• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

(IRR) The Rokugan IR (Turn 1)

Creamsteak

Explorer
The Rokugan IR (Turn 1)

Power Levels
A power level is the basic measurement of power in the IR. There are different representations of a power level, but for the purposes of the IR, all power levels are considered equal. Power levels represent combat strength. It is important to understand the variety of Power Levels that exist in order to best understand the game.

Some power levels represent entire military units with thousands of men. Some power levels represent the strength of a small group of elite soldiers. Other power levels represent only a fraction of the power of a great individual.

Character Levels as Power Levels
1 PL = 12,800 1st level commoners wearing padded armor, a wooden shield, and a simple weapon
1 PL = 6400 1st level warriors wearing studded leather, a wooden shield, and a martial weapon
1 PL = 320 1st or 2nd level characters wearing ashigaru armor and wielding a martial weapon
1 PL = 160 3rd or 4th level characters wearing ashigaru armor and wielding a martial weapon
1 PL = 80 5th or 6th level characters wearing light or medium armor and with some masterwork weapons
1 PL = 40 7th or 8th level characters wearing medium or heavy armor and with many masterwork weapons
1 PL = 2 8th or 9th level characters wearing standard equipment for their levels
1 PL = 1 10th - 14th level character wearing standard equipment for his/her level
2 PL = 1 15th - 19th level character wearing standard equipment for his/her level
3 PL = 1 20th - 24th level character wearing standard equipment for his/her level
4 PL = 1 25th - 29th level character wearing standard equipment for his/her level
+1 PL for every 5 levels after 25th

Creature Hit Dice as Power Levels
5 PL = One creature with 73-80 HD
4 PL = One Creature with 64-72 HD
3 PL = One creature with 57-64 HD
2 PL = One creature with 49-56 HD
1 PL = One creature with 33-48 HD
1 PL = 2 creatures with 25-32 HD each
1 PL = 40 creatures with 17-24 HD each
1 PL = 80 creatures with 9-16 HD each
1 PL = 160 creatures with 7-8 HD each
1 PL = 320 creatures with 5-6 HD each
1 PL = 6,400 creatures with 3-4 HD each
1 PL = 12,800 creatures with 1-2 HD each
+1 PL for every 8 HD after 80th

Power Levels as Resources
1 PL = 32,000 Gold Pieces
1 PL = 80 Masterwork Katanas
1 PL = 64 Pounds of Mithral
1 PL = 48 Pounds of Adamantium
1 PL = 8 Pearls of Power (2nd Level)
1 PL = A Single +6 Weapon

Power Levels as Enhancements or Damage (for 1 character)
1 PL = 5 Character Levels beyond 10th
1 PL = 64 Points of Strength
1 PL = 32 Bonus Hit Dice (d8s)
-1 PL = 32 Damage Dice (d8s)
-1 PL = 64 Points of Ability Damage
-1 PL = 8 Negative Levels (Not permanent Level Loss)







Industrial Ratings
Industrial ratings represent the rate of production available to a power. Your IR for each city, town, clan family, and other unit represents the rate at which new units are trained, and new resources acquired and refined. A power that can successfully put together a strong IR will have the advantage of a strong PL backing.

Large cities and powerful families have high IR ratings, representing how fast you can produce new PL. The chart below lists the rate at which a particular IR rating will generate PL.

Industrial Ratings and PL
1 IR = 1 PL per turn
3 IR = 2 PL per turn
6 IR = 3 PL per turn
10 IR = 4 PL per turn
15 IR = 5 PL per turn
21 IR = 6 PL per turn
28 IR = 7 PL per turn
36 IR = 8 PL per turn
45 IR = 9 PL per turn
55 IR = 10 PL per turn
x (1/2x + 0.5) = IR requirement
x = PL per turn

You can improve the Industrial rating of anything that already has an Industrial rating of 0 or more. Simply paying a certain amount of PL in order to advance a territories IR will help to improve your economy and military at the same time.

To buy 1 IR Point, set aside 5 PL.

You can create new territories by paying a 25 PL initial Fee. This territory has an initial IR rank of 1.Forming new cities is not as profitable as fortifying those that already exist, however in the long run it can be a great bonus.

Creating New Locations
25 PL = Initial IR 1
35 PL = Initial IR 3
60 PL = Initial IR 6
80 PL = Initial IR 10
105 PL = Initial IR 15
135 PL = Initial IR 21







Advancing Your Civilization
Culture, science, and power do not flow in the same hands. Developing your Civilization allows you to advance in both cultural and intellectual terms. Players with high ratings in Advanced Civilization will have incredible new ideas to use, based on the year they have advanced into.

In order to determine the number of years a player advances during a turn, you must assign a certain amount of PL. The chart below shows how many years you advance for a particular PL total assigned to Civilization Advancement. All players begin with their society being considered that of the year 1500. At the year 2000 new Advancement Criteria open up, allowing players to select from a variety of advanced technology feats.

Civilization advancement
1PL = 1 year
3 PL = 2 years
6 PL = 3 years
10 PL = 4 years
15 PL = 5 years
21 PL = 6 years
28 PL = 7 years
36 PL = 8 years
45 PL = 9 years
55 PL = 10 years
x (1/2x + 0.5) = PL investment required
Where x = the number of years of advancement

Normal Technology (Years 1500+)
Astronomy, Biology and Medicine, Mathematics, Physics, Geography, Mechanics, Engineering, Manufacturing

Astronomy
Divine/Arcane/Science
0 Rank: Your power has a 10% insight bonus.
1st Rank: Your power has a 20% insight bonus.
2nd Rank: -5% to Epic Magic Costs.
3rd Rank: Your power has a 30% insight bonus.
4th Rank: Your power has a 40% insight bonus.
5th Rank: -10% to Epic Magic Costs.
6th Rank: Your power has a 50% insight bonus.
7th Rank: Your power has a 60% insight bonus.
8th Rank: -15% to Epic Magic Costs.
9th Rank: Your power has a 70% insight bonus.
10th Rank: Your power has a 80% insight bonus.
11th Rank: -20% to Epic Magic Costs.
12th Rank: Your power has an 90% insight bonus.
13th Rank: Your power has a 100% insight bonus.
14th Rank: -25% to Epic Magic Costs.
15th Rank: Your PC gains 1 Divine Rank. NPCs are considered divine rank 0.
16th Rank: Your PC gains 1 Divine Rank.
17th Rank: Your PC gains 1 Divine Rank. NPCs are considered divine rank 1.
18th Rank: Your PC gains 1 Divine Rank.
19th Rank: Your PC gains 1 Divine Rank. NPCs are considered Divine rank 2.
20th Rank: Your Power gains unavoidable Scry 1/turn.

Biology and Medicine
Divine/Science
0 Rank: Resist Common Disease 5%.
1st Rank: Resist Common Disease 10%. Resist Taint 5%
2nd Rank: Resist Common Disease 20%. Resist Taint 10%.
3rd Rank: Resist Common Disease 30%. Resist Taint 15%.
4th Rank: Resist Common Disease 40%. Resist Taint 20%.
5th Rank: Resist Common Disease 50%. Resist Blight 5%. Resist Taint 25%.
6th Rank: Resist Common Disease 60%. Resist Blight 10%. Resist Taint 30%.
7th Rank: Resist Common Disease 70%. Resist Blight 20%. Resist Taint 35%.
8th Rank: Resist Common Disease 80%. Resist Blight 30%. Resist Taint 40%.
9th Rank: Resist Common Disease 90%. Resist Blight 40%. Resist Taint 45%.
10th Rank: Resist Common Disease 100%. Resist Blight 50%. Resist Magic Disease 5%. Resist Taint 50%.
11th Rank: Resist Blight 60%. Resist Magic Disease 10%. Resist Taint 55%.
12th Rank: Resist Blight 70%. Resist Magic Disease 20%. Resist Taint 60%.
13th Rank: Resist Blight 80%. Resist Magic Disease 30%. Resist Taint 65%.
14th Rank: Resist Blight 90%. Resist Magic Disease 40%. Resist Taint 70%.
15th Rank: Resist Blight 100%. Resist Magic Disease 50%. Resist Taint 75%.
16th Rank: Resist Magic Disease 60%. Resist Taint 80%.
17th Rank: Resist Magic Disease 70%. Resist Taint 85%.
18th Rank: Resist Magic Disease 80%. Resist Taint 90%.
19th Rank: Resist Magic Disease 90%. Resist Taint 95%.
20th Rank: Resist Magic Disease 100%. Resist Taint 100%.

Mathematics
Science
0 Rank: No Bonus
1st Rank: +1 Years/turn.
2nd Rank: +2 IR/turn.
3rd Rank: +3 PL/turn.
4th Rank: +2 Years/turn.
5th Rank: +4 IR/turn.
6th Rank: +6 PL/turn.
7th Rank: +3 Years/turn.
8th Rank: +6 IR/turn.
9th Rank: +9 PL/turn.
10th Rank: +4 Years/turn.
11th Rank: +8 IR/turn.
12th Rank: +12 PL/turn.
13th Rank: +5 Years/turn.
14th Rank: +10 IR/turn.
15th Rank: +15 PL/turn.
16th Rank: +6 Years/turn.
17th Rank: +12 IR/turn.
18th Rank: +18 PL/turn.
19th Rank: +7 Years/turn.
20th Rank: +14 IR/turn.

Physics
Science
0 Rank: Costs 5 Points to raise 1 IR point.
1st Rank: +5 Years.
2nd Rank: +1 Attack Bonus to Mechanical Traps.
3rd Rank: +5 Years.
4th Rank: +1 Attack Bonus vs. Castles.
5th Rank: +5 Years.
6th Rank: Costs 4 Points to raise 1 IR point.
7th Rank: +5 Years.
8th Rank: +2 Attack Bonus to Mechanical Traps.
9th Rank: +5 Years.
10th Rank: +2 Attack Bonus vs. Castles.
11th Rank: +5 Years.
12th Rank: Costs 3 Points to raise 1 IR point.
13th Rank: +5 Years.
14th Rank: +3 Attack Bonus to Mechanical Traps.
15th Rank: +5 Years.
16th Rank: +3 Attack Bonus vs. Castles.
17th Rank: +5 Years.
18th Rank: Costs 2 Points to raise 1 IR point.
19th Rank: +5 Years.
20th Rank: +4 Attack Bonus to Mechanical Traps.

Geography
Divine/Science
0 Rank: No Bonus.
1st Rank: +1 Defense Bonus to Natural Fortifications.
2nd Rank: +5 IR points.
3rd Rank: +1 Defense Bonus to Castles.
4th Rank: +5 IR points.
5th Rank: +1 Attack Bonus vs. Natural Fortifications.
6th Rank: +5 IR points.
7th Rank: +2 Defense Bonus to Castles.
8th Rank: +5 IR points.
9th Rank: +2 Defense Bonus to Natural Fortifications.
10th Rank: +5 IR points.
11th Rank: +3 Defense Bonus to Castles.
12th Rank: +5 IR points.
13th Rank: +2 Attack vs. Natural Fortifications.
14th Rank: +5 IR points.
15th Rank: +4 Defense Bonus to Castles.
16th Rank: +5 IR points.
17th Rank: +3 Defense Bonus to Natural Fortifications.
18th Rank: +5 IR points.
19th Rank: +5 Defense Bonus to Castles.
20th Rank: +5 IR points.

Mechanics
Science
0 Rank: 3 Free Traps/turn.
1st Rank: +5 PL.
2nd Rank: +1 IR point.
3rd Rank: +3 PL/turn.
4th Rank: 6 Free Traps/turn.
5th Rank: +5 PL.
6th Rank: +3 IR points.
7th Rank: +6 PL/turn.
8th Rank: 9 Free Traps/turn.
9th Rank: +5 PL.
10th Rank: +5 IR points.
11th Rank: +9 PL/turn.
12th Rank: 12 Free Traps/turn.
13th Rank: +5 PL.
14th Rank: +7 IR points.
15th Rank: +12 PL/turn.
16th Rank: 15 Free Traps/turn.
17th Rank: +5 PL.
18th Rank: +9 IR points.
19th Rank: +15 PL/turn.
20th Rank: 18 Free Traps/turn.

