Keeper of the Forbidden Wilds

moderate Branch and Claw
Keeper of the Forbidden Wilds spirit panel

Keeper of the Forbidden Wilds

Growth (Pick Two)

1
Reclaim All Reclaim All + Gain 1 Energy Gain 1 Energy
2
Gain Power Card Gain Power Card
3
Add Presence to land with Wilds or Your Presence Add Presence to land with Wilds or Your Presence + Gain 1 Energy Gain 1 Energy
4
Add Presence at Range 3 (Wilds/Presence, pay 3 Energy) 3 Range Add Presence at Range 3 (Wilds/Presence, pay 3 Energy) + Remove Blight from one of your lands Remove Blight from one of your lands

Presence

Energy
2 Energy
2
sun element
sun
4 Energy
4
5 Energy
5
plant element
plant
7 Energy
7
8 Energy
8
9 Energy
9
Cards
1 Card Plays
1
2 Card Plays
2
2 Card Plays
2
3 Card Plays
3
4 Card Plays
4
5 Card Plays + Reclaim
5 +Reclaim

Special Rules

FORBIDDEN GROUND
After you create a Sacredsite, Push all Dahan from that land. Dahan Events never move Dahan to your Sacredsite, but Powers can do so.

Innate Powers

slow PUNISH THOSE WHO TRESPASS
Speed slow | Range 0 Range | Target Any
2 sun 1 fire 2 plant
2 Damage. Destroy 1 Dahan.
2 sun 2 fire 3 plant
+1 Damage per SunPlant you have.
4 plant
Split this Power's Damage however desired between target land and another 1 of your lands.
slow SPREADING WILDS
Speed slow | Range 1 Range | Target Any land without Blight
2 sun
Push 1 Explorer from target land per 2 Sun you have.
1 plant
If target land has no Explorer, add 1 Wild.
3 plant
This Power has Range +1.
1 air
This Power has Range +1.

Setup

Put 1 Presence and 1 Wild on your starting board in the highest-numbered Jungle.

Play Style

A slowly growing wall - expanding can sometimes be difficult, but the Invaders will have an equally difficult time penetrating wherever the Keeper plants itself.
In larger games, it may be useful to spread to one of the two far-distant lands early on, to have multiple points from which to slowly grow.

Power Summary

5
offense
2
control
1
fear
4
defense
3
utility

Unique Power Cards

Strategy

General Strategy

What do we see?

  • Growth: Like Sharp Fangs, Keeper of the Forbidden Wilds can mix-and-match with two different Growth choices. Keeper has two ways to add Presence, but one of them costs 3 Energy to make use of, and both are restricted: it grows most readily where there are Wilds or its own Presence, but in a pinch can expand anywhere there isn't Blight.
  • Presence Tracks: It has very good Energy, starting at 2 and rising all the way up to 9 - a higher top-out than even Vital Strength of the Earth, though it takes several more placements to get there. Its Plays are more or less average: no strong help for play-heavy strategies, but it can get up to 3-4 card plays with some work. (Though that same effort could also get it a lot more Energy.)
  • Special Rule - Forbidden Ground: The Dahan will evacuate anyplace where Keeper sets up a Sacred Site, and not return unless a Spirit explicitly gives them the OK to do so. This can be inconvenient, as it deprives Keeper of some forms of Dahan assistance, but also lets it get the Dahan out of the way of some of its Powers - which will be important, as we'll see in a moment.
  • Innate Power - Punish Those Who Trespass: Here we go: at base, this destroys a Town, but also a Dahan. With more wrath (Fire), Keeper brings extra damage commensurate to its core elements (Plant + Sun), wiping out Cities and more.
  • Innate Power - Spreading Wilds: We'd expect to see some easy way for Keeper to add Wilds, given that it relies on them to spread. Spreading Wilds can't affect lands with Blight, so we see that Keeper has a hard time spreading to blighted lands - as one might expect, for a guardian of untainted wild places.

How about its Unique Powers?

A few broad trends:

  • It's very strong in Sun and (especially) Plant. But it only has one Fire, so the higher level of Punish Those Who Trespass will require drafting more Fire, and has no Air, so the Air-based Range boost to Spreading Wilds isn't an option at first.
  • Everything costs 1 Energy or more. Fortunately, Keeper has the Energy income to support that.

