Wounded Waters Bleeding
high Nature Incarnate
Wounded Waters Bleeding
Growth (Pick One)
Gain 1 Energy
Gain 3 Energy + Presence
5
Special Rules
- Claim a Healing Marker (Element Marker) matching whichever of
or
you have more of. (You break ties.)
- You may then Claim a Healing Card if you meet its requirements. (You can claim your first Healing Card on Turn 3.)
- Then Destroy 1
or Forget a Power Card (unless a Healing Card just removed this rule).
Innate Powers
Setup
On your starting board, put 2 in a land with
, then put 2
and 1
(from the box) in the highest-numbered land with a
Setup Symbol.
You start with your 4 Unique Power Cards and 4 Energy.Set your 4 Healing Cards nearby.
Play Style
Starts off wounded, losing a or a Power Card every turn. Heals over the course of the game, finding a new nature - while some choices may be a touch better or worse due to Adversary, Power Card picks, teammates, etc., most combinations are viable in most games.
Benefits from careful placement, both due to losing
and because some if its Unique Powers must target from lands with
.
Power Summary
Unique Power Cards
Lore
From the Spirit Panel
In years past, Peace-Waters was a woodland pond, fed by a small river: a Spirit of contended coexistence and the gift of water. Humans and animals would drink in peace, then move on.The Invaders, too, found Peace-Waters, drank, and moved on. Upriver, they built slaughterhouses and tanneries, pouring charnel-blood through the pool day after day, year after year.
The Spirit which used to be Peace-Waters has barely survived. It is no longer a Spirit of peace - but it has not yet found coherence in a new nature, and until it does, it is at risk of unraveling altogether.
=Design Lore=
In years and generations past, there was a small lake (or a large pond, depending on how you looked at it) nestled into a wooded area. It was fed by a large brook (or a small river) that ran its way down a rocky slope, producing a bit of spray and a pleasing burbling noise.You might expect that animals would come to the lake to drink, and you would be more right than you knew - for the pool was (or was the home of, again depending on how you looked at it) Peace-Waters, a Spirit of contented co-existence and the gift of water. On its banks, predators did not hunt prey, and a curious feeling of peace spread through all who approached.
(Do you wonder to yourself how the ecosystem survived such a thing? The protections of Peace-Waters only applied to guests, to animals visiting for water, not to those which lived within the waters itself. Any animal or human which came to drink would, after finding enough inner peace to lose track of time's passage, feel an urge to move onwards - prey animals could drink without fear, but predators could do quite well for themselves on the game-paths leading to and from Peace-Waters, so long as they were far enough away.)
Then the Invaders came. Some of their explorers found Peace-Waters' lake, and in keeping with the nature of the place, decided it didn't feel quite right to site a mill there. But upstream... upstream of Peace-Waters, they settled, and built slaughterhouses and tanneries. With death’s blood and worse pouring into the pool day after day, Peace-Waters started to change.
They are - for now - still a Spirit of water and water's gift, but half-transformed to a Spirit of blood, predation, and wracking taint. Caught between these two deeply opposed natures, they are slowly disintegrating, trying to find coherence before dissolving completely.