One year ago, the children of Toturi I, the Four Winds, led their armies against the Dark Lord of the Shadowlands. The Four Winds managed to defeat the Master of Jigoku in his temple, though at the cost of Toturi Tsudao's life. After their return to the imperial capital, Akodo Kaneka and Toturi Sezaru abdicated their claims to the Imperial Throne, leaving Hantei Naseru to become Toturi III, Emperor of Rokugan.
It is now the year 1161 of the Isawa Calendar. Peace has settled in the land in the wake of the Emperor's ascension. Extant conflicts were summarily put on hold, with the battlefields shifting to the courts. Rokugan has once again begun rebuilding. Yet in the middle of it all, the enemies of the Empire stalk in the shadow, waiting for the time to strike.
In this uncertain times, will you rise to prominence, earning honor and glory? Will you remain as you are, content in your place in the celestial order? Or perhaps, will your story prematurely end with an ignoble death?
GM Notes
Hallo everyone. Running an L5R campaign in real life as well as participation/reading/reminiscing of L5R quests here on the forum gave me the urge to run a quest. After waffling about for some time, I decided to run my first quest here on SV. I will state right now that I'm doing my thesis, intend to graduate in a few months, and enroll in law school. My schedule may suddenly change, and this quest my priority.
That being said, I intend for this quest to last from 1161 up until 1165 in quest time. I have no problems with people utilizing knowledge of the setting and of the metaplot, but I will throw curveballs. Expect changes, both short-term and long-term, due to character actions, voter choices, NPC agendas, and GM influences.
I'm also using this quest as a testbed for some of the houserules I will be implementing for my future L5R games. If changes are necessary in the midst of the quest, I will inform the thread beforehand. If any of my changes does something really, really bad, please inform me so it can be addressed. Which reminds me, if I make any mistakes, please inform me. This is my first quest, I'm bound to make errors.
[] Crab: We fight and bleed and die every day so that the Empire might live. Never forget that it is the Crab who holds the line atop the Kaiu Wall against the Shadowland hordes! The very forces of Hell itself quail before our blades! All of you are nothing but children, playing at war as if you understood true sacrifice. You would all be dead, save that we are here!
[] Crane: Elegance and grace is the measure of worth in all things, and all know the Crane are the most graceful of all. In courtly politics and in duels, the Crane always stands supreme. Let others scream and rage how they will; it will not change that fact. But if you desire to challenge us, then we will happily dance past your corpses along the battlefield.
[] Dragon: Where others can only perceive the leaves upon a single tree, the Dragon observe the entire forest. We stand apart so that we may see all. Through this we have gained wisdom, and we share it freely. Others may take our isolation as weakness, but if you push us we will quickly show you the error of your ways. Pray that we are never taken so far.
[] Lion: Only the Lion uphold all tenets of Bushido in equal measure, and thus do we have the moral purity to match our martial supremacy. We roar loudest, for in our hearts we hold the greatest virtue! All know and fear the might of the Lion, for they know that none can oppose us should we take the field of battle. Respect that strength, lest we come for you!
[] Mantis: We became a Great Clan by our own strength, and we will be acknowledged! None know the seas like the Mantis, and none know the world beyond Rokugan as we do. From our hands come treasures unheard of, and with our ships we will defend the Empire from all who would threaten it. And if others call us arrogant, we laugh! To the bold go the greatest rewards!
[] Phoenix: It is not the sword, but knowledge that is the path to true power. And who can claim greater knowledge than the Phoenix? None! Our spells and teachings turned the tide during the Day of Thunder, and they will protect the Empire for a thousand years! Through us the power of the kami is made manifest! Tremble before their might!
[] Scorpion: The truth is that Bushido is nothing but pretty words, useful only for manipulation. The Scorpion walk in the shadows, defending the Empire from threats unseen even while the rest of Rokugan reviles us. There is no act too horrible, no tradition too sacred, that will keep us from our duty. Remember there is but one truth. Loyalty is all that matters.
[] Unicorn: We traveled beyond the lands of the Emerald Empire for seven hundred years so that we might see what enemies lie beyond our gates. But now the Unicorn have returned, and we will have our birthright! We know what others call us. Gaijin, and even worse. But we are as Rokugani as the rest of you, and we will have the respect we are due!
Rank 3: The character gains an additional +3 Insight above the total normally indicated by his Rings and Skill Ranks.
