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A Sengoku Jidai Fantasy

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Table of Contents

The Empire of Yakkaida ...... Page 3

Races ...... Page 4

Equipment ...... Page 19

Materials and Quality ...... Page 23

Feats ...... Page 26

Background and Honor ...... Page 27

Faith ...... Page 29

The Clans of Yakkaida ...... Page 33

The Continent ...... Page 35

The Map ...... Page 38

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It is the Yakkaidan Year 1450. Almost a millennium and a half have passed since the first Emperor, Wei, took the Gold Lotus Throne. Since then, the power of the Emperor has risen and fallen with the ages. Fifty years ago, the Emperor Keishi died with two sons, but neither one selected to succeed. The two sons each claimed the throne for himself, and the Divine Mandate was uncertain. Prince Fuji was the elder son by a matter of minutes, though he was disliked for his tempestuous nature by many. Prince Yabu was second-born, but was well-liked by many, and made friends easily.

Before the Lords of the Nakamura Bakufu could decide the issue, the Yunnic Khan of the Jade Empire came across the sea to conquer and subjugate the islands. Midoriko and Aizushima were occupied, and the Daimyo rode to war without deciding the case of the Imperial Throne. In the war itself, Yabu fell to a Yun assassin’s blade, while Fuji showed poor leadership, even abandoning his capital, nominally to set up a secure base in Enishima, during its time of greatest need.

With the end of the war, the Yun were sent back to the continent, but the lands of Yakkaida were broken. The Shogun and his clan were slain by fire and shinobi assassins for their ineptitude during the war, and the issue of the Throne was unresolved. For fifty years the land has been split by scheming Daimyo, each leading their clans and Samurai retainer in endless war and strife, all for the prize above all others; the Shogunate.

In this age of total and complete war unending, will Yakkaida ever be reunited? Will a Shogun emerge from the carnage to unite the land? Or will it take the rise of another Emperor to heal the wounds?

Time will tell.

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Races Description Standard Languages Mortal Language Speakers Script Like Half Ogrefolk Common Yakkaidans Common Japanese Human People folk Continental Continentals Continental Chinese Draconic Ryujin Continental Archaic Japanese Asura Light spirit Kenku Kenku None Noise Deva Dark spirit Ryujin Long Dragon Exotic Languages Shinigami spirit Language Speakers Script Like Yokai Celestial Kami Draconic Archaic Chinese Jorogumo Spiderfolk Oni Oni Draconic Infernal Kenku Crowfolk Primordial Elementals None Greek Kitsune Fox people Shinrin Yokai None Sylvan Okami Wolf people Elemental Enigami Fire Hokogami Earth Kazegami Lightning Mizugami Water

If an effect targets Celestials, it targets Kami. If an effect targets Infernals, it targets Oni. If an effect targets Fey, it targets Yokai. If an effect targets Undead, it targets Undead.

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Though descended from the monstrous Oni, evil and demons in opposition to Kami, Half-Oni only share a rebellious attitude with their forebears. These ogre-like humanoids often live just outside of human settlements, preferring the wild nature to civilization’s order and control.

Physical Half-Oni are tall, broad, and more heavily muscled than your average man. They otherwise appear similar to humans, outside of their distinctive red or blue skin tone and their even more distinctive horns.

Personality Half-Oni are rebellious, angry, and always up for a good time. They are the classic ogre archetype; big, mean, and a lover of simple pleasures.

Society Half-Oni organize themselves into Clans like other humanoids, and often make up lesser families in human clans. Most more align with and Monks than Samurai.

Adventurers Boredom, wanderlust, or sometimes simple greed.

Half Oni Stats ASI Increase your Strength by +2, and two other ability scores by +1 each. Age Half-Oni mature at twice the speed of humans, and live for a century. Alignment Chaotic. Size Medium. Speed 30 feet. Languages Common Darkvision See in darkness out to 60ft. Skilled Gain proficiency with 1 skill of your choice. Relentless Once per long rest, if reduced to Endurance 0 hp, but not killed outright, return to 1 hp.

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The humans of these islands are a combination of settlers from the continent and native tribes that Human Variant 1 have blended over the centuries into a culturally ASI Increase one ability score by +2, or homogenous population bound by caste and by faith two ability scores by +1 each. into the Empire of Yakkaida. Age Humans reach maturity in their mid-

teens, and can live for a century. Physical Alignment Any. Humans run the range of appearance. Their skin may Size Medium. Humans come in a wide be pale as snow or a deep bronze. Their hair comes variety of height and weight. in many dark shades, usually black though some Speed 30 feet. brown and even red hair isn’t unheard of. Languages Common, plus one other Skilled Gain proficiency with a skill of your choice. Personality Bonus Select a single Bonus Feat at 1st- Humans also possess great range in personality Feat level. types, and usually cannot be pinned down except by generalities.

Society Human Variant 2 ASI Increase each ability score by +1. The Empire of Yakkaida nominally runs the islands, Age Humans reach maturity in their mid- enforcing a caste system of Emperor, Shogun, teens, and can live for a century. Daimyo, Samurai, Peasants, Slaves, and Merchants. Alignment Any. Most fall into one or more categories, though many Size Medium. Humans come in a wide buck the system entirely. Religious folk can remain variety of height and weight. outside of the usual system, though most would Speed 30 feet. agree to the Emperor’s divinity. Languages Common, plus one other

Adventurers Any reason at all. Traveling for merchants, questing for samurai and ronin, and pilgrimage for others still. Wanderlust is also a possibility.

Human ASI Increase one ability score by +2, and two other ability scores by +1 each. Age Humans reach maturity in their mid- teens, and can live for a century. Alignment Any. Size Medium. Humans come in a wide variety of height and weight. Speed 30 feet. Languages Common, plus one other Skilled Gain proficiency with 2 skills of your choice. Inspired You can grant yourself Inspiration if you don’t already have it. Must finish a long rest.

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Asura ASI Increase your Constitution by +2 Descended from higher spirits composed of Light, and your Charisma increases by Asuras are a breed of Kami imported from the +1. continent in ages past. Still, they fight for a place in Age Asuras mature similar to humans, their homes and communities. but can live 200 years.

Alignment Lawful. Physical Size Medium. Asuras appear mostly human, save for their shock of Speed 30 feet. red hair and eyes. Their skin is often pale as winter Languages Common, Celestial snow. Intimidating You have proficiency with Intimidate Halo At 3rd level, as an Action, shed Personality bright daylight like a torch for 1- Similar to humans in many ways, though Asura are minute. While lit, your melee known for a legendary temper and passions equal to attacks deal +2 Fire damage. You a Half-Oni. and creatures of your choice within 20ft heal an additional 1d8 Society hp from spells and abilities. You must finish a long rest to use Asura prefer order and guidelines, taking positions again. within government and military posts if they can. Divine Your creature type is both

Resistance Humanoid and Kami. Add half your Adventurers Proficiency to all saves vs spells Typically for any reason involving fighting and you don’t already have proficiency proving oneself. with.

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Deva ASI Increase your Intelligence by +2 The counter-race to Asura, Devas are descended and your Dexterity increases by +1. from great spirits of Darkness, and are also imported Age Devas mature similar to humans, from the continent. Devas are more peaceful and but can live 200 years. agreeable than Asuras, but just as ruthless and far Alignment Chaotic. more cunning and knowledgeable in the ways of war Size Medium. and politics. Speed 30 feet.

Languages Common, Celestial Physical Superior You have Darkvision out to 60ft. Devas appear human, save for their dark blue skin Darkvision You treat magical darkness like and blood-red eyes. regular darkness. Naturally You have proficiency with Stealth Stealthy Personality Deva Magic You learn the Prestidigitation Devas are calm, logical, and composed at all times. cantrip. One might call them serene, even. They are, At 3rd-level you can cast Hex as a however, likewise calculating and devious to the 2nd-level spell once per day. same extent Asura are boisterous. At 5th-level you can cast Darkness once per day. Society Intelligence is your casting stat for these. Devas prefer the wild and free to the controlled and Divine Your creature type is both stale. While they prefer harmonious relationships Resistance Humanoid and Kami. Add half your between individuals and groups, they despise caste Proficiency to all saves vs spells you and clan structures within the Empire, and tend to don’t already have proficiency pay only lip-service to the Emperor and his with. authorities.

