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Praise to the Emperor, the voice of the Heavens, and the rightful ruler of all within the...
0.1 - Prologue
Location
Connecticut
Pronouns
He/Him
Praise to the Emperor, the voice of the Heavens, and the rightful ruler of all within the Emerald Empire! Let it be known that one among you all has shown the valor and grace of a true samurai and brought great honor and glory to her ancestors! By the iron will of Hantei XXXI, this humble ronin has been granted a family name and holdings from Imperial lands, to be passed down forever unto their descendants!

It is the year 913 by the Isawa Calendar, and you have just rescued the Emperor from near-certain death at the Village of Sacred Stone. Hantei Hantetsu, 31st of His Line, was traveling through the unaligned lands between Scorpion and Crab with only a small contingent of Seppun guardsmen.

And then the Kolat attacked.

While the humble village was burning around you and arrows flew out of the darkness, you leapt to the Emperor's defense, turning the tides of the battle at a critical moment. If not for your valor it is possible that the Emperor would have perished, leaving the lands of Rokugan leaderless - and potentially sparking a terrible civil war. For this you were granted the nearly unprecedented honor of a Family Name and Minor Clan status, the first person to be so honored in nearly 200 years! This will be the story of your dynasty, and how it affects the future of Rokugan!

Who are you, and how did you come to be in the humble Village of Sacred Stone?

Namazu Tsubaki

Namazu Tsubaki
Player Character: Character Generation
Age: 24 (Winter 913)
Personal Name: Tsubaki
Family Name: Koi Namazu
It has a complicated relationship symbolically, "In Love" in the language of flowers, but also closely resembling the decapitated heads of warriors in that it drop its blossoms as a whole instead of petal by petal. The red color fits with her birthmark, and the name is at once an affirmation of her disturbing features and the beauty juxtaposed within, and a challenge of sorts. It wouldn't be an easy name to live with looking like she does, but she's obviously taken everything life's thrown at her and tossed it right back with a laugh.
Family Animal: Carp Catfish

Granted Lands: Zakyo Toshi and its surroundings
Signature Weapon: Eku (Battle Oar)

Appearance:

Titles: Founder of the Catfish Clan, Clan Champion of the Catfish, Daimyo of the Gold province

The bastard child of a Scorpion samurai, you had the misfortune of having been born with a large red birthmark over your right eye. As your father was unwilling to acknowledge you due to the potential ill-luck that you would bring, you fell in with a group of Ronin smugglers that worked the rivers of the southern lands and facilitated trade between sworn enemies such as the Yasuki and the Doji that could not be seen to interact with each other - as well as less legal merchandise coming from Scorpion lands. You were on your way to Zakyo Toshi when you saw the battle, and provided an escape route for the Emperor by spiriting him away on your riverboat.

Starting Clan Advantages:
  • Criminal Network - You are associated with a network of smugglers, gamblers and geishas, at the center of a web of intrigue and funds.
  • Great Clan Allies - The Black Cranes of the Crab family have been patrons of your ronin group for years and are willing to continue to give you theirsupport, while your Scorpion heritage could potentially win you assistance from that quarter as well.
Starting Clan Disadvantages:
  • Infamous Reputation - Your origins as a criminal will work against you, leaving others to regard you in a similar light to the Scorpion, Tortoise, and Mantis.
Stats & 5 Rings
Honor: 6.7
Glory: 6.3
Status: 7.5

Insight Rank: 5 (Ronin)

School: Laughing Carp 1 (as Tawagoto's Army) / Namazu Bushi 1 / Silken Song 1 (IR5 rank)

  • Air: 5
    • Awareness: 6
    • Reflexes: 5
  • Earth: 4
    • Willpower: 4
    • Stamina: 4
  • Fire: 2
    • Intelligence: 2
    • Agility: 3
  • Water: 3
    • Perception: 3
    • Strength: 4
  • Void: 3
School Techniques
Skills
High Skills
  • Acting: 2
  • Courtier: 3
  • Etiquette: 4
  • Investigation: 1
  • Perform (Song): 6
  • Perform (Oratory): 5
  • Sincerity: 4
  • Games - Go: 1
  • Games - Kemari: 1
  • Calligraphy: 1
  • Tea Ceremony: 1

Bugei Skills
  • Athletics: 3
  • Battle: 1
  • Defense: 3
  • Iaijutsu: 3
  • Jiujutsu: 1
  • Kenjutsu: 4
  • Staves (Eku): 6

