Fjur’s Environment Archive!

Spirit Island
Area: ≈50,000 square kilometres
Spirit Population: Numerous and uncountable
Dahan Population: ≈3,600
Invader Population: ≈10,000
Invaders’ Arrival: 10 years ago

The Island has existed far longer than humans have lived there.

The Spirits of the Island are many and diverse: thronging wisps of breeze, strange half-seen shadows across still water, the sunbeam which forms perfect patterns even through tangled deadwood. Most do not fight the Invaders: the smaller Spirits are too weak; the greatest ones too slow or so strong they’d destroy the Island. Not every grove or gully has a Spirit — but there are certainly more Spirits than Dahan.

The Dahan were the first humans on the Island. They immigrated centuries ago. Their lore spoke of Spirits, and they expected their new home would have some, but were greatly surprised by the Spirits’ numbers, vitality, and intensity of manifestation.

The Invaders found Spirit Island a decade ago. Early coastal contact with the Dahan was fairly peaceful. The Dahan saw these new seafarers as analogues of their those-who travel, and offered them appropriate hospitality. The Invaders saw a fertile, sparsely-populated island, and brought word home of a land ripe for the taking.

The first colony ships arrived five years later, bringing both settlers and an onslaught of foreign diseases which tore through the Dahan. Spirit assistance helped many Dahan survive — but even so, they are just regaining their footing, mourning their dead, and discovering that these scourges were not the act of angry Spirits. They are divided on what to do: some see the Invaders as a menace to drive away, while others still think of them as “our new neighbors”, or are fascinated with their lifestyle, tools, and beliefs.

But the Invaders spread impossibly quickly, with more and more colony ships arriving each year. In the blink of an eye there were nearly as many Invaders as Dahan, methodically reshaping the land, destroying Spirit and Dahan alike in their heedless, swarming expansion . . .


Spirit Island
Dahan Clans :d8:
Foreign Invaders :d10:
Nature Spirits :d10:

Green
Minor Twists

  • Dahan Warrior: One brave Dahan villager steps forth to defend the island. Introduce one Dahan minion (see below) to the scene.
  • Treacherous Wilds: The island’s flora and terrain are far more difficult to traverse than is usual. Roll the environment dice. Hinder all targets with the Min die.

Major Twist

  • Exploring Invaders: Foreign explorers arrive at the scene. Roll the environment dice. Introduce a number of Invader minions (see below) equal to the Min die.

Yellow
Minor Twists

  • Savage Beasts: A pack of wild animals smell the blood of combat. Roll the environment dice. Introduce a number of Beast minions (see below) to the scene equal to the Min die.
  • Second Wave: Even more invaders arrive. Roll the environment dice. Introduce a number of Invader minions (see below) to the scene equal to the Mid die.

Major Twist

  • A Spirit Appears: A relatively weak Spirit manifests a physical form in order to protect the land. Introduce 1 Minor Spirit lieutenant to the scene.

Red
Minor Twists

  • Hazardous Badlands: The Spirits of the island have transformed it to be very deadly to humans.
    Remove the hazardous terrain
    Until the above challenge is completed, all Attack actions have a +1 bonus.
  • Wracking Diseases: A strange plague is cast upon the Invaders. Roll the environment dice. Hinder all Invader targets with the Mid die.

Major Twist

  • Devastating Ravage: The Invaders will stop at nothing. Roll the environment dice. Attack all non-Invader targets with the Max die.

Spirit Island Threats

:beast: Beast :beast:
:d10: Minion

Description
These creatures are nothing more than wild beasts, although they may have been commanded to fight on a Spirit’s behalf.

Abilities
Feral: While a Beast is smaller than a :d10:, it has +2 to Attack actions.

Tactics
Due to their low intelligence, Beasts mainly stick to chomping on targets until they’re dead.

:dahan: Dahan :dahan:
:d8: Minion

Description
These native islanders live in harmony with the land and the Spirits.

Abilities
Friends of the Spirits: Spirits have +1 to Boost, Defend, and Recover actions targeting Dahan, and vice versa.

Tactics
Dahan will fight desperately to protect their island home, even against the overwhelming odds posed by the Invaders.

:explorer: Invader :explorer:
:d8: Minion

Description
These newcomers to the island have no respect for it, the Dahan, or the Spirits, and only care about their own interest.

Abilities
Ravagers: Invaders have +2 to Attack actions and destructive Overcome actions.

Tactics
Invaders favour slash-and-burn strategies, and ruthlessly destroy any opposition.

:sacredsite: Minor Spirit :sacredsite:
:d12: Lieutenant

Description
This is but a relatively weak Spirit. There exist many larger and more powerful Spirits, but they are also much slower, and lack the precision needed to make a difference in a human-scale skirmish.

Abilities
Elemental Nature: The Minor Spirit has one of the following abilities:

  • Air: Whenever the Minor Spirit takes an action that targets itself or another character, it may move that target to another location.
  • Earth: The Minor Spirit has +3 to Defend actions.
  • Fire: The Minor Spirit has +3 to Attack actions.
  • Water: As an action, the Minor Spirit can roll its die. Either one nearby target Recovers that much Health, or that many nearby minions each increase their dice by one size, up to a maximum of their starting die sizes.
  • Plant: The Minor Spirit has +3 to Boosts actions.
  • Animal: As an action, the Minor Spirit can roll its die and add a number of Beast minions (see above) to the scene equal to half its die roll (rounded up).
  • Moon: As an action, the Minor Spirit can change any penalty into a bonus or vice versa.
  • Sun: When the Minor Spirit takes the Boost action, it may make the resulting bonus persistent and exclusive.

Tactics
The Spirit’s tactics will differ greatly depending on which element it is attuned to.


Editor’s Notes

This environment is, of course, inspired by Greater Than Game’s fantastic cooperative board game of the same name, Spirit Island. And yes, I know that the Nexus of the Void is an already-existing Sentinel Comics environment that is also inspired by Spirit Island, but the Nexus is very loosely inspired by it, while my environment here is straight-up Spirit Island, complete with Invaders and Dahan.

I have no idea in what situation a GM would actually use this environment; Spirit Island is canonically set in the 1700s, so temporal shenanigans are likely to be involved. Beyond that, I assume that the overlap between SCRPG GMs and Spirit Island players is very small, so this environment is likely of little interest to most.

Nonetheless, I still made it, mainly because I really like the game. I bought and played Spirit Island years before Sentinels of the Multiverse, let alone the Sentinel Comics RPG. It is what led me to discover Sentinel Comics, so I would not be here without it.

The opening description for this environment is an edited version of lore found in the Spirit Island rulebook. The area measurement is based on a comment made by the game’s designer saying that it is around the size of Viti Levu. The Invader and Dahan populations are entirely baseless guesses.


Next Environment: [REDACTED]

3 Likes