Adventurers Same as humans, though they often will go off adventuring simply because they could.

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Ryujin ASI Increase your Charisma by +2 and Humanoid-shaped dragons, the Ryujin are a your Wisdom increases by +1. complicated breed. Descended from ancient Age Ryujin reach maturity at age 50 and mingling between mortals and Dragons, these lesser can live for 800 years. kami are sometimes given exemption from the rules Alignment Neutral. of etiquette and caste-society due to their holy Size Medium. lineage. Speed 30 feet.

Languages Common, Draconic, Celestial Physical Darkvision You can see up to 60ft in darkness. Ryujin are humanoid in stature, but otherwise Dragon You are immune to magical Sleep possess all the signs of a Long Dragon. This include Soul effects and have advantage vs antler-like horns, colorful scales and hair (especially charm effects. beards on males), a tall and slender figure, and a Dragon Your unarmored AC is 13 + your long, pronounced face filled with teeth. Scales Dexterity modifier. Divine Your creature type is both Resistance Humanoid and Kami. Add half your Personality Proficiency to all saves vs spells you Ryujin are often haughty and prideful. Their power don’t already have proficiency and innate prestige elevates them above the with. common riffraff. Even a Ryujin born into a peasant family (like a generation-skipping trait) is automatically on par with any Samurai. Ryujin Racial Feat Dragon of the Four Winds Society Prerequisite: Ryujin ❖ Your Dexterity increases by 1 to a Ryujin seek positions of power and respect, as maximum of 20. befitting their noble origin, but hold no intimate love ❖ You gain a flight speed equal to your for the law in and of itself. Society is a tool for normal speed. power, not power in and of itself. ❖ You can Dash as a Bonus Action.

Adventurers Ryujin Racial Feat Ryujin must travel long, far, and wide in order to Dragon of the Five Seas build their own myth and legacy. Prerequisite: Ryujin ❖ Your Strength increases by 1 to a maximum of 20. ❖ You gain a swim speed equal to your normal speed, and can hold your breath twice as long as others. ❖ You can Shove as a Bonus Action.

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Shinigami ASI Increase your Constitution by +2 Spirits “born” from the deaths of others, Shinigami and your Charisma increases by are everyone’s least-favorite creature to come +1. across on a dark and dreary day. While outsiders, Age You are “born” as a mature Shinigami cannot help but feel the pull and allure of human, and can “live” companionship, perhaps wanting that which they indefinitely. don’t think they can ever have. Alignment Chaotic.

Size Medium. Physical Speed 30 feet. Shinigami appear nearly human, though innately Languages Common, Celestial terrifying to many. Their skin is chalky white or grey, Darkvision See in darkness out to 60ft. and their eyes, mouths, and fingernails are pitch- Undead Your creature type is both black. In fact, they most appear similar to walking Physiology Humanoid and Kami. You do not dead at first glance. Their hair is also either bright need to breathe, eat, or sleep to white or a greasy black. Most unnerving of all is that live (must meditate 4 hours to they look just like the person who’s death created rest). You Resist Necrotic damage them. and are immune to magical Sleep. Etherealness For one round you may treat solid matter as difficult terrain. You are Personality ejected into the nearest free “Gallow’s Humor” best describes the Shinigami space, taking 1d6 force damage mindset. Life is a laugh and Death’s a joke. per 5ft moved if you end inside an Irreverence of authority is also popular amongst object or creature. You must them. finish a short rest. Horrifying You have Advantage on Intimidate Society Visage checks. Evil Eye As a Reaction, impose Shinigami keep to the edges of society, rarely Disadvantage on a single enemy entering the halls of power unless they need to or it ability check, attack roll, or save. might piss someone off. While they inevitably follow You must finish a long rest to use the letter of the law, they will often mock or break this again. its spirit while doing so.

Adventurers When you have nowhere to go, the world is your home.

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Jorogumo ASI Increase your Dexterity by +2. These yokai, or dark-spirits, are descendants of a Age Jorogumo mature by age 10 and combination of different creatures, all spider-like in can live up to a century. appearance. On the whole, however, Jorogumo are Alignment Neutral. gentle, even shy creatures despite their enormous Size Medium. strength and size. Many take up residence in the Speed 35 feet. walls of common people’s houses…sometimes Languages Common, Shinrin without their knowledge. Darkvision See in darkness out to 60ft.

Yokai You count as a Humanoid and a Physical Yokai for spells and abilities. Jorogumo appear completely human from the waist Spider You have a climb speed equal to up. Their lower half, however, appears to be a giant Physiology your move. You are counted as one spider, either a tarantula or golden orb spider. size larger for counting carrying capacity. A medium or smaller creature can ride on your back Personality comfortably, but you do not Jorogumo are crafty and cunning, preferring to avoid become a controlled mount. direct combat and confrontations whenever Natural You can fit comfortably into spaces possible, instead employing subtle designs and Burrower that medium creatures need to avoidance to win the day. They are also painfully squeeze through. shy, by all accounts. Subraces Select Gold, or Tiger.

Society

Jorogumo form tight, close-knit family and clan Golden Jorogumo structures, preferring the company of friends and ASI Increase your Wisdom by +1. family to strangers by far. They are often secretive in Web You can cast the spell Web once before their specific dealings with others. requiring a Long Rest. Wisdom is your

casting stat for this. Adventurers Jorogumo adventure for the thrill and excitement, or at least the thrill and excitement of their friends. Tiger Jorogumo ASI Increase your Strength by +1. Pounce You can Dash as a Bonus Action. The first attack made after a Dash on the same turn gains Advantage to hit.

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Kenku ASI Increase your Constitution by +2 The small bird-like people who would, according to and your Intelligence by +1. rumor, rather slit your throat than give you a good Age Kenku mature twice as fast as deal, and sell you out rather than kill you humans and can live up to 60 themselves. This ruthless reputation might actually years. be of the Kenku’s own devising, preferring to Alignment Chaotic. operate their criminal and mercantile operations Size Small. behind the veil of secrecy, threat, and mystery. Speed 25 feet.

Languages Common, Kenku Physical Darkvision See in darkness out to 60ft. Kenku are small in stature. They appear to be a Yokai You count as a Humanoid and a humanoid with the traits of a crow. This includes the Yokai for spells and abilities. black feathers, long beak, and opaque eyes of the Mimicry You can repeat any sound you have ominous avian. personally heard. You have advantage to any Deception check made using this effect. Personality Cunning Gain proficiency with thieves’ tools Kenku pride themselves on their cunning intellect and sleight of hand. and their shrewd business sense. Being smart is Naturally You can attempt to Hide when only better than being strong, since a quick tongue can Stealthy lightly obscured or behind a larger often turn a blade in a way that muscles can’t. creature. There’s no prize for second-place, so striving for Poison You have Resistance vs Poison and excellence in all things is core to the Kenku mindset. Resistance advantage on saves against poison.

Society Kenku organizations are extremely fluid when compared to samurai and ninja clans. Membership is contingent on proved skill, and you can basically rise as far as your talent can take you…so long as you know how to pay your way.

Adventurers Kenku often adventure to achieve fame and fortune, definite pluses in their ultimate quest for status and power.

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Kitsune ASI Increase your Dexterity by +2, and Kitsune need no real introduction. These fox-spirits your Charisma by +1. are well known for their cunning and their magical Age Kitsune mature similar to humans, nature. Within the Empire, they often take up but can live 400 years. positions of great magical or religious import, Alignment Chaotic. somehow despite their slightly irreverent attitude. Size Medium.