Merchant Skills
  • Commerce: 1
  • Sailing: 5

Low Skills
  • Intimidation: 1
  • Stealth: 1
  • Temptation: 1
Advantages & Disadvantages
Advantages:
  • Great Destiny (FREE)
The kharmic cycle has some great purpose in store for you, and the Celestial Order will conspire to keep you alive, no matter what, until your destiny can be fulfilled. Once per session, when you suffer Wounds that would kill you, you are reduced to a single Wound remaining instead. This will only happen once per session, as there are limits to the extent that the Heavens will intervene in mortal affairs.
  • Sacrosanct (FREE)
Because of some great service you or perhaps your parents performed on behalf of the Emperor, the Son of Heaven has placed you under his protection. You may not purchase this Advantage unless you possess an Honor Rank of 6 or higher.

So long as your Honor does not drop below 6.0, no one of Honor Rank 5 or higher may attack you unless you attack them first; their rigid code of honor simply will not allow them to blatantly go against the Emperor's wishes. Willingly entered duels ignore the effects of this Advantage. Imperial characters may purchase this Advantage for 3 points.
  • Great Potential (Staves)
Within you lies the potential to excel at one particular endeavor, perhaps more so than any other living soul in the Empire.

Select any one Skill when you purchase this Advantage.

When you make Raises on a Skill Roll using that Skill, your Raises are limited by your rank in that Skill instead of your Void Ring. If your Void Ring is higher, however, you may use that as a measure for your Raises if you so choose.
  • Inner Gift (Empathy)
You possess a mysterious gift that even shugenja cannot fully understand. Monks describe individuals such as yourself as existing in a unique state of harmony with the universe, but then they say that sort of thing a lot. Your gift may be a manifestation of the kami, perhaps an indicator of spirit ancestry, or any of a number of different theories. The exact nature of an Inner Gift should be discussed with the GM before taking this Advantage. Examples of Inner Gifts include the following: * Animal Ken You may instinctively sense the mood of animals; animals regard you as friendly.

* Empathy: You gain a bonus of +1k1 to Courtier rolls made to determine another's feelings/desires.
  • Way of the Land (Gold River)
You are intimately familiar with a particular region, having traveled it extensively to the point that you know it as well as the interior of your own house.

Select the lands of one family, a major city, or some other reasonably sized region.

While you are within that region, it is not possible for you to get lost, and you know the location of any available resources to be found there. Unicorn characters may purchase this Advantage for 1 point.
  • Voice
You have a voice that others find pleasing in virtually every respect.

You gain a bonus of +1k1 on any Perform Skill Roll that utilizes your voice, such as Perform: Singing or Perform: Oratory.
  • Benten's Blessing (FREE)
One of the Seven Fortunes, the most powerful of all the Fortunes, has 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 Clans listed after each blessing may purchase that Advantage for 1 point less than its normal cost.

* Benten's Blessing: 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.
Disadvantages:
  • Bad Fortune (Disfigurement)
Kharma is a powerful force, and sometimes it is a destructive one as well. There is something unpleasant in store for you, and you may have no idea what it is until it is far too late. Bad fortunes take an almost infinite variety of forms, all worth the same number of points, and players and GMs should discuss the form of a Bad Fortune during character creation. Some of the more common versions include:

* Disfigurement: You have a birthmark of some sort that appears on a visible portion of your body. Others regard it as a clear mark of bad fortune (which in Rokugan, it is), and give you a very wide berth.
  • Idealistic
You adhere closely to the code of Bushido, perhaps too closely, and you have a hopelessly naïve view of the world and how things work. You have impossible standards that not even the most heroic individual could hope to meet, much less you. Whenever you lose Honor, the loss is increased by 1 point. This Disadvantage is worth 3 points to Lion characters.

The Namazu Clan
Clan Stats

Founding: 913

Founder: Namazu Tsubaki

Originally an Otokodate of honorable Ronin known as the Laughing Carp (the Warakkoi-gumi), the Namazu were founded when one of their members, known only as Tsubaki, saved the Emperor from a bandit attack in the year 913.

Honor: 3.5 - Though significantly more honorable than most Ronin, the Namazu still came from Ronin stock, and have yet to develop a firm set of traditions that they can rely upon. The recent addition of many less-honorable Ronin into their ranks has still left them slightly more honorable than most Ronin, but there is much work to do if the Honor of the Catfish is to rival that of other clans.

