[rpg]4th edition : Okuma's guide to gaijin part 2 : Ivory Kingdoms

By okuma, in Legend of the Five Rings: The Card Game

After part 1 was released https://community.fantasyflightgames.com/topic/201222-rpg4th-edition-okumas-guide-to-gaijin-available/ (some people have given me tips and proofreading, I may update it sometimes soon with the corrected version) I took a break.

But now I'm starting working on part 2, and here is a little preview :

Ivory Kingdoms :

The Ivory Kingdoms are a vast country, and before the Destroyer War, home of a great civilization that rivaled the Emerald Empire. Strong of millions of inhabitants, organized in a strong caste system reminding of the social strata of Rokugan, they shared many similarities on the way society worked and the strong religious beliefs. As such, there is many origins an Ivinda can come from and it influence their traits :

  • Anisrana : + 1 awareness. A large island at the southwestern end of the supercontinent on which the Yodatai and Rokugan empires are found, Anisrana is a trade nation which mostly dealt with the Yodotai. Organizations like the students of the living and the descendents of the Great Hunters were in charge of protecting it, but the only defense they had against the Yodotai themselves was the sea : the curse that prevented the Yodotai to cross the sea ensured their safety from them. It leaves those two organizations to mostly deal with roaming bands of looters and banditry. As such, Anisrana inhabitants are immersed in a multicultural trading society, which is independent from the Ivory Kingdoms but is so close they are included here. The ally advantage cost 1 less if you buy Yodotai allies.

  • The Empty Plains : + 1 constitution, even before the massacre of the Destroyer war, the empty plains were always a place with little life, especially humans, but groups of nomads and small outposts did encroach this area. Ivinda from the Empty Plains are survivalists, hardened by their harsh environment with dust storms and thunderstorms.

  • New Rokugan / Heart of Narmada : + 1 intelligence, the region known during the Colony time period as New Rokugan was originally known as the Heart of Narmada, from the great river Ivinda name (known to the Rokuganni as the Shinano river). It was a heavy populated, resourceful region that provided a lot of food that was transported through the river to others regions. People from this region are an open-minded and welcoming bunch, used to meeting people from all over the kingdoms.

  • The Ivory Coast : + 1 agility. This region was a bit bigger in the original Ivory Kingdoms, covering a few miles more north that the Colony region of the same name. It was a really important region for commerce and food production, and still was under the governor of the colonies’ bureaucracy. Being people living off the sea, in a region known for his monsoons, they tend to be hardy and superstitious folks.

  • The Frontier / The Strange Lands : + 1 willpower, the region known as the Frontier to the Rokuganni is bigger than its Ivory Kingdoms’ counterpart, the Strange Lands, for all the lands bordering it had been explored and colonized a long time ago by the Ivinda. It’s a place that is worthy of its name, for many hidden groups, some of them foreigners or forgotten civilizations and cults, have made it their home. Without surprise, the Ivinda who inhabits this strange region are secretive, unwelcoming and constantly suspicious of anyone crossing their borders.

  • The Vindhyas, the Ivory mountains : + 1 perception, this area is known as the Unknown Lands to the colonists is a wide, pretty much unexplored area even at the zenith of the Ivory Kingdoms. Explorers, small hunting villages and nomads do lives here, but there is little real civilization once you are far away from the mountains and the sea. Those who live here have learned to spot any potential threat and always be on guard. They are ritualistic, wary, cautious and superstitious, knowing there is shape shifting man eating monsters in the jungle.

Kshatriya :

The Ivory Kingdoms’ equivalents of samurai, the Kshatriya are really close to their Rokuganni counterpart in many aspects : nobility, social position, education, religious devotion and beliefs. But differences did exists : the castes of the Ivinda social system were so strict, the Kshatriya could barely talk to some of the others castes, and they weren’t organized in clans covering 1/10 of the empire each, but in houses with a much smaller territory. As such, the houses were numbering in dozens, each having between a few dozen members to hundreds but at best matching a small minor clan in strength. Each house is ruled by a Raja, who bowed to the Maharaja, the equivalent of the Emperor for the Ivinda.

  • House Rafiq : + 1 awareness, once one of the most powerful and numerous houses of the Ivory Kingdoms, thanks to their dabbling in the dark arts. They were followers of Kali-Ma, and nearly every member of their house were members of the cult of Rhumal, which granted them black magic and influence far beyond what they should have. Manipulative, ruthless, ambitious and zealous are good descriptions of the members of House Rafiq. When the Destroyer War reached Rokugan, the house was the only one spared the destruction of the Ruined Kingdoms and formed a lot of the human leaders of the forces of the champion of Jigoku, but after Kali-ma’s defeat the surviving members were hunted by everyone.

  • House Suresh : + 1 intelligence. The last dynasty of Maharaja that ruled the Ruined Kingdoms belonged to house Suresh, and today his last son, Kamalakar, a military trained Kshatriya, patrols the former lands of his father to bring order and welcome the help of the Rokuganni in doing so. The Suresh were born leaders, crafty politicians and diplomats, but never forgotten the path of the warrior even if it was not their primary skill. They believed in order and tradition and were loved by their people.

  • House Singh : + 1 willpower. Defenders of house Suresh, some like Sumukar (Yoritomo Rama Singh’s brother) even ended being married into house Suresh to ensure continued loyalty. Overall, house Singh was an open-minded, loyal and devoted house to the ruler of their country, and the one with the most contact with Rokugan or other countries like the Burning Sands. This granted them a lot of wealth and helped developed their military forces. With Rama Singh being adopted into the Mantis and the friendly relation of the new Raja Arjuna with this clan, House Singh is the most powerful house of Kshatriya in the Colonies.

  • House Yindû : + 1 perception. A small house, completely exterminated by the time the Destroyer war reached Rokugan, this house was known for its spirituality. Students of religion and mystic arts, most of Kshatriya from Yindû were talented Jakla, and their numbers of Jakla often doubled those of bigger houses. Due to the belief of reincarnation, many members renounced to their position to become guru.

  • House Ankhal : + 1 constitution, Jahan, a depressive but really talented scout is the last known member of this house by the time of the Rokuganni colonization. So much for a house that got renowned for exploring and colonizing a good part of the Empty Plains and the Strange Lands, which brought it much wealth. Those kshatriya had always been known for their taste for adventure, the unknown and knowledge.

The caste system of the Ivory Kingdoms :

The Brahmin :

A cast of priests and scholars, the guru are part of it even if they don’t use their social position to do politics. Those from this caste never actually work, living of what the Sudra caste produce and give them. Many Jaklas are part of the Brahmin, and technically the Maharaja is part of this caste, raising from the Kshatriya caste when taking power (one of the few exceptions to the caste system).

  • Maharaja : status rank of 10,0
  • High Brahmin : 7,0
  • Elder Brahmin : 5,0 to 2,0
  • Trained Jakla : 1,0 to 7,0
  • Common Brahmin : 1,0
  • Gravediggers : 0,9

The Kshatriya :

Known as the warrior caste, for most of the members of this caste are trained as warriors, it is not always true. Courtiers are also members of this caste, and overall, all the nobility. They are divided in houses, each ruled by a Raja, and rules over the kingdoms (each territory belonging to a house is actually called a kingdom) in the name of Maharaja.

  • Maharaja’s direct family : 9,5
  • Members of the Maharaja’s harem : 7,5 to 9,0
  • Raja of an important house : 8,0
  • Raja of a minor house : 7,5
  • Ambassador to the Maharaja’s or another house, Rajaduta : 5,0
  • Diplomat, Rajanayika : 4,0
  • Courtier, Dalala : 2,0
  • Military positions : similar to Rokugan’s, ranging from 1,5 to 6,5
  • Common member of the caste : 1,0

The Vaishya :

The merchant caste is not only made of merchants, but also of craftsmen and artisans. It’s a caste made of everyone who had to train for years and become learned in reading and other studies considered civilized.

  • Craftsmen : 0,9
  • Merchants : 0,8
  • Entertainers : 0,7

The Sudra :

Those who toil would be a good name for the Sudra, who is made of the farmers, workers and miners, and basically everyone which do not belong to another of the caste. Up to 50% of the population of the kingdoms belongs to this caste, which is in charge of producing everything required for humans to live.

