Hearth-Vigil

moderate Nature Incarnate
Hearth-Vigil spirit panel

Hearth-Vigil

Growth (Pick One)

1
Reclaim All Reclaim All + Add Presence at Range 0 0 Range Add Presence at Range 0
2
Gain Power Card Gain Power Card + Add Presence at Range 3 with Dahan 3 Range Add Presence at Range 3 with Dahan
3
Add Presence at Range 2 2 Range Add Presence at Range 2 + Gain 3 Energy Gain 3 Energy

Presence

Special
Hearth Gate — Gather 1 Dahan from 1 Land
Gather 1 Dahan
Energy
0 Energy
0
1 Energy + sun 1
1 +sun
2 Energy
2
3 Energy + animal 3
3 +animal
4 Energy
4
5 Energy + sun 5
5 +sun
Cards
1 Card Plays
1
2 Card Plays
2
air element
air
3 Card Plays
3
animal element
animal
4 Card Plays
4

Special Rules

ROOTED IN THE COMMUNITY
Blight added in your lands does not Destroy your Presence if Dahan are present. (Ravage Actions Destroy Dahan before added Blight destroys Presence and cascades.)

FORTIFY HEART AND HEARTH
Dahan have +4 Health (each) while in your lands. Event and Blight Card Actions don't damage, destroy, or replace Dahan in your lands. (Ravages are not Event Actions even if caused by Events.)

LOYAL GUARDIAN
When all Dahan leave one of your lands, your Presence may Move with those Dahan. (Each Dahan can Bring any number of Presence.)

Innate Powers

fast WARN OF IMPENDING CONFLICT
Speed fast | Target Yourself
2 sun 1 earth
In one of your lands, 1 Dahan deals Damage before Invaders during Ravages. (Choose a land when Invaders Ravage there.)
3 sun 1 earth
In that land, another Dahan deals Damage before Invaders during Ravages.
4 sun 2 earth
In that land, all Dahan deal Damage before Invaders during Ravages.
5 sun 3 earth
Instead, all Dahan in all of your lands deal Damage before Invaders during Ravages.
fast KEEP WATCH FOR NEW INCURSIONS
Speed fast | Range sacredsite dahan 1 Range | Target Any
Gather up to 2 Dahan, from your lands only.
1 sun 2 air
Once this turn after Invaders are added or moved into target land, 1 Damage per Dahan in target land, to those added/moved Invaders only.
2 sun 3 air
Repeat this Power.

Setup

Put 3 Presence on your starting board: 1 in the highest-numbered land with Dahan and 2 in the lowest-numbered land with at least 2 Dahan. Add 1 Dahan in each of those lands (additional survivors of the Invaders' diseases).

You start with your 4 Unique Power Cards and 1 Energy.

Play Style

Very good at protecting Dahan in its lands, not so great at stopping Blight. In keeping with its nature, largely brings Dahan to its Presence (or vice versa); getting Dahan elsewhere may require a bit of forethought with Keep Watch for New Incursions.

Very reactive, with reliable ways to deal with Invaders as they Ravage and Build, but has trouble handling established City that aren't Ravaging.

Power Summary

3
offense
1
control
2
fear
4
defense
4
utility

Unique Power Cards

Strategy

General Strategy

Links to Guides

Lore

From the Spirit Panel

Hearth-Vigil is a Spirit of neither fire nor cooking - it is a watcher and guardian, a protector who keeps vigil over common-hearths. In the dry season, it smothers rogue blazes; in the wet season, it fortifies the health of older Dahan suffering from wheezelung; in all season, it intensifies the hearth's powers of wellness and community-strength. It's friendly to speak to, though most grown Dahan don't usually distract it without cause.

Historically, its aid was first sought during the bloody conflicts of the Servant Cults, due to the threat of mass poisonings. As those agreements affected its nature, it became able to offer more than simple vigilance.

=

Design Lore=

A game of Spirit Island does not open at the very instant the Invaders show up: the first tall ship landed at the island around 8 to 10 years before game start, the first colonists arrived maybe 4 to 6 years back. The opening acts of the eventual conflict are presumed to play out similarly each time, so are left invisible: the initial settlements, the Dahan reaching out to the colonizers, the Invaders failing to heed Dahan warnings about proper behavior, the first Blight, larger Spirits being caught by surprise at the speed of the Invaders… and Invader-borne diseases ripping through the interconnected Dahan population.

It is horrifying that the mortality rate among the Dahan - around 20 to 30 percent - is substantially less than what was historically suffered by many Indigenous communities in the face of such pathogenic onslaughts. Most Dahan communities benefited from close relationships with some smaller Spirits able to provide quick palliative assistance, and perhaps blunt the severity of an illness.

However, most Spirits capable of more dramatic aid were unable to react in time or to bring their full power to bear - events unfolded extremely quickly, from their perspective, and these illnesses were novel, unfamiliar.

Hearth-Vigil, however, was able to help a great deal more, being a Spirit both of vigilance and of health, already existing among the Dahan. Communities with a close relationship to Hearth-Vigil are accustomed to bringing their ill or poisoned to it for aid, and this allowed many to survive who otherwise would not have.