Speed 30 feet. Physical Languages Common, plus two others Kitsune appear nearly human, save for the fox-tail Darkvision See in darkness out to 60ft. and ears they possess. Their colors range from bright Yokai You count as a Humanoid and a yellow to dark red, orange, and brown. Some rare Yokai for spells and abilities. Kitsune colors do include black or white fur. Fox-Form You can transform into a Fox (Giant Rat stats) as an Action. You retain your mental stats and hit points. Personality Worn equipment merges into you. Kitsune have a sense of humor, as all know. They You can stay this way for 1-hour play tricks on those they find “stuck up” or full of total, each action to transform after themselves. Kitsune are also excellent performers of the first takes 10 minutes off. You etiquette, allowing them to indulge in their cannot cast spells while irreverence without jeopardizing their positions at transformed, except through court or in society. Kitsune Magic and Magical Tails. Sneaky Gain proficiency with the Disguise Society kit. Weapon Gain proficiency with the daikyu, While Kitsune follow the typical clan-structure found Training hankyu, , and in the Empire, they are far less concerned with such Kitsune You learn the Minor Illusion cantrip. things as others might be. They appreciate Magic At 3rd-level you can cast Charm innovation and questioning norms, so long as it’s Person once per day as a 1st level kept civil. spell. At 5th-level you can cast

Nystul’s Magic Aura once per day. Adventurers Charisma is your spellcasting stat for Even still many Kitsune find this too constricting and these. strike out to find their ow n place in the world.

Kitsune Racial Feat Magical Tails Prerequisite: Kitsune ❖ Your Charisma goes up by +1 up to a maximum of 20. ❖ You know the spells Disguise Self, Alter Self, and Dispel magic. You may cast Disguise Self at will, and the other two spells once each before requiring a Long Rest to use again. Dispel Magic is cast as a 3rd level spell. Charisma is your stat for these.

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Okami ASI Increase your Wisdom by +2 and In every way that the Kitsune are crafty tricksters, your Strength increases by +1. the Okami are noble guardians. Shrines and Age Okami mature similar to humans, dangerous roads that cut through the wilderness but can live 200 years. often are defended by clans of these wolfmen, and Alignment Lawful. both Yakuza and Daimyo lords count them amongst Size Medium. their finest allies. Speed 30 feet.

Languages Common, Shinrin Physical Darkvision See in darkness out to 60ft. Okami appear nearly human, though they possess Yokai You count as a Humanoid and a the ears, eyes, and tails of wolves. Their hair color Yokai for spells and abilities. ranges between silver, brown, and black. Wolf-Form You can transform into a Wolf as an Action. You retain your mental stats and hit points. Worn equipment Personality merges into you. You can stay this Okami, more than almost any other people, pride way for 1-hour total, each action to themselves on their loyalty and their honor. Okami transform after the first takes 10 keep their word, always, and will fight beyond their minutes off. You cannot cast spells last breath to defend those they have pledged while transformed. themselves to. Weapon Gain proficiency with the daikyu, Training hankyu, katana, and wakizashi Society Keen Gain proficiency in Survival and Hunter Perception. You can track creatures Okami prefer the rigorous order of a well- by scent alone, and automatically maintained caste and clan system. Life should be know the direction of spilled blood regimented and exact. The random vagaries of life if within a mile. are something to be fought against. Innate Gain +1 hp per character level.

Toughness Adventurers The idea of a crusade would perfectly describe the motivations of an Okami adventurer.

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The fiery Enigami are descended from elemental spirits of fire and heat. They prefer the sound of anvils ringing in the forges to that of temple bells, and the rush of excitement from battle as opposed to the silence of rest.

Physical Enigami, like all elementals, appear human enough to pass for one without much effort. Their skin is often a shade of bronze and their hair a lighter shade of brown or red. Their eyes shine gold like a hot iron.

Personality Enigami are possessed of incredible energy. They have the will and the drive to pursue their desires to the utmost, even if that ends up being a bad idea. They have a temper to match this unbridled energy.

Society Enigami often have a hard time conforming to society’s demands, and will tend to take to the role of rebel with gusto.

Adventurers Enigami can’t seem to sit still, and will adventure just because it is something to do.

Enigami ASI Increase your Charisma by +2, and two other ability scores by +1 each. Age Enigami age like humans. Alignment Any. Size Medium. Speed 30 feet. Languages Common, Primordial Mostly You appear to be a normal human, Human and can pass as such, though some small physical traits hint at your elemental nature. Heat Vision You can see the body heat of living creatures and objects used in the last 10 minutes. Total cover blocks this. Fiery You know the Control Flames Nature cantrip and you have Resistance against Fire Damage.

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Hokogami ASI Increase your Strength by +2, and The stoic Hokogami are descended from elemental two other ability scores by +1 each. spirits of earth, stone, and metal. Their enduring Age Hokogami age like humans. nature makes them a bedrock for those who might Alignment Any. depend on them, and a crushing end to those who Size Medium. oppose their inevitability. Speed 25 feet.

Languages Common, Primordial Physical Mostly You appear to be a normal human, Hokogami, like all elementals, appear human enough Human and can pass as such, though some to pass for one without much effort. They are not a small physical traits hint at your pretty-faced people with their hard, square jaws and elemental nature. their heavily-muscled physiques. Their eyes shine Powerful You count as one size larger for green like emeralds, or grey like steel. Build carrying capacity. Versatile weapons you wield always use their larger damage die. Personality Stone’s You have Resistance to Poison Hokogami are enduring. They handle grief, tragedy, Resilience damage, and make saves against and misfortune with stoic resignation, and then set Poison with Advantage. themselves to the task of reversing the state of Earth Sense Add your proficiency to History things. Even when things go their way, they rarely checks made with regards to betray their stoic demeanor to crack even a slight stonework and architecture. smile.

Society Hokogami are staunchly traditional. They don’t so much as go with the flow as they do define the status quo. They fit to their given roles like bricks in a wall, but once placed they cannot be moved by anything short of the hand of an angry god.

Adventurers Hokogami rarely quest for their own benefit, but instead in support of a cause or as their duty demands it.

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Kazegami ASI Increase your Intelligence by +2, The flitting Kazegami are descended from elemental and two other ability scores by +1 spirits of the sky, thunder, and lightning. They move, each. unattached and impartial, through life. Some say Age Kazegami age like humans. they have their heads in the clouds. They would say Alignment Any. that they can see more from the top of the mountain Size Medium. than at the bottom. Speed 35 feet.

Languages Common, Primordial Physical Mostly You appear to be a normal human, Kazegami, like all elementals, appear human enough Human and can pass as such, though some to pass for one without much effort. Their skin is small physical traits hint at your pale, and their forms slim. Their hair is often elemental nature. streaked with, or wholly colored, white, and seems Extra You know the Gust cantrip. to perpetually whip about even without a strong Cantrip breeze. Fleet of Your base speed is increased to 35 Foot feet. You have advantage on checks vs becoming prone. Personality Naturally You gain Proficiency with Stealth. Kazegami are aloof and philosophical. They prefer Stealthy solitude and contemplation to intervention, and prefer to redirect the aggression of others along paths they choose, in many ways becoming the archetypal puppet-master.

Society Kazegami are drawn to the spiritual and religious lifestyles. They see castes, clans, kingdoms, and empires as little more than fleeting moments caught in the hurricane of time. All that matters is the self, the individual, and even then only until one can reach enlightenment so as to eliminate even that.

Adventurers Kazegami travel because it is in their nature to avoid being tied down to any one plac e.

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Mizugami ASI Increase your Wisdom by +2, and The surreptitious Mizugami are descended from two other ability scores by +1 each. elemental spirits of the rivers, lakes, and ocean. They Age Mizugami age like humans. adapt to wherever they find themselves, not just Alignment Any. fitting to the roles required of them, but making it Size Medium. their own. You gotta do what you gotta do. Speed 30 feet.

Languages Common, Primordial Physical Mostly You appear to be a normal human, Mizugami, like all elementals, appear human enough Human and can pass as such, though some to pass for one without much effort. Their hair falls small physical traits hint at your incredibly straight and loose, as though it were elemental nature. perpetually wet, and their eyes shine a brilliant blue- Amphibious You can breathe in both air and green of the sea. water. You have a Swim speed equal to your regular speed. Acid breath You can breathe Acid in a 15ft Personality cone, dealing 2d6 damage, +1d6 Mizugami are adaptable and relentless. They never acid per every 4 character levels. dwell on misfortune or setbacks, instead preferring You must finish a short or long rest to come up with their next plan or counterattack. before using this again. Creatures They won’t stand up to a direct assault, but will take half on a Dex save vs 10 + your instead look to slowly grind away at the source of Wisdom mod + your Proficiency their conflict until it erodes away. bonus. Acid You have Resistance against Acid Society Resistance damage.

