Where the Kami Blow (L5R Minor Clan Gaijin Land Quest)

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Greetings all. I've been poking around the quests here for a while and figured I'd try throwing...
Lost at Sea
Location
Virginia
Greetings all. I've been poking around the quests here for a while and figured I'd try throwing my hat into the ring. This is my first quest here, and 2nd attempt over all so any advise or constructive criticism is welcome. I intend to be making use of the Legend of the Five Rings 4th Edition system and setting for this with an important caveat; you will be outside of the Empire itself. Just where will be determined by the players once character creation is over. Wish me luck, and may the kami favor your dice.
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As the sun breaks the horizon, the ship before you seems to glisten in the early morning rays. Salt crystals coat the worn lines and tattered sail of the battered kobune. Glancing to either side, you attempt to pick out the rest of the convoy that set sail from Rokugan at your heels. "One, two, three…" Your count trails off, where once a small fleet was at you behest, three dozen strong; now a bare seven ships rest on a duplicitous, placid sea. Casting your mind back, you try to recall where you had lost them.

The fleet had sailed forth from Mori Kage Toashi on the dawn tide, destined south for the ruins of the Ivory Kingdom and a future in the Colonies. It was not even midday, by you reckoning that the sky grew dark. The winds changed, lashing from the northwest; the sea going from smooth glass to darkened chasms in what felt like moments. According to your shugenja, the sun rose and set without you seeing it nine times before the seas calmed. For all aboard it could have been nine years. The water barrels were discovered to be tainted with seawater on the seventh night and Ikoma Ran told you she saw one of your supply ships, Yatsuki's Promise, crushed between the white caps on the fifth day. But, where there is life there is hope. Seven ships for seven kami and a shadow on the horizon; you are samurai and have a duty to perform.

You are:
[] male
[] female​

Trained as a:
[] Bushi: A warrior, trained in the arts of combat and strategy; you are never more at home than on the field of combat.
[] Courtier: The brush and whisper are the weapons you are trained with. The sword is mighty, but it is still just the tool in someone's hand.
[] Shugenja: A priest of the kami, trough you the powers of spirits flow. All men serve, but you serve the gods first of all.​

Of Which Clan:
[] Crab: You are the wall. Your clan has been tasked with safeguarding the southern borders of the empire from the forces of hell itself. And for hundreds of years your wall has stood.​
Families: Hida, Kaiu, Kuni, Toritaka, Hiruma, Yatsuki
Bonus To Starting Construction Material, Walls are the Best Neighbors – Reduced cost and construction time on defenses
[] Crane: The winds of court are your playground. Where some seek dominance on the battlefield, you have mastered what truly matters. Art, culture, and a quiet word; these are your weapons. But, only the truly foolish discount the steel beak of an angry crane.​
Families: Doji, Daidoji, Asahina, Kakita
Bonus to Starting Luxeries, The Wind Will Not Ruffle Our Feathers – Lower chance of internal divisions
[] Dragon: When storm calls, the mountain stands; when the sea floods, the mountain stands; but when the mountain wakes, the world knows. The spiritual heart of Rokugan, known for its monks, Dragon remains aloof within the mountains. Wise council often unheeded, but never discounted.​
Families: Mirumoto, Tamori, Togashi, Kitsuki,
Bonus to Luck, Monky Business – Togashi Monks came with you
[] Lion: The right hand of the Emperor and the masters of war. Prideful and tempestuous, the Lion know that while force does not solve all problems, it does solve the majority.​
Families: Akodo, Matsu, Kitsu, Ikoma
Bonus to Starting Troops, Honor and Pride – Reduce Cost and Training time on Military unit
[] Mantis: From humble beginnings to Great Clan status, Mantis has sailed farther than many believed possible. Masters of the sea and beloved by the common peasants, Mantis intends to sail to ever higher prominence in Rokugan.​
Families: Kitsune, Tsuruchi, Moshi, Yoritomo
Increased chance of additional Ships surviving (contents random), Hope Floats - Reduced Cost and construction time on Naval projects
[] Phoenix:: Masters of Magic and devoted to peace, the Phoenix are known for their extensive knowledge of esoteric secrets. While one of the least warlike of the clans, no one can deny the are the most magically potent.​
Families: Agasha, Asako, Isawa, Shiba
Increased number of starting shugenja, From Ashes, Understanding – Increased odds on Magical Research Rolls
[] Scorpion: The Left Hand of the Emperor, the masked Scorpion are the Emperor's tool in the Shadows. Feared in court and in battle, the Scorpion are known for their mastery of deceit and subtlety.​
Families: Bayushi, Shosuro, Shshi, Yogo
Better information on your fellow travelers/potential advisors, Eyes in the Dark – Reduced cost on and shorter actions times for intrigue options
[] Unicorn: Strangers in their own land, the Unicorn have the most experience with foreigners and new locales. Generations spent exploring the wider world has shaped the clan to be accepting of foreign ways, often to the disgust of their neighbors. On the other hand their mastery of horsemanship and trade goods have made this militant clan a popular ally.​
Families: Ide, Iuchi, Moto, Shinjo, Utaku
You have horses not just ponies, Bought the Kimono – Lower internal stress from Foreign influences
Adhoc vote count started by Ragabash1066 on Mar 20, 2018 at 11:17 AM, finished with 20 posts and 11 votes.

  • [X] male
    [X] Shugenja: A priest of the kami, trough you the powers of spirits flow. All men serve, but you serve the gods first of all.
    [X] Mantis: From humble beginnings to Great Clan status, Mantis has sailed farther than many believed possible. Masters of the sea and beloved by the common peasants, Mantis intends to sail to ever higher prominence in Rokugan.
    [x] Bushi
    [x] female
    [X] Phoenix:: Masters of Magic and devoted to peace, the Phoenix are known for their extensive knowledge of esoteric secrets. While one of the least warlike of the clans, no one can deny the are the most magically potent.
    [X] Bushi: A warrior, trained in the arts of combat and strategy; you are never more at home than on the field of combat.
    [x] Crane
    [x] Lion
    [x] Courtier:
    [x] Unicorn:
    [X] Unicorn: Strangers in their own land, the Unicorn have the most experience with foreigners and new locales. Generations spent exploring the wider world has shaped the clan to be accepting of foreign ways, often to the disgust of their neighbors. On the other hand their mastery of horsemanship and trade goods have made this militant clan a popular ally.
    [X] male
    [X] Shugenja: A priest of the kami, trough you the powers of spirits flow. All men serve, but you serve the gods first of all.
    [X] Mantis: From humble beginnings to Great Clan status, Mantis has sailed farther than many believed possible. Masters of the sea and beloved by the common peasants, Mantis intends to sail to ever higher prominence in Rokugan.
 
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Land and Family
"Blessed Kami fill our sails that we may fulfil the duty we bear." With these quiet words, you rise from your knees at the bow of the ship. A quick glance across the deck assures you; even with the storm damage, Mantis sailors know their work. In the distance, the shore is beginning to take shape; a welcome sight after the storm tossed seas. The whisper of the wind's kami comes to you ear giving you hints of the destiny before you.
[]Windswept Desert

Pros – Sheltered Start, Few neighbors, Scorpion and Unicorn may know the language
Cons – Extremely Poor growing Conditions, Poor Construction Materials, desert conditions
[] Forest​

Pros – Excellent Construction Material, Decent Growing Conditions, known Language
Cons- Heavily Armed Neighbors, Close Neighbors, Land Clearance needed​
[] Fjord

Pros – Sheltered Start, Good Construction Material, Good Growing Conditions
Cons – Cold Winters, Deep Rivers, Neighbors, Unknown Language
[] Iberian

Pro -Good Harbor, Excellent growing conditions, Known language
Con- Strong Neighbors, Disease, Close Neighbor
[] Jungle

Pros – Excellent Growing Condition, Distant Neighbors, Maps
Cons – Disease, Hostile Fauna, Politics
[] Mediterranean

Pros – Excellent harbors, Good Weather, Fine Growing Conditions
Cons – Hostile/Strong Numerous Neighbor

With a silent command and a bare gesture, you motion to the helmsman to cut towards the unknown shore. Across the ragged flotilla, banners raise bearing the mons of the houses of those aboard individual vessels. The black and red of Bayushi dances alongside the white and blue of Doji, thankfully on a ship not your own. Ikoma's Temper, down a mast, flies a prideful Lion and rampant hulking Crab side by side; while from your own Yoritomo's Laughter dances Isawa's phoenix along with you own family's mon.