  • Miners, farmers : 0,6
  • Butchers : 0,5

The Untouchable :

Someone has to take care of working the refuse and everything else considered unclean, like torture. As such, the untouchable are the local equivalent of eta, but are more limited in numbers, as taking care of the dead is in charge of the Brahmin. But they have even less compassion among the Ivinda that their counterpart have among the Rokuganni. Nobody look at them, talk to them or acknowledge they exist in any way, ever.

  • Torturer : - 9,0
  • Sweepers, gutter and latrine cleaners, scavengers : -10,0

Nagah :

Ningyo :

The children of the Spawn Father were once Naga, who suffered the curse of the Ashalans in a very different way than many of the brethren. They changed from chameleons nagas to the ancient race linked to water, forever forgetting their own proud and powerful civilization. They created their own culture and rebuild, being part of the 5 ancient races who ruled Rokugan after the Great Sleep that ended the Naga Empire.

The Ningyo were still naga, and still had a really faint connection to the Akasha. The Dark Naga used this connection to force many of the Ningyo from the Colonies and the south of Rokugan to join his Dark Nagah army. But others rose to oppose him and allied themselves with the Mantis clan, getting into contact with their long-lost cousins through Yoritomo Minori.

Ningyo are created like normal bloodlines of the Naga with + 1 perception, only a starting Akasha of 1, and the following traits : aquatic and Ningyo speech (see enemies of the empire page 183). If the optional Ningyo curse rule is used, they have it too. They can take any Naga school but the Vedic school, and cannot take mutations.

As always, good job Okuma.

The Ivinda and the Rokuganni :

Before the Ivory Kingdoms became the Colonies, relations between Ivinda and Rokuganni were close to inexistent. For a long time, the Mantis clan exchanged with them on an island at the south of the Empire (the northern island of the Coral Islands Archipelago, which was also the location of the first meeting between the two countries), mostly with House Suresh itself. Mantis explorers later made contacts with the Kingdoms’ mainland and were followed by the Tortoise clan. The Unicorn clan had some contacts with them through Medinah Al-Salaam, since Ivinda trade caravans were a regular sight in the Jewel of the desert.

Things changed after the Mantis- Ivory Kingdoms secret war, later called Aramasu’s war, for it forced the new champion of the Mantis to abandon the War of Spirits to wage it by order of emperor Toturi the 1 st . A more permanent relationship started between the two clans, with the exchange of ambassadors, Rokuganni buildings being built in the Kingdoms and more regular and important trade relations. Most of this was kept a secret and only a select handful of people of the involved clans and the imperial bureaucracy were aware of it (at least, until Rama Singh was invited officially at the Imperial Court).

Now, at the time of the Colonies, things changed yet again. Not for the better for the Ivinda : reduced to 10 %, maybe less, of their original population and a good numbers of those being Rhumal cultists, they couldn’t maintain their civilization. The Mantis and the Unicorn led spearhead scouts forces and the Tortoise used their contacts, and the empress Iweko started the colonization. Suddenly the Ivinda were strangers in their own lands, as the Emerald Empire was pushing them away from their rich lands and what little towns left.

Under the colonial administration, things were tense. The Imperial Bureaucracy tried to integrate them into society, but they were still Gaijin. As such, they never ended having a real place in the Rokuganni status chart but still some reached some recognition. Kshatriya ended being considered like monks or Ji-samurai status depending on their willingness to integrate into the samurai society and their respect to those who considers themselves equals (or most likely, superiors). Lower castes were considered and treated as the bottom end of the heimin caste at best (except the untouchables, which were considered eta). The rare last survivors of the Brahmin caste were considered like kshatriya for the Jakla or like monks for the Gurus overall.

But contrary to the fixed status of the Rokugani caste, non-affiliated to clans or Imperial positions Ivinda were treated differently depending who you ask. Tortoise, Mantis and Unicorn clan members tend to consider Ivinda with the equivalent status to their Gaijin position. Dragon and Phoenix members treat everyone as monks or heimins overall, with respect and compassion. The Crane and the Lion tend to respect members of the Kshatriya class as equals or near-equals, but lower castes aren’t so lucky (they also barely ever see Brahmin, so they tend to treat them as monks). The Scorpion and the Crab tend to see the Ivinda as tools and are treated accordingly : Scorpion uses them as long as needed and discard them, and the Crab uses them but do give them a bit of respect as they are long-term tools. Minor clans overall tend to act like the Phoenix or the Tortoise clans toward Ivinda, but the Minor clan alliance has little presence outside of the Tortoise clan in the Colonies, while the Imperials are split between acting like the Crane or like the Scorpion.

The Shadowlands, for what little they care about the Ivinda, uses them as tools in an even worst way than the Scorpion (who has a bit of restraint), while Daigotsu’s false Spider clan is too focused on surviving to do anything else but try to make them allies.

Economy :

The Ivinda money is the Rupee. It’s a silver coin with a value of 1/3 of a Koku based on the contents of precious metals used to make it. A gold coin, the Supar, existed too but was really rarely used, only available for the richest of the superior castes. It had a value of 5 Rupee. Lower castes dealt in Tamra (copper coins, 1/40 of a Rupee) and Sisa (lead coins, 1/200 of a Rupee), and only the richest artisans and merchants could earn Rupee but most dealings between Ivinda and with Rokuganni were based on goods exchanges, not coins themselves.

The Ivory Kingdoms economy was a lot based on commerce, despite the villages sometimes being really remote. Food production was really similar to the Mantis archipelago, with two seasons of harvest (thanks to the lack of winter and the tropical climate) with local plants cultivated to take advantage of the natural resources. Fish is a staple only for the coastal and river regions, the consumption of other animals not being taboo like it is in Rokugan.

Food production wasn’t what the Kingdoms were selling at the Ivory Market of the Jewel of the desert : they produced spices, ivory, leatherwork and crafted tools and furniture mostly. With a strong artisan and craftsman tradition and a large supply of great quality woods and reeds, manufactured goods and exotic expensive rare supplies were the main exportations of the Kingdoms. Trade caravans going from the Ivory Coast to the Burning Sands collected merchandises along the way to sell them at the Ivory Market.

Religion :

The Ivinda, like the Rokuganni, are really religious people. Social castes and traditions are all based in religion, and a belief of kharma and dharma that is really similar to the one from the Emerald Empire, known as the Wheel of Rebirth, in which Vishnu judge those who have died. Also, they share a myriad of gods, most of them locals, which seems to be a local interpretation of the kami. If anything, it seems that a really distant version of all the classic Spirit Realms can be found in the Ivinda mythology.

Little is known about their religion overall, but it seems it was based on a trinity : Shiva the pervader (symbolizing chaos and entropy), Vishnu the preserver (symbolizing order) and Mystic (symbolizing creation). Each of them had three forms at least, creating a trinity of their own. There was hundreds of smaller gods that were split between the 9 main gods those two series of trinity created, each fulfilling a small mission like the kami and smaller fortunes did.

  • Shiva the destroyer and pervarder : the deity of rebirth is a largely mistaken god, responsible not for the uncreation of the world, but for its eternal renewal according to Yuna the Maimed, Honored Tongue of the People. She had three faces, for cycle : life, death and rebirth. Each of those had one avatar, and each was different in itself. It is believe that Shakti was the avatar of life, Rhumal the avatar of rebirth and Kali-Ma the avatar of Death. As such, she pervade, meaning she was part of everything at the same time. The cult of Rhumal wanted to break the cycle and destroy the world to make it rebirth one last time in their image. Their bloody rituals finally made the goddess break and all her good aspects felt to the Taint and start the Destroyer War. Her rebirth aspect called to the Nagas abomination of the Cult of the Destroyer (see below).

  • Vishnu the preserver : “the Wheel of Rebirth spins endlessly through the Void, never pausing or slowing, ever-always the same. Vishnu was there at the start, as were Shiva and the Mystic, and has since become the Preverser, whose purpose is to usher us into the next cycle.” Quote from Kyurhi the Wanderer, Jakla Spiritualist and Hunter of Rhumal. He floats, sleeping, in the Heavens on Shesha, a being of creation with multiple cobra heads who held the Heavens in its hoods. Associated with light and wisdom, he is the protector of the Wheel of Rebirth, the reincarnation belief of the Ivory Kingdoms. Following your dharma would lead to you moving up in the social system of the Ivinda, making Vishnu one of the most favored deities of the pantheon. Legends tells he took human forms to defeat evil, like the Rakshasa, and as such, Indra, the warrior god, may be one of his aspects.
  • The Mystic, the Provider : little is known about this distant and mysterious entity, who has little overall interaction with the world itself. Some has theorized that symbolizing creation, he is the opposite of Kali-Ma, and likely one of its first victims. Creating things and leaving Vishnu to order them until Shiva destroy them so they can be reborn again, his distant and secretive attitude is a reminder of Rokugan’s Those Who Shall Not Be Named gods that predated Amaterasu and Onnotangu. Some theories say that the Jeweled Monkey and Ganesh are two of his forms.