Etiquette
3
Conversation
Rank 3: The characters gain an additional +3 Insight above the total normally indicated by his Rings and Skill Ranks.
Games: Go
1
Games: Kemari
1
Games: Letters
1
Investigation
3
Rank 3: A second attempt to use the Search Emphasis may be made without an increase in the original TN.
Lore: Bushido
1
Lore: Heraldry
1
Lore: Unicorn Clan
1
Perform: Poetry
1
Sincerity
1
Honesty
Bugei Skills
Name
Rank
Emphases
Mastery
Athletics
1
Defense
2
Horsemanship
1
Iaijutsu
3
Rank 3: Readying a katana is a Free Action rather than a Simple Action.
Hunting
1
Kenjutsu
2
Merchant Skills
Name
Rank
Emphases
Mastery
Commerce
1
Low Skills
N/A
School Techniques and Katas
Rank 1: The Heart Speaks
The Ide are taught to adapt instantly to new customs and social nuances, allowing them to avoid giving offense in even the most dangerous and hostile of courts. Also, since they must often deal with foreigners who might react poorly to lies or manipulation, they are taught to employ honesty and direct speech whenever possible. In any situation in which you might inadvertently give offense, whether through accident or ignorance (such as being unware of a daimyo's hostility to a particular subject of conversation), you may roll Etiquette (Courtesy) / Awareness at TN 20 to avoid doing so. You gain a Free Raise when rolling Sincerity (Honest), but any time you roll Sincerity (Deceit), your TN is increased by +5.
Advantages
Absolute Direction [Mental]
You possess an almost supernatural sense of direction, and you always know what direction is north, no matter the circumstances. This ability does not function if you are more than one day's travel inside the Shadowlands.
Benten's Blessing [Spiritual]
One of the Seven Fortunes, the most powerful of all the Fortunes, have taken notice of you and showered you with his or her blessings. These can be powerful bonuses, but sometimes come with expectations. The Fortunes are both fickle and wrathful, after all.
The Fortune of Romantic Love has showered you with her blessings. Whenever you are attempting to persuade someone, regardless of the circumstances, you gain a bonus of +0k1 to the total of the Social Skill Roll in question. This bonus only applies to persuasion, not coercion.
Luck [Spiritual]
Fortune favors the mortal man. You have two Luck Points which can be used to re-roll any one roll. The Luck Points are refreshed after every ten story posts.
Sage [Mental]
You have a love of learning, and have accumulated a staggering amount of information during the course of your lifetime. Whenever you would be forced to make an Unskilled Roll when using a Lore Skill, you instead are considered to have 1 rank in that Skill.
The Four Winds march on the City of the Lost. Daigotsu and Toturi Tsudao kill each other in combat.
Dowager Empress Toturi Kaede names Hantei Naseru Emperor after Akodo Kaneka and Toturi Sezaru abandon their claims to the throne. Naseru becomes Toturi III.
Month of the Goat
Akodo Kaneka joined the Lion Clan in honor of his father.
Toturi Sezaru has sworn himself to the Phoenix Clan, taking the name of Isawa.
Month of the Monkey
Conversion of Toshi Ranbo wo Shien Shite Reigisaho to the Imperial City is completed.
The Tortoise Clan are given the custody of the Ruins of Otosan Uchi by Imperial Decree.
The Mantis Civil War ends with Yoritomo Kumiko's victory over Yoritomo Kitao. Kumiko is acknowledged by the Emperor as Mantis Clan Champion.
Month of the Rat
The Imperial Winter Court is held in Toshi Ranbo
The Last Ki-rin was seen in the Great Wall of the North.
Agents of the Bloodspeaker Cult have been seen in Phoenix Lands.
Former Daimyo Iuchi Yue was last seen in Phoenix Lands.
Month of the Tiger
The War of Fire and Snow ended with the revelation of the Dark Oracle of Fire in conjunction with the Emperor's proclamation for peace. Settlements for peace were conducted in Pale Oak Castle.
Disciples of the Mad Monk Kokujin infiltrated Suigeki Toshi, intent on stealing the Water Anvil. The attack was repelled, but the founder of the city and head monk Haru, is killed. The Mantis have sworn vengeance against Kokujin.
House Rules
Refer to this google docs for summary of mechanics changes to the system.
