Finder of Paths Unseen

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SETUP

Put 1 Presence on your starting board in land #3. Put 1 Presence on any board in land #1. Note that you have 6 Unique Power Cards.

PLAY STYLE

All about moving the Invaders - and Dahan/Presence/Beasts from time to time. Good at creating Invader-free "safe-zones," due to its many movement Powers and its capacity to Isolate. Can't afford to Destroy Invaders too often without a way to re-add Destroyed Presence, so either needs a big-hammer Major Power or to rely on its teammates for offense.

Changes the topology of the board, which increases complexity for all players - particularly in larger games!

COMPLEXITY

VERY HIGH

GROWTH (PICK ONE)
Reclaimall.png
Reclaim Cards
Gaincardicon.png
Gain Power Card

Checkmark.png
RangeArrow
You may ignore range this turn
+ Presenceicon.png

1
Range

Add a Presence
Plusonecardplay.png
+1 Card Play
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

2
Range

Add a Presence
+ Presenceicon.png

Add a Presence in any Land
Energy Plus 2.png
Gain 2 Energy
PRESENCE
Presence spaces may be uncovered along any paths from the starting 2 spaces, including traveling backwards.
Energy 0.png

Energy/Turn
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Sun


2, Water

Energy Plus 2.png

+2 Energy


+1 Energy, Any



1, Moon


Move Presence 1, Air


+1 Energy, +1 Range (on everything)

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Card Plays
Earthelement.png

Earth

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+1 Card Play/Turn

Plusonecardplay.png

+1 Card Play/Turn

Land Push Town-City.png

Push 1 Town/City from 1 of your lands

SPECIAL RULES

RESPONSIBILITIES TO THE DEAD

After one of your Actions Destroys 1 or more Dahan/Invaders, or directly triggers their Destruction by moving them, Destroy 1 of your Presence and lose 1 Energy. If you have no Energy to lose, Destroy another Presence.

OPEN THE WAYS

You may make up to two of your lands adjacent at a time. You may change which lands are adjacent once between Actions.[1]

LAY PATHS THEY CANNOT HELP BUT WALK
SPEED
RANGE
TARGET LAND
Fast
0
Range
ANY
2 Moon 2 Air Push up to half (rounded down) of Invaders from target land. Do likewise for Dahan, Presence, and Beasts (each separately).
2 Sun 2 Air Push up to 1 Invader/Dahan/Presence/Beasts.
2 Moon 4 Air 3 Water Repeat this Power.
CLOSE THE WAYS
SPEED
RANGE
TARGET LAND
Fast
1
Range
ANY
Target each level of this as a separate Power.
1 Air 2 Water Isolate target land.
2 Air 2 Earth Isolate target land.
3 Air 2 Plant Isolate target land.

SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
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Finder of Paths Unseen.png

From the Spirit Panel

Finder of Paths Unseen is well known to the Dahan: it traverses the island with ease, and most spirit-speakers have met it at least once or twice. It communicates more straightforwardly than most Spirits, layering thought-sendings over its high-pitched trills. And it - or its assistants - sometimes help soulforms of dead Dahan move swiftly on, eluding those Spirits that seek to devour them.

It is almost commonplace... but also deeply enigmatic, even to those clans who call it Pathfinder. Does it locate paths, or make them? Is the other-space it moves through a realm, or a state of being? While it is occasionally willing to answer, its thoughts do not always translate well to words.

Design Lore

Finder of Paths Unseen is a Spirit of ways and paths, travelers and journeys, places and boundaries. The paths they travel seem to exist in another realm that weaves through and around our world - or perhaps this is just a trick of perspective, and it’s simply our world interacted with in a different way. Regardless, Finder of Paths Unseen interacts with place and way and journey in ways even most Spirits cannot.

They have good relations with the Dahan, some of whom are close enough to them to simply call them Pathmaker, rather than their more formal title-name. (Whether they “make” or “find” paths - or “uncover”, “open”, “enable”, or “empower” them - is something nobody can quite say; all those words are in good measure correct, but none of them exactly right.) Some older spirit-speakers acting as mentors or teachers will walk its paths with their students, reaching places on the far side of the island for an afternoon’s studies or conversation rather than having to make a trip of months or longer. This isn’t done trivially: the patterns that best please Pathmaker tend to be intricate and (from a human perspective) spread out piecemeal over miles, rather than a simple sketch scribed in beach-sand or ash. But given an excuse, they’re happy to help individuals and small groups; they may be enigmatic in some ways, but their nature is clearly not merely of paths, but of those paths’ travel (or forbiddance).

Finder of Paths Unseen is also an occasional psychopomp, helping Dahan soulforms move on promptly to wherever / whatever happens next. (The Dahan have been told by Spirits that yes, when a human dies, a non-physical portion of them continues to exist, at least for a little while. Then it becomes absent - not destroyed, simply “no longer there” - which the Dahan interpret as something roughly like “go somewhere else”. A handful of Spirits can - and occasionally do - prey on those soulforms, should they encounter them, and a number of Dahan death customs originate from the desire to misdirect or deceive these Spirits, just in case.) The Dahan consider hummingbirds in general as potential helpers of Pathmaker: some spirits associated with them and their realm appear as such, and even the physical birds may have some connection.
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Important note: If playing as Finder of Paths Unseen, you start the game with these Unique Power Cards in your hand.

A Circuitous and Wending Journey (ff).png
Aid from the Spirit-Speakers (ff).png
Offer Passage Between Worlds (ff).png
Paths Tied by Nature (ff).png
Traveler's Boon (ff).png
Ways of Shore and Heartland (ff).png


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Wiki Text Acceptable. Link to Forum Posts, or new Strategy Pages

Links to Guides

Sacred Site Finder of Paths Unseen/jyonker13’s Opening[1]

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Wiki Text Acceptable. Link content regarding design, not lore


Rulings for Finder of Paths Unseen

Explorer There are no rulings at this time. Explorer

References

  1. If, at the end of an Action, one or both of the two lands made adjacent through this Special Rule are no longer your lands, they are no longer adjacent. Source: https://discord.com/channels/481998947850649601/693569012075855872/755880244409401385