Shroud of Silent Mist

high Jagged Earth
Shroud of Silent Mist spirit panel

Shroud of Silent Mist

Growth (Pick One)

1
Reclaim All Reclaim All + Gain Power Card Gain Power Card
2
Add Presence at Range 0 0 Range Add Presence at Range 0 + Add Presence at Range 0 0 Range Add Presence at Range 0
3
Gain Power Card Gain Power Card + Add Presence at Range 3 (Mountain/Wetland) 3 Range Add Presence at Range 3 (Mountain/Wetland)

Presence

Energy
0 Energy
0
1 Energy
1
water element
water
2 Energy
2
air element
air
Cards
1 Card Plays
1
2 Card Plays
2
Move Presence 1
Move Pres 1
moon element
moon
3 Card Plays
3
4 Card Plays
4
Reclaim One
Reclaim
5 Card Plays
5

Special Rules

GATHER POWER FROM THE COOL AND DARK

Once a turn, when you Gain a Power Card without Fire, gain 1 Energy.

MISTS SHIFT AND FLOW

When targeting a land with a Power, you may Gather 1 of your Presence into the target or an adjacent land. This can enable you to meet Range and targeting requirements.

SLOW AND SILENT DEATH

Invaders and Dahan in your lands don't heal Damage.

During Time Passes: 1 Fear (max. 5) per land of yours with Damaged Invaders. Gain 1 Energy per 3 lands of yours with Damaged Invaders.

Innate Powers

slow SUFFOCATING SHROUD
Speed slow | Range 0 Range | Target Any
1 moon 2 air 1 water
1 Damage.
2 moon 3 air 2 water
For each adjacent land with your Presence, 1 Damage to a different Invader.
4 moon 4 air 3 water
1 Damage.
5 moon 6 air 4 water
1 Damage to each Invader.
slow LOST IN THE SWIRLING HAZE
Speed slow | Range 0 Range | Target Any
1 air 2 water
Push up to 1 Dahan.
2 air 3 water
Push up to 2 Explorer/Dahan.
3 air 4 water
Push up to 2 Explorer/Dahan.

Setup

Put 2 Presence on your starting board: 1 in the highest-numbered Wetland and 1 in the highest-numbered Mountain.

Play Style

Constantly shifting and moving its Presence around the board. Hurt more than most by Presence loss due to its desire to surround and envelop the Invaders.

Can (slowly) clear the most built-up of lands, but its real strength is the free Fear from Slow and Silent Death.

Extremely limited Energy income, but can stretch to Major Powers if it manages to gather enough Energy from its Special Rules.

Power Summary

4
offense
4
control
5
fear
2
defense
1
utility

Unique Power Cards

Strategy

Lore

From the Spirit Panel

A spirit of dissolution and the cold silence of death, creeping quietly down from the hills and across the open waters. Its trail is adorned with dew-covered leaves and the bones of small animals.

Some legends say Shroud of Silent Mist came from the final breath of a Dahan spirit-speaker who spoke too freely of secrets entrusted to him, for which his soulform was afflicted with a death-bringing curse. Others claim it was born from the legends and tales rather than from any actual person, for the story of Kadura shows that human and Spirit do not so readily transform into each other.

=

Design Lore=

With wetlands, mountains and high-humidity jungles during the rainy season, Spirit Island has plenty of Spirits of mist and fog. Among them are Morning-Glow, a smallish Spirit that lives near a few Dahan villages and manifests as striking patterns of light in the dawn's first rays, then sleeps for most of the day and night; Tide of the Forest's Breath, a dense fog that rolls down from certain mountain peaks; a Spirit called different names on different parts of the island that rises where the sun beats down on wet sand (often near the ocean); and Shroud of Silent Mist, the mist which silently flows in, bringing quiet and slow dissolution in its wake.

(The Spirit's name is an inexact translation; the Dahan don't generally use burial-shrouds. One word being translated refers to the mist-like clouding of the eyes with age and/or death, and another word brings in association of muffling or enfolding cloth. But attempts at literal translation such as "Attenuating Death-Cataract Enfolding-Blanket" mangle the poetry of the original, and completely miss the allusions to mists and cold, so "Shroud of Silent Mist" is, all in all, a better representation.)

Shroud of Silent Mist is one of those Spirits where knowledge of its nature helps greatly in dealing with it. It doesn't (usually) kill humans quickly at all; while there are stories of those-who-travel dying overnight in a mist-shrouded dell, the reality is that the danger it brings is on the scale of months to years: the mists seep in (perhaps just at night, at first), and everyone feels a little lethargic, a little cold, a little not-quite-there, with a slightly harder time seeing or hearing or breathing as the world turns a pale silver-white. Then the mists stay - perhaps retreating for a day or two here and there, but always returning - and everyone keeps feeling a little worse, and a little worse, and a little worse, but it gets harder and harder to muster the motivation to do anything about it.

Those that manage to leave the area of the mists recover fully, given a bit of time. This may be easier said than done: if it's just manifesting in a small hollow or river-basin, you might win free easily, but more often the fog stretches all around for a much greater distance, and it's very easy to get lost in the pall. Overall, though, the Dahan consider Shroud of Silent Mist to be a very dangerous Spirit, but not always an imminent threat, between the slow pace of its enervation and the fact that it doesn't seem to bear the Dahan any specific ill-will. It might enfold a Dahan village for a few days then depart, leaving a few dead herd animals and a scattering of smaller wildlife. (Or it might stay for months and leave only the bones of those who lived there among the trees. If it shows up and you decide to stick around, you're taking your chances.)

