Sekai: Land of the Fading Sun

kkmo

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Sekai: Land of the Fading Sun



Welcome to Sekai: Land of the Fading Sun. This NES is set in a feudalistic fantasy world of Japanese mythology. Instead of European-style castles and settlements, there are Japanese-style castles and settlements. Instead of warriors, there are samurai. Instead of orcs, there are oni. Instead of Christian-based magic, there is Shinto-based magic. And so on. To start, see the Table of Contents. Choose what type of player you want to be. Then choose your race. Then read all of the rules on this page. If you are choosing to play as a kingdom, clan, or guild, ask me to roll dice for you to create your starting economy and your starting territories. Then create a profile and your first set of orders using the templates. You will then be prepared to play within the world of Sekai.

* * * * *​

(Please Note: This is a fantasy world rooted in Japanese mythology, and not rooted in anime. However, you do not need any knowledge of Japanese mythology to participate in this NES. Sekai is its own unique world, only loosely based on Japanese mythology and culture, and with its own changes and alterations to this mythology. Read over the rules, and you will know everything you need to know. For example, in Japanese mythology, Oni do not have kingdoms. However, in Sekai, Oni have many realms. Think of this as Lord of the Rings, but in a Japanese setting.)

The Very Basics of this NES
Pick your type of player. Receive random dice rolls from the moderator (me).
Read over all the rules in this thread.
Write your initial profile.
Turn in your orders on time.
In-between orders, as many stories as you want can be told.

Recent Rules Alterations
12/8/2010: Archer changed to Ranged unit, some ranged rules changed (see "Troops").
12/8/2010: Movement rules changed (see "Basic Rules").
12/13/2010: Each character class now gets their specific spell/skill type at half the cost.
12/13/2010: Characters can now learn every spell/skill, regardless of their class.


* * * * *​

Table of Contents

1. Backstory & History
2. Types of Players
3. Races of Sekai
4. Basic Rules
5. Spell & Skill Tree
- All Spells
- All Skills
6. Tech Tree
7. Improvements & Economy
8. Troops
9. Character Classes
10. Wonders
11. Map Library
12. Updates & Calendar
13. Order Templates
14. Japanese Culture
15. Character Listing


Appendices

Appendix A
- Coming soon.

* * * * *​

OOC Thread
 
1. Backstory & History

Spoiler Backstory & History :
Backstory

Long ago, Kami, the supreme beings of the heavens, brought forth into existence two powerful, divine beings. Thus, one male god and one female god, Izanagi and Izanami, were ordered to create the first land. This is when Sekai came to be. The creators of the Heavenlies, the Kami, gave their newborn divine beings the necessary powers to craft the world as they saw fit. And so, the Heavenlies roamed their new lands with great pride after having delicately crafted a working, breathing world.

Yet, the Heavenlies grew too obsessed with the world they had created, and the gods could see this obsession growing and effecting them. They suspected that their children might rebel against them, so they acted first. A great war broke out between the gods and their children. The Heavenlies had obtained great power from their created world, but in many ways, it was not enough. In order to live forever and preserve their world, the Heavenlies married and began to borne the landmarks of Sekai: the mountains, forests, rivers, and other natural areas. From this union, many creatures were born as well, and they would become the main races of Sekai, to forever roam that land. Nearing defeat, the Heavenlies cackled in the face of their fathers and mothers, displaying to the gods that their immortality was guaranteed by the sustainable nature of their creation. The gods tried to destroy parts of Sekai, but could not succeed. Everything they destroyed would simply come back. And so, the gods decided to merge themselves with Sekai as well. Not wanting this, the Heavenlies tried to counter this, and succeeded. The old supreme beings, the Kami, thus perished - and new gods and goddesses came to be.

During this war, the female Heavenly (Izanami) passed away. Tormented, the male Heavenly (Izanagi) traveled to the separate dimension of Yomi, or the land of the shadow. Within Yomi, Izanagi searched far and wide for Izanami's spirit. When finally she was found, he asked her to return to Sekai. Unfortunately, she had eaten shadow food, and was now a permanent part of Yomi. Izanagi and Izanami thus battled within Yomi. Outnumbered by her undead minions, Izanagi fled Yomi, closing it forever. However, Izanami found a way to open portals to Sekai. Thus death came to be.

Coming back from Yomi, Izanagi needed to purify himself of the undead stench. He went to a great lake and bathed there for long periods of time, and called forth the sun goddess Amaterasu, the moon god Tsukuyomi, and the storm god Susanoo. With their help, he beautified Sekai once again, after it had become somewhat decrepit during his adventure to Yomi. Izanagi created Amaterasu from his left eye, Tsukuyomi from his right eye, and Susanoo from his nose. Thus, the sun goddess gained control of the heavens, the moon god gained control of the night, and the storm god gained control of the seas and waters. Now Sekai has only these major gods (and some minor ones), as the fathers and mothers of the Izanagi and Izanami had perished in their battle over Sekai. Izanagi became one with Sekai.

This is the mythology of our world, Sekai. Countless eons have passed since these events, and now Sekai operates with very little meddling from the gods. The gods are now reclusive, but will sometimes throw a divine hand into play. There have been some wars between these gods in the past, completely destroying parts of Sekai, but this is ancient history.

Gods & Goddesses

The deities of Sekai do not normally meddle in the affairs of the world, though sometimes their influence can be sensed. Here is a comprehensive list of all gods and goddesses currently present in our world:

Izanagi, the Creator God
Izanami, the Creator and Death Goddess
Amaterasu, Goddess of the Sun and Sky
Tsukuyomi, God of the Moon and Nighttime
Susanoo, God of Storms and the Seas
Yamatsumi, Master of Mountains and Volcanoes
Sennin, the Immortals of the Mountains
Naru, Goddess of the Forests and Patron of Artists
Kuninushi, God of Earth and Medicine
Benten, Goddess of Fortune
Baku, Eater of Dreams
Raiden, God of Lightning
Seiobo, Goddess of Gardening and Fruits
Bishamon, Patron of Warriors
Daikoku, God of Wealth
Ebisu, God of Fish
Fukurokuju, God of Wisdom and Longevity
Hotei, God of Laughter and Happiness
Dosojin, God of Travel and Roads
Amatsu-Mikaboshi, God of Evil


History

In the making.
 

A daimyo on horseback.

2. Types of Players

Spoiler Types of Players :
Your starting economy is dependent on a random dice roll! The same goes for stats for parties and single characters.

Kingdoms have one large castle and city and several smaller castles and towns. They are spread across a few territories. Their power lies in their large economy, armies, and pride of having a kingdom. Their weakness is that they must defend their borders from dangers and are often targeted by others for their wealth and success. Managing a kingdom can be more difficult than you may imagine. Your people are also very demanding. Groups or single characters can ask you to sponsor them, and clans can ask you to protect them. Each kingdom is operated by a daimyo (a single feudal ruler), and is usually based on a hereditary family line. However, kingdoms are large and thus have several families or clans within them. Yet your daimyo's specific clan is the most prominent. As a kingdom, your income is from trade within your own realm, and sometimes trade with other realms.
Starting kingdom economies will receive anywhere from 1200 to 6200. Anywhere from 4 to 9 territories can be occupied at the start. These numbers depend on random dice rolls by the moderator.
Adv: You have a considerable amount of influence on the world, a large economy and thus army, and an ability to influence others.
Disadv: You have many citizens that can sometimes become unhappy depending on your policies or how you rule your nation. Because of your considerable influence, any slip-ups could be tantamount to your downfall.

Clans on the other hand are more manageable. A clan will only have a single city-state and large castle. Like a kingdom, they are operated by a daimyo, yet this daimyo has less influence over the world than the daimyo of a kingdom. Clans and their city-states benefit from less management than a kingdom, and more opportunities to unite themselves with other smaller powers. Do not underestimate an alliance of clans. As a clan, your income is from trade within your own realm, and sometimes trade with other realms.
Starting clan economies will be anywhere from 400 to 900 gold. This number depends on a random die roll by the moderator. Clans start with only 1 territory.
Adv: Not as much pressure as a kingdom. You are a single city with some villages and cottages, located in a single terrain hex, sometimes two, at most, three. You can raise a small army and have a protection force or even threaten other clans.
Disadv: If a kingdom finds that your presence is a threat, you could be in trouble. At the same time, if a kingdom wants to cooperate, you might have to agree. Still, you are not forced into anything. Clans often successfully battle kingdoms.