  • The Jeweled Monkey : a fickle multi-faced god, the Jeweled monkey was the god of trickery, luck and of pranksters. As the saying says, nobody knew what would be his next face, and as such anyone who wanted to hide his identity revered him. While most of his followers weren’t virtuous people, he was also the god of actors and many others entertainers, like dancers and storytellers. Some says the Monkey God escaped Kali-Ma’s hunt by hiding in the Spirit Realms under a new face.

  • Ganesh : the elephantine god of virtue and knowledge was well-revered and many Kshatriya and Brahmin devoted themselves to him. He was the incarnation of honor for the Ivinda, and despite his death, is still one of the more venerated beings in the Kingdoms, his followers praying to embody his values and see him return.

  • Shakti : the Panther goddess was the embodiment of fertility and women empowerment. Many tales link it to Shiva herself, which may explains why she was kept alive by Kali-Ma and turned into the feral God-beast that was used to ravage the Ruined Kingdoms and Rokugan until the Master of Void Isawa Kimi contacted the former goddess through the Void. The tortured and controlled divine being accepted the only escape the shugenja offered her and joined her brethren into oblivion.
  • Indra, the god of war, was also the protector of creation against evil spirits. As such, he was often associated with Vishnu. Not much is known about him, but the Kshatriya revered him strongly, and based on the honorable traditions of this caste, he was likely a talented and honorable warrior.

Schools :

Ivinda schools have 8 school skills in trade they have no emphasis. They otherwise work exactly like normal schools. The Kshatriya school has the [warrior] tag.

Ice sorceress (New path, Ivinda, shugenja) :

In the north of the Ivory Kingdoms, in a remote area of the Plains of Glass, can be found a village located on the banks of the eastern part of the giant inner sea. This forgotten place is home to a tribe of black-skinned men and women, like those found south of the Burning Sands. They do not talk about their pasts, and do everything they can to be never found, but legends speak of their mastery of ice magic. A power unknown to the Ivinda and the Mekhem since the Day of Wrath, the Qabal accepted an exile from this tribe in their ranks just so they could study the strange power they can bring upon those who oppose them.

Technique rank : 3

Replaces : any Ivinda Jakla school 3

Requirements : water affinity, finding a teacher, lore : elements (water) 4.

Technique : the unknown winter.

Works exactly like the Acolytes of snow technique, book of water page 179

Jakla summoner (shugenja, Ivinda) : + 1 intelligence.

The jakla are members of the Brahmins caste by default, even if nearly all of them are born from Kshatriya parents. The few who aren’t are adopted by the gurus and Kshatriya to be trained, the fact they can talk to the kami showing that someone of importance has been reincarnated into this body, whatever his original caste were. Unless they commit blasphemous acts (like joining the cult of the Rhumal), Jaklas are ensured a life of wealth and veneration from the lower castes as long as they perform their priestly duties.

Skills : defense, meditation, etiquette Ivory Kingdoms , lore : theology Ivory Kingdoms, lore : history Ivory Kingdoms, staves, lore : omens, any high skill.

Integrity : 5,0

Outfit : elegant clothing, 40 rupee, Brahmin staff, scroll satchel, travel pack, ceremonial clothing, dagger.

Affinity : any non-void element of your choice.

Deficiency : the opposite element.

Technique : the power of the trinity.

The Jakla of the Ivory Kingdoms are able to call upon the kami like a shugenja do, but in ways that none other than the Iuchi would ever understand. Summoning elements through prayers to the different aspects of the trinity and their servants, they can accomplish things that would amaze even elemental masters. At your 1 st rank and 5 th rank in this school, you can select a sahir discipline like a [sahir]. You can use the ability of this discipline like a [sahir] of your insight rank by spending a spell slot (if the ability would be permanent, it last 1 hour). You can select the same discipline multiple times, increasing your rank in it every time. You can buy the advantage servant of the smokeless fire like a sahir.

Spells : sense, summon, commune, 3 from your affinity element, 2 from another element and 1 from a third element.

Summoner of Jinn (new path, Ivinda, shugenja) :

Despite its name, this technique doesn’t mean the jakla can summon jinns, but all the Jakla who became famous for their power over the children of the smokeless fire have followed it. This path is for those who explore the forgotten paths of magic from the ancient city of Pahatan and the civilization of the Ikshwaku, rulers of what would become the Kingdoms before the Maharaja dynasties took power.

Requirements : a non-Ka ring of 4, a Ka ring of 3, lore : elements 3, lore : jinn or lore : history 3.

Replaces : any Ivinda Jakla school rank 3

Technique : the ancient powers of Pahatan.

You have studied the ways of the ancients, those who would later become the Ra’shari or the followers of the Maharaja. Those powers trapped a jinn in the temple of the White Tiger and has such you have a greater mastery of the powers that has been used by those who learned about Akhim’s seal. You can select one sahir discipline (same restrictions and rules that the technique the power of the trinity).

Jakla spiritualist (Ivinda, shugenja) : + 1 willpower .

While the Ivinda have not the same understanding of the Void as the Rokuganni do, they do know that there is a fifth element and that it create a balance between all 4 others. As such, void magic do exists among them, even if there is really only a handful of Jakla who can cast spells of this element at any moment. Those few spiritualists are able to use Void magic through their devotion to the order created by the Trinity, and in particular the Mystic.

Requirement : Ishiken-do advantage.

Skills : defense, meditation, craft : woodcarving, lore : theology Ivory Kingdoms, lore : elements , staves, lore : omens, any high skill.

Integrity : 5,0

Outfit : elegant clothing, 40 rupee, Brahmin staff, scroll satchel, travel pack, ceremonial clothing, dagger.

Affinity : void.

Deficiency : any non-void element of your choice.

Technique : the gift of the Mystic.

You can buy the Ishiken-do and the Void versatility advantages at normal price, despite Ivinda normally not being able to have those advantages. Through your devotion to the pantheon of the Ivory Kingdoms, you have been to access a better understanding of the world and how the wheel of rebirth affects everything. This knowledge allows you to bring some of your foes’ bad kharma against them to prevent them from forcing the kami or other magical power to act against you. You have the ability to counterspell any spell as per the rules (book of fire page 182) using a spell slot of any element.

Spells : sense, summon, commune, 3 void spells, 2 spells of any other element and 1 spell of a third element.

Vessel of the gods (Ivinda, Guru) : + 1 Ka.

The Brahmin caste is made of people from the Emerald Empire would call priests and being in charge of the spiritual needs of the Ivinda is their main role. As such, they take care of the temples, the funeral rites and all the others ceremonies required of them. But they also have to sacrifice to the gods in proper rituals, and many of those rituals involve the shedding of blood. Nothing like the blood rituals of the maho-users, but a few drops (that would attire kansens if they were more around in the Kingdoms) only. The most talented of the Brahmin shows their devotion by having magical scars showing and bleeding by just spending a night in a temple, honoring the local gods.

Skills : meditation, lore : omens, lore : theology Ivory Kingdoms, staves or brawling, athletics, any craft skill, medicine.

Integrity : 6,0

Outfit : sandals, Brahmin staff, 3 rupee, scroll satchel, tunic.

Requirements : ascetic disadvantage.

Rank 1 technique : by force of will alone.

The Brahmin are all about devoting themselves to helping their people progress alongside the Wheel of Rebirth and ensure the safety of the world. Guiding the lower castes is a difficult job, which requires understanding. A Brahmin has + 1k0 to all social rolls with characters with a lower status rank. The Vessel also has to prove his devotion and determination to his function, and train his will toward it. By controlling your body and soul, you can achieve exceptional results. You can pray the gods to be immune to all conditional effects (excluding mounted and grappled) for a number of hours equal to your earth ring for one Ka.

Rank 2 technique : let him bleed.