[] Yoritomo – The lords of the Mantis are descended from the Crab, and are equally hardy in their own way. They are the unquestioned masters of the seas, having dwelled on the Islands of Silk and Spice for the entirety of their existence. The Yoritomo are a hardy, industrious people ever eager to prove themselves against the other Great Clans.
+ 1 Stamina

[] Moshi – Before the formation of the Mantis as a Great Clan, the Moshi were the Centipede Clan. An extremely devout and matriarchal people, the Moshi devoted themselves to the worship of the Sun for centuries, and find their active role among the other families of the Mantis mildly uncomfortable. Still, the family has sworn an oath to the Yoritomo and refuses to break it, no matter how much their duties conflict with their philosophies.
+ 1 Intelligence

[] Tsuruchi - Formerly known as the Wasp Clan, the Tsuruchi are without question the greatest archers in the Empire, and have focused the majority of their efforts toward maintaining that level of skill. Generally perceptive and highly athletic, the Tsuruchi excel as warriors and magistrates.
+ 1 Perception

[] Kitsune: - Formerly known as the Fox Clan, the Kitsune joined the Mantis Clan decades after the other families founded it, and only then because the Fox were on the brink of annihilation and the Yoritomo could save them, with the only price being an oath of fealty. The Kitsune are a simple, quiet people who prefer to commune with the spirits of nature in the forest rather than travel across the Empire on formal business.
+ 1 Awareness
 
A cold wind and a cute face.
"Kitsune-sempai, if you are done with your prayers, might I have a moment of your time."

The chill wind from the mountains caresses your back as you turn around; "Ikoma-san, I have told you before there is no need to be so formal. Ikoma Ran shifts hesitantly before you, reminding you a a small rabbit.


"I would not presume such, Kitsune-sempai. With you father captaining this voyage, it would be presumptuous of me. Were you not also blessed with the voice of the kami in your ear, I would hesitate to even approach."

"And yet you did, Ikoma-san. Truly a lion's courage nos no bounds. But please, again, call me ____. I insist."

[] Toma
Your father is Kitsune Date, a bushi, and you are the youngest of two sons. A life time of being the smallest has also made you the toughest.
Small 3pt Physical Disadvantage - You are noticeably smaller than average for a denizen of the Emerald Empire. As a result, your Water Ring is considered one rank lower for determining the distance of your Move Actions, and you suffer a penalty of -1k0 on the Damage Rolls of all melee attacks. You may not take the Large Advantage.Strength of the Earth 3pt Physical Advantage - In your soul can be found the spirit of the mountains and the strength of stone. You can overcome injuries that would cripple other men. The TN penalties you suffer from Wound Ranks are reduced by 3. Bushi characters may purchase this Advantage for 2 points.
[] Maru
Your father is Kitsune Hori, a courtier, and you are his bastard. His only heir, the apple has not fallen far from the tree.
Lechery 2pt Social Disadvantage - Physical pleasure is a weakness of yours, and you spend considerable time pursuing it. When an opponent makes a Temptation (Seduction) roll against you, he gains a bonus of +1k1 to the total of his roll.Dangerous Beauty 3pt Social Advantage - You possess a certain quality that makes you all but irresistible to members of the opposite sex, and they succumb easily to your manipulations. You gain a bonus of +1k0 to the total of all Temptation Skill Rolls made with members of the opposite sex.
[] Kihei
Your father is Bayushi Otaro, your mother is Kitsune Akatski; the wife of Kitsune Ienao, a bushi. Following her death from shame, your father kept you in the court. Any child who responds to kami at a young age is valuable, even a scorpion's by-blow.
Antisocial 2pt Social Disadvantage - You find the presence of others uncomfortable, so much so that is immediately obvious to those around you. Your preference for solitude causes you to behave in a manner that might best be described as rude. You suffer a penalty of -1k0 to all Social Skill Rolls.Friend of the Elements 3pt Spiritual Advantage - The spirits of a certain Element swirl about you at all times, lending their aid when possible even though you are likely unaware of their presence. Choose a Ring when this Advantage is purchased. Whenever you make a Trait Roll with either Trait associated with that Ring, you gain a Free Raise.
[]Masako
Your Mother is Kitsune Ayeka, a bushi. Recently widowed, your mother has three children of which you are the middle one and the only son.
Idealistic 2pt Social Disadvantage - adhere closely to the code of Bushido, perhaps too closely, and you have a hopelessly naive view of the world and hos 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.Daredevil 2pt Physical Advantage - You have a natural flair for athleticism and a complete lack of self-preservation when it comes to physical damage. Whenever you spend a Void Point to enhance an Athletics Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1.
[] Bredon
Your father is Kitsune Tomoro, a monk. Named by tradition for a gaijin who saved your ancestor, it has earned you odd looks and a hunger to know more.
Gaijin Name 1pt Social Disadvantage - Either due to your lineage or your parents' fascination with another culture, you possess a name that is clearly not of Rokugani origin. Although there is no honor loss for such a thing, others regard you questionably as a result. Your individual dice may only explode once on a Social Skill Roll (that is, each die has a maximum possible result of 20).Sage 3pt Mental Advantage - 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.

With a faint tint to her cheeks, Ikoma Ran lowers her eyes, "If you insist, Kitsune-sempai. I just wanted to inquire, which school did you study at? Your prayers are unfamiliar to me. As a shugenja trained in the Kitsu school and an Ikoma, I would hope to be familiar in most of the patterns of the empire."