Engineering
Science
0 Ranks: Traps can be purchased for 5 PL.
1st Rank: Heavy Units (+1/+1) can be purchased for 10 PL.
2nd Rank: +5 PL.
3rd Rank: +3 IR points. +3 PL.
4th Rank: Traps can be purchased for 4 PL.
5th Rank: Heavy Units (+2/+1) can be purchased for 8 PL.
6th Rank. +5 PL.
7th Rank: +3 IR points. +3 PL.
8th Rank: Traps can be purchased for 3 PL.
9th Rank: Heavy Units (+2/+2) can be purchased for 6 PL.
10th Rank: +5 PL.
11th Rank: +3 IR points. +3 PL.
12th Rank: Traps can be purchased for 2 PL.
13th Rank: Heavy Units (+3/+2) can be purchased for 4 PL.
14th Rank: +5 PL.
15th Rank: +3 IR. +3 PL.
16th Rank: Traps can be purchased for 1 PL.
17th Rank: Heavy Units (+3/+3) can be purchased for 2 PL.
18th Rank: +5 PL.
19th Rank: +3 IR. +3 PL.
20th Rank: Two Traps can be purchased for 1 PL.

Manufacturing
Arcane/Science
0 Ranks: No Bonus.
1st Rank: +1 IR to all territories with at least 1 point of IR.
2nd Rank: +1 PL/turn.
3rd Rank: -5% to artifact costs.
4th Rank: +2 IR to all territories with at least 3 points of IR.
5th Rank: +3 PL/turn.
6th Rank: -10% to artifact costs.
7th Rank: +3 IR to all territories with at least 6 points of IR.
8th Rank: +6 PL/turn.
9th Rank: -15% to artifact costs.
10th Rank: +4 IR to all territories with at least 10 points of IR.
11th Rank: +10 PL/turn.
12th Rank: -20% to artifact costs.
13th Rank: +5 IR to all territories with at least 15 points of IR.
14th Rank: +15 PL/turn.
15th Rank: -25% to artifact costs.
16th Rank: +21 PL/turn.
17th Rank: +6 IR to all territories with at least 21 points of IR.
18th Rank: -30% to artifact costs.
19th Rank: +28 PL/turn.
20th Rank: +7 IR to all territories with at least 28 points of IR.







Advanced Civilizations
After a power has gained 50 research feats, and advanced to the year 2000, that power gains the ability to access advanced technology and develop incredibly cultured and diverse civilizations. The power of Advanced Technology develops in the same way as normal technology, however feats are gained at a much slower rate.

A player who wishes to gain a new Technology Feat from the old list is welcome to, for every 10 levels they advance. However, those advantages do not compare to those that Advanced Technology presents. That is why a power gains only one advanced tech feat every 30 levels of civilization. Powers that gain enough ranks in given schools can learn the most awesome and modest of technologies.

Advanced Technology (Years 2000+)
Construction, Power, Chemistry, Sociology, Computers, Biology, Physics, and Force Fields

Construction
Science
Examples: Anti-Missile Rockets, Reinforced Hulls, and Fighter Aircraft.
0 Rank: No Bonus
1st Rank: +10 PL/turn
2nd Rank: +10 IR/turn
3rd Rank: +1 Defense Tech Bonus
4th Rank: +20 PL/turn
5th Rank: +20 IR/turn
6th Rank: +2 Defense Tech Bonus.
7th Rank: +30 PL/turn
8th Rank: +30 IR/turn
9th Rank: +3 Defense Tech Bonus
10th Rank: Perfect Construction

Power
Arcane/Science
Examples: Freighters, Bombs, and Nuclear Powered Ships.
0 Rank: No Bonus
1st Rank: +1 Attack vs. Humanoids.
2nd Rank: +1 Attack vs. Monstrous Humanoids.
3rd Rank: +1 Attack vs. Outsiders.
4th Rank: +1 Attack vs. Undead.
5th Rank: +1 Attack Tech Bonus.
6th Rank: +2 Attack vs. Humanoids.
7th Rank: +2 Attack vs. Monstrous Humanoids.
8th Rank: +2 Attack vs. Outsiders.
9th Rank: +2 Attack vs. Undead.
10th Rank: +2 Attack Tech Bonus.

Chemistry
Science
Examples: Fuel Tanks, Missiles, Fuel Cells, and Titanium Armor.
0 Rank: No Bonus
1st Rank: +10 IR/turn.
2nd Rank: +10 PL/turn.
3rd Rank: +1 Attack Tech Bonus.
4th Rank: +20 IR/turn.
5th Rank: +20 PL/turn.
6th Rank: +2 Attack Tech Bonus.
7th Rank: +30 IR/turn.
8th Rank: +30 PL/turn.
9th Rank: +3 Attack Tech Bonus.
10th Rank: Perfect Chemistry

Sociology
Divine/Science
Examples: Military Academics.
0 Rank: No Bonus
1st Rank: Produce 10 PL at +1/+1 each turn.
2nd Rank: +5 IR points to all territories with at least 6 IR points.
3rd Rank: +1 PL per territory with at least 1 IR point.
4th Rank: Produce 20 PL at +1/+1 each turn.
5th Rank: +5 IR points to all territories with at least 6 IR points.
6th Rank: +1 PL per territory with at least 1 IR point.
7th Rank: Produce 30 PL at +1/+1 each turn.
8th Rank: +5 IR points to all territories with at least 6 IR points.
9th Rank: +1 PL per territory with at least 1 IR point.
10th Rank: Produce 30 PL/turn at +1/+1 each turn.

Computers
Examples: Electronic Computers.
0 Rank: No Bonus
1st Rank: +1 PL/turn.
2nd Rank: +3 PL/turn.
3rd Rank: +10 PL/turn.
4th Rank: +1/+1 Tech Bonus.
5th Rank: +15 PL/turn.
6th Rank: +21 PL/turn.
7th Rank: +28 PL/turn.
8th Rank: +2/+2 Tech Bonus.
9th Rank: +36 PL/turn.
10th Rank: +45 PL/turn.

Biology
Divine/Science
Examples: Biospheres, and Hydroponics Farms.
0 Rank: No Bonus
1st Rank: Regenerate 4 PL per turn.
2nd Rank: Regenerate 10 PL per turn.
3rd Rank: Regenerate 18 PL per turn.
4th Rank: Regenerate 28 PL per turn.
5th Rank: Regenerate 40 PL per turn.
6th Rank: Regenerate 60 PL per turn.
7th Rank: Regenerate 90 PL per turn.
8th Rank: Regenerate 140 PL per turn.
9th Rank: Regenerate 200 PL per turn.
10th Rank: Regenerate 300 PL per turn.

Physics
Science
Examples: Laser Cannons, Laser Rifles, and Space Scanners.
0 Rank: No Bonus
1st Rank: Scry at 50% 10/turn.
2nd Rank: +1 Attack Tech Bonus.
3rd Rank: +2 Attack Tech Bonus.
4th Rank: +1 PL/turn.
5th Rank: Scry at 60% 10/turn.
6th Rank: +1 Defense Tech Bonus.
7th Rank: +2 Defense Tech Bonus.
8th Rank: +3 PL/turn.
9th Rank: Scry at 70% 10/turn.
10th Rank: Perfect Physics

Force Fields
Arcane/Divine/Science
Examples: Class I Shields, ECM Jammers, and Mass Drivers.
0 Rank: No Bonus
1st Rank: Can create Mythals of 1st Level Spells. (Example: Detect Magic, Psionics, Science)
2nd Rank: +1 Defense Tech Bonus.
3rd Rank: Can create Mythals of 3rd Level Spells. (Example: Dispel Magic, Psionics, Science)
4th Rank: +2 Defense Tech Bonus.
5th Rank: Can create Mythals of 5th Level Spells. (Example: Dispel Chaos/Evil/Good/Law)
6th Rank: +3 Defense Tech Bonus.
7th Rank: Can create Mythals of 7th Level Spells. (Example: Greater Scrying, Holy Word, and Dictum).
8th Rank: +4 Defense Tech Bonus.
9th Rank: Can create Mythals of 9th Level Spells. (Example: Astral Projection, Gate, Storm of Vengeance.)
10th Rank: +5 Defense Tech Bonus.







Artifacts
Artifacts are created through expenditure of resources. Using the Epic Level Handbook, the following cost tables were created. Artifacts are created by spending the PL you generate from your IR scores. Every 1 point of PL you generate each turn can be turned into gold (36000 pieces) if you ever wish to. You should inform the moderator if you are creating an artifact before the turn begins. Players can ask for different variations from those listed here, and the Mod will supply you with a relatively accurate cost. You can pay for an artifact over many turns if you choose.

Offensive Character Bonus Costs
+1 Character Bonus = 720,000 gold
+2 Character Bonus = 980,000 gold
+3 Character Bonus = 1,280,000 gold
+4 Character Bonus = 1,620,000 gold
+5 Character Bonus = 2,000,000 gold
+6 Character Bonus = 2,420,000 gold
+7 Character Bonus = 2,880,000 gold
+8 Character Bonus = 3,380,000 gold
+9 Character Bonus = 3,920,000 gold
+10 Character Bonus = 4,500,000 gold

Offensive Army Bonus Costs
+1 Army Bonus = 5,120,000 gold
+2 Army Bonus = 5,780,000 gold
+3 Army Bonus = 6,480,000 gold
+4 Army Bonus = 7,220,000 gold
+5 Army Bonus = 8,000,000 gold
+6 Army Bonus = 8,820,000 gold
+7 Army Bonus = 9,680,000 gold
+8 Army Bonus = 10,580,000 gold
+9 Army Bonus = 11,520,000 gold
+10 Army Bonus = 12,500,000 gold

Defensive Character Bonus Costs
+1 Character Bonus = 360,000 gold
+2 Character Bonus = 490,000 gold
+3 Character Bonus = 640,000 gold
+4 Character Bonus = 810,000 gold
+5 Character Bonus = 1,000,000 gold
+6 Character Bonus = 1,210,000 gold
+7 Character Bonus = 1,440,000 gold
+8 Character Bonus = 1,690,000 gold
+9 Character Bonus = 1,960,000 gold
+10 Character Bonus = 2,250,000 gold

Defensive Army Bonus Costs
+1 Army Bonus = 2,560,000 gold
+2 Army Bonus = 2,890,000 gold
+3 Army Bonus = 3,240,000 gold
+4 Army Bonus = 3,610,000 gold
+5 Army Bonus = 4,000,000 gold
+6 Army Bonus = 4,410,000 gold
+7 Army Bonus = 4,840,000 gold
+8 Army Bonus = 5,290,000 gold
+9 Army Bonus = 5,760,000 gold
+10 Army Bonus = 6,250,000 gold

Examples of Other Bonuses
Engraves Epic Spells: +10
Control Weather: +9
Calling: +8
Suicidal Burst: +7
Scry: +6
Lucky: +5
Uncanny Escape: +4
Automatic Subversion: +3
Turning: +2
Taint: +1

Engraves Epic Spells
Offensive Army Bonus: All offensive epic spells can be cast an additional 1/turn for every 100 PL.
Defensive Army Bonus: All defensive epic spells can be cast an additional 1/turn for every 100 PL.
Offensive Character Bonus: The wielder can cast all offensive Epic spells 1/turn.
Defensive Character Bonus: The wielder can cast all defensive Epic spells 1/turn.

Control Weather
Offensive Army Bonus: The wielder can create and control constant 9th level weather affects within a few hundred miles of the artifact.
Defensive Army Bonus: The wielder is made completely immune to all weather, and his entire army resists the affects as well. Also, any natural disasters are completely resisted.
Offensive Character Bonus: The wielder is capable of fighting using the power of complete 9th level weather in his vacinity, providing many circumstantial benefits and causing many negative affects to anyone trying to attack him.
Defensive Character Bonus: The wielder can survive all types of natural disasters, and is immune to the affects of weather magic.

Calling
Offensive Army Bonus: The wielder can move his Armies freely from any one point to any other without error.
Defensive Army Bonus: The wielder can prevent anyone from summoning, teleporting, or otherwise moving around inside of controlled territory.
Offensive Character Bonus: The possessor of this artifact can summon up to 25 PL/turn during one combat. This PL disappears at the end of the combat it is summoned during. This PL also starts off with an initial +2/+0 bonus, and cannot make defense rolls.
Defensive Character Bonus: The possessor of this artifact. can summon up to 25 PL/turn during one combat. This PL disappears at the end of the combat it is sommoned during. This PL also starts off with an initial +0/+2 bonus, and cannot make attack rolls.

