Shifting Memory of Ages

moderate Jagged Earth
Shifting Memory of Ages spirit panel

Shifting Memory of Ages

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 2 2 Range Add Presence at Range 2
3
Add Presence at Range 1 1 Range Add Presence at Range 1 + Gain 2 Energy Gain 2 Energy
4
Gain 9 Energy Gain 9 Energy

Presence

Energy
0 Energy
0
1 Energy
1
2 Energy
2
3 Energy + Marker
3E +Marker
4 Energy
4
Reclaim One
Reclaim
5 Energy
5
6 Energy + Marker
6E +Marker
Cards
1 Card Plays
1
2 Card Plays
2
2 Card Plays
2
Use Markers for Play
Markers for Play
3 Card Plays
3

Special Rules

LONG AGES OF KNOWLEDGE AND FORGETFULNESS

When you would Forget a Power Card from your hand, you may instead discard it. (Max. once per Action.)

INSIGHTS INTO THE WORLD'S NATURE

Some of your Actions let you Prepare Element Markers, which are kept here until used. Choose the Elements freely. (I.e., you are not limited to Elements you have at the time.)

Each Element Marker spent grants 1 of that Element for a single Action. (E.g., one Power use.)

Innate Powers

fast LEARN THE INVADERS' TACTICS
Speed fast | Range 1 Range | Target Any land with Invaders
2 earth
Defend 2.
1 air 2 earth
Instead, Defend 3.
2 moon 3 air 4 earth
Instead, Defend 2 per card in the Invader discard pile.
fast OBSERVE THE EVER-CHANGING WORLD
Speed fast | Range 1 Range | Target Any
1 moon
Prepare 1 Element Marker.
2 moon 1 air
Instead, after each of the next three Actions that change which pieces are in target land, Prepare 1 Element Marker.
(You can stack the markers you intend to take here or on the target land so you don't need to ponder on what to take mid-turn. Any Action can trigger Preparing a marker, not just your own.)

Setup

Put 2 Presence on your starting board in the highest-numbered land that is Sands or Mountain. Prepare 1 Moon, 1 Air, and 1 Earth marker (put them by your Special Rules).

Play Style

Starts with little ability to influence the board - most of what it does in that regard will come from new Power Cards.

Extremely good with Major Powers and usually wants to take them early and often. Can either try sprinting towards victory with its phenomenal Energy Growth or build up towards becoming a late-game powerhouse.

Power Summary

1
offense
2
control
2
fear
4
defense
5
utility

Unique Power Cards

Strategy

Lore

From the Spirit Panel

An immensely old Spirit that has ascended to great power countless times over the ages - and then destroyed that power each time, severing huge pieces of itself to become small once again. It does this in part for the thrill of learning anew, but also for the delight of perceiving the living world on the short timescales that larger Spirits grow beyond.

The Invaders' arrival has pushed it to grow much more quickly that it usually would, re-learning lessons and powers from its deep past in order to fight more effectively. After the fight is won, there will be time to forget, to diminish, and to renew itself once more.

=

Design Lore=

Shifting Memory of Ages has been a Spirit of many things over the eons: they are both a Spirit of self-change and of self-memory. To understand the source of this tension within them, you must understand something of the nature of Spirits.

The larger and more powerful a Spirit is, the slower the time frame in which they act: the tiny Spirits of leaf and dewdrop are nearly impossible to communicate with, as a single day for a human is a long eternity to them. (And their knowledge of the world is extremely localized, though still intricate within its bounds.) Most Spirits the Dahan deal with regularly are a touch larger: the Spirit of a single path, of a small glade, of a riverside pool. Not all such places have/are Spirits, but neither are they are especially rare. These Spirits are still fast-minded enough that they may seem somewhat flighty or forgetful to humans, but they will respond to a call, a dance, a pattern, a song.

Spirits who perceive the world on a timescale similar to humans are a bit larger, a bit less common, stay a bit more removed from humanity on average - and the correlation continues, all the way up to Spirits so vast that they could make the Invaders vanish with a thought… but might erase the island in the process, and in any event by the time they acted, they would be far, far too late, as they measure millennia with their breath.