You are a member of the Unicorn Clan, a Child of the Wind, descended from the followers of Shinjo-no-Kami who traveled across the the world, learning of the wonders and dangers of foreign lands. Your ancestors interacted with many gaijin, assimilating foreign knowledge and culture to survive, but they never forgot the Empire. Upon your Clan's return, they faced significant challenges adapting due to the differences in culture and traditions. For the most part, the Unicorn earned their place in the Empire, despite their strange and foreign ways.
Now, here you are, a young samurai nearing the age of adulthood. With the Topaz Championship, the most prestigious gempukku ceremony in the Empire, fast approaching, considerations for who receive the invitations were discussed within the clan. Your sensei gave their nominations, recommending you as one of the clan's participants, having noticed your proficiency with the lessons and techniques of your school. To the surprise of many, the recommendation of your sensei were accepted, and an invitation to participate was offered to you. This decision is one that you should not make lightly.
What is your gender?
[ ] [GENDER] Male
[ ] [GENDER] Female
Who are your family?
[ ] [FAMILY] Horiuchi: The tiny Horiuchi family has never claimed more than a few dozen members at most. Created a few decades before the Clan War, the Horiuchi are a branch of the Iuchi family that specializes in defensive and protective magic. Horiuchi samurai are compassionate individuals who tend to intervene in the affairs of others during times of crisis.
[ ] [FAMILY] Ide: The public face of the Unicorn, the Ide have worked tirelessly to combat the perception many have of the Clan as barbarians and near-gaijin. They flawlessly merge the traditions of their people with the customs of the Empire, and in doing so seek to earn the gradual respect and acceptance of other clans. Samurai of the Ide family are almost universally even-tempered and eager to forge alliances with others, whether personal or larger in scale.
[ ] [FAMILY] Iuchi: With the exception of the Tamori of the Dragon, the Iuchi family is probably the most militant shugenja family in the Empire. They serve in the armies of the Unicorn Clan in considerable numbers, and while they enjoy friendship and scholarly debate as much as any priests, they do not shy away from conflict when pressed.
[ ] [FAMILY] Moto: The Moto exemplify virtually every negative stereotype that the Unicorn Clan as a whole has struggled with since their return to the Empire centuries ago. More than any other family, their gaijin blood is obvious from the look of them, short, and squat as they are. They are alternately boisterous and brusque, depending upon the circumstances, and rarely fit in well with samurai of other Clans. They are respected, however, for their warrior traditions.
[ ] [FAMILY] Shinjo: The Shinjo family ruled the Unicorn Clan for most of their history, although in the latter portion of the Empire's development they were removed from power by their founder, the Kami Shinjo, due to corruption within their ranks. The Shinjo are an affable, industrious family whose members adapt easily to almost any task set before them, and who work well with others in virtually any situation.
[ ] [FAMILY] Utaku: The matriarchal Utaku family are rigidly honorable and pious individuals with carefully defined duties depending upon their gender. Women are generally trained to serve with the most elite cavalry units in the world, the Utaku Battle Maidens, while the men manage the households and serve among the legions of infantry in the Unicorn army.
What is your school?
[ ] [SCHOOL] Ide Emissary: The courtiers of the Unicorn are trained to avoid and defuse conflict whenever possible, stemming from their time as nomads where making enemies unnecessarily was dangerous, if not suicidal. The Ide Emissaries put those lessons and experiences to good use, using a combination of straightforward honesty and courteousness, making them effective diplomats, traders, and mediators.
[ ] [SCHOOL] Iuchi Shugenja: The Iuchi are one of the more unconventional and least conservative family in Rokugan, in part of their willingness to carry weapons and march to war. Indeed, the Iuchi are an important part of the Unicorn army, where they call upon the kami to bless the formidable cavalry with unparalleled speed and mobility, both on a tactical and strategic scale.
[ ] [SCHOOL] Meishodo Shugenja: Born from the union of gaijin and Rokugani magic, the Meishodo Shugenja use carved talismans as a focus of their abilities, allowing them to call upon the powers of the kami with but a brief incantation instead of a lengthy dialogue. While such method sacrifices power for speed, the Unicorn see nothing wrong with the trade, indeed seeing it preferable due to their way of life.
[ ] [SCHOOL] Moto Bushi: Descended from the nomadic barbarian tribes of the desert and steppes, the Moto are a veritable force which draws forth both awe and enmity from their deviation with the traditions and customs of the the Empire. Using a fighting style originating from the gaijin lands of their ancestors, the Moto Bushi are wild and unfettered warriors with focus on gaijin weaponry, heavy attacks, and continued aggression.