[] Kitsune Shugenja [CR]
The Fox Clan is located next to one of the largest forests in Rokugan, a fact that has shaped the direction of their lessons. Each Kitsune shugenja gains a love for the spirits and the tranquility of the deep forest after countless hours meditating within its borders. This connection between man and beast is encouraged and strengthened with comprehensive lessons.
The Kitsune's love for nature is evident in the abilities taught at their school. The Kitsune can connect with the wilderness and the animals that inhabit it. It is a versatile technique that can be vital to the Kitsune shugenja's duties, and few from other schools can duplicate the Fox's abilities.
Benefit: +1 Stamina
Skills: Calligraphy, Defense, Hunting, Medicine (Herbalism), Meditation, Spellcraft, any one High or Bugei skill
Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 3 koku
Affinity / Deficiency: Earth / Air
Spells: Sense, Commune, Summon, 3 Earth, 2 Water, and 1 Fire
Technique: Essence of Chikushudo - None in the Empire are closer to the ways of nature than the simple Kitsune who make the wilderness their home. You may use the Sense, Commune, and summon basic spells to affect the animal spirits of Chikushudo as well as kami (using Summon results in the appearance of a single animal spirit rather than a set amount of the elemental material). Animal spirits tend to be more direct than kami, and perceive things differently, but have just as little sense of why man does what he does. You gain a Free Raise on any non-damaging spell cast on an animal.
[] Moshi Shugenja [CR]
The practices of the Moshi shugenja were developed over the course of many years spent in unwavering devotion to the Sun Goddess. Despite the celestial upheaval that has occurred within the Celestial Order during Rokugan's history, the Moshi have managed to retain their devotion even if the nature of their magical studies has changed somewhat. Since joining the Mantis Clan, their focus has shifted from one of pure theology to more practical concerns, and they excel at invoking the kami who hold sway over the weather. As such, the Moshi, who are far more numerous than the modest Yoritomo bloodline that maintains its own shugenja tradition, are frequently stationed aboard Yoritomo vessels in order to placate the seas during the clan's all-important mercantile voyages.
Like their Yoritomo kinsmen, the Moshi are highly adaptable. Their ability to gain an additional Affinity during the day, particularly since it is not accompanied by an additional Deficiency, allows them extreme versatility in their spell-casting choices, enough to rival even the Isawa of the Phoenix Clan.
Benefit: +1 Awareness
Skills: Calligraphy (Cipher), Divination, Lore: Theology, Meditation, Spellcraft: any two High or Bugei Skills
Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 10 koku
Affinity / Deficiency: Air / Earth
Spells: Sense, Commune, Summon, 3 Air and 3 Fire spells
Technique: Favor of the Sun - No family has been more reverent of the various incarnations of the Sun throughout their history, and their piety has granted them great favor with the Heavens. During the day, you gain an additional Affinity for Fire spells. This benefit is lost at night. You also gain a Free Raise on any spell with the Thunder keyword.
[] Yoritomo Shugenja
There are few families in the Empire as diverse and ambitious as the Yoritomo, so it is no surprise the family supports a small number of shugenja. The tradition stems back to the earliest day of the Mantis Clan. Kaimetsu-Uo, the clan's founder, had no capacity to speak to the kami, but one of his daughters did and she married a ronin who possessed the same ability. Thus began a branch of the Yoritomo family that possesses an unparalleled ability to commune with the spirits of the sea and storm.

For centuries, the small number of Yoritomo shugenja have maintained an inexplicably powerful link to the spirits of the sea and to a lesser extent the spirits of wind and storms. The Moshi have proven more capable in the latter since their induction into the clan, but no shugenja in the Empire is at home on the seas as one from the Yoritomo family. The school maintains a number of small temples throughout the Mantis islands, but none are as well known as the infamous Tempest Island, a small island renowned for the battering it receives during storm season. It is here the most powerful among the Yoritomo hone their skills and power, making themselves a force to be reckoned with throughout the whole of Rokguan.

Benefit: +1 Perception
Skills: Athletics, Calligraphy, Knives, Lore: Theology, Meditation, Sailing (Navigation), any 1 Skill
Honor: 4.5
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel, Traveling Pack, 10 koku
Affinity / Deficiency: Water / Earth
Spells: Sense, Commune, Summon, 3 Water spells, 2 Fire spells, and 1 Air spell
Technique: Child of the Sea - The family line of the Yoritomo who possess the talent for magic have a strong bond with the sea and with weather as a whole. You may expend one spell slot to alter the wind conditions in your current location by one degree. If you also spend a Void Point, you may instead shift the entire weather status one degree. You may expend a maximum combined total of spell slots and/or Void Points equal to your School Rank each Round to enact these shifts. These shifts affect an area a number of miles equal to your School Rank in all directions from your current location. You also gain a Free Raise on all spells with the Thunder keyword.
[] Write in – this will cost 5 of your Advantage points (Advantages and Disadvantages will be determined on the next and final vote of the prologue)

Adhoc vote count started by Ragabash1066 on Mar 22, 2018 at 9:55 PM, finished with 8 posts and 5 votes.
 
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Like Waves on the Shore
"Please Ikoma-san, we will be two of but a few shugenja among our people for some time, call me by my given name. I know you can." Brushing the salt crusted hair from your face you smile down at the young woman. "And please, sit; we are both equals here," you say as you pat the rail at your side. "And to answer your question, I have been taught the in the style of the Yoritomo school."

"If you insist Kihei-san, but on if you show me the same familiarity," whispers Ran quietly as she carefully perches on the rail; her finger whitening around the stained wood. She casts her eyes out over the deep blue of the bay opening out before you. A soft wind tosses her dark hair over her shoulder as she shivers, "It is far colder here than the jungle I was told to expect. Do you think your honored father has any plan in mind for the difference?"

"My honored father," you snarl, "has plans for everything and everyone of us, never fear. I wouldn't doubt that we shall find him directing the heimin on a silk camp chair." Leaning out to sight around the headland rising to your starboard, "Would that he would share these plans with we minor stars in his orbit. All we have been told, Ran-san, is that upon our arrival an imperial missive will be read forth and we shall all know what we are due." As you say this, you take note of a grey haze rising over the forested hills to your right and scent smoke upon the breeze. With a mutter "Speak of the oni," you rise to your feet. "Please forgive my absence, Ran-san, I hope to speak with you more in the fu..."

Rounding the bend your words trail off, faced with a scene of ruin. Along the rough stone sides of the headlands, are the shattered remains of a number of kobune; hanging limply from the mast you not the Fox and Mantis mon. A bare few feet of the largest ship remains above the surface, casting shadows on the smooth water. Sitting dejected upon the ruined stern-castle you sight a familiar wispy form, though almost unrecognizable. At the start of your journey the ghostly woman before you was resplendent in lacquered armor of emerald and gold, with kama at hip and sword at shoulder. Now she sobs upon a ruined rail; her green Dō hanging cracked and loose on her muscled frame. The great kami of you father flag ship, Luck of the Kitsune, awaits you as damaged at heart as she is in form.

Your crew can only look upon the wreck in shock as you drift past; Ran next to you with hands over her mouth in horror. Her eyes are locked on the grieving kami as your ship goes slowly by, glimpsing the sharp stones that had torn her hold apart in what appears to have been moment. From a distance of bare meters, the sailors watch the water for survivors and can see none.

"I failed him, Kitsune-Dono, and I can't even accept my shame with honor..." These words reach your ears as if she stood at your hip. Lifting weary eyes to yours, the spirit holds out bloodied hands, upon which lays a the long hilt of her katana. But as opposed to the fine blade you saw her depart with, what she holds now is shattered bare centimeters above the hilt. "I'm sorry, Kitsune-dono..." Her voice fades as the distance between your vessel grows, the ghostly figure resuming her mournful vigil.

Beyond the shattered wreckage you make out another four vessels beached ashore, their sails hanging limp and their hulls pulled around a low fire. All that remains is for you to go ashore and determine what happens now.

_____________________________________

Surviving Ship roll 5d10 - 7, 9, 8, 6, 19 (explodes 10 +1d10 9= 19)
Damn...

Please note the voices of the kami will be in italics, non-shugenja can't hear them.
As far as Advantages and Dsadvantages you currently possess the following:
Advantages – Friend of the Kami – 3pt Spiritual
Disadvantage – Antisocial – 2pt Social

To determine your remaining ones, please vote by plan.
You have 7pts remaining for Advantages and can take up to 8pts more of Disadvantages.
Any Advantages taken at this point, if not balance by Disadvantages, will subtract from the points I use to craft your starting stats.