By praying the gods, blood start to shed magically from scars (existing ones, or new ones magically showing on the face or upper torso, like stigmas), the Vessel can conjure the local gods and temporally increase his rings (and corresponding traits). By spending 2 wounds and a Ka point, the Vessel can increase any of his non-Ka ring by an amount equal to his insight rank for a number of minutes equal to his insight rank. In theory, the ring raised depends on the local gods’ sphere of influence but usually there is gods for everything everywhere in the Kingdoms so it’s rare a vessel cannot select the ring increased.

Rank 3 : honoring the gods.

A small part of the divine beings you revere has been granted to you permanently. You immediately learn two kihos of your choice that you could actually learn.

Rank 4 : path to self-mastery.

Through physical exercises and meditating, the Vessel can reach a mastery of his own body that his training in the art of Sainika help him uses in a fight. The Brahmin can now make simple attacks with unarmed attacks or staves.

Rank 5 : reaching your dharma.

The kharma is what you accomplish in this life, the dharma is the sum of the kharma of all your reincarnations. The Brahmin has reached such a level of understanding of his own dharma that he immediately earn the enlightened advantage (if he already has it, he is refunded the experience cost), stop feeling the effect of age (while he still age somehow a bit, he no longer suffers from ailments and debilitating effect of ages and can’t die of age-related effects) and can be without drink, food or air for a numbers of weeks equal to his meditation skill rank (and when he does need, he only need a really small amount, like a glass of water and an apple).

Wandering Brahmin (new path, Guru, Ivinda) :

There are many tales of guru going into self-imposed exiles so they can learn in the wilderness techniques that the life of someone who has never endured hardship could never understand. Storytellers speaks wild stories of such guru, able to sleep on planks of nails or fly by meditating about the meaning of life in the universe.

Replaces : any Guru school rank 4

Requirements : Ka 4, fire 3, any other ring 3, meditation (fasting) 5, lore : theology Ivory Kingdoms 4

Technique : dharma technique.

Wandering mystics have been known to live in the most forgotten parts of the Kingdoms and reach level of mystical mastery that would impress shugenja and jaklas alike. You immediately learn 2 new kihos, but for the purpose of selecting them, you are considered to be a Brotherhood monk. You gain + 2k1 to your hunting, meditation and athletics rolls.

I will admit that I will greatly follow this development, specially since I'm sending my players in the Colonie and I have an intrigue around what happened in the past on the land they'll investigate. And since these are very well done, I'll probably like the reading for everything around this!

I welcome any comment on my work. I'll try to take those into account and edit the work as I progress. I've already edited some of the previous parts I posted here.

i always wondered... who was the God-Beast? Any of the deities mentioned in the spare info about the IK before the war? Some other unmentioned deity? Any theories?

i always wondered... who was the God-Beast? Any of the deities mentioned in the spare info about the IK before the war? Some other unmentioned deity? Any theories?

I put my theory in the post I made earlier. Officially, we only know it was a goddess.

Equipment :

  • Ankus (staff :ankus) : 2k2, the ankus is a two to three feet long stout wooden pole with a metal hook end used to train and direct elephants. It didn't take long for the elephant riders to use it as a protective weapon to use from their howdah. Strength minimum of 3, ignore 1 pt of reduction from the target.

  • Bagh-nakh (knives : bagh-nakh) : 0k2, imported by the Qolat to the Ivory kingdoms, those rings hides retractable claws in the palm of the user. They grant a free raise for hiding them but attacking with them double the armor TN bonus of the target.

  • Chakram (athletics : thrown weapon) : 1k2, this weapon is mostly used by the khastriya of house Suresh and is a razor sharp metal ring that can be thrown two ways : either twirled around the forefinger and released or thrown like a discus.

  • Katar and kukri : treat them as daggers.

  • Tulvar : (swordmanship : tulvar) 2k2, + 1k0 to damage rolls when on horseback, it’s a slender curved sword with little to no hilt designed for chopping from horseback. Mass produced versions are used by guards but master quality versions are used by Khastriya.

  • Blessed Ivory : only the purest quality Ivory can be blessed in a powerful ritual known only to the most revered Brahmin and turned into Blessed Ivory. Blessed Ivory is considered a sacred substance and works exactly like Jade for everything, ignore reduction and invulnerabilities. Blessed Ivory weapons often do double damage against Rakshasa when they have the blessing of Vishnu. Ivory from creatures of Shikushudo is considered Blessed Ivory.

  • Lezam : the lezam is a stiff bow made for the Kshatriya using bamboo or whalebone that was straight instead of curved like the Rokuganni bows, a series of pulleys with an iron chain bent the bow to allow the shot. It was copied by the Tsuruchi, who used it only for training because its weigth and the chain jingling made it cumbersome in a battle. Strength 4, large, range 250’, reload it take one simple action.

  • Urumi : (chain weapon : Urumi) the whip swords are made of flexible rope-like steel (so flexible it could be worn as a belt for concealment) with edges. It was a really difficult weapon to master due to the risk of cutting oneself while using it. 1k2, grant a free raise on rolls to hide it, range 2 feet, large.

- Pearl of Embers : this magical glowing pearl is an enchanted creation of the ancient Naga civilization. They used to be thousands of them in the Naga cities before their destruction, and some can be found all over their former kingdom. The pearl need 8 hours of sleep to attune to someone, and can be only attuned to one person at a time. Once attuned, the bearer gets one more Void/Ka point per day whenever he recovers them from sleep.

- Khalimpeh-jiak : this strange weapon is enchanted to make it lightweight and extremely easy to use, and to leave painful wounds. It seems to have been enchanted by a powerful jakla to be granted to a Kshatriya house. Despite its appearance, it is mechanically working like a nunchaku with +1k1 damage rating and (if you take two raises on called shot) inflicts a TN penalty to the target of your fire ring X 3 during your fire ring rounds (this effect cannot be reused as long as it is still in effect).

Creatures :

- Hibagon (book of earth page 211) :

Known as the bestial ones by the Ivinda, the Ivory Kingdoms Hibagon are known to follow Elephant herds throughout the Jungle. After the Destroyer War, they followed the Pacharmus (elephant destroyers) herd also, the beasts somewhat becoming more pacific like the animals they were copied from after the destruction of their creators. They otherwise keep to themselves like their (maybe mythical) counterpart of the Emerald Empire.

  • Normal creatures : roc are in the LBS appendix page 286, Komodo dragon (book of earth page 211), mongoose (book of earth page 212), rhinoceros (book of earth page 213), Den Unagi (book of of water page 194), sting ray (book of water page 194), whales (book of water page 194), garuda (use Basan stats, book of fire page 193), ape (enemies of the empire page 10), bear (enemies of the empire page 11), crocodile (enemies of the empire page 13), elephant (enemies of the empire page 13), monkey (enemies of the empire page 14), snake (enemies of the empire page 16-17), tiger (enemies of the empire page 17), jaguar (use tiger, with agility – 1 and swift + 1).
  • Behemoth : second city, the campaign, page 98
  • Bonedrinker : second city, the campaign, page 99
  • Destroyers : second city, the campaign, page 100
  • Golems : second city, the campaign, page 100
  • Greath Death : second city, the campaign, page 101
  • Nagah : second city, the campaign, page 102
  • Greater Rakshasa : second city, the campaign, page 102
  • Red Hunger : second city, the campaign, page 104
  • Shojo : second city, the campaign, page 105

- Progeny of the destroyer : LBS page 288

  • Buruburu : enemies of the empire page 246
  • O-toyo : enemies of the empire page 247
  • Koumori : enemies of the empire page 249
  • Zokujin : enemies of the empire page 194

- Asura : the Asura are powerful power-seeking hungry demons from Jigoku. They are, in many ways, the manifestations of the Akutenshi in the Ivory Kingdoms but have more limitations : so far from the Pit and with so little Kansens, they can’t really manifest themselves physically and are incorporeal ghosts most of the time. Able to be invisible and go through nearly every substance (magical barriers or sacred substances can wound them) while in this spiritual form, they try to influence people by whispering to them. In appearance and powers, they are really similar to the Ashura, the winged obsidian samurai from Fu-leng’s dreams : they are beautiful samurai ou Kshatriya with moth wings (that they don’t use to fly, the earth itself repels them) that carry a venom and obsidian armor and weapons that transmit the Taint.

Air : 4 Earth : 6 Fire : 5 (agility 6) Water : 5

Initiative : 8k4 Attacks : 8k4 (bow, complex), 10k4 (simple, sword), 10k4 (simple, wings).