Mizugami don’t care for what shape society takes, so long as it works. If a tradition becomes truly unnecessary or holds society back, Mizugami will try to remove the impediment. Likewise, if a tyrannical ruler rules his provinces efficiently, then there’s no point rocking the boat.

Adventurers Mizugami adventure in order to find their place in the world, or to carve out one for themselves.

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Armor Name Cost Armor Class Strength Stealth Weight Light Armor Silk Armor 20 gp 11 + Dex Mod ------8 lb 10 gp 11 + Dex Mod --- Disadvantage 10 lb Lamellar, Leather 45 gp 12 + Dex Mod ------20 lb Medium Do-Maru 10 gp 12 + Dex Mod (Max 2) ------12 lb Light Kusari 50 gp 13 + Dex Mod (Max 2) ------20 lb Scale 50 gp 14 + Dex Mod (Max 2) --- Disadvantage 45 lb Lamellar, Iron 400 gp 14 + Dex Mod (Max 2) ------40 lb -Do 750 gp 15 + Dex Mod (Max 2) --- Disadvantage 40 lb Heavy Armor Four-Mirror Armor 30 gp 15 --- Disadvantage 40 lb Kusari Gusoku 75 gp 16 13 Disadvantage 55 lb Lamellar, Steel 200 gp 17 15 Disadvantage 60 lb O-yoroi 1500 gp 18 15 Disadvantage 65 lb Shields War-fan 15 gp +1 AC, Special ------3 lb War-Scabbard 20 gp +2 AC, Special ------9 lb

War-fan: A metal fan designed to act as shield Do-Maru: A body wrap armor made of and secondary weapon. A War-fan counts lacquered scales. Lacks sleeves or as a , but loses its AC bonus until the . beginning of your next turn if used to Four-Mirror Armor: Four armored plates held attack. together by a leather harness over chain. War-scabbard: A hardened, reinforced katana Haramaki: A thick, silken body sash lined with scabbard that can act as a shield. Must chain or scales. come with a martial slashing weapon. A Kikko Scale: A padded coat covered in iron War-scabbard counts as a , but hexagon scales. loses its AC bonus until the beginning of Kusari Gusoku: A full-body suit of chainmail, your next turn if used to attack. including a hood. Kusari, light: A padded coat with an outer layer of chainmail. Lamellar: Armor consisting of leather, iron, or steel scales bound in tight parallel rows. Highly adaptable. O-yoroi: Great Armor, a layering of heavy plates and chain. Features shoulder and leg guards, a , and a ho-ate mask. Silk Armor: A layered coat of silk, studded with iron bolts. Sometimes has gold brocade. Tatami-Do: A suit of lamellar and chain over cloth. Features a kabuto and ho-ate mask.

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Weapons Name Cost Damage Weight Properties Simple Melee Bo Staff 2 sp 1d6 Bludgeoning 4 lb Versatile (1d8) 1 gp 1d4 Bludgeoning 1 lb Light, special Kama 1 gp 1d4 Slashing 2 lb Light 5 sp 1d6 Piercing 2 lb Thrown (30/120) Nunchaku 5 gp 1d6 Bludgeoning 4 lb --- 5 gp 1d6 Slashing 2 lb Thrown (20/60) Sai 2 gp 1d4 Piercing 1 lb Finesse, light, thrown (20/60) -Kagi 5 gp 1d4 Slashing 2 lb Finesse, light Tetsubo 5 gp 1d8 Bludgeoning 10 lb Two-Handed 1 gp 1d8 Piercing 3 lb Versatile (1d10), special Simple Ranged 1 sp 1d4 Piercing 1 lb Ammo (range 25/100), loading Hankyu Bow 25 gp 1d6 Piercing 2 lb Ammo (range 80/320), two-handed 5 cp 1d6 Slashing 1/4 lb Finesse, light, thrown (20/60) Sling 1 sp 1d4 Bludgeoning --- Ammo (range 30/120) Teppo 50 gp 1d8 Piercing 3 lb Ammo (range 15ft cone), heavy, loading, two-handed Martial Melee Chigiriki 10 gp 1d8 Bludgeoning 2 lb Versatile (1d10) Dai-Ono 30 gp 1d12 Slashing 7 lb Heavy, two-handed Dai-Yari 10 gp 1d12 Piercing 6 lb Reach, special Jian 25 gp 1d8 Piercing 2 lb Finesse Katana 150 gp 1d8 Slashing 3 lb Versatile (1d10) 2 gp 1d4 Slashing 3 lb Finesse, reach, special 20 gp 1d10 Slashing 6 lb Heavy, reach, two-handed Ninjato 15 gp 1d8 Piercing 2 lb Finesse Nodachi 300 gp 2d6 Slashing 6 lb Heavy, two-handed Otsuchi 10 gp 2d6 Bludgeoning 10 lb Heavy, two-handed Tanto 10 gp 1d6 Piercing 2 lb Finesse, light Wakizashi 50 gp 1d6 Slashing 3 lb Finesse, light Martial Ranged Daikyu Bow 50 gp 1d8 Piercing 2 lb Ammo (range 150/600), heavy, two-handed Matchlock 200 gp 2d6 Piercing 6 lb Ammo (range 30/120), heavy, loading, two-handed Pistol 150 gp 1d10 Piercing 4 lb Ammo (range 25/100), loading Dai-Teppo 500 gp 4d6 Piercing 10 lb Ammo (range 80/320), heavy, two-handed, special

Fukiya: A bamboo blowgun. Bo Staff: A 5-ft long wooden staff. Hankyu Bow: A short or bow, about 4-ft Chigiriki: A flail with a bamboo handle. long. Daikyu Bow: A large, 6-ft long bow made for Jian: A double-edged straight-sword, popular the warrior elite. on the continent and among the courtier Dai-Ono: A large, two-handed ax. class. Dai-Teppo: A small cannon mounted on one’s Jitte: A short pronged weapon favored by police shoulder. The Dai-Teppo requires an Action forces. Jitte grant +2 to Disarm attempts. to reload. Kama: A farmer’s handheld scythe. Popular Dai-Yari: A long spear meant for cavalry. Dai- among ninja. Yari require two hands while not mounted. 20

Katana: A proper sword. These are held in high Ranged esteem. Name Cost Weight Kunai: A dagger-like farming tool. Popular ninja Arrows (20) 1 gp 1 lb tool. Bullets (10) 1 gp 1 lb Kusarigama: A scythe and , Needles (50) 1 gp 1 lb Teppo Shot (5) 1 gp 1 ½ lb favored by ninja and monks alike. These Dai-Teppo Slug (1) 5 gp 1 lb grant a +2 to Grapple attempts. Matchlock: A firearm first brought by gaijin, now beloved by samurai. Naginata: A polearm with a single-edged sword for a head. Ninjato: A straight-edged sword, and the favored blade of ninja, so it is said. Nodachi: An exceptionally long Katana used against cavalry. Nunchaku: Two lengths of wood connected by rope or chain. Ono: A woodcutting ax. Can also cut people. Otsuchi: Large Warhammer, a favorite to breach doors. Pistol: A short, concealable matchlock. Sai: A multi-pronged stabbing weapon. Shuriken: A throwing blade. Comes in many, many varieties. Sling: A simple length of leather or rope. Tanto: A short, stabbing weapon similar to and sometimes paired with the Katana. Tekko-Kagi: Steel weapons that imitate the claws of a tiger. Teppo: A small hand-cannon. Tetsubo: A heavy iron staff, often covered in studs. Wakizashi: A short, slashing weapon similar to and sometimes paired with the Katana. Yari: Yari gain the Reach property while Versatile.