Specific Powers:

  • Towering Wrath is a hammer that starts medium-sized and gets bigger the more Sacred Sites Keeper has in an area. It's also Keeper's only +Fire to start with, so Towering Wrath will pair with Punish Those Who Trespass - Keeper's going to have some big stompy turns when it gets mad. Towering Wrath wipes out Dahan, though, so needs to be used carefully to avoid friendly fire casualties.
  • Sacrosanct Wilderness is another way for Keeper to add Wilds - but perhaps more importantly, it lets Keeper do damage based on Wilds! Normally the hazards of Wilds tokens are only large enough to prevent a single Explore; this magic amplifies their peril to the point where they can wipe out Towns - or, with multiple Wilds, Cities - and still remain to prevent the next Explore into that land. Potent! Sacrosanct Wilderness also lets Keeper tell the Dahan to get out of the way at Fast speed, which can be good for hasty evacuations or reinforcement of nearby lands. Like most of Keeper's Wilds-based powers, it can't affect Blighted lands...
  • ...but Regrow From Roots offers Blight removal! Only in Jungle and Wetlands, the areas of densest vegetation, but still way better than nothing, particularly since Keeper depends on Blight-free lands for Wilds and expansion.
  • Finally, Boon of Growing Power lets a Spirit draw upon the power of the ancients that Keeper serves, gaining Energy and a Power Card. Keeper has fairly plentiful access to both of these things (as it already serves those ancients), so it will likely use this on other Spirits more often than itself.

Overall: Keeper of the Forbidden Wilds is very mobility-limited at first, as it has a hard time adding Wilds at further than Range 1. However, it's exceptionally good at defending its turf: Wilds prevents Exploring, and its damaging powers can hammer those Invaders that sneak past (or are Pushed in). Keeper's choices about where to plant itself very much shape the strategic flow of the game: will it stake out its home board, form a wall to isolate one part of the island, occupy the center, or split into two main enclaves for more versatility? Later on, it can spread more readily (as it becomes able to range-boost Spreading Wilds), and if given the time to reach the higher reaches of its Energy track can shower down multiple Major Powers per turn without missing a beat.

Links to Guides

Sacredsite Antistone's Opening[↗]

Sacredsite Phantaskippy's Guide[↗]

Lore

From the Spirit Panel

Spread throughout Spirit Island are pockets of deep wilderness, untouched by human hands. A few have a spirit of sanctity about them. The leaves there whisper words of forbiddance, of warnings, of wrath for those who trespass. The Dahan know how to listen, and stay well away.

A few spirit-seekers claim that these wild-spirits (powerful as they are) are merely custodians and wardens for other more powerful, spirits of ancient trees and deep roots who wake neither frequently nor easily. Nobody much cares to test the truth of the matter.

=

Design Lore=

Keeper of the Forbidden Wilds is a guardian-spirit, charged with maintaining the sanctity of the deepest wilds of Spirit Island. It serves spirits of deep root and ancient branch which foresaw the need for a more energetic guardian, being immensely slow in their age and great power. It takes its charge with unnerving seriousness, and the Dahan have learned that no matter how carefully they respect the land, raising their roof-poles too close to its domains will result in retribution: its charge is to prevent trespass, even if well-intentioned or scrupulously polite.

Aspects

Spreading Hostility

Spreading Hostility

Higher Complexity

Replaces: Rightmost Growth Option; Lowers Energy income.

