Lure of the Deep Wilderness

moderate Jagged Earth
Lure of the Deep Wilderness spirit panel

Lure of the Deep Wilderness

Growth (Pick One from Each Group)

1
Reclaim All Reclaim All + Gain 1 Energy Gain 1 Energy
2
Add Presence at Range 4 (Inland) 4 Range Add Presence at Range 4 (Inland)
3
Gain Moon, Air, Plant Gain Moon, Air, Plant + Gain 2 Energy Gain 2 Energy
4
Gain Power Card Gain Power Card

Presence

Energy
1 Energy
1
2 Energy
2
moon element
moon
3 Energy + plant 3
3 +plant
4 Energy + air 4
4 +air
5 Energy + Reclaim
5 +Reclaim
Cards
1 Card Plays
1
2 Card Plays
2
animal element
animal
3 Card Plays
3
4 Card Plays
4
5 Card Plays + Reclaim
5 +Reclaim

Special Rules

HOME OF THE ISLAND'S HEART
Your Presence may only be added/moved to lands that are Inland.

ENTHRALL THE FOREIGN EXPLORERS
For each of your Presence in a land, ignore up to 2 Explorer during the Ravage Step and any Ravage Actions.

Innate Powers

slow FORSAKE SOCIETY TO CHASE AFTER DREAMS
Speed slow | Range 1 Range | Target Any land with Invaders
2 moon
Replace 1 Explorer with 1 Explorer.
2 moon 1 air
Instead, replace 1 Town with 2 Explorer.
3 moon 2 air
Instead, replace 1 City with 3 Explorer.
4 air
Repeat this Power.
slow NEVER HEARD FROM AGAIN
Speed slow | Range 0 Range | Target Inland land
1 fire 3 plant
Add 1 Badlands
2 plant
Destroy up to 2 Explorer per Badlands/Beast/Disease/Wild.
4 plant
2 Damage.
6 plant
Repeat this Power.

Setup

Put 3 Presence on your starting board: 2 in land #8, and 1 in land #7. Add 1 Beast to land #8.

Play Style

Very focused on the interior - its best options for coastal lands are "draw the Invaders inland" or "turn Town/City into Explorer, then draw them inland". Likes the interior to be dangerous, full of Badlands, Beast, Disease, and Wild, ideally where its Presence is.

Has better-than-average potential for containing Invaders and setting up a zone safe from Explores, but the coasts may get messy while doing so.

Power Summary

4
offense
4
control
4
fear
2
defense
1
utility

Unique Power Cards

Strategy

Lore

From the Spirit Panel

Most early Dahan settlements clustered along the coasts. From time to time, a handful of residents would get a distant look in their eyes and stride off into the heart of the island, no pleading or reason dissuading them from seeking some distant call only they could hear.

Many of these involuntary wanderers survived and settles together in time. This may have hastened the First Reckoning, as they relied much more on agriculture than did their fishing bretheren along the coast.

A few wanderers spoke of finding the Spirit which called them ever-further inward, in voices of wonder mingled with fear. But most never even saw it, only felt its distant beckoning.

=

Design Lore=

Lure of the Deep Wilderness can in some ways be seen as a counterpart to Ocean's Hungry Grasp: it calls humans towards the deep centers of its power, in one case the depths of the ocean, in the other inland areas far from the shore. There the similarity ends: where Ocean's Hungry Grasp is an embodiment of the seas' hunger to consume the land and those who dwell upon it, Lure of the Deep Wilderness is an embodiment of nature's allure and danger intertwined: the desire to seek what lies further in, and the consequences of so doing. For the purposes of fighting the Invaders, most of those consequences are bad ones, but that is not an inextricable truth about it: wanderlust may lead to good things as well as bad.

A digression: Spirit Island generally presents Spirits in a way such that you see the sides of them best suited to the struggle against the Invaders. However, many Spirits have portions of their nature that aren't very relevant to the conflict, so they don't get much mechanical representation. For instance, A Spread of Rampant Green could (perhaps) cause *only* crops to grow abundantly, creating plenty of food for Invaders or Dahan. But the effect wouldn't be enough to support the Dahan the way that River Surges in Sunlight does, and wouldn't be especially useful against the Invaders, so it doesn't have any rules associated with it. If the Spirit doubled down and hyper-focused on that part of itself, it might be able to expand / empower / better control that crop growth enough to make it relevant - perhaps entice Invaders to change where they try to settle - but in the process, other portions of itself would be neglected and become weaker. Mechanically, this trade-off would most likely be captured in an Aspect for the Spirit. End of digression!

For its part, Lure of the Deep Wilderness likes humans, but not in a way that humans find especially comfortable. Arguably it prefers the acquisition more than the actual having (though it finds both satisfying), and while this tilt is probably a boon to those called away by waking dreams (if they survive, they're likely to break free at some point), it's still not something that makes the Dahan want to have it as a neighbor.

(There are, in the way of humans, exceptions: a scattering of families and people hope to be called on such a journey, seeing it as something of a rite of passage. Their neighbors are pretty skeptical, but hey, if it keeps Lure of the Deep Wilderness from snaring their relatives with a vision-call, they'll happily live with it. And sometimes, Lure of the Deep Wilderness will call an entire village during that village's moving-time; the Dahan tend to find this far less objectionable than individuals being lured away. Partly because it doesn't involve the painful bereavement of loved ones suddenly walking off into the jungle possibly never to return, and partly because villages called in this fashion tend to find excellent sites for their next settlement - often previously unknown ones.)

Unlike the Dahan, the Invaders have no agreements with or knowledge of the Spirits, which means from Lure of the Deep Wilderness' perspective they're entirely fair game. At first, there was no malice in its call, but as the threat the Invaders posed became clear, it began acting with more deliberation and anger.

