Kitsunemori Campaign Setting
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visit our website at www.dogsoul.net Kitsunemori, Copyright 2006, Dog Soul Publishing, Sean C. Frolich and Deborah Balsam. Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc. “Wizards of the Coast” is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used with permission. Introduction. pg 5 Chapter 5. Magic Hearth Magic. pg 75 Chapter I. Characters Wards. pg 77 Humans. pg 7 Lore Charms. pg 78 Real World Religion and Kitsunemori. pg 10 Healing Charms. pg 80 Kitsune. pg 12 Worship Charms. pg 81 The Kitsune Fox Form. pg 15 Blessings and Curses. pg 83 Backgrounds. pg 16 Geomancy. pg 84 Bushido. pg 19 The Tao of Elemental Resonance. pg 85 Chapter 2. Classes Geomantic Arrays. pg 86 Core Classes. pg 23 Magatama. pg 88 Class Concepts. pg 28 Fox Magic. pg 90 Martial Artist. pg 29 Samurai. pg. 30 Map of Kitsunemori. pg 98 Sohei. pg 30 The Courtier Class. pg 31 Chapter 6. Kitsunemori The Myobu. pg 36 Ametsuchi: The Pillars of Heaven and Earth. The Nogitsune. pg 40 pg 100 The Kami. pg 102 Chapter 3. Character Options Greater Deities. pg 103 Prestige. pg 45 Lesser Deities. pg 103 Trickery and Deceit. pg 49 The Seven Lucky Gods. pg 105 Shrines. pg 52 Spirits. pg 106 Feats. pg 58 The Empire. pg 107 Skills. pg 56 The Yonhosu Valley. pg 112 Flaws. pg 61 The Toukai Han. pg 113 Chapter 4. Equipment The Akaki Han. pg 116 Weapons. pg 64 The Sairuuykoe Han. pg 118 Armor. pg 70 Sohei Temple Map. pg 122 Goods. pg 72 The Yamaken Han. pg 123 Shrine to Inari Map. pg 125 Prominent Figures in the Yonhosu Valley. pg 126 Calendar. pg 133 Holidays and Days of Importance. pg 136 Chapter 7. GM's Section The Story of Hanumachi. pg 139 Heavenly Halberd of the Marsh. pg 140 Chapter 8. Adventures In Kitsunemori Suggestions for Game Masters. pg 142 Story Seeds and Adventure Hooks. pg 143 Chapter 9. FOREST DENIZENS Bakemono. pg 145 Baku - The Eater of Dreams. pg 146 River Dragon. pg 148 Gaki. pg 150 Jikininki - The Corpse Eating Priest. pg 153 Kappa. pg 154 Kijo. pg 156 Ki-No-O-Bake. pg 157 Moon Folk. pg 158 Nukekubi. pg 160 Oni. pg 162 Akuma. pg 163 Amanojaku. pg 165 Kumo. pg 166 Samebito. pg 169 Shikigami. pg 170 Tanuki. pg 172 Temple Guardians. pg 173 Tengu. pg 175 Yuki-Onna. pg 176 Glossary. pg 178 Bibliography. pg 193 Index. pg 194 OGL. pg 197 The sun dawns upon the thick canopy of tightly-knit stops to leave a small morsel as an offering at the paw treetops, giving the mist an otherworldly radiance as it of a stone statue of a fox. The man utters a short prayer wraps lazily around the trunks and underbrush. The only before quickly walking away. relief from the ocean of green is the roads, maintained by the local authorities to ease travel, and the occasional As soon as the traveler is out of view, the stone statue pointed roof of a Shinto shrine. A few travelers are already transforms into a real fox and eats the offering, twisting making their way, trudging along muddy roads that its four tails in the direction of the traveler to grant the have not yet been set with paving stones, checking to man a small blessing as a way of thanks. The fox then ensure their papers are in order for the border outposts scampers into the underbrush, planning its mischief for that control traffic between the different feudal lands. the day. A lone wanderer wipes the morning dew off his thick This is a typical scene in Kitsunemori—The Fox Forest. traveling cloak and spots a small shrine on one side of A setting based on a variety of Japanese folktales and the road. The man is not particularly religious, but he myths, Kitsunemori is centered around the kitsune, the recognizes to whom the shrine is dedicated. Careful not enigmatic fox spirits that are both heroes and villains to incite the wrath of the spirit of the shrine, the traveler in many tales. You will need the Core Rule Books in order to play, but otherwise this book contains everything you need to create stories rooted in Japanese myths and legends. Kitsunemori is a self-contained setting that describes a small area—the Yonhousu Valley—of an otherwise unspecified world. You can insert the Kitsunemori setting into a larger, pre-existing world, expand the setting, or simply limit travel to the four lands detailed here. You will also find a collection of new rules to give a d20 game a more mythic Oriental flavor, from racial traits and classes available to kitsune characters to new feats, monsters, spells, and magic. Any or all of these options can be adapted for use in other types of d20 games as well. Chapter VII: Forest Denizens offers statistics and descriptions for the many creatures who inhabit Kitsunemori. This chapter presents