A clan's Honor statistic represents the Honor value of its average member, and is a general guideline to how the members of that clan behave.

Glory: 4.2 - Due to the glorious deeds of their founder, the Namazu have earned some measure of recognition from the wider world. However, the fact that they allowed a large number of Ronin to swell their ranks is seen as slightly questionable, an admission of weakness that contradicts the initial impression given. They have recently gained a great deal of glory thanks to the immortalization of their founder in song.

A clan's Glory represents how likely that members of their Clan are to be recognized for their positive deeds, and the general opinion that the Empire as a whole has of them. Glory decreases over time as memories of past deeds fade away.

Status: 2.5 - As a recently founded Minor Clan, the Namazu have very little influence over the politics of the realm as a whole.

A clan's Status represents their influence on the realm as a whole, the precedence given to them in formal situations, and so on.

Example Status ranks:
10 - Emperor
9 - Imperial Families
8 - Crane and Lion
7 - Crab, Dragon, Phoenix, Scorpion
6 - Unicorn
5 - Fox
4 - Mantis, Dragonfly
3 - Hare, Sparrow, Tortoise, Centipede
2 - Falcon, Catfish
1 - Kanosei Furudera, Nanashi Mura, other 'civilized Ronin'

Infamy: 0.3 - Because of their origins as vaguely criminal Ronin, their role as patrons of the geisha of Zakyo Toshi, and the unusual habits of their Bushi in using oars, the Catfish Clan had a faintly unsavory reputation. However, due to some social manipulation by the Clan's founder, much of that tarnish has been polished off.

Clans who perform questionable deeds, or who engage in practices that the rest of the Empire would ordinarily consider dishonorable, gain Infamy accordingly whether they lose personal Honor for such acts or not. The Scorpion Clan has high Infamy, but so do the Unicorn for their unusual eating habits.

Unity: 5.5 - There is little doubt that Namazu Tsubaki is the rightful leader of the clan, and there is high confidence in her decisions. However, frictions between the Warakkoi-gumi and the new additions of the Firemen and Ronin to their ranks exist, and will take time to smooth out.

Unity is a measure of the Clan's social capital and confidence in its leaders. Attempting to develop new traditions or break old ones, adopting new people into the clan, public embarrassments, and deaths of a leader can decrease Unity, whereas Clan celebrations, time, the removal of unpopular elements, and great victories can increase it.
Dojos
Clan Traditions
Notable Members
These exist to act as guidelines and may NOT ALWAYS BE UP TO DATE.

  • Namazu Tsubaki - The original founder. Daughter of a geisha and a Scorpion samurai, she rose to prominence by saving the life of the Emperor.
  • Namazu Koibu - Founder of the Warakkoi-gumi, the group that the Namazu was born from. Originally an honorable Ronin, later Daimyo of the Wave Plains.
    • Earth - Focus: Trade. Rank: Expert. Special: Gambler.
    • Air - Focus: Popularity. Rank: Expert. Special: Leadership.
  • Namazu Jiro - Son of Namazu Koibu. A moderately skilled Bushi.
    • Air - Focus: Popularity. Rank: Amateur. Special: Leadership.
    • Fire - Focus: Battle. Rank: Average.
  • Namazu Gohei - One of the subordinates of Namazu Tsubaki in the rescue of the Emperor, and first to be adopted into the Namazu Clan. A gruff, burly individual.
  • Namazu Taigen - One of the subordinates of Namazu Tsubaki in the rescue of the Emperor, and first to be adopted into the Namazu Clan. A vivacious, sly individual.
  • Namazu Minato - The brash former head of the Firemen, Minato is an expert at maintaining control over areas that he has deemed are his.
    • Water - Focus: Enforcement. Rank: Skilled. Special: Intimidation.
    • Fire - Focus: Battle. Rank: Expert. Special: Personal Combat.
  • Namazu Yu - The former leader of a small Ronin village called Koeru Mura. Yu is known for being a stubborn, hardheaded bastard with a sense for the weather and a working knowledge of how to administer a farm.
    • Earth - Focus: Production. Rank: Average. Special: Weather Eye.
  • Namazu Chouko - A shugenja of the Kanosei Furudera order, she had been meditating at Dangai monastery for some time before joining the Namazu. Though clearly gifted with the Kami, she is decidedly odd in demeanor, and makes no secret of the fact that she was common-born.
    • Void - Focus: Enlightenment. Rank: Skilled. Religion: Fortunist (Inari).
  • Namazu Wakaba - A youthful, yet skilled, veteran of the orphan gangs of the city. Like Tsubaki, she found purpose under Koibu, but maintains much closer ties to her old friends, the children of the city.
    • Air - Rank: Amateur
    • Water - Focus: Information. Rank: Skilled. Special: Children, Fast Growth (will gain in skill quickly).
  • Namazu Hoshi - Wakaba's younger brother.
  • Namazu Shirou - A relatively young man who nevertheless claims to be the head of an almost-forgotten Dojo deep in the heart of the Wave Plains. He is a skilled duelist, with some unusual forms.
    • Fire - Focus: Learning. Rank: Skilled. Special: Teaching.
  • Namazu Taka - The man who goes by 'Hawk' is a Ronin of few words, but keen observational skill. He keeps falcons and messenger pigeons alike, and has a small network of like-minded Ronin birders on the Wave Plains that he keeps in touch with using the birds as carriers.
    • Water - Focus: Information. Rank: Average.
Notable Associates
These exist to act as guidelines and may NOT ALWAYS BE UP TO DATE.

