Towering Roots of the Jungle

moderate Nature Incarnate
Towering Roots of the Jungle spirit panel

Towering Roots of the Jungle

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 1 1 Range Add Presence at Range 1 + Add Vitality to Roots Incarnation Add Vitality to Roots Incarnation
3
Gain Power Card Gain Power Card + Add Presence at Range 3 3 Range Add Presence at Range 3 + Replace Presence with Roots Incarnation Replace Presence with Roots Incarnation + Gain 1 Energy Gain 1 Energy

Presence

Energy
1 Energy
1
2 Energy
2
earth element
earth
4 Energy
4
plant element
plant
6 Energy
6
Cards
1 Card Plays
1
2 Card Plays
2
sun element
sun
3 Card Plays
3
plant element
plant
4 Card Plays
4

Special Rules

ENDURING VITALITY
Some of your Actions Add Vitality Tokens (Vitality). (Each Vitality in a land with no Blight prevents 1 Blight from being added, then is Removed.)

HEART-TREE GUARDS THE LAND
You have an Incarna (Towering Roots Incarna).

  • Your Powers get Range +1 if Towering Roots Incarna is in the origin land.
  • Invaders/Dahan/Beast can't be damaged or destroyed at Towering Roots Incarna.
  • Empower Towering Roots Incarna the first time it's in a land with 3 or more Vitality.
  • Skip all Build Actions at empowered Towering Roots Incarna.

Innate Powers

slow SHELTER UNDER TOWERING BRANCHES
Speed slow | Range sacredsite 0 Range | Target Any
1 sun 1 plant
Gather up to 1 Dahan.
1 sun 1 earth 2 plant
Gather up to 1 Explorer.
2 sun 1 earth 3 plant
Gather up to 1 Town.
3 sun 2 earth 4 plant
Gather up to 1 City.
slow REVOKE SANCTUARY AND CAST OUT
Speed slow | Range sacredsite 0 Range | Target rootsincarnainvaders
1 sun 1 moon 2 plant
1 Fear. Remove 1 Explorer/Town.
2 sun 1 moon 3 plant
1 Fear. Remove 1 Explorer/Town.
2 sun 2 moon 4 plant
1 Fear. Remove 1 Invader.

Setup

Put 3 Presence on your starting board: 1 in the highest-numbered Jungle without Blight, 1 in the highest-numbered Mountain, and 1 in the highest-numbered Wetland. Put Towering Roots Incarna, Unempowered (Unempowered Incarna) side up, in the Jungle with your Presence.

You start with your 4 Unique Power Cards and 0 Energy.

Play Style

Incredibly good at protecting everything at its Towering Roots Incarna - and can draw Invaders towards there - but is constrained in when and where it can move its Towering Roots Incarna. Has some ability to Remove Invaders (driving them from the island), but starts off vastly better at guarding the land than at smashing things.

Power Summary

1
offense
3
control
2
fear
5
defense
2
utility

Unique Power Cards

Lore

From the Spirit Panel

Towering Roots of the Jungle is a massive, sprawling tree, mighty and ancient. It predates the Dahan, but its history has entwined with theirs ever since they arrived: as part of the terms of the First Reckoning, it served as one place where Dahan might settle freely. It protected the land from any accidental damage done by the Dahan, and the Dahan from Spirits that wished them ill.

It has never before felt the need to reach out through its offshoots and descendants around the island, but the threat of the Invaders and their heedless destruction has motivated it to grow and change in this new way.

=

Design Lore=

When the First Reckoning between the Dahan and the Spirits concluded, the Spirits wanted to keep track of the Dahan and what they were doing…

(…an important digression: I say “the Spirits” as if they were some sort of monolithic, united block.That’s completely untrue: they were (and are) an ecosystem, both figuratively and literally. There were plenty of disagreements among them, plenty of Spirits who took unilateral action according to their natures, plenty of other Spirits who acted to check those Spirits according to their natures, and so on. Many local Spirits never got involved in the first place, not even counting the vast numbers of Spirits who weren’t even close enough to be involved, as initial settlement by the ancestors of the Dahan was mostly confined to one part of the island. Much of this was behind the scenes and not super-evident to the humans involved, and time + the nature of stories have altered the tale enough that most such details wouldn’t have survived anyway.)

With that simplification understood - the Spirits had a variety of desires: to keep track of the Dahan and what they were doing, to understand them better, to support them living on the island, to enforce the terms of the First Reckoning, and more. A number of Spirits got involved in this, and one of the more obvious and prominent ones was Towering Roots of the Jungle.