Kitsunemori is divided into eight chapters for ease of several monsters based on Japanese mythology, use: from the playful tanuki to several kinds of terrifying Chapter I: Characters contains rules for creating demons. a character in Kitsunemori, including details about the two standard races (human and kitsune) as well as background information to help you flesh out a character’s history. Chapter II: Classes describes how to adapt the Kitsunemori is deeply rooted in the myths of both standard d20 fantasy classes for use in Kitsunemori. ancient and modern Japan. Many tales have inspired The chapter also introduces two kitsune classes this setting, from those passed down for hundreds (the myobu and the nogitsune) and a new socially of years to those recently published. The folktales, oriented class (the courtier), as well as suggestions on legends, and imagery that inspired Kitsunemori come how to multiclass in order to realize popular Japanese from popular media such as video games, movies, and concepts such as the samurai, ninja, and Shinto priest. Japanese manga and anime as much as they do from historical and mythological sources. Thus, Kitsunemori Chapter III: Character Options presents the concept represents a mythic version of medieval Japan, not a of prestige as well as a system to calculate how historical or factual one. much experience kitsune receive for their trickery. This chapter also discusses the importance of shrines and The kitsune themselves were obviously the main contains new feats and kitsune racial vulnerabilities. inspiration for this book. They are intriguing creatures featured in many Japanese folktales as well as in Chapter IV: Equipment consists of a collection of actual history, and they have been reinterpreted in useful items with a Japanese flavor. Much of this various ways in modern popular media. Kitsune are equipment obeys the conventions of myth rather bringers of mischief and misery, and so many people than the laws of physics, and some equipment options are quick to classify them as demons. But kitsune are blur the boundary between masterwork and magical also messengers of the god Inari, patron of rice, life, equipment. and fertility, and are thus also benevolent beings. In both conceptions, kitsune are described as playful, Chapter V: Magic presents new wards and charms for cunning, charming, and utterly dangerous. both humans and kitsune, as well as fox magic, a new system of racial powers that only kitsune can wield. Other staples of Japanese myth included in Kitsunemori are the tanuki, tengu, and kappa, as well as the evil oni Chapter VI: Kitsunemori details the Yonhosu Valley, a and the ambiguous bakemono. In many instances, small region covered by the haunted Fox Forest, where monster descriptions deviate from those found in the kitsune frolic in hidden glens and from which they traditional folklore; these monsters are presented as venture into human lands to wreak havoc and convey fantasy races and as creatures inspired by Japanese the favors of the gods. This chapter includes plot folklore rather than strict re-creations. Shinto mingles hooks for stories based in Kitsunemori and describes with Buddhism to create a cosmological backdrop for the main storyline, which revolves around protecting the setting, but a thorough knowledge of either is not the whole valley (and possibly the world) from a rising necessary. threat. The chapter also includes stats and descrip- tions of prominent NPC’s in the Kitsunemori setting, Another inspiration for Kitsunemori was the chambara as well as detailed information on the customs and genre as represented in comics and animation, which traditions of the people of the Yonhosu Valley. features heroic samurai and masterless ronin bravely crossing swords for the sake of honor. Of course, no Chapters VII - VIII: give background, plot hooks mythic Japanese setting would be complete without and other information for GM's to run a game in the ninja, the legendary shadow warriors who could Kitsunemori. master all sorts of magical powers. In Kitsunemori, most of the legends are real. 1 Making a character for Kitsunemori is similar to creating developments in the surrounding lands. Humans, a character for any other d20 fantasy game: determine despite being comfortably settled on the land, are ability scores, select a race, select a class, choose skills restless in spirit, and the four provinces in the valley and feats. While the mechanics are mostly the same, witness a great deal of migration as people move you’ll want to think about what kind of character within and across borders. you want to play and how it fits in with the mythic Japanese flavor of Kitsunemori.