  • Hatsuyuki -The leader of the geisha of the Silken Smile, most prestigious geisha house in Zakyo Toshi. She is an adept manipulator of men, particularly samurai.
    • Air - Focus: Diplomacy. Rank: Expert. Special: Seduction.
  • Black Deer - The former Steward for the Warakkoi-gumi, Black Deer is a wealthy Heimin merchant with a strong trade network behind him.
    • Earth - Focus: Trade. Rank: Skilled.
  • Rittou - A monk of the Brotherhood of Shinsei, he served for years as the family priest to the Warakkoi-gumi. Well liked by most, if not especially enlightened.
    • Void - Focus: Enlightenment. Rank: Average. Religion: Shinsei.

Namazu Provinces
Namazu Clan Domain

Gold Province
Gold Province - Home to Zakyo Toshi, called at various points in its history Pleasure City and the City of White Walls, Gold Province relies on its trade routes for most of its wealth. Bordered by Shinomen Mori to the west and the River of Gold to the east, Gold Province is a natural stopover point for anyone traveling the River of Gold, as well as lumber and silk from Shinomen and food from the east banks of the river. However, in recent years the province has become prone to mismanagement, and is eagerly awaiting more stable leadership.

Daimyo: Namazu Tsubaki
Steward: Namazu Yu 'the Rock'
Chancellor: Hatsuyuki 'the Yuki-Onna of Zakyo Toshi'
Spy: Namazu Wakaba
Warlord: Namazu Minato 'The Axe'
Keeper of the Temple: Namazu Chouko

  • Trade 4 - Zakyo Toshi was for many years one of the largest trade cities in the South, surpassed only by Ryoko Owari. Sadly, its recent mismanagement has left it somewhat diminished from its glory days.
  • Production 2 - There are few industries that rely on Zakyo Toshi proper. The area around it is easily irrigated and home to quite a few farms, but the total size of the territory is quite small, and many peasants are unwilling to farm too close to Shinomen forest.
  • Diplomacy 3 - The city is full of many entertainments for visiting dignitaries, and the ruling Clan of the city enjoys both the protection of the Emperor and the neighboring Crab.
  • Popularity 3 - The current Daimyo is a hero, and is replacing someone who was poorly liked. Moreover, the Clan has a relatively friendly attitude towards Heimin and Hinin. However, allowing the somewhat brutal Firemen to join the clan has left a bad taste in the mouth of some members of the populace.
  • Information 2 - The shadowy underbelly of the city is wide and vast, and despite the ruling clan's former place in it, they are by no means its masters, and have few feelers into the world beyond the city.
  • Enforcement 4 - The Namazu Clan is full of former Ronin who are used to keeping the peace in their neighborhoods, and is skilled at handling problems of in discreet ways. Adding the powerful muscle of the Firemen has only increased the presence of the Namazu on the streets of Zakyo Toshi.
  • Learning 2 - While the Namazu Clan lacks any formal dojos, there is a relatively strong system of master & apprentice teaching that provides its members with training.
  • Battle 4 - The warriors of the Catfish are enthusiastic, but lightly armored and inconsistently trained. On the other hand, there's a lot of them. Ronin and Ashigaru from multiple provinces have flocked to the Catfish banner.
  • Enlightenment 3 - Zakyo Toshi has no special relationship with the Kami, nor patron deities; however it has likewise avoided running afoul of any unfortunate curses.
Non-Production income:
  • Silken Song Theater: 0.1
  • Miya Clan Grain: 1 (until Year 923)