Guilds (Organizations) have sponsor kingdoms or clans and give their services to only this kingdom or clan. An organization can be a single military unit, effectively a mercenary, that goes from clan to clan depending on how much you are paid. Or you can be a religious organization or a sorcerer's club of sorts. The internal politics of an organization are not always peaceful. As a guild, your income originates from whatever activity you are engaged in. You can embellish this, but make it somewhat realistic to the type of setting we are playing in.
Starting guild economies will be anywhere from 100 to 300 gold. This number depends on a random die roll by the moderator.
Adv: Your money goes to the upkeep of a military or the purchasing of spells and technologies, and nothing else.
Disadv: Difficult to have your own territory, you are at the service of larger powers.

Parties are bands of adventurers that you control yourself, there is usually very little in-fighting and it is parties of about four or five characters. This is fairly open-ended, but often you desire a homeland to fight for, and if you have varying races in your group, it will be more difficult to obtain sponsorship. Your party's spending points per character represent your characters' constant honing of their skills.
Groups receive 10 spending points per character each turn. These spending points can be spent on learning new spells/skills. This is not to be confused with experience points, which are handed out by the moderator during party quests. Parties can begin with 2-4 characters, which is decided by a random die roll.
Adv: All you have to worry about is a small group of characters. All of your money goes to personal spendings, such as equipment and training of spells.

Single characters are exactly what they sound like. This option is for die-hard old-fashioned role-players. Dungeons and dragons style. Your character's experience points represent that character's constant honing of his/her skills.
Single characters receive 10 spending points each turn. These spending points can be spent on learning new spells/skills. This is not to be confused with experience points, which are handed out by the moderator during character quests.
Adv: Nothing to worry about at all, you can go anywhere on your own, and your money will go solely to yourself.

All economies can advance forward, depending on the policies of the player. Keep in mind groups of adventurers and single characters can obtain bonus money from quests and other deeds, helping your characters to learn magic and receive other advantages.

So you can choose from any of these. Then there are the races.
 

Multi-eyed oni looking for food.

3. Races of Sekai

Please note that your race must inhabit a hex that is specific to that race. However, your race can move from those hexes during the game. Your race can conquer any type of hex. This includes water hexes, as long as you have galleys. Think of this as your troops moving to the water hexes, eliminating enemy troops, and then setting up floating encampments or even floating villages. Troops have a combat advantage inside of their borders, and inside of their type of terrain. Even though your race can conquer any hex, you cannot settle hexes outside of your terrain type.

Spoiler Races of Sekai :
Humans (Order)

Humans are interesting creatures. They re-produce frequently and they have a strong concept of ethics and morals, causing them to be fierce fighters when a cause is involved, or when the safety of their nation is at stake. Because of their quick reproduction, their kingdoms are often plagued with poor and unemployed people living alongside wealthier citizens, causing humans to have economic problems. Human history is ancient. They were evolved from primates and their original form was in a race of primitive, nomadic peoples. Gradually they settled and began to establish sedentary communities. Humans love to eat pretty much anything, as long as its cooked. Raw foods are not their favorite. Human economy is centered around livestock, horse-trading, wheat, sake and other alcohol, vegetables, and fruits. Alcohol is probably their most popular export among other races. Human daimyos are honorable, but sometimes they have achieved their position through questionable means.
Territory: Lowlands, even if that hex only has a small amount of lowlands.
Mount: Horse.

Tengu (Order)

Tengu are bird-like avian creatures that enjoy all types of mountainous areas. Their cities are often built tangled through mountain valleys and their castles are often part of a large mountain. Tengu feed on animals just as humans do, though they do not imbibe alcohol as often and obviously do not eat any bird-related creature. Tengu are wise and sometimes vicious. Their race is a noble one, and their ability to use the magics of Sekai is often underestimated. Tengu are the size of a human, but with a large wingspan added. Tengu daimyos are the best flyers, capable of moving large distances and hiding behind the clouds.
Territory: Any hex with mountains (including forested mountains), even if that hex only has a small amount of mountainous area.
Mount: Aosaginohi, or giant heron.

Samebito (Order)

Samebito are water-born aquatic creatures that can only occupy seas, lakes, rivers, and coastal regions. They are basically humanoid sharks (with legs). Samebito can walk on dry land, and can even fight on dry land, but they cannot live there for long periods of time. They also prefer salt water, and not fresh water. The "river-children" as they are often called are mischievous creatures and are even fond of stealing from human villages that are near rivers. They are often frightening in appearance to humans because of their shark-like nature, but they are actually a very proud race. Samebito can become up to twice the size of an average human. Samebito daimyos are kings of seas and wield much power in Samebito society.
Territory: Hexes with any body of water, including rivers and coastal areas.
Mount: Heikegani, or giant crabs.

Kitsune (Order)

If Kodama are the dryads or gnomes of the forest, Kitsune would be the elves or dark elves. Kitsune are fox-like humanoids, the same size as humans (perhaps even a bit taller and slimmer), and are excellent archers and fighters. Kitsune are a noble race and form large kingdoms and clans within the forests. They can also occupy the grasslands and plains, much like humans do. Kitsune and humans have a benevolent relationship towards one another. While Kitsune are clever creatures, once you have befriended one, it is a friendship that is guaranteed to last. Kitsune daimyos are mystical leaders that gain much respect from their subjects.
Territory: Lowland forests, even if that hex only has a small amount of lowland forests.
Mount: Kirin, or hoofed unicorn-like mammalian dragon (but cannot fly).

Nezumi (Chaos)

Nezumi are a noble, yet villainous race. They are basically rat-like humanoids and prefer to live on the grasslands and plains in encampments and proud shogunate-based kingdoms. They are clever and work well together. Nezumi are actually adept at diplomacy as well, yet they are weary of humans. This proud race is not to be underestimated, despite their rat-like appearance. They are about the same size as average humans. Nezumi daimyos are honorable leaders.
Territory: Lowlands, even if that hex only has a small amount of lowlands.
Mount: Ushioni, or ox-headed demon creature.

Oni (Chaos)

Oni are a savage, chaotic race, yet they too have their pride. They are fond of raiding human villages, and their own villages are extremely unorganized. It is difficult for Oni to cooperate in a society, so they are usually united by a single, fierce and powerful shogun to keep everyone in line. They are fond of raw meats, moreso than cooked ones. Oni prefer to live in mountainous or hilly regions, though there are several instances of Oni clans inhabiting the grasslands near mountains or hills. Oni can be up to twice as large as a human. Oni daimyos are the most ferocious of all oni.
Territory: Any hex with mountains (including forested mountains), even if that hex only has a small amount of mountainous area.
Mount: Okami, or giant wolf.

Akki (Chaos)

Akki are goblin-like deep mountain dwellers. They are extremely reclusive, and actually live within the mountains, as opposed to the Tengu or the Oni, which do not live deep within the earth. Akki wear brown robes and have extremely white eyes. Like goblins they are typically shorter than humans and they are appear as if constantly hunching over. They enjoy inhabiting the mountain interiors and protecting Sekai's mines. An Akki daimyo is typically a warlord of a mine or mountain.
Territory: Hexes that are entirely covered in mountains (not including forested mountains).
Mount: Inugami, or giant dog.

Yato (Chaos)

Yato are skinny, four-armed, two-legged snake-like bipedal humanoids. They inhabit dark forests and are a chaotic counter to the existence of Kitsune. Yato thrive on a tribal society in which their daimyos are more like tribal chieftains. They are a ferocious race, yet proud in their honoring of the Shinto religious texts. Yato are shady and sneaky, but they do not turn away from their allies. This is part of what can make them such a deadly, devoted foe. Yato enjoy eating most forest creatures, and actually cook their meals over ceremonial fires. Their skin is covered in scales and they shed.
Territory: Lowland forests, even if that hex only has a small amount of lowland forests.
Mount: Nozuchi, or giant serpent.