There are stories that it once was a Dahan, and was somehow changed into a Spirit, cursed to wander silently bringing death. Most don't give this much credence, but it does make for a good tale.

Aspects

Stranded

Stranded

Lower Complexity

Replaces: Special Rule: Mists Shift and Flow

High Synergy Cards

Type
Elements
Sort

Entrancing Apparitions
Entrancing Apparitions
fast 1 Minor moonairwater
Provides: Air, Water, Moon
Terror Turns to Madness
Terror Turns to Madness
slow 0 Minor moonairwater
Provides: Air, Water, Moon
Twilight Fog Brings Madness
Twilight Fog Brings Madness
slow 0 Minor sunmoonairwater
Provides: Air, Water, Moon
Call to Trade
Call to Trade
fast 1 Minor airwaterearthplant
Provides: Air, Water
Confounding Mists
Confounding Mists
fast 1 Minor airwater
Provides: Air, Water
Fleshrot Fever
Fleshrot Fever
slow 1 Minor fireairwateranimal
Provides: Air, Water
Flow Downriver, Blow Downwind
Flow Downriver, Blow Downwind
slow 0 Minor airwaterplant
Provides: Air, Water
Rain of Blood
Rain of Blood
slow 0 Minor airwateranimal
Provides: Air, Water
Reaching Grasp
Reaching Grasp
fast 0 Minor sunairwater
Provides: Air, Water
Scream Disease Into the Wind
Scream Disease Into the Wind
fast 1 Minor airwateranimal
Provides: Air, Water
Sky Stretches to Shore
Sky Stretches to Shore
fast 1 Minor sunairwaterearth
Provides: Air, Water
Steam Vents
Steam Vents
fast 1 Minor fireairwaterearth
Provides: Air, Water
Bats Scout for Raids by Darkness
Bats Scout for Raids by Darkness
slow 1 Minor moonairanimal
Provides: Air, Moon
Delusions of Danger
Delusions of Danger
fast 1 Minor sunmoonair
Provides: Air, Moon
Dire Metamorphosis
Dire Metamorphosis
slow 1 Minor moonairearthanimal
Provides: Air, Moon
Disorienting Landscape
Disorienting Landscape
fast 1 Minor moonairplant
Provides: Air, Moon
Haunted by Primal Memories
Haunted by Primal Memories
fast 1 Minor moonairearth
Provides: Air, Moon
Here There Be Monsters
Here There Be Monsters
slow 0 Minor moonairanimal
Provides: Air, Moon
Land of Haunts and Embers
Land of Haunts and Embers
fast 0 Minor moonfireair
Provides: Air, Moon
Lure of the Unknown
Lure of the Unknown
fast 0 Minor moonfireairplant
Provides: Air, Moon
Portents of Disaster
Portents of Disaster
fast 0 Minor sunmoonair
Provides: Air, Moon
Veil the Night's Hunt
Veil the Night's Hunt
fast 1 Minor moonairanimal
Provides: Air, Moon
Birds Cry Warning
Birds Cry Warning
fast 1 Minor sunairanimal
Provides: Air
Call to Guard
Call to Guard
fast 0 Minor sunairearth
Provides: Air
Call to Isolation
Call to Isolation
fast 0 Minor sunairanimal
Provides: Air
Call to Migrate
Call to Migrate
slow 1 Minor fireairanimal
Provides: Air
Desiccating Winds
Desiccating Winds
slow 1 Minor fireairearth
Provides: Air
Drift Down into Slumber
Drift Down into Slumber
fast 0 Minor airearthplant
Provides: Air
Weave Together the Fabric of Place
Weave Together the Fabric of Place
fast 4 Major sunmoonairwaterearth
Provides: Air, Water, Moon Threshold reachable (100%)
Bargain of Coursing Paths
Bargain of Coursing Paths
fast 2 Major moonairwaterearth
Provides: Air, Water, Moon Threshold reachable (86%)
Transform to a Murderous Darkness
Transform to a Murderous Darkness
slow 6 Major moonfireairwaterplant
Provides: Air, Water, Moon Threshold reachable (86%)
Flow like Water, Reach like Air
Flow like Water, Reach like Air
fast 2 Major airwater
Provides: Air, Water Threshold reachable (100%)
Storm-Swath
Storm-Swath
slow 3 Major fireairwater
Provides: Air, Water Threshold reachable (86%)
Plague Ships Sail to Distant Ports
Plague Ships Sail to Distant Ports
fast 4 Major fireairwateranimal
Provides: Air, Water Threshold reachable (75%)
Vanish Softly Away, Forgotten by All
Vanish Softly Away, Forgotten by All
slow 3 Major moonair
Provides: Air, Moon Threshold reachable (100%)
Exaltation of the Incandescent Sky
Exaltation of the Incandescent Sky
fast 7 Major sunfireairwater
Provides: Air, Water Threshold reachable (67%)
Sleep and Never Waken
Sleep and Never Waken
fast 3 Major moonairearthanimal
Provides: Air, Moon Threshold reachable (93%)
Flocking Red-Talons
Flocking Red-Talons
fast 3 Major airwaterplantanimal
Provides: Air, Water Threshold reachable (64%)
Sweep into the Sea
Sweep into the Sea
slow 4 Major sunairwater
Provides: Air, Water Threshold reachable (60%)
Twisted Flowers Murmur Ultimatums
Twisted Flowers Murmur Ultimatums
slow 5 Major sunmoonairearthplant
Provides: Air, Moon Threshold reachable (75%)