Suicidal Burst
Offensive Army Bonus: All units under the players control can be sent to Suicide combat. Such units get +20 to all normal attack rolls, and make two normal attack rolls with no bonus, but die immediately.
Defensive Army Bonus: All units under the players control can commit suicide to put up two +20 defense rolls, and get to make thier normal amount of defense rolls, but die immediately.
Offensive Character Bonus: The possessor of this artifact can commit suicide (destroying the artifact) to make 20 attack rolls at +20 each.
Defensive Character Bonus: The possessor of this artifact can commit suicide (destroying the artifact) to make 20 defense rolls at +20 each.

Scry
Offensive Army Bonus: Player gains Flawless Scry 1/turn or Good Scry (50%) 5/turn.
Defensive Army Bonus: Players power gains immunity to Good Scry, and 50% chance to resist Flawless Scry.
Offensive Character Bonus: Player can Good Scry 1/turn.
Defensive Character Bonus: Player gains immunity to scrying for one individual.

Lucky
Offensive Army Bonus: Your army makes two different sets of attack rolls each round, and gets the better one.
Defensive Army Bonus: Your army makes two different sets of defense rolls each round, and gets the better one.
Offensive Character Bonus: The bearer gets to make 5 sets of attack rolls each round, and takes the best one.
Defensive Character Bonus: The bearer gets to make 5 sets of defense rolls each round, and takes the best one.

Uncanny Escape
Offensive Army Bonus: Your army can prevent anyone from fleeing you in combat, unless they have Uncanny Escape (defense).
Defensive Army Bonus: Your army can flee at any point from a battle free of worry.
Offensive Character Bonus: The wielder of this artifact can prevent any 8 PL of units from fleeing him per PL under his control.
Defensive Character Bonus: The wielder of this artifact can flee even if slain 1/turn.

Automatic Subversion
Offensive Army Bonus: Your power can subvert enemies defeated by you at least 25% of the time.
Defensive Army Bonus: Your power is immune to subversion.
Offensive Character Bonus: This item subverts anyone who willingly takes the weapon (otherwise they get to attempt to defend themselves).
Defensive Character Bonus: This item prevents this unit from being subverted.

Turning
Offensive Army Bonus: All Units fighting against your power have a 10% chance to flee in terror and a 5% chance to join your cause.
Defensive Army Bonus: Your power can stop all enemies turning attempts without fail.
Offensive Character Bonus: All Units that directly confront this character have a 25% chance to flee in terror if their individual PL is less than that character, and the character has a 10% chance to convert units that would flee to his aid.
Defensive Character Bonus: This character is not subject to turning.

Taint
Offensive Army Bonus: If you choose, your power can use Maho to raise defeated foes as servants after defeating them, with a 10% chance per PL. If your power is a shadow lands power, you gain +5% to your normal subversion.
Defensive Army Bonus: Your power negates Maho and taint and causes a -25% chance to such subversion tactics.
Offensive Character Bonus: This character gains a 10% subversion chance to defeated foes. Shadow lands powers get a +5%.
Defensive Character Bonus: This character cannot be tainted by any means.







Epic Magic
Epic spells are loosely based on the Epic Level Handbook. All spells are subject to DM discretion. If you don't know how to create an epic spell using the rules, just describe something you want to do with magic and a player or the moderator should be available to help you create your spell.

Your total investment in Epic Magic is listed in the lists, and will be totaled. No other player will know what you are researching, simply that you did some research the previous turn.

Your Power can cast epic spells based on your PL. The Chance that an epic spell will succeed is based on your total PL. If a player has a PL of 200, then they have a 100% chance to cast any Epic Spells up to a DC of 200. Also, you can only cast your Epic spell 1/turn per 100 PL you control. This limits the use of epic spells, but allows a player to create spells with DCs of incredible magnitude and allows for some amazing effects. Mitigating factors are subject to DM approval (time factors are more likely to be allowed than others, subject to discretion).

How to do it: First, think about your spell as if it was a real affect, and then try and make it come out through the rules. I listed all of the Spell Seeds, and their base DC for everyone. Those are good starting points for telling the moderator what kind of spell you want to cast. Describe to the Moderator how your spell is affected by each spell seed you choose to combine. If you own an Epic Level Handbook you can do even more by adding specific affects to your spells.

Epic Mitigating Factors

(The increasing time increments stack)
Increase Casting time to 1 round of IR combat = -10
Increase Casting time to 1 month in the IR = -20
Increase Casting time to 3 months in the IR = -30
Increase Casting time to 6 months in the IR = -40
Increase Casting time to 1 turn = -50

Cause 1 PL of damage to your own power = -1
Cause 1 Level of damage to a PC or NPC = -1
Using a Minor Ad-Hock Mitigating Factor = -10, -20, -30
Using a Major Ad-Hock Mitigating Factor = (Cost is 10%, 20%, or 50% of it's original cost)
Making the Spell 1 time use only, ever = -50 DC
Adding dispellable permanency = x5
Adding undispellable permanency = x5 (stacks with dispellable cost)
Adding pierces undispellable permanency = x5 (for attack spells mostly)







Taint
Taint is the force of corruption that can turn your units into horribly disfigured zombies and truly dangerous Akutenshi. Your power can control tainted units and cure them with epic spells designed to do just that. Initially, only Shadowlands powers can control tainted PL. Taint is accumulated by failing to prepare for combat with tainted powers, or though the use of Maho Magic. You will be informed if your power has any tainted PL, including information on how many PL and how much taint.

Taint Effects
Taint 1 = No Effect. Units with this taint score are likely sick, but not dangerous.
Taint 2 = No Effect. Units with this taint score are likely very sick, but not dangerous.
Taint 3 = No Effect. Units with this taint score are diseased, but not dangerous.
Taint 4 = Units under this affect suffer a -1/-1 penalty, and are exceptionally ill.
Taint 5 = Such units are Blighted, and suffer a -2/-2 penalty.
Taint 6 = Taint as deep as this causes units to refuse to work for most powers.
Taint 7 = This is almost to the point of true corruption, such units fight back unless restrained.
Taint 8 = Forces with this much taint are under the affects of complete madness, and will attempt to get to the nearest power that can control them.
Taint 9 = Horribly, such units will seek to join the nearest player that can control them.
Taint 10 = People under this degree of taint must be killed or will join the shadow lands (cannot be cured because they will try to resist healing spells).







How Combat Works

Surprise Rounds
The surprise round occurs if a player truly attacks out of nowhere. Everyone has a 5% chance of avoiding this (improvable through research) and PCs are immune. During a surprise round, only one side makes attack rolls, and the opposing side rolls defense.

1st Normal Round
During a normal round, two or more powers are involved in a fight. The moderator rolls one 6-sided die as an attack and a defense for every PL that is involved. Any roll of 6 or greater results in an attack. Next, both sides roll defense. All rolls of 6 or greater count as a defense, and blocks attack on a 1 for 1 basis. However, attack rolls that are higher than 6 require a defense that is higher than 6.

2nd Normal Round (and others)
The moderator gives a summary without actually stating any numbers for either player. After a summery is made, players can continue to fight it out, change their style and tactics, retreat, or anything else they can really do. Damage is dealt, and if the players continue to battle, the moderator will roll again.

Combat as a Whole
Sometimes having specific targets, like certain NPCs, PCs, cities, and castles can aid your side. These specifics are taken into account, and the moderator takes these things into consideration. The more thought out a plan, the better the results.
 
Last edited:

log in or register to remove this ad

Darkwolf - PL 180/180
Player Character
Kyoso no Oni (Powerful Oni Lord) Exiled to Jigoku, Rokugani Hell, by Daigotsu. 44 HD PL 2

Clan Families and Shadowlands Groups
Shadowlands Horde (Ruled by A variety of Bakemono, Oni and other tainted creatures based in the Shadowlands.) PL 50 : IR 0
Horde of Kyoso no Oni (A Rogue group of Oni, loyal to Kyoso no Oni, and pledged to the destruction of Daigotsu) PL 20 : IR 0
Kyoso Brute Squad: PL 10 IR 28
Crippled Bone Nezumi Tribe (bezerkers/bushi) PL 16 : IR 12
Grasping Paw Nezumi Tribe (rogue) PL 14 : IR 8
Pekkle no Oni : PL 10 IR 5
Kyoso Elite Force : PL 10 IR 5

Artifacts
Artifact: Pendant of the Shadowlands: +3/+3 character bonus
An Artifact with Scry Immunity

Non-Player Characters
Shadow Dragon NPC: 29 HD: 1 PL
Settozai (Mantis), Onisu of Theft PL 2
Hakai (Phoenix), Onisu of Destruction PL 2
Yokubo (Crane), Onisu of Desire PL 2
Fushin (Scorpion), Onisu of Betrayal PL 2
Kyofo (Crab), Onisu of Fear PL 2
Nikushimi (Lion), Onisu of Hatred PL 2
Muchitsujo (Unicorn), Onisu of Chaos PL 2
Kanashimi (Dragon), Onisu of Sadness PL 2

Territories in the Far South West of Rokugan
The Festering Pit of Fu Leng (Sinkhole) PL 24 : IR 8
Vyakarana (Town) PL 2 : IR 3
Iyotishi (Town) PL 2 : IR 3
Zakyo (City) PL 3 : IR 4

Festy Dog - PL 177/177
Player Character
Naigotsu Akira (Samurai 10/ Iaijutsu Master 10/ Honour 4) - Male, Bamboo Spirit, LG, PL 3

Clan Families and Shadowlands Groups
Doji (Courtier/Honor 3) Daimyo Doji Kurohito (Male Sam 6/Iaijutsu 5) PL 1 : IR 1
Asahina (Shugenja/Honor 3) Daimyo: Kimita (Female Shu 12) PL 2 : IR 2
Daidoji (Fighter/Daidoji Bodyguard/Honor 2) Daimyo: Daidoji Rekai (Female Sam 10/Ftr 10) PL 10 : IR 28
Kakita (Samurai or Courtier/Iaijutsu Master/Honor 3) Daimyo: Kakita Kaiten (Male Sam 15) PL 5 : IR 8
Yasuki (Fighter/Honor 2) Daimyo Yasuki Hachi (Male Sam 5/Ftr 4) PL 1 : IR 1
Gale Blades - PL 20 IR 15
Sumiga Province PL 5 : IR 1
Jodo Province PL 5 : IR 1
Wadashi Province PL 5 : IR 1
Ukyo Province PL 5 : IR 1
Hyumisa Province PL 5 : IR 1
Umi Province PL 5 : IR 1
Buneya Province PL 5 : IR 1
Chiji Province PL 5 : IR 1
Nodai Province PL 5 : IR 1

Artifacts
Blood Razor (katana) - +6 / +0
Emotions (mask) - +0/+0 Character Defense Scrying Bonus
Crystal Guard (dastana) - (+0/+6)

Non-Player Characters
Naigotsu Mishica (Sorceror 14/ Honour 2) - Female, Human, NG, PL 1
Khet'get'niss (Monk 14/ Honour 3) - Male, Nezumi, LG, PL 1
Festy Dog (Fighter 10 / Weapon Master 4 / Honour 2) - Male, Blink Dog, NG, PL 1
Kainakata Getsu (Sohei 14/ Honur 3) Male, Human, LG, PL 1
Kainakata Inikata (Ranger 10/ Shadow Scout 4/ Honour 3) Female, Human, LG, PL 1
Isawan Mahatra (Shaman 14/ Honour 2) Male, Human, NG, PL 1
Janu Geitana (Rogue 10/ Ninja Spy 4/ Honour 1) Female, TN, PL 1

Territories in the Far Southwest of Rokugan
Aiso ni Ryokosha (Village) PL 1 : IR 1
Kenkai Hanto (Lookout Peninsula) PL 1 : IR 0
Jukami (Village) PL 1 : IR 1