(A side note on language: Spirit names attempt to capture feel in addition to literal meaning. “Hearth” is the closest English word in meaning + connotation to the Dahan word for the shared communal space around common pit ovens over which Hearth-Vigil watches - just like Shroud of Silent Mist uses “shroud” due to its connotations in the English language, even though the Dahan don’t generally use burial-shrouds and their name for the Spirit doesn’t reference fabric at all.)

High Synergy Cards

Type
Elements
Sort

Call to Guard
Call to Guard
fast 0 Minor sunairearth
Provides: Sun, Earth, Air
Sky Stretches to Shore
Sky Stretches to Shore
fast 1 Minor sunairwaterearth
Provides: Sun, Earth, Air
Absorb Corruption
Absorb Corruption
slow 1 Minor sunearthplant
Provides: Sun, Earth
Call to Ferocity
Call to Ferocity
slow 0 Minor sunfireearth
Provides: Sun, Earth
Devouring Ants
Devouring Ants
slow 1 Minor sunearthanimal
Provides: Sun, Earth
Drought
Drought
slow 1 Minor sunfireearth
Provides: Sun, Earth
Encompassing Ward
Encompassing Ward
fast 1 Minor sunwaterearth
Provides: Sun, Earth
Gift of Constancy
Gift of Constancy
fast 0 Minor sunearth
Provides: Sun, Earth
Guardian Serpents
Guardian Serpents
fast 1 Minor sunmoonearthanimal
Provides: Sun, Earth
Promises of Protection
Promises of Protection
fast 0 Minor sunearthanimal
Provides: Sun, Earth
Renewing Boon
Renewing Boon
slow 1 Minor sunearthplant
Provides: Sun, Earth
Strong and Constant Currents
Strong and Constant Currents
fast 0 Minor sunwaterearth
Provides: Sun, Earth
Birds Cry Warning
Birds Cry Warning
fast 1 Minor sunairanimal
Provides: Sun, Air
Call to Isolation
Call to Isolation
fast 0 Minor sunairanimal
Provides: Sun, Air
Delusions of Danger
Delusions of Danger
fast 1 Minor sunmoonair
Provides: Sun, Air
Enticing Splendor
Enticing Splendor
fast 0 Minor sunairplant
Provides: Sun, Air
Fire in the Sky
Fire in the Sky
fast 1 Minor sunfireair
Provides: Sun, Air
Portents of Disaster
Portents of Disaster
fast 0 Minor sunmoonair
Provides: Sun, Air
Purifying Flame
Purifying Flame
slow 1 Minor sunfireairplant
Provides: Sun, Air
Reaching Grasp
Reaching Grasp
fast 0 Minor sunairwater
Provides: Sun, Air
Spur on with Words of Fire
Spur on with Words of Fire
fast 1 Minor sunfireair
Provides: Sun, Air
Twilight Fog Brings Madness
Twilight Fog Brings Madness
slow 0 Minor sunmoonairwater
Provides: Sun, Air
Blood Draws Predators
Blood Draws Predators
fast 1 Minor sunfirewateranimal
Provides: Sun
Call to Bloodshed
Call to Bloodshed
slow 1 Minor sunfireanimal
Provides: Sun
Cycles of Time and Tide
Cycles of Time and Tide
fast 1 Minor sunmoonwater
Provides: Sun
Elusive Ambushes
Elusive Ambushes
fast 1 Minor sunfirewater
Provides: Sun
Favor of the Sun and Star-lit Dark
Favor of the Sun and Star-lit Dark
fast 1 Minor sunmoonplant
Provides: Sun
Gift of Living Energy
Gift of Living Energy
fast 0 Minor sunfireplant
Provides: Sun
Solidify Echoes of Majesty Past
Solidify Echoes of Majesty Past
fast 4 Major sunmoonairearth
Provides: Sun, Earth, Air Threshold reachable (92%)
Voice of Command
Voice of Command
fast 3 Major sunair
Provides: Sun, Air Threshold reachable (100%)
Walls of Rock and Thorn
Walls of Rock and Thorn
fast 4 Major sunearthplant
Provides: Sun, Earth Threshold reachable (88%)
Bargains of Power and Protection
Bargains of Power and Protection
fast 2 Major sunwaterearthanimal
Provides: Sun, Earth Threshold reachable (86%)
Weave Together the Fabric of Place
Weave Together the Fabric of Place
fast 4 Major sunmoonairwaterearth
Provides: Sun, Earth, Air Threshold reachable (75%)
Irresistible Call
Irresistible Call
fast 6 Major sunairplant
Provides: Sun, Air Threshold reachable (93%)
Indomitable Claim
Indomitable Claim
fast 4 Major sunearth
Provides: Sun, Earth Threshold reachable (80%)
Focus the Land's Anguish
Focus the Land's Anguish
slow 5 Major sun
Provides: Sun Threshold reachable (100%)
Fragments of Yesteryear
Fragments of Yesteryear
slow 7 Major sunmoon
Provides: Sun Threshold reachable (100%)
Instruments of Their Own Ruin
Instruments of Their Own Ruin
fast 4 Major sunfireairanimal
Provides: Sun, Air Threshold reachable (88%)
Manifest Incarnation
Manifest Incarnation
slow 6 Major sunmoonearthanimal
Provides: Sun, Earth Threshold reachable (75%)
Tigers Hunting
Tigers Hunting
fast 2 Major sunmoonanimal
Provides: Sun Threshold reachable (93%)