[] Absolute Direction [Mental] (1 Point) [CR]
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.
[] Balance [Mental] (2 Points) [CR]
You possess an inherent calm and serenity that others have difficulty overcoming when attempting to antagonize or taunt you, and that strengthens you when your honor is tested. When adding your Honor Rank to the total of any roll made to resist Intimidation, Temptation, you add an additional +1k0 to the roll as well.
[] Clear Thinker [Mental] (3 Points) [CR]
You possess a sharp mind and keen powers of perception, making it very difficult for others to deceive you. Whenever you make a Contested Roll against someone who is attempting to confuse or manipulate you in any way, you gain a bonus of +1k0 to the total of your roll.
[] Dangerous Beauty [Physical] (3 Points) [CR]
You possess a certain quality that makes you all but irresistible to members of the opposite sex, and they succumb easily to your manipulations. You gain a bonus of +1k0 to the total of all Temptation Skill Rolls made with members of the opposite sex.
[] Daredevil [Mental] (2 Points) [CR]
You have a natural flair for athleticism and a complete lack of self-preservation when it comes to physical damage. Whenever you spend a Void Point to enhance an Athletics Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1.
[] Elemental Blessing [Spiritual] (4 Points) [CR]
You are much beloved by the kami of a particular element, although you know not why that might be. As a result, the cost of increasing the Traits associated with one particular Ring, chosen when this Advantage is purchased, is decreased by 1. For example, if you choose Earth when you purchase this Advantage, the cost of increasing Stamina and Willpower is reduced by 1 Experience Point every time you increase them. Void may not be chosen for this Advantage.
[] Friendly Kami [Spiritual] (5 Points) [CR]
A particular kami has befriended you, and stays in your vicinity at all times. Choose one element when this Advantage is purchased. You gain a bonus of +1k1 to the total of all Spell Casting Rolls made to cast Sense, Commune, or Summon with regard to that Element only. Only shugenja may purchase this Advantage. You may not select this Advantage for an Element in which you are Deficient
[] Heartless [Mental] (4 Points)
You have a heart of stone. Attempts to woo you or sway your heart - whether through love, courtesy, compassion, or mercy - fall on deaf ears. You gain a +1k0 bonus to rolls made to resist any Courtier, Sincerity, or Temptation roll made for the purpose of persuading you, seducing your, or otherwise changing your mind.
[] Hero of the People [Social] (2 Points) [CR]
Although your reputation among your fellow samurai may not be any better than that of the next individual, your actions have garnered the adoration of the common folk. When meeting citizens of Rokugan who are not members of the samurai caste, the TN for them to recognize you, as determined by your Glory Rank, is lowered by 10.
[] Higher Purpose [Mental] (3 Points) [CR]
There is some greater purpose to which you have devoted your life. This is not a simple matter, but some grand work that will take years or perhaps even the whole of your life to accomplish. Whatever this goal is, during any session in which you and the GM agree you have made demonstrable progress toward it, you gain one additional Experience Point.
[] Large [Physical] (4 Points) [CR]
You are significantly larger than the average Rokugani, ranging in height from 6'0" to 6'3" in height. You fain a bonus of +1k0 to the total of all Damage Rolls for any large melee weapon. Crab characters may purchase this Advantage for 3 points.
[] Leadership [Social] (6 Points) [CR]
You have an innate knack for leading and inspiring others in battle. Once per Round during the Reactions stage, you may add your School Rank plus 1k1 to the Initiative Score of one ally in a skirmish. This bonus lasts until the Reactions stage of the following round. An individual may only benefit from one use of this Advantage per Round.
[] Precise Memory [Mental] (3 Points) [CR]
You have an incredible ability to recall exactly things you have seen or heard. In any situation where you need to remember something exactly the way it was, whether the wording of something you read or the details of a person's physical appearance, you add a bonus of +1k1 to your Intelligence Trait Roll.
[] Prodigy [Physical] (12 Points) [CR]
You are a marvel of the dojo, and your sensei believe that you will accomplish incredible things in your lifetime. Whenever you make a School Skill Roll, you gain a bonus of +1k0 to the roll.
[] Quick [Physical] (6 Points) [CR]
You can react quickly to others, seizing advantage where previously there had been none. If you did not act first during a Combat Round, during the Reactions Stage of combat you may add your Reflexes Trait to the total of your Initiative Score for all subsequent rounds of this skirmish. This may be done each Round that you did not act first. Ninja characters may purchase this Advantage for 5 points.
[] Quick Healer [Physical] (3 Points) [CR]
Your body mends incredibly quickly, allowing you to recover from even devastating wounds with amazing speed. For the purposes of recovering Wounds, your Stamina is considered to be two ranks higher.
[] Sage [Mental] (4 Points) [CR]
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. Phoenix and shugenja characters may purchase this Advantage for 3 points.
[] Strength of the Earth [Physical] (3 Points) [CR]
In your soul can be found the spirit of the mountains and the strength of stone. You can overcome injuries that would cripple other men. The TN penalties you suffer from Wound Ranks are reduced by 3. Bushi characters may purchase this Advantage for 2 points.
[] Tactician [Mental] (4 Points) [CR]
You have a mind well suited to the ebb and flow of battle. When making a roll on the Mass Battle Table, you may increase or decrease your result by 5. Lion and bushi characters may purchase this Advantage for 3 points.
[] Bad Eyesight [Physical] (3 Points) [CR]
Your eyesight is exceptionally poor, whether as a result of some medical condition or even from a missing eye. You suffer a penalty of -1k1 to all ranged attack rolls and to any Perception-based rolls.
[] Bad Fortune [Spiritual] (3 Points) [CR]
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 Health [Physical] (4 Points) [CR]
You suffer from a chronic medical condition that constantly renders you weak and susceptible to both illness and injury. Your Earth Ring is considered one rank lower for the purposes of determining Wound Ranks and for resisting diseases.
[] Brash [Mental] (3 Points) [CR]
You have a notoriously short temper and are likely to answer anything you perceive as a threat with steel. If you are threatened or insulted, you must make a Willpower Trait roll (adding your Honor Rank to the total) at a TN of 25, or you will attack immediately. This Disadvantage is worth 4 points to Lion characters.
[] Can't Lie [Mental] (2 Points) [CR]
You are psychologically incapable of telling a lie, perhaps because it has been so thoroughly drilled into your nature by your honorable family. Not only can you not tell a lie, but if someone in your presence tells a lie and you know that it is untrue, you must succeed at a Willpower Trait Roll (TN 20) or immediately correct them. This can cause untold difficulty in court settings and can lead to complete disgrace if you are not careful.
[] Contrary [Mental] (3 Points) [CR]
Your strong will and rigid view of the world insists not only that you develop an opinion on everything, but that you must share it at every opportunity. During any debate or dispute, or even casual discussion, you feel compelled to weigh in and attempt to persuade others to see the matter from your point of view. In any tense situation, you must succeed at a Willpower Trait Roll to avoid taking action, whether to resolve a conflict physically or simply to interject into an argument. The TN for this roll can vary widely, and should be determined by the TM (typically somewhere between 5 and 25). This Disadvantage is worth 4 points to Imperial and courtier characters.
[] Cursed by the Realm [Spiritual] (4 Points) [CR]
The influence of the spirit realms can be felt throughout the mortal realm of Ningen-do, and for whatever reason, the essence of one realm in particular has marked you as a foe of all that emanates from that realm. This Disadvantage is worth 5 points to shugenja characters.
[] Disturbing Countenance [Physical] (3 Points) [CR]
Something about your appearance causes others to respond to you with concern and caution. You are not necessarily unattractive, merely disturbing in some way. The TN of all your Social Skill Rolls is increased by +5. This Disadvantage is worth 4 points to Spider characters.
[] Elemental Imbalance [Spiritual] (2 Points/Rank) [CR]
The kami of one element favor you, but so much so that their voices sometimes overpower your will and cause your invocations to achieve results other than what you intended. Only shugenja may take this Disadvantage. Choose an element in which you do not possess a Deficiency. Whenever you cast a spell of this element, you must make a Willpower Trait Roll at TN 15 + 5 per rank of this Disadvantage. If you fail the roll, something disastrous happens. The spell may fail outright, it may target someone altogether different from who you intended, or other effects as determined by the GM.
[] Greedy [Mental] (3 Points) [CR]
Material wealth is more important to you than anything else, even though samurai are not meant to be sullied by commercial interests. Opponents attempting to use Temptation (Bribery) rolls against you gain a bonus of +1k1 to the total of the roll. This Disadvantage is worth 4 points to Mantis characters.
[] Gullible [Mental] (4 Points) [CR]
Your trust is given easily and you place tremendous faith in those whom you trust, unfortunately making it very simple for others to take advantage of your naive nature. Opponents attempting to use Sincerity (Deceit) against you gain a bonus of +1k1 to the total of their rolls.
[] Idealistic [Mental] (2 Points) [CR]
You adhere closely to the code of Bushido, perhaps too closely, and you have a hopelessly naive view of the world and hos 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.
[] Lechery [Social] (2 Points) [CR]
Physical pleasure is a weakness of yours, and you spend considerable time pursuing it. When an opponent makes a Temptation (Seduction) roll against you, he gains a bonus of +1k1 to the total of his roll.
[] Low Pain Threshhold [Physical] (4 Points) [CR]
You ability to focus in the face of pain is less than that of others. The TN penalties you suffer due to Wound Ranks are increased by +5 each rank
[] Overconfident [Mental] (3 Points) [CR]
You possess a grossly inflated view of your own prowess, and are often incapable of recognizing when a situation is beyond your ability to handle. When outnumbered or facing a clearly superior enemy (whether in court or in battle) you must succeed at a Perception Trait Roll (TN 20) in order to recognize the situation for what it is and leave instead of engaging. This Disadvantage is worth 4 points to Lion and Mantis characters.
[] Small [Physical] (3 Points) [CR]
You are noticeably smaller than average for a denizen of the Emerald Empire. As a result, your Water Ring is considered one rank lower for determining the distance of your Move Actions, and you suffer a penalty of -1k0 on the Damage Rolls of all melee attacks. You may not take the Large Advantage.
[] Soft-Hearted [Mental] (2 Points) [CR]
Human life is precious to you, so much so that you have difficulty executing the basic duty of the samurai caste: to kill. When faced with the opportunity to kill another human being, you must succeed at a Willpower Trait Roll (TN 20), or you are unable to do so. If you do kill another, the TNs of all your rolls are increased by +10 for one day as you are wracked with guilt. The penalty is not cumulative with multiple deaths. This Disadvantage could potentially also apply to killing nonhuman creatures or even Shadowlands monsters, although the Experience Point value should be increased in such cases.
[] Unlucky [Spiritual] (2 Points per Rank) [CR]
Fortune favors the mortal man… just not in your case. A number of times per session equal to your rank in this Disadvantage, the GM may force you to immediately re-roll one roll, keeping the second roll in all cases.
[] Wrath of the Kami [Spiritual] (3 Points) [CR]
The spirits of a particular element have a vehement dislike of you, and when invoked to smite you, they gleefully and enthusiastically comply. This may be the result of a shugenja's curse, an offense you offered to the Fortunes, or a variety of other spiritual causes. Select one element when you purchase this Disadvantage. Spells of this element cast against you confer one Free Raise on the Spell Casting Roll. This Disadvantage is worth 4 points to shugenja characters.