Territories in the Far Southeast of Rokugan
Mura Sabishi (City) PL 3 : IR 4
Okami (City) PL 3 : IR 4
Umoeru (Village) PL 1 : IR 1
Yama ue na ho ni Umi (Village) PL 1 : IR 1
Daidoji Training Grounds (Castle) PL 7 : IR 5
Oni Mura (Village) PL 1 : IR 1
Bunyo sana Asahina (Fields of the Morning Sun) PL 1 : IR 0
Yama ue na ho ni Umi (Village) PL 1 : IR 1
Inazuma (City) PL 3 : IR 4 PL 3 : IR 4
Tokigogachu (Village) PL 2 : IR 2 PL 1 : IR 1

Territories in the Southeast of Rokugan
Aketsu (Town) PL 2 : IR 3
Benten Seido (Shrine) PL 6 : IR 2
Maigo no Musume Wan (Lost Daughter Bay) PL 1 : IR 0
Mizen (Town) PL 2 : IR 3
Musume (Village) PL 1 : IR 1
Samui Kaze (City) PL 3 : IR 4
Kawa na Zatu Shudoshi (River of the Blind Monk) PL 1 : IR 0
Heigen no Doji (Doji Family Plains) PL 1 : IR 0
Kyuden Doji (Palace) PL 6 : IR 4

Territories in the East of Rokugan
Heigen Osari (Plains of the Crane Clan) PL 3 : IR 0
Kita Chushin (Village) PL 1 : IR 1
Kosaten Shiro (Castle) PL 10 : IR 5
Shiro sano Kakita (Castle) PL 10 : IR 5
Shiro Daidoji (Castle) PL 10 : IR 5

Fyre Pyronus PL 23/33
PC: Akuma No Oni (Powerful Oni Lord resurrected from the dead) PL 3
Major Artifact (Creamsteak knows what it is, it's under Hidden Status)
The Frazina (Artifact), +3/+3 character bonus
Shroud of Flames (Artifact), Wearer Gains Immunity to Scrying.
3 Dragons, NPCs, 1 PL each, Total PL 3
Horde of Akuma no Oni 10 PL IR 0
Temple of Flame 7 PL IR 10

Gnomeworsks PL 150/150
(If you need to name your PC and PL, just post it)
(If you would like to have some NPCs or such, just ask.)
(If you would like ti name your territories, just say so.)
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10

Janos PL 120/120
Player CharacterVorador (Wu Jen 20) PL 3

Artifacts
The Persuader, Longsword, Taint (Offensive), Taint (Defensive), Turning (Offensive), Turning (Defensive)
Vae Victis, Longsword, Automatic Subverion (Offensive), Automatic Subverion (Defensive)
The Necropolis of Miir (Sentient City) (Has exceptional resistance to scrying, spying, infiltration, and such, and is also very easy to defend +0/+1 bonus on battles inside the city)
+6/+0 Artifact
+0/+6 Artifact

Non Player Characters
Ariel (Monk 14) PL 1
Azimuth the Planar: (Wu Jen 14) PL 1
Dejoule the Energist: (Wu Jen 14) PL 1
Mortanius the Necromancer (Wu Jen 14) PL 1
Nupraptor the Mentalist (Wu Jen 14) PL 1
Anacrothe the Alchemist (Wu Jen 14) PL 1
Malek of the Sarafan (Samurai 14) PL 1
Moebius the Streamer (Wu Jen 14) PL 1
Bane the Druid (Shaman 14) PL 1

Off Map Locations
Location (unknown name) PL 10 : IR 10
Location (unknown name) PL 10 : IR 10
Location (unknown name) PL 10 : IR 10
Location (unknown name) PL 10 : IR 10
Location (unknown name) PL 10 : IR 10
Location (unknown name) PL 10 : IR 10
Location (unknown name) PL 9 : IR 10
Location (unknown name) PL 10 : IR 10
Location (unknown name) PL 10 : IR 10

Kalanyr - PL 150 /150
Player Character
Redfur, Kitsune Druid 20 Honour 2 Alignment: Chaotic Good PL 3

Artifacts
Staff of the Trickster (+6/+0) Character Bonus Character Defenses: Taint Character Defense, Automatic Subversion Defense, Turning Defense
Tricksters Cloak (+0/+6) Character Bonus and Complete Scrying Immunity

Clan Families and Shadowlands Groups
Kitsune (Ranger/Honor 2) Daimyo: Kitsune Ryosei (Shugenja 6/Ranger 8) PL 10 : IR 5
Chikushudo, Realm of Animals (Druid/Honor 2) Daimyo Kitsune Redfur (Druid 20) PL 14 : IR 28
Spirits from the Realm of Animals (Animals,Beasts and Kitsune) Daimyo: Fastclaw PL 4 : IR 5
Spirits from the Realm of Animals (Animals, Beasts and Tanuki) Daimyo: Trals PL 4 : IR 5
Spirits from the Realm of Animals (Animals, Beasts and Tanuki) Daimyo: Thresl PL 4 : IR 5
Spirits from the Realm of Animals (Animals,Beasts and Bakeneko) Daimyo: Inaja PL 4 : IR 5
Spirits from the Realm of Animals (Animals,Beasts and Bakeneko) Daimyo: Iniji PL 4 : IR 5
Namide Province PL 5 : IR 1
Tattered Ear Nezumi Tribe (Bushi/rogue/ranger) PL 15 : IR 10
Third Whisker Nezumi Tribe (Sorcerors) PL 15 : IR 10
Rintem Province PL 5 : IR 1
Okuan Province PL 5 : IR 1
Miya Estates Province PL 5 : IR 1
Emonji Province Province PL 5 : IR 1
Ashai Province PL 5 : IR 1

Non-Player Characters
Fox Clan Champion: Kitsune Ryosei (Shugenja 6/Ranger 8) PL 1 PL 1
Fastclaw, Male Kitsune Ranger 14 (Chaotic Good) PL 1
Kitsune Imagi Female Fox Shugenja 14 (Chaotic Good) PL 1
Kitsune Wilja Female Fox Ranger 5/Foxlord 9 (Neutral Good) PL 1
Izi, Male Third Whisker Nezumi Sorceror 6/Ratling Shaman 8 PL 1 (Chaotic Good)
Te'Tik'Kir Crippled Bone Nezumi Sorceror 7/Ratling Shaman 10 (Chaotic Good) PL 2
Sparrow Clan Champion: Suzume Yogaski Samurai 14 PL 1 (Lawful Good)
Ixai Nezune, Overseer of the Imperial Provinces (Courtier 13/Ranger 1) PL 1 (Lawful Good)
Iniji , Female Bakeneko Wu-jen 14 PL 1 (Chaotic Good)
Inaja ,Male Bakeneko Rogue 6/Sorceror 8 PL 1 (Chaotic Good)
Thresl Male Tanuki Fighter 4/Sorceror 10 PL 1(Chaotic Good)
Trals Female Tanuki Fighter 4/Barbarian 2/Frenzied Berzerker 8 PL 1 (Chaotic Good)

Territories in the South East of Rokugan
Kaia Osho Mura (Humble Priest Village) PL 1 : IR 1
Kitsune Mori Mura (Village in the Forest of the Fox) PL 1 : IR 1
Kyuden Kitsune (Fox Clan Palace) PL 6 : IR 4
Kitsune Mori (Forest of the Fox) PL 3 : IR 0
Otosan Uchi (Capital) PL 4 : IR 5
Nichibotsu Fushere (Tower) PL 5 : IR 3
Aketsu (Town) PL 2 : IR 3
Higashi Chushin (Village) PL 1 : IR 1
Minawa Chushin (village) PL 1 : IR 1
Musume (Village) PL 1 : IR 1
Nishi Chushin (Village) PL 1 : IR 1
Yufu-ku Na Heigen (City) PL 3 : IR 4
Added: * Hanto no Yoake (Peninsula of Dawn) PL 1 : IR 0

Knight Out - PL 150/150
Player Character
Isawa Akahita to Shu 7/Void Disciple 13, PL3

Artifacts
Keitaku, the Celestial Sword of the Phoenix (+3/+3) Character Bonus
Isawa's Helm (+0/+6) Character Bonus
Katana of Fire (+6/+0) Character Bonus
Cloak of Evading Tomorrow (+0/+2) Character Bonus, and DC Uncanny Escape

Clan Families and Shadowlands Groups
Shiba (Samurai/Shiba Protector/Honor 3) Daimyo: Shiba Tsukune (Female Sam 17) PL 7 : IR 14
Agasha (Shugenja/Honor 3) Daimyo: Agasha Hamanari (Male Shu 10) PL 1 : IR 1
Asako (Inkyo/Henshin Mystic/Honor 3) Daimyo: Asako Toshi (Male Inkyo 12) PL 2 : IR 2
Isawa (Shugenja/Void Disciple/Honor 2) Daimyo: ruled by the Council of Elemental Masters. This council also rules the Phoenix. PL 10 : IR 28
Tsunami Legion, PL 4 : IR 1
Firestorm Legion, PL 4 : IR 1
Hurricane Initiates, PL 4 : IR 1
Avalanche Guard, PL 4 : IR 1
The Keepers, PL 3 : IR 1 (a group of Bushi better capable at resisting the taint of the Shadowlands than normal Rokugani)
Shijen Province PL 5 : IR 1
Tenza Province PL 5 : IR 1
Giryu Province PL 5 : IR 1
Osu Province PL 5 : IR 1
Iyado Province PL 5 : IR 1
Ryujo Province PL 5 : IR 1

Non-Player Characters
Cho'tchac'chek (male Nezumi Sor7/Ratling Shaman7) - PL 1
Shiba Temuro (Male Sam5/Shiba Protector5) PL 1 - Isawa Akahita's yojimbo
Asako Toshi (Male Inkyo 12) PL 1 - daimyo of the Asako
Agasha Hamanari (Male Shu10) PL 1 - daimyo of the Agasha
Phoenix Clan Champion: Shiba Tsukune (Female Sam 17) PL 2

Territories in the North East of Rokugan
Kyuden Isawa (Palace) PL 8 : IR 4
Reihado Uikku (Shrine) PL 6 : IR 2
Shiro Asako (Castle) PL 7 : IR 5
Mori Isawa (Phoenix Woodlands) PL 1 : IR 0
Kanawa Taki (Iron Ring Cascade) PL 1 : IR 0
Tani Giza (Jagged Valley) PL 3 : IR 0
Shinsei na Sumai (Village) PL 1 : IR 1
Seido Jurojin (Shrine) PL 6 : IR 2
Reihado sano Ki-Rin (Shrine) PL 6 : IR 2
Michita Yasumi (City) PL 3 : IR 4
Shiro Agasha (Castle) PL 7 : IR 5
Yobanjin Mura (Village) PL 1 : IR 1
Duro Owari (Village) PL 1 : IR 1

Territories in the East of Rokugan
Omoidoso (City) PL 3 : IR 4
Morikage (City) PL 3 : IR 4
Mamoru Kyotei (City) PL 3 : IR 4
Ukabu (Village) PL 1 : IR 1
Shiro Shiba (Castle) PL 8 : IR 5
Nikesake (Town) PL 2 : IR 3
Kiken No Toge (Treacherous Pass) PL 1 : IR 0

Lichtenhart - 200/200 PL
Player Character [/I]
Unicorn Clan Champion: Moto Gaheris (Male Sam 5/Moto Avenge 10) PL 2

Clan Families and Shadowlands Groups [/I]
Moto (Berzerker/Moto Avenger/Honor 1) Daimyo: Moto Gaheris (Male Sam 5/Moto Avenge 10) PL 5 : IR 8
Iuchi (Shugenja/Honor 2) Daimyo: Iuchi Yue (Female Shu 14) PL 4 : IR 5
Shinjo (Ranger/Shinjo Explorer & Kishi Charger/Honor 2) Daimyo: Shinjo Shono (Male Rng 2/Sam 3/EXplorer 3) PL 1 : IR 1
Utaku (Samurai/Battle Maiden/Honor 3) Daimyo: Utaku Xieng Chi (Female Samurai 7/BattleMaiden 8) PL 5 : IR 8
Horiuchi (Shugenja/Honor 2) Daimyo: Horiuchi Shem-Zhe (Male Shu 8) PL 1 : IR 1
Ide (Courtier/Honor 2) Daimyo Ide Tadaji (Male Courtier 20) PL 10 : IR 28
The Baraunghar (General: Iuchi Lixue) PL 6 : IR 6 (Move like NPCs)
The Junghar (General: Moto Chen) PL 6 : IR 6 (Ignores Special Attacks like sneak attacks and attacking while fleeing)
The Khol (General: Moto Chagatai) PL 8 : IR 9 (Rage, +4/No Defense 1/turn)
Rojin's Wanderers, a brotherhood of scouts and explorers PL 3 : IR 1
Temimo Province PL 5 : IR 1
Hinoma Province PL 5 : IR 1
Junan Province PL 5 : IR 1
Ito Province PL 5 : IR 1
Kugoi Province PL 5 : IR 1
Hanmida Province PL 5 : IR 1