Aspects

Lair

Lair

Higher Complexity

Replaces: Innate Power: Forsake Society to Chase After Dreams and Special Rule: Enthrall the Foreign Explorers

High Synergy Cards

Type
Elements
Sort

Lure of the Unknown
Lure of the Unknown
fast 0 Minor moonfireairplant
Provides: Plant, Moon, Air, Fire
Disorienting Landscape
Disorienting Landscape
fast 1 Minor moonairplant
Provides: Plant, Moon, Air
Animated Wrackroot
Animated Wrackroot
slow 0 Minor moonfireplant
Provides: Plant, Moon, Fire
Inflame the Fires of Life
Inflame the Fires of Life
slow 1 Minor moonfireplantanimal
Provides: Plant, Moon, Fire
Roiling Bog and Snagging Thorn
Roiling Bog and Snagging Thorn
fast 0 Minor moonfirewaterplant
Provides: Plant, Moon, Fire
Shadows of the Burning Forest
Shadows of the Burning Forest
slow 0 Minor moonfireplant
Provides: Plant, Moon, Fire
Dark and Tangled Woods
Dark and Tangled Woods
fast 1 Minor moonearthplant
Provides: Plant, Moon
Favor of the Sun and Star-lit Dark
Favor of the Sun and Star-lit Dark
fast 1 Minor sunmoonplant
Provides: Plant, Moon
Gift of Power
Gift of Power
slow 0 Minor moonwaterearthplant
Provides: Plant, Moon
Razor-Sharp Undergrowth
Razor-Sharp Undergrowth
fast 1 Minor moonplant
Provides: Plant, Moon
Skies Herald the Season of Return
Skies Herald the Season of Return
fast 1 Minor sunmoonplantanimal
Provides: Plant, Moon
Thriving Chokefungus
Thriving Chokefungus
slow 1 Minor moonwaterplant
Provides: Plant, Moon
Dry Wood Explodes in Smoldering Splinters
Dry Wood Explodes in Smoldering Splinters
slow 1 Minor fireairplant
Provides: Plant, Air, Fire
Hazards Spread Across the Island
Hazards Spread Across the Island
fast 0 Minor fireairearthplant
Provides: Plant, Air, Fire
Purifying Flame
Purifying Flame
slow 1 Minor sunfireairplant
Provides: Plant, Air, Fire
Call to Trade
Call to Trade
fast 1 Minor airwaterearthplant
Provides: Plant, Air
Drift Down into Slumber
Drift Down into Slumber
fast 0 Minor airearthplant
Provides: Plant, Air
Enticing Splendor
Enticing Splendor
fast 0 Minor sunairplant
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
Gift of Living Energy
Gift of Living Energy
fast 0 Minor sunfireplant
Provides: Plant, Fire
Poisoned Dew
Poisoned Dew
slow 1 Minor firewaterplant
Provides: Plant, Fire
Rouse the Trees and Stones
Rouse the Trees and Stones
slow 1 Minor fireearthplant
Provides: Plant, Fire
Sear Anger Into the Wild Lands
Sear Anger Into the Wild Lands
slow 0 Minor sunfireplant
Provides: Plant, Fire
The Shore Seethes with Hatred
The Shore Seethes with Hatred
slow 1 Minor firewaterearthplant
Provides: Plant, Fire
Absorb Corruption
Absorb Corruption
slow 1 Minor sunearthplant
Provides: Plant
Call to Tend
Call to Tend
slow 1 Minor waterplantanimal
Provides: Plant
Transform to a Murderous Darkness
Transform to a Murderous Darkness
slow 6 Major moonfireairwaterplant
Provides: Plant, Moon, Air, Fire Threshold reachable (100%)
Death Falls Gently from Open Blossoms
Death Falls Gently from Open Blossoms
slow 4 Major moonairplant
Provides: Plant, Moon, Air Threshold reachable (100%)
Twisted Flowers Murmur Ultimatums
Twisted Flowers Murmur Ultimatums
slow 5 Major sunmoonairearthplant
Provides: Plant, Moon, Air Threshold reachable (100%)
Settle Into Hunting-Grounds
Settle Into Hunting-Grounds
fast 3 Major moonfireplantanimal
Provides: Plant, Moon, Fire Threshold reachable (100%)
Flocking Red-Talons
Flocking Red-Talons
fast 3 Major airwaterplantanimal
Provides: Plant, Air Threshold reachable (100%)
Thickets Erupt with Every Touch of Breeze
Thickets Erupt with Every Touch of Breeze
fast 3 Major airplant
Provides: Plant, Air Threshold reachable (100%)
Transformative Sacrifice
Transformative Sacrifice
fast 3 Major moonfirewaterplant
Provides: Plant, Moon, Fire Threshold reachable (86%)
Pent-Up Calamity
Pent-Up Calamity
fast 3 Major moonfireearthplantanimal
Provides: Plant, Moon, Fire Threshold reachable (80%)
Strangling Firevine
Strangling Firevine
slow 4 Major fireplant
Provides: Plant, Fire Threshold reachable (100%)
The Wounded Wild Turns on its Assailants
The Wounded Wild Turns on its Assailants
slow 4 Major fireplantanimal
Provides: Plant, Fire Threshold reachable (100%)
Bombard with Boulders and Stinging Seeds
Bombard with Boulders and Stinging Seeds
slow 2 Major airearthplant
Provides: Plant, Air Threshold reachable (86%)
Infestation of Venomous Spiders
Infestation of Venomous Spiders
fast 4 Major airearthplantanimal
Provides: Plant, Air Threshold reachable (86%)