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Simple Weapons Sorcerer Simple Weapons, Light Martial Warlock Weapons, Wizard Monk Druid Simple and Martial Weapons Cleric Simple Weapons, Finesse Martial Fighter Weapons, , Firearms Paladin Bard Ranger Rogue

Simple and Martial Weapons, no Firearms Barbarian

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Adamant Description A jet-black metal found only in Moon Iron Tetsuzan, Adamant has a bright Description A brilliant white/green metal red sheen when it catches light. collected from meteors. It is Armor Adamant Armor must be heavy often a sign of providence. or medium, and adds 500gp to Armor Moon Armor must be made of the final price. Adamant armor metal and be heavy or medium negates all incoming Critical Hits weight. Add 800gp to the final except for those dealt by price. Moon Armor removes any Adamant weapons. Stealth Disadvantage from the Weapons Adamant weapons must be Armor, and grants Advantage to mostly metal, and add 500gp to Stealth checks made at night. their price. Adamant Weapons Weapons made of Moon Iron ammunition adds 50gp per must be metal and add 800gp to piece. Weapons and ammunition its price. Ammunition cannot be increase their Critical Threat made of Moon Iron. These Range by 1 (ex: from 20 to 19 weapons lose the Heavy and 20). property if they have it, and gain Honor No change. the Light property if they did not have Heavy.

Honor Known Moon Iron wielders gain

+5 to their Honor score. Bone Iron

Description A dull grey iron found in Outland Steel Aizushima. It is a brittle metal Description Shiny and reflective, while the that sees little use. foreigners are indeed devils, no Armor Armor made from Bone Iron one denies that the Far West must be metal in composition. produces astounding steel. The price for this armor is half Armor Outland Armor must be Heavy, that of the full price, but cannot and adds 3,000gp to the final be made Masterwork and will be price. This armor gains a +1 to AC destroyed when struck by a and to all Saves against Magic. Critical Hit. Weapons Weapons of outland steel must Weapons Bone Iron weapons must be be metal, and cost an additional metal weapons that deal slashing 1,500gp. These weapons deal an damage. Their price increases by additional +2 damage to 200gp, ammunition by 20gp. creatures of the Kami, Oni, and Bone Iron weapons deal 1 Bleed Yokai type. damage on a hit. Bleed damage Honor No change. is accumulative, triggering at the

beginning of an afflicted

creature’s turn until they use healing magic or make a DC15 Medicine check to staunch the bleeding. Bleed stops accumulating at this point. Honor Discovery of a Bone Iron weapon lowers Honor by -5.

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Paper Description Some masters of Origami can Silver-Iron create astounding works, even Description Some iron throughout the those that mimic the use of islands has been infused with armor and weapons. silver, giving it a resplendent Armor Paper Armor can be fit under any appearance. armor or clothing, and costs Armor Silvered Armor must be primarily 10gp for clothing, 50gp for light, metal and either medium or 100gp for medium, and 150gp heavy, but can be silvered after for heavy armor. Paper Armor creation. Silvering Armor costs adds +1 to your Armor Class, but 300gp, grants you Resistance is destroyed on a Critical Hit. against Necrotic damage and Weapons Paper Weapons must be slashing Advantage against the Paralyzed weapons with the light or finesse condition. property, and cost an additional Weapons Silvered weapons must be metal, 100gp. These weapons deal an but can be silvered after additional +1 slashing damage on creation. Silvering Weapons a hit, but are destroyed on a costs 100gp for a single weapon Critical Miss. or 10 pieces of ammunition. Honor No change. Honor No change.

Sharkskin Description Sharkskin is a durable alternative Wood to leather. Description The simplest and oldest of all Armor Sharkskin can replace the mankinds’ tools. primary materials in any light Armor Wood can be substituted for the armor or Do-Maru, adding 50gp primary materials of medium to the final price. This material armor, which does not change its grants Damage Reduction 2 to price, but does cause the armor the armor. to become broken on a Critical Weapons Any weapon can benefit from a Hit (-2 AC until repaired using grip made of Sharkskin. Such tools and spending quarter of weapons add 15gp to the final armor’s full price). This also price, and confer Advantage to removes the Disadvantage, if all checks against being any, to stealth this armor had. disarmed. Weapons Making a weapon out of wood Honor No change. (that is not normally so) does not change its price, but is destroyed on a Critical Miss. Weapons made of wood already gain no benefit. Weapons normally made of metal gain the Light Property or lose Heavy, become Bludgeoning, and cap their damage at 1d8. Honor No change.

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Masterwork I (Uncommon) Description An item of uncommon quality. A Masterwork III (Very Rare) passing fancy is all you’ll get with Description An item of very rare quality. one of these. Reputations are made by such Armor Masterwork Armor of this level is wonders. naturally sturdy, granting you 1 Armor Masterwork Armor of this level Damage Reduction. simply turns aside lesser Weapons Masterwork Weapons of this weapons, giving you Resistance level are well-shaped by a skilled against all non-magical slashing, hand, granting an additional +2 bludgeoning, and piercing damage of their normal type. damage. Tools Masterwork Tools of this level Weapons Masterwork Weapons of this confer a +2 Bonus to any skill level possess almost unnaturally check made with them. ability. These weapons count as Honor For crafting an Uncommon magical, and grant you a +2 to Masterwork item, add +1 to your Attack with them. Honor. This is non-cumulative Tools Masterwork Tools of this level with itself and lasts 1 year. naturally grant Advantage to all skill checks made with them. Honor For crafting a Rare Masterwork Masterwork II (Rare) item, add +3 to your Honor. This Description An item of rare quality. This will is non-cumulative with itself and get you noticed soon enough. lasts 10 years. Armor Masterwork Armor of this level can deflect near-hits, adding +1 to your Armor Class. Masterwork IV (Legendary) Weapons Masterwork Weapons of this Description An item of legendary quality. For level cut, pierce, or smash harder Gods, Shoguns, and Emperors and cleaner than their only. contemporaries, granting you a Armor Masterwork Armor of this level is +1 to Attacks with it. nearly indestructible, granting Tools Masterwork Tools of this level you +3 to your Armor Class. confer an additional +2 Bonus to Weapons Masterwork Weapons of this any skill check made with them. level are essentially living beings Honor For crafting a Rare Masterwork in and of themselves. Critical item, add +2 to your Honor. This Damage dealt by this weapon is is non-cumulative with itself and rolled three times instead of lasts 3 years. twice, and the weapon gains some level of intelligence (see *Tools cost 50/150/400/1000gp for rarity DMG). **Very Rare, Legendary, and all weapons, armor, Tools Masterwork Tools of this level and tools over 100 years old should almost always always roll 20. gain a magical effect or be intelligent. Honor For crafting a Legendary Masterwork item, add +6 to your Honor. This is non-cumulative, but is permanent.

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The following feats are either Renamed Feats, redefined as Combat Feats, or outright New or Modified Feats. Regardless, all these feats come with a secondary effect. For each one a character possesses, their Unarmed Strike damage increases by a single step. All characters begin with 1d3 damage in this campaign. This damage increase caps at 1d12.

Damage Per Feat Kemp Training Feats Dice * If you use the Attack Action, you can Shove as 0 1d3 a Bonus Action. 1 1d4 * You have Advantage on Dexterity saves that 2 1d6 target only you. 3 1d8 * If a Dexterity Save would halve damage dealt 4 1d10 to you, it instead deals no damage. 5 1d12 Shurikenjutsu * Light thrown weapons on your Renamed Feats person are always considered drawn Old Feat New Name for you. Athlete Taijutsu * Being within 5 feet of a creature Defensive Duelist Aikido doesn’t impose Disadvantage on your ranged attack rolls. Dual Wielder Niten Ichi-ryu * When you use the Attack action and Elemental Adept Wu Jen Training have a free hand, you may use a Great Weapon Master Bonus Action to attack with a light Lucky Karma thrown weapon you are holding. Magic Initiate Majin Polearm Master Sojutsu Ritual Caster Onmyoji * Increase your Strength or Dexterity Sharpshooter Kyujutsu by +1 up to 20. Skulker Ninjitsu * You have Advantage on attack rolls vs creatures you are grappling. * You can Pin a grappled creature using Combat Feats a second Grapple check. This Martial Adept Restrains them. Savage Attacker Sentinel Iaijutsu Strike Weapon Master * Select a bladed weapon you possess. As long as it remains in your immediate possession, use 1d20 + its New/Modified Feats overall attack bonus in place of your Old Feat New FEat normal Initiative roll. Crossbow Expert Shurikenjutsu * When you attack with a bladed Grappler Jujutsu weapon in the same turn you draw it, --- Iaijutsu Strike add your Proficiency to damage rolls Shield Master Kempo Training you make this turn with it. * You may sheath a bladed weapon as a Bonus Action.