Non-Player Characters
Moto Chagatai (Fighter 4, Berserker 10) PL 1
Iuchi Lixue (Shugenja 13) PL 1
Moto Chen (Samurai 6, Kishi Charger 7) PL 1 [/I]
Shinjo Shono (Male Rng 2/Sam 3/Explorer 3) PL 1

Territories in the North West of Rokugan
Akami (Village) PL 1 : IR 1
Bikami (Village) PL 1 : IR 1
Bugaisha (Fort) PL 7 : IR 5 [/I]
Egami (Village) PL 1 : IR 1
Exile's Road Watchtower (Tower) PL 5 : IR 3
Kamashimino Komichi (Sorrow's Path) PL 1 : IR 0
Kawa Nemui (Village) PL 1 : IR 1
Kawa Nemui (Sleeping River) PL 1 : IR 0
Kibukito (Village) PL 1 : IR 1
Kurayami-ha (Village) PL 1 : IR 1
Mizu umi Ryo (Dragon Lake) PL 3 : IR 0
Shiro Utaku Shojo (Castle) PL 7 : IR 5
Shiro Shinjo (Castle) PL 7 : IR 5
Shiro Moto (castle) PL 7: IR 5
Toshi no aida ni Kawa (City between the Rivers) (city) PL 3: IR 4
Oshindoka (City) PL 3 : IR 4
Yashigi (Village) PL 1 : IR 1

Territories in the West of Rokugan
Daikoku Seido (Shrine) PL 6 : IR 2
Duzaki (Town) PL 2 : IR 3 [/I]
Hae Moete (Firefly River) PL 1 : IR 0
Hisatu-Kesu (Village) PL 1 : IR 1
Kawa Sano Fui no Dansei wo Sasu (River of the Unexpected Hero) PL 1 : IR 0
Kita Toge (Northern Pass) PL 1 : IR 0
Kyodai Na Ana (The Great Crater) PL 1 : IR 0
Minami Toge (Southern Pass) PL 1 : IR 0
Mizu (Town) PL 2 : IR 3
Naga Doro Heigen (Naga Road Plain) PL 1 : IR 0
Okuyaki (Village) PL 1 : IR 1
Otaku Seido (Shrine) PL 6: IR 2
Shinden Horiuchi (Shrine) PL 6: IR 2
Shinomen Tower (Tower) PL 5 : IR 3
Shiro Ide (Castle) PL 7 : IR 5
Shiro Iuchi (Castle) PL 7 : IR 5
Shiroi Kishi (Village) PL 1 : IR 1
Shiroi Kishi Heigen (White Shore Plain) PL 1 : IR 0
Turo Kojiri (Village) PL 1 : IR 1
Watchtower (Tower) PL 5 : IR 3

Territories in the South West of Rokugan
Shinden Osano-Wo (Shrine) PL 6 : IR 2 [/I]
Shinomen Mori (Hidden Forest) PL 1 : IR 0

Lucias - PL 106/106
Player Character
Isawa Kujatsu (Shugenja 20) PL 3

Artifacts
Obsidian Ring (+3/+3) Character Bonus
Robe of Secrecy (Scry Immunity)

Clan Families and Shadowlands Groups
The Waiting Hand (The Organization Subserviant to Isawa Kujatsu) PL 10 : IR 28
Oathtakers (Organization under The Waiting Hand) PL 4 : IR 5
The Patient Few (Organization under The Waiting Hand) PL 4 : IR 5
The Emissaries (An independant order that handles diplomatic relations with un-diplomatic forces) PL 4: IR 5

Non Player Characters
Crane Clan Champion: Doji Kurohito (Male Sam 6/Iaijutsu 5) PL 1
Matsu Ichisi (Female Samurai 12) Bodyguard PL 1
Isawa Rojino (Shu 2/Rog 6/Assn 6) PL 1
Cho Jin (Rog 5/Assn 9) The Knives in the Shadows PL 1
Jo Chin (Rog 5/Assn 9) The Knives in the Shadows PL 1

Territories in the Northeast of Rokugan
Kyuden Shugenja (Palace) PL 6 : IR 4
Tenymi Sho (City) PL 3 : IR 4

Macbrea - PL 140/150 + 2 Artifacts
Player Character
Bayushi Nori (Levels) PL 3

Artifacts
Celestial sword of Clan Scorpion (+3/+3) Character Bonus
Celestial sword of Clan Mantis (+3/+3) Character Bonus

Clan Families and Shadowlands Groups
Bayushi (Rogue/Bayushi Deciever/Honor 1) Daimyo: Bayushi Yojiro (Male Sam 5/Court5/EmMag 9) PL 9 : IR 23
Shosoro (Ninja/Honor 1) Daimyo: Shosuro Yudoka (Male Ftr 6/Nin 12) PL 8 : IR 18
Soshi (Shugenja/Honor 1) Daimyo: Soshi Uidori (Female Shu 8/Nin 4) PL 2 : IR 2
Yogo (Shugenja/Honor 0) Daimyo: Yogo Koji (Male Shu 13) PL 2 : IR 2
Shinobai Acting Troops (ninja) Daimyo: Bayushi Kanman PL 4 IR 5
Mirumisei Province PL 5 : IR 1
Iha Province PL 5 : IR 1
Gashi Province PL 5 : IR 1
Ado Province PL 5 : IR 1
Tochi Province PL 5 : IR 1
Kawayo Province PL 5 : IR 1
Mimano Province PL 5 : IR 1
Crimson Legion (Samurai) General:Bayushi Tetsubo PL 4 IR 5
Black Cabal(Samurai/heavy armor & no-daichi) General:Bayushi Mitsu PL 4 IR 5

Non-Player Characters
Bayushi Kanman (male Ninja 6/Bayushi deciever 4/Shadow walker 4) Honor 0 PL 1
Seppun Niomi (Courtier/Bayushi Deiceiver 10/4 /Honor 2) PL 1
Bayushi Tetsubo (Courtier/Bayushi Deiverer 8/6 /Honor 1) PL 1
Yogo Jingo (Shugenja/Courtier/Bayushi Deicever 8/2/4 /Honor 2) PL 1
Soshi Kanman (Courtier 10 /honor 2) PL 1
Bayushi Mori (Courtier 13 /honor 2) PL 1
Bayushi Mitsu (Courtier 10/Bayushi Deicever 8/4 /honor 1) PL 1
Soshi Mako (Courtier 10/Bayushi Deicever 8/4 /honor 1) PL 1
Yogo Yo (Shugenja/Courtier/Bayushi Deicever 8/4/2 /Honor 2) PL 1
Bayushi Hiro (Courtier 14 /honor 2) PL 1
Scorpion Clan Champion: Bayushi Yojiro (Male Sam 5/Court5/EmMag 9) PL 2

Territories in the West of Rokugan
Shiro Shosuro (Castle) PL 7 : IR 5
Ryoko Owari (City) PL 3 : IR 4
Yogo Shiro (Castle) PL 7 : IR 5
Shiro Soshi (Castle) PL 7 : IR 5
Nihai Tower (Tower) PL 5 : IR 3
Pokau (Town) PL 2 : IR 3
Seikitsu San Tama no Oi (Spine of the World Mountains) PL 10 : IR 0

Territories in the South West of Rokugan
Shimomura (Village) PL 1 : IR 1
Kyuden Bayushi (Palace) PL 6 : IR 4
Beiden (Town) PL 2 : IR 3
Kagoki (Village) PL 1 : IR 1
Hotei Seido (Shrine) PL 6 : IR 2

MR Draco 120/120 PL
Player Character
Kas, Solar PL 3

NPC’s- (Fallen Celestials)
Herald of Fear, ‘Tanarokh’- PL 1
Herald of Famine, ‘Dracth’- PL 1
Herald of War, ‘Renoralt’- PL 1
Herald of Death, ‘Naresiv’- PL 1
Herald of Disease, ‘Etalich’- PL 1
Herald of Law, ‘Ithran’- PL 1
Herald of Magic, ‘Onterax’- PL 1

The Suel Throne (Capital)- PL 10 : IR 10
Mountain Fortress ‘Rathandal’- PL 10 : IR 10
Tower of the Arcane ‘Draconi Arthakan’- PL 10 : IR 10
Temple of Law- PL 10 : IR 10
Milliways Keep- PL 10 : IR 10
Monolith of Night- PL 10 : IR 10
The Nemisis Plague (Legion of Dragons)- PL 10 : IR 10
Ithren Legions- PL 10 : IR 10
Edascan Legions- PL 10 : IR 10
Suel Throne Fleet- PL 10 : IR 10
Yriithell Armada- PL 5 : IR 10
Idath Armada- PL 5 : IR 10

Omegium - PL 104/140
Player Character
Level 20 Player Character (PL 3)

Artifacts
A Large Flying Carpet (Can Transport normal NPCs, PCs, and 10 PL of troops)

Clan Families, and Shaodowlands Groups
Bloodspeakers: PL 30 : IR 5
Elite Unit, 40 8th and 9th lvl fighters, rogues, and casters 20 PL
Elite Unit, 400 6th and 7th lvl fighters, rogues and casters 10 PL

Non-Player Characters
Shahai (Female Shu 7/Maho-tsukai 11) PL 2
NPC (Level 14) PL 1
NPC (Level 14) PL 1
NPC (Level 14) PL 1
NPC (Level 14) PL 1
NPC (Level 14) PL 1
NPC (Level 14) PL 1
NPC (Level 14) PL 1
NPC (Level 14) PL 1
NPC (Level 14) PL 1

Territories in the Far Southwest of Rokugan
Forgotten Tomb of Fu Leng (Maho Site) PL 12 : IR 4
Kishi no Mizu-umi (Forbidden Lake) PL 1 : IR 0
Nirukti (Ruins) PL 3 : IR 1
Haikyo Sano Kappa (Ruins) PL 7 : IR 5
Shinden Asahina (Castle) PL 7 : IR 5

Redwing - PL 165/180
Player Character

Clan Families, and Shadowlands Groups
Togashi (Inkyo/'Tattooed Monk-ise zumi'/Honor 2) Daimyo: Togashi Hoshi (Male Unique Half-Dragon Sam 5/Swordmaster 10/Monk 5) PL 10 : IR 28
Hitomi (Monk/'Tattooed Monk-kikage zumi'/Honor 1) Daimyo: Hitomi Kagetora (Male Sam 9/Monk 10) PL 9 : IR 23
Kitsuki (Samurai/Honor 3) Daimyo: Kitsuki Mizuochi (Male Sam 13) PL 3 : IR 3
Mirumoto (Samurai/Dragon Swordmaster/Honor 2) Daimyo: Miromoto Uso (Male Sam 9/Swordmaster 8) PL 7 : IR 14
Tamori (Shugenja/Honor 2) Daimyo: Tamori Shaitung (Female Shu 16) PL 6 : IR 11
Gakuon Province PL 5 : IR 1
Yamastuke Province PL 5 : IR 1
Shisame Province PL 5 : IR 1
Tosie Province PL 5 : IR 1
Kokozen Province PL 5 : IR 1
Yumeji Province PL 5 : IR 1
Jishomi Province PL 5 : IR 1

Non-Player Characters
Dragon Clan Champion: Togashi Hoshi (Male Unique Half-Dragon Sam 5/Swordmaster 10/Monk 5) PL 4