[ ] [SCHOOL] Moto Death Priest: In fulfillment of the pact sworn by Khan Moto Chagatai to the Shi-Tien Yen-Wang, the Death Priest School was recently established by Moto Shugenja. The Death Priests are individuals of singular focus and severe demeanor. Acting as both priests and warriors, adherents of the Ten Judges can call upon their patron to bring the blessings of death upon their enemies.
[ ] [SCHOOL] Moto Vindicator: Formed from the tragedy of Moto Tsume, the Vindicator Order is sworn to hunt and kill those tainted by the Shadowlands. Honing their fury and zeal into single-minded obsession, the Vindicators will fight their enemy until one or the order is dead.
[ ] [SCHOOL] Shinjo Bushi: The Shinjo Bushi school combines the rapidity of mounted techniques with assimilated gaijin techniques, creating a unique fighting style that focuses on defensive fighting. Its focus on defensive techniques however, does not mean weak, as masters of the school techniques can strike at openings left by attacking enemies.
[ ] [SCHOOL] Utaku Battle Maiden: The Utaku Battle Maidens are the finest and most respected cavalry force in all the Empire. Wielding their honor, the Shiotome and their thoroughbred warhorses act in unity, trampling those who would stand against them.
[ ] [SCHOOL] Utaku Mounted Infantry: While the Unicorn are famed for their mastery of cavalry, there are situations where mounted forces are inapplicable. To address these shortcomings, the Unicorn created a force which would ride into battle in order to maneuver with the army, then dismount to engage enemies. These mounted infantry are a versatile force, capable to establishing footholds, conducting hit-and-run strikes, and acting as the anvil to their mounted brethren's hammer.
What did you decide?
[ ] [GEMPUKKU] Accept: Your sensei believes that you have what it takes to represent the clan in the Topaz Champhionship. Whether or not it is true, you are honored by your sensei's faith in you. You accept the invitation.
[ ] [GEMPUKKU] Decline: Honored you are in your sensei's belief, you nonetheless believe that you do not have the capability to represent your clan in the Topaz Championship. You decline the invitation, letting someone more worthy take your place.
So... with the three way tie between the Ide Family, Moto Family, and Utaku Family, combined with the Moto Family all voting for Moto Bushi, means I'm left in a bind. And while the image of a Moto Family member being trained in the Ide Emissary school is hilarious, that isn't what people vote for. *grumbles* Should have done plan voting, but first quest, learning stuff.
Fortunately, the power of democracy is here to solve this. So, re-vote, with options limited to the the three families and two schools. I'm leaving this vote open for 24 hours.
Your sensei does not visibly react to your decision, but his eyes convey his pride and happiness at your decision. He informs you that tomorrow, until your departure, you will be given extra lessons in preparation for the Topaz Championship.
What were the lessons taught to you?
These background packages are here to provide with a quick way to determine advantages, disadvantages, and skills. Voters can propose their own. Vote by Plan.
You have 50 experience points to spend, owing to a combination of potential and extra training. Advantages are limited to 15 experience points. You can only gain 10 experience points from Disadvantages. Any overlaps on planned expenditures result will be refunded; you only pay for something once. Any leftover experience points will be spent by me to shore up any holes in a courtier's arsenal.
Raising a trait costs (4x new rating)XP.
Buying a skill costs (new rating)XP
Advantages and disadvantages have their own unique costs, though disadvantages give you XP.
Raising Void costs (6x new rating)XP.
Imperial Court Training - 21 exp Your school training already focused on making sure you could comport yourself reasonably well in a courtly setting, but you have decided to show initiative and learn the intricacies of Imperial Court.
- Raise Courtier to 3
- Raise Etiquette to 3
- Gain Investigation at 3
- Gain Games: Kemari at 1
- Gain Games: Go at 1
- Gain Games: Letters at 1
- Gain Lore: Heraldry at 1
- Gain Lore: Bushido at 1
Theology Training - 21xp You are a spiritual sort, and have spent a lot of time with the monks and the Shugenja studying the secrets of the cosmos.
- Gain Meditation at 1
- Gain Tea Ceremony at 1
- Gain Lore: Theology at 1
- Raise Void to 3
Keeper of Tradition - 12 exp The Unicorn adopted the customs and traditions of foreigners in their centuries long travel. You have been given the honor of remembering the legacy of your ancestors, both foreign and Rokugani.