Yoma (no alignment)

Yoma are basically demonic death-people. They come from the land of Yomi, but have occupied areas of Sekai, turning the lands they touch with their kingdoms into brittle, unproductive wastelands. Some Yoma are actually noble and willing to engage in diplomacy, while others are interested only in creating a large kingdom and waging war against Sekai in the name of the death goddess Izanami. Certain portals to Yomi exist, which is where the Yoma originally came from. Now that they are here, they have been able to perpetuate themselves using necromancy and the spirits of various races and creatures. Yoma daimyos are often sorcerers or turned monks who wish to further blight Sekai with legions of the undead. Keep in mind that the "undead" in Japanese mythology are not zombies or skeletons, as coffin-based graveyards are non-existent in Japanese culture (they cremate and create vertical stone graves with incense). As such, Yoma are more like demonic creatures and mimic the spirits of the dead. Yoma enjoy eating any creature, especially humans.
Territory: Anywhere except hexes with bodies of water.
Mount: Enenra, or smoke monster.
 
4. Basic Rules

Spoiler Rules :
Table of Contents
A. Story-Telling
B. Quests
C. Learn Spells/Skills
D. Research Technology
E. Reinvest money into your Economy
F. Construct Improvements
G. Train Troops/Find Equipment
H. Movement
I. Spread Realm
J. Turn Updates
K. Advantages
L. Yomi, the Land of the Shadow
M. Castles
N. The Shogunate
O. Starting Profile (Pre-NES)

A. Story-Telling
As a player, the more stories you write, the better you will do. Stories provide insight into your realm or character and will take you to new places in the world of Sekai. Interacting with other players is a bonus, even if that means war with them. The purpose of this NES is not the statistics, but mostly the story-telling.

B. Quests
Embark on quests to obtain experience points or new items.

C. Learn Spells/Skills
As simple as it sounds. See below to the spell and skill trees. You will set aside some of your turn income to research these techniques. Only techniques of a single tier can be researched per turn. Characters receive spending points at the beginning of each turn to spend on spells/skills, which will be learned by the following turn.

D. Research Technology
See below to the tech tree. You will set aside some of your turn income to research technologies. Only one tech can be researched per turn. You will not have access to this tech until the following turn.

E. Reinvest money into your Economy
Kingdoms, clans, and guilds have a base growth rate of 5%. So you choose to re-invest 200 gold, that means you will obtain 10 more gold the next turn. Parties and characters cannot re-invest, but they get a turn allowance, and they will obtain other money through questing.

F. Construct Improvements
Kingdoms and clans have various improvements to choose from (see below).

G. Train Troops/Find Equipment
Kingdoms, clans, and guilds purchase troops while parties and characters purchase equipment. There will be effects on attack, defense, movement, and hit points for equipment gained by questing. As for troops, there are different types of troops to choose from (see below). Troops can only be trained when you post orders after a Turn Update. These troops will not be available until the next turn.

H. Movement
Move troops or characters on the map via hex. Movements can occur multiple times during each turn. You may move the amount of hexes of your Movement statistic (including troops) once every real-life Sunday, regardless of how long a turn is lasting (if you miss the movement on Sunday, you may move on Monday or another day, but can only move exactly one real-life week after your last movement).

I. Spread Realm
Settle another hex, which costs 50% of your economy and can only be done on specifically designated turns (keep in mind you can save money, so if you have 50% of your economy from saving, this can work too). Clans have a limit of 3 territories maximum (for now, this may change), and kingdoms have a maximum of 12 territories (also for now).

J. Turn Updates symbolize the beginning of a new turn. After a Turn Update is posted, you may post a new set of Orders. Please note that this game takes place daily, so in between Turn Updates, there can be a lot that happens. I am constantly posting stories and updates to stories, but these are not turn updates. This game can be as fast-paced as you want it to be. It all depends on the player. If you want it to be fast-paced, you can post a story each day. If you want it to be slower, you can post one every other day, etc. However, you cannot post orders until a Turn Update has occurred. Again, this is played differently than most NESs. The game is relatively free-flow and turns are done on the basis of Turn Updates. In between these updates, stories and story updates can occur, giving certain effects to certain specific players. These are not Turn Updates.

K. Advantages are given to each player! You may request an advantage. Usually, you can get a free advantage by giving all of one type of military unit a +1 Attack or +1 Defense or +1 Movement. You can request other things, but they need my approval first. If you want to up something by +2, you need to bring something else down by 1. That is as far as I am willing to go, and even then I would prefer simple +1 Advantages. You also need to choose a terrain type that you want this advantage to apply to. Only ONE advantage allowed per player.

L. Yomi, the Land of the Shadow
Sekai: Land of the Fading Sun features two dimensions. Yomi is the Land of the Shadow, or the dead, and is ruled by the undead sorceress Izanami. No player can occupy or spread their realm to Yomi, though there are certain quests that will require characters or a kingdom's army to venture into Yomi. Yomi is identical to Sekai in geography, except that it is constantly hazy nighttime and everything is dead. All bodies of water flow with grayish-black water, the trees are all dead, and all animals and creatures are in their animated undead form. It is said that for every living creature on Sekai, there is an undead creature within Yomi. There are certain portals to Yomi. The game will begin with none of these portals discovered. If you are playing anything having to do with the Yoma race, please note that your ideology is to spread out from Yomi into Sekai, blighting the pure world, and therefore you will not want to settle any areas within Yomi.

M. Castles
Each Kingdom begins with one large castle, and at least one smaller castle. To calculate the number of smaller castles you begin with, divide your total amount of territories by four and round down. Castles are places of high defense capability and great influence over the surrounding region. You should describe each of your castles as much detail as you can.

N. The Shogunate
Every kingdom and every clan are vying for control of the shogunate, a status in which their daimyo is transformed into the Shogun of Sekai. Once your daimyo is the shogun, you will receive the benefits of being the shogunate. The starting shogun is decided by a random die roll, in which each number on the die represents each player. There are two ways to change the shogunate. One is a military challenge. This is when another kingdom or clan challenge the shogunate to a military battle outside of any realm's borders in an uninhabited location. If the military battle is won, the challenger will receive the status of shogun. If the current shogun denies the challenge, they lose their shogunate status, and the status is up in the air. The other way the shogunate changes is through diplomacy. Every six turns, all kingdoms and clans will vote for a new shogunate. NPC votes will be decided by random die rolls, unless there has been specific diplomacy between NPCs and player realms to the point where the NPC might vote for that realm (or not). Bribes and backstage negotiating are definitely allowed. The reason for deciding a shogun will not only be done militarily is because I want to allow the diplomatic options. For realms in this NES, there are definitely other ways to become victorious than waging war. You can build your realm peacefully, and have economic dealings with neighboring powers to influence their opinion of you. There are several advantages to being shogun. All of these are temporary.
- Another +1 advantage to any stat for any troop type in a specific terrain type.
- +10% economic growth rate.
- All realm improvements cost -10%.
- All kingdoms must pay 25 gold pieces tribute to the shogunate per turn.
- All clans must pay 10 gold pieces tribute to the shogunate per turn.

O. Starting Profile
Once you have, 1. Picked a player type, 2. Had your random dice rolls, and 3. Posted your claims, you can write a profile. It should include the following (note: this is only for pre-NES):

For kingdoms and clans:

Realm Name/Player Name
Race: What is your race?
Daimyo: What is your daimyo's name?
Advantage: What is your realm's advantage? Have this mod-approved first.
Description: Tell us about your realm. What are the settlements like?
History: What is the history of your realm?
Castles: Give us names and physical descriptions, histories, or whatever else you want (including hex locations) of your castles.
Other: Any other information you might want to include.

For guilds:

Guild Name/Player Name
Race: What is your race?
Leader: What is your leader's name?
Advantage: What is your guild's advantage? Have this mod-approved first.
Description: Tell us about your faction.
History: What is the history of your faction?
Other: Any other information you might want to include.

For each character (including each character in a party):

Character Name/Player Name
Race: What is the character's race?
Class: What is the character's class?
Advantage: What is your character's advantage? Have this mod-approved first.
Physical Description: What does your character look like?
Background: What is your character's personal background?
Other: Any other information you might want to include.

5. Spell Tree & Skill Tree

Spoiler Spell & Skill Rules :
Spells
The world of Sekai features many types of magic (called Onmyodo). The magic of Sekai is channeled through energetic chants and ritualistic movements of the hands. In a sense, it is a combination of Shinto, Buddhist, and Daoist concepts. To learn and then use a spell is to channel the energy you were born with.