Your Current Stats are as follows (these will increase at the end of character creation):
Earth: 2 (Stamina 2 Willpower 2)
Air: 2 (Reflexes 2 Awareness 3)
Water: 2 (Strength 2 Perception 3)
Fire: 2 (Agility 2 Intelligence 2)
Void: 2
Skills: Athletics, Calligraphy, Knives, Lore: Theology, Meditation, Sailing (Navigation), Courtier
Honor: 4.5

Technique: Child of the Sea - The family line of the Yoritomo who possess the talent for magic have a strong bond with the sea and with weather as a whole. You may expend one spell slot to alter the wind conditions in your current location by one degree. If you also spend a Void Point, you may instead shift the entire weather status one degree. You may expend a maximum combined total of spell slots and/or Void Points equal to your School Rank each Round to enact these shifts. These shifts affect an area a number of miles equal to your School Rank in all directions from your current location. You also gain a Free Raise on all spells with the Thunder keyword.
Spells: Sense, Commune, Summon,
3 Water spells:
Path to Inner Peace [CR]
  • Ring/Mastery: Water 1
  • Range: Touch
  • Area of Effect: 1 target individual
  • Duration: Instantaneous
  • Raises: None
The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This spell restores a number of Wounds to the target equal to the amount by which the Spell Casting Roll exceeded the spell's TN to cast.
Reversal of Fortunes [CR]

  • Ring/Mastery: Water 1
  • Range: 10'
  • Area of Effect: 1 target individual
  • Duration: 3 rounds
  • Raises: Duration (+1 round), Range (+5')
Versatility is the domain of water, and those who carry its blessing reap the rewards. For the duration of this spell, the target may immediately re-roll any one roll per round. This must be done immediately after the first roll is completed, and the target may keep either result.
HEAVEN'S TEARS

  • Ring/Mastery: Water 2 (Crystal)
  • Range: Centered on caster
  • Area of Effect: 30' radius around caster
  • Duration: 2 Rounds
  • Raises: Area of Effect (+5' radius per Raise), Duration (+1 Round for two Raises, may only be done once)
This prayer evokes the sorrow of the Heavens, unleashing a brief deluge of rain which is endowed with the spiritual purity of the Sun. The spell summons divine rain from the sky, and thus can only be used effectively outdoors – it cannot cause rain to fall indoors or underground. Those of pure soul (no Taint or Shadow corruption, Honor Rank 4.0 or better) who are bathed in Heaven's Tears are healed each Round by a number of Wounds equal to the caster's Water. Conversely, those with Taint or Shadow corruption suffer 1k1 Wounds for each Round they are exposed to the Tears.

2 Fire spells:
Biting Steel [CR]
  • Ring/Mastery: Fire 1 (Craft)
  • Range: Touch
  • Area of Effect: 1 bladed weapon
  • Duration: 1 minute
  • Raises: Duration (+1 minute)
Fire spirits can infuse metal with their own fury, turning a sharp edge into a supremely perfect one. This spell enhances the damage of steel bladed weapons, such as swords, knives, naginata, etc. Biting Steel cannot affect weapons which are not metal blades, which are nemuranai, or which have already been enhanced by magical effects. The weapon's DR is increased by 1k1 for the duration of the spell.
Envious Flames [CR]

  • Ring/Mastery: Fire 1
  • Range: 30'
  • Area of Effect: 1 target
  • Duration: Instantaneous
  • Raises: None
Fire's most basic power is destruction, and summoned Fire spirits can easily be unleashed on one's enemies. This spell invokes a single Fire kami, which lances toward the target, hitting unerringly so long as the target is within range. The spell deals 2k2 wounds. The burns this spell inflicts are quite painful, and if the spell targets a shugenja who is casting a spell, his Willpower roll has a TN of 20 plus the damage dealt, instead of the normal 10 plus damage dealt.