- Raqise Lore: Unicorn Clan to 3
- Gain Lore: Ancestors at 1
- Gain Lore: Burning Sands at 1
- Gain Lore: Bushido at 1
- Gain Lore: History at 1
- Gain Lore: Heraldry at 1
- Gain Lore: Theology at 1
- Gain Language (Mekhem) Advantage
Artistic Gardener - 4 exp The gardens of Shiro Ide are home to foreign plants brought by your ancestors for cultivation. You have spent some tending to the gardens and creating works of art from exotic flora.
- Gain Artisan: Bonsai at 1
- Gain Artisan: Gardening at 1
- Gain Artisan: Ikebana at 1
- Gain Lore: Nature at 1
Honest Critic - 9 exp You have an opinion on anything and everything, and have learned to express it with as much courtesy as you can.
- Raise Etiquette to 3
- Gain Etiquette (Courtesy) Emphasis
- Gain Games Sadane at 3
- Gain Contrary Disadvantage
Speaker of Truth - 10 exp You have internalized the lessons of your school too well, wielding honesty as a doubled edged blade.
- Raise Sincerity to 3
- Gain Paragon (Honesty) Advantage
- Gain the Can't Lie Disadvantage
Falconer Training - 13 exp Falconry is a noble art, respected by all samurai. Your family was gifted with an exceptional hunting falcon.You have trained your companion to entertain the members of court, and if need be, act as your scout.
- Gain Animal Handling at 3
- Gain Animal Handling (Falcons) Emphasis
- Gain Hunting at 1
- Gain Hunting (Tracking) Emphasis
- Gain Inheritance: Trained Falcon Advantage
Merchant Patron - 8 exp While matters of commerce are supposedly beneath proper samurai, the sad reality is that the Empire requires money to function. In acknowledgement of that fact, you have been taught to oversee part of the mercantile operations of the clan.
- Raise Commerce to 3
- Gain Commerce (Appraisal) Emphasis
- Gain Lore Geography 1
Quartermaster Duty - 13 exp War is the calling of all samurai, whether on the battlefield with steel in hand or in the courts with spoken word. You have been taught to serve in matters of supply and logistics, functioning as an important, yet often overlooked, officer of the army.
- Raise Commerce to 2
- Gain Battles at 3
- Gain Lore: War at 2
- Gain Lore: Geography at 1
- Gain Lore: Nature at 1
- Gain Lore: Nature (Weather) Emphasis at 1
- Gain Games: Go at 1
- Gain Games: Shogi at 1
- Gain Engineering at 1
- Gain Engineering (Siege) Emphasis
Courier Training - 14 exp The lands of the Unicorn are vast, open plains. You have been taught how to traverse said lands as swiftly as possible to deliver important news and missives.
- Raise Horsemanship to 3
- Gain Horsemanship (Gaijin Riding Horse) Emphasis
- Gain Kyujutsu at 1
- Gain Animal Handling 1
- Gain Animal Handling (Horses) Emphasis
- Gain Survival at 1
- Gain Lore Geography 1
- Gain Absolute Direction Advantage
Defense Training - 6 exp While it is not expected of a courtier to carry arms in service to their lord, you have decided to learn how to fight, if only to protect yourself.
- Gain Defense at 1
- Gain Jiujutsu at 1
- Gain Kenjutsu at 1
- Gain Kyujutsu at 1
- Gain Knives at 1
- Gain War Fan at 1
Duelist Training - 18 exp The art of the duel is one of Rokugan's most ancient and respected traditions. While you may call upon a champion to represent you, you have decided trust in your own skills.
- Gain Iaijutsu at 3
- Raise Reflexes to 3
A few days pass, the logistics of the trip to Tsuma are finalized. You have packed everything you will need for the trip and the Tournament, sans weapons and armour. A servant passes by your quarters and delivers to you your documentation and travel papers. A brief examination of the papers reveal that everything is in order.
What is the name your parents gave you?
[ ] Nohai
[ ] Ogedei
[ ] Subotai
[ ] Temujin
[ ] Write-in
GM Notes.
Very short update, though important since you guys will be deciding your advantages, disadvantages, and skills. Again, reminder, decide this by plan.
Also, do not get attached to the name you pick. As tradition dictates, you are expected to choose your adult name after you complete your Gempukku.