High Synergy Cards

Type
Elements
Sort

Absorb Corruption
Absorb Corruption
slow 1 Minor sunearthplant
Provides: Plant, Sun, Earth
Favor of the Sun and Star-lit Dark
Favor of the Sun and Star-lit Dark
fast 1 Minor sunmoonplant
Provides: Plant, Sun, Moon
Renewing Boon
Renewing Boon
slow 1 Minor sunearthplant
Provides: Plant, Sun, Earth
Skies Herald the Season of Return
Skies Herald the Season of Return
fast 1 Minor sunmoonplantanimal
Provides: Plant, Sun, Moon
Enticing Splendor
Enticing Splendor
fast 0 Minor sunairplant
Provides: Plant, Sun
Gift of Living Energy
Gift of Living Energy
fast 0 Minor sunfireplant
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
Purifying Flame
Purifying Flame
slow 1 Minor sunfireairplant
Provides: Plant, Sun
Sear Anger Into the Wild Lands
Sear Anger Into the Wild Lands
slow 0 Minor sunfireplant
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
Dark and Tangled Woods
Dark and Tangled Woods
fast 1 Minor moonearthplant
Provides: Plant, Moon, Earth
Gift of Power
Gift of Power
slow 0 Minor moonwaterearthplant
Provides: Plant, Moon, Earth
Animated Wrackroot
Animated Wrackroot
slow 0 Minor moonfireplant
Provides: Plant, Moon
Call to Trade
Call to Trade
fast 1 Minor airwaterearthplant
Provides: Plant, Earth
Carapaced Land
Carapaced Land
fast 0 Minor earthplantanimal
Provides: Plant, Earth
Disorienting Landscape
Disorienting Landscape
fast 1 Minor moonairplant
Provides: Plant, Moon
Drift Down into Slumber
Drift Down into Slumber
fast 0 Minor airearthplant
Provides: Plant, Earth
Entrap the Forces of Corruption
Entrap the Forces of Corruption
fast 1 Minor earthplantanimal
Provides: Plant, Earth
Hazards Spread Across the Island
Hazards Spread Across the Island
fast 0 Minor fireairearthplant
Provides: Plant, Earth
Inflame the Fires of Life
Inflame the Fires of Life
slow 1 Minor moonfireplantanimal
Provides: Plant, Moon
Lure of the Unknown
Lure of the Unknown
fast 0 Minor moonfireairplant
Provides: Plant, Moon
Nature's Resilience
Nature's Resilience
fast 1 Minor earthplantanimal
Provides: Plant, Earth
Razor-Sharp Undergrowth
Razor-Sharp Undergrowth
fast 1 Minor moonplant
Provides: Plant, Moon
Renewing Rain
Renewing Rain
slow 1 Minor waterearthplant
Provides: Plant, Earth
Roiling Bog and Snagging Thorn
Roiling Bog and Snagging Thorn
fast 0 Minor moonfirewaterplant
Provides: Plant, Moon
Rouse the Trees and Stones
Rouse the Trees and Stones
slow 1 Minor fireearthplant
Provides: Plant, Earth
Trees Radiate Celestial Brilliance
Trees Radiate Celestial Brilliance
fast 3 Major sunmoonplant
Provides: Plant, Sun, Moon Threshold reachable (100%)
Walls of Rock and Thorn
Walls of Rock and Thorn
fast 4 Major sunearthplant
Provides: Plant, Sun, Earth Threshold reachable (100%)
Twisted Flowers Murmur Ultimatums
Twisted Flowers Murmur Ultimatums
slow 5 Major sunmoonairearthplant
Provides: Plant, Sun, Moon, Earth Threshold reachable (88%)
Unrelenting Growth
Unrelenting Growth
slow 4 Major sunfirewaterplant
Provides: Plant, Sun Threshold reachable (100%)
Forests of Living Obsidian
Forests of Living Obsidian
slow 4 Major sunfireearthplant
Provides: Plant, Sun, Earth Threshold reachable (81%)
Irresistible Call
Irresistible Call
fast 6 Major sunairplant
Provides: Plant, Sun Threshold reachable (79%)
Dream of the Untouched Land
Dream of the Untouched Land
fast 6 Major moonwaterearthplantanimal
Provides: Plant, Moon, Earth Threshold reachable (95%)
Inspire the Release of Stolen Lands
Inspire the Release of Stolen Lands
slow 4 Major sunwaterplantanimal
Provides: Plant, Sun Threshold reachable (75%)
Smothering Infestation
Smothering Infestation
slow 3 Major waterplant
Provides: Plant Threshold reachable (100%)
Thickets Erupt with Every Touch of Breeze
Thickets Erupt with Every Touch of Breeze
fast 3 Major airplant
Provides: Plant Threshold reachable (100%)
Bombard with Boulders and Stinging Seeds
Bombard with Boulders and Stinging Seeds
slow 2 Major airearthplant
Provides: Plant, Earth Threshold reachable (93%)
Strangling Firevine
Strangling Firevine
slow 4 Major fireplant
Provides: Plant Threshold reachable (90%)