Unusual Expenses:
  • Temples To Inari: 1
Wave Province
Wave Province - So called not only for the large number of Ronin who live there, but for the vast plains of tall grass and wheat that ripple in the wind. Though largely too dry for the cultivation of rice (except on its western border, where it touches the River of Gold), Wave province is home to a small number of villages that harvest such less-prestigious grains as wheat and millet. Though Scorpion lands lie to the North, the Scorpion have been relatively disinclined to administer these lands due to their poverty and low population, instead allowing Ronin to make a home there.

Daimyo: Namazu Koibu
Steward: Black Deer
Chancellor: Namazu Jiro
Spy: Namazu Taka
Warlord: Namazu Shirou
Keeper of the Temple: Rittou

  • Trade 1 - The Wave Plains are poorly traveled, and avoided by most sane merchants.
  • Production 2 - The farms of the Wave plains are relatively fertile, if few in number and producing only lesser-quality grains.
  • Diplomacy 1 - The Plains lack any form of organized government, formal place to receive visitors, or people of any kind of status.
  • Popularity 2 - The Heimin of the Wave Plains are relatively disinclined to revolt, if only because they lack anyone in particular to replace their current rulers with.
  • Information 2 - With all of the Ronin administering the province now under the Catfish banner, it's possible to get information out of the province, though there are no organized systems of reporting or official spies.
  • Enforcement 2 - There are few forces available in the region to enforce the Daimyo's will, but thankfully also few organized forces capable of resisting said enforcement.
  • Learning 1 - The Wave Plains have neither dojos nor traditions of education, though there may be a few individually skilled swordsmen.
  • Battle 3 - There are many former Ronin in the Wave Plains, and they all fight under your banner. They're no true army, but neither are they completely helpless, and they are slowly learning to fight as one.
  • Enlightenment 2 - like most of the people of Rokugan, the Kami have forgotten the Wave Plains, for good or for ill.

Map of Rokugan

Province Mechanics
The basic unit of governance is a Province. As the leader of the clan, one province of your lands will be under your direct control; any provinces other than a capitol will require you to assign a provincial Daimyo to look after your interests there.

Like Samurai, Provinces have 5 Rings. Each Ring takes the value of the lower of its two subcategories.

EARTH - is the Ring of productivity and commerce. A province with weak Earth runs the risk of being unable to feed its people or armor its troops.

  • Instead of Willpower, Provinces get Commerce. Commerce is a measure of how much your province makes from its relations with others. A province with high Commerce but low Production is weak to famine.
  • Instead of Stamina, Provinces get Production. Production is a measure of the amount of crops that you grow, resources that you gather, and goods that you craft. A Province with high Production but low Commerce is weak to embargos.
AIR - is the ring of diplomacy and popularity. A province with weak Air runs the risk of alienating its allies and generating civil unrest.
  • Instead of Awareness, Provinces get Diplomacy. Diplomacy is a measure of how frequently visitors from other Clans come to your courts, and your ability to be a good host. A province with high Diplomacy but low Popularity risks unplanned cultural changes or riots.
  • Instead of Reflexes, Provinces get Popularity. Popularity is a measure of your Clan's reputation with the commoners that you govern. A province with high Popularity but low Diplomacy risks unplanned wars or alienating allies.
WATER - is the ring of intrigue and law. A province with weak Water is vulnerable to outside plots and criminal organizations.
  • Instead of Perception, Provinces get Information. Information determines a province's ability to notice plots and to spy upon foreign courts. A province with high Information but low Enforcement risks being unable to act on important information.
  • Instead of Strength, Provinces get Enforcement. Enforcement determines a province's ability to make arrests, remove undesirable elements, or intimidate potential enemies. A province with high Enforcement but low Information runs the risk of subversion.
FIRE - is the ring of learning and battle. A province with weak Fire is vulnerable to exterior attack.
  • Instead of Intelligence, Provinces get Education. Education is a measure of the capabilities of a province's dojos, and of the sophistication of their equipment. A province with high Education but low Battle is at risk from manpower loss and to fighting while outnumbered.
  • Instead of Agility, Provinces get Battle. Battle is a measure of the number and quality of a province's troops. A province with high Battle but low Education is more likely to lose in duels, and at risk when fighting foes with superior training.
VOID - is the ring of Enlightenment.
  • Enlightenment measures a Province's relationship with the Kami and the priesthoods. Provinces with high Enlightenment will find themselves achieving moments of extraordinary success in unfavorable circumstances, and generate above-average numbers of shugenja. Low Enlightenment will achieve the reverse.
Unlike Samurai, Provinces do not receive skills. Instead, their skills are generated by the capabilities of the advisors that you choose to assist you in these various spheres. Having a competent advisor will allow strong successes even in Rings where your province is weak.
Example of how this would play out:

Tsubaki, the Namazu Daimyo, wants to show her devotion to the Emperor by destroying a nearby bandit camp belonging to the Forest Killers. Gold Province (home of Zakyo Toshi) has a Battle of 3; Namazu Jiro (her General) is somewhat inexperienced, so he grants only 2 additional kept dice to this check. Luckily, the bandit camp is a small one, and is only TN 15 to destroy. Thus, the roll is 5k3 vs. TN 15.

EDIT: After rolling the dice, Jiro has a 27, meaning that he easily mops up the pitiful bandit troops. If however the bandits had secretly been under the leadership of a maho-tsukai (TN 30) he would have failed.

storybookknight threw 10-faced die for: Bandit Extermination Total: 36
[ ] Earth. An unusually talented mercenary from Toshi sano Kanemochi Kaeru (the city of the Rich Frog), you are associated with the Kaeru "family" of ronin. Despite the fact that your family offers a nearly unprecedented amount of recognition and support to ronin, it has historically done so by kowtowing to the proud Lion and Unicorn samurai that come from the lands around it. You were traveling to the Kaiu Wall, hoping to participate in the Twenty Goblin Winter and thus to become a member of the Crab Clan, but saw an opportunity when the Emperor himself was under attack to seize glory and fame.

Family Name: Kaeru
Family Animal: Frog
Granted Lands: Toshi sano Kanemochi Kaeru and the surrounding area
Clan Advantages:
Ronin Family - you have a ready source of potential family members to form the core of your clan.
Established Territory - The City of the Rich Frog already has a long history and plentiful citizens, making it a valuable and wealthy province!
Clan Disadvantages:
Covetous neighbors - Toshi sano Kanemochi Kaeru has been a part of both Unicorn and Lion lands at various points in its history, and both families are well familiar with its wealth.
Signature Weapon: Machi-Kanshisha (Steel Smoking Pipe)

[ ] Water. A former shugenja of the Kuni family, you were unusually weak in the element of Earth. You managed to pass your gempukku by the narrowest of margins, but your skill with all-important Earth spells such as Jade Strike was too unreliable to allow you to serve on the Kaiu Wall. For a while you contented yourself with the knowledge that you were a skilled healer, gifted in not only Water spells and the herbalist's art but also those Kiho that enabled healing, and even the 'unclean' arts of surgery. Over time however the shame grew too much to bear; you petitioned your family daimyo to allow you to renounce your family name so that you could travel to the Temple of Osano-Wo and take up a life of meditation and study.

Family Name: Shika
Family Animal: Deer
Granted Lands: The Thunder Plains and the outskirts of central Shinomen Mori.
Clan Advantages:
Shugenja family - being favored by the Kami allows your family a disproportionate amount of power and influence compared to its size.
Monastic ties - though you never quite managed to join the Brotherhood of Osano-Wo, the priests there look kindly upon you and are prepared to offer their assistance where they can.
Clan Disadvantages:
Unsettled lands - The area you are granted is sparsely populated, home primarily to monks and to the spirits of Shinomen Mori. Building a Minor Clan of noteworthy size may take significant effort.
Signature Weapon: Bisento

[ ] Fire. A simple peasant, you have served in the past as an Ashigaru for the Crab family. You were praised for your skill at arms, and dreamed of the day when you would perhaps do something notable enough to elevate you to the status of Samurai. When the Kolat attacked you realized that day had come; you came to the Emperor's defense without hesitation and attacked with startling ferocity and skill. Though your simple Yari broke, you managed to pick up one of the foreign Tulwar swords that the Kolat carried and used it - though untrained - in an unpredictable yet effective manner that bought your Emperor the time he needed to rally his guardsmen and carry the day.