1 Air spell
Legacy of Kaze-no-Kami [CR]
  • Ring/Mastery: Air 1 (Craft)
  • Range: School x 10 miles
  • Area of Effect: One known individual within range
  • Duration: Special
  • Raises: Area (+1 individual), Range (+10 miles)
You are able to call upon the spirits of the wind to take form as a bird and carry a message for you. The bird that is created by this spell appears perfectly normal in all regards, but if it takes any damage it dissipates into wind immediately, ending the spell. Upon creating the bird, you may speak to it, giving it a spoken message of up to one minute in length. The bird will then fly away to deliver the message to the person (or persons) specified when the spell is cast. The bird will fly to their location, deliver the message via a whisper (it can be overheard by others, but not easily), and then disappear. If the bird is unable to reach the individual, but they are within range (if they are within a a building with no windows, for instance) it will remain outside for up to one week before disappearing. If the person specified by the spell is not within range, the bird will fly away in a random direction and disappear when it is out of your line of sight.

 
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Character Sheet
Character Sheet
Name: Rinkusu Kihei
Insight Level: 2

Traits
Earth: 2 (Stamina 2 Willpower 2)
Air: 3 (Reflexes 3 Awareness 3)
Water: 3 (Strength 3 Perception 3)
Fire: 3 (Agility 3 Intelligence 4)
Void: 3

Skills: Athletics, Battle, Calligraphy, Courtier 3, Defense, Etiquette 3, Knives, Lore: Theology 2, Medicine, Meditation 2, Sailing (Navigation), Sincerity, Spellcraft 2

Outfit: Robes, Wakizashi, Kamas, Scroll Satchel, Traveling Pack, 10 koku
Affinity / Deficiency: Water / Earth

Honor: 4.5
Glory: 1
Status: 4

School Technique: Child of the Sea - The family line of the Yoritomo who possess the talent for magic have a strong bond with the sea and with weather as a whole. You may expend one spell slot to alter the wind conditions in your current location by one degree. If you also spend a Void Point, you may instead shift the entire weather status one degree. You may expend a maximum combined total of spell slots and/or Void Points equal to your School Rank each Round to enact these shifts. These shifts affect an area a number of miles equal to your School Rank in all directions from your current location. You also gain a Free Raise on all spells with the Thunder keyword.

Advantages
Friend of the Kami – 3pt Spiritual

The spirits of a certain Element swirl about you at all times, lending their aid when possible even though you are likely unaware of their presence. Choose a Ring when this Advantage is purchased. Whenever you make a Trait Roll with either Trait associated with that Ring, you gain a Free Raise.
Clear Thinker - 3 Pt Mental
You possess a sharp mind and keen powers of perception, making it very difficult for others to deceive you. Whenever you make a Contested Roll against someone who is attempting to confuse or manipulate you in any way, you gain a bonus of +1k0 to the total of your roll.
Sage 3pt 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.

Disadvantages

Antisocial - 2pt Social Disadvantage

You find the presence of others uncomfortable, so much so that is immediately obvious to those around you. Your preference for solitude causes you to behave in a manner that might best be described as rude. You suffer a penalty of -1k0 to all Social Skill Rolls.
Bad Fortune - 3 Pt Spiritual
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.
Secret Love: Somewhere, someone is madly in love with you, and will go to any lengths to sabotage your romantic interests, even politically arranged marriages, in order to ensure that you remain available, for them.
Idealistic - 2 Pt Mental
You adhere closely to the code of Bushido, perhaps too closely, and you have a hopelessly naive view of the world and hos 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
Overconfident – 4 Pt Mental
You possess a grossly inflated view of your own prowess, and are often incapable of recognizing when a situation is beyond your ability to handle. When outnumbered or facing a clearly superior enemy (whether in court or in battle) you must succeed at a Perception Trait Roll (TN 20) in order to recognize the situation for what it is and leave instead of engaging.

Sense, Commune, Summon

Water Spells:
Path to Inner Peace
Ring/Mastery: Water 1
Range: Touch
Area of Effect: 1 target individual
Duration: Instantaneous
Raises: None
The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This spell restores a number of Wounds to the target equal to the amount by which the Spell Casting Roll exceeded the spell's TN to cast.

Reversal of Fortunes
Ring/Mastery: Water 1
Range: 10'
Area of Effect: 1 target individual
Duration: 3 rounds
Raises: Duration (+1 round), Range (+5')
Versatility is the domain of water, and those who carry its blessing reap the rewards. For the duration of this spell, the target may immediately re-roll any one roll per round. This must be done immediately after the first roll is completed, and the target may keep either result.

HEAVEN'S TEARS
Ring/Mastery: Water 2 (Crystal)
Range: Centered on caster
Area of Effect: 30' radius around caster
Duration: 2 Rounds
Raises: Area of Effect (+5' radius per Raise), Duration (+1 Round for two Raises, may only be done once)
This prayer evokes the sorrow of the Heavens, unleashing a brief deluge of rain which is endowed with the spiritual purity of the Sun. The spell summons divine rain from the sky, and thus can only be used effectively outdoors – it cannot cause rain to fall indoors or underground. Those of pure soul (no Taint or Shadow corruption, Honor Rank 4.0 or better) who are bathed in Heaven's Tears are healed each Round by a number of Wounds equal to the caster's Water. Conversely, those with Taint or Shadow corruption suffer 1k1 Wounds for each Round they are exposed to the Tears.

Regrow the Wound
Ring/Mastery: Water 3
Range: Touch
Area of Effect: 1 target individual
Duration: Concentration
Raises: Special (your Water is increased by 1 for the purposes of healing per Raise)
Water flows into all things and flows out. In flowing out, it can carry away that which is undesirable. The pain and suffering inflicted by injuries can be channeled away from an individual, and cast into the infinite ocean where they are lost forever. The target of this spell recovers a number of Wounds equal to your Water Ring plus your School Rank each round the spell is in effect. You must touch the target when the spell is cast, but after that it may be maintained without physical contact.

Fire Spells:
Biting Steel

Ring/Mastery: Fire 1 (Craft)
Range: Touch
Area of Effect: 1 bladed weapon
Duration: 1 minute
Raises: Duration (+1 minute)
Fire spirits can infuse metal with their own fury, turning a sharp edge into a supremely perfect one. This spell enhances the damage of steel bladed weapons, such as swords, knives, naginata, etc. Biting Steel cannot affect weapons which are not metal blades, which are nemuranai, or which have already been enhanced by magical effects. The weapon's DR is increased by 1k1 for the duration of the spell.

Envious Flames
Ring/Mastery: Fire 1
Range: 30'
Area of Effect: 1 target
Duration: Instantaneous
Raises: None
Fire's most basic power is destruction, and summoned Fire spirits can easily be unleashed on one's enemies. This spell invokes a single Fire kami, which lances toward the target, hitting unerringly so long as the target is within range. The spell deals 2k2 wounds. The burns this spell inflicts are quite painful, and if the spell targets a shugenja who is casting a spell, his Willpower roll has a TN of 20 plus the damage dealt, instead of the normal 10 plus damage dealt.

Air Spells:
Legacy of Kaze-no-Kami

Ring/Mastery: Air 1 (Craft)
Range: School x 10 miles
Area of Effect: One known individual within range
Duration: Special
Raises: Area (+1 individual), Range (+10 miles)
You are able to call upon the spirits of the wind to take form as a bird and carry a message for you. The bird that is created by this spell appears perfectly normal in all regards, but if it takes any damage it dissipates into wind immediately, ending the spell. Upon creating the bird, you may speak to it, giving it a spoken message of up to one minute in length. The bird will then fly away to deliver the message to the person (or persons) specified when the spell is cast. The bird will fly to their location, deliver the message via a whisper (it can be overheard by others, but not easily), and then disappear. If the bird is unable to reach the individual, but they are within range (if they are within a a building with no windows, for instance) it will remain outside for up to one week before disappearing. If the person specified by the spell is not within range, the bird will fly away in a random direction and disappear when it is out of your line of sight.