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Honor is a simple measure of ones perceived worth. Some actions raise or lower your honor. Some people are inherently granted more honor than others. One’s honor bonus is capped by that of the highest-ranking person in the room.

Your honor is an ability score, but you cannot raise it normally. It is equal to half your character level (round up), plus your charisma bonus, plus the honor bonus from your background. Finally, add this to your Reputation modifier. Your Honor score caps at 30.

Reputation Event Change Become a Daimyo or Temple Master +10 Defeat an honorable Daimyo or Temple Master in combat +8 Commit Seppuku +8 Adopt a Strict Code of Honor +4 Help someone commit Seppuku +4 Challenge and Defeat in a duel someone who dishonored you +3 Win a Deadly Encounter +2 Craft a powerful magic item +1* Destroy a powerful evil item +1* Create a Masterwork item +2 Roll a natural 20 on a Perform check +1 Perform an action against your alignment for a sworn oath +1 Excessively brag about your accomplishments -1 Flee an Easy or Trivial encounter -2 Secret Heretic -2 Commit slander -3 Be convicted of a petty crime -5 Be drunk in public -5 Lose an easy or trivial encounter -8 Be discovered as a Secret Heretic -10 Slay an honorable foe who has surrendered -10 Commit an act of treason or betray an honorable lord -20 *per rarity level of the item

Honor can be used in place of any social check (Persuasion, Intimidate, Deception) or knowledge check (Arcane, History, Nature, Religion) where one’s station and personal honor or understanding of the Honor code would be more appropriate than a typical skill check. For instance, a Gaijin would always be at an inherent disadvantage when trying to understand Honor, while an Imperial Scholar should have an innate understanding of it. Likewise, a Ninja might know of the requirements or responsibilities of Honor, but he likely will never understand them implicitly, thus having to rely on an Intelligence skill check as opposed to an Honor check.

Additionally, one can tell another’s relative Honor by making an Insight Check or Honor Check vs their own Deception or Honor check. On a success, the DM can tell you whether your Honor is lower by more than 5, greater by more than 5, within 5 of the target’s, or equal to their honor score. High Honor can gain favor from honorable characters, while Low Honor can gain favor from Dishonorable characters.

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Backgrounds Feature Proficiencies Honor Imperial Courtier Functionary Insight, Persuasion +4 Imperial Prince Privilege History, Persuasion +5 Noble Clan Member Kept in Style History, Persuasion +5 Imperial Scholar Library Access History + Arc/Nat/Rel +4 Samurai Mercenary Life Athletics, Persuasion +3 Buke Clan Member Retainers/Privilege History, Persuasion +4 Bushi Military Rank Athletics, Intimidation +4 Doshin Watcher’s Eye Ath/Inv + Insight +3 Clergy Priest Shelter of the Faithful Insight, Religion +3 Shugenja Rustic Hospitality Medicine, Religion +2 Sohei “Knightly” Regard Persuasion, Religion +2 Commoner Artisan Guild Membership Insight, Persuasion +2 Entertainer By Popular Demand Acrobatics, Performance +1 Sailor Ship Passage Athletics, Perception +1 Sumo By Popular Demand Athletics, Performance +2 Yakuza Bad Reputation/Criminal Contact Deception, Intimidation +1 Unclean Criminal Criminal Contact Deception, Stealth -2 Gaijin All Eyes on You Insight, Perception -5 Haunted Heart of Darkness 2 from Arc/Inv/Rel/Surv -3 Merchant Guild Merchant Insight, Persuasion -2 Outlander Wanderer Athletics, Survival -2 Secret Heretic Heretical Contacts Deception, Religion 0** Urchin City Secrets Sleight of Hand, Stealth -2 Other Crafter Respect of Skill* History, Insight 1d4 Inheritor Inheritance Survival + Arc/His/Rel 1d2 Ninja Safe Haven/False Identity Deception, Insight 1d4-1 Ronin Bad Reputation/Ear to the Ground Athletics, Survival 1d3+1 *Free room and board for work **If discovered, lose 10 Honor

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Faiths Adjective Description Deities Aruko Arukoist The Imperial Cult The Emperor, various Kami Sephirism Gaijinist Foreign Fire Cult Sensei Sephiros-sama Shinzei Shinzeiist Reincarnation The Seven

Aruko Deities …of… Alignment Domains The Emperor The Yakkaidan Empire Law Good Balance, Nature, Retribution Kinomaki The Sun Law Neutral Light, Life, Fate Uzami The Moon Chaos Neutral Celebration, Trickery, Lunar Bushino War Neutral Neutral War, Grave, Forge Fubin Wind Chaos Neutral Tempest, Survival Ikujin Rice/Fertility Neutral Good Nature, Love Amido Father of the Gods Law Evil Entropy, Grave Amida Mother of the Gods Chaos Good Life, Forge Shinokane The First God Neutral Neutral Life, Knowledge, Peace Idatensho Wisdom Law Good Knowledge Yabushi Order/Organization Law Neutral Fate, Celebration, War Raiju Thunder/Lightning Chaos Neutral Tempest, Nature Water/Sea Chaos Neutral Ocean Goamochi Storm Chaos Evil Tempest, Retribution Ken Swords Law Neutral Forge, War Urugomi Stars Chaos Evil Chaos, Entropy, Fate

The Seven Gods …of… Alignment Domains Fisherman Fortune, sailors Tempest, Ocean Farmer Fortune, workers Nature Soldier Fortune, warriors War, Forge Artist Fortune, creatives Forge, Celebration Sage Fortune, scholars Knowledge Hermit Fortune, commoners Life, Survival Mother Fortune, women Love, Trickery

Goamochi: Son of Ebisu and Fubin, loves to smash boats into rocky shores during storms. Idatensho: The God of Wisdom and the embodiment of Aruko or Arukism is the native religion of the Yakkaidan the Morning Star. The only sane man in the room. Islands. It is a religion formally organized under a Ikujin: A Goddess of Rice, Fertility, and Mountains. She system of landed priests and their shrines and married her eldest child to the First Emperor, temples, all under the jurisdiction of the Emperor, Emperor Wei, to found the Imperial House. considered a living divinity on earth. Aruko is Ken: Bushino’s favorite son, born from when the first concerned with the balance between Man and God, sword was forged. Lesser war god. and so focuses on purity of mind and body in their Kinomaki: The Sun Goddess. Quite vain, and Ikujin’s priests, and an avoidance of impurity. mother. Sometimes takes the form of a wolf.

Raiju: Goamochi’s half-brother. Prefers setting up jump Purity is Sacredness. Impurity is gained by handling the scares and dramatic moments than killing people. dead, eating meat, toiling and sweating Shinokane: The very First God. A primordial embodiment unnecessarily, contact with blood, and any contact of Void, from which Amido and Amida were born. with women in childbirth. Priests are thus strict Takes the form of a wise (if perverted) old master vegetarians, do not attend funerals, are given a atop mountaintops. government stipend to pay for servants to tend to The Emperor: The current Emperor is an issue of a their lands, and are encouraged to only use dynastic dispute going on 50 years. Either it is Roku bludgeoning weapons in self-defense. They are not in the south (a young child under his domineering bound to celibacy, but still must physically avoid the mother’s thumb, but of the main branch), or Naboru actual birth-time of children. in the north (fully grown, but second branch, and

perceived as under the Eastern Shogun’s bootheel). There is a class of wandering Aruko priest known as a Urugomi: A spiderlike Goddess of the Stars and the Shugenja. These are not a formal member of the Darkness between them. Born from Amido after his faith, but their knowledge of the spirits is both death. commendable and vast, allotting them a level of Uzami: The Moon God. Mischevious and a bit bipolar. respect. They prefer to live in nature, and are well- Tends to start problems for the pantheon, but also liked for their deep knowledge of medicines. comes up with clever plans to get out of it.