Territories in the Northeast of Rokugan
Kyuden Hitomi (Palace) PL 6 : IR 4
Shiro Tamori (Castle) PL 7 : IR 5
Shiro Kitsuki (Castle) PL 7 : IR 5
Heibeisu (City) PL 3 : IR 4
Heigen Ryo Kokoro (Dragon Heart Plain) PL 3 : IR 0
Shiro sano Chujitsuna Shinpo (Castle) PL 7 : IR 5
Nemui Kaminari Yama (Sleeping Thunder Mountain) PL 3 : IR 0
Hinanbasho sano Mitsu Shimai (Shrine) PL 6 : IR 2
Kyodai na Taiyo (The Great Fall) PL 1 : IR 0
Shiro Chuda (Ruins) PL 3 : IR 1
Shiro sano Chujitsuna Shinpo (Castle) PL 7 : IR 5
Shiro Mirumoto (Castle) PL 7 : IR 5
Kyodai na Kabe sano Kita (Great Wall of the North/East) PL 20 : IR 0
Yoshosha (Village) PL 1 : IR 1

Territories in the Northwest of Rokugan
Kyuden Togashi (Palace) PL 6 : IR 4
Maigo no Samurai (Village) PL 1 : IR 1
Yamasura (City) PL 3 : IR 4

Rhialto - 120/120 PL
(Rhialto, if you would like to name your PC, give him a PL count, and such, that would help.)
(If you would like to have some NPCs or such, just ask.)
(If you would like ti name your territories, just say so.)
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10
Location PL 10 : IR 10

Serpenteyes - PL 190/190
Player Character
Toshiro Akodo (Male Half Celestial/Human, Courtier 2, Shugenya 17) PL 3

Artifacts
Amulet of Blinded Eyes - Defensive Character Bonus: Player gains immunity to scrying for one individual.
+2 attack/+0 defence, defensive uncanny escape ability artifact

Clan Families and Shadowlands Groups
Akodo (Samurai/Akodo Champion/Honor 3) Daimyo: Akodo Ginawa (Male Sam 15/Ftr 3) PL 8 : IR 18
Ikoma (Courtier/Honor 3) Daimyo: Ikoma Sume (Male Court 7/Sam 9) PL 6 : IR 21
Kitsu (Shugenja/Honor 2) Daimyo: Kitsu Juri (Male Shu 16) PL 6 : IR 21
Matsu School (Berzerker/Matsu Rager or Lion's Pride/Honor 2) Daimyo: Matsu Ketsui (Female Sam 7/LionPride 8) PL 5 : IR 15
Etsu Province PL 5 : IR 1
Ibe Province PL 5 : IR 1
Mukano Province PL 5 : IR 1
Hozemon Province PL 5 : IR 1
Sasaryu Province PL 5 : IR 1
Korjima Province PL 5 : IR 1
Kaitomo Province PL 5 : IR 1
Ami Province PL 5 : IR 1
Kintani Province PL 5 : IR 1
Gamo Province PL 5 : IR 1

Honour Guard (the elite bodyguard of my PC)
PL 1: IR 1
The Etsu Defenders PL 1: IR 1
The Ibe Defenders PL 1: IR 1
The Mukano Defenders PL 1: IR 1
The Hozemon Defenders PL 1: IR 1
The Sasaryu Defenders PL 1: IR 1
The Kaitomo Defenders PL 1: IR 1
The Kintani Defenders PL 1: IR 1

Non-Player Characters
NPC:Tensuo Janaji (M) (14th level Shugenya) PL 1
NPC:Injaro Nofuta (M) (14th level Shugenya) PL 1
NPC:Yasuo Samari (M) (14th level Ninja) PL 1
NPC:Reizo Jiaora (M) (14th level Samurai) PL 1
NPC:Juro Azati (M) (14th level Ninja) PL 1
NPC:Marise Kane (F) (14th level Samurai) PL 1
NPC:Ichiro Yasou (F) (14th level Samurai) PL 1
NPC:Mioko Sen (F) (14th level Shugenya) PL 1
NPC:Su Chen (F) (14th level Wu-yen) PL 1
Lion Clan Champion: Matsu Nimuro (Male Sam 15) PL 2

Territories in the West of Rokugan
Meiyo Gisei (City) PL 3 : IR 4
Shiranai (City) PL 3 : IR 4
Kyuden Ikoma (Palace) PL 6 : IR 4
Bishamon Seido (Shrine) PL 6 : IR 2
Kenson Gakka (Castle) PL 7 : IR 5
Kyakuchu (Village) PL 1: IR 1
Kitsu Tombs (Shrine) PL 6 : IR 2

Territories in the East of Rokugan
Eiyu ni Suru (Village) PL 1 : IR 1
Ken Hayai (Castle) PL 7 : IR 5
Rugashi (Village) PL 1 : IR 1
Oiku (Village) PL 1 : IR 1
Foshi (City) PL 3 : IR 4
Renga (Village) PL 1 : IR 1
Ninkatoshi (City) PL 3 : IR 4
Tonfajutsen (Town) PL 3 : IR 3
Shiro Akodo (Castle) PL 7 : IR 5
Shiro no Yojin (Castle) PL 7 : IR 5
Kaeru (City) PL 3 : IR 4
Shiro Matsu (Castle) PL 7 : IR 5
Toshi no sano Kanemochi Kaeru (City of the Rich Frog) PL3:IR4
Kakusu Keikai Torid-e (Hidden Watch Keep) PL7:IR5
Kawa Mitsu Kishi (Three Sides River) PL 1 : IR 0
Heigen Senjo (Plains of Battle) PL 3: IR 0
Obobeshinu Boekisho Kawa (Drowned Merchant River) PL 1 : IR 0
Toi Koku (Distant Paddy Village) PL 1 : IR 1
Nanashi Mura (Anonymous Village) PL 1 : IR 1

Sollir Furryfoot - PL 43/45
Player Character:
Daigotsu (Male Evil Outsider Maho-tsukai 20) Leader of the Maho-tsukai PL 4

Armies:
The Tainted (Shadowlands Maho-tsukai) 25 PL IR 10
Defenders PL 2

Artifact :
Daigotsu's Obsidian Blade (+0/+3) Character Bonus: Automatic Subversion
The Oni's Eye (Allows Flawless Scrying 3/turn and gives 10 Kolats and Daigotsu +3/+0 Army Bonus)

Non-Player Characters
Kakita Kyruko (Rog3/Ftr2/Crt4) leads the Silken sect. PL 1 (+5/+2)
Shosuro Nyoko. Leads the Lotus Sect. She has faked her own death, but… PL 1 (+5/+2)
Kuni Nakiro is currently the leader of the Dream sect, and he makes the sleepers. PL 1 (+5/+2)
Moshi Shanegon leads the Coin sect. PL 1 (+5/+2)
Ikoma Tsai leads the Chrysanthemum sect. PL 1 (+5/+2)
Morito (Ox clan Champion) now leads the Steel sect (Ranger 4/Samurai 5/Shinjo Explorer 4/Kolat Agent 2) PL 2 (+5/+2)
Yasuki Taka, the shadow corrupted leader of the Jade sect. PL 1 (+5/+2)
Isawa Korekado - the Magician, ancient during the Clan War, now leads the Cloud sect. (Character Level 18) PL 2 (+5/+2)
Korekado, the Only remaining Original Master. (Character Level 14) PL 1 (+5/+2)

Hidden Territory
The Secret Village, and the Secred Dojo, Home of the Oni's Eye (Village) PL 1 : IR 1

The Forsaken One - PL 144/154
PC and NPC's
The five Tides:
Mika (Unknown Uknown?/Unknown?) PL 3
Illadin (Unknown Uknown?/Unknown?) PL 1
Nyovne (Unknown Uknown?/Unknown?) PL 1
Jola (Unknown Uknown?/Unknown?) PL 1
Eknien (Unknown Uknown?/Unknown?) PL 1

Hunterseekers (Led by Tsuruchi Ichiro):
Tsuruchi Xemoni (Male Fighter 8/ Wasp Bounty Hunter 5) PL 1
Tsuruchi Kamiru (Male Fighter 7/ Wasp Bounty Hunter 7) PL 1

Mantis Clan Champion: Yoritomo Kitao (Female Ftr 6/Rog 8) PL 1
Centipede Clan Leader: Moshi Juiko (Female Shugenja 17) PL 2
Wasp Clan Champion and Leader: Tsuruchi Ichiro (Male Fighter 6/ Wasp Bounty Hunter 8) PL 1

Families
Yoritomo (Fighter/Storm Legion/Honor 2) Daimyo: Yoritomo Kitao (Female Ftr 6/Rog 8) PL 4 : IR 5
Moshi (Shugenja/Honor 3) Daimyo: Moshi Juiko (Female Shu 17) PL 6 : IR 13
Tsuruchi (Fighter/Wasp Bountyhunter/Honor 2) Daimyo: Tsuruchi Ichiro (Male Ftr 6/Wasp BH 5) PL 1 : IR 1

Territories
Samato Province PL 5 : IR 1
Buhan Province PL 5 : IR 1
Nikado Province PL 5 : IR 1
Sameisa Province PL 5 : IR 1
Yoka Province PL 5 : IR 1
Wan no Asaguroi Mizu (Bay of Dark Water) PL 3 : IR 0
Shima No Kinu (Island of Silk) PL 5 : IR 0
Shima No Koshinryo (Island of Spice) PL 5 : IR 0
Umi Yakamo (Sea of the Sun God) PL 10 : IR 0

Palaces/Castles/Towers/Cities/Villages
M8*Tani Senshio (Valley of the Centipede) PL 2 : IR 2
M3*Kaimentsu-uo Seido (Shrine) PL 6 : IR 2
M5*Maigosera Seido (Lighthouse) PL 1 : IR 0
M4*Tokigogachu (Village) PL 1 : IR 1
A26*Koutetsukan (City) PL 3 : IR 4
M1*Kyuden Gotei (Palace Mantis) PL 6 : IR 4
M6*Kyuden Ashinagabachi (Palace Wasp) PL 7 : IR 5
M2*Toshi no Inazuma (City of Lightning) PL 4 : IR 5
A15*Koeru (Village) PL 1 : IR 1
A19*Daidoji Yukan-se (Tower) PL 5 : IR 3
M7*Shaiga (Village) PL 3 : IR 1

Armies
The Storm legion (Fighter/Storm Legion) Daimo: Yoritomo Kitao PL 4 : IR 1
The Storm legion (Fighter/Storm Legion) Daimo: Yoritomo Kitao PL 4 : IR 1
The Storm legion (Fighter/Storm Legion) Daimo: Yoritomo Kitao PL 4 : IR 1
The Storm legion (Fighter/Storm Legion) Daimo: Yoritomo Kitao PL 4 : IR 1
The Storm legion (Fighter/Storm Legion) Daimo: Yoritomo Kitao PL 4 : IR 1
Wasp Raiders (Fighter/Rogue/Wasp Bounty Hunter) Daimo:Tsuruchi Ichiro PL 4 : IR 1
Skystrikers (Shugenja) Daimo: Moshi Juiko PL 4 : IR 1
Skystrikers (Shugenja) Daimo: Moshi Juiko PL 5 : IR 1

Tokiwong - PL 105/150
Player Character
Uda Hiyone Fighter 5/Samurai 5/Iaijutsu Master 5 (PL 3)

Hare Clan
Southern Kiamu (1/2 Province) PL 5 : IR 1
Northen Kiamu (1/2 Province) PL 5 : IR 1

Monkey Clan
Northern Yaen Province PL 5 : IR 1
Southern Yaen Province PL 5 : IR 1

Tortoise Clan
Northern Zamede (1/2 province) PL 5 : IR 1
Southern Zamede (1/2 province) PL 5 : IR 1

Territories in the South East of Rokugan
Toku Torid-e (Virtuous Keep) (Palace) PL 6 : IR 4
Yoake Fusheru (Dawn Tower) (Tower) PL 5 : IR 3
Reihado Shinsei (Crow Shrine) (Shrine) PL 6 : IR 2
Hanto no Nichibotsu (Peninsula of Sunset) PL 1 : IR 0
Kyuden Suzume (Sparrow Clan Palace) (Palace) PL 6 : IR 4

Territories in the South West of Rokugan
Vigilant Keep of the Monkey (Castle) PL 7 : IR 5