(The Spirits you play start the game in a sweet-spot of “small enough to act on human timescales, large enough to impact the Invasion”. The slowdown that comes with growth is not instantaneous - more like an accumulation of drag over time - so you’re able to ramp up to a combination of speed and potency that Spirits don’t normally exhibit except during the process of such a change.)

Shifting Memory of Ages is an ancient Spirit that has always loved learning, and growing, and understanding. Long eons before humans, they grew to a great ascendancy of power and knowledge. With that greatness, they stopped perceiving the world on the scale of sunrise and sunset, instead of resonating to the deeper rhythms of seasons, of years, of weather-cycles and climate and tectonics…

…and they found that they missed what they had been. Not that they desired ignorance, but they wanted to be able to bask in the slow and perfect glory of a sunset; to hear how the river sounds during different types of rainfall; to watch the antics of this animal or that growing up as an individual rather than perceiving a new generation every time they blinked. They wanted a certain experience of the world that was incompatible with what they had become.

So they changed. They carefully identified, located and protected those parts of themselves that were most core to their being, then slowly let go of everything else: ties to the land, modes of thinking and being, a billion treasured memories, and more. They made themselves small so that they might see the world with young eyes once again.

(This is not a usual thing. Spirits may become diffuse or fade or may shrink as the thing-they-are diminishes in some way, but those which grow-and-diminish cyclically generally do so on a much smaller scale.)

Shifting Memory of Ages found existence different the second time around: they retained aspects of understanding they hadn’t had during their first nascency, learned new things, and grew in different directions (despite the occasional feeling of strange familiarity and ease when they re-discovered something that resonated with their prior self). But their core aims were realized, and they rejoiced in seeing the world with fresh eyes! Since then, they have risen to ascendancy over and over, followed each time by this deliberate forgetting-of-self, a return to beginnings with a mostly - but not entirely - blank slate.

The threat posed by the Invaders has caused Shifting Memory of Ages to accelerate their cycle, progressing along half-familiar paths of power more quickly than they otherwise would. If victory is achieved, they can pause and diminish once more, after making sure that the lessons of the conflict are remembered by some on the island.

Aspects

Intensify

Intensify

Higher Complexity

Replaces: Special Rule: Insights into the World's Nature

Mentor

Mentor

Higher Complexity

Replaces: Special Rule: Long Ages of Knowledge and Forgetfulness and Innate Power: Observe the Ever-Changing World