Yabushi: God of Victory. Enjoys a good military parade Tenets and city planning. ❖ Respect the Spirits, the Kami, from the least to

the Great. ❖ Respect the Emperor and his government, for he is the Kami’s Regent on Earth. ❖ Men and Women of the faith must remain pure, avoiding blood, the eating of meat if practical, and the handling of the dead.

The Aruko Gods are as follows. Amida: Mother of the Gods. She gave birth to the gods who rule the world. Amido: Father of the Gods and Amida’s husband. Trapped in the Underworld. Was killed by his last son, Kai-O, God of Fire, who fell besides his father in mortal combat. Bushino: The God of War. Old Man Iron, as he is known, patronizes the smiths and samurai. Ebisu: One of the Dragon Twins. Ebisu rules the sea from an underwater palace. Fubin: Goddess of the Wind. Said to drive the wind with a fan and naginata. Patron of women-warriors.

❖ Enlightenment is the removal of Attachment, Wrath, Greed, and Ignorance.

In addition to Aruko Kami and Deities, Shinzei believes in Shinzeiism is a belief from the continent, but it lives in the following Seven Buddhas of Fortune: peace alongside Aruko. This is because it is more

concerned with the living world, and not on the The Fisherman: He who waits with his pole and line, place of Kami, spirits, or Emperors in the cosmos. knowing that time is an illusion. The Teacher developed a system of philosophy and The Farmer: He who minds the fields, for he knows enlightenment millenia ago, and his teaching mindfulness will lead to growth. continue to this day. The Soldier: She who fights for others, for she knows that

pacifism is Death. Shinzeiist priests handle far more day-to-day affairs than The Artist: She who creates, knowing that dreams are Arukist priests, but they typically do not have state- the first step to reality. backing or funding. Instead, most Shinzeiists build The Sage: He who knows 1,000 questions, because their own temples amongst the people, or atop questions are worth more than answers. highly defendable mountains and hills where the The Hermit: He who sits amidst the nature of the world faithful may seek enlightenment in peace and around him, for he knows this world is all we have. community. The Mother: She who watches after her children, for she

knows that the future will be theirs. Shinzeiism has many, many subbranches, which can

range from the peaceful Sasayoku (Zen Whisperers)

to the fanatical warriors of Ken-sensoyama (Soldiers of the War Mountain). The Tojin clan of Shinzeiist Monks follow a near-communistic sense of order that all but renounces the concept of class separation, while the Wakehito (Dividers) act more like reverse-ninja, hunting down agitators in society and silencing any they see as a threat to that social order.

These varying branches are divided into the Three Great Schools of Shinzeiism. The Zen-Zei School is meditative, philosophical, and ancient in tradition. They have the backing of the Imperial House, and favor the interpretation that Enlightenment leads one to become Void, or One with the Universe. The Hado-ken School is active, combative, and revolutionary. They represent many/most of the independent monasteries, especially those of the Sohei Warrior Monks, who believe that Enlightenment leads one to a perfect, Pure Land or Heaven. The Lotus School is patient and contemplative, representing the vast peasantry. They believe that enlightenment can be attained in one’s own lifetime, as opposed to working towards nirvana over many lifetimes.

Tenets ❖ Living is Suffering. ❖ Suffering is Attachment. ❖ It is within our power to achieve enlightenment.

This faith is foreign faith, practiced by many of the foreigners who find their way to the islands. They worship an Emperor in the West, whose name is translated to Sephiros-sama. Sephirists are barely tolerated, and usually only in their trade enclaves.

Tenets ❖ There is no God but God, and Fire is his Will. ❖ Magic is a reflection of the Divine. ❖ Never suffer an injury without a just return.

In truth, this faith worships a being known as Zephyr, or Helvetos, a human from the far West who burned down an empire and ascended to be a deity. Despite his being a human, his faith appears to be dominated by Elves.

Clans of Yakkaida Clan Province Daimyo Power Fame Henshin Midoriko Kaneda Shogun Warrior Pride Josun Midoriko Serhan Major Cavalry, Heresy Kawagami Ishimori Hiro Great Gold Midafune Ishimori Minato Minor Sailors Oga Tetsuzan Morinabu Shogun Mighty Army Shimawara Enishima Hironata Shogun Woman Ruler Suochi Ishimori --- Great Ninja Affinity Tojin Ishimori --- Great Shinzei Temples Tsukikage Kasagawa Hiroshi Great Imperial Loyalists Yukigahara Midoriko Masao Minor Arcane Diplomats

Ishimori alongside the Tojin and the Suochi in the Henshin Clan: The Henshin Clan was a minor one Triple Alliance. until only 30 years ago, with the rise of their now- legendary leader, Henshin Kaneda “The Demon of Midafune Clan: The Midafune were always a minor the West”. In the chaos of the post-invasion clan, but they have made a good bit of money on the Yakkaida, he led his mountain-men on a string of high seas, raiding the shipping lanes all around victories and conquests that saw his name exalted to Yakkaida and the continent itself. Their Samurai may the title of Shogun. Also a Temple-Master of the appear to be mere pirates, but this hides a level of shrine to the Shinzeiist War Goddess, Kaneda was skill and cunning one would not normally expect of almost destined to dominate others and rule. But he such scruffy men and women. The Midafune have a was also honorable to a fault, and renowned for his working relationship with the Triple Alliance. generosity and nobility. Questions about Kaneda’s exact gender are highly discouraged. Oga Clan: When the Yun Invasion was finally ended, the Nakamura Shogunate celebrated its victory with Josun Clan: The former governors of the Midoriko a feast. But its mishandling of the crisis was its provinces, the Josun lost their power and prestige downfall. Explosions and fire gutted their castle at due to the Yun Invasion and the resulting chaos and Nanbai, and only a single Bushi, Morinabu, from the civil war. Now professing faith in the heretical minor Oga clan, survived. Despite horrific burns, his Sephirian religion, they have converted their once rage kept him alive, and allowed him to marshall his famed heavy cavalry to shock and awe ambush forces. He swiftly took control of the Naboru tactics paired with foreign firearms and armor. Imperial Household, transferring it and his own capitol to the mountain fortress of Kon in Tetsuzan. Kawagami Clan: Once a mere peasant merchant, From there he has built an industrious military the progenitor of the Kawagami paid for, and led, an complex, with the ultimate goal of becoming the army to rescue the Emperor Sawara almost 200 universally recognized Shogun. His actions are often years ago from a rebellious Daiymo who had him considered dishonorable due to the sheer level of kidnapped. For this, Kawagami Josuke was elevated brutality he shows to his enemies, but such brutality to Samurai. The Kawagami have always maintained a confers a level of security and order upon his lands heavy hand in mercantilism, to the disgust of the and allies. Or, at least what allies he has. other major Samurai families. But their money and money-sense have kept them comfortable for Shimiwara Clan: Eleven years ago, the Shimiwara generations. Their current Daimyo, Lord Hiro, even Daimyo ordered one of his daughters, Mikoto, to married a Kitsune princess of the Yukigahara clan, marry the then-. She complied, as cementing a 30-year long relationship that has seen did the Emperor, for who could deny the Shogun? the clan’s fortunes rise to the point where Kitsune But the Emperor was sickly, even as a boy, and soon make up more than a third of the clan proper, and died after producing only one child, a boy named the Kawagami hold the old Imperial Capital in Roku. A disasterous skirmish around the same time saw the death of many of the Shimiwara elite,