Family Name: Yuukei
Family Animal: Rooster
Granted Lands: Shiro Akatsuki (Castle of the Breaking Dawn), the southern Mountains of Regret, and other territories to the north of Otosan Uchi.
Clan Advantages:
Honorable Reputation - Yours is a story of unambiguous heroism, which will earn you support from many quarters.
Peaceful Territory - Your neighbors are the Emerald Champion, the Emperor, and the Phoenix; though the Mountains of Regret have been known to harbor bandits and even Goblins, you are at little risk of being conquered in battle unless all of Rokugan is at war.
Clan Disadvantages:
Peasant Upbringing - You will begin with no experience in courtly ways, and no formal experience with battle, which could serve as an immense handicap.
Signature Weapon - Tulwar

[ ] Void. A member of the Kanosei Furudera, the order of clanless shugenja, you have always possessed an unusual affinity to the realm of Yume-do. Ever since you were a child you have had prophetic dreams that showed you glimpses of the future; together with your ability to speak to the Kami it has allowed you to pursue the life of a wandering diviner and poet. One day you had a dream where you saw the Emperor in danger. Upon opening your eyes, a butterfly took off of your face and flew South. Following dreams and portents, you managed to arrive just in time to importune the elements on the Emperor's behalf.

Family Name: Chou
Family Animal: Butterfly
Granted Lands: The southwestern shores of Chrysanthemum Lake and surrounding areas.
Clan advantages:
Shugenja family - being favored by the Kami allows your family a disproportionate amount of power and influence compared to its size.
Prophetic gift - the dreams and prophecies of your founder will grant you the means to chart a safe passage through the years of history.
Clan disadvantages:
Haunted lands - Located between the Unicorn and the Falcon lands on the western edge of Rokugan and the northern edge of Shinomen Mori, there is a much higher risk of evil spirits and creatures from the Shadowlands threatening your family lands.
Clan Weapon: Shakkujo (Monk's Staff)
 
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Wind

C'mon, our Great Feat is "We helped the Emperor run away from a fight" and our family bushi will be trained in the art of beating people to death with oars (A method of killing people endorsed by Miyamoto Musashi and Chatan Yara).

Our destiny can only be GLORIOUS.
 
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[X] Void. A member of the Kanosei Furudera, the order of clanless shugenja, you have always possessed an unusual affinity to the realm of Yume-do. Ever since you were a child you have had prophetic dreams that showed you glimpses of the future; together with your ability to speak to the Kami it has allowed you to pursue the life of a wandering diviner and poet. One day you had a dream where you saw the Emperor in danger. Upon opening your eyes, a butterfly took off of your face and flew South. Following dreams and portents, you managed to arrive just in time to importune the elements on the Emperor's behalf.
[X] Male
 
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Oh, I forgot to pick a Gender.

[X] Wind
[X] Female

Because Slue Foot Sue in Rokugan.
 
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[X] Earth. An unusually talented mercenary from Toshi sano Kanemochi Kaeru (the city of the Rich Frog), you are associated with the Kaeru "family" of ronin. Despite the fact that your family offers a nearly unprecedented amount of recognition and support to ronin, it has historically done so by kowtowing to the proud Lion and Unicorn samurai that come from the lands around it. You were traveling to the Kaiu Wall, hoping to participate in the Twenty Goblin Winter and thus to become a member of the Crab Clan, but saw an opportunity when the Emperor himself was under attack to seize glory and fame.
[X] Male
 
Wind Female seems like it has the lead, but I'll let some more votes come in before I decide for sure.

Is there other information that people would be interested in that would help them make up their mind?
 
How angry are the Yasuki that we're stealing their heraldic animal?

Potentially somewhat! On the other hand, the Carp family of ronin were actually created by the Yasuki as a deniable smuggling asset (as reflected by the Clan Allies advantage) so they can't really get too mad - it's their own fault!

Incidentally, the Deer is a heraldic animal associated with the Hantei, but since it's a Hantei giving the animal away(and since they have the Imperial Chrysanthemum anyways) I doubt he'll get too mad. :)
 
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Eh, I'll probably just hand-count it in any case, at least in to start off with. I doubt this thread is going to get beyond my ability to do that with, at least to start out.
 
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