Skills
Where spells require a mystical oneness with energy forces, skills are a concentrated practice of technical knowledge. Where the sage might be a spell-caster, a woodcarver would be a skill-user. Skills show a high degree of fortitude and willingness to perfect oneself through advancements in technique.

Learning New Spells/Skills
Each (*), it costs:
  • 10 spending points for single characters
  • 10 spending points for parties (each character)
  • 50 gold pieces for guilds
  • 200 gold pieces for clans
  • 400 gold pieces for kingdoms
Spells can only be learned at the end of a turn (you will write in your order which spell you are learning starting at the beginning of the turn). You can only learn one spell/skill per turn. A note on Healing Spells: When your party fights, your hit points are cumulative (if all characters are in the same hex). Therefore, the advancement of Healing Spells (which ups your hit points) is beneficial for all characters in your party.

Table of Contents:
Spells
A. Attack Spells
B. Defense Spells
C. Healing Spells
D. Movement Spells
E. Summoning Spells
F. Necromancy Spells
Skills
G. Attack Skills
H. Defense Skills
I. Terrain Skills
J. Alchemy Skills
 
A. Attack Spells

Spoiler Attack Spells :
- Fireball (+1 damage): *
- Frostbolt (+1 damage): *
- Poison Dart (+1 damage): *
-- Magic Missile (+2 damage): **
-- Scorch (+2 damage): **
--- Meteorite (+4 damage): ***
--- Lightning Strike (+4 damage): ***
--- Flesh to Stone (+4 damage): ***
---- Blizzard (+7 damage): *****
---- Lightning Storm (+7 damage): *****
----- Mizuchi Water Dragon Rain (+9 damage): ******
----- Poison Breath (+9 damage): ******
------ Meteor Shower (+15 damage): *******
------ Frost Nova (+15 damage): *******


B. Defense Spells

Spoiler Defense Spells :
- Color Spray (+1 defense): *
- Ice Armor (+1 defense): *
-- Frost Armor (+2 defense): **
-- Fire Ring (+2 defense): **
--- Mana Shield (+4 defense): ***
--- Shadowguard (+4 defense): ***
---- Wall of Vines (+7 defense): *****
---- Frozen Orb (+7 defense): *****
----- Treeguard (+9 defense): ******
----- Flamewall (+9 defense): ******
------ Iron Skin (+15 defense): *******
------ Invisibility (+15 defense): *******


C. Healing Spells

Spoiler Healing Spells :

- Lesser Heal (+1 hit points): *

- Cure Ailment (+1 hit points): *

-- Renew (+2 hit points): **

-- Rejuvenate (+2 hit points): **

--- Meditation (+4 hit points): ***

--- Heal (+4 hit points): ***

---- Daoist Touch (+7 hit points): *****

---- Cure Disease (+7 hit points): *****

----- Daoist Aura (+9 hit points): ******

----- Heavenly Heal (+9 hit points): ******

------ Divine Light (+15 hit points): *******

------ Resurrection (+15 hit points): *******


D. Movement Spells

Spoiler Movement Spells :
- Sprint (+1 movement): ***

-- Haste (+2 movement): *******

--- Speed Aura (+4 movement): *************** (15)

---- Teleportation (can teleport anywhere on the map once every 7 weeks [7 real-life days]): ****************************** (30)


E. Summoning Spells

Spoiler Summoning Spells :
Summoned spirit creatures do not get bonuses, one of each creature type can be summoned at one time, but multiple types can be controlled at once.
- Okami Wolf (+1 Wolf, 3/3/0, cannot move alone): ***
-- Jorogumo Giant Spider (+1 Giant Spider, 4/4/0, cannot move alone): ****
--- Tamamo Nine-Tailed Fox (+1 Nine-Tailed Fox, 6/6/2): ******
---- Kirin Hoofed Dragon-like Mammal (+1 Kirin, 8/8/3): ********
----- Fujin Wind Elemental (+1 Wind Elemental, 10/10/0, cannot move alone): ********** (10)
----- Yuki Ice Elemental (+1 Ice Elemental, 10/10/0, cannot move alone): ********** (10)
----- Aburabo Fire Elemental (+1 Fire Elemental, 10/10/0, cannot move alone): ********** (10)
------ Kodama Tree Spirit (+1 Tree Spirit, 12/12/0, cannot move alone): ************ (12)
------- Nature's Breath (+8 attack/defense to all summoned creatures): ************ (12)
------- Nature's Will (+1 movement to all summoned creatures, including creatures that previously could not move alone): ************ (12)


F. Necromancy Spells

Spoiler Necromancy Spells :
[*]Raised shadow spirits do not get bonuses.
- Raise Shadow Spirit I (+1 Shadow Spirit 1/1/0, cannot move alone): *
- Sustain Shadow Spirit I (can have 5 shadow spirits at once): ***
-- Raise Shadow Spirit II (+1 Shadow Spirit 2/2/0, cannot move alone): ***
-- Sustain Shadow Spirit II (can have 10 shadow spirits at once): *****
--- Raise Shadow Spirit III (+1 Shadow Spirit 3/3/0, cannot move alone): *****
--- Sustain Shadow Spirit III (can have 15 shadow spirits at once): *******
---- Raise Shadow Spirit IV (+1 Shadow Spirit 4/4/0, cannot move alone): *******
---- Sustain Shadow Spirit IV (can have 20 shadow spirits at once): ********** (10)
----- Raise Shadow Spirit V (+1 Shadow Spirit, 5/5/0, cannot move alone): ********** (10)
----- Sustain Shadow Spirit V (can have 25 shadow spirits at once): ************ (12)
------ Army of Darkness (all Shadow Spirits can move alone with +1 movement to their 0): *************** (15)
 
G. Attack Skills

Spoiler Attack Skills :
- Downward Straight Cut (+1 Attack): *
- Side Cut (+1 Attack): *
- Upward Cut (+1 Attack): *
-- Straight Thrust (+2 Attack): **
-- Downward Diagonal Cut (+2 Attack): **
--- Taunting Stance (+4 Attack): ***
--- Dual Blade Stance (+5 Attack): ***
---- Katana Toss (+7 Attack): *****
---- Retaliation (+10 Attack, -1 Defense): *****
----- Rampage (+15 Attack, -3 Defense): ******
------ Kenjutsu Spirit (+16 Attack): *******


H. Defense Skills

Spoiler Defense Skills :
- Shield (+1 Defense): *
- Disarm (+1 Defense): *
-- Camouflage (+2 Defense): **
-- Evasion (+2 Defense): **
--- Auditory Mask (+4 Defense): ***
--- Distract (+4 Defense): ***
---- Feint (+7 Defense): *****
---- Stealth (+10 Defense, -3 Attack): *****
----- Shadow Wall (+9 Defense): ******
----- Shadow Walk (+12 Defense, -1 Attack): ******
------ Intuition (+20 Defense, -4 Attack): *******
------ Vanish (+20 Defense, -4 Attack): *******


I. Terrain Skills

Spoiler Terrain Skills :
Note: These spells/skills give you the benefits only in certain terrains. You must choose one terrain: Forest, Mountain, Lowlands, or Seas, and the skill will apply to that terrain. Your character must be pre-meditated "Forest Ranger" or "Mountain Ranger" or "Lowland Ranger" or "Sea Ranger" and you cannot seek advantages in other terrains. The advantage of these is that they are low-cost and give you massive benefits in those terrains. Other classes can research these, but like the Ranger class, you must premeditate what terrain that class will be (i.e. "Forest Warrior" or "Forest Sorcerer" and so on). You can research these skills twice (for example, research Cartography once for Forests and another time for Mountains).
- Cartography (+3 Defense in terrain): *
- Barbed Trap (+3 Attack in terrain): *
-- Muddy Terrain (+5 Defense in terrain): **
-- Flame Trap (+5 Attack in terrain): **
--- Animal Chatter (+10 Defense in terrain): ***
--- Dirt Spikes (+10 Attack in terrain): ***
---- Wind Gaze (+12 Defense in terrain): *****
---- Call of the Wild (+12 Attack in terrain): *****
---- Nature's Renewal (+7 Hit Points in terrain per week [1 real-life day]): *****