High Synergy Cards

Type
Elements
Sort

Purifying Flame
Purifying Flame
slow 1 Minor sunfireairplant
Provides: Plant, Sun, Fire, Air
Gift of Living Energy
Gift of Living Energy
fast 0 Minor sunfireplant
Provides: Plant, Sun, Fire
Sear Anger Into the Wild Lands
Sear Anger Into the Wild Lands
slow 0 Minor sunfireplant
Provides: Plant, Sun, Fire
Enticing Splendor
Enticing Splendor
fast 0 Minor sunairplant
Provides: Plant, Sun, Air
Absorb Corruption
Absorb Corruption
slow 1 Minor sunearthplant
Provides: Plant, Sun
Favor of the Sun and Star-lit Dark
Favor of the Sun and Star-lit Dark
fast 1 Minor sunmoonplant
Provides: Plant, Sun
Like Calls to Like
Like Calls to Like
slow 1 Minor sunwaterplant
Provides: Plant, Sun
Pact of the Joined Hunt
Pact of the Joined Hunt
slow 1 Minor sunplantanimal
Provides: Plant, Sun
Renewing Boon
Renewing Boon
slow 1 Minor sunearthplant
Provides: Plant, Sun
Skies Herald the Season of Return
Skies Herald the Season of Return
fast 1 Minor sunmoonplantanimal
Provides: Plant, Sun
Song of Sanctity
Song of Sanctity
slow 1 Minor sunwaterplant
Provides: Plant, Sun
Teeming Rivers
Teeming Rivers
slow 1 Minor sunwaterplantanimal
Provides: Plant, Sun
Dry Wood Explodes in Smoldering Splinters
Dry Wood Explodes in Smoldering Splinters
slow 1 Minor fireairplant
Provides: Plant, Fire, Air
Hazards Spread Across the Island
Hazards Spread Across the Island
fast 0 Minor fireairearthplant
Provides: Plant, Fire, Air
Lure of the Unknown
Lure of the Unknown
fast 0 Minor moonfireairplant
Provides: Plant, Fire, Air
Animated Wrackroot
Animated Wrackroot
slow 0 Minor moonfireplant
Provides: Plant, Fire
Inflame the Fires of Life
Inflame the Fires of Life
slow 1 Minor moonfireplantanimal
Provides: Plant, Fire
Poisoned Dew
Poisoned Dew
slow 1 Minor firewaterplant
Provides: Plant, Fire
Roiling Bog and Snagging Thorn
Roiling Bog and Snagging Thorn
fast 0 Minor moonfirewaterplant
Provides: Plant, Fire
Rouse the Trees and Stones
Rouse the Trees and Stones
slow 1 Minor fireearthplant
Provides: Plant, Fire
Shadows of the Burning Forest
Shadows of the Burning Forest
slow 0 Minor moonfireplant
Provides: Plant, Fire
The Shore Seethes with Hatred
The Shore Seethes with Hatred
slow 1 Minor firewaterearthplant
Provides: Plant, Fire
Call to Trade
Call to Trade
fast 1 Minor airwaterearthplant
Provides: Plant, Air
Disorienting Landscape
Disorienting Landscape
fast 1 Minor moonairplant
Provides: Plant, Air
Drift Down into Slumber
Drift Down into Slumber
fast 0 Minor airearthplant
Provides: Plant, Air
Flow Downriver, Blow Downwind
Flow Downriver, Blow Downwind
slow 0 Minor airwaterplant
Provides: Plant, Air
Set Them on an Ever-Twisting Trail
Set Them on an Ever-Twisting Trail
fast 1 Minor airplantanimal
Provides: Plant, Air
Tormenting Rotflies
Tormenting Rotflies
slow 1 Minor airplantanimal
Provides: Plant, Air
Unrelenting Growth
Unrelenting Growth
slow 4 Major sunfirewaterplant
Provides: Plant, Sun, Fire Threshold reachable (100%)
Walls of Rock and Thorn
Walls of Rock and Thorn
fast 4 Major sunearthplant
Provides: Plant, Sun Threshold reachable (100%)
Trees Radiate Celestial Brilliance
Trees Radiate Celestial Brilliance
fast 3 Major sunmoonplant
Provides: Plant, Sun Threshold reachable (93%)
Thickets Erupt with Every Touch of Breeze
Thickets Erupt with Every Touch of Breeze
fast 3 Major airplant
Provides: Plant, Air Threshold reachable (100%)
Forests of Living Obsidian
Forests of Living Obsidian
slow 4 Major sunfireearthplant
Provides: Plant, Sun, Fire Threshold reachable (69%)
Irresistible Call
Irresistible Call
fast 6 Major sunairplant
Provides: Plant, Sun, Air Threshold reachable (71%)
Strangling Firevine
Strangling Firevine
slow 4 Major fireplant
Provides: Plant, Fire Threshold reachable (90%)
Twisted Flowers Murmur Ultimatums
Twisted Flowers Murmur Ultimatums
slow 5 Major sunmoonairearthplant
Provides: Plant, Sun, Air Threshold reachable (69%)
Inspire the Release of Stolen Lands
Inspire the Release of Stolen Lands
slow 4 Major sunwaterplantanimal
Provides: Plant, Sun Threshold reachable (69%)
Bombard with Boulders and Stinging Seeds
Bombard with Boulders and Stinging Seeds
slow 2 Major airearthplant
Provides: Plant, Air Threshold reachable (86%)
Smothering Infestation
Smothering Infestation
slow 3 Major waterplant
Provides: Plant Threshold reachable (88%)
The Wounded Wild Turns on its Assailants
The Wounded Wild Turns on its Assailants
slow 4 Major fireplantanimal
Provides: Plant, Fire Threshold reachable (79%)