Damage : 7k2 (bow), 8k3 (sword), 5k2 (wings). Armor TN : 25

Reduction : 3 Wounds : character-based wound levels.

Shadowlands Taint : 7,0

Skills : calligraphy 2, courtier 2, etiquette 2, investigation 3, sincerity (deceit) 5, brawling 4, swordmanship 4, archery 4, defense 3, hunting 3, stealth 2, intimidation (bullying) 5.

Special abilities :

  • Dark vision : the Asura and Ashura sees magically, as such they cannot be blinded, can see in any conditions and can see invisible creatures.
  • Deathwrack : when the creature die, it explode in a ball of flame. All creatures within 10’ must make a reflex roll TN 15. Those who fails suffer 8k4 damage, those who succeed halve it. The weapons explode in the same way if the creature is killed while not holding them.
  • Fear 4.
  • Poison : anyone wounded by the wings must roll against venom (corebook page 333).
  • Spirit.
  • Tainted weapon : they use an obsidian daikyu (increase the normal strength of the weapon by 3) which shot arrows magically summoned (can be any type) and an obsidian sword with a DR of 3k3 which can taint the victim (see injured by a Tainted creature, corebook page 276). Both weapons can be teleported as a simple action back to his hands. They explode if a non-Ashura tries to take them.
  • Swift 3.
  • Invulnerability.
  • Summoning : Ashura can be summoned through a Maho ritual (equivalent to a mastery 6 air spell which take fire ring of the Ashura hours to do) and will last Air rank of the caster in Ningen-do before being banished back to Yume-do. Asura can be summoned as a ghost as a mastery rank 2 air maho spell and will be able to stay in Ningen-do for Air ranks of the caster days. They can be summoned physically the same way as an Ashura but will be banished back to Jigoku at the end of the spell, or if their fire ring X 3 wounds aren’t spilled in blood for them every day.

- Kuladevata / Fu Lions :

The Ivinda have a lot of tutelary deities and other protective spirits that can manifest in many ways, but one of the most common way is as a Kuladevata, animated statues (or something similar, like a lion made out of plants) possessed by a spirit from Chikushudo or Tegoku (but sometimes Yomi). They are known as Fu Lions in Rokugan and are a sign of the Heavens wanting to help those who deserve it. No-one has ever found a way to ensure those spirits to manifest or to ensure their loyalty, they come and fight for their own goals (which are always highly honorable) and return to their realm if their host is destroyed or their mission accomplished.

Air : 3 Earth : 3 (willpower 4) Fire : 3 Water : 3 (strength 4)

Initiative : 5k3 Attacks : claws (complex) 8k3

Damage : claws 4k3 Armor TN : 15

Reduction : 7 Wounds : 20 /+10 ; 40/ dead.

Skills : lore : bushido 5, athletics 4, battle 3, defense 3, hunting 4, jiujutsu (claws) 5

Special abilities :

  • Spirit
  • Swift 1
  • Fear 1
  • Invulnerability to jade.
  • Immune to the Shadowland taint.
  • Charge attack : increase their water ring by 1 when in fire stance.

- Spawn of Vritra :

Those creatures destroy water by their very presence, as they are the spawns of a powerful entity from Chikushudo corrupted by Gaki-do, Vritra. This dragon or huge snake, the legends never agree, is the Ivinda personification of drought. Those creatures have an aura that seems to burn the water around them constantly, sucking the life out of the jungle. They are hopefully rare but are really dangerous, powerful and uncontrollable beasts. Some have suggested they may be Ryu who felt to mortals vice and were corrupted by Gaki-do.

Air : 4 Earth : 3 Fire : 3 (agility 4) Water : 4

Initiative : 8k4 Attacks : bite (simple) 8k4

Damage : bite (target’s water ring +4g4) Armor TN : 30

Reduction : 5 (bypass by Blessed Ivory) Wounds : 15/+5; 30/+10; 45/+015; 60/+20; 75/ dead.

Skills : hunting (tracking) 6, jiujutsu (bite) 5, intimidation 4, stealth 3.

Special abilities :

  • Swift 2
  • Spirit
  • Huge
  • Fear 4
  • Invulnerability to water magic.
  • Destruction of water (works like the spell purge the Taint, corebook page 177, but it is cast as a rank 3 jakla using the water element and destroy water instead of the Taint).
  • Poisonous : the bite of the spawn is similar to the Fire Biter (corebook page 333).

- Guardian statue :

While many people see guardian statues as minor golems (at least, for those who know they actually exists), they are in truth created by a totally different ritual. Guardian statues in Rokugan and in the Ivory Kingdoms are suffused with the spirit of an ancestor, who find a new body in the statue itself, standing guard to defend those he died for sometimes centuries before. As such, the Isawa and the Kitsu are the families in which the ritual to create such entities, but Jaklas and Shugenjas of all origins can importune the kami and the spirit of an ancestor to create one if they are devote enough. Sometimes, even, those animate by themselves as a spirit from Yomi seek to defend his home and family.

Air : 3 Earth : 3 Fire : 3 Water : 3

Initiative : 6k3 Attacks : 7k3 (complex or simple, depends the school).

Damage : depends the weapon. Armor TN : 20 + school bonus.

Reduction : 5 Wounds : character-based wound levels.

Skills : every school skill at 4, a lore skill at 3, 2 high skills at 3 related to his previous life.

Special abilities :

  • Invulnerability
  • Invulnerability to fire.
  • Spirit warrior : the statue is a rank 3 bushi in a bushi school of the clan of its creator (or warrior for the Kshatriya). Tales exists of shugenja and jakla who had been able to allow the spirit to use more advanced techniques.

- Rohshem :

Little is known about those creatures, who seems to come from Chikashudo but do have instincts that remind the jakla of Gaki-do and Toshigoku. They are dangerous, stealthy and really intelligent predators who have often be seen working alongside Rakshasa.

Air : 3 (reflexes 4) Earth : 3 (stamina 4) Fire : 3 (agility 4) Water : 3 (strength 4)

Initiative : 6k4 Attacks : 7k4 claws (complex) or 6k3 bite (complex)

Damage : claws or bite Armor TN : 20

Reduction : 5 Wounds : 12/+5; 24/+10; 36/ dead

Skills : brawling 3, investigation (notice) 4, athletics (running) 2, hunting (survival) 4, stealth (ambush) 3.

Special abilities :

  • Fear 3
  • Swift 2 (halved when not flying).
  • Touch of the Spirit-realms : has the advantage of the same name with Gaki-do.
  • Magic resistance 2
  • Nocturnal predator : no penalties when in the darkness and + 1k1 to stealth and hunting rolls during the night.

- Hsigo / Nue :

The flying monkeys are known to have taken over the Temple of the Golden Monkey and learned to use spears and others human tools. Or so the legends says, as no-one has ever found the temple and came back sane enough to lead a new expedition to it. But the flying monkeys do exists, and the few shugenja who have seen them have identified them as Nue. Those are mischievous spirits from Chikushudo that can only manifest themselves where the barriers between spirit realms are weak, which tend to make them a rare sight in Rokugan. But in some parts of the Ruined Kingdoms, they are quite common and contrary to their habits in the Emerald Empire (where they shows up as odd amalgams of randoms animals parts or bird with bright unnatural colors), they tend to take nearly always the shape of winged monkeys with vibrant colored fur. While ferocious pack hunters, the Hsigo (as they are known by the Jakla) are not aggressive toward humans unless threatened or animals in their territory are attacked (as spirits of the animal realm, they protect the wildlife).

Air : 4 Earth : 3 Fire : 2 (agility 3) Water : 3

Initiative : 5k4 Attacks : 5k3 (claws, complex), 4k4 (breath, simple)

Damage : 3k3 (claws), earth k earth (breath) Armor TN : 20

Reduction : 1 Wounds : 12/+5; 24/+10; 36/ dead

Skills : investigation 2, athletics 2, hunting 3, jiujutsu 2, stealth 4.

Special abilities :

  • Breath attack : this breath can hit one target at 15’, the target must make an earth roll TN 25 or be dazed, in addition to the damage. They can breathe only once every 4 rounds.
  • Swift 3 (when flying)
  • Spirit.

- Llama :

The Rokugani had a hard time with this domesticad camelid (especially his spitting habit), but they quickly learned from the natives the utility of this pack animal in the Ivory Kingdoms’ mountains and northen plains.