J. Alchemy Skills

Spoiler Alchemy Skills :
Each character may only have in their inventory five total items made from alchemy at any given time, the asterisk cost for each of these skills is per potion, so the amount of spending points listed must be spent per potion made through alchemy; an unlimited amount of potions can be made of the same type, but an inventory may have no more than five at one time; alchemy-made items may be given or sold to other characters; every time an alchemy skill is learned, the item corresponding to that skill appears in the alchemist's inventory, unless the alchemist already has five alchemy-created items in his/her inventory.
- Minor Healing Potion (creates a potion that gives +2 Hit Points when used, for 2 real-life days): *
- Poison Bomb (creates a poison bomb that, when in an inventory, gives the character +2 Attack, until after the next fight): *
- Elixir of Minor Defense (creates a potion that, when used, gives +2 Defense for 2 real-life days): *
-- Healing Potion (creates a potion that, when used, gives +5 Hit Points for 2 real-life days): ***
-- Elixir of Empowerment (creates a potion that, when used, gives +5 Attack for 2 real-life days): ***
-- Elixir of Agility (creates a potion that, when used, gives +5 Defense for 2 real-life days): ***
--- Elixir of Time (creates a potion that, when used, gives +5 Movement for 2 real-life days): *****
--- Rage Potion (creates a potion that, when used, gives +9 Attack for 2 real-life days): *****
--- Elixir of Fortitude (creates a potion that, when used, gives +9 Defense for 2 real-life days): *****
--- Rejuvenation Potion (creates a potion that, when used, gives +9 Hit Points for 2 real-life days): *****
---- Invisibility Potion (creates a potion that, when used, gives +12 Defense for 2 real-life days): ******
---- Elixir of Ryu's (Dragon's) Strength (creates a potion that, when used, gives +12 Attack for 2 real-life days): ******
---- Earth Blood Potion (creates a potion that, when used, gives +12 Hit Points for 2 real-life days): ******
----- Alchemist's Stone (creates a stone that remains in the alchemist's permanent possession and extends all effects of items the Alchemist makes by +3 real-life days): *********************************** (35)
 

An army attempting to siege a stone castle.

6. Tech Tree

Spoiler Tech Tree :
Each (*), it costs:
- 50 gold pieces for guilds
- 200 gold pieces for clans
- 400 gold pieces for kingdoms
Tech can only be purchased once per turn, and you can only purchase one tech per turn.

Kingdom & Clan Technologies
- Sorcery (required to build spell library): *
- Transportation (required to build roads): *
- Trading (required to build marketplace and establish trade routes): *
- Construction (required to build kingdom walls): **
- Worship (required to build shrine): **
-- Iron Working (required to build blacksmith): ** (only requires Construction)
-- Daoist Thought (required to build temple): *** (only requires Worship)
--- Guilds (obtain +5% investment from each guild in your territory): **** (only requires Trading)
--- Feudalism (for clans only, clans become a kingdom, optional): ********** (10) (requires all technology up to this point)
--- Machinery (troops get +1 attack/defense): ***** (only requires Iron Working)
--- Engineering (realm defense +1): ***** (only requires Iron Working)
--- Shinto Philosophy (required to build monastery): ***** (only requires Theology)
---- Banking (required to build bank): ***** (only requires Guilds)
---- Gunpowder (troops get +2 attack/defense): ******* (only requires Engineering)
----- Nationhood (kingdom becomes a nation or empire, all unhappiness from conquered foes eliminated, troops get +1 attack/defense, other advantages not listed yet): ********** (10) (requires all technology up to this point)

Guild Technologies (Note: Any technology your original host realm has, you know as well, making this a huge advantage of being a guild, but advantages from tech cannot be repeated twice, if you are spread across two or more kingdoms or clans - however, guilds must buy their own spells/skills!)
- Conscription (required to have a small army): ***
-- Tradition (guild can spread into another kingdom or clan, not just one): *****
--- Defense (required to build fortress): *******
---- Independence (guild becomes a clan, but all previous tech advantages you had from your host realm disappear and you start from scratch): ********** (10)


7. Improvements & Economy

Spoiler Improvements & Economy :
All players with economies begin with a 5% growth rate. Players cannot have more than a 50% growth rate (not including the +10% growth rate given by shogunate status).
Prices on all improvements are halved for clans, except for roads.

Roads (100 gold/movement bonus per hex): An initial road costs 100 gold. After this, to multiply movement through that hex by 2, it will cost another 100. It costs another 100 every time after that to multiply movement. The most your road can have invested is 500, which is x5 movement. (kingdom only)

Marketplace (700 gold): Each marketplace constructed per hex obtains +1% investment revenues for your realm. Only one marketplace per hex allowed.

Bank (1500 gold): Each bank constructed per hex obtains an additional +1% investment revenues for your realm.

Blacksmith (2000 gold): All troops obtain +1 attack/defense. Only one needed.

Library (1000 gold): Required to research first and second tier spells of all kinds. Only one needed.

University (1500 gold): Required to research third and fourth tier spells of all kinds. Requires Library. Only one needed.

School of Sorcery (2000 gold): Required to research fifth and sixth tier spells of all kinds. Requires University. Only one needed.

Walls (300 gold): Hex defense +1.

Shrine (2000 gold): Magic damage, defense, and healing is +1. Can be built in multiple hexes.

Temple (4000 gold): Magic damage, defense, and healing is +1. Can be built in multiple hexes. Requires shrine.

Monastery (6000 gold): Magic damage, defense, and healing is +1. Can be built in multiple hexes. Requires temple.

Trade Route: Requires Trading technology. A trade route is free of charge, but one of your realm's hexes must be connected to a hex within the realm you are trading with via ROAD for the effects to take place. For every trade route you establish (and only one can be established between kingdoms, so Kingdom A and Kingdom B cannot have two trade routes with each other, for example), not only do the roads provide swift movement to that kingdom outside of your borders (but are subject to raids by bandits and other enemies), but for every trade route you establish you receive +1% growth rate per road investment amount. You must think about whether or not this is worth the cost of building a road to that realm, but keep in mind BOTH REALMS receive this bonus that are taking part in the trade route (and a third party can be involved as well), so you could even divvy up the costs between realms. The longer the road, the more risk there is to possible raiding, and thus you might be swamped by constant rebuilding of that road, which may not make it worth the effort. Trade Route Levels are determined in the same way Road Levels are determined. If you invest 500 gold into each hex connecting a trade route, then you will receive +5% growth rate. If the roads only have 100 invested in each hex, then +1% (all the hexes of the trade route must have the same amount invested in the roads for the effect to take place). Please note that only realms of the same classification can trade with each other (as in, only Order realms can trade with each other, and only Chaos realms can trade with each other). Humans do not want to have to take a long road straight into an Orcish kingdom.


8. Troops

Spoiler Troops :
Kingdoms, clans, and guilds can purchase troops. Each troop listed below is one soldier. So you will likely need hundreds of them to defend your realm. Keep in mind one character can easily take on a few single soldiers, so you are best to defend yourself.

(attack/defense/movement)

Infantry (1/1/1): 2g to purchase, 1g to maintain per turn

Ranged (2/2/0): 3g to purchase, 2g to maintain, must be attached to an infantry or cavalry, if attached to cavalry, cavalry cannot move 2 terrain (cannot move alone, but can remain stationary alone), no movement even with spells and technology, ranged soldiers can fire arrows/throw javelins, etc. to units one hex adjacent without direct confrontation

Cavalry (4/2/2): 7g to purchase, 4g to maintain.

Siege Weapons (8/0/0): 10g to purchase, 4g to maintain, must be attached to an infantry or cavalry (cannot move alone, and cannot remain stationary alone), required to capture a hex with walls! no movement or defense even with spells and technology

Wizard (1/1/1): 12g to purchase, 6g to maintain, the only units in your military that can use Attack and Movement magic (obtains Attack and Movement magic bonuses), but do not receive tech bonuses

Enchanter (1/1/1): 12g to purchase, 6g to maintain, the only units in your military that can use Defense and Movement magic (obtains Defense and Movement magic bonuses), but do not receive tech bonuses

Galley (5/5/3): 14g to purchase, 7g to maintain, the only naval unit available in the game, it can transport 20 troops of any kind, can only attack other galleys and coastal hexes (which means your troops are invading the coastal hex from the galley or your galley is bombarding the coast with ballista/arrows)
 

A tengu samurai flies to aid his allies.