Voice of the Wind
Ring/Mastery: Air 1
Range: Touch
Area of Effect: 1 target person (may be caster)
Duration: 10 minutes
Raises: Range (change to 20' for 2 Raises), Duration (+2 minutes per Raise)
The kami of Air are fond of sounds, which are carried through their Element, and can lend their power to strengthen the beauty, passion, and conviction of the human voice. The recipient of this spell finds his or her voice gains timbre, depth, and resonance, becoming in every way more impressive. For the duration of the spell, the target benefits from the Voice Advantage (if he already has Voice, the benefits stack) and also gains a +1k0 bonus to any Social Skill Rolls that involve speech.

Freedom of the Air
Ring/Mastery: Air 2 (Wards)
Range: 50'
Area of Effect: 1 house or other residential building
Duration: hours equal to caster's Air
Raises: Area of effect (3 Raises to affect a building as large as an inn, 6 Raises to affect a castle)
A cleansing ritual used by shugenja when preparing a house or other building for an important even such as a wedding or a festival. The spell entreats the Air kami to raise a soft but carefully controlled wind which sweeps all the dirt, insects, and other filth out of the building. The spell also has a spiritually purifying effect, making evil or malignant spirits reluctant to remain within the dwelling - any kansen, ghosts, or other hostile disembodied spirits within the building will leave for a number of hours equal to the caster's Air. (Evil spirits which are exceptionally strong or which have an extremely strong attachment to the building cannot be banished by this basic spell, however - it is the GM's discretion whether a spirit is strong enough to resist Freedom of the Air.)
 
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Colony
Current Population : 2800 (400/2000/400)
Total Adult Samurai Present: 375 + 13 shugeja + 12 monks = 400

Crab – 50
Crane - 30
Dragon - 25
Lion - 45
Mantis -50
Phoenix -25
Scorpion - 39
Unicorn - 30
Minor Clans - 25
Ronin - 40
Lynx - 16

Total Heiman present 2000
300 Ashigaru (2 units spear/ 1 unit Yumi)
1700 peasants

Total Eta Present 400
30 geisha

 
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Military
Current Military Strength
2 units Ashigaru Spearmen (Strength 0 Defense 1 Average Morale Quality Mediocre)
1 Unit Ashigaru Archers (Strength 1 Defense 0 Average Morale Quality Mediocre)
1 Unit Light Infantry (Strength 1 Defense 1 Good Morale Quality Average)

Mixed units as provided by Assembled Clans.
Type Unknown, Quality Unknown
 
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A fateful choice
Stepping ashore from your beached kobune, a palatable feeling of despair fills the air; samurai group around small fires, shoulders slumped and hair matted. Differing colors group around separate fires, the blue of Crane far from the red and black of Scorpion; shadowed glances and whispered words all that is being shared between them. Heimin dart from cluster to cluster, bowing a scraping to serve agitated samurai and disheveled courtiers. Stepping lightly on the sand, with Ran close behind your shoulder, you make your path towards the survivors of the unlucky convoy.

"Kehei-kun!"From the shadows along on of the more seaworthy ships, sprints Yoritomo Chieko. Your fathers eldest friend and allies, and one of the few who treated you well in court, he stumbles through the sand; coming jerkily to a halt before you. "Kehei-kun, I thought you were lost as well, kami forgive my lack of faith." Visibly straightening, he looks you in the eye, "Boy, your father... I'm sorry. He was in the hold inspecting the repairs when we struck those oni touched rocks. There was no time. Come this way, we need to speak further." Glancing past you at the young Lion, he has one more word for you, "Alone." Ran's wilts behind you slightly, before angling towards the Lion's fire.

With a hand on your back, he half leads half pushes you around the corner of the hulking ship before you. With a firm hand on your shoulder, he guides you to an unopened crate, "Kehi-kun sit. There are things about this journey of which you were unaware; that against my advise your father refused to inform you of. But it is in the kami's hands now. Ienao-dono is beyond worrying about this now and your both your brother and sister's vessels have not been seen in days. He would wan... demand you to take up his duty as your own. Look on this and it will explain all." Stepping back he pushes a familiar shape into your hand; the solid form of a scroll case comforting in its rightness. Running you thumb along the neck of the case, your eyes widen at the caress of something you've seen seldom; this scroll bears the Royal Chrysanthemum. Under the burning eyes of the elder Yoritomo, the scroll is raised before you.

Let he who cast his eyes upon this text know they are blessed to her the word of the Empress Iweko, first of her name and line. Let it be known that in reward for his services in uncovering the perversion of justice among the Courts of Otosan Uchi and preserving mine own life and that of those around myself, We lay upon Kitsune Ienao and his line a new duty. To the colonies shall he travel, he and those with whom he lays his faith, there to form a new Clan and a new colony. Unto them We grant the following Name and Duty; __________. With this we grant justice, both high and low, in the hands of his line, until the Kami deem them unfit or we allow them to lay aside this burden.

[] Okami – Wolf​
To seek what hides in the wilds and purge it, rendering this land safe for those who follow you.​

[] Karasu – Raven​
To seek for the ruins and secrets of those who dwelt here before. Guard what the imprisoned and cleanse what can be redeemed.​

[] Iruka – Dolphin​
Guard the shores of our colonies, defending against the scourge of wako(pirates) and beast. Let none suffer the tempest of the sea alone and unaided.​

[] Tora – Tiger​
Allow none save those who we appoint to rule uncontested within the bounds of our colonies. Purge corruption and enforce loyalty to the Empire. Let those who lack honor and loyalty know the fear of the vengeance of our hunter in the night.​

[] Rinkusu – Lynx​
Find those who have Survived in the wastes and wilds, bring them to know the blessing of the Kami and shelter them from those who would corrupt and abuse.​

As your eyes raise from the smooth silk, your mind is reeling. You are your father's surviving heir by technicality at best, a bastard only claimed as a court game piece. From a minor shugenja among many in the court to Clan Champion for a new Minor Clan; can you take this step. Your father would expect you to turn and hand the position to Yoritomo-dono, his closest friend. But, whether he wished it you are of his line; the Empress calls. As you hunch over the scroll, they sun fades from view and a chill mist begins to roll down the hillsides.

[] Stand – It is your duty, to both the Empress and your people and you will not fail them.

[] Run – It is what your father would want and would expect. Allow Yoritomo-dono to rule and take what he will give you as a position.​

___________________________________________
The last choice will direct the entire course of the quest. Will you have Kehei rise to the what the Empress expects of your family and take the reins himself? Or will you have him step back and be a willing tool in the hands of an older more established samurai? Either way the task you chose for the clan will remain, what is decided is your roll in it.
Adhoc vote count started by Ragabash1066 on Mar 27, 2018 at 9:56 PM, finished with 42 posts and 6 votes.
 
What's in a name
Lifting your eyes from the fine calligraphy before you, you glance across to your honorary uncle; Yoritomo Cheiko, elder statesman of the Mantis.
Courtier Roll: 6k3 vs TN 25 – 2,3,5,8,10+9=18 (10 + 8) = 45

A tightening around the eyes, a whitening of the knuckles; your years in court has highlighted little tells for you. Yoritomo Cheiko is a hungry man; hungry for prestige, hungry for power, hungry for success. If you were to step down, your fathers successes would become Yoritomo-san's. And while a small voice whispers that this could be a good thing, Bushido will not allow such an option.