Air : 2 Earth : 3 (stamina 4) Fire : 3 Water : 3 (strength 6)

Initiative : 3k2 Attacks : kick (complex) : 3k2

Damage : 6k2 Armor TN : 10

Reduction : 2 Wounds : 24/+5; 40/+10; 56/dead.

Skills : hunting (tracking) 3, athletics (climbing) 4, intimidation 4.

Special abilities : swift 2.

It's always a pleasure to discover material of this quality! I'll try to read it as soon as I can.

It's always a pleasure to discover material of this quality! I'll try to read it as soon as I can.

None of it is at the finished stage, so be free to comment, they are welcome.

No spit in the face attack from the Llama? I'm disapointed! Haha! ;)

Maybe a little information on the cultural aspect may be interesting to have, for example: Their way of living, the clothing, the town archtecture. Yes, I'm asking about the "mundane way of living" but it's may be interesting to have.

No spit in the face attack from the Llama? I'm disapointed! Haha! ;)

Maybe a little information on the cultural aspect may be interesting to have, for example: Their way of living, the clothing, the town archtecture. Yes, I'm asking about the "mundane way of living" but it's may be interesting to have.

It's is really interesting to have, honestly I would like to add it, but I'm trying to make as little change to canon so there is not enough information to make educated guesses on most of that. Sorry.

For the spit attack, it's all in the intimidation skill.

Editing from part 1 :

  • Iaijutsu doesn’t exist, but the Umi no Koete have fencing, which works exactly the same but for fencing weapons. The Ivinda have a tradition of duels for each major type of weapons, and as such, focus and assessment exists as emphasis for chain weapons, heavy weapons, swordmanship, spears and staves for the Kshatriya. The Naga have a dueling tradition known as One strike using a no-daichi. One Strike replaces Iaijutsu for the Naga and works identically to it.

People asked about day to day life so I tried my best :

Day-to-day life :

A day in the life of a Kshatriya :

  • 5 to 7 : the Kshatriya get up and go pray his gods and ancestors, bathing himself ritually to purify his body. Then he takes a small breakfast of fruits like mango. Courtiers usually start preparing the court sessions of later in the day.
  • 7 to 9 : all Kshatriya, even the courtiers, are warriors and as such all train during this time period.
  • 9 to 11 : warrior Kshatriya take this opportunity to inspect and take care of their weapons and armor while courtier will get bathed and dress themselves in more elaborate sari (wrap-around shirts and robes), more fitting for the court. Low court activities will usually be discussed during short meetings.
  • 11 to 13 : lunch will be taken, samples is lentil (rice can only be cultivated in the northern plains) with spices like malasa or curry (a variety of spices). The noble caste also takes the opportunity to study art and science during this time period. Courtiers also meet with their colleagues to make progress on some topics.
  • 13 to 17 : the warriors will go patrol and guard, while the courtiers will debate at court or administrate resources while the artisans will work on their creations.
  • 17 to 19 : done with their duties for the day, the nobles will go home to a copious dinner and enjoy this time with their families. They can play chess or Pachisi (a game played on a cross-shaped board); or smoke Kazami (a sort of tobacco) with their friends.
  • 19 to 21 : many Kshatriya will train their children during that time, or pray or study.
  • 21 to 23 : ritual purifications and prayers before bed.

A day in the life of a Brahmin :

  • 5 to 7 : the day starts with purification and a really small breakfast. Many Brahmin spend nearly this whole period in streams and lakes to fully purify themselves.
  • 7 to 9 : this time is devoted to prayers and ordering the servants to do chores.
  • 9 to 11 : meditation period devoted to the study of enlightenment.
  • 11 to 13 : the monks enjoy lunch and shares it with the poor and destitute.
  • 13 to 17 : the body and the soul are united, and as such Brahmins have to ensure everything is getting as close as possible to perfection. They spent this time doing physical exercises to improve the body and studying texts to improve the mind.
  • 17 to 21 : many monks will train younger members of the caste and sometimes of others castes at this time. They often uses Moksha Patam (snakes and ladders), a game meant to teach how to raise yourself from vices to virtues through playing. They’ll eat a dinner at some point during that time period.
  • 21 to 23 : night prayers take place at this time.

A day in the life of a Vaisha :

  • 5 to 7 : morning prayers and breakfast before checking inventories. Many will consummate Kave, a dark stimulating beverage.
  • 7 to 9 : opening the shop, artisans and craftsmen will start working on crafting simple items while merchants will instruct their employees and take time to wear complex Sari.
  • 9 to 11 : merchants will travel to negotiate with their partners and customers around town while craftsmen will work on more complex work.
  • 11 to 13 : taking a break for lunch, artisans and merchants will try to relax and enjoy pleasures like games and entertainment.
  • 13 to 17 : opening shop again, many merchants and artisans leaving it to their employees and apprentices while still supervising it from time to time.
  • 17 to 19 : gathering supplies for the next day and negotiating deliveries.
  • 19 to 21 : return home to his family and some relaxation during dinner time.
  • 21 to 23 : prayers before going to bed.

A day in the life of a Sudra :

  • 5 to 7 : usually after a drink of kave and a strong breakfast, the miners goes to pray the local gods so they get to live another day down the mineshaft.
  • 7 to 9 : mining in dangerous conditions, with Zokujins helping in the most unstable shafts, the minors works hard at the light of oil lamps.
  • 9 to 11 : after a break, miners goes back in the darkness of the mines.
  • 11 to 13 : the miners are allowed to return to the light for a lunch break and some respite.
  • 13 to 17 : after some prayers, the miners return inside the mines.
  • 17 to 19 : the miners will work some more than go out for bath and purification.
  • 19 to 21 : relaxation with their family and a big dinner.
  • 21 to 23 : after some more prayers, a miner take an early bedtime.

A day in the life of an Untouchable :

  • 5 to 7 : the Untouchables starts their day early, and not all of them can afford a breakfast.
  • 7 to 9 : the Untouchables goes on to their work, ignored by everyone.
  • 9 to 11 : the Untouchables prays between workloads.
  • 11 to 13 : scrapping for food, the Untouchables goes to the temple to receive left-over and given food from the Brahmin, who barely ever pay attention to them.
  • 13 to 17 : the Untouchables do their best to do their work without being seen.
  • 17 to 19 : ritual prayers, flagellation and purification end the work day.
  • 19 to 21 : the only meal and time of relaxation of an Untouchable and his family.
  • 21 to 23 : hoping that they’ll have a better life in their next reincarnation, the Untouchables goes to bed early.

Ivory Sahir (new path, shugenja, Ivinda, Mantis clan) : + 1 willpower.

Even in the Kingdoms there is people wanting to call upon blood magic. While dark and creepy, this magic isn’t as corrupted as Maho is in Rokugan, able to call upon the energy from living blood without actually bleeding it out and calling the kansens forth. Still, some try to master even more power and turn to real maho, but those who can keep the power in check are able to use similar spells to maho-tsukai without selling their soul to Jigoku.

Replaces : Yoritomo shugenja 1, Jakla summoner 1 or rank 3 of the same schools.

Skills : meditation, lore : theology Ivory Kingdoms 2, medicine, etiquette (appropriate to the original school), lore : history, knives, any high skill.

Integrity : 3,0

Outfit : same as original school.

Requirements (if taken as a rank 3 technique) is lore : history 3, lore : theology Ivory Kingdoms 5 , meditation 3 and willpower 4.

Technique : cleansing the blood.

Rare are those jakla who have learned the ways of blood magic, who is seen as inherently evil and unclean to nearly everyone in the Kingdoms. But one of those taught his ways to Moshi Kiekesu, who brought it back to the Mantis clan. You can have scrolls of Maho spells as scrolls of normal elements. Those scrolls are specially made and are different from normal Maho spells. You can cast those Maho spells like normal spells, not using blood or acquiring taint, but to cast them you have to spend a number of Ka / Void points equal to the mastery level of the spell. You have a free raise on [wards] spells.

Disciple of Ganesh (new path, warrior, Ivinda) :

Ganesh, god of virtue and knowledge often emphases the romanticized version of what a Kshatriya should be : an honorable hero that saves those under his charge while also being a scholar willing to share his knowledge with everyone. The greatest followers of Ganesh founded a brotherhood of like-minded protectors, scholars, poets and warriors at the same time. Some says the Ebonite learned some of their practices from them.