Territories in the North West of Rokugan
Fu-kurokujin Seido (Palace) PL 6 : IR 4
Heigen Kori (Ice Plain) PL 3 : IR 0
Kyodai na Kabe sano Kita (Great Wall of the North/West) PL 20 : IR 0

Territories in the East of Rokugan
Castle of the Emerald Champion (Castle) PL 7 : IR 5
Heigen No Hayai Mondai (Plain of Fast Troubles) PL 3 : IR 0
Kyuden Seppun (Palace) PL 6 : IR 4
Kyuden Tonba (Palace) PL 6 : IR 4

Venus - PL 160/180
Player Character
Hida Sonoru (Male Samurai 14) PL 1

Clan Families and Shadowlands Groups
Hida (Samurai/Hida Defender/Honor 2) Daimyo: Hida Kuroda (Male Sam 10) PL 1 : IR 1
Hiruma (Ranger/Shadow Scout/Honor 2) Daimyo: Hiruma Masagaro (Male Rng 5, Sam 2, Shadowlands Vet 5) PL 2 : IR 2
Kaiu (Samurai/Siegemaster/Honor 2) Daimyo: Kaiu Umasu (Male Sam 5, Siege 10) PL 5 : IR 8
Kuni (Shugenja/Witch Hunter/Honor 1) Daimyo: Kuni Tansho (Female Shu 18) PL 8 : IR 18
Toritaka (Fighter/Honor 2) Daimyo: Toritaka Tatsune (Male Sam 6/Brz 4/Shadowlands Vet 10) PL 10 : IR 28
Hida Kuon's Berserkers (Fighter / Berserker Honor 1) - Leader: Hida Kuon. PL 1 : IR 1
Hida Inukai's Berserkers (Berserker Honor 1) - Leader: Hida Inukai (Brz 15). PL 5 : IR 8
Hida Sakamoto's Trrop (samurai / fighter honor 2) Leader: Hida Sakamoto (Sam 5 / Fighter 10) PL 5 : IR 8
Oga Province PL 5 : IR 1
Kiwase Province PL 5 : IR 1
Jime Province PL 5 : IR 1
Ayo Province PL 5 : IR 1
Gihazo Province PL 5 : IR 1
Doman Province PL 5 : IR 1
Shinda Province PL 5 : IR 1
Himo Province PL 5 : IR 1

Territories in the Far South West of Rokugan
Kabe ue no ho ni sa Umi (Wall above the Ocean) PL 3 : IR 0
Watchtower of the East (Tower) PL 5 : IR 3
Nishiyama (Village) PL 1 : IR 1
Sunda Mizu (City) PL 3 : IR 4
Heiwa na Kaze Heigen (Quiet Wind Plane) PL 3 : IR 0
Koten (Village) PL 1 : IR 1
Shio Senyo no Riku (Tidal Landbridge) PL 1 : IR 0
Kawa Sano Saigo No Kamae (River of the Last Stand) PL 1 : IR 0
Yasuki Yashiki (Castle) PL 7 : IR 5
Jinshin Sakana Wan (Earthquake Fish Bay) PL 3 : IR 0
Shiro Kuni (Castle) PL 7 : IR 5
Kaiu Kabe (Carpenter Wall) PL 3 : IR 0
Kaiu Toge (Carpenter Pass) PL 3 : IR 0
Kyuden Hida (Palace) PL 6 : IR 4
Bells of the Dead (Shrine) PL 6 : IR 2

Territories in the South West of Rokugan
Kaiu Shiro (Castle) PL 7 : IR 5
Kuda (Village) PL 1 : IR 1
Maemikake (Town) PL 2 : IR 3
Watchtower of the West (Tower) PL 5 : IR 3
Shiro Kaotsuki no Higashi (Castle) PL 7 : IR 5
Kakita Bogu (Village) PL 1 : IR 1
Kamisori sano Yoake Shiro (Castle) PL 7 : IR 5

Territories in the Far South East of Rokugan
Yasuki Hanko (Village) PL 1 : IR 1
Higashiyama (Village) PL 1 : IR 1
Midaki (Village) PL 1 : IR 1
 
Last edited:

The First Action of the IR

"Late one night, at Kyuden Ashinagabachi, a sound is
heard by the guards. It sounded as metal striking
stone.

When they investigate, they just catch a glimpse of a
large creature with burning eyes: an Oni. Tough he is
far to quick to be caught by them.

At the place they spotted the Oni, there is a small
gap in the wall, as if someone struck it with a
hammer. The curiosity, however, is that the expected
debris is nowhere to be found.

The same thing happened at Kyuden Gotei and Toshi no
Inazuma..."


- - - - - - - - - -

This action is by player request. Everyone had a 50% chance to at least gain some insight into this action, but all failed.

- - - - - - - - - -

The missing debris will require some minor repairs to the walls, and the vandal may be persued if you choose, but you will need to send a fraction of your military PL for the month to do so. The more you send, the better chance of apprehending/identifying the culprit.
 
Last edited:

There is an eerie lack of calm in the world. Our good emporer dead... and the world at the attention of so many Gaijin.

"This Emerald Contest will be mine. Father, Step-Father, Father, I will win this contest. They know nothing of me... but YOU WILL OBEY ME! I will not allow you to dishonor my name, which comes before the Kami's..."

"Instead, you will not speak. You will NOT reveal my name, or my place. I will fight under the name Togashi Samanosuke, and you will announce me as your best representative. I will fool them all, and prove my true abilities. You will make sure this works, or I will kill you..."

- - - - - - - - - -

The Emerald Contest will be held in two weeks of time. The attention of many great warriors will be devoted to this cause. I will now ask that you name your representatives for the competition.

I, Creamsteak, name Sanctus Togashi my representative. As far as anyone knows IC (with one exception), Sanctus is non-existant. His presense has been secret for quite a long time, and he is not a known name. The fact that he puts his name before a Kami's is not known. He will fight under the guise of Togashi Samanosuke, a low level Samurai of noble blood.

He wears a Katana openly, and accepts all challengers. He is very much a strange looking man, with pale white skin, blonde hair, a black sword, and a black cloak.
 

OOC:
OOC:
Whohoo, first post of the Rokugan IR! May it be the start of something nifty, and long-lived. ;)

Heh. Anyway... this is my introductory post. This has all already happened, but I wrote it in the present tense, to make it feel more real, or something like that.

Without further ado...


----------

The halfling looks out over the ledge, his short blonde hair cropped short. He wears a small set of spectacles, resting lightly upon his nose, and wears a dark cloak. A pen and a piece of paper are in his hand.

And a huge portal stands before him.

"Erthan... do we have any idea of what it is?" He asks, turning to face an old halfling standing next to him.

"Hm?" The aged halfling asks, peering at the younger out of the corner of his eye. "Nothing like it has been seen before. We don't even know where it goes."

"Whatever it is, I don't like it." The younger says, and turns back to face the portal, examining the paper he held in his hand.

A female halfling comes from behind him, and tapped him on the shoulder. "David," She says.

"What is it, Thoreau?" He asks the woman.

"He wants us to go in. He has asked Diane to make a task force, to investigate it." She says, indicating the portal.

"Who's leading it?" David asks, impatience creeping into his voice.

Thoreau is silent for a moment. "You, Diane, Tori, and I. We're leading a small group of mainly gnomes through."

David shakes his head. "Damn it, we don't even know how it works, much less where it goes. How does he expect us to..."

Thoreau puts her hand on his shoulder, and he silences himself. "It is not up to debate. You know how old he is getting... he has led a hard life. He expects you to follow in his footsteps."

"How can I!" David yells, backing away from the girl's grip. "He has done the impossible... he has done things that can never be repeated. How am I supposed to do that?"

"Those are questions that I cannot answer." Thoreau says. "You must have faith. Not just in the gods, David - but in your kin, and yourself, as well."

David's face darkens. "This is madness. What does he expect us to accomplish?"

Thoreau shakes her head. "I cannot answer that, either. I've heard that he is briefing Tori on what our goals are to be."

David closes his eyes for a moment, then nods. "Alright. I'll see what we're up against, and talk to Tori. We'll leave at 0800 tomorrow."

Thoreau once again nods in the negative. "He wants us to go as soon as we are ready."

The halfling kicks the ground. "Damn it! Doesn't he know how to give us any time!"

Thoreau puts her hand on his shoulder once more. "He remembers a time when decisions had to be made in a moment's notice... when a sceond's hesitation could lead to death. He does things on a whim, and expects his orders to be followed."

David nods. "Alright. We go as soon as we can." He turns, and shouts to a small group of gnomes, halflings, and dwarves grouped at the back of the room. "What do we know? Get me a report, now!"

A young halfling quickly jumps over to David. "We can tell you all that we know, sir. Technology can't pass through it. Anything past a crossbow, and it... melts."

"Melts?" David asks, a look of surprise on his face. "What do you mean, melts?"

The halfling is slow to respond. "...I mean melts, sir. It dissolves into a grayish-color liquid, and runs down the outside of the portal. It doesn't pass through. It can't."

David sighs. "Another limitation..."

At that moment, a young-looking female gnome pops through the large doors on the eastern wall. She looks around the room, then begins to head towards David. "David, have you heard?"

"Yes, I have." The halfling nods.

"We're going through. He told me everything - I'm supposed to brief you after we pass through."

David nods. "Tori... what can you tell us, now? What are we supposed to expect?"

Tori shrugs. "Heaven. Hell. Your wildest dreams. Whatever. You've heard that line before - we don't know what to expect. However, I am supposed to give you something..."

She takes out a small, worn stack of playing cards, held together by a thin piece of leather, and hands them over to David. David quickly unties the strap, and counts the cards. He then looks at Tori, then to Thoreau.

"Fifty-three. There are fifty-three cards here... and none of them are jokers."

"His deck." Thoreau says in a subdued tone. "That can only mean one thing..."

David looks up towards the ceiling. "Damn him..."

-----

The crew was set. Several dozen gnomes, accompanied by a dozen each of halflings and dwarves, were ready to go through. At their front, David stood facing them, with Thoreau, Tori, and Diane - a female dwarf - standing behind him in a row.

"We are to go through." David says. "We are going somewhere. Where that is, we don't know. As Tori put it... 'Heaven. Hell. Your wildest dreams. Whatever.'"

There is small laughter from the crowd assembled in front of him, and the halfling allows it to pass before continuing.

"As amusing as the psychologist's theory may be, this is no joking matter. You hold now weaponry that hasn't been used for centuries. We have no one who can train you in their usage. You must teach yourselves. You must begin training the minute we are done setting up camp. Ensure that you know your weapon. It is your friend - eat with it, drink with it, sleep with it, talk to it. It will keep you alive, when we face hostility."

David pauses.

"I don't know what you should expect. I don't know what to expect. All that we know, is that technology cannot pass through."

The halfling pauses once more.

"If I were my father, then I would - perhaps - have some inspiring speech to give. I am not my father, and I don't have anything more to say."

He turns, and walks towards the portal, going through the line of three women. He walks up to it, almost passing through. Before he does, though, he pulls a card slowly from the deck that Tori had given him earlier.

"Long ago, he told me how it all began... how he threw the cards - a skill that he now lacks. He expects me to excel, where he once failed..." He looks up, and closes his eyes. "Please... someone up there... tell me what I must do... let it all fall into place..."

...and an ace falls, silently and slowly, from the stack of cards.

David comes out of his reverie, and looks down at the ace. He nods. "Let's go." He says silently, and walks through the portal, passing by the fallen card.

And they follow.

-----

It is an unusual thing, passing through the void. Where it is not simply dark - it as though it were negative light, something that was not just a shadow of light, but a true opposite, something more terrible and powerful than that which mocks it. A darkness that none can imagine, and that none can penetrate. To go beyond absolute zero... to become one with nothing, and nothing become one with you.

And to return from it... to attempt to find where you begin and the dark light ends, and to seperate yourself from the nothingness that you have enveloped as it envelopes you. Touching the void is not done without changing yourself... or the very bonds of fate that bind you.

To embrace it is death... to resist it is death... to ignore it is death. In the end, all things die - all things return to the nothingess of the void. Change is the only constant in the universe, but when that universe is unraveled, and another rebuilt from the ashes thereof, some things may change... and the nature of change itself is often the first.

