpile a resource; Pay the minor faction&lt;br /&gt;
|-&lt;br /&gt;
| B || Search for the Oneiroi&amp;#039;s legendary Gem of Waking. || Interact with the quest location&lt;br /&gt;
|-&lt;br /&gt;
| C || The rift stones may have some link to the king&amp;#039;s long slumber. || Use a specific Army Action&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Sollusk&lt;br /&gt;
| rowspan=3 | Glory Days&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Morale among the Sollusk is low, but pride in their once-great empire could bring them together.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Travelers will regret crossing through Sollusk Imperial lands. || Destroy an army&lt;br /&gt;
|-&lt;br /&gt;
| B || What&amp;#039;s left of the old Sollusk Empire can be found underground. || Research a technology; Build in the target territory&lt;br /&gt;
|-&lt;br /&gt;
| C || The Sollusk need to see a demonstration of your military capabilities. || Reach a city property threshold; Build in a settlement&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | The Consortium&lt;br /&gt;
| rowspan=3 | Handle With Care&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Tensions are running high in the Consortium convoy, as an important delivery has been delayed.&amp;#039;&amp;#039;&lt;br /&gt;
| A || Closing a solid deal or two will restore everyone&amp;#039;s confidence. || Bring the required item; Pay the minor faction&lt;br /&gt;
|-&lt;br /&gt;
| B || The missing goods have to be hidden around here somewhere. || Collect the marked curiosities&lt;br /&gt;
|-&lt;br /&gt;
| C || No rival syndicate can be allowed to skim off Consortium deals. || Destroy an army&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Unseeing Seers&lt;br /&gt;
| rowspan=3 | Deep Thought&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Cloistered in High Keeps, the Unseeing Seers rely on outsiders&amp;#039; help to complete their prophecy.&amp;#039;&amp;#039;&lt;br /&gt;
| A || A special treat from beyond the Keeps will boost focus. || Destroy the quest armies&lt;br /&gt;
|-&lt;br /&gt;
| B || The Seers leave no stone unturned to predict the end of days. || Research a technology&lt;br /&gt;
|-&lt;br /&gt;
| C || Disturbances to the Seers&amp;#039; studies emanate from the caves. || Clear a dungeon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Xavius&lt;br /&gt;
| rowspan=3 | Passing Muster&lt;br /&gt;
| rowspan=3 | &amp;#039;&amp;#039;Determined to protect themselves from danger, the Xavius have much to learn about warfare.&amp;#039;&amp;#039;&lt;br /&gt;
| A || The Xavius need to see how a real warrior sharpens their skills. || Level up a hero&lt;br /&gt;
|-&lt;br /&gt;
| B || Teach the Xavius how to improve units. || Gain unit veterancy&lt;br /&gt;
|-&lt;br /&gt;
| C || New techniques will lead to quick gains for the Xavius forces. || Research a technology&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198662418987</name></author>
	</entry>
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