"Yoritomo-san, friend of my father, your concern for my future is... appreciated. My father would be quite pleased to see you take up his mantle." Looking him in the eyes, a slight smile crosses your face, "But I have the duty to fill his sandals. As a child I could concern myself with a child's joys; as a man I must take up a man's burdens. Kitsune Kihei is no more, I must now be Rinkusu Kehei. The Empress has given me the charge to find and raise up gaijin as citizens of the Empire; and by the Kami I will not fail her. It is good to know you must assist in this."
Courtier roll 5k3 vs TN 15 – 7, 4, 3, 3, 1 = 14

Yoritomo-san stares flatly at you for a moment before rising to his feet; "Kehei-kun, it is good to see you accepting your duty. I will speak to you later." With this he steps around you, treading lightly on the edge of your kimono as he walks into the darkness angling towards the fires.

Straightening your Kimono, you follow a few moments later, stepping into the gap between the fires.

"Honorable Samurai, Rokugani, friends; I must humbly inform you of a momentous moment in the history of of our Empress domain. Empress Iweko the 1st​, blessed by the kami, has decreed that the line of Kitsune Ienao has been granted the right to take on a new family name. As last of his line, I hereby take up the name chosen by my honored father and the duty given unto him. My name is Rinkusu Kehei, daimyo of the Lynx. The Empress has tasked us to found a new colony of the Empire, to find those who will strengthen Rokugan, create ties, and forge alliances; bringing those who are worthy of the honor into the arms of our Empress mercy. But, this is a task to broad for one man's shoulders, no mater how skilled or blessed by the kami's gaze. Let those with the will, the courage, and honor to take up our divine lady's task please join me. We shall be a beacon on the distant horizon and show the gaijin that Bushido is the true path."

Courtier Roll 5k3 + void 1k1 vs TN 20 – 1, 4, 6, 9, 8, 19(10 + 9) = 42

As you speak, kami of flame begin to dart and swirl around you forming a backdrop of sparks, the glow highlighting you before the gathered samurai. Glancing across the assembled body, you note that many are whispering among each other , as Ikoma Ran furtively slips a scroll into the sleeve of her Kimono. Rising to her feet she walks towards where you stand, only to be cut off in the final steps by a pair of bushi. Standing before you is a hulking mountain of a unicorn and a young woman in a scandalous coat of gaijin design. Suddenly grasping your sword arm in a meaty paw, the Unicorn proceeds to saw your arm up and down. As you struggle to keep your footing, his deep voice booms out; "Rinkusu-dono, I, Moto Honmaru, wish to join you. Together we shall ride the vanguard to greatness. Um... if you would have me of course." Sheepishly he raises a hand to the back of his head before dipping into a rough bow.

[] yes – Moto Honmaru, Moto Bushi, joins Lynx Clan now
[] no – Decline his request

"And I my lord, am Sakura; of no clan in particular"; purrs the girl at his hip. Katana canted over her shoulder, she brazenly leans back to catch your eye. "If my lord would have me service him, he will not find himself disappointed by the assets at my command." With a a languid wink, she gestures towards on of the smaller fires; "My sisters and I were bound for the colonies to seek our fortune, perhaps we can serve under you?" With a slow raise of a brow, she awaits your reply.

[] yes – Sakura, ronin, and the Sisters of Sweet Mercy (12 ronin bushi) join Lynx Clan now
[] no – Decline their offer

"Kehei-cha... I mean Rinkusu-dono; could I join as well?" Ikoma Ran, peers nervously around the Unicorn. " I think if we don't all work together, then better we had sunk... and I think you can do it too..." Trailing off nervously, Ran stares down at clenched hands.

[] yes – Ikoma Ran, Kitsu shugenja, Joins Lynx Clan now
[] no – Decline her Request


_______________________________________________
Pardon the delay, this has been a week of Mondays, with coworkers fired and the top dogs roaming the cubes. The next post will be a short turn to determine your opening weeks activities.
Glad to be back to typing. Also, so far your dice are bloody bipolar. o_O
 
The Early Days, Short Turn 1
Returning to the security of the Kitsune's Gambit, the battered ship you have spent the storm aboard. Upon your arrival, the captain bows before you, "Rinkusu-dono, please avail yourself as of this humble sailor's cabin while you settle in ashore. If I or my crew can aid you in this, do not hesitate to advised, my daimyo."

Stepping into the furnished cabin, you find a large table with room for yourself and your first clansmen. Stepping into your position at the tables head, you cast your eyes across those who have joined you. Honmaru, broad of shoulder and garbed in solid riding armor, stands to your left eyeing the lounging Sakura. Leaning forward against the dark wood of the table, she traces her fingers slowly across a worn and utterly useless map of the Empire upon it's surface. The relaxed former ronin smirks as thin tendrils of smoke trails from the rolled parchment perched precariously on her lip. "Well my diamyo, shall we lay cards on the table? My girls and I are at your service, how will we serve? You can cast your faith in our loyalty at the very least."

At your right hand Ran raises a hand to her face, "Rinkusu-dono, perhaps we should here your words on this matter? This one humbly wonders, how you will lift our spirits and calm the kami of this land." With a shy smile, the young shugenja bows her head sightly in your direction.

"Hai, my lord, how shall we secure this landing? We no nothing of the gaijin in this land." The table jumps as Honmaru's gargantuan fist impacts its surface. "We have no eyes in the wilds or way to guard our flanks. And worst, the ship carrying our mounts was lost."
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This will be a short turn to cover the first few weeks. As you have no fixed advisers at this time, your initial actions will be limited. You have the option to assign a task to one of your clan mates in lieu of having advisers this turn, but as with an adviser they will use their own stats for the job not yours.
Pick 2 actions and you can assign Ran, Honmaru, and Sakura to one task each. If they are assigned to the same task as yourself they will provide a bonus to your result.


[] Take a Census of Survivors
Without knowing who survived, you can't know who to watch. Take the time to determine the composition of the survivors and perhaps determine various cliques and power blocs.

[] Tally Supplies
While you are aware of what is in your holds, you do not yet know what else arrived with you. Perhaps taking an account would be wise.

[] Secure the Ships
He who controls the ships controls the seas. By taking these, no one can leave without your approval.

[] Use your ship to map the shoreline
While you control the shoreline here, what is beyond the horizon is a mystery to you. While you may learn new details of your coast, you will also gamble your ship.

[] Scout the Countryside for local inhabitants.
Send forth samurai to search the surrounding countryside for threats or possible neighbors. At this point it would only be the immediate area, but it is a start.

[] Survey the Area for suitable settlement sites.
While a shoreline is fine for a landing site, your people are exposed here. Send out men to seek a more secure site for settlement, with an eye for resources and defensibility.

[] Cut back the forest from the shoreline and establish a perimeter.
Set the heimin to cutting timber and trimming back the nearby forests. This will provide lumber for future use and open up further fields of view. But the logging will be hard tiring work and perhaps draw foreign eyes.

[] Attempt to appease the local kami.
The local spirits are unknown to you and the Luck of the Kitsune lies broken in the bay. Seek to commune with the local spirits and determine their desires.

[] Aggressively recruit among the other clans present.
The Clan of the Lynx is small, actively seek to recruit new samurai from the other clans and ronin present. This may offend those who remain loyal to the clans of their birth. (If this is not take, the clan will still grow. It will just grow at a slower passive rate.)

[] Assess the mood of the gathered samurai.
The trip across the see was both difficult and costly. In addition, you arrived far off course. Samurai are stalwart by nature, but this difficult start is much to ask of anyone. Add in the peasants, and it may be wise to get a feel for how the colonists feel about the situation.
Adhoc vote count started by Ragabash1066 on Apr 6, 2018 at 2:47 PM, finished with 63 posts and 9 votes.

Adhoc vote count started by Ragabash1066 on Apr 6, 2018 at 2:47 PM, finished with 7 posts and 4 votes.
 
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