-----

David awakens, and finds himself surrounded by dozens of gnomes, halflings, and dwarves. Three faces in particular, those of three women, one of each race, stand before him... a vague recognition, and an attempt at memory - and nothing save the void faces him as he attempts to remember.

"What happened?" He asks slowly.

The gnome female shakes her head. "I do not know. I remember you... I remember them," She indicates the two others standing near her, "And I vaguely recall those with us... but beyond that, all is blank..."

David shakes his head as well, attempting to remove the amnesia that evidently plagues him. "I was sent here... to lead all of you, to find out about... something..." He closes his eyes. "Damn... I don't remember..."

He examines himself, searching for injuries. As he does, he comes across a deck of cards. A sudden image - of the gnome female handing the deck to him - goes through his mind.

"Something has happened to us..." He says slowly. "But I don't know what it is." He looks over the group before them. "Evidently, we are supposed to set up a colony here... at least, that is the conclusion I draw from the equipment that we have."

"I don't think we have anything better to do." The gnome female says. "But first, we need to figure out how much of our memory we can recall. Do we all know each other's names? What it is we do?"

The four there nod solemnly, save the dwarf. "I do not know... why I am here." She says slowly.

David looks at her. "...nor do I. However, you must have some importance, as you are with us, and not with the rest."

Tori shrugs. "We will find out when our memories return... if they return."

David looks around, attempting to get his bearings. "If they return... indeed. For now, though, we have to work with what we have. I want everyone to split out into equal groups, and search the area. We'll set up base here, for now." He looks at the ground, examining it. "This is acceptable... we're going to have to build fortifications, shelters, what-have-you." He notices something unusual, embedded into the dirt. He lifts it out of the loose ground, and examines it closely. Unexplained understanding, broken memories, thoughts of a distant place...

David shudders. "Let's get to work." He says. The three women around him scatter, and begin issuing orders to the gnomes, halflings, and dwarves present. David looks up, and closes his eyes, his thoughts racing...

...and an ace falls, silently and slowly, from his hand...
 

Across the ocean from Rokugan, a tall building rises up from its surroundings. The dark blue spires tearing jagged gashes in the clouds from atop their mountain perch. Standing atop a balcony on the third one is a figure. His blood-red cloak whipping about in the wind as he stares out across the mountains. Thoughts go through his mind, thoughts of a land across the ocean, thoughts of a land called Rokugan.

Only two months ago it didn't exist to him. Then the rumors began slowly stringing their way in. First it was a place of serene beauty, with crystal structures rivaling anything that elves had ever achieved. Then it was a place of darkest evil, where even the Ta'nari feared to tread. Finally, it was an island kingdom inhabited by strange reptillian creatures who fiercely defended thier homeland.

Now, now it was Rokugan. A string of scrying spells, and now the direct reports from his fellow Ascendents, had given the place a name. A name, and an image. A strange place populated mainly by humans, with exotic customs, and a doubly peculiar political system. But, a place nonetheless.

For now, with the rumors dispelled, and myth brushed aside to reveal truth, Rokugan had begun existing. Rokugan was real. The Suel Empire was aware of its neighbors across the ocean.

The gaze of Kas fell across the valley, looking upon the new laboratories where the most intelligent experts of the Empire had made their discovery. It had opened too many doors, asked too many questions, and had answered none. Now... now they were struggling to tame it and make themselves its master, before its unsaitable appetite devoured them all.

The freezing claws of the wind brought Kas' attention back to the balcony he stood on. The mist now rolling by reducing normal sight to a few feet.

With a clawed, scarred hand he reaced up and began to shape the mist. He searched the patterns arising for some clue of the future, and the surprises that were no doubt in store for him. And... nothing. The inexorible chaos underlying the mist ripped away any recognizable form, tearing at it, clawing at it until all that was left was the unknown.

Strange this mist is, he thought to himself. So strange, and yet so telling. Changes are comming. Changes are comming for all of us. Changes are comming... and the Empire must be ready.

Kas turns and begins to walk back down the staircase to the balcony, his blackened wings folded behind him as he goes to decide upon the fate of the Suel Empire.
 

Later...

David stands upon the observation deck of one of the many wooden towers the large crew had constructed. The building of the settlement was slow - but it was coming along.

From his vantage point, he can see the waters beyond the edge of the island - for they had found that they had come upon a large island, quite large for their purposes. Having found no one else upon it, they had claimed it for themselves.

David sighs. He knew that there was some reason that they were here... the cards showed that. There was something more here than what met the eye...

The winds suddenly shift, and David adjusts his short hair, attempting to keep it in place.

"The winds... they are changing."

He turns - and Thoreau is beside him.

"Damn it, Thoreau!" He exclaims. "You can't do that to me..." He turned away from her, facing the waters once more.

"Something is happening." Thoreau says quietly. "Or something will happen soon. I cannot say what... my magic is not working as it once did..."

"Tell me what you can." David says, stopping her in mid-sentence.

Thoreau pauses. "Change." She says, quietly once more. "That is all I can tell you. That, and that the purpose of our journey here will soon unfold."

She jumps down onto the ladder leading down the wooden tower, and quickly scampers down. David watches silently, then returns to his quiet vigilance.

His hand reaches for the deck of worn cards within his pocket...

"Change... change... but for better, or for worse? If only he were here to tell me which..."

He closes his eyes...

...and he opens them just as quickly.

"That is what we must do." He says quietly to himself. "We must go beyond the island. Build ships, and explore beyond this place. Learn of what surrounds us. Even if it is just water - we must learn as much as we can... try to find out why we are here..."

He runs down the staircase, and heads for a small building - off of which a sign hangs, and reads: "Research and Development". Moments later, excited chatter can be heard from within...

...and from the shadows beneath the tower, Thoreau walks out slowly, and she looks to the building David entered. "You must have faith in yourself..." She says softly. She then returns to the shadows, and seems to disappear from view.
 

[Secrets] Tome of Vile Purpose,

The father has shown little will in tolerating my domination. He fights back constantly, disrespectfully. He still may be stronger than me, and the only solution I have is to kill him. I'm going to have to do it sometime, but what is wiser? The path of a savior has not been good to me.

Heroes are hard to cut from stone you know... long days and longer nights. I need to find that artifact. I need to find that place... The Dragon disobey my father only if they are fools, and my father obeys me, as he is no fool himself. It is odd to become something you were never meant to be, is it not?

The Book Speaks to Sanctus:
Blood and tears togashi, bring them to me. You need to learn more haste... if you act too slowly anyone will be able to destroy you. You must learn haste, and speed, and the secrets of this clan. You must give a gift to me, in the name of a scroll of true power. You must sacrifice to me the force that you need. Then, kill your father, and appease your name. Take his soul into yours, and improve your strength, become greater than all others, and destroy the infidels. KILL THE INFIDELS TOGASHI. KILL THEM ALL. IN MY NAME.

Yes, dismal king.[/secrets]

Alright, my legal papers are being sent ahead of Togashi Samanosuke now. They are all actual documents about a real samurai by that name, and they are all sealed and taken care of appropriately. My papers should arrive in a few days, and soon enough I will arrive, but I must prepare my character for combat.
 
Last edited:

"The plan is simple, really" says Dejoule "and you should not have any problems completing it. All of you have plenty of experience in this field. However, we are working in a time frame here. Delay will not be tolerated, so I will personally keep track of the progress you make."

The huge room is filled with about a hundred people, all listening to Dejoule.

"We will work in stages, and the first stage of this project is to build a scaffold. The drawings are over there.", and he points to the south wall. "It is not exceptionally complicated, even though it is quite big. I have faith in you that you will easily complete this stage in two weeks. However, if you somehow fear to fall behind on schedule, and this is true for the entire project, you can ask me at anytime for some ... shall we say, 'cheating'" And he smiles a pleasant smile.

"Your contruction materials will arrive any moment now. There is only limited time each day to recieve new materials, so just make sure you have the material, and do not bother to sort it."

Some minutes later, a strange glows appears nearby, and Vorador steps out. Moments later, a couple of men with a some planks appear. The workers stare awed at them. "Please hurry, it's not like you've got all day." says Dejoule. The workers then take the planks and more men appear with even more planks. A pile of planks starts growing rapidly.

"It has begun, Dejoule."

"So it has, Vorador, so it has."

And with a sad look, Vorador says: "After this, there is no turning back. Are you prepared to go all the way?"

"I am..."
 
Last edited:

A chill wind blew in from the west into the windows of the chamber, high in the towers of Shiro Akodo. The wind had travelled far, from the northern mountains of the Unicorn, beyond the divided Gamo province, but the minds of the men gathered in the chamber roamed far greater distances. Toshiro Akodo sat in council with his advisors.

"Rokugan is now known to the world. Gajin spies and diplomats have entered our empire and are even as we speak learning more about it, gaining allies and trading partners. The Suelites and the black priests will not be the last, they are both coming from distant nations and it can be assumed that if they could come so could others who have a shorter trip to make. It would be folly to assume that they would not. Foreigners are gaining knowledge of Rokugan and knowledge is power. Knowledge is power, gentlemen, and we lack knowledge. I have decided to amend that lack."

You, Tensuo Janaji [(M) (14th level Shugenya) PL 1], will travel west with Yasuo Samari [(M) (14th level Ninja) PL 1]. Use divinations and magical means of transportation to explore the lands between the city of Miir and the coast of the western ocean. It's a momentous task, I know, but the exploration need not be thorough. Most of the information you need, I imagin, is already in the tomes and maps of the foreign kings and lords, you might even be able to extract important information from merchants and such. The object of your search is to gather information and maps and to compile them into an atlas of the west. Since this is our first contact with many of the gajin nations you are to be extremely cautious in your search. You will disguise yourself, in both magic and mundane ways, depending on what seems prudent, and you will not let anyone know of who you are or work for. Standard operational procedure, hirelings, bribes, subterfuge. Do not allow yourself to be captured, but above all use your own wisdom and skill to accomplish the tasks set before you, I trust your professional competence.

You, Injaro Nofuta [(M) (14th level Shugenya) PL 1], and you, Juro Azati [(M) (14th level Ninja) PL 1], are to travel east and explore the lands around and across the ocean, using the same methods as Tensuo and Yasuo to compile an atlas of the east. And you, Su Chen [(F) (14th level Wu-yen) PL 1], will travel south, cautiously around the edges of the Shadowlands and explore the lands beyond. A dangerous task but I trust you can handle it.
Now go, and send regular reports of your progress."

"Matsu Nimuro [(Male Sam 15) PL 2], for you I have set a most honourable of tasks. You will be the Lion Clan's candidate for Emerald Champion. You are one of the finest Samurai of the world and the best this clan has to offer. Prepare yourself and be victorious."

"Mioko Sen (F) [(14th level Shugenya) PL 1], your task is no less important. You will be our candidate for Jade Champion. I have a great deal of faith in your honour and ability. Prove to me that I chose the right person for this task, be victorious."


When Matsu Nimuro and Mioko Sen had left the chamber Toshiro rose from his chair and gazed out the window. A cold drizzle or rain fell from a sleet-grey sky. He smiled smugly and started casting.

Thirty seconds later he floated in space, far above the saphire sphere that was the planet on which he lived. Powerful spells protected and sustained him and he felt as comfortable as if he was still on the ground. He looked down on the world, his vision enhanced a hundredfold by potent enchantments, and started drawing a map. It wouldn't be nearly as detailed as what his agents should bring him, but it would be enough, for now. When he'd finished mapping one view of the world he teleported again, and again.

---

[OOC: Creamsteak, perhaps it would be a good idea if someone (irl) made a map over the planet so that we all get to know where we stand geographically. Since the IR has already expanded to a global scale it needs a global map, if it hasn't it will be very difficult to device any intercontinental strategies. There doesn't seem to be any official world maps, or much information about the lands beyond the Empire, so we should perhaps make some up. Drawing a map won't be too difficult and the information about the NPC-nations need not be very thorough ( Nation A: Neutral with lawful tendencies, population 5'000'000, PL 250, 'African' Humans and Dwarves, society 'Communist', highly magical. Nation B: Chaotic Evil with neutral tendencies, population 150'000, PL 50, Drow and slaves, society matriarchal teocracy, moderately magical. etc,etc)

Or perhaps not. What do you think?
 

Into the Woods

Remove ads

Top