9. Character Classes

Spoiler Character Classes :
Once you choose a character race, you must divvy out a few statistics. Before you do that, you must choose a class, which effects your base statistics. Characters have the ability to move far through the map every day, making them travelers and adventurers. Parties obtain 2-4 characters to start with, dependent on a random dice roll. Remember that your character can learn spells/skills that are not specific to your class, but they are simply more expensive. Every class can research every type of spell/skill, but there are cost advantages to certain spells/skill types depending on your class.

Samurai: Attack-specific skills (not magics) are half the cost (always round up)

Samurai are an ancient profession in Sekai and they hold much honor. One is not a samurai unless they are obviously heroic and wish to perform great deeds. "Great" does not mean good or evil, but simply magnificent. The strength that a samurai possesses is not only within his body but also in his mind, for a Sekaian samurai must always have fortitude. Even so, samurai primarily focus on bugei, or their attack skill during battle.

Ninja: Skill Class, Defense-specific skills (not magics) are half the cost (always round up)

Ninjas can be thieves, assassins, spies, or any combination of these. They are well-known for their cunning and their ability to sink unnoticed into the shadows. Their profession is respected, for it requires much skill to be able to move undetected in even the most difficult of situations. Often ninjas are also skilled at hand-to-hand combat.

Hunter: Skill Class, Terrain-specific skills are half the cost (always round up)

Hunters are well-versed in the ways of nature and their workings. While shamans worship nature and draw from nature's inner spirit, hunters have a more practical love for the land. They are renowned for their speed in certain adverse terrains and conditions and their ability to track almost anything to its source. They are often naturalists and ecologists as well, knowing many species in the wild and their origins.

Sorcerer: Spell Class, "Attack" magics are half the cost (always round up)

Sorcerers have an unknown origin in Sekai but what is known is that Sekai's finest sorcerers are born into their profession with a certain power and spark in their eyes. Not anyone can just pick up sorcery easily, and this birthright is needed before more spells can be learned. Sorcerers have a natural inclination towards the magic arts, specifically, the arts of offensive magics. They specialize in harnessing the magical powers of the earth and releasing them into powerful attacks.

Shaman: Spell Class, "Summoning" magics are half the cost (always round up)

Shamans worship Sekai and its natural features and lands. They know much about the spiritual aspect of nature and its inner-workings on this level. As such, they are able to command a host of spirit forms that resemble natural creatures (called Shikigami), speaking to them as if they are family. Shamans are always inclined to channel the spiritual energy from Sekai into great power.

Monk: Spell Class, "Healing" magics are half the cost (always round up)

Monks see their natural inclination towards magic as more of a duty to project the spirits of Sekai as a pure force. They have become wise and well-versed in the arts of healing wounds and curing diseases. Skilled monks may even discover secrets to prolong life and safely resurrect those who have died without turning them into undead monsters.

Budojin: Spell Class, "Defense" magics are half the cost (always round up)

Budo-samurai (Budojin for short) thrive off of virtue and duty. They have not learned to fight for war, but rather defense. In addition, they have honed their minds and channeled their energies to learn powerful defensive magics. Even chaotic races can become budojin, as they are defined by devotion to any cause and a willingness to empty oneself and learn defensive spells. Their cause can be both good or evil, human or oni, etc. The "budo" in budojin means a mastery of the way, or the daoist art of channeling energy for a protective cause. Budojin are thus skilled protectors and wizards.

Necromancer: Spell Class, "Necromancy" magics are half the cost (always round up)

Necromancers are monks that have strayed from the monastery (also called Yadokai) and have decided to worship the spirits of Yomi. They have an inclination to use the magical prowess they were born with in an attempt to discover the dark secrets of the afterlife. Sekai's necromancers can be both good and evil, like all other character classes, but the purpose of their profession is of somewhat chaotic disposition. Powerful necromancers eventually learn to command a small army of powerful shadow-spirit minions, called forth from Yomi, the land of the shadow.

Alchemist: Skill Class, Alchemy-specific skills are half the cost (always round up)

Alchemists are intelligent chemists focused on the creation of items that contain magical properties. They are adept at finding materials, herbs, and other ingredients for their powerful concoctions. The items that an alchemist creates serve several different purposes, depending on the specific item. Alchemists have long believed that the perfect combinations of certain ingredients can be more powerful than any weapon or armor.

Each character is allowed to divvy out 10 initial points to spread across these areas:
  • Attack
  • Defense
  • Movement
  • Hit Points

Each character is also connected to the Five Elements:
  • Earth: Represents your abilities on lowland hexes.
  • Water: Represents your abilities on all water/coastal hexes.
  • Fire: Represents your abilities on all mountain hexes.
  • Wind: Represents your abilities on all forest hexes.
  • Void: Represents your abilities on all Yomi hexes.

The Five Elements
Earth/Water/Fire/Wind/Void. Earth represents the unmoving world, farms, and the like. Water represents the seas and rivers. Fire represents the constantly forceful and energetic mountains and volcanoes. Wind represents things that are growing, expanding, and enjoying the freedom of movement. Each character begins with these listings as Earth0/Water0/Fire0/Wind0/Void0. Every turn, when the turn ends, you will receive +1 to an element that you are currently within. For example, if the current turn ends and you are in a forest, you will have +1 to Wind. This represents the time you will spend in that hex and your growing proficiency in that terrain. This will positively effect your combat in that terrain. For Turn 0, you will be able to allocate one point to any of the five.

Hit Points
Characters and parties are the only players that have to deal with hit points. Hit points are drained when you are attacked or when you attack something. When your hit points hit 0, you die. You can be resurrected with some magics like Resurrection (though this spell is most often used as an immediate protection against death). The only places you can heal are at towns or cities in friendly kingdoms or city-states. That makes hit points incredibly valuable, because if you exhaust them all without resting, you will be in trouble.

Healing
Healing magics are also unique to characters. Instead of healing magics actually healing after damage, they have a one-time advantage of upping permanently your hit point count (which sort of acts as healing anyway). A party's hit points are cumulative as long as all characters in the party are in the same hex territory. This effectively acts as a game mechanic to represent a healing character with several hit points healing the other characters in the party.

Difference Between Experience Points and Spending Points
The amount of points characters get every turn are to be spent on magic and skills, and are not the same points divvied out for your character stats. Your character experience points come every turn as well (or sometimes in between turns), but this number is a different number. If your party or character quests successfully, the moderator will give you experience points that you can divvy out between your various stats in whatever combinations you see fit (and are not to be spent on spells/skills). You always get 10 spending points every turn for each character, unless otherwise notified. The 10 spending points that each character receives each turn are to be spent on spells/skills, and are not to be confused with experience points, which are given to you by the moderator during your quests.

Spells/Skills
Each class is designated a "Spell" class or a "Skill" class. You can only learn spells if you are a Spell Class, and you can only learn skill if you are a Skill Class. For example, samurai can learn any skills listed in the skill listing (though attack skills cost less for them, as mentioned).

Remember...
As a character, you can go up against armies. You have a good chance of winning if your attack levels are higher than the army combined. So a character with an attack of 50 could feasibly go up against 50 standard infantry soldiers.


10. Wonders

Spoiler Special Structures :
There are several types of special structures (wonders) that can be visited. The icons shown below will also be shown on the map.

Note: All monasteries, temples, and shrines have living quarters, which means you can sleep there in your stories. Sleeping in this game does not mean healing. It only means rest.

Monastery of Heaven

Within Sekai there are a few Monasteries of Heaven. These structures are masked in fog and actually disappear and relocate, as if the monastery itself were a living, ethereal creature. Every five to ten turns, the Monasteries of Heaven re-locate. The monasteries emit a blue pillar light into the sky, and thus travelers can easily find the structures. Within a Monastery of Heaven, you can completely heal your troops or characters (if you remain for the entire turn) while in the comfort of a completely neutral place of worship. If you are violent within a Monastery of Heaven, the Heavenly Monks will make swift work of you and any army you might have brought along. In addition to complete healing within a turn, the Monastery of Heaven contains many secrets of Sekai. If explored, the libraries and secret passageways of a Monastery of Heaven may provide you with the answers you were looking for.

