Wandering Voice Keens Delirium

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SETUP

Put 2 Presence on your starting board: 1 in land #6 and 1 in land #7. Put Wandering Voice Keens Delirium, Unempowered (Unempowered Incarna) side up, on your starting board in land #6.

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

PLAY STYLE

Very positional; has a highly mobile Incarna (particularly with lots of Air) that adds Strife and chases Explorer/Town around as it roams the island.

Has a harder time setting up Dahan counterattacks, but can use Mind-Shattering Song to more directly harm Invaders with Strife - and earn a fair bit of Fear in the process.

COMPLEXITY

HIGH

Wandering Voice Keens Delirium.png Wandering Voice Keens Delirium Official FAQ Entries

Part of the Nature Incarnate Expansion.
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GROWTH (PICK ONE)
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Reclaim Cards
+ / Moveicon.png
Add/Move Incarna to Land with Your Presence
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Gain 1 Energy
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3
Range

Add a Presence
+ Presenceicon.png

1
Range

Add a Presence
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Gain Power Card
+ Presenceicon.png

2
Range

Add a Presence
Energy Plus 1.png
Gain 1 Energy
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Gain Air
PRESENCE
Energy 0.png

Energy/Turn
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1
Sunormoon.png

Sun OR Moon
(choose each turn)
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2
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Air
Energy 4.png

4
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Push your Incarna
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Card Plays
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2
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2
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3
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Reclaim One
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4

SPECIAL RULES

A CLARION VOICE GIVEN FORM
You have an Incarna (Wandering Voice Keens Delirium). If Empowered, it Isolates its land.

SPREAD TUMULT AND DELUSION
When your Actions add/move Wandering Voice Keens Delirium to a land with Invaders, Add 1 Strife in the destination land.

In lands with or adjacent to Wandering Voice Keens Delirium: if Strife is present, Dahan do not participate in Ravage. (They do not take Damage or counterattack. Isolate has no effect on Wandering Voice Keens Delirium and Dahan being adjacent.)

SENSELESS ROAMING
When your Actions add Strife to an Explorer/Town, you may Push it.

INSCRUTABLE JOURNEYING
SPEED
RANGE
TARGET
Fast
No Range
YOURSELF
(Each time you move Wandering Voice Keens Delirium into a land with Invaders, Spread Tumult and Delusion adds 1 Strife.)
1 Air You may Push Wandering Voice Keens Delirium.
3 Air You may Push Wandering Voice Keens Delirium.
5 Air You may Push Wandering Voice Keens Delirium.
2 Moon 1 Fire 4 Air 1 Plant Empower Wandering Voice Keens Delirium.
MIND-SHATTERING SONG
SPEED
RANGE
TARGET LAND
Slow
Sacred Site1
Range
Strife
1 Moon 2 Air 1 Fear per Moon you have.
1 Sun 2 Air 1 Damage per Sun you have, to Invaders with Strife only.
1 Moon 1 Sun 4 Air For each Sun Moon pair you have, Destroy 1 Invader with Strife.

SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
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Wandering Voice Keens Delirium.png

From the Spirit Panel

Ages ago, Calls All Living Things to Die was a great and respected Spirit, until it decided to test the limits of its power - accounts disagree as to why - and devastated a portion of the island with a vast swath of death. Matters would have gone even worse but for three Spirits who cleverly sundered the great Spirit's voice and bound it to wander, never returning to its owner.

Wandering Voice Keens Delirium only occasionally brings death with its song, now, more usually causing derangement, obsession and folly in those it touches. The Dahan have learned a variety of tricks to avoid the worst of its influence, but are occasionally affected nonetheless.

Design Lore

Many Spirits break bodies. This one breaks minds.

Whether it really intends harm to humans is a hard question to answer, as it itself is also somewhat broken: it is a great Spirit’s voice, torn away but not destroyed, erratically roaming the island. It can be heard from a far distance, and its sound is many things: sometimes an eerie keening, sometimes a direly fascinating song, sometimes a brain-numbing resonance more felt than heard - most often all of these at once, forming strange and perilous harmonies.

(It may be argued that its song is entirely in the minds of those who hear it, for it does not ripple water nor shake trees. But this is hard to prove; it may simply be that Spirits of water and plant have learned not to heed it.)

Over its long existence, Wandering Voice Keens Delirium has gathered up moonlight and sunlight, twining them together with strands of breath and mind to create a sometimes-visible form for its voice: its Incarna - while it leaves faint echoes of itself hither and yon across the island, that voice is always the primary locus of its existence, its primary tangle of power and reality.

Fortunately for the Dahan, that voice is much less deadly than it was before it was separated from its owner. They have figured out a number of ways to avoid the worst of its effects; while individuals may sometimes be caught unawares, it is quite rare for communities to be. Stopping one’s ears helps a bit, as do certain line-patterns, but neither is generally sufficient on its own. Small Spirits with affinity for air, sounds, thought, or journeys can assist a fair bit, however; there are stories of long-ago days when someone might sacrifice themself to try and attract the attention of Finder of Paths Unseen or its assistants in hopes they might help, though thankfully such drastic measures are no longer needed. Also more reliable is singing certain types of songs together while working on cord-making, hair-braiding, sewing, and weaving; retreating to a fastness covered with vines or living earth; or both together.

Perhaps the biggest mystery around Wandering Voice Keens Delirium is that it has chosen to focus on the Invaders. Perhaps it has been convinced by other Spirits - it can be communicated with, by some - or perhaps the Invaders simply call to its nature in some fashion.
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Important note: If playing as Wandering Voice Keens Delirium, you start the game with these Unique Power Cards in your hand.

Exhale Confusion and Delirium (ni).png
Frightful Keening (ni).png
Turmoil's Touch (ni).png
Twist Perceptions (ni).png


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Rulings for Wandering Voice Keens Delirium

Notes