Replaces : Kshatriya warrior 2

Requirements : lore : theology Ivory Kingdoms 3, integrity 6,0 +; lore : history Ivory Kingdoms 2.

Technique : purity is a virtue.

You are able to use your honor and devotion as a weapon against the enemies of the gods. This technique works like the jade legionnaire technique (corebook page 257) but using integrity instead of honor.

Ivinda craftsman (artisan, Ivinda) : + 1 awareness.

The Ivory Kingdoms have a proud tradition of manufactured products : carpentry, pottery, shipbuilding, weaponsmithing, armorsmithing, blacksmithing, glassblowing and so on. As such, the artisans and craftsmen are really important part of Vaishya, the merchant caste. They are often involved with commerce themselves, since there is no shame in that for the Ivinda and selecting the best resources for your craft is considered important.

Skills : 2 any artisan or craft skill or engineering, calligraphy Ivinda , etiquette Ivory Kingdoms , commerce, defense, knives, any one skill.

Integrity : 4,0

Outfit : 10 rupee, sturdy outfit, tunic, sandals, tools of the trade, dagger.

Rank 1 : mastering the materials.

It usually take years as an apprentice to reach this mastery, which is just knowing your materials, your tools and your customers. It’s only organization and basic stuff, but you can’t progress if you don’t know on what you stand. You have + 1 K0 to all craft, artisan and commerce rolls.

Rank 2 : learning the trade.

The apprentice can now be called a journeyman and works by himself, even if he is far from being an expert (and even less a master). Most artisans and craftsmen never goes past this rank, unable to reach the level of skill and networking required to reach the next level. This technique works like the Shiba artisan school rank 1 technique. You also gain the great potential advantage for one of your artisan or craft or engineering school skills. You are refunded the experience points if you have it for both already.

Rank 3 : building your own shop.

The artisan has now created his own network, and his creations are now used to create allies and negotiate gifts. Artisans who reach this level usually starts to train apprentices in number, create stores and hire other craftsmen to take care of the day to day production. This technique works like the Shiba artisan school rank 2 technique. You earn 5 duty points (merchant).

Rank 4 : expanding your franchise.

Your hands, your words, your spirit now talk to the elements themselves. Your creativity flatters the kami and they can sometimes now interact with your work. Such a level of mastery was rare, at the height of the Kingdoms’ glory at best 200 artisans could have said to have reached this technique. You can now cast 3 ranks 1 spells and one rank 2 spell of one element as a rank 1 shugenja with an affinity with this element. The spells and the element depends of your main craft or artisan skill, examples are given below. Notice that if you have one of the three basic spells, you can only cast it with your chosen element. To cast, you don’t need spell scrolls, but one of your creation that could relate to your element (a sword, a mirror, a poem on a scroll, a painting…). You earn 5 duty points (merchant).

  • Poetry : Air, Nature’s touch, Token of Memory, To Seek the truth, Benten’s touch.
  • Calligraphy : Air, Legacy of Kaze-no-kami, commune, Way of Deception, Secrets on the Wind
  • Armorsmithing : Earth, Armor of earth, Elemental ward, Soul of stone, Force of will.
  • Carpentry : Earth, Earth’s stagnation, Jurojin’s Balm, Minor Binding, Hands of clay.
  • Weaponsmithing : Fire, Biting steel, Burning kiss of steel, The Raging forge, Disrupt the aura.
  • Glassblowing : Fire, Never alone, The Raging forge, Commune, Mental Quickness.
  • Pottery : Water, Path to Inner Peace, Reflections of Pan’Ku, Speed of the Waterfall, Inari’s blessing.
  • Painting : Water, Clarity of purpose, Spirit of Water, Reversal of Fortunes, the ties that bind.
  • Tea brewing : Void, Boundless sight, Witness the Untold (Void only get two spells due to its special nature).

Rank 5 : the craft of legends.

Only one artisan reaches this legendary technique per generation, at best. You have reached such a mastery that your work talk to the kami who are inside your materials. They listen to your spirit, love your work and try to help you create marvels. If you spend all your Ka points on the creation, changes the duration from days to weeks and take 10 raises when creating your masterpiece, you can make it a small nemuranai. You can select with your GM a mastery 1 spell that your nemuranai can cast as a shugenja. You have to distribute the number of Ka points you spent between the casting ring, shugenja rank and number of spells slots to determine the casting abilities of your creation. The shugenja rank also determines the number of raises the item can take when casting the spell.

Vaishya (courtier, Ivinda, Rhumal) : + 1 awareness.

The merchant caste is an honored position among the Ivinda, contrary to the Rokuganni. They make sure goods from one part of the Kingdoms reach their destination in time, ensure quality and spread wealth around with their work. Contacts with the Kshatriya are limited and ritualized, because of traditions, but aren’t shameful in any way for the people of the Ivory Kingdoms. The merchants rarely interact with the Brahmin, again because of traditions limiting interactions between castes, but not because of any uncleanness. Also remembers that since building shops, negotiating a contract with a world and being successful as a merchant is seen as success for all the Ivinda, merchants win glory in a similar way to artisans.

Skills : calligraphy Ivinda , courtier, etiquette Ivory Kingdoms , investigation, sincerity, commerce 2, knives.

Integrity : 4,0

Outfit : 10 rupee, sturdy travelling clothes, court clothes, scroll satchel, abacus, dagger.

Rank 1 : learning to count.

The apprenticeship system of the Ivinda applies to the merchant too, and the first years of training are mostly inventorying, checking and counting stuff under the tutelage of an expert merchant. If you have a glory rank higher than your target, add three times the difference to the results of all your courtier, etiquette, sincerity and commerce rolls with the target.

Rank 2 : One rupee.

Developing your skills, creating your own opportunities, learning how to understand people’s desires are what distinguish a successful merchant from those who scrounges for money. This technique works like the Bayushi courtier rank 1 technique.

Rank 3 : money can buy everything.

Commerce is an art, and one you have mastered. You have learned how to use your target’s weaknesses to your advantage, and now are able to use your knowledge to come back from any mistake you have done through subtle negotiations. Whenever you fail a social roll, you can once spend a Ka point to reroll. You earn 5 duty points (Merchant).

Rank 4 : an honest merchant is a poor merchant.

This proverb is a perfect example of what you had to do to reach this level. While you may never have stolen or lied really, or anything illegal of the sort, you convinced people to buy stuff they didn’t wanted and made them pay a bit over what it was really worth. You earn 5 duty points (merchant). You can make an awareness + sincerity roll in opposition with your target awareness + investigation after talking with her for 10 minutes. If you win, you learn one of its mental traits, plus one for each raise you took on the roll. You can try the roll every 8 hours (if never failed a roll) or every 48 hours (if you failed the previous roll). Whenever you make a contested social roll (not from this technique) with the target, you can spend a Ka point to force the target to use the mental trait of your choice instead of the one he was supposed to.

Rank 5 : monopole.

While it is unlikely that you can achieve true monopoly on anything in a particular area of any relative size, you can achieve such control over some resources that you can control the market. And uses your resources to grant yourself advantages over those you deal with. This technique works like the Yasuki courtier rank 5 technique. You earn 5 duty points (merchant).

Dalala (Ivinda, courtier, Rhumal, Kshatriya) : + 1 perception.

While you can sometimes find Dalala (courtiers) from the merchant caste, usually talented scholars and scribes, this function is usually exclusively held by the Kshatriya and as such they are trained in the arts of war and theology in addition to their courtly functions. They apply their mastery of war and faith to the battlefield of court as devoted members of the Kshatriya caste.

Skills : calligraphy Ivinda , courtier, etiquette Ivory Kingdoms , investigation, lore : theology Ivory Kingdoms , swordsmanship, commerce, any high or merchant skill.

Integrity : 5,0

Outfit : 30 rupee, sword, dagger, steed, elegant clothing, travelling pack, scroll satchel, writing tools.

Rank 1 : faith is what is important.

Everything in the Kingdoms is about faith, even social relation, with prayers and rituals about purification before anything important is ever done. Every moment of a day is a prayer of sort to those of your caste. Whenever you spend a Ka point to enhance a roll by 1k1 you instead add +1k1+ your rank in lore : theology.

Rank 2 : the Raja’s court.