Monastery of Yomi

Also within Sekai are several Monasteries of Yomi. Like the Monasteries of Heaven, these disappear and re-locate every five to ten turns. Monasteries of Yomi do not heal you at all, and in fact they contain massive chambers and catacombs filled with demons and angry spirits that are not allowed to leave the monastery. Answers can be found here, or perhaps some experience points or enchanted items. Beware, though, of the Yadokai (or necromancers).

Shrine of Fortune

Torii are large red gates that mark the entrance to a shrine, and these permanently placed torii icons show the mark of Shrines of Fortune. These places are incredibly useful centers of worship and learning. If you pray at a Shrine of Fortune, you will have good luck for the next turn, or if you're really lucky, the next two or three turns. Shrines of Fortune also contain peaceful gardens. Very often the patrons of these shrines also hold valuable information about Sekai.

Temple of Onmyodo

Onmyodo is the Japanese concept of magic. Therefore, at a Temple of Onmyodo, you are likely to meet powerful spell-casters. It is said that by coming to this temple, certain benefits can be obtained. This could range from more powerful spells for a few turns, to learning a completely new spell, to simply chatting to other spell-casters from far away lands and learning about some of the secrets of Onmyodo. Do not pick fights with the powerful sorcerers that usually operate Temples of Onmyodo, or you will regret it.

Ronin Temple

Ronin are warriors without loyalty to any realm. Several of them have opened their own temples, posing as religious figures teaching "the way". Essentially, these are ronin training facilities. Warriors from all over Sekai will flock to these skilled ronin to learn new techniques or perhaps have their skills honed for the next few turns. Characters can practice skills with other skill-users. Try not to anger or taunt the ronin, as these ronin are usually extremely fierce and powerful, and have a loyal following of students.

Grand Ihorsehockyoro

Ihorsehockyoro means "stone lantern". There are many small ones at every religious site, lighting up pathways for visitors and travelers. Grand Ihorsehockyoro are massive stone lanterns, above five times the height of normal ones. They are eternally lit by a special magic light. When one looks through these grand lanterns, one will see another part of Sekai - the area around another grand lantern, which could be several kilometers away! Not only can these two grand lanterns share sight, but also sound and smell. However, the relationships between the Grand Ihorsehockyoro switch around often. During one turn, you may see the southern mountains from a forest in the north, but the next turn that same Grand Ihorsehockyoro will now give a glimpse to deep beneath the ocean.

Stone Kirin

Long ago, the greatest kirin roamed. They were much more powerful than the common kirin of today's Sekai. The kirin became so powerful that Izanagi did not want them to die. He required that Sekai always be protected by these creatures. Therefore, he encased them in stone and scattered them throughout Sekai. Now, sometimes with vines and moss growing all over them, these powerful kirin remain encapsulated in stone in random locations throughout the map. These sites are often nice places to relax and to ask the gods for help, but they are mysterious in nature and strange things always happen around stone kirin, especially when one lingers around.
 
11. Map Library

Spoiler CURRENT POLITICAL MAP :


*1. Mount Myoko: Not currently erupting.
*2. Mount Aso: Not currently erupting.
*3. Miyamoto Musashi: Master swordsman (dual katana technique).
*4. Oda Nobunaga: Master military tactician.
1. Chi Castle (Chishiosangaku/Ninja Dude) - Akki
2. Idai Castle (Chishiosangaku/Ninja Dude) - Akki

3. Honekorosu Castle (Honekorosu/NPC) - Oni
4. Shiro-Shin Kaminari (Raijin Teikoku/Omega124) - Tengu
5. Small Castle????? (Raijin Teikoku/Omega124) - Tengu
6. Sachiko Castle (Hawk Clan/Kyzarc Fotjage) - Kitsune

7. Hidoihorsehockya Castle (Hidoihorsehockya/NPC) - Yato
8. Go-Ruden Konbu Castle (Sekolah/Immaculate) - Samebito
9. Rakki-Furyoko Castle (Sekolah/Immaculate) - Samebito
10. Shinbou Castle (Sekolah/Immaculate) - Samebito

11. Kamuda Castle (Kamuda Clan/NPC) - Samebito
12. Zanji Castle (Zanji Clan/NPC) - Samebito
13. Kogake Castle (Kogake/NPC) - Tengu
14. Kakurega Castle (Garou, or the Wolf Clan/Northen Wolf) - Tengu
15. Yahagi Castle (Ohitsuji/Shadowbound) - Nezumi
16. Inawashiro Castle (Ohitsuji/Shadowbound) - Nezumi

17. Tsumeyubi Castle (Tsumeyubi/NPC) - Oni
18. Akaha Castle (Akaha/NPC) - Oni
19. Ongakukusa Castle (Ongakukusa/NPC) - Human
20. Takaikusa Castle (Takaikusa/NPC) - Human
21. Tsuruhifu Castle (Tsuruhifu/NPC) - Yato
22. Uehorsehockya Castle (Tsuruhifu/NPC) - Yato
23. Kumamoto Castle (Kumamoto/NPC) - Human
24. Tenkegawa Castle (Tenkegawa/NPC) - Kitsune
25. Ginme Castle (Tenkegawa/NPC) - Kitsune
26. Hakaimichi Castle (Hakaimichi/NPC) - Oni
27. Himichi Castle (Hakaimichi/NPC) - Oni
28. Shodokutsu Castle (Shodokutsu/NPC) - Akki
29. Shoyama Castle (Shoyama/NPC) - Akki
30. Hokoruashi Castle (Hokoruashi/NPC) - Nezumi
31. Fuyonaseishin Castle (Fuyonaseishin/NPC) - Yoma
32. Shizensho Castle (Fuyonaseishin/NPC) - Yoma
33. Kowazensho Castle (Fuyonaseishin/NPC) - Yoma


Spoiler NATURAL REGIONS MAP :


Lakes and Seas[/COLOR]
Seto Sea
Lake Biwa
Lake Saroma
Lake Akan
Lake Suwa
Lake Kasumigaura
Lake Shinji
Lake Inawashiro
Lake Kuttara
Lake Towada
Lake Ogawara
Lake Kussharo
Lake Ikeda
Lake Toya
Lake Hamana
Lake Shikotsu
Lake Nakaumi
Lake Hachiro
Lake Chuzenji
Lake Mashu
Lake Tazawa

Rivers
Tokoro-gawa
Omono-gawa
Saru-gawa
Rumoi-gawa
Kakehashi-gawa
Kamo-gawa
Agano-gawa
Chikugo-gawa
Miya-gawa
Tenryu-gawa
Abe-gawa
Suzuku-gawa
Yahagi-gawa
Ibi-gawa
Sho-gawa
Kita-gawa
Ata-gawa
Nagara-gawa

Forests
Shimogama Forest
Tadasu no Mori Forest
Keta Woods
Dewa Forest
Yahiko Forest
Kasugarin Forest
Woods of Seifa Utaki
Tenkawa Forest
Kashima Forest
Atsuta Forest
Grand Forest of Aokigahara

Mountain Ranges
Hidaka Mountains
Kii Mountains


SEKAI BLANK TERRAIN MAP

SEKAI BLANK HEX MAP

Brown = Mountains
Blue = Water
Green = Grasslands/Sparse Woods (Lowlands)
Dark Green = Dense Forests
Black = Deathlands
 
12. Updates & Calendar

Spoiler Updates :
Timeline
B.H. (Before Heavenlies)
A.H. (After Heavenlies)
We are currently in the AH dating system. Everything that happened during B.H. time is in the Backstory section. We are starting in the year AH 1192, so that gives your realm 1192 years of history.

Seasons
Fuyu (Winter): It is extremely cold on the mountaintops, and it often snows in the northern lowlands, sometimes in the central-south lowlands. Rivers become icy cold and more difficult to cross. Small lakes freeze. At the end of winter, the plum blossom blooms, symbolizing the transition into Haru.
Haru (Spring): Still cold in the mountains. Cherry blossoms bloom during this season throughout the lowlands and deciduous forests.
Natsu (Summer): The lowlands become warmer, especially the southern lowlands. The tips of the highest mountains are still covered in snow.
Aki (Autumn): The deciduous forests change leaves and most mountains become cold again. The lowlands experience pleasant winds.

