Vengeance as a Burning Plague

high Jagged Earth
Vengeance as a Burning Plague spirit panel

Vengeance as a Burning Plague

Growth (Pick One)

1
Reclaim All Reclaim All + Gain Power Card Gain Power Card + Gain 1 Energy Gain 1 Energy
2
Vengeance Action Vengeance Action + Vengeance Action Vengeance Action
3
Gain Power Card Gain Power Card + Add Presence Add Presence with Disease at Range 1 + Gain 1 Energy Gain 1 Energy

Presence

Energy
1 Energy
1
2 Energy
2
animal element
animal
3 Energy
3
4 Energy
4
Cards
1 Card Plays
1
2 Card Plays
2
fire element
fire
2 Card Plays
2
3 Card Plays
3
3 Card Plays
3
4 Card Plays
4

Special Rules

THE TERROR OF A SLOWLY UNFOLDING PLAGUE

When Disease would prevent a Build on a board with your Presence, you may let the Build happen (removing no Disease). If you do, 1 Fear.

LINGERING PESTILENCE

When your Presence is destroyed by anything except a Spirit action, add 1 Disease where each destroyed Presence was.

WREAK VENGEANCE FOR THE LAND'S CORRUPTION

Your actions treat Blight on the island as also being Badlands.

Innate Powers

fast EPIDEMICS RUN RAMPANT
Speed fast | Range 1 Range | Target Any land withDisease
1 fire
1 Damage per Disease.
2 fire 1 water
+1 Damage per Disease.
3 fire 3 water
+1 Damage per Disease. 1 Fear per Disease (max 5). Remove 1 Disease.
slow SAVAGE REVENGE
Speed slow | Range 0 Range | Target Any land with buildings
3 air
This Power has Range +1.
3 fire
1 Damage.
4 fire
+2 Damage.
5 fire 2 air
+3 Damage.

Setup

1 of your Presence starts the game already Destroyed. Put 2 Presence on your starting board: 1 in a land with Blight, 1 in a Wetland without Dahan.

Play Style

Not so powerful early, but can be a late-game juggernaut, especially if things are going badly: Blight adds to its Damage and its Presence being Destroyed adds Disease. It may even want to engineer these situations, which can make other Spirits nervous (and be risky if things go poorly).

Power Summary

5
offense
2
control
3
fear
1
defense
1
utility

Unique Power Cards

Strategy

This Spirit has a lot of moving parts - it’s High complexity, partly for that reason and partly because it changes the game dynamics: it doesn’t try to prevent Blight so much as get even for Blight, and often prefers leaving Disease to linger, causing Fear and enabling Epidemics Run Rampant… but letting the board get more out of control. As the Spirits grow closer and closer to losing the game by Blight, It grows more and more powerful, in large part because of one Special Rule: Your Powers treat Blight on the island as also being Badlands.

When Invaders are damaged in a land with Badlands, they also take 1 Damage per Badlands. So in a land with 2 Blight, this Spirit can destroy a City by dealing 1 Damage - like, say, with Savage Revenge, its first Innate Power. Of course, Badlands also do bonus Damage to Dahan, and Savage Revenge damages Dahan: Vengeance tends to spill over even to those not deserving, so be careful with that.

Normally, stacking up multiple Disease in a single land tends to be weaker than spreading it out, but Vengeance as a Burning Plague benefits from disease-heavy lands in a variety of ways: it gets Power Cards when creating them, it does more damage there when Reclaiming, and they boost Epidemics Run Rampant. One of its Unique Power cards gives it some ability to move Disease, so after obliterating the Invaders in a land with 4 Disease it can spread some of those plagues to less controlled lands.

It shares territory poorly with Spirits who don’t handle Blight well (such as Sharp Fangs Behind the Leaves or Keeper of the Forbidden Wilds), but can still cooperate with them fairly effectively if each carves out a separate turf, working together along shared borders. With Spirits who can’t keep much of a lid on the Invaders during early-game, it may need to use its Disease for early board control more than Fear generation and other benefits; the hit in long-term power level is entirely worth it if it prevents an early loss!

Links to Guides

Lore

From the Spirit Panel

A Spirit of vengeance, anger, and retribution. In its incarnation as a Burning Plague, it slumbers in a simmering volcanic pool, awakening at unpredictable intervals.... or when roused through supplication by one wronged. Most Dahan consider this foolhardy, for it vents its wrath on entire communities, and its pestilence may spread anywhere. Clans with a close relationship to Hearth-Vigil have less to fear, but still deem it wise - and humane - not to push their luck.

It is unclear whether its recent waking is due directly to the ravaging of the Invaders or to some Spirit's pleas.

=Design Lore=

The Dahan suspect that Vengeance is a Spirit of many forms, just as vengeance itself can run hot, or cold, instinctive or premeditated. There are certainly multiple Spirits that seem to fit the bill, and certain events from past generations suggest they are at the very least related or interlinked somehow, if not actually a single Spirit with unusually disparate manifestations. Showing a prudent caution, the Dahan call these Spirits by names that would not give offense should they be single or multiple.

(The name you see on the Spirit panel is a shortened version of what the Dahan usually call it, but “Vengeance as a Burning Plague that Scours All Those Who Remain Before It” doesn’t fit in the layout. In the Dahan language, monikers given to Spirits are titles, with longer names being more formal. While this displays a certain form of respect, it is also distancing, a politeness which either acknowledges a Spirit who is powerful but has little to do with the Dahan, or implies a desire that the Spirit and Dahan keep separate both socially and physically. Shorter name-titles usually convey a different sort of respect, implying some sort of connection or closeness which merits the familiarity… though there are exceptions.)

After the diseases brought by the Invaders started to sweep through the Dahan population (5 or so years prior to the game’s start), many Dahan leapt to the thought that someone had awoken Vengeance as a Burning Plague. There was a great deal of bitterness and cursing whomever had been so foolish - painful history has led them to view the Spirit a little bit like modern civilized nations view chemical warfare: everyone leaves it alone because it’s so terrible, and unleashing it just results in more pain all around.

Thankfully for the Dahan, Vengeance as a Burning Plague is currently venting its wrath on the Invaders, so its diseases are tailored towards them. The Dahan are not entirely safe - but when Vengeance is making the rounds, who is?

Design & Extras

Spirit Spotlight