leaving Empress Saiyuku (Mikoto) in a unique Tsukikage Clan: One casualty of the division of the position. The Shimiwara technically answer to their Imperial Throne has been felt by the Tsukikage clan, current Daimyo, Mikoto’s younger brother Hironata, one of the Royal Kuge clans. Once the premiere of but in truth the young Shogun depends on his older Metsuke, Imperial Investigators and Enforcers, the sister to keep Enishima pacified and under their Tsukikage have splintered into rival sub-clans over control. The Shimiwara maintain a relatively the Imperial Throne. Some favor Roku, others peaceful realm as a police state. Enishima is a highly Naboru. The Kasagawa Clan, in particular, has developed region, warmed by the volcanos (and hot abstained from declaring one over the other, springs) that take up so much of its land. The preferring to keep their collective heads down and Shimiwara are the only clan, therefore, with the on the trail of criminals, heretics, and traitors. sheer urbanized population, tax-base, and industry to mount a serious overt challenge to the Oga. But Yukigahara Clan: This clan of Kitsune were once a court intrigue dominates the Empress-Regnant and powerful Kuge clan often given the task of running her Shogun’s attention, as does raising Roku, just the Empire’s diplomatic corps. With the civil war, past 6 years old. they have retreated into the mountains between Ishimori and Midoriko. Their early attempts at Suochi Clan: There’s a lot of mystery surrounding the mediation often ended in their own bloodshed at origins of the Suochi clan, and they like it that way. the hands of the combatants, who were far more The Suochi are a highly numerous clan, whose interested in war than pulling the nation back from Samurai do not place themselves very far above the brink, and the ascension of Henshin Kaneda truly commoners typically and show an uncharacteristic ended the Yukigahara’s attempts to end the war. amount of patience and even kindness for those They simply aim to survive and restore the Imperial beneath their station. Many have called the Suochi a Sorcery Academies once this whole thing has blown Ninja Clan with stolen Samurai titles, and that might over. very well be true. None outside the clan know for certain. The most popular rumor is that they were Emperor Ojin’s personal ninja, used during a Samurai uprising to reassert Imperial authority, and apparently rewarded greatly for their loyalty. The Suochi are famed for their cavalry skills, their rugged wilderness training, and their uncommon defense of the common people. They share control of Ishimori with the Tojin and Kawagami clans.

Tojin Clan: Not a true Samurai Clan, the Tojin are a branch of the Hado-ken School of Shinzeiism. They believe in making the living world their Pure Land, instead of leaving it to death and reincarnation. To that end, they came to power in the vacuum created when the Imperial Household left Ishimori during the Invasion. The Tojin rescued many of the imperial records and archives from fire, and then used what they found to found a school open to almost all the people of Ishimori (or anyone else seeking knowledge). They have many enemies and rivals amongst the Samurai clans and their own Hado-ken sister-branches. Their emphasis on reform in place of revolution has earned them some level of acceptance by the Emperor(s). They share control of Ishimori with the Suochi and Kawagami clans.

Zheng-Xian, the secret police, don’t suspect you of disloyalty to the Emperor.

The Continent is a shorthand used to discuss the old Jade Empire and its many fractured states. Once The Hong Dynasty called The Five Kingdoms of Heaven, the Empire is The Hong are descended from the northern nobility now merely the battleground for its successor states. of the old Jade Empire. Their own emperor styles himself Jinchen Khan, after the Yunnic Emperors, but The Yunnic Horde otherwise claims to represent the ancient ways and traditions of the Five Kingdoms. They have retained For two centuries the Yun (Yune, as in June) ruled many of the technological advantages the Empire over the Jade Empire following their conquests has developed over the millennia, including under the Great Khan. There’s was an age of gunpowder, rocketry, and naphtha (napalm). The expansion and international trade. The Yun invaded Hong see the Ling as little more than pretenders and Yakkaida 50 years ago in an attempt to conquer its traitors to the true Emperor, who will one day people and fold them into the empire. They’d been reunite the land under a restored Jade Throne. thwarted once before by a Divine Wind summoned by the Emperor, but with a split throne there was none to stop them this time. The Yun took Aizushima The Uyan Empire (though it resisted them in vicious guerilla warfare In the west lies a kingdom of temples atop towering through the war) and Midoriko, the western mountaintops; a kingdom of stern religious men and province of Kaisho, the main island. The Yun tried to women; a land of demonic gods and celestial devils. take the Nakamura Shogun’s palace at Nangai, but This land is the restored Uyan Empire, who maintain instead ended the battle by slamming their flagship their renewed independence with sheer elevation. into the castle itself, exploding both the ship and the Many in Yakkaida believe that the Asuras and Devas fortification’s gunpowder magazines, ending the originated here, as did the mysterious and little-seen battle explosively in the defenders’ favor. This was Vanara. the high-water mark of their invasion, and through blood, sweat, and tears the Samurai threw them The Kingdom of Erza back thereafter. The furthest western reaches of the Jade Empire saw The Yunnic Dynasty collapsed at the end of the a land of endless desert. From this realm came tales invasion, mostly to the concurrent rebellions of djinnis and sultans, of dervish warriors and silk throughout their realms. The largest of which was dancers. Once, a mercenary army, clad in armor and the Ling Rebellion, which caused some 10 million shields like the scales of a fish, came from across this casualties. The Yun now rule only a portion of the desert to fight, but now only missionaries of the Fire NW, falling back to their ancestral steppe God Sephiros-sama seem to come from the desert at homelands. the edge of the world.

The Ling Dynasty The Ling were founded by one of the rebel leaders of the Ling Rebellion. The Ling Emperor was a peasant and Shinzeiist monk at one point before joining the rebellion and rising to a position of leadership. His elimination of rivals in the rebellion was as swift as it was brutal, leading to his ascension. The Ling Empire more resembles a cult of personality styled autocracy, more than a typical monarchy. The Emperor is styled as the father of the nation, and under his administration, widespread redistribution of land and wealth have made him the most beloved leader by his peasantry. At least, so long as the

The following faiths are predominant in the former territories of the Jade Empire.

The Great Lama The faith of the Uyan Empire. It’s basic tenets express worship of the Lama, a reincarnating entity who shepherds his/her people through the ages.

The Jade Emperor The Jade Emperor and His Court are the administrators of Heaven. In addition to the Jade Emperor, King Yemma rules the demons and the underworld, Lady Ji commands all Dragons, and The Teacher often visits the court to ensure that all are acting in perfect karmic order.

The Four Gods Four Elemental Deities of the world.

Deity …of… Alignment Azure Dragon Water Lawful Good Black Turtle Earth Lawful Evil Crimson Phoenix Fire Chaotic Good White Tiger Air Chaotic Evil

Skyfather and Earthmother The shamanistic faith of the Yun. There are spirits in everything, but the Sky and the Earth are of special importance.

Weapons from the Continent Name Cost Damage Weight Properties Simple Weapons Shaolin Spade 15 gp 1d8 Slashing 6 lb. Heavy, two-handed, reach Three-Section Staff 5 gp 1d8 Bludgeoning 4 lb. Two-handed, reach Tonfa 1 gp 1d6 Bludgeoning 1 lb. Finesse, light Martial Weapons Butterfly Sword 20 gp 1d6 Slashing 2 lb. Finesse, light, special Dao 15 gp 1d8 Slashing 3 lb. Versatile (1d10) Hook Sword 25 gp 1d6 Piercing 2 lb. Finesse, light, special Ji (polearm) 5 gp 1d10 Piercing 8 lb. Heavy, two-handed, reach, special Jian 20 gp 1d8 Slashing 3 lb. Finesse, light Katar 30 gp 1d6 Piercing 4 lb. Finesse, light, special Pata Sword 50 gp 1d8 Slashing 6 lb. Special

Butterfly Sword: A single-edged, cutlass-style weapon. Two Butterfly Swords can be stored in the same sheath and drawn with the same action. Dao: An eastern Broadsword, single-edged. Hook Sword: A long, thin blade with an exaggerated hook just below the tip, often paired. You have a +2 bonus to Grapple and Disarm attempts. You can hook two together to gain the Reach quality, but you lose Light. Ji (polearm): A long spear, often tipped with a hook and colorful horse-hair. You gain a +2 bonus to grapple and disarm attempts. Jian: A long, thin sword with two-edges. Katar: A dagger with an articulated gauntlet-buckler. You have Advantage against being disarmed. Pata Sword: A longsword with an articulated gauntlet-buckler. You have Advantage against being disarmed. Shaolin Spade: A heavy polearm with a wide, slashing blade at one end. Three-Section Staff: Three fighting sticks connected by rope or chain. Tonfa: Fighting stick with a handle sticking out the side.