The function of Rajaduta, ambassador, is hard to achieve and many young Dalala waits decades to even be allowed into such a court. But once there, the courtiers have to master it so to progress or be sent in the provinces and forgotten. This technique works like the rank 2 technique of the Asako Loremaster.

Rank 3 : you are our civilization.

What differences humans from creatures is civilization, and the Ivinda thinks their civilization, granted by the gods of the trinity themselves, is the perfect shining example of human progress. Through the use of administration and etiquette, you can create allies for yourselves in any court. After spending a month in a court, you can make a etiquette/ perception roll TN 25, if you succeed you gain 2 EXP + 1 per raise you can spend on an ally in this court (you can add more exp from your own pool). For the purpose of this technique, the only Ally advantage available is the ally variant rules from Unexpected Allies. You earn 3 ambassador duty points.

Rank 4 : the way of the Kshatriya.

Even the Dalala are trained in the ways of the warrior, for all Kshatriya are expected to know how to fight. You can make simple action attack with one weapon selected when you reach this technique.

Rank 5 : study the river of words.

The Dalala is a water school when it comes to court. All is about understanding and noticing little details and using them at your advantage. The masters of this school can notice every pause in a chat, every body movement showing anxiety, all the little breaks in their interlocutor’s social mask. You gain + 5 k0 to your social rolls if your target has a lower perception than you. You earn 5 duty ambassador duty points.

Ivinda scout (Ivinda, Kshatriya, Rhumal, rogue, warrior) : + 1 agility.

Even at the peak of the Ivory Kingdoms’ civilization, a lot of their territory is barely explored and really dangerous jungles. As such, many schools of scouts and explorers have blossomed among the Kshatriya and the Vaishya (even some Sudra, like some woodcutters, are rank 1 in this school) over the centuries. While not unified like a great clan school from Rokugan, their basics techniques are the same all over the country. While mechanically similar, all those different traditions have their own feel and attitudes, and rivalries are common between teachers on who train the better scouts, long-distance runners or found famous trade routes.

Skills : investigation, spears, athletics, horsemanship, hunting, stealth, archery or oyumi, defense.

Integrity : 4,0

Outfit : 7 rupee, dagger, bow or oyumi with 24 ammo, travelling pack, sturdy clothing,

Rank 1 : across the jungle at midnight.

Survival is the first and foremost teaching of the scout school. As such, the mortality rate before getting to this rank is quite important but the lessons learned then will help the scout all his life. You can make meditation (fasting) rolls using your hunting skill instead. You can make rations last twice as long for as many people as your school rank and you suffer no penalty while fighting with low-light conditions (like under a night sky in which you can see the moon and stars).

Rank 2 : knowing where to run.

Sometimes, fighting is not the best option. Sneaking around, avoiding problems, knowing perfectly where every little thing is : hidden spots, water sources, food supplies, caches of weapons and so on. This technique works like the Imperial explorers new path.

Rank 3 : swift revenge.

In the jungle you have to be swift to react and sometimes you have to fight your way through enemies. You can make simple action attacks with bows if you have picked up archery as a school skill or if you picked oyumi, you reload with one less complex action, unless you have the mastery rank 5 of crossbow, in this case you reload as a simple action and can shoot with crossbows as a simple action.

Rank 4 : bitter shadows.

The experienced scout is a mortal enemy in combat, knowing how to use every advantage to its maximum. They are bitter shadows who kill those who threaten them. You can change your stance at your own initiative before taking any action if you spend a Ka point.

Rank 5 : survival of the fittest.

The few scouts who survive that long know the laws of the jungle and are constantly wary of everything, able to adapt to every situation in ways that most humans can never achieve. Whenever you spend a Ka point you get the effects of spending two if applicable.

Khastriya duelist (new path, warrior, Kshatriya) :

Niyuddha, the art of duel, is important part of the warrior culture of the Kshatriya caste. So much that old Kshatriya, preferring to die fighting, organized (with the accord of their Raja) small battles or challenged others warriors until they got cut down by their opponents. Duels in the Ivory Kingdoms is highly ritualized and follow strict rules : it is forbidden to strike an unarmed, unconscious or who has surrendered opponent or to strike below the waist line. Any violation is considered shameful and sinful in front of the gods. The duel can be done with many weapons, but both duelists must be using the same. Like in Rokugan, a Kshatriya must have the authorization of his lord, and arbiters are appointed to check the weapons and the legality of the duel (the duels are usually fought unarmored, but shields are possible if both have them). The question of the rewards involved in the duels would fall on those arbiters. As in Rokugan, most of those duels will stop at first blood.

Replaces : Kshatriya rank 4.

Requirements : air 3, fire 3, lore : law 2, one of the following skills at 5 : chain weapons, heavy weapons, swordsmanship, spears, staves or tahaddi.

Technique : master of Niyuddha.

The traditions of dueling of the Ivory Kingdoms are complex and require a lifetime to master. The duelists train for years to just be able to understand the basic mastery of the weapon before they can attempt to follow the rituals of a duel correctly. This technique works like the Kakita bushi rank 3 technique.

Greetings from the Sands, Evil-Smelling Brother-in-Law of a Camel!

Good and inventive work with lots of research, but i am a bit puzzled about the shugenja schools. I may be wrong but i thought Ivinda were distrustful of magic ?

See you in the sands.

They are distrustful of magic, as in magicians, they are devote religious people. The Jakla are like the shugenja, priests. They are rarer than shugenja in itself, and as such their is way more monks than there is ever any jaklas. But users of magic do exists in the Kingdoms, since official characters are actually spellcasters. It's true the description I listed don't mention the rarity of those and the general disdain and fear they create, and I'll edit the descriptions to mention it.

They are distrustful of magic, as in magicians, they are devote religious people.

To be fair, aren't we the same? (By "we" I mean Rokugani.) As you pointed out, Shugenja are more like priests than magicians, flavorwise.

Edited by MarthWMaster

Greetings from the Sands, Evil-Smelling Brother-in-Law of a Camel!

They are distrustful of magic, as in magicians, they are devote religious people. The Jakla are like the shugenja, priests.

Seems fair and logical.

By the way you might want to be more precise about the sahir power of the Jakla summoner.

Do they learn it like a Free sahir or a qabal member ?

You might also consider giving the Jinn summoner Path the Servant of somkeless fire advantage for free instead of a sahir discipline.

Hope it helps.

(By "we" I mean Rokugani.)

I shall ignore this insult and kill you with contempt !!!

See you in the sands.

Edited by Lord of the Seal

(By "we" I mean Rokugani.)

I shall ignore this insult
To be fair, aren't we the same? (By "we" I mean Rokugani.) As you pointed out, Shugenja are more like priests than magicians, flavorwise.

Indeed, but Rokugan only known (really) maho as magic, while the Ivinda have to deal with the Sahir on a more regular (and wide) basic.

By the way you might want to be more precise about the sahir power of the Jakla summoner.

Do they learn it like a Free sahir or a qabal member ?

Since a free sahir learns it like a Qabal member (LBS 4th edition update), and you only get two levels with the school so it's like you ever reach a comparative level to a real Sahir.

You might also consider giving the Jinn summoner Path the Servant of somkeless fire advantage for free instead of a sahir discipline.

Hum, no, some of the Jakla in the card game has specifically listed they can't summon jinns, giving it for free would means everyone could summon them (and get free exp a second time with summon Jinn 2).

Greetings from the Sands, Evil-Smelling Brother-in-Law of a Camel!

Since a free sahir learns it like a Qabal member (LBS 4th edition update), and you only get two levels with the school so it's like you ever reach a comparative level to a real Sahir.

I meant that free sahir only improve 2 discipline at each insight rank instead of 3 for the Qabal sahir.

I found the wording of the technique to be a bit confusing.

See you in the sands

Greetings from the Sands, Evil-Smelling Brother-in-Law of a Camel!

Since a free sahir learns it like a Qabal member (LBS 4th edition update), and you only get two levels with the school so it's like you ever reach a comparative level to a real Sahir.

I meant that free sahir only improve 2 discipline at each insight rank instead of 3 for the Qabal sahir.

I found the wording of the technique to be a bit confusing.

See you in the sands

The schools give you a second level at rank 5, meaning the Jakla has either a discipline at 2 or two disciplines at 1 when he reaches this rank.

Greetings from the Sands, Evil-Smelling Brother-in-Law of a Camel!

Much more clear now, thank you.

See you in the Sands.