High Synergy Cards

Type
Elements
Sort

Dire Metamorphosis
Dire Metamorphosis
slow 1 Minor moonairearthanimal
Provides: Earth, Air, Moon
Haunted by Primal Memories
Haunted by Primal Memories
fast 1 Minor moonairearth
Provides: Earth, Air, Moon
Call to Guard
Call to Guard
fast 0 Minor sunairearth
Provides: Earth, Air
Call to Trade
Call to Trade
fast 1 Minor airwaterearthplant
Provides: Earth, Air
Desiccating Winds
Desiccating Winds
slow 1 Minor fireairearth
Provides: Earth, Air
Drift Down into Slumber
Drift Down into Slumber
fast 0 Minor airearthplant
Provides: Earth, Air
Hazards Spread Across the Island
Hazards Spread Across the Island
fast 0 Minor fireairearthplant
Provides: Earth, Air
Scour the Land
Scour the Land
slow 1 Minor airearth
Provides: Earth, Air
Sky Stretches to Shore
Sky Stretches to Shore
fast 1 Minor sunairwaterearth
Provides: Earth, Air
Steam Vents
Steam Vents
fast 1 Minor fireairwaterearth
Provides: Earth, Air
Dark and Tangled Woods
Dark and Tangled Woods
fast 1 Minor moonearthplant
Provides: Earth, Moon
Gift of Power
Gift of Power
slow 0 Minor moonwaterearthplant
Provides: Earth, Moon
Guardian Serpents
Guardian Serpents
fast 1 Minor sunmoonearthanimal
Provides: Earth, Moon
Infested Aquifers
Infested Aquifers
slow 1 Minor moonwaterearthanimal
Provides: Earth, Moon
Pull Beneath the Hungry Earth
Pull Beneath the Hungry Earth
slow 1 Minor moonwaterearth
Provides: Earth, Moon
Quicken the Earth's Struggles
Quicken the Earth's Struggles
fast 1 Minor moonfireearthanimal
Provides: Earth, Moon
Rites of the Land's Rejection
Rites of the Land's Rejection
fast 1 Minor moonfireearth
Provides: Earth, Moon
Sucking Ooze
Sucking Ooze
fast 0 Minor moonwaterearth
Provides: Earth, Moon
Unquenchable Flames
Unquenchable Flames
slow 1 Minor moonfireearth
Provides: Earth, Moon
Absorb Corruption
Absorb Corruption
slow 1 Minor sunearthplant
Provides: Earth
Call to Ferocity
Call to Ferocity
slow 0 Minor sunfireearth
Provides: Earth
Carapaced Land
Carapaced Land
fast 0 Minor earthplantanimal
Provides: Earth
Devouring Ants
Devouring Ants
slow 1 Minor sunearthanimal
Provides: Earth
Drought
Drought
slow 1 Minor sunfireearth
Provides: Earth
Encompassing Ward
Encompassing Ward
fast 1 Minor sunwaterearth
Provides: Earth
Entrap the Forces of Corruption
Entrap the Forces of Corruption
fast 1 Minor earthplantanimal
Provides: Earth
Gift of Constancy
Gift of Constancy
fast 0 Minor sunearth
Provides: Earth
Gnawing Rootbiters
Gnawing Rootbiters
slow 0 Minor earthanimal
Provides: Earth
Solidify Echoes of Majesty Past
Solidify Echoes of Majesty Past
fast 4 Major sunmoonairearth
Provides: Earth, Air, Moon Threshold reachable (92%)
Bargain of Coursing Paths
Bargain of Coursing Paths
fast 2 Major moonairwaterearth
Provides: Earth, Air, Moon Threshold reachable (86%)
Sleep and Never Waken
Sleep and Never Waken
fast 3 Major moonairearthanimal
Provides: Earth, Air, Moon Threshold reachable (86%)
Twisted Flowers Murmur Ultimatums
Twisted Flowers Murmur Ultimatums
slow 5 Major sunmoonairearthplant
Provides: Earth, Air, Moon Threshold reachable (75%)
Weave Together the Fabric of Place
Weave Together the Fabric of Place
fast 4 Major sunmoonairwaterearth
Provides: Earth, Air, Moon Threshold reachable (63%)
Bombard with Boulders and Stinging Seeds
Bombard with Boulders and Stinging Seeds
slow 2 Major airearthplant
Provides: Earth, Air Threshold reachable (79%)
Infestation of Venomous Spiders
Infestation of Venomous Spiders
fast 4 Major airearthplantanimal
Provides: Earth, Air Threshold reachable (79%)
Pyroclastic Flow
Pyroclastic Flow
fast 3 Major fireairearth
Provides: Earth, Air Threshold reachable (79%)
Dream of the Untouched Land
Dream of the Untouched Land
fast 6 Major moonwaterearthplantanimal
Provides: Earth, Moon Threshold reachable (80%)
Unearth a Beast of Wrathful Stone
Unearth a Beast of Wrathful Stone
fast 5 Major moonfireearthanimal
Provides: Earth, Moon Threshold reachable (75%)
Melt Earth Into Quicksand
Melt Earth Into Quicksand
fast 4 Major moonwaterearth
Provides: Earth, Moon Threshold reachable (69%)
Walls of Rock and Thorn
Walls of Rock and Thorn
fast 4 Major sunearthplant
Provides: Earth Threshold reachable (88%)

Design & Extras

Spirit Spotlight