Calender
Turn 1 - Fuyu 1192
Turn 2 - Haru 1192
Turn 3 - Natsu 1192
Turn 4 - Aki 1192
Turn 5 - Fuyu 1193
Turn 6 - Haru 1193
Turn 7 - Natsu 1193
Turn 8 - Aki 1193
Turn 9 - Fuyu 1194
Turn 10 - Haru 1194
Turn 11 - Natsu 1194
Turn 12 - Aki 1194
Turn 13 - Fuyu 1195
Turn 14 - Haru 1195
Turn 15 - Natsu 1195
Turn 16 - Aki 1195


13. Order Templates

Spoiler Kingdom/Clan Order Template :
Kingdom Name/Clan Name/Player Name
Race: Your race.
Daimyo: Name your leader.
Hexes: Number of hexes you control.
Advantage: What is your advantage?
Income: Per-turn income amount (not the total amount of gold in your coffers).
Growth Rate: Current growth rate.
Coffers: How much money you have in your kingdom's coffers.
Spells/Skills: Spells/Skills you have learned.
Technology: Technology you have researched.
Improvements: Current improvements (please list specific hexes if the improvement is hex-specific).
Military: Numbers and amount of troops in your military force. Also list the location of your troops.
Special: List any special dealings here, such as the presence of a guild in your kingdom/clan.
Spread Realm: Are you spreading into another hex for the next turn?
Movements: Are you moving any troops during this turn?
Education: What spells/skills are you learning for the next turn?
Research: What technology are you researching for the next turn?
Construction: What improvements are you constructing for the next turn?
Recruitment: What troops are you recruiting for the next turn?
Reinvestment: How much money are you reinvesting for the next turn? For example, if you reinvest 100 and your growth rate is 5%, your total economy will have +5 gold next turn.


Spoiler Guild Order Template :
Guild Name/Clan Name/Player Name
Race: Your race.
Leader: Name your leader.
Host: Name your host kingdom/clan.
Type: What does your guild do/specialize in?
Advantage: What is your advantage?
Income: Per-turn economy amount (not the total amount of gold in your coffers).
Growth Rate: Current growth rate.
Coffers: How much money you have in your guild's coffers.
Spells/Skills: Spells/Skills you have learned.
Technology: Technology you have researched.
Military: Numbers and amount of troops in your military force.
Movements: Are you moving any troops during this turn?
Education: What spells/skills are you learning for the next turn?
Research: What technology are you researching for the next turn?
Recruitment: What troops are you recruiting for the next turn?
Reinvestment: How much money are you reinvesting for the next turn? For example, if you reinvest 100 and your growth rate is 5%, your total economy will have +5 gold next turn.


Spoiler Party/Character Order Template :
Character Name/Player Name
Race: Your race.
Class: Your class.
Current Location: Write your current location (specific hex).
Attack: Write your current attack level.
Defense: Write your current defense level.
Movement: Write your current movement level.
Hit Points: Write your hit points (#currently/#total).
Five Elements: Earth/Water/Fire/Wind/Sky (list as Earth#/Water#/Fire#/Wind#/Void#).
Equipment: Weaponry and armor equipped to your body.
Inventory: Items you currently have that are not equipped.
Gold: How much gold you have in your pouch.
Spells/Skills: Spells/Skills you have learned.
Movements: Are you moving your character during this turn?
Education: What spells/skills are you learning for the next turn? Each character begins with earning 10 spending points for spells/skills each turn.
 

A bustling market in a city at nighttime.

14. Japanese Culture

Spoiler Japanese Culture :
Weapons
Here are some weapons of a samurai: katana (for killing), wazikashi (a shorter sword also for fighting), and tanto (shortest sword, but longer than a knife, and used for seppuku). Seppuku is warrior suicide. Monks use staffs, and ninjas use a variety of hand-to-hand combat in addition to throwing knives, daggers, and ninja stars. Hunters use Japanese bow and arrow.

Magic
Magic in this NES is called Onmyodo, but you can simply call it magic or sorcery if you would like to.

Names
It is understandable if you need help coming up with Japanese names, or if you need help with some of the Japanese vocabulary here. If you go to this website, you will see a comprehensive list of Japanese names. You can use these for your kingdoms, clans, guilds, parties, characters, and so on. We want to stay true to the Japanese theme, so I would like names to be real Japanese names. This website not only lists names, but also their sex (m(male) or f(female) and even the meaning of the names. And of course, if you need help with anything Japanese language-related, you can ask me and I will be happy to answer you.

Plurals
Most race names, when plural, are not altered. For example, one kitsune, two kitsune, three kitsune, etc. Human is the only race which has a plural.

Mythology
List of Legendary Creatures from Japan
Japanese Mythology
Ukiyo-e Printmaking (interesting artworks showing traditional dress)


15. Character Listing

Spoiler Character Listing :
Tokaji, nezumi ninja (merciary)
Murakami Motoyoshi, samebito hunter (The Strategos)
Kinzo, human necromancer (Seon)
Konishi Nari, kitsune samurai (Adrogans)
Haruki, yato ninja (Frozen In Ice)
Misaki, yato sorcerer (Frozen In Ice)
Katsu, oni samurai (Frozen In Ice)
 
Please Note: Try not to clog this thread with OOC posts! For OOC posting, go to this thread.

You may post in-character now. We are in the preliminary orders phases, so NO MOVEMENTS and DIPLOMACY ONLY (done through letters and messengers).
 
(OOC Note: More NPCs to be added, especially in the east - they exist!).

* * * * *

The Setting
before Fuyu 1192
map


A lonely samurai walks along the Chikugo-gawa during winter.

Lately, the sun has been fading. Even during the day, mist clogs the passage of clouds and smoke spews from the volcanoes flanking this fragile world. The realms near these great mounts wonder what will be their fate should the unthinkable occur. Nonetheless, great magical barriers have somewhat controlled these tumultuous natural regions for some time now. But the smoke beginning to spread outward from these high, majestic, opened peaks is now turning the heads of all of Sekai. However, this will not stop old feuds. In fact, it may just make them worse.

Why has the sun begun to fade so much as it has in days of late? Surely, not only the volcanoes could be responsible for the downright strange loss of sunlight. Some days, it is almost as if the low morning sun remains that way until night comes. And other, rare days, Sekai is lucky and blessed with brilliant sunlight, a moment appreciated by all, even the most sinister of creatures.

Then there is the unsettling issue of Fuyonaseishin, or Fuyona, the "unwanted". This realm has begun to spread its scourge westward, towards the civilized realms. Their Yoma are vicious, and full of hatred. The realm of Fuyona has truly caused some to fear an onslaught of spirits from the shadow world, which might consume all of Sekai. Yet, these Yoma who have gone to battle thus far have seemed weak and unable to hold their own against armies of other kingdoms and clans. Though still, no realm has been brave enough to march into the realm of Fuyonaseishin itself, sieging those undead castles and ridding Sekai of this abomination of a daimyo. For now, Sekai is safe from Fuyona's weak, mysterious armies, but what else might be going on behind those borders? And how will crops fare if the spirit scourge spreads further westward?

And of course, the Shogunate. Sekai needs a Shogunate, a single daimyo to present his realm as the keeper of Sekai. Surely there will be military conflict even if a Shogun exists, as many realms and races have forever been at odds, but such a position is bound to obtain great respect. Yet Sekai is divided, and choosing a Shogun is a difficult matter.

This is where we begin, in a world full of mystery. There are many secrets to unfold and many problems to be solved. Heroes from all over Sekai have been adventuring around Sekai for some time, realms are preparing for battle, and great magic is swirling around every aspect of this strange world.
 
Subscribed. I shall await more fun in the future :bow:
 
Kamigawa-art! I will join tomorrow! I love this!

I know absolutely nothing about Japanese mythology btw, so I hope that after a throughout reading of your rules/background, I'll understand what's going on. I will be back.
 
Kamigawa-art! I will join tomorrow! I love this!

I know absolutely nothing about Japanese mythology btw, so I hope that after a throughout reading of your rules/background, I'll understand what's going on. I will be back.

lord_joakim welcome! You can build your player type here (the Pre-NES thread). We are in need of kingdoms especially, but whatever you want to play as will be fine.

Absolutely no knowledge of Japanese mythology is required. While our world is based on it, Sekai is its own unique world. Only the things in these rules are necessary for you to know. Anyway, read over the pre-NES as well and you'll be fine.
 
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